T A C T I C A L E S P I O N A G E A C T I O N Metal Gear Solid 4 -=Guns of The Patriots=- FAQ/Walkthrough for Metal Gear Solid 4 Written by Billy Fountaine AKA Genocide Email: Solidsnake67_us@hotmail.com Last Updated on: November 22, 2008 Version: 1.01 This guide is property of Billy Fountaine. It is only to appear on GameFAQs. If you would like permission to use my guide, contact me, my email is above. If it is used without my consent, I will take legal action. ==--==--==--==-==--==--==--==-==--==--==--==- Version History ==--==--==--==-==--==--==--==-==--==--==--==- Version 1.0 |June 20| The main walkthrough, as well as a few other sections, are complete. I will update the Weapons/Items and Cheats/Secrets sections soon. Version 1.01 |November 22| Sorry for the long delay, I added alot of stuff that was missing. And revised a good portion of the walkthrough. I still have some stuff to update/do, but otherwise the main portions are semi-done. I may add a BBE section too as well. ==--==--==--==-==--==--==--==-==--==--==--==- Table of Contents ==--==--==--==-==--==--==--==-==--==--==--==- A. Introduction B. Basics of the Game B-1. Controls B-2. Game Basics B-3. Close Quarters Combat C. Weapons/Items c-1. Weapons C-2. Customizations C-3. Items D. Characters D-1. Characters E. FAQ/Walkthrough E-1. Getting Into the City E-2. Act One - Liquid Sun E-3. Act Two - Solid Sun E-4. Act Three - Third Sun E-5. Act Four - Twin Suns E-6. Act Five - Old Sun F. Unlockables and Secrets F-1. Unlockables F-2. Secrets F-3. Downloads G. Rank Emblems H. Credits/Thanks/Contact Info I. Legal/Copyright Stuff ==--==--==--==-==--==--==--==-==--==--==--==- A. -Introduction- ==--==--==--==-==--==--==--==-==--==--==--==- Metal Gear Solid 4: Sons Of The Patriots is the final installment of the Metal Gear Solid franchise. The sequel to MGS2, it ties up all of the loose ends left by MGS2 & 3. And leaves everyone on a very happy note. Truly a GOTY candidate. ==--==--==--==-==--==--==--==-==--==--==--==- B. -Basics of the Game- ==--==--==--==-==--==--==--==-==--==--==--==- -[[[[B-1 Control's]]]]- Square- Use to toggle Auto-Aim on/off. And use this to switch the Solid Eye to Night Vision Mode. Triangle- The action button, press near railings to hang/walls to hug against them, and while a weapon is drawn, press to go into first person view. Also use this to switch the Solid Eye to Binocular Mode. Circle- Use this button to reload a weapon. And switch the Solid Eye to Normal Mode. X- Press this once to crouch, press and hold to lay on your stomach, while running press to roll. Directional Pad- Use UP to Zoom In with a Scope, DOWN to Zoom Out. Left Analog Stick (L3)- Press lightly to walk, firmly to run. Right Analog Stick (R3)- Moves Camera and Crosshairs. And move the map around on the start menu. L1- Aim your weapon. L2- Opens the ITEM Window. R1- With a weapon drawn, use weapon. Without weapon drawn, use CQC. While close, press and hold to grab them in a chokehold. R2- Opens the WEAPON Window. START- Pauses game, from here you can access the Codec, select the Weapons you want, select the items you want, choose different camoflauges/face camos, access Drebins Shop, access the briefing screen, options, and save. As well as the map. SELECT- Use to access the controls menu. -[[[[B-2 Game Basics]]]]- Life Bar- How much health you have, use rations to replenish this. If it becomes red, you are bleeding, crouch/use a band-aid to stop this. 02 Gauge- How much breath you have underwater. Do not let this run out, or your health gauge will begin to diminish. Psyche/Stamina Gauge How much stamina/morale you have left. Having COMBAT HIGH can deplete this. Use items such as REGAIN, RATIONS, and COMPRESS to restore it. Grip Gauge- How long you're able to stay hanging over a ledge, once it runs out, you will automatically fall. -[[[B-3 Close Quarters Combat]]]- While running, press R1 to CQC slam someone. Press and hold R1 to grab and hold an enemy. From here you can do a variety of things: Throat Slit - Press the action button. Hold Hostage - With a certain weapon equipped, hold L1 to aim the gun while holding the enemy as a shield. Disarm - While running at an enemy, press R1, then press R1 again to disarm the enemy. Hold Up - While sneaking up on an enemy, while close, point the gun at him to hold him up, you can get ammo from him here. Slam - While holding them, press R1 with the left analog stick up or down to slam them. ==--==--==--==-==--==--==--==-==--==--==--==- C. -Weapons/Items- ==--==--==--==-==--==--==--==-==--==--==--==- -[[[[C-1 Weapons]]]]- ============ -(Handguns)- ============ Mk. 2 Tranquilizer Description - A 22-caliber tranquilzer pistol. Equipped with a built in grip mounted Laser Sight. Holds 10 rounds per magazine. -Usable Ammo- Anest. (.22) Laugh Anest Rage Anest Cry Anest Scream Anest Customizable: Yes ----------------- Operator Description - A 45-caliber pistol custom made for Snake's mission. Holids 7 rounds per magazine. -Usable Ammo- .45ACP Customizable: Yes ----------------- GSR Description - A 45-caliber pistol, unique by appearance. Not a very good rapid fire weapon, but its powerful rounds make up for it. Holds 8 rounds per magazine. -Usable Ammo- .45ACP Customizable: Yes ----------------- Five Seven Description - An automatic pistol that uses the same kind of ammo as the submachine P90. Low recoil makes this weapon very easy to handle. Used by Snake when he infiltrated Galuade. Holds 20 rounds per magazine. -Usable Ammo- 5.7 x 28 mm Customizable: Yes ----------------- PMM Description - Russian 9mm automatic pistol. A modern version of the Makarov PM, official Soviet Army sidearm An easy to handle gun with relatively low recoil. Holds 12 rounds per magazine. -Usable Ammo- 9 x 18mm Customizable: No ----------------- PSS Description - A silenced pistol that uses a special type of soundless ammo. Holds 6 rounds per magazine. -Usable Ammo- 7.62 x 42mm Customizable: No ----------------- G18C Description - 9mm machine pistol. Capable at firing a blazing 1200 rounds per minute. Holds 33 rounds per magazine. -Usable Ammo- 9 x 19mm Customizable: Yes ----------------- Mk. 23 Description - The same pistol that Snake used in Shadow Moses. Very powerful with plenty of stopping power. Holds 12 rounds per magazine. -Usable Ammo- .45ACP Customizable: Yes ----------------- Race Gun Description - 38 caliber high precision pistol. Easy to fire in rapid succession. Bullets are ricochetable. Holds 19 rounds per magazine. -Usable Ammo- 9 x 23mm Customizable: No ----------------- Type 17 Description - 45 caliber Chinese machine pistol, same pistol EVA used in MGS3. Powerful enough to drop enemies almost instantly. Holds 10 rounds per magazine. -Usable Ammo- .45ACP Customizable: No ----------------- Desert Eagle Description - The worlds most powerful pistol, firing 50 caliber rouds. Meryls weapon of choice. Holds 7 rounds per magazine. -Usable Ammo- .50AE Customizable: No ----------------- Desert Eagle Long Barrel Description - Practically identical to original model, barrel is extended which increases muzzle velocity. Meryls weapon of choice. Holds 7 rounds per magazine. -Usable Ammo- .50AE Customizable: No ----------------- 1911 Custom Description - The legendary custom handgun used by Naked Snake also known as Big Boss in Operation: Snake Eater. Holds 7rounds per magazine. -Usable Ammo- .45ACP Customizable: No ----------------- Thor .45-70 Description - The same pistol Liquid Ocelot uses, not very useful in firefight situations, although it is very powerful. Holds 1 round (Single Shot) -Usable Ammo- .45-70 Customizable: No ----------------- Solar Gun Description - A special type of weapon that uses the power of sunlight as its ammo. Hold Circle to recharge. A fully charged blow will knock the enemy out, and shake them of their items/ammo. Rechargable Power -Usable Ammo- None Customizable: No =================== -(Submachine Guns)- =================== P90 Description- An easy to handle submachine pistol with plenty of penatrative power with low recoil. Same pistol Solidus used in MGS2. And is currently the weapon used by the FROGs. Holds 50 rounds per magazine. -Usable Ammo- 5.7 x 28mm Customizable: Yes ------------------ M10 Description- Developed in the 1960s. Difficult to control from open bolt firing and 1000 rounds per minute. But very deadly in point blank range. Holds 30 rounds per magazine. -Usable Ammo- .45ACP Customizable: Yes ------------------ MP7 Description- Developed with the same concept as the P90. Has low recoil in full auto mode, but has little stopping power. Holds 20 rounds per magazine. -Usable Ammo- 4.6 x 30mm Customizable: Yes ------------------ Vz.83 Description- Developed as a self defense weapon in Czechoslovakia. Comes with a built in laser sight, and is very easy to control. Holds 20 rounds per magazine. -Usable Ammo- 9 x 18mm Customizable: No ------------------ Bizon Description- Russian made 9mm, distinguished by its high capacity magazine. Based on the AKS-74u. Operates exactly like an AK, has moderate stopping power, but its large magazine cuts down on reloads. Holds 64 rounds per magazine. -Usable Ammo- 9 x 18mm Customizable: No ------------------ MP5SD2 Description- One of the worlds finest submachine guns. Built in supressor, along with low recoil. Makes this a superb weapon. Holds 30 rounds per magazine. -Usable Ammo- 9 x 19mm Customizable: No ========== -(Rifles)- ========== AK102 Description - A modern improved version of the AK-74. A standard weapon with good stopping and penetrative power. Holds 30 rounds per magazine. -Usable Ammo- 5.56 x 45mm Customizable: Yes ------------------ M4 Custom Description - A shortened carbine model of the M16. Its rail system makes it highly customizable. A very powerful weapon. Holds 30 rounds per magazine. -Usable Ammo- 5.56 x 45mm Customizable: Yes ------------------ Mk .17 Description - A new and advanced assault rifle. Plenty of stopping power and very easy to use. Used by PMCs. Holds 20 rounds per magazine. -Usable Ammo- 7.62 x 51mm Customizable: Yes ------------------ G3A3 Description - One of the signature assault rifles of the West. Excellent range and power. Used by South American rebels. Holds 20 rounds per magazine. -Usable Ammo- 7.62 x 51mm Customizable: No ------------------ Fal Carbine Description - Shorter version of the FAL. Difficult to control in full auto mode. Plenty of power. Holds 20 rounds per magazine. -Usable Ammo- 7.62 x 51mm Customizable: No ------------------ AN94 Description - Developed to replace the AK-74. Fires at a rate of 1800 rounds per minute. Powerful weapon effective for quick takedowns. Holds 30 rounds per magazine. -Usable Ammo- 5.45 x 39mm Customizable: Yes ------------------ XM8 Description - Based on the G36, built in dot sight, allowing for extremly accurate aiming. A very useful weapon. Holds 30 rounds per magazine. -Usable Ammo- 5.56 x 45mm Customizable: Yes ------------------ Tanegashima Description - Mythical flintlock gun, work of a Japanese gunsmith. Not a very useful weapon in todays world. Using this weapon in an outside area will cause a tornado. Single Shot matchlock gun -Usable Ammo- Lead Ball Customizable: No ------------------ M14EBR Description - Sniper version of the M14 rifle. High stopping power, moderate recoil, long range, and full auto make this a very useful weapon. built in scope. Holds 20 rounds per magazine. -Usable Ammo- 7.62 x 51mm Customizable: Yes ------------------ DSR-1 Description - Bullpup sniper rifle. Excellent power and precision. Built in scope. Holds 5 rounds per magazine. -Usable Ammo- 7.62 x 67mm Customizable: No ------------------ SVD Description - Semi-auto sniper rifle. High penetrating power. Holds 10 rounds per magazine. -Usable Ammo- 7.62 x 54R Customizable: No ------------------ Mosin-Nagant Description - Primary sniper rifle of the Soviet Army until the adoption of the SVD rifle. Carries anesthetic rounds which will take down the enemy in an instant. Used by The End in MGS3. Holds 5 rounds per magazine. -Usable Ammo- Anest.(7.62mm) Anest Laugh Anest Rage Anest Cry Anest Scream Customizable: No ------------------ M82A2 Description - Anti-material sniper rifle. Very very powerful, even at long ranges. Wielding this weapon makes you practically unstoppable. Akibas weapon of choice. Holds 10 rounds per magazine. -Usable Ammo- .508MR Customizable: No ------------------ Rail Gun Description - Very powerful weapon that fires electromagnetic rounds. Same weapon used by Crying Wolf, and Dead Cell member Fortune. Contains the same power as a tank turret. Deals extreme damage. Holds 40 rounds per magazine. -Usable Ammo- Rail Gun Ammo Customizable: No ------------------ ================== -(Other Firearms)- ================== HK21E Description - Belt fed general purpose machine gun. Contains large magazine and plenty of stopping power. Holds 100 rounds per magazine. -Usable Ammo- 7.62 x 51mm Customizable: No ------------------ M60E4 Description - Primary weapon of the Navy/Marines, very powerful that can take down a group of enemies with no problem. Holds 200 rounds per magazine. -Usable Ammo- 7.62 x 51mm Customizable: Yes ------------------ PKM Description - General purpose machine gun, great firing stability, long range penetrative power. Holds 100 rounds per magazine. -Usable Ammo- 7.62 x 54R Customizable: No ------------------ Mk.46 Mod 1 Description - Light weight machine gun thats easy to carry while taking on enemies while on the move. Holds 100 rounds per magazine. -Usable Ammo- 5.56 x 45mm Customizable: Yes ----------------- Patriot Description - The modified rifle used by The Boss in Metal Gear Solid 3. Contains unlimited ammo. -Usable Ammo- None Customizable: No ------------------ Twin Barrel Description - Double barreled hunting shotgun, has the weight of a handgun, with the power of a shotgun. Holds 2 rounds per magazine. -Usable Ammo- 12GA (00 Buck) Slug V.Ring Customizable: No ------------------ M870 Custom Description - Pump action shotgun, suitable for close range combat. Very balanced weapon Holds 4 (+1) rounds per magazine. -Usable Ammo- 12GA. (00 Buck) Slug V. Ring Customizable: Yes ------------------ Saiga 12 Description - Automatic Shotgun based on AK design. Very quick firing rate. Holds 8 rounds per magazine. -Usable Ammo- 12GA. (00 Buck) Slug V.Ring Customizable: No ------------------ XM25 Description - Newly developed man-portable grenade launcher. Holds 6 rounds per magazine. -Usable Ammo- 25mm A.B.G. Customizable: No ------------------ MGL-140 Description - Raging Ravens weapon of choice. Capable of repeat fire with a revolver style cylinder. Best weapon for taking out multiple enemies at once. Holds 6 rounds -Usable Ammo- 40mm (Grenade) 40mm (WP Grenade) 40mm (Stun Grenade) 40mm (Smoke Grenade) Customizable: Yes ------------------ RPG-7 Description - Rocket-propelled grenade launcher -Usable Ammo- RPG-7 Ammo Customizable: No ------------------ M72A3 Description - Portable Anti-Tank rocket launcher. -Usable Ammo- M72A3 Customizable: No ------------------ Javelin Description - Portable Anti-Tank Missile Controllable missile via right analog stick. -Usable Ammo- Javelin Customizable: No ------------------ FIM-92A Description - Portable Surface-To-Air Missile Also known as the Stinger Missile Launcher. -Usable Ammo- FIM-92A Customizable: No ============== -(Explosives)- ============== Grenade Description - Standard Fragmentation grenade. Detonates after 2 seconds. ------------------ Petro Bomb Description - Molotov Cocktail, douses enemies in flames. ------------------ WP Grenade Description - Phosphorus Grenade, capable of setting enemies aflame. ------------------ Stun Grenade Description - Special grenade used to temporarily disable the enemy by disabling their hearing and sight. ------------------ Chaff Grenade Description - Grenade that temporarily disables electronic equipment. ------------------ Smoke Grenade Description - Used to provide cover for a quick getaway. Can also temporarily disable an enemy. ------------------ Smoke Grenade (Y) Description - Same as above, but this grenade releases a yellow smoke that causes the enemy to laugh. ------------------ Smoke Grenade (R) Description - Same as above, but this grenade releases a red smoke that induces a feeling of rage in the enemy. ------------------ Smoke Grenade (B) Description - Same as above, but this grenade releases a blue smoke that causes the enemy to cry/mourn for fallen comrades. ------------------ Smoke Grenade (G) Description - Same as above, but this grenade releases a green smoke that causes the enemy to scream. ------------------ Claymore Description - Anti-personnel mine used in ambushes and defensive combat. ------------------ Sleep Gas Mine Description - A non lethal mine that releases a special gas that knocks the enemy unconcious. ------------------ C4 Description - Very popular plastic explosive with remote detonator. ------------------ Sleep Gas Satchel Description - A device that releases sleep gas via a remote trigger. ======= -(Etc)- ======= Stun Knife Description - A CQC compatible knife equipped with a non lethal stun function. ------------------ Magazine Description - Empty firearm magazine clip, can be used to distract enemies. ------------------ Playboy Description - An adult magazine, useful for distracting enemies. ------------------ Emotion Magazine Description - A photographic magazine of the B&B Corps members, when looked at, it causes soldiers to break down and lose control of their emotions, useful to use to slip by them. ------------------ Mantis Doll Description - Doll capable of manipulating soldiers with nanomachines in their bodies, only works on living soliders, when uses, you can shake them of items and ammo, but it kills them afterwards. Used by Screaming Mantis. ------------------ Sorrow Doll Description - Doll capable of manipulating dead soldiers with nanomachines in their bodies, only works on dead soldiers, can be used to shake them of items/weapons. Used by Screaming Mantis -[[[C-2 Customizations]]]- ------------ -(Handguns)- ------------ Mk. 2 Tranquilizer: None Operator: Muzzle Mount - Suppressor Bottom Mount - F. Light GSR: Bottom Mount - F. Light Five Seven: Bottom Mount - F. Light PMM: None PSS: None G18C: Bottom Mount - F. Light Mk. 23: Muzzle Mount - Suppressor Race Gun: None Type 17: None Desert Eagle: None Desert Eagle Long Barrel: None 1911 Custom: None Thor .45-70: None Solar Gun: None ------------------- -(Submachine Guns)- ------------------- P90: Muzzle Mount - Suppressor Left Mount - Laser Sight Right Mount - F. Light (Rifle) M10: Muzzle Mount - Supressor MP7: Top Mount - Dot Sight or Scope Vz.83: None Bizon: None MP5SD2: None ---------- -(Rifles)- ---------- AK102: Bottom Mount - GP30 Grenade Launcher M4 Custom: Top Mount - Dot Sight or Scope Muzzle Mount - Suppressor Bottom Mount - XM320 Grenade Launcher or Masterkey Shotgun, or Foregrip A or Foregrip B Left Mount - Laser Sight Right Mount - F. Light Mk .17: Top Mount - Dot Sight or Scope Bottom Mount - Foregrip A or Foregrip B Left Mount - Laser Sight Right Mount - F. Light G3A3: None Fal Carbine: None AN94: Bottom Mount - GP30 Grenade Launcher XM8: Bottom Mount - XM320 Grenade Launcher Tanegashima: None M14EBR: Muzzle Mount - Suppressor Left Mount - Laser Sight Right Mount - F. Light DSR-1: None SVD: None Mosin-Nagant: None M82A2: None Rail Gun: None ------------------ -(Other Firearms)- ------------------ HK21E: None M60E4: Top Mount - Dot Sight or Scope Bottom Mount - Foregrip A or Foregrip B Left Mount - Laser Sight Right Mount - F. Light PKM: None Mk.46 Mod 1: Top Mount - Dot Sight or Scope Bottom Mount - Foregrip A or Foregrip B Left Mount - Laser Sight Right Mount - F. Light Twin Barrel: None M870 Custom: Top Mount - Dot Sight or Scope Saiga 12: None XM25: None MGL-140: Bottom Mount - Foregrip A or Foregrip B Right Mount - F. Light RPG-7: None M72A3: None Javelin: None FIM-92A: None -[[[[C-3 Items]]]]- ============ -(Recovery)- ============ Cigs Description- Snakes favorite brand of cigarettes, of "The Boss" brand. Restores psyche and relaxes you. ------------ Muna Description- South American herb plant. Equipping it relaxes you and restores your psyche. Found in Act 2 ------------ Syringe Description- Nanomachine suppressant. Injecting it will restore your psyche for a short time. Using it too much will cause the effect to wear off. Can be used on other soldiers as well. Recieved In Act 2 ------------ Ration Description- Portable military ration, replenishes life and psyche when consumed. ------------ Noodles Description- Instant Noodles, replenishes life and psyche when consumed. ------------ Regain (R) Description- Beverage that fully restores life and psyche. ------------ Pentazemin Description- Drug that stops hands from trembling during aiming, mostly during sniper fire. ------------ Compress Description- Applied to the lower back to relieve lower back pain. =================== -(Mission Support)- =================== OctoCamo Description- Not really an item, but a very useful tool in your sneaking mission. To activate it, simply press against/lay against something, holding still. This will activate your suit to blend in with the surrounding area. Using this with FaceCamo proves very effective. ----------- Solid Eye Description- A multipurpose goggle created by Otacon especially for this mission. Has a built in scope, light amplifying night vision, as well as a radar. Placed over Snakes right eye. Recieved after meeting up with the Mk II ------------ Camera Description- Used for taking pictures. Found in the Nomad, or in Act 4 ------------ MG Mk.II Description- Remote mobile terminal built by Otacon and Sunny, used for providing Snake with operational support. Can be used to shock enemies, activate certain things. Comes equipped with stealth. ------------ MG Mk.III Description- Built to replace the presumably destroyed MK II. ------------ Cardboard Box Description- Snakes original favorite use of hiding. In his current situation, it is not as useful. Found in Act 1 ------------ Drum Can Description- Found by Snake in the Middle East. Provides a better way of sneaking other than the cardboard box. Can be used to knock over enemies. And rolling to a quick getaway. Rolling too much will cause Snake to vomit. Recieved in Act 1 ------------ iPod Description- Portable music player, Tunes can be found throughout the game, or downloaded. Found in Act 1 ------------ Signal Interceptor Description- Used to intercept PMC transmissions in order to find a resistance member. Recieved in Act 3 ------------ S. Plug Description- Injecting a soldier will give away the position of comrades also linked by SOP. Bought from Drebin after completing 10 hours of MGO play. ------------ Bandana Description- Has the infinity symbol inscribed on it, provides infinite ammo. Unlocked via completing a no-kill run. ------------ Stealth Description- Camoflauge capable of bending light, does not work in alert mode, or against unmanned weapons such as Gekko or Scarabs. Does not work when wearing a face camo. Unlocked via completing a no-alert run. ==--==--==--==-==--==--==--==-==--==--==--==- D. -Characters- ==--==--==--==-==--==--==--==-==--==--==--==- -[[[[D-1 Characters]]]]- B & B Corps (Mantis, Octopus, Raven, Wolf)- A group of women, who have all been scarred by war. Turning them insane. They all have robotic-like outer bodies housing their real bodies. Big Mama- The leader of a small resistance group. You must meet up with her to find the location of Big Boss' corpse. Drebin- A weapons wholesaler, you can buy weapons/ammo/etc from him throughout the game. Liquid Ocelot- After Shadow Moses, Ocelot grafted Liquids arm onto his own. Doing this, enabled Liquid to take control of his mind and body. He now has full control over Ocelot, and is trying to take complete control over the System. Mei Ling- When the Shadow Moses incident ended, she became captain of the Missouri Warship, and is now aiding Snake and the team. Naomi Hunter- The very same doctor who injected Snake with FoxDie in Shadow Moses. She has returned. And is seemingly aiding Liquid in his plot. Otacon- A Shadow Moses survivor, he was the mind behind Metal Gear REX. After being rescued by Solid Snake, he aided Snake to the demise of REX. Two years later, he and Snake form an NGO named Philanthropy, an Anti- Metal Gear Organization, taking out countless Metal Gears around the world. He and Snake aided Raiden through the Big Shell incident. In the process, meeting with his stepsister Emma, who was later killed by Vamp. He now is aiding Snake, this time out of harms way, via MK II. Codec Frequency - 141.12 Raiden- After the Big Shell incident, he suddenly disappeared. He then returned with the body of a cyborg. Seemingly learning the ways of a ninja. He first aids Snake by codec. Rat Patrol Team 01 (Meryl, Akiba, Johnathon, Ed)- Meryl's peacekeeping group. The entire team minus Akiba, thanks to the nanomachines, are able to act seemingly as one, as they know eachothers senses. Rosemary- Raidens former girlfriend. She is now married to Roy Campbell. And has become a psychologist. Roy Campbell- Old Snakes former commander from Foxhound. He contacts Snake & Otacon and informs them of Liquids new plot. Old Snake- The one and only legendary mercenary. He foiled Liquids plot in Shadow Moses, and once again, he's been asked to take out Liquid. Only this time, for good. Sunny- Olga Gurlukovichs daughter, she was taken by the Patriots when she was born. She was later rescued by Raiden. Vamp- A seemingly unkillable freak. He is apart of Liquid Ocelots army. ==--==--==--==-==--==--==--==-==--==--==--==- E. -FAQ/Walkthrough- ==--==--==--==-==--==--==--==-==--==--==--==- Ok, to start things off, this guide will be written under the "Solid Normal" difficulty, so with that said, lets get started, shall we? :) -[[[[E-1 GETTING INTO THE CITY]]]]- MIDDLE EAST Ok, as we begin, you will be behind a truck in the middle of a battle field. Head right, crawling under the one truck, grabbing a ration, then crawl under the left truck, triggering a cutscene. After the cutscene, grab the AK-102 next to the dead soldier next to you. Now head north, triggering another cutscene. Now we have a bigger problem, Gekko. To get passed these unnoticed, go left, into a building with stairs. Going up the stairs, there is a hole in the north wall. Jump through, and run like hell north. Hurry to the destination shown on your map. This will trigger a cutscene. Save your game if you like. Some cutscenes will follow, and ACT ONE will begin. -[[[[E-2 ACT ONE - LIQUID SUN]]]]- -(Getting to the MK II)- RED ZONE NW SECTOR As you begin, head north and stop at the end of the wall, you will see two PMC soldiers. Slowly crawl along the sidewalk, make sure your Octacamo activates first. As you go ahead, a cutscene will activate and a tank will come forth with more PMC troops. Continue slowly crawling until you're close to the tank. Wait until the two troops move on, and continue on. Stay behind the destroyed car. When the one soldier is at the front of the tank, continue on. You will see two more PMC troops, one will run across the street, one will be facing you. Wait until he moves, and jump through the window on your right. Go all the way right, and there will be a crawl space to the north, under some debris. Moving on, you will see another troop, move to the right, heading towards a door. Go all the way north, until you see three lockers and the exit, of which you will see another PMC troop. Wait until he walks into the building, and crawl on, be careful of the other two PMC troops. When they're not close, get up, and run behind the giant crate, near another open door. Go through this door to the next area. -RED ZONE- Run to the statue to avoid the PMCs, going right, and north. You will see one PMC troop, when he's walking away from you, CQC Slam him. Continue north until you see two PMC troops walk out, they will be headed your way, so move right and hide behind the wall at the bottom. Don't move an inch until they run away. Run north, and into the building. Triggering a cutscene. You will recieve a few new weapons & gadgets: METAL GEAR MK II SOLID EYE OPERATOR PISTOL W/ SILENCER MK 22 TRANQUILIZER W/ SILENCER -(MEETING WITH THE INFORMANTS)- From here, head north, crawling behind the side of the van, avoiding the PMC troops. When the troops move, slowly proceed passed the blockades. Tranq whatever troops you see. Head left, and you will see two PMC troops and a tank. Wait for the two PMC troops to move then crawl behind the tank. Tranq the two troops, and crawl on the left side of the three barrels. Crawl into the duct ahead of you. Once at the other end, go down the stairs into the safehouse. -MILITIA SAFE HOUSE- Do as Otacon says and switch the Solid Eye to Night Vision Mode. Go to the door, follow the path. Continue on, grab the Ration, and run by the three passing miltiamen. Keep going, to the next area. Go up the stairs, and head on. Moving on, run passed the two guards talking. Go up the stairs, run passed the two passing militiamen. Go to the room on the right, grab all of the ammo, and open up the lockers. You will get the militiamen uniform. Continue passed all of the guards heading to the destination. Climb up the stairs to the next area. Triggering a cutscene. This guy you meet, will sell you weapons in exchange for Drebin Points. -URBAN RUINS- Run to the hole ahead of you, go through it, and take a left. Then under the hole on the right. Follow the path and roll over the broken wall. Run under the wall and you will see two soldiers. Ignore them and go through the hole on the left. Climb over the wall, and grab the ration. Going north, take a right and the ceiling will collapse. Continue on, go through the hole on the right, and climb up on the diamond patterned floor, lean against the wall, and make your way across. Follow the path, climbing up onto another diamond patterned floor. Roll down to the floor below, triggering a cutscene, which will gain you the Drum Can. -DOWNTOWN- From here, stay on the right sidewalk, crouch running. When you get to the car, go right, then take another right, then head left, and pass the two soldiers. And then two more soldiers will be running across. Take a right, and grab the PENTAZAMIN, which will steady your hands. From here, run straight until you hear soldiers talking about a PMC sniper, crouch run taking a left passed them down the path that they are standing near. Then, take the first right, and move in between the walls follow the path and take the right, then another right to avoid the PMC soldiers/tank. Run up the path that the van is visible in. Here comes the tricky part. Crouch, and run to the passenger side of the van. Go through the path next to it, you will see a soldier. He'll ask if you have his back, follow him, but stay back as he leads you to the road, he'll most likely be killed. Crawl along the ground, when you get to the edge of the crate, Inchworm crawl to the crate ahead of you on the same sidewalk. Crawl around the inside of it, turn on your NVG, and tranq everyone ahead of you, continue crawling. Crawl all of the way, tranqing guys in the upper floors, and ahead of you, when you get to a lower area, in between a destroyed car and a foot higher land or so, crawl all the way to the destination shown, which is a door. Go inside the door, to the next area. -ADVENT PALACE- Ok, no enemies here, but you have to watch out for Claymores and Sleep Gas mines. Turn on NVG. Also, equip your Operator. Buy the Mosin Nagant if you're able to. Head up the stairs next to you, shoot the mine. Continue climbing until you reach the staircase with a mine, stay on this floor. Follow the hall around, shooting two sleep mines, and at the second mine, go up that staircase following the red blip on your radar. Shoot the sleep mine. Go in, and out the other side, triggering a cutscene. Get ready for a semi-boss battle. -[[[FROG Unit]]]- Follow Meryls unit, stay low. MAKE SURE YOU TRANQ EVERY SOLDIER. You will earn a doll afterwards, 5 of which are in the game. I will tell you where the next four are when we get there. After the first wave is taken out. Folow RAT PT 01 downstairs. They will stand still, move over to Akiba and Ed. Continue taking out the FROGs, and follow Meryls unit. This next area will be flooded with the FROGS, so stay low, keep your rations handy. Follow RPT01, and Akiba will be knocked out, wake him by crouching and holding Triangle. Take out the remaining FROGs, and go back to Meryls unit. Follow them through the hole in the floor. A bulldozer will break into the building, with more FROGs. Take them out, then follow Meryls unit. A cutscene will ensue, then you have to jump down an elevator shaft. Jump down, and head over to Meryls unit to trigger another cutscene as well as a codec call. -ADVENT PALACE GARAGE- From here, turn around, and you should have earned the FROG doll, if you don't see it, turn on your night vision, shouldn't miss it. After that, head for the surface via the dirt/debris ramp. Continue on, and climb over the crates. You will go to another area, also known as the Crescent Meridian. -CRESCENT MERIDIAN- Head towards the rebels and a cutscene will follow. Go to the right side, and through that gap in the wall. Follow it and crawl through the vent next to a ladder. On the other side will be two more rebels, who will be killed. Slowly crawl along the middle of the road, inchworming the entire way. Tranq the guard behind the left wall and continue on. Towards the end of the road you will see a ladder, move passed the two PMC troops by crawling in the road as usual, to get to it. When you climb it, follow its path by crouch running. At the end, jump down, triggering a cutscene. -MILLENIUM PARK- Move along the path, have your NVG on to see the enemies easier, tranq them all in the head. Continue on tranqing the guard at the gun turret, as well as those inside the fountain area. Stay low, and continue along the road. Carefully tranqing any guards you see. First, take out the guard in the lookout post. Continue taking out guards, and head towards the destination on your map. You have now reached the end of ACT 1. -[[[[E-3 ACT TWO - SOLID SUN]]]]- SOUTH AMERICA -COVE VALLEY VILLAGE- Firstly, tranq all of the PMCs. There is about 7 of them. Head east. Climb up the small patches of land to get to the higher grounds, giving the militiamen some help. Make sure you do not get spotted though. Turn on your NVG and follow the footsteps. As soon as you reach the end, Campbell will call you, introducing you to Rose. Continue along the path tranqing guards, until you make it to the POWER STATION. -POWER STATION- The second you start, you will get a call from none other than Raiden. Go on passed the militiamen, Equip the Mosin Nagant, and take out the two snipers above you. Stay on the right side of the wall. Stay low, and run along the wall. When you get to a big open area. Move over into it, and head north. Make sure you crawl the entire way, if you need to, MK 22 tranq some of the soldiers, do NOT tranq the soldiers with the blue lifebars. Make your way around the outside of the building, and head towards the path, which will trigger a cutscene. After which, you will see two guards in the distance. Sniper tranq them both, then head that way. Further along you'll see two more, repeat. And head to the next area. -CONFINEMENT FACILITY- After the codec convo, continue on. Take out all of the soldiers with your Mosin Nagant, and continue on, stay on the left side of the map. Take out whatever soldiers you see, and continue on, once out of the path, go through the base, and tranq the soldiers you see, making it through the compound, to the other side, making it to the next area. -VISTA MANSION- Okay, main job here is to make it to the roof of the mansion, so when you begin, Tranq every single red life bar'd enemy around you. Stay on the left side of the map. Taking the left path through. A small cutscene ensues, and a bulldozer. shoot whatever enemies are shooting at it, with your MK 22, and it will break into the mansions gates. Make your way in, and go around the right side, staying close to the wall. Make your way to the north edge of the wall. Tranq whatever enemies you see. Once at the very north edge, head west and go up the stairs, tranqing the enemies. Now, make your way in the back door of the mansion. Once in, head through the door on the right. Continue along the hallway, and take a right, go to the stairs, and hide behind the stand. Make sure your Octocamo blends in. Quickly run up stairs. Continue along the hallway path, going through the doors, to be on the roof. Once on the roof head north. And drop through the hole in the ceiling. Go down the stairs and make your way through the tunnel, at the end of the tunnel will be a ladder. Climb it to the next area. -RESEARCH LAB- As soon as the cutscenes end. You'll have 8 FROGs to deal with. Move to the south side of the door on the right side of the upper right room. SIX of them will come from the inside. Hide-shooting from this spot will make things much easier. After they're taken care of, TWO more will come, but move to the south by the bookcase, as they will come from the north, take them down. A boss battle will follow when you run to the left side of the room. -[[[LAUGHING OCTOPUS]]]- Her attacks- Homing explosive projectiles Machine gun Camoflauge mimmicks Tentacle Rolling Ball Your Night Vision is very useful here, as the battle begins, unload your Mosin Nagant into her. She'll then disappear, turn on Night Vision. She'll be hiding on a wall, use your Mosin, and take her down. Next she'll hide in a box, shoot it with the MK 22 a couple times and you'll get her. Make sure you avoid her homing explosives and tentacle ball. She'll then be on a wall looking like someone crucified, Shoot her, then she'll act as MK II, again, shoot her. She'll act as a dead soldier next. Then as Naomi, after you beat her, you must face her BEAUTY side. -[[[LAUGHING BEAUTY]]]- Her Attacks- Trying to grab you Before you take on the beauty, run to the north east room, in the south east corner of this room, is the Laughing Octopus doll. Now, hurry and shoot the Beauty. She'll dodge. But if you aim right you'll hit her. FIVE shots with the Mosin Nagant will take her down. Don't let her grab you, because she'll try seducing you, and take you to a white-room, which I personally haven't encountered yet. You must beat her in THREE minutes or you'll be sent to the white room automatically. After you take her out, Drebin will call you. Beating her will earn you the facecamo, and if you took her out tranq wise, you will earn her face, as a camo. -MOUNTAIN TRAIL- After the codec call from Raiden, turn on your NVG. To know which footprints are Naomi's, look closely with then NVG, her footprints look arrow shaped. Unlike the others. Follow the path until Otacon tells you they split up into different directions. Take the left-most path, and you will cross a bridge. Tranq the one guard, and the take the right-most path. Slowly continue, and tranq the guard laying up on the hill. Follow the middle path, going towards the guard you just tranqed. Continue forward and another guard will be waiting at another split up. Tranq him through the rocks, and take the path to the left of where he is, right next to him. You will come to a waterfall, and her prints vanish. -MOUNTAIN TRAIL RIVERSIDE- Otacon will say something. Take the left most path and you will see her prints again on the left trail. From here on, take the middle path. Be cautious, as 2 FROGS will be around here, crawl, and tranq both of them. Continue along the path and you will see a soldier, tranq him, be careful as there is a mine next to him. Take the right path, and follow it. Continue on, and you'll see another guard, tranq him. Take the path on the left side of the guard. Take the path further, and stick to the path with her prints, be careful, as a guard is there. Tranq him, and move on. A bit further is another guard, take him down and follow the trail with alot of prints. This leads you to a cave/tunnel, go inside. And a cutscene will follow. -DREBIN TANK GETAWAY (VISTA MANSION)- Ok, during this part, kick the zombified soldier off your tank. Don't shoot the powered suits, keep kicking soldiers off the tank, Drebin will drive through. On the next area, Gekko will be there, take them out with the machine gun, avoiding the soldiers, as you don't wan't to kill them. -DREBIN TANK GETAWAY (POWER STATION)- Shoot the door with the machine gun, then shoot the tank when told. Then, shoot the doors again, taking them off. -DREBIN TANK GETAWAY (WOODLANDS HIGHWAY)- Shoot the Gekko and the tank. -MARKETPLACE- From here on, you have to reach the exit while avoiding the Gekko. Go north, staying on the very left, then head towards the destination east. Oh, and try avoid being dropkicked by the Gekko ;). Getting there will ensue a cutscene. And ACT 2 comes to a close. -[[[[E-4 ACT THREE - THIRD SUN]]]]- EASTERN EUROPE -MIDTOWN S SECTOR- TIP: Wearing a face other than any of Snakes or the default facecamo, will allow you to walk passed PMCs unnoticed, given a weapon is not drawn. You must be wearing the civilian disguise for it to work. This act can be frustrating if you're not careful, as you can easily spook him. When you start, run straight from your position. A cutscene will follow, and you will have found a resistance member. Very carefully tail this guy. After a few minutes of tailing him, he will stop as a PMC soldier will be up ahead. Very carefully tranq the PMC soldier, and he will continue on. Stay behind the truck/van, and tranq the guard up the road. When he climbs up the stairs, stay at a fair distance, because he will run back and urinate on a statue. Once he's done that, get a bit closer. Careful, as to your left will be two PMC troops, tranq them. Continue trailing him for a few more minutes. At one point, he'll hide behind a door, lean out, then run down an alley to the next area. -MIDTOWN NE SECTOR- Turn left, and he'll come walking out, As you follow, be careful, stay on the sidewalk, as this area has a helicopter with a searchlight. And stay near the wall, as there are THREE PMC soldiers. Continue on, and soon he'll walk behind TWO PMC troops, tranq them both. Continue on and he'll lead you to the next area. -MIDTOWN N SECTOR- When you first come in you'll hear some screams. Stay a bit back, as the resistance member will come out dressed as a PMC troop. Continue following, and up ahead you'll see two PMC troops, tranq them. Continue following up the road, and soon he'll take a left, going passed THREE PMC troops, tranq them. As you continue following, Otacon will soon tell you that they're conducting vehicle patrols. When you see them, equip the drum can and stay still until they pass. Continue following, and soon, he'll lose the PMC uniform, and you continue following him to the end of the path, which will trigger a cutscene. Following the cutscene, will be a bike chase, similar to that from MGS3. -CHURCH COURTYARD- The MK22, P90, and stun grenades are all you will need here. Do not use the P90 on enemies. Use only the stun weapons on them. -RIVERSIDE WEST- Same strategy as before. -RIVERSIDE EAST- Same strategy as before. This time use the P90 to take out those unmanned birds. Once your done, a cutscene follows, as well as a boss battle. -[[[RAGING RAVEN]]]- Her Attacks: Grenade launcher Swooping into the building Smoke grenade Missile dropping Ok, when you start off, head to the balcony. She is easy to notice among the other birds. When you get a clear shot. Hit her with the Mosin. Make sure you run from her grenades, as they take a good portion of life away. When you beat her, you must face her BEAUTY side. -[[[RAGING BEAUTY]]]- Her Attacks- Trying to grab you When the battle first begins, run all the way up to the top balcony. Turn on your NVG, and you'll find the Raven Doll. Then, hurry and take her out, same rules apply to her as did the Octopus Beauty. After you defeat her, cutscenes will ensue, this marks the end of Act 3. Beating her rewards you with the grenade launcher, and her face camo, granted you used non-lethal means. -[[[[E-5 ACT FOUR - TWIN SUNS]]]]- SHADOW MOSES -Various Areas- Welcome back to Shadow Moses, the setting of Metal Gear Solid. When you start, you'll see that you are MGS1 Snake, take either of the two routes from MGS1. The left air duct, or the second floor duct. Also, avoid the enemies. Once you enter, a cutscene follows. as it was all a dream. The NVG are VERY useful here, as you can see MUCH better. Head west, along the only path. From here CRAWL. Equip your Facecamo. INCHWORM passed this Gekko. Once passed, you will then be in a PS3'd version of the Heliport. You will encounter alot of flashback conversations. Pick up the chaff. in the middle of the heliport. From here, you have THREE entry ways. The two air ducts, and the front door. Equip the chaff you just aquired. Go to the front door, and throw one. Run as fast as you can to the door straight across from you. The giant door on the right. throw another chaff right as you reach the tank. Once you reach the Canyon, crawl the entire way, do not wake the Gekko. Stay in the middle. Crawl to the slightly opened door. -NUCLEAR WARHEAD STORAGE BUILDING- No need to worry here, no enemies. Run to the door, and crawl under it. Run all the way forward, and go to the shut door. Otacon will call. Now, run up the stairs. And go to the elevator. Open it, go inside, and go take it to Otacons old office. -NUCLEAR WARHEAD STORAGE BUILDING B2- Run down the hallway, and take a left. Continue on, and follow the path. Go down the hallway, which has alot of blood stains, continue following. And go through the door. A cutscene will follow, when asked, put in the code 48273. When the cutscene ends, go back the way you came, but be careful, a Gekko will be here now. Wait for it to go down the hallway, and crawl over to the blocked door. Crawl under the desk. Run through the room, and go to the damaged switchboard. Equip the MK III, face it, and press triangle. It will destroy the Gekko. Now, take the elevator back down. -NUCLEAR WARHEAD STORAGE BUILDING- Go back to the door you went to. But this time, a Gekko will come out. Wait until it jumps down from the stairs, lay down, take out your MK 22, and wait until it walks into plain sight, shoot both legs and it'll go down. When it gets back up, repeat. Keep doing this until Otacon finishes. When he is, run to the next area.
OR, if you have beaten this game once, just fully charge your rail gun and
take it out.

				    -SNOWFIELD & COMMUNICATION TOWERS-
From here, run forward and make a left. Make your way down, a cutscene and a
boss battle follows.

				   -[[[CRYING WOLF]]]-
Her Attacks-
Rail Gun
Trampling you
Grenades
Deploying more FROGs

This one can be a tough one. Turn on your NVG. When the battle begins, tranq
all of the guards that you see. Now, equip your Mosin, look around for her.
She is quite easy to spot. When she runs near you, get away. When she runs
away, follow her footprints. When you take her out. A cutscene emerges, and
you now must face her beauty form.

				    -[[[CRYING BEAUTY]]]-
Her Attacks-
Trying to grab you

Same applies here with the other beauties, but before you do anything, AS SOON
as you start turn around. You will see the WOLF Doll. If you don't see it,
turn on your Night Vision. When you beat her, a cutscene emerges. And Drebin
calls. The Rail Gun you pick up is VERY useful. It can take down Gekkos with
a level 2/3 charge. When the cutscene ends. Go into the door ahead of you, and
down the stairs, which will lead to a little funny codec convo with Otacon.

Beating her earns you the Rail Gun & her face camo.

					-BLAST FURNACE-
This level is sort of tricky, as there are scarabs around. First, run left
down the walkway, and lean against the wall to get across. Once across, look
on the west wall, there is a scarab. Shoot it down with your silenced Operator.
Drop down, out of the scarabs sight. You may lose some slight health. Hurry
and access the elevator, get in, and take it down to B5. 

			        -CASTING FACILITY SOUTH-
Okay, from the start, equip your Rail Gun, fully charge it, and aim it
directly at the Gekkos head. Taking him down. From here on run towards the red
blip on your radar. Run up the stairs, and into the room, be careful, as this
has Scarabs AND Gekko. Ok, the easiest way out = Take everything out. Start by
shooting the Scarabs with your silenced Operator. Then, fully charge the rail
gun and take out the Gekko. Once everything is out. head towards the blip on
your radar. Go down the ladder and into the next room.

	                           -UNDERGROUND BASE-
Starting off, run forward, and crawl through the duct. Be careful, as
there is two patrolling scarabs. Wait until the one closest to you moves up,
move up with it, when it stops, take it out with your Operator, then do the
same for the one on the wall. Then run to the door.

			        -UNDERGROUND SUPPLY TUNNEL-
When the cutscenes end, you'll have a boss fight.

			           -[[[VAMP]]]-
His Attacks-
Knife throwing
Charge slash

Do anything you can to kill him. Avoid his knifes & jump out of the way when
he charges at you. When you take him down, equip the syringe, and get him
into a CQC hold, press triangle while holding him, and that will be that.

When you finish him, a cutscene follows. And you have a bunch of suicide Gekko
to deal with.

You must destroy these before they can self-destruct. Which occurs when their
lights stop blinking, take them down in 1 shot with a Level 2-3 charge. There
is a handful of Gekko, so you'll be busy. It ends when Vamp says "Kill Me."
Following is a cutscene. After this, you control REX.

				 -SURFACE TUNNEL-
One of the funnest parts of the game, you get to control Metal Gear REX.
There is three weapons to toggle between, done by the weapon window. To use
the machine gun cannon, aim with L1, and shoot with R1, use the missiles by
aiming with L1 lock on, and shoot with R1, charge up the laser with L1. and
Shoot with R1. Also, during certain occasions (in the upcoming battle),
pressing triangle performs a special attack. Also, pressing and holding
triangle will cause Snake to scream LIQUID!!!, recovering some life. Make
your way through the tunnel, taking as little damage as possible, take out
as many Gekkos as you can, as Drebin points are valuable. When you reach
the end, a cutscene and boss fight follows.

				   -PORT AREA-
				-[[[METAL GEAR RAY]]]-
His Attacks-
Missiles
Machine Gun
Water Cannon
Stomping You

Basic thing here is, dodge, and counter attack. When he's at a distance,

charge up your laser/lock on your missiles. Shoot down any missiles he fires
at you. Rinse and repeat until he's finished. A cutscene will follow, which
will signify the end of Act 4.

                             -[[[[E-6 ACT FIVE - OLD SUN]]]]-
				  OUTER HAVEN WARSHIP
		        		-SHIP BOW-
This is where things get real tricky. From the start, run right all of the way
until you reach the wall. From here, crouch, make sure you have Facecamo
equipped. Turn on your NVG. Tranq every guard you see, and crawl forward. Take
out the guard a few floors up, and look to the left, tranq whatever guards you
see, and whoever come to wake them up. Continue crawling forward, staying on
the very right of the ship. A bit further, stop, you will see two guards.
Tranq them both. Be careful, as two more will drop down. Continue crawling
north and two more drop down, take them out. Be careful now, stay to the very
right of the ship. As there is a Gekko. Move forward, but stay low, as two
more jump down from the north, take them out. Look up high and you'll see one
looking around on a higher deck, tranq him. Slowly advance while crawling.
Look to the left on a higher deck when advancing, you'll see another guard,
take him out. When you get to the two sleeping guards, stay put, as another
Gekko will drop down, this one will be destroyed by bombs. When it's destroyed
move to the north side of the crates, as the other Gekko will come to
investigate. When it leaves, run to the watertight door and open it. Run
inside to the end, into the elevator. Leading you to the next area. With FROGs
and the final B&B Corp boss fight. Screaming Mantis.

				    -COMMAND CENTER-
Run forward into the main room, triggering the cutscene. From here on, you
have to take out every FROG soldier, if you want the bandana you must not kill
any of them, so take out your MK22 and Mosin, and Stun Grenades if you need
them, and take out every soldier shown on your Solid Eye radar. There are FROG
soldiers in the upper floor. Take them all out, and get ready for the final
B&B Corps member.
			        -[[[SCREAMING MANTIS]]]-
Her attacks-
Getting Meryl to shoot you
Using soldiers to shoot at you
teleport slice
Getting Meryl to kill herself
Puppeteering you

This one is VERY easy once you know the trick.
When the battle begins, inject yourself with the Syringe, then CQC slam Meryl.
Then, take out your P90/M4, and shoot at her Mantis doll, which has the red
aura. Shoot it until it falls, when it does, Equip it, and aim it at her.
Then shake the controller while holding L1, profit. Now you must face her
Beauty form. But before you take her down, get the MANTIS statue. It is in
between the two staircases from where you start at the north. When you have
it, take her down, and congrats. You have all 5 dolls, earning you the SOLAR
GUN. A very useful gun which will come next playthrough, that knocks enemies
out with a full charge. A cutscene will follow.

				-MISSLE HANGARS-
When you regain control, go along the hallways. After you go through them a
few cutscenes will follow. When you regain control, this hangar will have
scarabs. Don't bother shooting at them, just run like hell and roll when you
are near them. It saves time, and you won't get as hurt. You must pass through
three of these, the fourth will trigger a cutscene, and you won't be
controlling Snake as he's running.

			         -MICROWAVE ROOMS-
Hurry through the room, be careful not to touch any of the prods. At a certain
point you will be shocked automatically. The further you move, you'll be 
shocked again. This will require you to repeatedly tap Triangle. Further on it
will happen again. Only this time you'll be crawling. Quickly tapping it will
get you right at the door, even though you most likely won't make it, the
cutscene will follow anyway. After quite a few cutscenes, there is one thing
that remains, the final boss battle.

				-[[[LIQUID OCELOT]]]-
His Attacks-
Punching
Kicking
Elbowing You in the Head (when he grabs you)

Liquid Ocelot has 4 Phases: Liquid (MGS1), Liquid Ocelot (MGS2), Ocelot (MGS3)
and Ocelot (MGS4).

The controls for this fight are:
X: Duck
Triangle: Special Actions, Life Recovery during him taunting you.
L1: Block.
R1: Punches, Kicks, A firm press allows for a strong punch.
If you press and hold R1, you can grab him & place him in a chokehold/elbow
him in the back of the head. If you press R1 firmly near one of the pillars,
you can grab him and put him against them. Allowing for choking, punching,
and kneeing. Heading towards him firmly pressing R1 will allow you to CQC
throw him, allowing for punches and a special action.

During Phase 2, he'll say "Take This". Make sure you duck out of the way. When
you reach Phase 4, all you really have to do is spam R1. Otherwise, the fight
is pretty simple. After you've beaten him, congratulations. You have just
beaten Metal Gear Solid 4: Guns of the Patriots.

If you followed my guide, you will recieve 3 main gifts = Stealth Camo,
Bandana, and Solar Gun, also, you will have unlocked most weapons/iTunes,
as well as the FaceCamos.

                    ==--==--==--==-==--==--==--==-==--==--==--==-
                               F. Unlockables And Secrets
                    ==--==--==--==-==--==--==--==-==--==--==--==-
				   -(F-1. Unlockables)-
				 -UNLOCKABLE WEAPONS-

Desert Eagle, Long Barrel-
Earn the Fox Emblem.

Mantis and Sorrow Dolls-
Shoot them down during the Screaming Mantis battle.

MGL-140 Grenade Launcher-
Defeat Raging Raven.

Mk. 23 Handgun-
Underneath the truck in Act 4, where you find the Socom in
MGS1.

Patriot-
Earn the Big Boss Emblem.

Race (Ricochet) Gun-
Complete the game once.

Rail Gun-
Defeat Crying Wolf.

Solar Gun-
Collect the five statues (Defeat the FROGs Battle w/ Rat PT 01,
and the four B&B corps with non-lethal weapons.

Thor 45-70-
Earn the Fox Hound Emblem.
 
World War I Pistol-
Earn the Hound Emblem. 

				  -UNLOCKABLE ITEMS-

Bandanna-
Complete the game without killing anybody including bosses.

Digital Camera-
Found in the Nomad vehicle during the mission intermission, you can unlock a
special photo by picking up this item in stage 4 instead of the Nomad.

Scanning Plug S-
Play on Metal Gear Online for more than 10 hours. You buy this from Drebin.

Stealth Camo-
Complete the game without triggering a single alert.

				-UNLOCKABLE OUTFITS-

Altair (from Assassins Creed)-
Earn the Assassin Emblem.

Civilian Disguise-
Recieved in Act 3.

Middle East Militia Disguise-
Found in Middle East in the Militia Safe House.

South American Rebel Disguise-
Found in South America (Cove Valley Village).

Suit-
Complete the game once.

				-UNLOCKABLE FACECAMOS-

Corpse Facecamo-
Earn the Big Boss Emblem.

MGS1 Snake-
Start Act 4.

Crying Wolf-
Defeat the Beauty form of Crying Wolf by non-lethal means.

Drebin-
Purchase and keep more than 60 different weapons.

FaceCamo-
Defeat the Beauty form of Laughing Octopus.
 
Laughing Octopus-
Defeat the Beauty form of Laughing Octopus by non-lethal means.
 
Otacon-
Run into Otacon using the Metal Gear II during the briefing scene.

Raging Raven-
Defeat the Beauty form of Raging Raven by non-lethal means.

Raiden Mask A-
Run into Sunny using the Metal Gear II during the briefing.

Raiden Mask B-
Run into Dr. Naomi Hunter using the Metal Gear II during the briefing.

Roy Campbell-
Run into Colonel Campbell using the Metal Gear II during the Act 1 Briefing.
 
Screaming Mantis-
Defeat the Beauty form of Screaming Mantis by non-lethal means.

Young Snake-
Start Act 3

Young Snake with Bandana-
Start Act 3
				   -UNLOCKABLE ITUNES-

Beyond the Bounds - Increases stun damage done by non-lethal weapons
Located In - Act 4, Shadow Moses, Tank Hangar. After power is restored,
backtrack to the upper catwalk and explore all rooms.

Big Boss - Increase stun damage and increases Snake's accuracy when played,
Earn the Big Boss emblem.

Bio-hazard - Cause soldiers held by Snake to scream.
Located In - Act 3 Europe, Midtown.

Destiny's Call - Causes soldiers held by Snake to get angry. 
A gift from a militia or rebel soldier if Snake gives them a healing item.

Flowing Destiny - Causes soldiers held by Snake to cry.
Located In - Act 4, Shadow Moses, Canyon. Look in the small hole in the
north west corner.

The Fury - Causes soldiers held by Snake to get angry.
Located In - Act 2 South America, Cove Valley Village. Inside the large,
burnt house.

MGS4 Love Theme - Causes soldiers held by Snake to cry.
A gift from a militia or rebel soldier if Snake gives them a healing item.

Opening, Old L.A. 2040 -Increase Snake's accuracy,
Located In - Act 4, Shadow Moses, Nuclear Warhead Storage B2.
Input 78925 into Otacon's lab computer.

Policenaughts Ending - Causes soldiers held by Snake to fall asleep.
Located In - Act 4, Shadow Moses, Nuclear Warhead Storage B2.
Input 13462 into Otacon's lab computer.

Rock Me - Increases Snake's amount of life recovered from items and other
means.
Located In - Act 2, South America, Confinement Facility.
Island in the south-east.

Sailor - Increases Snake's amount of life recovered from items and other
means.
Located In - Act 2, South America, Vista Mansion.
Between the east wall and a container. To the north.

Show Time - Causes soldiers held by Snake to scream.
A gift from a militia or rebel soldier if Snake gives them a healing item.

Snake Eater - Increases the life recovery rate of Snake through items and
other means.
Earn all 40 game clear emblems.

Subsistence - Increases Snake's accuracy. Play at least one game of Metal Gear
Online. With at least two players.



				     -UNLOCKABLE AMMO-

Emotive ammo (cry) Finish game once 
Emotive ammo (laughter) Finish game once 
Emotive ammo (rage) Finish game once 
Emotive ammo (scream) Finish game once 
Smoke Grenade (blue) Finish game once 
Smoke Grenade (green) Finish game once 
Smoke Grenade (red) Finish game once 
Smoke Grenade (yellow) Finish game once 

				      -OTACON CODES-

14893 100,000 DP 
13462 iPod tune 
78925 iPod tune 

				   -EXTRA SCREEN PASSWORDS-

thomas Unlocks "Desperate Chase" iPod Song 
george Unlocks "Gekko" iPod Song 
theodore Unlocks "Midnight Shadow" iPod Song 
abraham Unlocks "Mobs Alive" iPod Song 

				-COMPLETION UNLOCKABLES-

New combat vests-
Clear the single-player game once.

The Boss Extreme-
Complete the single-player mode once, and saving the
cleared data.

				     -(F-2. Secrets)-

While fighting the second form of any B&B unit, wait 3 minutes. After that the
whole area around Snake and the beast will go white. If you have obtained the
camera already once you pull it out the Beauty will pose for you.

Set the PS3 system date to a Wednesday or Sunday, and Drebin will have cheaper
prices. Also, in Act 5 all prices are half off.

After Psycho Mantis disappears, hold L1 for a small cameo from The Sorrow.

You carry over your Drebin points, weapons, ammunition, items, and special
items from a previous game upon game clear. However, Snake will need to
encounter Metal Gear II in the first stage to get his stuff back.

Shake the Sixaxis controller to return Snake's Octocamo to its neutral
(black and blue) color.

If Snakes psyche gauge decreases during a cutscene, press X rapidly to
replenish it.

When a character is introduced for the first time, press R2 to view that
characters motion capture person.

During Act 4, you can collect "Ghost Pictures" with your camera.

				     -(F-3. Downloads)-
                                     -OctoCamo-
Digital Red (6/12)
- Red Colored, no special effects.

Digital Blue (6/19)
- Resembles water, Camo index increases when near water.

Laughing Camo (7/3)
- Pattern inbued with the emotion "Laughter", when spotted by enemies, they
will begin to laugh.

Raging Camo (7/3)
- Pattern inbued with the emotion "Rage", when spotted by enemies, rage will
ensue.

Crying Camo (7/17)
- Pattern inbued with the emotion "Cry", when spotted by enemies, they
will begin to cry.

Screaming Camo (7/17)
- Pattern inbued with the emotion "Scream", when spotted by enemies, they
will begin to scream.

Snake Camo (7/31)
- Resembles snakeskin, allows you to knock enemies unconcious with a single
hit. Eliminates stress from carrying heavy weapons and items, backpain, and
screw ups from rolling. Camo Index will decrease by 10%.

Beauty Camo (8/14)
- Same color as the beauty body suits, Absorbs enemy psyche when holding
normal soldiers in CQC. Stress will increase at twice the normal rate while
in the sun.

Metal Camo (8/28)
- Metallic paterrn. Life and Psyche will decrease at half the normal rate.
Camo Index will decrease by 10%.

Gear Camo (9/11)
- Resembles mechanical gears. Causes Psyche Gauge to decrease at half the
normal rate. Retains a higher Camo Index than normal.

Fly Camo (9/25)
- Smelly camo pattern. Increases Stress while worn and attracts flies.
Normal soldiers will be knocked out instantly if grabbed in CQC.

Haven Camo (10/9)
100% Camo index when still, but causes Life and Psyche to decrease at twice
the normal rate.

					     -iTunes-
Conclusion (6/12)
- A song representing Old Snake's will to fight as he pushes forward to end
Liquid's insurrection.

HIND D (6/26)
- The Hind D music from Metal Gear Solid.

Battle of Highland (7/10)
- Designed to accompany battles in South America. Different from the games
South American combat music, it possesses a more ethnic tone.

Harrier (7/24)
- A new harrier theme composed by Norihiko Hibino for [Metal Gear Solid 2:
Digital Graphic Novel].

Love Theme ~hum version~ (8/7)
- MGS4's "Love Theme" without lyrics. A guitar version arranged differently
from the original.

Battle (8/21)
- From Metal Gear Solid 2. Battle music from the Plant Chapter. The percussion
parts were phrase-sampled to bring out a sense of speed during battles.

Forerunner (9/4)
- A track that depicts Old Snake joining an intense battle as the militiamen's
savior. An original track made for MGS4.

The Pain (9/18)
- From Metal Gear Solid 3. Music from the battle with The Pain.

On The Edge (10/2)
- A song for Snake, a soldier who's fought his way through battlefields in
every corner of the world.

POLICENAUTS MEDLEY (10/16)
- A medley of intense battle music from POLICENAUTS.

War Has Changed (10/30)
- An original track produced for the MGS4 trailer at the 2005 Tokyo Game Show.

Escape Through The Woods (11/13)
- Background medley from the escape with Eva in MGS3. Feel the urgency of
their fight to survive.
                    ==--==--==--==-==--==--==--==-==--==--==--==-
                               G. Rank Emblems
                    ==--==--==--==-==--==--==--==-==--==--==--==-
Rank Emblems are what you recieve after meeting certain qualifications during
your trip through the game. Depending on play time, kills, alerts, deaths and
so on.
					-Ant-
Requirement(s)-
Difficulty - Any
Search 50 guards

Reward(s) = None
				      -Assassin-
Requirement(s)-
Alerts - Under 25
Difficulty - Any
Kills/Stuns - Over 50 with knife
Perform over 50 CQC grabs

Reward(s) = Altair Outfit from Assassins Creed

					-Bear-
Requirement(s)-
Break the necks of 100 soldiers
Difficulty - Any

Reward(s) = None
			                 -Bee-
Requirement(s)-
Difficulty - Any
Inject 50 soldiers using Syringe/Scanning Plug

Reward(s) = None

				       -Big Boss-
Requirement(s)-
Alerts - 0
Continues - 0
Health Items Used - 0
Kills - 0
Total Time - Under 5 hours
Difficulty - The Boss Extreme
No Special Item Usage

Reward(s) = The Patriot (MGS3 Gun), Big Boss iPod tune, and Corpse Facecamo.

				    -Blue Bird-
Requirement(s)-
Difficulty - Any
Give over 50 Items to allied soldiers (Rations, Noodles, etc)

Reward(s) = None

			           -Centipede-
Requirement(s)-
Alerts - Under 75
Continues -  Over 25
Kills - Under 250
Difficulty - Any

Reward(s)= None

				     -Chicken-
Requirement(s)-
Alerts - Over 150
Continues - Over 50
Health Items Used - Over 50
Kills - Over 500
Total Time - Over 35 hours
Difficulty - Any

Reward(s) = None


					-Cow-
Requirement(s)-
Alerts - Over 100
Difficulty - Any

Reward(s) = None

				    -Crocodile-
Requirement(s)-
Kills - Over 400
Difficulty - Any

Reward(s) = None

				      -Eagle-
Requirement(s)-
150 headshots
Difficulty - Any

Reward(s) = None

				      -Fox-
Requirement(s)-
Alerts - Under 5
Continues - 0
Health Items Used - 0
Kills - 0
Total Time - Under 6 Hours
No Special Item Usage
Difficulty - Solid Normal or above

Reward(s) = Long Barrel Desert Eagle

				    -Foxhound-
Requirement(s)-
Alerts - Under 3
Continues - 0
Health Items Used - 0
Kills - 0
Total Time - Under 5 & 1/2 Hours
No Special Item Usage
Difficulty - Big Boss Hard or The Boss Extreme

Reward(s) = Thor .45-70

				      -Frog-
Requirement(s)-
Side jump 200 times

Reward(s) = None

				     -Gekko-
Requirement(s)-
Lean against the wall for a total time of 60 minutes (1 hour)
Difficulty - Any

Rewards = None
				   -Giant Panda-
Requirement(s)-
Total Time - Over 30 hours
Difficulty - Any

Reward(s) = None

			            -Gibbon-
Requirement(s)-
Hold up 50 guards
Difficulty - Any

Reward(s) = None

				      -Hawk-
Requirement(s)-
Get praised by rebel soldiers over 25 times
Difficulty - Any

Reward(s) = None

				      -Hog-
Requirement(s)-
Get Combat High 10 times
Difficulty - Any

Reward(s) = None

				     -Hound-
Requirement(s)-
Alerts - Under 3
Continues - 0
Health Items Used - 0
Kills - 0
No Special Item Usage
Total Time - Under 6 & 1/2 hours
Difficulty - Naked Normal or above


Reward(s) = Type 17 Pistol

				     -Hyena-
Requirement(s)-
Pick up 400 weapons and or items
Difficulty - Any

Reward(s) = None

				   -Inch Worm-
Requirement(s)-
Crawl for a total time of 60 minutes (1 hour)
Difficulty - Any

Reward(s) = None

			            -Jaguar-
Requirement(s)-
Alerts - Over 75
Continues - Under 25
Kills - Under 250
Difficulty - Any

Reward(s) = None
				    -Leopard-
Requirement(s)-
Alerts - Over 75
Continues - Over 25
Kills - Under 250
Difficulty - Any

Reward(s) = None

				   -Little Grey-
Requirement(s)-
Aquire all 69 Weapons

Reward(s) = None

			           -Lobster-
Requirement(s)-
Crouch for for 2 & 1/2 hours

Reward(s) = None

				     -Mantis-
Requirement(s)-
Alerts - 0
Continues - 0
Health Items Used - 0
Total Time - Under 5 hours
Difficulty - Any

Reward(s) = None

				    -Octopus-
Requirement(s)-
Alerts - 0
Difficulty - Any

Reward(s) = None

				    -Panther-
Requirement(s)-
Alerts - Over 75
Continues - Under 25
Kills - Over 250
Difficulty - Any

Reward(s) = None

				      -Pig-
Requirement(s)-
Health Items Used - 40

Reward(s) = None

				    -Pigeon-
Requirement(s)-
Kills - 0
Difficulty - Any

Reward(s) = Bandana

				     -Puma-
Requirement(s)-
Alerts - Over 75

Continues - Over 25
Kills - Over 250
Difficulty - Any

Reward(s) = None
				    -Rabbit-
Requirement(s)-
Flip through 100 pages of a Playboy Magazine

Reward(s) = None

				     -Raven-
Requirement(s)-
Total Time - Under 5 hours
Difficulty - Any

Reward(s) = None

				    -Scarab-
Requirement(s)-
Perform 100 rolls
Difficulty - Any

Reward(s) = None

				   -Scorpion-
Requirement(s)-
Alerts - Under 75
Continues - Under 25
Kills - Under 250
Difficulty - Any

Reward(s) = None

			           -Spider-
Requirement(s)-
Alerts - Under 75
Continues - Over 25
Kills - Over 250
Difficulty - Any

Reward(s) = None

				    -Tarantula-
Requirement(s)-

Alerts - Under 75
Continues - Under 25
Kills - Over 250
Difficulty - Any

Reward(s) = None

				     -Tortoise-
Requirement(s)-
Hide in a cardboard box/drum can for a total time of 60 minutes (1 hour)
Difficulty - Any

Reward(s) = None

					-Wolf-
Requirement(s)-
Continues - 0
Health Items Used - 0
Difficulty - Any

Reward(s) = None
                    ==--==--==--==-==--==--==--==-==--==--==--==-
                               H. Credits/Thanks/Contact Info
                    ==--==--==--==-==--==--==--==-==--==--==--==-
Thanks too all of you for reading my FAQ. Thanks to the various people on
GameFAQs in the Cheats/Secrets section, without them I wouldn't have found
some of the iTunes & such. Also, credit to bfscr, his guide cleared up some
of the emblems I had some mistakes on while writing my guide. To contact me
with strategies, mistakes, etc. Email me at solidsnake67_us@hotmail.com. Hope
you all enjoyed my guide.
                    ==--==--==--==-==--==--==--==-==--==--==--==-
                               I. Legal/Copyright Stuff
                    ==--==--==--==-==--==--==--==-==--==--==--==-
As I said before, this guide is property of Billy Fountaine. It is only to
appear on GameFAQs. If you would like permission to use my guide, contact me,
my email is above. If it is used without my consent, I will take legal action.