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Metal Gear Solid 4 walkthrough
Posted by Nick24444, 71 days ago 26/02 15:56

  Metal Gear Solid 4: Guns of the Patriots
  Metal Gear Solid 4: Guns of the Patriots Reviews | FAQ | Achievements | Metal Gear Solid 4: Guns of the Patriots ScreenShots
| Video | Cheats | Metal Gear Solid 4: Guns of the Patriots Boards | Buy Now

 

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/ ____| / _| | | | |
| | __ _ _ _ __ ___ ___ | |_ | |_| |__ ___
| | |_ | | | | ’_ / __| / _ | _| | __| ’_ / _
| |__| | |_| | | | \__ | (_) | | | |_| | | | __/
\_____|\__,_|_| |_|___/ \___/|_| \__|_| |_|\___|


_____ _ _ _
| __ | | (_) | |
| |__) |_ _| |_ _ __ _ ___ | |_ ___
| ___/ _` | __| ’__| |/ _ | __/ __|
| | | (_| | |_| | | | (_) | |_\__
|_| \__,_|\__|_| |_|\___/ \__|___/
___________________

___________________
/
| Table of contents |
\___________________/

...1) Version history
...2) About this guide and legal
...3) Controls
3.1- Basic controls
3.2- CQC
3.3- Hold-ups
3.4- Octocamo
...4) Enemies
...5) Walkthrough
5.1- ACT 1
5.2- ACT 2
5.3- ACT 3
5.4- ACT 4
5.5- ACT 5
...6) Special Thanks/Credits
...7) Closing notes and contact

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Version History
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
.3 -- First submitted version, no line breaks and only partly done with act 2
.4 -- finished with act 2, partly done with 3, still no formatting
.8 -- finished with walkthrough, still no formatting
.9 -- Added line breaks, table of contents, version history, about this guide,
and closing comments First version on gamefaqs.
1.00 -- Current revision. Added octocamo, enemy alertness/status, cqc, and
holdups.
___________________________
/
| Future releases (planned) |
\___________________________/
1.10 -- Add unlockables, search system, embelums
1.20 -- Add drebins shoper’s guide, item list, weapon list
1.30 -- Add online
1.xx -- Add names of every area you visit instead of what I have now.
2.00 -- Add cutscene info and storyline, turning this into a spoiler guide
- - - - - - - - - - - - - - - - - - - - - - - - - -


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
About this Guide
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This guide is a comprehensive walkthrough of this game. For the first two
acts, it will list the locations of basically every item you will encounter
in this game. After this, it drastically cuts back on item hunting and shifts
to the stategic aspects. This is mostly due to the drastic cutback on free
roam gameplay. I’d explain why exactly here, but that would be giving away
the general plot to those who haven’t completed the game yet.

This guide contains ABSOLUTLEY NO SPOILERS. None of the cutscenes or codec
conversations are explained in this guide. I will (often) mention when a
cutscene will appear, and reference some events that have already happened
for clarity’s sake, but I never give away plot points or anything of the like.

THIS GUIDE WAS WRITTEN DURING MY SECOND PLAYTHROUGH OF THE GAME. So, many
times the ammo I will be describing will be different for you if you don’t
have the gun I have, even if it is your second playthrough (provided you
didn’t buy the same guns I did). Also, I’m fairly certain the ammo types
that spawn are random anyway. However, the locations will always be the
same for every playthough, so it’s still worth checking the locations out.
- - - - - - - - - - - - - - - - - - - - - - - - - -
This guide is Copyright 2008, by the author Subject 17. You can feel free to
check out my blog at http://dboyzetown.com/b/
(soon to be renammed subject17.com)

You can always find the latest version of ths guide at gamefaqs, and minor
updates will be immediatley shown on my blog.
List of sites approved to host this guide:
gamefaqs.com (and by extension gamespot)
cheatcc.com
supercheats.com
gamershell.com
Video-game-forums.com

Direct link to most recent version:
http://dboyzetown.com/b/wp-content/uploads/mgs4guide.txt

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Controls
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Start..................Pause game/Access menus
Select.................Show map and description of current control scheme
Left Analog stick......Movement
Right Analog stick.....Move Camera
D-pad..................Cange level of zoom in scope
..................Change channel in briefing room
X ..................Crouch
..................Prone (hold)
..................Dive (while running)
..................Side dive (while strafing in AIM mode)
..................Stand (while crouching/prone)
Square.................Turn auto aim on/off (while aiming)
.................Turn flashlight on off (in weapon window w/ app. gun)
Triangle...............Toggle First person view (in aim mode)
...............Flip over (while prone)
...............Play dead (while prone) (hold)
...............Hug wall/hang/search/wake/drag/action (when prompted)
Circle.................Reload
L1.....................Aim mode
L2.....................Switch item (hold)
.....................Equip/unequip item (tap)
L3.....................??????????
R1.....................CQC (with compatible weapon and not in aim mode)
.....................Shoot (while in aim mode)
R2.....................Switch weapon (hold)
.....................Equip/unequip weapon (tap)
.....................Alternate fire (in aim mode with compatible weapon)
R3.....................Recenter Camera
Sixaxis................Clear camo pattern (shake)

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CQC
- - - - - - - - - - - - - - - - - - - - - - - - - -

CQC was introduced to the Metal Gear series back in Metal Gear Solid 3. It
has proven to be both a fun and effective way to eliminate enemies. To CQC
someone, simply equip a one handed weapon (or don’t equip any) and press R1
next to an enemy while not in aim mode (not holding L1). There are many
different ways to CQC someone. This section is going to go in depth with all
the different ways you can use CQC.
________
/
| Toss |
\________/

First off, there is the basic CQC toss. Hold the R1 button while near an
enemey, and give the left analog stick some input. This will cause Snake to
grab the enemy and toss them to the ground, knocking them out for a very long
time. Actually, this causes the longest stun time of any manuver in the game.
This is the easiest and most effective move to use; it allows you to quickly
eliminate a guard in the shortest possible time.
________
/
| Disarm |
\________/

Next off, we have the CQC disarm. If you tap R1 in front of an enemey instead
of holding R1, you will do a punch, followed by another punch, followed by a
knee to your opponent. I believe the first two strikes disarm your foe, and
the third will knock them out. This an only be preformed on an enemy looking
you in the eyes, i.e. facing you. It’s generally used in an act of desperation
and slightly faster than a CQC toss.

________
/
| Grab |
\________/

Finally, we have the CQC grab. The CQC grab is a very versatile action. To
preform one, simply walk up to your opponent and hold R1 without giving the
analog stick any input. This works from front or behind (usually), and from
here you can do several things to your foe.

If you hold triangle, you will slit his throat. This will take about a second
to complete the animation, and will (obviously) kill your opponent. This
means that 1) the one you killed will never again be a threat to you, and that
2)if any other guards stumble across his body, they will go into caution mode.

If you release R1, and then quickly simutaneously press forward and R1, you
will knock your opponent to the ground. THIS WILL NOT STUN THEM. They will
simply be an active guard, laying on the ground. They will get up unless you
follow this with a hold up, which is covered in the next section.

If you release R1, and then quickly simutaneously press Left/Back/Right + R1,
you will do a hip toss, which is essentially the same as the CQC toss. This
WILL knock them out, and they’ll be out for the same length as the CQC toss.

If you press L1, you will can use them as a human shield and aim semi-normally
with the right analog stick. Enemies will be hesitant to shoot at you while
you do this, but if you linger too long they will shoot, or attempt to flank
you.

If you Hold R1 with more pressure than you normally would, you will choke them
until they pass out. I have heard that you can repeatedly tap R1 to snap
their neck, like you could in Metal Gear Solid 3. However, I have not yet
confirmed this.

If you press X, you will put them into a crouch. From here, if you release
R1 and then quickly simutaneously press Forward + R1, you will roll them over
and squat on top of them, and from here you can choke them by holding R1.
Alternativley, you can Release R1 and preform a hold up.

- - - - - - - - - - - - - - - - - - - - - - - - - -
Hold ups
- - - - - - - - - - - - - - - - - - - - - - - - - -
Holding someone up is pretty easy. With no weapon drawn (but with one
equiped), sneak up behind someone, get close (but not too close), and press L1
to hold them up. You can search their body from here by pressing triangle,
and once the routine starts, press triangle at every prompt. You’ll be able
to find a lot more items faster this way than you would by dropping their body
repeatedly. If they see you are no longer holding them up, they will call for
backup and try to kill you. However, if you hold them up while they’re on the
ground, they won’t be able to see you leave. A passing enemy will investiage
held up enemies, and will release them from the hold up state.

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Octo camo
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Metal Gear Solid 4 has done away with the old camoflauge system in favor of a
new, streamlined one. Instead of repeatedly pausing the game and switching
different outfits to blend into the environment, this camo system simplifies
this by copying any texture you are pressed against while still.

To copy a texture while laying down, simply stop moving. After a second, you
will hear the suit copy the texture of the ground. Your camo rating will
drastically improve when you do this, allowing you to basically just simply
crawl past any enemies in sight. However, guards will spot you if they get
close enough, no matter your camo rating, and dwarf geckos will spot you if
you are heard or they pass their laser over you, no matte your camo rating.
Geckos are a cross between guards and dwarf geckos, in that they both have
a laser that will spot you no matter your camo rating, and they have the
proximity threat as well.

You can also copy texture by hugging a wall. To hug a wall, simply press
triangle next to it. Stay still for a second, and your suit will copy the
texture. Crouching while hugging the wall will further increase your camo
rating.

To clear your camo, simply shake the sixaxis controller. Your camo will go
back to its’ default sneaking suit state.

To manually set a camo, pause the game and go to the camoflouge menu. From
here, select "cloth" and select "manually set camo". Your suit will use
whatever texture you have selected, and will not copy another, even if you
stay still while prone/hugging a wall. To register a texture to be used for
camoflouge, copy the desired texture with your octocamo, navigate here, and
select "register camo" to save the active texture. You can then use this
just like the rest of the manual camoflouges. If you want to go back to
using the automatic camo, pause the game, go to "camoflouge", and select
"auto" for cloth instead of "manual".

When you aquire the face camo, you can either not wear it to see old snake’s
face, you can equip the "facecamo" to copy any textures you press against,
just like the regular "cloth" octocamo, or you can use a custom facecamo,
which are face camos that make you look like other people in the game or past
faces of snake.

Finally, in the camoflouge main menu, you can select a disguise. The first
two disguised you get (one for each of the first two acts) will disguise you
as whatever rebel group is in that act, allowing you to be seen by them
without them attacking you. However, if you help the rebels defeat the PMCs,
you can get the same effect. There are also other disguises that are purely
for show, such as the suit or Altair’s rags. Finally, there is a corpse camo
that will disguise you as a corpse, and will even fool the geckos.

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Opponent Habits and Traits
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_______________________________
/
| Opponent Awarenes/Alertness |
\_______________________________/

There are four levels of awareness in Metal Gear Solid 4. These varying
levels decide how alert the guards you encounter are.

Normal- The default level of alertness. Guards will not be activley looking
for snake. They will patrol their default patrol path and will be
much less observant overall.

Caution- Guards are slightly more vigilant in their searches. They still
patrol their default paths, but there may be more of them than there
would be in the normal phase. They are more observant than usual,
meaning you are more likely to be caught in the similar scenerios
than you would be in the normal phase. This occurs after the evasion
phase, or if a guard who was stunned wakes up, or if a guard finds
a dead comrade.

Evasion- This mode only comes after the alert phase. Guards calm down and
regroup, collect themselves, and activley search for snake. They
are very vigilant and observant, with no patrol pattern. They will
simply run about, looking in places they think snake might be hiding.
These places often include the last known position of snake.

Alert- The highest level of awareness. Guards know where snake is, and will
essentially sprint to his location. You have to break the line of
sight for this timer to begin counting down. Guards will radio in
for backup if possible.

___________________
/
| Opponent Status |
\___________________/

There are five opponent stati (is that the plural of status...?) in MGS 4.
If a normal guard sees a held up, stunned, or asleep guard, they will come
over and investigate, bringing the other guard back to normal status. You
can pick up and drag stunned, asleep, or dead guards. When you drop their
body, an item will occasionally fall out. You can also wake asleep and
stunned guards by crouching and pressing triangle near them to eliminate
one star/z from their head. Finally, you can do a body search on a guard
that is held up. This is fully explained in the "Hold up" section above.

Normal- The opponent has no inhibitions to their preformance. They will act
normally, and are affected by the awareness/alertness levels.

Stunned- The opponent is unconcious. Another guard can wake a stunned one.
When the stunned opponent awakes, they will remember what happened to
them and go into caution mode. Stunned opponents will awake normally
when all of the stars above their head are gone.

Asleep- The Opponent is unconcious. Another guard can wake a sleeping one.
When the sleepign opponent awakes, they will NOT remember what
happened and they will NOT go into caution mode. Sleeping opponents
will awake normally when all of the Z’s above their head dissappear.

Held Up- The opponent is concious, but is not a threat to you so long as they
don’t know you no longer have your gun drawn on them. They will stay
in this state indefinitely, or until another guard gets them out of
it. They will go into caution mode when another guard frees them

Dead- The opponent is of no threat to you. If another guard sees their
dead body, they will go into caution mode, and possibly replace the
dead guard.

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Weapons/Items
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Weapons
- - - - - - - - - - - - - - - - - - - - - - - - - -
_________
/
| Pistols |
\_________/
POWER RANGE DMG SHK PNT STB RLD LKD Mag Caliber
Operator- 420 71.0 D C E B S B 7 .45acp
GSR- 430 63.5 D C E B S B 8 .45acp
Five seveN- 300 80.0 D D B B S B 20 5.7x28mm
PMM- 325 70.0 D D E A S B 12 9x18mm
PSS- 350 50.0 D D C A S B 6 7.62x42mm
G18C- 300 60.0 D D C C S B 33 9x19mm
Mark 23- 440 90.0 D C E B S A 12 .45ACP
Race Gun- 200 60.0 E D E A S B 19 .38 (9x23mm)
DE .50- 700 90.0 C A E D S B 7 .50AE
_________________
/
| Submachine Guns |
\_________________/
POWER RANGE DMG SHK PNT STB RLD LKD Mag Caliber
P90- 300 135.0 D D B B B B 50 5.7x28mm
M10- 420 73.0 D C E B B B 30 .45acp
MP7- 250 140.0 E E B A B A 20 4.6x30mm
Skorpian/Vz.83-325 75.0 D D E B B S 20 9x18mm
Bizon- 325 100.0 D D E B B A 64 9x18mm
MP5SD2- 290 160.0 E D E B C B 30 9x19mm
________________
/
| Assault Rifles |
\________________/
POWER RANGE DMG SHK PNT STB RLD LKD Mag Caliber
AK102- 415 200.0 D E C C B D 30 5.56x45mm
M4 Custom- 400 220.0 D E C C B D 30 5.56x45mm
Mk 17/SCAR H- 530 200.0 C C C C B D 20 7.62x51mm
G3A3- 540 250.0 C C C C C E 20 7.62x51mm
FAL Carbine- 550 230.0 C C C C B D 20 7.62x51mm
AN94- 375 220.0 D E C B B D 30 5.45x39mm
XM8- 400 220.0 D E C C B D 30 5.56x45mm
______________
/
| Machine Guns |
\______________/
POWER RANGE DMG SHK PNT STB RLD LKD Mag Caliber
HK21E- 530 250.0 C C C C D E 100 7.62x51mm
M60E4- 550 260.0 C C C C C E 200 7.62x51mm
PKM- 730 265.0 C B C D E E 100 7.62x54R
Mk. 46 MOD 1- 400 250.0 D B C C E D 100 5.56x45mm
__________
/
| Shotguns |
\__________/
POWER RANGE DMG SHK PNT STB RLD LKD Mag Caliber
Twin Barrel- 1250 40.0 B S B E A C 2 12 Gauge (00 buck)
M870 Custom- 1300 50.0 B S B D E C 4+1 12 Gauge (00 buck)
SAIGA 12- 1250 50.0 B S B D B C 8 12 Gauge (00 buck)
_______________
/
| Sniper Rifles |
\_______________/
POWER RANGE DMG SHK PNT STB RLD LKD Mag Caliber
M14EBR- 530 230.0 C C B D B - 20 7.62x51mm
DSR-1- 900 300.0 B A A D C - 5 7.62x67mm
SVD/Dragonov- 740 280.0 C B A E B - 10 7.62x54R
VSS- 475 150.0 D D A D B - 10 9x39mm
M82A2- 2500 300.0 S S S E B - 10 .50BMR
Rail Gun- 5000 300.0 S S S C D - 40 Rail Gun Ammo
___________________
/
| Grenade Launchers |
\___________________/
POWER RANGE DMG SHK PNT STB RLD LKD Mag Caliber
XM25- 2000 300.0 A S - E B - 6 25mm Air Bust Grenade
MGL-140- 2000 300.0 A D - E E - 6 40mm Grenade
___________________
/
| Missile Launchers |
\___________________/
POWER RANGE DMG SHK PNT STB RLD LKD Mag Caliber
RPG-7- 3500 250.0 S S - E B - 1 RPG-7 ammo (80mm?)
M72A3- 2450 200.0 A D - D A - 1 M72A3 ammo (74mm?)
Javelin- 5000 400.0 S S - E B - 1 Javelin Ammo
FIM-92A- 3000 500.0 S S - E B - 1 Stinger Ammo
____________
/
| Explosives |
\____________/
POWER RANGE DMG SHK
Grenades- 2000 30.0 A S
Petro Bomb- 1000 30.0 B B
Willy Pete- 1500 30.0 A S
Claymore- 2000 20.0 A S
C4- 3000 3.0 S S

_____________
/
| Anesthetics |
\_____________/
POWER RANGE SLP SHK PNT STB RLD LKD Mag Caliber
Mk. 2 Pistol- 350 78.0 D - E S A B 10 Anest. .22
Mosin Naget- 750 300.0 B A E D B - 5 Anest. 7.62mm
Sleep Gas Mine-5000 3.0 S - - - - - - -
S.G. Satchel- 5000 3.0 S - - - - - - -
_______________________________
/
| Stun/Other thrown projectiles |
\_______________________________/
POWER RANGE STN SHK
Stun Grenade- 2000 30.0 A S
Chaff Grenade- 0 30.0 - B
Smoke Grenade- 0 30.0 - -
Magazine- 0 30.0 - -

_______________
/
| Other Weapons |
\_______________/

Mantis Doll- Lets you control people with active nanos
Sorrow Doll- Lets you control the dead
Playboy- Guards will pause to look at it
Stun Knife- Instant kill with R1, instant Stun with R2

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Walkthrough
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

This first, kind of prolougeish area has brief spouts of gameplay with short
cutscenes breaking it up. Simply crawl under neath the truck, watch the next
cutscene, run over the guy’s gun, and then run to the end of the street.
Another cutscene will play. After this, walk out into the street, and
immediately run into the building on your left. Go up the stairs, and then
dive through the "window". Keep running straight down the street; when you
get to the end a metal gear will appear. Just stick to the right side of the
street and get out of there as fast as you can; he won’t hurt you if you don’t
stick around. Sit back, learn the set up of this game, and get ready for the
first act.
_______
/
| ACT 1 |
\_______/

This first area introduces you to the octocamo system, along with the stealth
gameplay. Basically, if you lay down or press triangle near a wall, your suit
will copy the texture of whatever your body is pressed against. It will stay
this way until you stop moving in prone/against the wall, in which case it’ll
once again copy the texture you are pressed against (if it’s different). To
get rid of the camo, just shake the sixaxis/dualshock 3. This will return it
to the "sneaking" camo. If you press start, and go to the camouflage menu,
you can register the texture you copied for later use, manually set the suit
to preset/downloaded/registered camos, change your face camo if you have it,
or change your costume settings (if you have one). Octocamo is essential to
this game, you will use it constantly. Okay, back to the game: There are
initially two guards in this area, but more come very soon. If you want the
cardboard box, dash across the street at the start, and then crawl into the
doorway of the building. Follow the hallway past the corner and the cardboard
box will be inside the room, laying on the floor. There are noodles in the
locker. Noodles are great for restoring both health and psych, way better than
rations. Stay in crouch whilst in the building, lest the PMCs outside see you.
Go back the way you came, DO NOT CONTINUE ALONG THE HALLWAY. The PMCs will be
coming this way, and it’s narrow enough that they’re basically sure to spot
you. Crawl back across the street, and travel through the buildings. Keep an
eye out for the guards, pass when they’re not looking, or just simply crawl
along with the octocamo. Once you get to some wreckage, crawl underneath it,
and mind the militaman getting shot. You can either wait for it to be over or
try to pop the PMC in the head before it’s over. Personally, I shot the guy
in the head once, and did not even warrant a caution, so if you don’t mind the
kill added to your stats feel free to do so, as it will make coming out of
the crawlspace easier. Once you get to the end of these buildings, there is a
regain in the locker. Might as well pick it up. The guards won’t be looking
in your direction when you can come out of this building (usually), so you can
crouch run if you wish. Make a right out of the building, and go to the end
of the road to collect some more ammo. Go through the doorway here to enter
the next area.

There is a compress underneath the stairs. You may recognize this area from
the first gameplay demo of this game. You can hop up next to the statues and
grab it’s... member for camouflage. There are several ways to advance, but I
personally recommend running up the stairs and diving over the hole, and then
sneaking up behind the PMC here and either CQC him or do a hold up. Work your
way up/along this street. There is only one guard patrolling it until you get
near the end (you’ll be close to a dumpster), in which case 2 PMCs will come
out. Either hide in the dumpster or octocamo it to stay hidden until they
pass, and then go into the ruined building on the right side of this street to
start a cutscene. There are a few items scattered around this area,
specifically a compress on the other street (don’t get it, it’s not worth the
trouble) along with a regain in the lockers below that PMC you may have
knocked out and a ration you will see as you work your way up the street.
Watch the cutscene, and behold your new favorite toys: The Mark II and the
Solid Eye. The mark II is pretty fun to pilot. Just equip it, and then run
around the battlefield, scanning the way ahead. You can activate stealth with
X, extend the arm with L1, and when the arm is extended, shock an enemy with
R1. Press triangle near a wall to knock. Any action requiring you to extend
the robot’s arm will put you out of stealth mode. The solid eye has three
modes -normal, binocs, and EEV. Normal will simply highlight any items laying
around and any NPCs nearby, showing various points of data about them
(distance, what kind of object, friendly?, health, etc). Binocs mode is
similar to the scope of past metal gear games, with all of the perks of the
normal mode but no where near the walking speed. You will not be able to use
weapons while in scope mode. The last mode is EEV, which basically puts a
green tone over everything, has the same features as normal mode, and also
highlights all NPCs and objects. The solid eye and Mark II share battery
power, so use them sparingly. Oh yeah, and that tranq gun you got? Prepare
to meet your new best friend. Besides boss fights, it should never leave your
active weapons list. So, now that we have that all out of the way, simply make
your way past this firefight, or just take out all the PMCs, and move on to
the next area. There is some AK/M4 ammo back where the PMCs were running from
if you want it.

Choke the first guard you see. once you get into the tunnel, hide in the
enclave to the left until some guards run past you. whenever you see some
guards staying in place, you can always crawl around them for this area. Keep
a sharp ear out for the guards’ conversation, as they will say if they need to
go help upstairs or not. IF they mention anything about backup, just hide
until they pass. Before you come to the area with a bunch of wounded
soldiers, there is an MP3 in an enclave to the left, and after you pass the
room where they are talking strategy, head to your left after the guards pass
to get a bunch of ammo, and then once you are back into the hallway, you can
search the room at the end on the right for a lot of sweet stuff, such as a
militia disguise and an RPG. You can now basically just slap on that disguise
and run through the rest of this section if you feel like it. One last thing:
If the militia love you, you can just run past them plain as day in any outfit
and they’ll let you pass. This applies for all areas of the game. So, once
you reach the end of this level, talk to drebin, and fall in love. Weapons,
anywhere and any time!? SWEET! I’ll explain a bit about his store: Any
attachment you buy will work with any of the guns it says it can work with,
and in addition to that, once you buy an item, you can attach it to all the
weapons that can accept it, AT THE SAME TIME. You don’t have to repurchase
anything in order to put the attachment on all the weapons. So, that being
said, i’d go for the laser and dot sights, first thing. Hold off on purchasing
guns, as you will be able to find them in the field and then unlock them for a
much lower price than if you were to buy them. This does not apply to every
weapon however, as certain ones such as the flint lock and the M82 won’t
appear in game. However, the XM25, MGL, Stinger, M72, SVD, and masterkey all
do appear in game. You will get to keep all your weapons, ammo, and

Rating: 1.0, votes: 1
 
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