Metal Gear Solid 4: Guns of the Patriots Walkthrough :
This walkthrough for Metal Gear Solid 4: Guns of the Patriots [Playstation 3] has been posted at 26 May 2010 by MrCeeIII and is called "Metal Gear Solid 4 FAQ". If walkthrough is usable don't forgot thumbs up MrCeeIII and share this with your freinds. And most important we have 26 other walkthroughs for Metal Gear Solid 4: Guns of the Patriots, read them all!
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Walkthrough - Metal Gear Solid 4 FAQMetal Gear Solid 4: Guns of the Patriots FAQ/Walkthrough Table of Contents I - Introduction 001.0 - Contact Info 002.0 - Legal Info 003.0 - Version History II - Items, Gameplay, and Everything Else 001.0 - Controls 002.0 - Weapons 003.0 - Items 004.0 - Emblems 005.0 - Unlockables 006.0 - iPod Songs III - Walkthrough 000.0 - Prologue: Ground Zero 001.0 - Act One: Liquid Sun 002.0 - Act Two: Solid Sun 003.0 - Act Three: Third Sun 004.0 - Act Four: Twin Suns 005.0 - Act Five: Old Sun Welcome to my Metal Gear Solid 4: Guns of the Patriots FAQ. Any questions, comments, corrections, or contributions are welcome, my email is tarrun75(at)gmail(dot)com. Please make sure to add something related to MGS4 in the subject line so I don't have to figure out what game you're talking about. Questions regarding something that's already covered in the guide will not be answered. Credit will be given to anything sent to me that I add or major corrections. For corrections, please email me only if it's something really important, something that will clearly confuse anyone reading. Legal information: This document is copyrighted Tarrun 2008. This guide may not be reproduced under any circumstance except for personal or private use. It may not be placed on any web site, magazine or otherwise distributed publicly without advanced written permission. This guide may not be used for profit, and may only be used on the following websites: - http://www.gamefaqs.com - http://www.gamershell.com - http://www.gamesradar.com - http://www.myps3.com.au - http://www.supercheats.com Use of this work on any other web site besides the ones noted above or as a part of any public display is a violation of copyright and is strictly prohibited. Version History: First Submission: Acts 1 and 2 are complete. Second Submission: Version 1.0 Third Submission: Version 2.0 - Refined many of the strategies in the walkthrough and added several new sections in Part II. II - Items, Gameplay, and Everything Else 001.0 - Controls For those who don't have the instruction manual or are too lazy to read it, this section outlines the basic controls of MGS4. - Start - Pauses the game and enters the menu. - Select - Display a description of controller functions. - Left Analog Stick - This button moves Snake and highlights options in the various menus. If the stick is only tilted slightly, Snake will walk or crawl slowly, which has the benefit of being much quieter. When fully tilted, Snake will run. - Right Analog Stick - The right stick controls the upgraded camera system. By tilting the stick, the player can swing the camera around in any direction. If you actually press the R3 button, the camera will automatically position itself behind Snake. While aiming a weapon, moving the right analog stick will move the crosshairs. - L2 - Controls the item menu. To access the item menu, hold down L2 and cycle through your items using the right analog stick. Tapping the button will automatically equip or unequip whatever item you currently or last had equipped. - R2 - Controls the weapon menu. To access the weapon menu, hold down R2 and cycle through your weapons using the right analog stick. Tapping the button will automatically equip or unequip whatever weapon you currently or last had equipped. - L1 - Holding down the L1 button puts Snake in targeting mode, and is the only way to fire a weapon. While aiming a weapon, use the right analog stick to move your crosshairs. - R1 - Instead of the square-button that was used in previous games, Guns of the Patriots uses R1 as its attack button. While holding the L1 button down and aiming, the button will fire whatever weapon you have equipped. When not, R1 will cause Snake to perform a CQC attack, or simply a quick jab if tapped. - Triangle - As always, triangle is the action button. Whenever there's an option to perform any sort of action, a small picture will appear at the bottom of the screen displaying what action Snake can do, which ranges from picking up bodies, waking up sleeping soldiers, climbing ladders, and many others. While aiming a weapon, pressing triangle also switches to the first person point of view. - Square - While aiming, pressing square will switch between auto and manual aiming. - Circle - Pressing the circle button will reload whatever weapon Snake is currently holding. If you've expended a part of a clip and have a break in the action, be sure to reload so you aren't left vulnerable in a gunfight. - X - The X button controls Snake's stance, allowing him to stand, crouch, or lie prone when held down. While running, tapping X will cause Snake to perform a roll, which can be used to barrel through enemies or dive over short gaps. - Up/Down Directional - While aiming a weapon, using the Solid Eye binos, or with the camera equipped, pressing up or down on the directional pad will zoom in or out. 002.0 - Weapons There are a total of seventy weapons in Metal Gear Solid 4 that can be obtained using several different methods - looting guns from dead soldiers, purchasing weapons from Drebin's shop, or unlocking them in a variety of ways. Currently, only sixty-nine of these weapons can be obtained, and only the sixty-nine currently available are required to earn the Little Gray emblem. Each weapon has individual stats that are ranked from "S" to "E". To simplify things, these stats will be converted to a one to six scale, with six being the best and one being the worst. The breakdown of each weapon's stats is as follows: - Damage - Straightforward, the amount of life the enemy will lose when hit. - Shock - The higher the shock stat, the more an enemy will stagger backwards when hit. - Penetration - If an enemy is wearing body armor, higher penetration reduces the effectiveness of this armor. - Stability - Otherwise known as recoil, the lower this stat is, the more the crosshairs will move while firing. - Reload - Also straightforward, the higher this stat, the faster Snake can reload the weapon. - Lock - This refers to a weapon's range while using auto aim. - Sleep - When a weapon knocks an enemy out, its sleep stat determines how long they'll remain asleep. - Stun - When a weapon stuns an enemy, this stat determines how many stars will appear over their head. 002.1 - Handguns - Mk2 - Damage: 0/6 Shock: 0/6 Penetration: 1/6 Stability: 6/6 Reload: 5/6 Lock: 4/6 Sleep: 2/6 Stun: 0/6 Where It's Found: Otacon gives you this weapon in Act One when Snake meets up with the MK.II. Notes: The Mk2 has a built-in suppressor that never needs to be replaced. - Operator - Damage: 2/6 Shock: 3/6 Penetration: 1/6 Stability: 4/6 Reload: 6/6 Lock: 5/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Otacon gives you this weapon in Act One when Snake meets up with the MK.II. - GSR - Damage: 2/6 Shock: 3/6 Penetration: 1/6 Stability: 4/6 Reload: 6/6 Lock: 4/6 Sleep: 0/6 Stun: 0/6 Where It's Found: The GSR can be purchased from Drebin for 3000 DP or found in the Middle East Militia's safe house in Act One. - Five-Seven - Damage: 2/6 Shock: 2/6 Penetration: 4/6 Stability: 4/6 Reload: 6/6 Lock: 4/6 Sleep: 0/6 Stun: 0/6 Where It's Found: The Five-Seven is the alternate weapon for Haven Troopers, so if you force them to drop their weapon - either by holding them up or knocking them out - they'll resort to using their Five-Seven afterwards. You can also buy it from Drebin for 6000 Drebin Points. - PMM - Damage: 2/6 Shock: 2/6 Penetration: 1/6 Stability: 5/6 Reload: 6/6 Lock: 4/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Resistance members in Act Three carry them, but you'll have to alert them to your presence before they equip the PMM and attack you. The PMM can also buy purchased from Drebin for 3500 DP. - PSS - Damage: 2/6 Shock: 2/6 Penetration: 3/6 Stability: 5/6 Reload: 6/6 Lock: 4/6 Sleep: 0/6 Stun: 0/6 Where It's Found: The PSS is a fairly common weapon, but the easiest way to find one is by destroying Scarabs. Many of them carry the PSS, so pick off a few in the tank hanger in Act Four, for example, and you'll score one easily. If that's not an option, the PSS is available at Drebin's shop for 5000 DP. - G18C - Damage: 2/6 Shock: 2/6 Penetration: 3/6 Stability: 3/6 Reload: 6/6 Lock: 4/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Some of the rebels in Act Two carry this weapon, so your best bet is to stick around in an area where rebels and PMCs continuously respawn and loot the corpses for a G18C. If grave robbing isn't you thing, Drebin will sell you one for 8000 Drebin Points. - Mk.23 - Damage: 2/6 Shock: 3/6 Penetration: 1/6 Stability: 4/6 Reload: 6/6 Lock: 5/6 Sleep: 0/6 Stun: 0/6 Where It's Found: At the Shadow Moses helipad in Act Four, find the truck directly in front of the main entrance to the tank hanger. The Mk.23 is under the truck. Notes: When equipped and aimed for the first time, Snake will say, "Just like old times..." and you'll earn one thousand Drebin Points. - Race Gun - Damage: 1/6 Shock: 2/6 Penetration: 1/6 Stability: 5/6 Reload: 6/6 Lock: 4/6 Sleep: 0/6 Stun: 0/6 How It's Obtained: Complete the game once on any difficulty. Notes: The Race Gun is similar to the Single Action Army in Snake Eater in that it can be used to ricochet shots off of walls. - Type 17 - Damage: 2/6 Shock: 3/6 Penetration: 1/6 Stability: 4/6 Reload: 5/6 Lock: 5/6 Sleep: 0/6 Stun: 0/6 How It's Obtained: Earn the Hound Emblem (see the Emblem section for details). Notes: The Type 17 has a fully automatic rate of fire. - Desert Eagle - Damage: 3/6 Shock: 5/6 Penetration: 1/6 Stability: 2/6 Reload: 6/6 Lock: 4/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Purchase this weapon from Drebin for 20000 Drebin Points. Supposedly Scarabs can also drop it, but I've never personally found one. - Desert Eagle (Long Barrel) - Damage: 3/6 Shock: 5/6 Penetration: 1/6 Stability: 2/6 Reload: 6/6 Lock: 4/6 Sleep: 0/6 Stun: 0/6 How It's Obtained: Earn the Fox emblem (see the Emblems section for details). Notes: The long barreled Desert Eagle is identical to the regular Desert Eagle, but this one has a built-in scope to make attacking distant enemies. - 1911 Custom - Damage: 2/6 Shock: 3/6 Penetration: 1/6 Stability: 5/6 Reload: 6/6 Lock: 6/6 Sleep: 0/6 Stun: 0/6 How It's Obtained: The 1911 can only be obtained by entering a password in the Extras section. At this time, Konami hasn't released the password and no one has cracked it and made it public. Notes: The 1911 Custom is not required to earn the Little Gray emblem. - Thor .45-70 - Damage: 5/6 Shock: 6/6 Penetration: 5/6 Stability: 2/6 Reload: 5/6 Lock: 2/6 Sleep: 0/6 Stun: 0/6 How It's Obtained: Earn the Fox Hound emblem (see the Emblems section for details). Notes: The Thor has a built-in dot sight. - Solar Gun - Damage: 0/6 Shock: 0/6 Penetration: 1/6 Stability: 6/6 Reload: 1/6 Lock: 4/6 Sleep: 0/6 Stun: 6/6 How It's Obtained: Defeat the Beast forms of the Beauty and Beast Corp and complete the Advent Palace sequence with the Rat Patrol using non-lethal tactics. Afterwards, collect the dolls left in each area to earn the Solar Gun. Remember that even if you shoot a Haven Trooper with a tranquilizer gun while they're hanging from a ceiling, they'll fall to their death and count as a kill. For more information, check out the Dolls section in this guide. Notes: The Solar Gun uses concentrated solar energy to blast away enemies. When fully charged, the Solar Gun will instantly knock an enemy out and cause them to drop any items they're carrying. A fully charged shot will also defeat Vamp with one hit. The Solar Gun's energy meter can be recharged by standing in sunlight and pressing Circle. 002.2 - Submachine Guns - P90 - Damage: 2/6 Shock: 2/6 Penetration: 4/6 Stability: 4/6 Reload: 4/6 Lock: 4/6 Sleep: 0/6 Stun: 0/6 Where It's Found: The P90 is the weapon of choice by Haven Troopers, so you can first pick one up in the Advent Palace while escaping with the Rat Patrol. - M10 - Damage: 2/6 Shock: 3/6 Penetration: 1/6 Stability: 4/6 Reload: 4/6 Lock: 4/6 Sleep: 0/6 Stun: 0/6 Where It's Found: The rebels in Act Two carry this weapon, particularly the ones being held in the Cove Valley Village. Alternatively, you can purchase this from Drebin for 3000 Points. - MP7 - Damage: 1/6 Shock: 1/6 Penetration: 4/6 Stability: 5/6 Reload: 4/6 Lock: 5/6 Sleep: 0/6 Stun: 0/6 Where It's Found: PMCs in Act One's Downtown carry this weapon. You can also find them in Drebin's shop for 3000 DP. - VZ.83 - Damage: 2/6 Shock: 2/6 Penetration: 1/6 Stability: 4/6 Reload: 4/6 Lock: 6/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Big Mama gives you the VZ before the motorcycle chase sequence in Act Three - Bizon - Damage: 2/6 Shock: 2/6 Penetration: 1/6 Stability: 4/6 Reload: 4/6 Lock: 6/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Obtain this weapon from Drebin for 7000 Drebin Points. - MP5SD2 - Damage: 1/6 Shock: 2/6 Penetration: 1/6 Stability: 4/6 Reload: 3/6 Lock: 4/6 Sleep: 0/6 Stun: 0/6 Where It's Found: The MP5 can be purchased from Drebin for 15000 Drebin Points. - Patriot - Damage: 2/6 Shock: 4/6 Penetration: 1/6 Stability: 3/6 Reload: 6/6 Lock: 4/6 Sleep: 0/6 Stun: 0/6 How It's Obtained: Earn the Big Boss emblem (see the Emblems section for details). Notes: The Patriot not only has unlimited ammo, but an unlimited magazine as well. This means that Snake will never have to stop and reload while using the Patriot - a great weapon to have for the motorcycle chase in Act Three. 002.3 - Rifles - AK102 - Damage: 2/6 Shock: 1/6 Penetration: 3/6 Stability: 3/6 Reload: 4/6 Lock: 2/6 Sleep: 0/6 Stun: 0/6 Where It's Found: This is the standard weapon for PMCs in Act One, and you find one during the prologue sequence. - M4 Custom - Damage: 2/6 Shock: 1/6 Penetration: 3/6 Stability: 3/6 Reload: 4/6 Lock: 2/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Drebin gives you this weapon for free in Act One. - Mk.17 - Damage: 3/6 Shock: 3/6 Penetration: 3/6 Stability: 3/6 Reload: 4/6 Lock: 2/6 Sleep: 0/6 Stun: 0/6 Where It's Found: A fairly common weapon in Act Three, the Mk.17 can also be found in the Militia Headquarters in Act One or purchased from Drebin's store for 3500 DP. - G3A3 - Damage: 3/6 Shock: 3/6 Penetration: 3/6 Stability: 3/6 Reload: 3/6 Lock: 2/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Some of the rebels in Act Two carry this weapon, and it can also be found in Drebin's shop with a 4000 DP price tag. - FAL Carbine - Damage: 3/6 Shock: 3/6 Penetration: 3/6 Stability: 3/6 Reload: 4/6 Lock: 2/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Score this weapon from Drebin for 4500 Points. - AN94 - Damage: 2/6 Shock: 1/6 Penetration: 3/6 Stability: 4/6 Reload: 4/6 Lock: 2/6 Sleep: 0/6 Stun: 0/6 Where It's Found: In Act Two's Cove Valley Village, check some of the buildings to find the AN94. You can also buy it from Drebin for 5000 DP. - XM8 - Damage: 2/6 Shock: 2/6 Penetration: 3/6 Stability: 3/6 Reload: 4/6 Lock: 2/6 Sleep: 0/6 Stun: 0/6 Where It's Found: In the Power Plant area of Act Two, explore the west side of the plant to find the XM8. Notes: The XM8 has a built-in dot sight. - Tanegashima - Damage: 3/6 Shock: 4/6 Penetration: 1/6 Stability: 4/6 Reload: 1/6 Lock: 2/6 Sleep: 0/6 Stun: 0/6 Where It's Found: This weapon is only available in Drebin's shop for a staggering one million Drebin Points. I suggest buying it in Act Five when Drebin cuts his prices by 50%. Notes: Though it's a horrible weapon in itself, the Tanegashima has a 30% chance of creating a massive tornado that sweeps away any enemies in the area, causing them to drop any items they're carrying. This only works when fired outside, however. 002.4 - Machine Guns - HK21E - Damage: 3/6 Shock: 3/6 Penetration: 3/6 Stability: 3/6 Reload: 2/6 Lock: 1/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Purchase this weapon from Drebin's store for 6000 DP. - M60E4 - Damage: 3/6 Shock: 3/6 Penetration: 3/6 Stability: 3/6 Reload: 1/6 Lock: 1/6 Sleep: 0/6 Stun: 0/6 Where It's Found: PMCs in Act Two carry this weapon, or it can be bought from Drebin for 10000 Drebin Points. - PKM - Damage: 3/6 Shock: 2/6 Penetration: 3/6 Stability: 2/6 Reload: 1/6 Lock: 1/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Rebel soldiers carry the PKM in the Vista Mansion area. - MK.46 Mod 1 - Damage: 2/6 Shock: 4/6 Penetration: 3/6 Stability: 3/6 Reload: 1/6 Lock: 2/6 Sleep: 0/6 Stun: 0/6 Where It's Found: The weapon can be found in Drebin's store for 9000 DP. 002.5 - Shotguns - Twin Barrel - Damage: 4/6 Shock: 6/6 Penetration: 4/6 Stability: 1/6 Reload: 4/6 Lock: 3/6 Sleep: 0/6 Stun: 0/6 Where It's Found: The Twin Barrel is located in the locked building in the southern part of Cove Valley Village, in Act Two. If Snake gets into a firefight with the PMCs holding the rebels hostage, the PMC inside will come out, and later on the surviving rebels will head inside and explore the building. This is the same building that contains the South American rebel costume. - M870 Custom - Damage: 4/6 Shock: 6/6 Penetration: 4/6 Stability: 2/6 Reload: 1/6 Lock: 2/6 Sleep: 0/6 Stun: 0/6 Where It's Found: In the Northwest corner of the Confinement Facility in Act Two is a small shed that contains the M870. It's also found in Drebin's shop sporting a 30000 DP price tag. - Saiga-12 - Damage: 4/6 Shock: 6/6 Penetration: 4/6 Stability: 2/6 Reload: 5/6 Lock: 2/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Snake can buy this weapon from Drebin for 40000 DP. 002.6 - Sniper Rifles - M14EBR - Damage: 3/6 Shock: 3/6 Penetration: 4/6 Stability: 2/6 Reload: 4/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Many PMC snipers use the M14, so you can find them around Downtown in Act One. You can also buy it from Drebin for 9000 DP. - DSR-1 - Damage: 4/6 Shock: 5/6 Penetration: 5/6 Stability: 2/6 Reload: 3/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: At least one of the snipers in Act One that Otacon warns you about carries a DSR-1. Enter the building through one of the windows on the first floor and follow the stairs up to find him. - SVD - Damage: 2/6 Shock: 4/6 Penetration: 5/6 Stability: 1/6 Reload: 4/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Besides being a weapon carried by some PMC snipers, you can find the SVD in Cove Valley Village in Act Two. You can also buy the SVD from Drebin for 18000 Drebin Points. - VSS - Damage: 2/6 Shock: 2/6 Penetration: 5/6 Stability: 2/6 Reload: 4/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: In Act Two, take the west path from the Power Plant to reach a part of the Confinement Facility that isn't in the midst of a skirmish between the rebels and PMCs - but does have several rebel POWs. You'll find the VSS in a large building with a partially destroyed floor. Notes: The VSS comes equipped with a silencer that never needs to be replaced. - Mosin Nagant - Damage: 0/6 Shock: 4/6 Penetration: 5/6 Stability: 1/6 Reload: 2/6 Lock: 4/6 Sleep: 4/6 Stun: 0/6 Where It's Found: Purchase this weapon from Drebin for 60000 DP. 002.7 - The BFG's - M82A2 - Damage: 6/6 Shock: 6/6 Penetration: 6/6 Stability: 1/6 Reload: 5/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: You can buy this weapon from Drebin for 200000 Points. - Rail Gun - Damage: 1-6/6 Shock: 6/6 Penetration: 6/6 Stability: 3/6 Reload: 2/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Snake automatically gains this weapon after defeating Crying Wolf. Notes: The Rail Gun's level of charge determines the amount of damage it inflicts, so it's damage can range from one to six. - XM25 - Damage: 5/6 Shock: 6/6 Penetration: 0/6 Stability: 1/6 Reload: 4/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Purchase this weapon from Drebin for 80000 Drebin Points. It's also occasionally dropped by Haven Troopers. - MGL-140 - Damage: 5/6 Shock: 6/6 Penetration: 0/6 Stability: 1/6 Reload: 1/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Snake automatically gains this weapon after defeating Raging Raven in Act Three. - RPG-7 - Damage: 6/6 Shock: 6/6 Penetration: 0/6 Stability: 1/6 Reload: 4/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: In Act One's Red Zone, you'll find two RPG's - one in a building northwest of where Snake meets the MK.II, and another in a small inlet right next to the entrance to the rebel's safe house. You can also find numerous other RPG's in the safe house itself. - M72A3 - Damage: 5/6 Shock: 6/6 Penetration: 0/6 Stability: 2/6 Reload: 5/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: In the Marketplace in Act Two, find a small inlet on the left side of the main street behind the first few stalls. You can also purchase this weapon from Drebin for 40000 Points. - Javelin - Damage: 6/6 Shock: 6/6 Penetration: 0/6 Stability: 1/6 Reload: 4/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: After meeting Drebin behind the Power Station in Act Two, take the southern of the two paths in the northwest corner. Near a small overhang in the corner is a Javelin along with some other weapons and items. If you don't mind the steep price, Drebin will sell you one for 150000 DP. - FIM-92A - Damage: 6/6 Shock: 6/6 Penetration: 0/6 Stability: 1/6 Reload: 4/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: In Act Four, jump into the back of the truck in the Nuclear Disposal Facility in Shadow Moses to find a FIM. There's also another one located in the northwest corner of the inner compound of the Power Plant in Act Two - you'll need to turn off the current and use the power lines to cross over the wall, though. Otherwise, Drebin's got them in stock for 100000 Drebin Points each. 002.8 - Explosives - Grenade - Damage: 5/6 Shock: 6/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Many soldiers carry standard grenades - just hold up and search a few and you're bound to find one eventually. - Petro Bomb - Damage: 4/6 Shock: 4/6 Sleep: 0/6 Stun: 0/6 Where It's Found: The rebels in Act One use these the most, and you can find some directly across the street from where you begin Act One, in a narrow alley to the north. Drebin also has them in stock for 100 Drebin Points. - White Phosphorus Grenade - Damage: 5/6 Shock: 6/6 Sleep: 0/6 Stun: 0/6 Where It's Found: While escaping from the Advent Palace with the Rat Patrol in Act One, a box of WP grenades can be found on the staircase behind the bar leading down to the first floor. WP grenades are pretty common, however, so you can find them in a myriad of other locations throughout the game. Drebin also sells them for 110 Drebin Points per box. - Stun Grenade - Damage: 0/6 Shock: 6/6 Sleep: 0/6 Stun: 5/6 Where It's Found: As with the other grenades, stun grenades are scattered throughout the five acts, but specifically can be found in the second floor of the Advent Palace in Act One, just behind a claymore mine in a dead end. - Chaff Grenade - Damage: 0/6 Shock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: On the Shadow Moses helipad in Act Four. Notes: Chaff grenades don't have any effect on humans. Instead, they temporarily scramble any electronic devices - Scarabs, Gekkos, surveillance cameras - in the area, allowing Snake to walk by without being noticed. - Smoke Grenade - Damage: 0/6 Shock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Smoke grenades are extremely common, so you can find them just about anywhere. Specifically, check out the second floor stairs in the Advent Palace in Act One to find some. Drebin will also sell them for 100 DP. Notes: Even though its stats suggest that it doesn't effect enemies, smoke grenades will cause any enemies caught in the blast to be temporarily blinded and go into a coughing fit. - Smoke Grenade (Yellow) - Damage: 0/6 Shock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Purchase them from Drebin for 100 Drebin Points after completing the game once. Notes: Any enemy in the grenades blast radius will begin laughing uncontrollably. - Smoke Grenade (Red) - Damage: 0/6 Shock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Purchase them from Drebin for 100 Drebin Points after completing the game once. Notes: Any enemy in the grenades blast radius will go into a fit of rage. - Smoke Grenade (Blue) - Damage: 0/6 Shock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Purchase them from Drebin for 100 Drebin Points after completing the game once. Notes: Any enemy in the grenades blast radius will begin crying uncontrollably. - Smoke Grenade (Green) - Damage: 0/6 Shock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Purchase them from Drebin for 100 Drebin Points after completing the game once. Notes: Any enemy in the grenades blast radius will begin screaming uncontrollably. - Claymore Mine - Damage: 5/6 Shock: 6/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Several claymores are planted around the Advent Palace in Act One, but you'll have to crawl over them or use the MK.II to disarm them before collecting one. - Sleeping Gas Mine - Damage: 0/6 Shock: 0/6 Sleep: 6/6 Stun: 0/6 Where It's Found: Several are planted as traps around the Advent Palace in Act One, but you'll have to crawl over them or use the MK.II to disarm them before collecting one. - C4 - Damage: 6/6 Shock: 6/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Enter the Power Plant's inner compound in Act Two. Look under some computers in the first room to find a box of C4 lying on the floor. Drebin will also sell C4 for 400 DP. - Sleeping Gas Satchel - Damage: 0/6 Shock: 0/6 Sleep: 6/6 Stun: 0/6 Where It's Found: Drebin sells Satchels in his shop for 400 DP. 002.9 - Miscellaneous - Stun Knife - Damage: 6/6 Shock: 6/6 Penetration: 6/6 Stability: 6/6 Reload: 0/6 Lock: 1/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Snake begins the game with this weapon. Notes: To use the knife's stun capabilities, press R2 instead of R1. - Magazine - Damage: 0/6 Shock: 0/6 Penetration: 0/6 Stability: 0/6 Reload: 0/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Any time Snake picks up a weapon with extra ammo in it. Notes: Though it doesn't cause any damage, Snake can throw an empty magazine to temporarily distract an enemy. - Playboy - Damage: 0/6 Shock: 0/6 Penetration: 0/6 Stability: 0/6 Reload: 0/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Playboys are quite popular among the PMCs, but you can find one lying on a couch on the first floor of the Advent Palace in Act One. Notes: If Snake drops a Playboy magazine and an enemy spots it, he'll immediately drop to his knees and intensely look through it, allowing Snake to slip by unnoticed. - Emotion Magazine - Damage: 0/6 Shock: 0/6 Penetration: 0/6 Stability: 0/6 Reload: 0/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Drebin sells this item for 2000 Points. Notes: The Emotion Magazine serves the same purpose as a Playboy. - Psycho Mantis Doll - Damage: 0/6 Shock: 0/6 Penetration: 0/6 Stability: 0/6 Reload: 0/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Shoot the Psycho Mantis doll hanging from a string on Screaming Mantis' right side until it drops to the ground. You have to do this anyway to defeat the boss. Notes: The Psycho Mantis doll allows Snake to posses any living person that has nanomachines inside them - which ends up being everyone in Guns of the Patriots. Once possessed, Snake can shake an enemy and cause them to drop any items they're carrying. Note that this will eventually kill the possessed enemy, and the Mantis doll will not work on bosses. - The Sorrow Doll - Damage: 0/6 Shock: 0/6 Penetration: 0/6 Stability: 0/6 Reload: 0/6 Lock: 0/6 Sleep: 0/6 Stun: 0/6 Where It's Found: Shoot the Sorrow doll hanging from the string on Screaming Mantis' left side until it drops to the ground. Unlike the Psycho Mantis doll, this is an optional item that you do not need to use against the boss. I recommend obtaining this doll early before attacking the Mantis doll, since Screaming Mantis will attack you more aggressively as her Psycho Mantis doll takes damage. Notes: The Sorrow doll allows Snake to possess the dead, but basically works the same way as the Psycho Mantis doll. 003.0 - Items 003.1 - Health Items - Cigarettes - Slightly increases the rate of psyche recovery while equipped, but also inflicts damage. Don't smoke, kids. - Compress - Increases your rate of psyche recovery for a short period of time. - Instant Noodles - Recovers 100% of your life, 25% of your psyche in cold weather, and 50% of your psyche in warm weather. - Military Ration - Recovers 75% of your life and 5% of your psyche. - Muna - Increases your rate of psyche recovery while equipped. - Pentazemin - Temporarily stops your hands from shaking while looking through a scope. - Regain - Recovers 100% of your life, 25% of your psyche in cold weather, and 50% of your psyche in warm weather. - Syringe - Initially restores 100% of your psyche, but its effects are reduces as it's used more. After ten uses Snake will throw up and lose psyche after effects wear off, and after twenty Snake will lose life as well. 003.2 - Misc Items - Bandana - Gives you infinite ammo while equipped. You can either earn the bandana by playing through the game without killing a single enemy, or you can purchase it from Drebin for five million Drebin Points. - Camera - The camera takes photographs that can be saved and viewed in the photo gallery from the main menu. You can find it by Sunny's desk during Act Two's mission briefing. - Cardboard Box - When the OctoCamo just isn't enough, hide under the box to avoid detection by enemies. Don't move around or get in their way, though, or they may become suspicious. - iPod - Plays music in the background if you don't like the actual area's soundtrack, and some of the songs even have beneficial side effects. On a side note, I'd love to see Snake in one of those iPod commercials. - Metal Gear MK.II/MK.III - The little robot that Otacon uses to follow you around can be used to scout ahead and lend Snake support by disarming bombs, activating switches, and stunning enemies. - Oil Drum - Similar to the cardboard box, except Snake can tip the drum over and roll around by holding the X-button. If you roll for too long, though, Snake will stop and throw up. - Scan Plug - The plug is a portable scanner that shows the locations of all enemies on a map after they've been scanned, which you can do by putting them in a CQC hold and pressing the action button. You can purchase this item from Drebin after playing Metal Gear Online for more than ten hours. - Signal Interceptor - While equipped, the signal interceptor allows Snake to listen to PMC radio conversations in Act Three to locate resistance members. Quite frankly, this is a terrible item, and even Otacon gives you other options right after giving it to you. - Solid Eye - Easily the most useful item in the game, the Solid Eye targets enemies and items, making them easier to locate, and allows you to use radar. The Solid Eye also has night vision and binoculars modes, which you can access by highlighting the item in the item menu and pressing either Square or Circle. - Stealth Camouflage - When equipped, Snake becomes completely invisible to enemy soldiers. However, the stealth camo isn't absolute - Gekkos and Scarabs can still see Snake, and soldiers will still be able to hear him. Also, if you run through an enemy, the camo will automatically switch off, and it also won't completely conceal Snake while in an alert phase. You can obtain the stealth camo by either playing through the game without going into a single alert, or you can buy it from Drebin for five million Drebin Points. 004.0 - Emblems Emblems are the rankings - or code names, as it's been known in previous games - that you're awarded after completing the game. You earn different rankings by fulfilling certain requirements, which occasionally reap rewards. There are forty emblems in the game, and unlike in previous titles you can earn multiple emblems in a single play-through. 004.1 - The Emblems - Big Boss - How It's Earned - This is the most difficult emblem to earn, as there are several difficult requirements to fulfill. Complete the game under the following requirements: - Difficulty: The Boss Extreme - Continues: Zero, so no dying and no failing missions. - Alerts: Zero, though cautions are fine. - Healing Items Used: Zero, including non-ration items like noodles. - Kills: Zero, including all bosses. - Completion Time: Under five hours. - Special Items Used: None. What It Unlocks - After all of that work, earning the Big Boss ranking scores you the Patriot machine gun, the Big Boss face camo, and the Big Boss iPod song. - Fox Hound - How It's Earned - This is the second most difficult emblem to earn, as it's nearly identical to the Big Boss with a few exceptions. Complete the game under the following requirements: - Difficulty: Big Boss Hard or higher. - Continues: Zero, so no dying and no failing missions. - Alerts: Under three. - Healing Items Used: Zero, including non-ration items like noodles. - Kills: Zero, including all bosses. - Completion Time: Under five hours and thirty minutes. - Special Items Used: What It Unlocks - For your efforts, you receive the Thor .45-70 pistol, which is pretty much a shotgun that's the size of a pistol. It holds only a single bullet, but that's about all you're going to need. - Fox - How It's Earned - I suppose this would be the third most difficult emblem to earn then, wouldn't it? Fox is about the same as before, but with a little more relaxed requirements. - Difficulty: Solid Normal or higher. - Continues: Zero, so no dying and no failing missions. - Alerts: Five or fewer. - Healing Items Used: Zero, including non-ration items like noodles. - Kills: Zero, including all bosses. - Completion Time: Under six hours. - Special Items Used: None. What It Unlocks - Getting the Fox ranking earns you the long-barreled Desert Eagle, which has a long-range scope to attack from a distance. Not bad. - Hound - How It's Earned - Same as the others, this is nothing more than a watered- down Big Boss run. Complete the game under the following requirements: - Difficulty: Naked Normal or higher. - Continues: Zero, so no dying and no failing missions. - Alerts: Under three. - Healing Items Used: Zero, including non-ration items like noodles. - Kills: Zero, including all bosses. - Completion Time: Under six hours and thirty minutes. - Special Items Used: None. What It Unlocks - For your efforts you get the Type 17 pistol, which has fully automatic and semi-automatic options like a machine gun. - Mantis - How It's Earned - Complete the game under the following requirements: - Continues: Zero - Alerts: Zero - Healing Items Used: Zero, including non-ration items like noodles. - Completion Time: Under five hours. What It Unlocks - Nothing - Wolf - How It's Earned - Complete the game without using any healing items like rations, noodles, or Regain. What It Unlocks - Nothing - Raven - How It's Earned - Finish the game in less than five hours. What It Unlocks - Nothing - Octopus - How It's Earned - Play through the game without setting off a single alert phase. What It Unlocks - Stealth Camouflage - Bear - How It's Earned - Eliminate one hundred enemies using CQC chokeholds. What It Unlocks - Nothing - Eagle - How It's Earned - Register 150 or more headshots. What It Unlocks - Nothing - Assassin - How It's Earned - This one's interesting: you need to stun or kill more than fifty enemies with the knife, have more than fifty CQC chokeholds, and have fewer than 25 alerts. What It Unlocks - The Altair disguise as seen in the April Fools trailer. I don't think Kojima quite understands the concept of April Fools... Or maybe he does all too well. - Pigeon - How It's Earned - Finish the game with zero kills, including bosses. What It Unlocks - The Bandana, which gives the wearer infinite ammo. - Blue Bird - How It's Earned - Give fifty healing items to the rebel soldiers in Acts One and Two. To do this, equip a healing item and press Triangle while standing in front of a soldier. As a bonus, sometimes they'll give you something in exchange. What It Unlocks - Nothing - Hawk - How It's Earned - Be praised by rebel soldiers more than twenty-five times. This will only happen if you kill a PMC near a rebel, so stand near some rebels and pick off PMCs during one of the many gunfights you'll stumble across. What It Unlocks - Nothing - Little Gray - How It's Earned - Obtain all sixty-nine weapons in the game. Unfortunately, this includes the Patriot, which you can only get your hands on by earning the Big Boss emblem. What It Unlocks - Nothing - Ant - How It's Earned - Hold up fifty soldiers and search them for items. What It Unlocks - Nothing - Gibbon - How It's Earned - Simply hold up fifty soldiers. What It Unlocks - Nothing - Tortoise - How It's Earned - Spend an hour or longer sitting in a cardboard box or oil drum. Your best bet is to find a safe place to hide, equip the box, and switch the TV to something and kill your hour that way. What It Unlocks - Nothing - Rabbit - How It's Earned - Flip through one hundred or more pages in a Playboy magazine. You pervert. What It Unlocks - Nothing - Bee - How It's Earned - Inject fifty soldiers with the syringes, or scan them with the scanning plug. What It Unlocks - Nothing - Gecko - How It's Earned - Spend at least one hour hugging the walls. Only the wall hugs where you must press Triangle first count. What It Unlocks - Nothing - Scarab - How It's Earned - Perform one hundred sideways rolls. What It Unlocks - Nothing - Frog - How It's Earned - Dodge or forward roll two hundred times. What It Unlocks - Nothing - Inch Worm - How It's Earned - Crawl on the ground for at least one hour. What It Unlocks - Nothing - Lobster - How It's Earned - Remain crouched for at least two hours and thirty minutes in the game. What It Unlocks - Nothing - Hyena - How It's Earned - Collect four hundred weapons or items from dead soldiers. What It Unlocks - Nothing, but you should be doing this anyway for the ammo and Drebin Points. - Hog - How It's Earned - Enter ten or more combat highs. Combat highs occur when you fire one hundred or more rounds during an alert. What It Unlocks - Nothing - Pig - How It's Earned - Use forty or more rations or other healing items. What It Unlocks - Nothing - Cow - How It's Earned - Enter fewer than one hundred alert phases. What It Unlocks - Nothing - Crocodile - How It's Earned - Rack up four hundred or more kills. What It Unlocks - Nothing - Giant Panda - How It's Earned - Have a completion time of thirty hours or longer. This is actually more difficult than it sounds, but you can just leave your PS3 on overnight or something. What It Unlocks - Nothing - Scorpion - How It's Earned - Complete the game under the following requirements: - Continues: Twenty-five or fewer. - Alerts: Seventy-five or fewer. - Kills: Two hundred and fifty or fewer. What It Unlocks - Nothing - Tarantula - How It's Earned - Complete the game under the following requirements: - Continues: Twenty-five or fewer. - Alerts: Seventy-five or fewer. - Kills: Two hundred and fifty or more. What It Unlocks - Nothing - Centipede - How It's Earned - Complete the game under the following requirements: - Continues: Twenty-five or more. - Alerts: Seventy-five or fewer. - Kills: Two hundred and fifty or fewer. What It Unlocks - Nothing - Spider - How It's Earned - Complete the game under the following requirements: - Continues: Twenty-five or more. - Alerts: Seventy-five or fewer. - Kills: Two hundred and fifty or more. What It Unlocks - Nothing - Jaguar - How It's Earned - Complete the game under the following requirements: - Continues: Twenty-five or fewer. - Alerts: Seventy-five or more. - Kills: Two hundred and fifty or fewer. What It Unlocks - Nothing - Panther - How It's Earned - Complete the game under the following requirements: - Continues: Twenty-five or fewer. - Alerts: Seventy-five or more. - Kills: Two hundred and fifty or more. What It Unlocks - Nothing - Leopard - How It's Earned - Complete the game under the following requirements: - Continues: Twenty-five or more. - Alerts: Seventy-five or more. - Kills: Two hundred and fifty or fewer. What It Unlocks - Nothing - Puma - How It's Earned - Complete the game under the following requirements: - Continues: Twenty-five or more. - Alerts: Seventy-five or more. - Kills: Two hundred and fifty or more. What It Unlocks - Nothing - Chicken - How It's Earned - Complete the game under the following requirements: - Continues: Fifty or more. - Alerts: One hundred and fifty or more. - Healing Items Used: Fifty or more. - Kills: Five hundred or more. - Completion Time: Thirty-five hours or longer. What It Unlocks - The Corpse Camo, and the satisfaction in knowing that you managed to play the absolute worst game of Metal Gear Solid 4 imaginable. 004.2 - Emblems Runs At first, getting all forty emblems might seem like a real pain. After all, playing through the game forty times sounds like it would become more like work than fun. However, you can earn multiple emblems in Guns of the Patriots, so you actually can kill several birds with one stone if you play your cards right and plan ahead. This section will outline how to get all the emblems in the fewest number of games. 004.21 - The Big Boss Run This is the run where you get all of the difficult emblems, the ones that require you to limit your alerts, play time, et cetera. Fortunately, none of the emblems have a save requirement, so you can save after every checkpoint if you'd like. What Emblems You'll Get: - Big Boss - This is the emblem you're shooting for. - Fox Hound - A watered down Big Boss emblem. - Fox - Another watered down Big Boss emblem. - Hound - A third watered down version of the Big Boss emblem. - Mantis - Contains four of the seven requirements for Big Boss. - Wolf - Requires no healing items, a requirement for Big Boss. - Raven - A completion time of five hours is also a requirement for Big Boss. - Octopus - Zero alert phases is a requirement for the Big Boss emblem. - Pigeon - Zero kills is a requirement for Big Boss. - Cow - This emblem requires you to have fewer than one hundred alerts, which you should just manage to pull off with Big Boss's zero-alert requirement. - Scorpion - Has requirements that will all be fulfilled in a Big Boss run. 004.22 - The Chicken Run Now it's time for the complete opposite. Earning the Big Boss emblem requires you to play the best game of Metal Gear Solid 4 possible, and the Chicken emblem requires you to play the worst. The key here is that you must complete the game in over thirty-five hours, which gives you plenty of time to fulfill the requirements for many of the remaining emblems because, quite frankly, there isn't a whole lot else to do for thirty-five hours. Also, if you do this emblem after your Big Boss run, you'll be able to use items like the Stealth Camo and Bandana to allow you to quickly get to where you need to be to earn another emblem. What Emblems You'll Get: - Chicken - Like Big Boss, it's the emblem you're working towards. - Puma - Contains requirements that are going to be far surpassed by Chicken. - Crocodile - Requires four hundred kills to Chicken's five hundred. - Pig - Requires forty healing items used to Chicken's fifty. - Giant Panda - Chicken's game time requirement is five hours longer than this one. Personally, I'd recommend leaving your game on overnight or something. - Hyena - Since you have to kill five hundred people, it shouldn't be too difficult to collect four hundred weapons or items. In fact, if you hang around in Acts One and Two where PMCs and rebels continuously respawn, you should easily be able to collect four hundred weapons. - Hog - Combat highs occur when you fire one hundred or more rounds during an alert phase. Since you want to kill as many people as possible, want to enter as many alerts as possible, and may have the Patriot and/or Bandana, this shouldn't be too difficult. - Eagle - Again, you're aiming to kill five hundred people and you shouldn't be worried about dying, so take your time and aim for headshots. You can also hold soldiers up for the Gibbon emblem and execute them with headshots. - Bear - If you have the stealth camouflage from a Big Boss run, you can easily sneak up to an enemy and put them in a CQC hold. - Gibbon - Holding up fifty soldiers is easy if you have the Stealth Camo. - Ant - Searching fifty soldiers is easy and time consuming, the perfect combination when trying to get the Chicken emblem. - Rabbit - Same as Ant, continuously flipping through the porno magazine takes time, which you have plenty of. - Blue Bird - Since you're going to be hanging around the rebels and are actively trying to die anyway, take the time to give them any healing items you may have. When you get low on health the rebels may actually give you items like noodles that you can give right back to them. You can use health items on yourself in Acts Three through Five when you don't need them to earn this emblem. - Hawk - Again, since you should be engaged in combat with the PMCs, as long as you're near a rebel you're bound to be praised by them. I personally like to stay just outside of Vista Mansion in Act Two before the bulldozer destroys the gate and use the VSS to pick off PMCs as they show up. You'll hear the rebels praise you when they shout out, "Oh yeah!", "That's how you do it!", or "Nice shot!", among other phrases. - Bee - My advice is to pick a soldier that's alone while tracking Naomi in Act Two and just inject them fifty times. Easy emblem to earn. - Scarab - To roll, lay on the ground and press X while pointing the right analog stick to the left or right. Find a quiet, open area and just roll around for a while. - Frog - Similar to Scarab, just stand around dodging back and forth. If you want, stand in front of a Stryker while it's shooting at you or something. - Tortoise - It's boring to hide in a box for an hour, so equip it and go find something else to do. - Gecko - This emblem is equally as boring, but you can kill two birds with one stone by crouching while hugging the wall. Once again, read a magazine or take an hour-long walk while this is going on. - Inch Worm - Same as the previous two, just lie prone and wait for the hour to pass by. - Lobster - This emblem seems a bit more annoying since it requires you to remain crouched for two and a half hours, but you can earn this emblem while getting a few others. Remember, you're crouched while under a cardboard box, and you can crouch while hugging a wall as well. 004.23 - The Assassin Run The Assassin run won't earn you as many emblems as the previous two, but you can still earn multiple emblems in one run. What Emblems You'll Get: - Assassin - This run should be designed to get this emblem. - Tarantula - This emblem isn't really a perfect fit with Assassin, but the |
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