attachments through multiple playthroughs of the game, however you won’t get
them all back until you meet up with the MK II.
Run over the body, continue down corridor to get a ration and some noodles,
then come and head up the stairs. once you reach the second floor, you can go
and jump down behind where the boxes block off the hall on the level below you
to collect an RPG and a sleep gas mine. If you wish, head up to the top floor
again to dive roll into where you have to go next, landing on a cement block
with another RPG on it. Make your way through the building. When you see two
militamen who have apparently been spotted, stick around until they die to
collect their weapons, then leap onto that ledge immediately left of them to
get some anesthesia rounds for your tranq pistol. backtrack a slight bit to
see a similar looking ledge to hop up onto. Continue your way through the
building, and after you see a ledge collapse, the next little area will have
some ammo underneath the white cement ramp. When you get to the top of this
ramp, you either have to hug the wall or hang-and-shimmy your way across.
When your past this and into the next room, hang right, walking under the low
hang, and jump down to collect a ration. make your way out of this room and a
laughable cutscene will soon follow. You acquire a drumcan, which you can
just to either hide in like a cardboard box, or press x to send it spinning.
You can knock out enemies very easily by doing this, however you’ll vomit
after you put it away, leaving you vulnerable for a second or so. Run down
the street, and turn right at the first car you see. There is some .223 ammo
behind the boxes here. Take the ladder up, make your way along the rooftops
until you get to a mortar, and get ready to have some fun! Use it to blast
the PMCs to your hearts content, and then ditch it, continuing with your
mission. Crawl under the car, and either take the left over the boxes or go
play with the militia to continue. If you take the main street, use the
mortar to blast the building at the end clear of snipers. The multistory
building near you has some snipers in it along with grenades, and the broken
one has a ration in it. I’d just stick to the main street, however. Past the
turn in the street, there are some boxes on the left with a crawlspace near it
-either take that or just continue down the street, either way eventually
going past this battle to reach your destination.
In this building, walk around the ground floor to collect some weapons, in
addition to a claymore and a playboy. CRAWL OVER CLAYMORES, for all you MGS
noobs. Go up the stairs, taking note of the BOMB, which you should also crawl
over. Feel free to explore any of the other floors, or shoot the claymores
instead of collecting them, but if I were you i’d just collect them and make
your way to the top floor. If you go exploring and see those lasers, know
this: You can’t get past them. Make your way over to the second set of
stairs, get to the top of them, and once on the roof, go run past the back
rooms to start a cut scene. Once you pick up your first P90, buy it, and then
use that for the rest of the frog battle. These opponents aren’t that tough
at all, but they come in massive numbers and can hop onto walls and such, like
those annoying little critters from resistance. Eventually you will have
worked your way downstairs, and a bulldozer will come crashing in. You only
have to kill like six more frogs, and then you take a hop down an elevator
shaft. Time for some more cutscenes.
You’ll see a bunch of militia fighting a few PMCs. After that friendly tank
comes in, head for the gap in the wall in the right. Either take the ladder
or the crawlspace, they lead the same way, but the crawl space has a ration in
it. Help fight the PMCs off, and once your done, head to the really tall
ladder and climb to the top to find a javelin on the roof of this building.
After you get it, head back down the stairs collecting the ration and some
.223 ammo as you go. Head up the small ladder farther down the street, and
follow it until you find a place you can jump off of to start a cutscene.
After it’s over, go collect yourself some drebin points by running over the
numerous dead bodies. Pop the next two guards in the head with a tanq, or
just sneak by them. Do the same with the next one, and head into the
alley/building to your left. There’s some music right behind the first box
you see in the building, and a guard upstairs. Theres some anesthesia behind
the first boxes you see upstairs,and some noodles can be found if you travel
through all the doors. There is a playboy on the bed. This place makes a
nice sniping perch if you should so choose to use it. In the lockers you will
find some goodies, and the one by itself has an M4 suppressor. There is a
ration underneath the table, and some smoke grenades in the hallway
downstairs. Make sure to grab the PSS behind the dumpster past the courtyard.
Make your way past these last few guards, and be done with the first act.
_______
/
| ACT 2 |
\_______/
During the briefing, you can manipulate the screen with the following
controls: Triangle switches camera view, L2 fullscreens the current main
camera, and the square button allows you to control the mark II. If you bump
into people with the mark II, you can get special face camos. There is also a
battery and a digital camera you can collect here.
When you gain control, the very first thing you want to do is drop down and
explore that building on your right. There is a rebel disguise, a special
herb, and two special ammo boxes for a shotgun in the hut. Also, check out
the upstairs of the barn for some pentazemin, and then hop over the gap to
collect the SVD, way earlier than you would otherwise. Hop downstairs to get
some anesthesia in one of the horse stalls, then go look under the house
across from your view of the soldiers to get both stun grenades and 3 m4
suppressors, and inside this house for the fury music. I strongly suggest
freeing the rebels, and then eliminating all the guards so you can fully
explore, and so the rebels are on your side from then on. Once you’re done
with this area, follow the path the rebels are taking to get to the top of
those cliffs. Campbell will call, then continue along your merry way. The
next part pits you against a bunch of PMCs, but you have the rebels on your
side. Use the octo camo and mark 2 pistol to work your way through these guys.
Pick off the two snipers on the ledge to your right. Work your way up to the
front lines here, being careful to not get caught. While you could continue
all the way up on the left, If I were you I would cross the road and take a
trail on the right side of this battlefield. Doing so will lead you to a
mortar which you can use against the PMCs. Continue following this trail, and
then sneak into the walled in base. The first, bug building you see from this
approach is the power station. Clear it out, and the militia will come in and
disable it for you. There is some C4 and a ration under the desk in the non
generator room, along with a generic ammo box, think it’s .223 ammo. There
are also sleep gas mines (not active) in the generator room, and a regain,
playboy, and compress under the building. Once the rebels have run, make sure
to collect the M60’s from the sandbag, a stinger missile launcher in a boxed
in area, in addition to a pss, 12 gauge slugs, pentazemin, and some ammo on
top of the tower. You have to climb up the tower next to the power generator
room, hang from the edge, and use the wires to cross over. NOTE: DON’T TRY
DOING THIS BEFORE THE REBELS SHUT THE POWER OFF. Walk around behind this base
to a waiting APC to meet someone familiar.
Take the path farthest to the left, following the rebels if you helped them
win. There are a whole lot of goodies in the first few feet once you get out
of the grass, such as an XM8, a javelin, some sleep gas mines, 12 gauge Vring,
anesthesia, noodles, etc. Keep following this path to find a regain on the
left side of some rocks, and if you crawl under these rocks you can get a PSS
and compress as well. If you decide to take the road instead, you will find
nothing. Take the farthest left, sort of up hill passage to proceed to the
next area.
This path is the most covered from the road, and by extension the truck that
follows it. Continue down this path to collect som .45 acp ammo, and mind the
guard just past this pickup. There are multiple guards around this rebel
prison camp, along with one in the watchtower, and one on the road. I
recommend silently taking them out to free the rebels, but it’s your call.
The biggest building here has some .223 ammo below it, and some 7.62mm inside
of it. In another area inside this building, you will find some stun
grenades, 9x39mm ammo, and the VSS sniper rifle. Outside you will find a
regain on a table. Finally, there is some anesthesia and .45 ammo outside
near a pile of...wood or steel I think. When you’re done exploring, just head
out to the entrance of a mine shaft.
This is another rebel vs PMC area. Keep an eye out for dead soldiers, they
drop some good weapons. A sample from my experience: Masterkey (both runs),
G18C, M60E4, PMM. Make your way to the road; a bulldozer will appear to help
you bust into this mansion. Exploring on the right will net you a ration,
along with healing music from MGS3 between a dumpster and the outer wall.
This area will be crawling with dropped weapons. Inside the building,
approaching from the right, will be a pss in the fireplace, along with a
regain under the table. There are some grenades on the couch in the next
room, along with some pentazemin on the on the other side of this room. You
can find a playboy in the front entrance to this house on a couch. Outside
the front entrance, there is a ration ontop of some boxes, in addition to some
willy pete grenades where you would first come in and if you were to have
taken a left isntead. Upstairs, you will find some .45acp ammo, a ration, and
a play boy in the first room you encounter. There is a master key, some 40mm
grenades, and some mosin naget sleep ammo on the balcony, in addition to
5.56mm ammo on the other side of an open skylight. Jump down the skylight.
Once down the stairs here, there will by some claymores on the shelf to you
left, and a room full of various items, with anesthesia and 12 gauge v-ring
being among the most interesting. Head up the ladder when you’re ready. From
here on out, you will never be have the option to sneak by a firefight between
rebels and PMCs again.
After a lengthy conversation with naomi, Laughing Octopus will appear, along
with a bunch of FROGs. Just switch over to the P90 for the fight against the
frogs, since that’s what they’ll be using. There a are whole lot of goodies
laying around, including V-rings under one of the first desks in front of you.
Use your solid eye to find them all, but save the battery, since you’ll be
needing it soon. Once you’ve defeated all of them, get ready for your first
boss battle! I hope you picked up one of those millions of M60’s laying
around, or a PKM from outside the vista. If you did, equip it now. If you
didn’t, you’re stuck with the M4 or MK17, which are still very capable
weapons for this fight. Also, get out your mark 2 pistol while you’re at
it. Just use your solid eye and threat ring to find her, and blast away.
After a bit of damage, she’ll fall to the ground, and either get up for
another attack or roll into a ball and release a cloud of black ink, which
will blind you for a second if you don’t get out of the affect area fast.
She also will release some sort of explosives, so avoid the red blinking,
beeping objects that magically float around in the air. She will hide in some
hard to see places occasionally, such as on the ceiling in the outer ring of
hallways, in a stack of boxes, one of those skeletons naomi has, a giant
MK II, a dead soilder, and even naomi. She likes to randomly crash in through
the windows, and near the end she will turn into a ball and roll at you, which
can prove quite devastating (I actually died from this once when I wasn’t
watching my health). Just hop onto the nearest high object to avoid getting
hit. Once you have finished her and she turns to her human form, PULL OUT
YOUR MARK II PISTOL. Shoot her with this until she passes out/dies. If you
do, you get a special face camo (her face). If you widdle her health down
instead, you get nothing. Don’t let her grab you, in which case she will make
you constantly loose health until you shake her off. She’ll randomly dodge
some of your shots, there really isn’t anything you can do about it, just keep
shooting at her. When you have beaten her human form, expect a call from
drebin explaining her melodramatic past. Get used to this, it’ll happen 3
more times, each time being more outrageous then the last.
The next part is kind of annoying. You have to follow naomi’s trail. Raiden
will give you a bunch of bs about how to naturally follow her trail, using a
keen eye to look out for disturbances in nature, looking for bent grass and
perturbed animals, before telling you that instead of meticulously observing
every little detail in the terrain, you can simply use the solid eye’s nvg
function instead. Not far from the start, there will be a ration to your
right. There will be a few branches of the trail. At the first one, take the
left path (the one with the most footprints). Across the bridge, there will be
a guard. Sneak past him or just take him out. After you do, take the right
path. The left one leads to a house with some goodies if I remember, but
there’s also a guard there and it requires some backtracking, so it’s best to
just leave it be. Soon after you follow his branch, otacon will ask you if
"you think that could be naomi" laying with a sniper rifle, facing the path.
Well, obviously it isn’t naomi, but it would still be a good idea to take note
of him, and either prone your way across his field of view, or simply take him
out with a shot from your mark 2. If you want to see a cool easter egg,
before you move past this area follow the single set of footprints to the
right to see something laying on the rocks. Haha, looks like she was having
herself a good time... but that brings up some interesting questions, doesn’t
it? You can hear a laughing women if you follow along this path (not the
footprints), it might be worth investigating. Anyway, back to the path. Take
out the guard in the gap in the rocks, and head down and across the river.
Otacon says something about naomi’s footprints vanishing. Press on straight,
and mind the member of the frog to your right when you see some footprints
reconvene with the trail you’re following. The footprints get confusing here,
but take the left path where there are a lot of footprints. Put away the
solid eye, as it can give away your position. There will be one or two frogs
past the grass path here on your left, silence them. Head to the right, and
behind the closest tree stump, hidden by some flowers, is another guard. Take
him out. Be careful if you run over him, as there is a claymore next to him.
Follow the path to the left. When it branches, take the right path, or the
left if you feel like it (they wind up in the same place). There is a frog
sniper here, take her out. Notice the shoes left in the middle of the road,
and the claymore on top of them. There are some stun grenades behind where
the sniper was as well, if you want them. Follow the two reconvening trails,
and soon you will get to another clearing with a dozy guard to the right.
Take the left footprints again, and mind the guard farther up, on the right,
away from the path of the trail. Take him out from behind and grab the pss,
then head back to the trail, which gets a whole lot bigger now. Head left
into the mineshaft to proceed to the next area.
Get ready for a cool cutscene.
Once you regain control, start by shooting into the black smoke, and
specifially at the powered suits when you can get a clear sight of them. The
guards around you won’t shoot at you, but sometimes they can climb on top of
the APC and grab you. Just CQC them when they do this/try to do this, or if
you just don’t care about killing guards, shoot them to prevent them from
every reaching you in the first place. When you see gecko, ignore their weak
points (legs) and just go for the head. It’s faster, easier, and nets you
drebin points. Ignore the other vehicle in the next section, and just go for
the gates. Strafe up and down either side of the gate. some geckos will jump
in front of you, just shoot them while you can, you probably won’t get many
before drebin moves on. ignore the other vehicle again, as drebin will ram it
off the road. More geckos ahead, drebin will ram the one running in front of
you. Keep aiming for the heads. The next area will trigger a memorable E3
cutscene. Sit back and enjoy. When they’re over, run straight, and follow the
people. Run straight past this first gecko. Turn right, and run to the end
of the alley. The last gecko is hard to get past, the only way i’ve been able
to do it is get on the edge of the range where his leg sweep is activated, go
out of the damage range, and then dive through before he can redo this move.
The second you get past him, you escape and get to sit back and watch the
vamp fight from e3.
_______
/
| ACT 3 |
\_______/
In the next mission briefing, there isn’t really any cool hidden items except
for some ammo waaay in the back behind the helicopter. After a long time,
naomi will finally stand up so you can hit her and get another face camo of
raiden, this time with the visor open. For the first part of the next act, you
will have to trail a resistance member through an Eastern European city.
Since you won’t really need to do anything to the enemies other than knock out
a few who are blocking his path or trying to arrest him, I won’t do all in
depth about the weapon locations. If you really want to find them, you can
just use the solid eye. The guy will wait for you whenever you aren’t near
him, and all that signal interceptor is good for is to find the general area
of where this one guy is. If you loose him, you can’t just find a new member
of the resistance, you have to go back and find this one.
Start off by running straight to the van. A directed sequence will occur, and
you will be shown the resistance member you have to follow throughout the
city. If you hold him up and do a body search, you can get some music track
from snatcher. Just follow him throughout the city, you’ll never follow
anyone else. Take out any guards that are in your way with the mark 2, and
don’t forget that you can put away the disguise whenever you want and trade it
for full octocamo, which is basically essential once the guy you’re stalking
changes into a PMC outfit. If this guy spots you (not a "hey, did i see
someone there" spot, but a "hey, i’m shooting you in the face because I don’t
know who you are and that’s what I do" kind of spot), there is a possibility
he will go along this very convoluted route that at first seems faster but
winds up taking about twice as long as his normal route does. Either way,
he’ll eventually pass a spotlight with a bunch of guards around it. Don’t go
on the sidewalk until the spotlight has just passed it. If the spotlight goes
over you, you WILL BE FOUND, no matter what your camo rating. This also
applies to the spotlights on his convoluted route. Once he/you get(s) to
midtown n sector, he will change into a PMC outfit. If you loose him in a
bunch of guards, it will be obvious which one he is (the one who whistles,
doesn’t have a gun, and walks completley different), so obviously don’t kill
any guards here, lest you risk killing him, in which case you’re screwed.
Not that you should be killing guards in the first place, that is. The area
he first comes out of will have two rations and a compress in it. I know, I
said I wouldn’t give away the locations of items, but they’re right there so
you might as well pick them up anyway. Now that I think of it, there is also
some 5.56 ammo on the right side of the street in the last part of the section
before Midtown N. Anyway, just use your octo and face camo for this part, and
try to crawl along the sidewalks from here on out, since there are some road
patrols who will spot you if you crawl in the street. Soon after he changes,
three guards will ask him to follow them. Just crawl behind them, and don’t
get too close. Eventually all three will split off. After at least three
trucks pass, he ditch the costume and go back to his Eastern European outfit.
Just wait for him to walk a bit, move towards him, and a cutscene will start.
Snake anihilates everyone with his CQC, this scene being by far the best
demonstration of CQC yet. Big mamma will go on to explain a whole lot about
snake’s beginnings, the Patriots, and a bit about Big Boss as well.
You start off on a motorbike. You will have infininite ammo for all of the
weapons you can equip. This includes pistols, submachine guns, grenades, the
twin barrel shotgun, and the XM25 grenade launcher. However, I doubt you will
have aquired this weapon yet if it’s your first playthrough, which means
you’re doing o have to stick with the submachine guns. I’d ditch the Skorpian
ASAP, it has a small magazine that requires constant reloading, and we are
going to be missing a lot of shots here. The P90 would probably be your best
bet. Make sure to equip a laser sight with it, as this will greatly aid in
your aiming. I wouldn’t go into First Person View for this fight, as you will
have some dead spots where you can’t shoot your gun around eva’s head. If
there are a lot of enemies around, eva will tell you where to concentrate your
fire, but in any case aiming for the enemies in front of the bike is a good
bet. Lastly, try not to hit the other people on motorbikes, they’re friendly.
In the next area, there will be a humvee that starts attacking you. It won’t
shoot the van, and I couldn’t kill the turret gunner, so just leave it alone
and it will crash into a wall in a few seconds. When the frog jumps on top of
the van, shoot her off. When you get near the river, and she powerslides for
the second time and stops for a bit next to two humvees, take out the
explosive barrel on the left, then go for the turret gunners. She’ll drive to
the other side now, and execute a slowmo jump. You probably won’t be able
move fast enough to take out more than one or two guys during this jump. You
can shoot the boxes you just jumped over when you have landed to cause an
explosion, and from there i’d work my way over to the turret gunners and then
the foot soilders. For the rest of this section, you won’t have to deal with
any more geckos, but a few frogs will jump ontop of the van. There are
usually explosive barrels around the frogs on foot, so just spray away.
In the next area, many raven soilders will try to bomb you. They only take a
few shots to take down, so for the most part you can just strafe them with the
P90 to defeat them. A few soilders will appear in humvees or walking on the
ground, and near the end of this section they can start to be a pain. Just
remember that the only people in a humvee you can kill are the turret gunners.
For the most part, i’d stick to shooting at the ravens since they net you
drebin points, but since the soilders seem to do more damage it would be wise
to get a few of them out of the way. Once eva gets shot, there will be a few
more frogs standing conveniently next to explosives, making for easy pickings.
However, the ravens will start to drop a whole lot of bombs once you’re back
on the street, so make sure to equip your rations if you’re low on health.
Eventually eva will crash into a wall along with the van, and after a touching
cutscene, you’ll have to take on raging raven.
For this boss battle, I would reccomend staying on the floor where you start
off. There is a ration on the one base of the staircase, and some 5.56mm ammo
a bit farther up the staircase. Personally, I like to stay at the bast of the
staircase opposite the ration, and just wait for raging raven to come inside
before unloading on her with an M60. On the next floor, there is some 7.62mm
ammo, in addition to some .22 anesthesia inide and some 7.62 anesthesia
outside the room. There is some 12 gauge v-ring on the top floor, along with
a music track from HIDECHAN. Anyway, just stay on this bottom floor, and use
that cover to avoid all of the missiles shot at you. It seems that in order
to make her appear, you have to be spotted by one of the other ravens. If
you’re accurate with your M60, you can literally kill her after only three
apperances. Just make sure to continuously shoot her when she’s inside, so
she won’t be able to aim her 40mm grenade launcher at you. When you’re done
with the firght, pull out your mark 2, and repeat the same process as the last
boss fight: Shoot the crap out of her chest with it until she passes out.
Drebin will now explain to you why she is the way she is, and you’ll get a new
face camo, along with the 40mm grenade launcher.
Time for some kick ass cutscenes.
_______
/
| ACT 4 |
\_______/
Mission briefing. There aren’t any new camos here, but if you want to, you
can play with the remote by using R1 with the Mark II to change the channels.
There is a regain and some ammo on the left side of the back part of the
nomad. You will fall asleep on your way to shadow moses, and a dream scene
will take place, Metal Gear Solid 1 style. The controls here are also MGS1
style, and you can’t press select to see them. So, a quick run down of the
controls: Square is attack, Triangle is First person view, Circle is punch
punch kick/knock on a wall, start is pause, and the rest of the controls are
either the same or don’t do anything. There is no CQC here, however you can
flip a guard by pressing square while moving the analog stick, although this
will not knock them out like it does elsewhere. You can also choke them to
death by repeatedly tapping square and not moving the analong sticks, but only
if you sneak up behind them. So, anyway, back to the walkthrough. Running
along the right hand side of this map, in the snow, will net you a ration.
The only chaff grenades I know of in the game are in this dream sequence, so
it would be wise to pick some up. They’re on the helipad. Once the pattern
of lights allows you to pass betweeen them, run as fast as you can. You will
pick up the chaff grenades and make it to the other side just in time. There
is a room across from where you get off this helipad with some stun grenades
and a security camera in it. To avoid security cameras, simply stay out of
their field of view, and use their blind spot (directly under them) to sneak
past them. From here you can crawl through to another room with some other
goodies in it. When you’re ready to move to the next area, you can either
take the path on the bottom, below the security camera on the left, or
alternativley take the path through the rafters by heading along the right,
and bypassing the security camera and a guard on top of the rafters. If the
guard on the rafters is coming towards you, move to the far end of the rafter
and hide behind the part of the building sticking out until he passes.
First off, put on your face camo. There will be some ammo along the walls
immediatley where you start. Continue along the right side. At the top of
the hill, there is some more ammo. From here you can hear/see the a gecko.
Soon after jumping down the hall, there will be a whole in the wall along the
right with your standard assortment of goodies. Sneak past the gecko, and
continue along the right to see a clearing. There is a ration where it was
in the dream sequence. There is another ration where you came into the area
last time, and in the room with stun grenades there is a various assortment of
ammo. Crawl into the next room to gain a dp boost, and in the next room there
will be a bunch of explosives ammo. Under the truck where you could find the
SOCOM in the original mgs will be the MARK 23 (same gun). If you look in the
doors, you can see the next area, which has about 30 or 40 unmanned sentries.
Run up the stairs you may have taken last time, and take the same crawl space.
Alternativley, use the entrance on the bottom floor. However, this route puts
you on the other side of the room from the exitYou will get a drebin point
bonus for crawling through here. When you get out of the vent, be careful not
to be spotted by the sentries. If the laser passes over you, it will be an
instant alert phase. However, they generally are pretty stupid, and won’t
spot you if you have decent camo. They also appear to be death. There isn’t
anything special in that first room to on this floor, so it would be wise to
just avoid this area. On the other room on this floor, there are stun
grenades and nothing else. If you travel down the stairs from the second
floor, you will get a 1000 pt drebin point bonus. Downstairs, next to the
exit, there is a mark 23 suppressor and some .45acp ammo.
Wen you exit the tank building, there is a ration on the left, along with RPG
ammo and some other ammo on the right. There are two gecko here, who will
walk back and forth across the level in a rectangular pattern. There are some
40mm grenades next to the second gecko, and various rations and ammo around
the rest of this area. When the geckos wake up, wait for them to face away
from you and just crawl across the route. In the next area, there is ammo
scattered around the room, along with a stinger missile launcher in the truck.
Otacon will inform you that the door is locked, so you have to go inside of the
elevator and travel to the old office to unlock it. Once you travel down the
elevator, there will be a M72 missile launcher, along with some claymores.
Farther down this area of the office, there is a music track along with
rations and ammo. Follow the hallway to initiate a flashback and a drebin
point bonus. Once otacon asks you to put in the code, you can either put
in the code, or enter one of the following numbers to get a bonus: 78925 for
better accuracy, and 13462 will net you a track that allows you to put
soilders to sleep on touch. When the cutscene is done, run around the room to
pick up some 40mm grenades, along with rations and ammo.s Once you get into
the old chamber lock, a gecko will fall through the wall. The hallway here
makes a T-shape, once the geck leaves to patrol the other side of the T, make
a dash along this part of the T to the other side, then crawl underneath the
desk. Make your way to the other side of the room, and leave it. The gecko
will never patrol on this side of the hallway, instead he will just walk up
and down the hallway with the previously eletified floor. However, once in
alert mode, he will come crashing through this door, so it’s best to hide in
that mini office to your right here once he starts his charge if you decide to
fight him. However, as long as you aren’t in any of the three elevated levels
of alert, you will simply be able to hop in the elevator and get out of there
unseen.
Once you get out of your elevator, head to the door which the Mark III will
begin to unlock. However, this is not an instant process, and a gecko will
soon hitch a ride on the elevator, even if you destroyed it in the previous
area. You’ll have to keep it distracted, which is much easier than it sounds,
provided you haven’t exlusively reloaded by using the circle button until this
point. Simply throw magazines in an off area of the map, and once the gecko
is done investigating, throw another one. Keep this up for the two and a half
minute timer. If you run out of magazines, you’ll have to deal with shooting
a few shots at it, and then running around the objects in the center, keeping
sure to stay on the opposite side that the gecko is. However, 20 magazines is
more than enough to keep the gecko lured away, provided you aren’t wasteful.
Soon after the Mark III is finished, the gecko will leap to the second floor,
allowing you to make a clean getaway.Right away, run to the end of this short
road to grab both 5.56mm and 7.62mm ammo, jump down into the snow, and look
within the storage shed to find an SVD along with some ammo for that gun, some
claymores, and some mosin naget ammo. These will all be much needed for the
boss battle you are about to partake in. Jump down the rocks to activate a
cutscene and start the boss battle.
For this boss battle, it would be wise to NOT STAY IN OPEN GROUND FOR ANY
EXTENDED PERIOD OF TIME. I say this because, if Crying Wolf jumps on top of
you, it will be an instant kill, sort of like the gecko footsweep. Also,
there really isn’t anything worth collecting on the battlefields, save for
some C4 and other handheld grenades in the middle, power transformer area.
So, your best bet is to dive over that tree from the start, and make a beeline
for the first tower you see. For the majority of this boss battle, you will
simply run between these two towers. Put on your solid eye and turn it to
Night Vision mode to find Crying Wolf, and just snipe her with the SVD from
either of these two towers. If you’re a good shot, you can get multiple hits
on her before she runs. Your psych meter will probably be empty for most of
this fight, so sniping may be hard for you if you haven’t recently used a
compress or played dead. You can always cheat and use pentazemin to get off a
quick shot if you have it, however. To get from one tower to the next, try to
dive off the railing nearest to the staircase on the other one, and run up it
as fast as you can. The farther tower has an XM25 grenade launcher on it’s
top floor, so be sure to pick that up. If you’re running low on ammo, some of
the tower guards carry the DSR, so if you have that gun you should be fine.
Okay, now that we’re all set up, here are wolf’s attacks: Her main attack is
the railgun. The railgun fires a bullet at a very high speed, creating a
shockwave where ever it hits. Sometimes you can dodge this simply by laying
down and letting the railing take the brunt of the force, however there are
some gaps and angles where this won’t do anything to stop it. Also, after you
shoot her, she will sometimes attack you with explosives she tosses up onto
the catwalks you are sniping from, so simply run when you hear the clinking
of a grenade (i don’t know if they are grenades, but they have the same
soundbyte when they land on the ground. Also, keep an ear out for the
throwing sound of a grenade). Just dodge between these two towers until you
have defeated her, she doesn’t come up with any new tricks. Remember to use
the solid eye to find her unique shape (it’s either much smaller or much
bigger than the Frogs, depending on how she’s positioned and how she’s aiming)
and to know which part of her to hit (the actual beast part of her isn’t
highlighted at all). Once she’s done, with, switch back over to the Mark 2
once again, and go collect another face camo. After you have defeated her
human form, you will collect her Railgun and Drebin will explain this beast’s
past.
=======================
! Alternate Strategy !
=======================
Just thought I’d share a tip for the Crying Wolf battle. Immediately
after the cutscene where she almost nails you with the tree, you’ll be
staring at a truck in front of you. Crawl under from the rear and face
forward towards the woods. Your stress won’t go down since you’re
sheltered, and the FROGs are easy pickings. Every few minutes or so,
Wolf will pass by in the woods. Use your night vision to spot her and
snipe her up. The battle takes longer this way, but you’ll literally
take no damage. If it gets boring and she isnt coming out, just get out
from under the tank until she yells and run back under.
Thanks to Jeff C. and Nick for this tip.
Hey, isn’t this the place where you had to swap discs in MGS1? Run inside and
you’ll trigger a rather hilarious codec conversation with Otacon. Alright,
time to find metal gear Rex. The next area is crawling with those annoying
three handed sentries, so stick to the normal rules of evading them: Worry
about the laser and their patrol routine, and camo/sound for very close
proximity. Head to the door, and otacon will tell you it’s not working.
Go to the opposite end of this side of the room now to get into the elevator.
You can basically just run up both sets of steps and dive over the side, if
you don’t mind the minor loss of health. There is an itunes track here
somewhere, but I picked that up first playthough so i’m not exactly sure where
it is. Sorry! :( ...anyway, the elevator will trigger a flashback, and
you’ll get a drebin point boost because of it. Once out of the elevator, you
will see a Gecko patrolling the area. Remember, these guys are a cross
between guards and sentries, in the sense that if they pass their laser over
you, you’ll be spotted no matter your camo rating, and if you are in their
line of sight or near proximity, they’ll also spot you. Either way, it’s
very easy to pass this first guy. Simply run like crazy in a straight line
once he turns away from you. Near the small steps, there are a few boxes of
ammo, including anesthetics. The next room is by far more difficult. It has
two geckos, in addition to those annoying three handed sentries. First, run
to that reddish, metal thing in next to the raised path in the center of the
room when the gecko isn’t looking that way. Once you are there and it walks
back to where it looks away from the center of the room, hop onto the platform
and crawl under neath whatever machinery that is on the rollers, collecting a
javelin as you do so. When it’s safe, continue in this direction out the
other side. Once you have deemed it safe, crouch run to another one of those
reddish steel things on the right side of this platform, and AS SOON AS YOU
KNOW NO GECKOS ARE LOOKING, run, RUN your little hind end off into the doorway
and dive over that railing. I would check the map to see what area I mean if
I were you to make sure you know where you’re going. If possible, don’t even
pause to make sure the two geckos on this side of the aforemention machinery
are looking, check this while you are running to that reddish piece of steel
panel. I say this because, if you happen to be spotted, one of those gecko
will block this exit to the next area, meaning you’re basically screwed and
should just start over, or go rambo with that javelin you picked up if you’re
having one of those days. In this next room, there will only be like two
sentries, and it’s very short, so you may be tempted to just say "screw it"
and run past all the sentries. However, if you go into alert phase, the next
area will be blocked, so just stay stealthy a bit longer. At the top of the
staircase, you will find a lot of useful items, so i’d make a pass up there
before you run into the next area.
Once the lift has reached the top, you will have to fight vamp in a boss
fight. Use whatever you want to bring him down (although I personally feel
that using anesthesia works the fastest, but whatever), but make sure his body
is within running distance of you. Whenever you knock him down, he’ll get
right back up. A quick call to otacon will tell you what it took me 30 some
"kills" of vamp to figure out. Once he stands up, CQC grab him, and make sure
you have the syringe equiped. Once you have him in a lock, press triangle to
stab him in the neck with the syringe, which will put a quick end to him.
There are various ammo items laying around the room, including some 5.56mm
which you may actually be in need of after that crying wolf fight. Whenever
vamp gets within striking distance, roll out of the way so he doesn’t stab
you. On occasion, he’ll squat down before lunging at you, in which case you
should just run in a different direction than he’s facing and roll when he
lunges. Also, sometimes he will jump high into the air and stop you, so once
again, dive to dodge this. Whatever you do, don’t lay down, as he will start
one of those dances ontop of you like he did raiden earlier. Also, if you
dodge early, he’ll still hit you. Don’t run into him when he stands up, else
you will be knocked to the ground and you’ll probably have to fight him
again. If you do mess up giving him the syringe the first time, subequent
defeats will be much easier. I often get lucky with the Mark 2 and all of
his psych will drop in one random hit after the first time you defeat him.
After you stab him, raiden will appear, along with some suicide gecko.
Suicide gecko will walk around the perimiter, and then hop on the inside after
a while. Once they are inside your perimiter, they will start a countdown to
self destruction. If this timer reaches 0, you loose. Immediatley a gecko
will hop in front of you, acting as a sort of tutorial on how to handle this.
With the railgun, L1 Charges, R1 fires. It is a huge waste to fire a
non-charged bullet with the railgun. There is an audio cue to when the gun is
fully charged, and it’s pretty distinguishable. You can switch between first
and third person without loosing the charge, but if you lower your weapon, the
charge will be lost. For this reason, I would not reccomend ever taking your
finger off the L1 button for any reason, as there is one part where several
gecko storm you and you won’t really be able to get through it if you don’t
act flawlessly. Make sure to equip your rations from the start, so you won’t
have to waste your precious charge to switch to them later. Zoom in with R1,
and from here you will be able to see when the gun is charged (all the bars
will be a solid color). Use this to aim all the time, lest you waste your
shot. The only time I could ever see why you wouldn’t aim in this fashion
would be during that part where multiple geckos rush you. Aim for any
metallic part of their body for a sure kill. The geckos only attacks are some
machine guns they’ll rarley fire at you, and of course the self detonation
thing. I have never had one land on me, so I don’t think you have to worry
about that. Eventually Raiden will kill Vamp, some cutscenes will pass, and
you’ll get control of Rex. Sweet! This is probably the most fun you will
have in this game, so i’d save here if you want to come back to it (although
if you didn’t play this chapter last, you’ll have to reinstall the chapter
data).
Before you do anything, press select to get aquainted with the controls.
This escape sequence is insanley easy. Basically, rex is a total beast, so
you won’t have to worry about those suicide gecko too much. In this area i
wouldn’t even bother with the other weapons, as only a few seconds of fire
from rex’s machine guns will destroy them. Use L1 to use the cockpit view,
which is basically the only view you should use to shoot with. If you come to
an area with a lot of gecko, feel free to stop for a second and shoot a little
bit, as the time limit is very generous. If you see geckos on the railings, a
burst from your machine gun will not only take them out, but the entire
railing with it. Try not to crash into the walls. After a while raiden will
jump off, because apparently he was jelous that you were upstaging him with
rex in the "who can take out geckos the fastest" contest, or at least that’s
the only plausible explanation I have come up with for this. Just keep
trudging on as you were, and eventually you will see the orangish glow of the
outdoors, in which case this chase sequence is done with. The next part is a
boss fight between you and metal gear ray. From here on, don’t use the
machine guns anymore. It’s time for you to be aquainted with the rest of
Rex’s arsenal. First off, we have a whole load of balistic missiles which can
lock onto multiple parts of your opponent at once, and there must be at least
10 or so of these things launched at any gived time. Lock on with L1, and
fire with R1. Once you have spent your cache of missiles, switch over to the
laser if Ray is close. Charge it with L1, and once charged you’ll have about
two seconds of sustained fire with R1. If you continue to hold it down, it
will increase the charge level, meaning it will be more powerful when you do
use it. I somehow got this charge level up to 4 once, but the next time I
tried two was the max. Overall the laser is very similar to the rail gun.
This is probably the most devestating attack Rex has, and what you will be
using the most. However, it seems that the power of this weapon decreases
with range, so if you’re out of missiles and Ray is far away, it might
actually be best to use the machine guns. As far as ray’s attacks go, the
most devestating one is where he will jump ontop of rex, causing a
considerable amount of damage. Try to dodge this and similar attacks by
dashing with the X button. Basically, just move in any direction and tap the
X button to dash. This also works for avoiding Ray’s missiles. The last
thing you should know about this boss battle is that, after a failed charge by