Act 4: Twin Suns
Mission Briefing: Ugh, just playing as the Mk III will get you by at this
point. Again, up the stairs for a battery and song. Don't forget the items
by the
chopper.
Spoiler Treat: Well, read on if you want the surprised spoiled. Yep, you revert
back to MGS1, from the Playstation, way back in the year 1998! Yeah, I missed
it, but there are no advanced sneaking techniques required, or offered for
that matter.
*NOTE: The faster you move in this section, the better.*
Just run up to the steps. The lights will move back and forth, and you can
wait for the right light to cross over before you go. You'll run, hopefully
not get spotted, and go left; if you do get spotted quickly run to a little
alcove you can hide behind (press against the wall). How you can run directly
up, and to avoid detection from enemies you need to stay out of their little
pie vision on the radar (yes, you can be right in front of them and they will
not see you if you're out of that pie). Then go right and there will be a
scene with a camera. Just stay under it and go up the steps. Hug the wall to
see if a guard is patrolling the upper area, and if not you are free to run
straight up to the vent. If there is a guard, which means you took too long,
then just hang back and wait for him to go back the way he came and then go
to the vent (you press X to crawl).
Snowfield
*NOTE: There are lots of things at the shop, since we didn't really need to
visit in the last act.*
Hopefully you have been grabbing some of the batteries during the intermissions
because you'll need them here. Turn on the night vision and you can see through
the storm. In this area there are a few items around, then move up. Stop before
you go into the open because there is a Gekko patrolling. To the right up the
ridge is some ammo you probably don't need. Watch the thing's movements because
you want to move when it is away and hopefully looking away. When it has it's
back turned, run forward to the little rock that is sticking out of the ground.
From this cover, just run straight to the path in front of you when the big
thing is not looking.
Heliport
Yeah, I didn't play the first game, but even I get the scent of nostalgia in
the air. For one, you want to go all around this area in search of items, among
with some flashbacks. If you want to move on, avoid the main door and take the
stairs to find the vent, just like from the other flashback, and you'll get
into the next area.
Tank Hangar
Well, this vent can work, but I don't know how. You'll crawl and find a song,
and when you drop down I guess you either get caught or you don't. You are
welcome to try, but there is a better route to get through this without risking
alert. Yep, you'll have to go all the way back down this vent. You'll come
back to the heliport area, but if you look to the left side of the open door
you'll find another vent. Take it, go right, and follow all the way to an
opening on the right side of the hangar.
From this ground vent, just watch as the Scarabs roll around. There are three
groups on the ground and they roll in a set route. They all go counter-
clockwise around the tank. You want to go out after you see the third set roll
by, and after you see the third set of green beams. Once those are gone you
are free to exit the vent and sneak right. There is a room to stop by, just
don't alert the sleeping Scarabs, for two items. Now come to the cracked hangar
door nearby. There are just a few laser lines from Scarabs in this tiny hall,
and you can use your NV to help you see them. Just avoid the lines and you'll
be fine.
Canyon
This last part is not that bad. If you want to be real safe, just crawl to the
left side and hide in the crawlspace when the Gekko wakes up. There is an iPod
song in here, and the rest of the items are missable. Just let the Gekko walk
away and then slink to the cracked doorway and crawl under.
Nuclear Warhead Storage BLDG 1F
Just run up and crawl under the door for a call. Then just plunder all the
corners of the area for ammo. In the truck is a niftly little rocket launcher.
Go to the door at the north end for a call, then go up the steps to the
elevator and use the control panel to call it. Get in and press the buttons.
Nuclear Warhead Storage BLDG B2
Yep, a trip through memory lane for anyone who played MGS1, but even without
having played that game, you should at least get a small sense of what is
going on. Anyway, go right for some items and then follow the middle path up
to the control room. During the scene, insert the code: 48273, and I only know
that because I actually wrote it down.
*NOTE: GameFAQs tells you the following codes give these extra effects:
14893 - 100,000 DP
12893 - 20% off on store
78925 - iPod song
13462 - iPod song *
After that, you can stop and listen to the voices if you want to, and there are
a lot of items to grab in here. Make your way back and a Gekko drops in.
However, you want to stay out of sight, so just stay behind cover. Wait for
the Gekko to move, I hope he does, and then send out the Mk III. Send it
under the desk and to the end of the room. The switch board is near where the
elevator door is, all banged up. Just get near it with the robot and press
Tri. to fry the Gekko. Then go up the elevator.
*NOTE: If the Gekko doesn't move on it's own, just toss some empty magazines
(bullet holders if you don't realize), and get it to move like that. The Mk III
can shock the thing for a few seconds too.*
Nuclear Warhead Storage BLDG 1F
First, set your magazine (the empty cartidges) to a weapon slot, as well as
something to cause sleep (Mk2). What will happen is you'll approach the door
and the Mk III will open it, but a Gekko will arrive. Your job is to distract
the thing while your buddy opens the door. It's not so easy if you want to stay
stealthy, or maybe it is. You want to toss empty magazines all over the south
end of the room, mainly opposite the gate being open, just to have a clearer
shot. When the Gekko goes to investigate, tranq his leg and he'll be down for
a good long time. You just repeat this at that end of the room, maybe tossing
mags to each corner. If all else fails, just tranq his legs, simple as that.
Run through the door when it's open.
Snowfield & Communications Tower
Two ammo boxes up ahead, then take the ramp and into the little shack for a
lot of items. Then hop on down to the open field.
BOSS: Crying Wolf
Beast Mode
We will cheat our way through this one. First, either snipe or pop the two
Frogs to the right, the ones around the truck. Then get under the truck. Now
we play the waiting game. Crying Wolf will come to this truck and take some
whacks at you, but never send it into an alert. Then she runs away. That is
when you turn on the NV, find her, and then snipe her before she snipes you.
You should get at least two hits, but try to stretch it out to four if you
can. Of course, you are aiming for her, not the suit. You can only attack when
she is sniping.
And that's about it. There are minute long intervals between her appearances
around the truck, and when she howls she is close; she'll actually be far
away, but you can see her and she will get closer. You can try to hit the
things on her hind legs if you want, but it's hard.
As far as the Frogs, well, that is why we are under this truck. There are just
too many and they seem to spot you pretty easily in the snowstorm. By staying
under the truck you are just having to keep the two near you down. You can
snipe the other ones as you see them, but it's up to you.
If you want to venture out and test your luck, good luck. Again, the Frogs can
see you pretty easily. You may be able to track down Crying Wolf in the snow,
but after one shot, unless all the Frogs are down, they will probably find you.
So to recap: just stay under the truck, you'll have to wait a while for her to
show, and then you need to get at least two hits on her when she is sniping
you.
Beauty Mode
*NOTE: Just turn around and there is the figure by the wall.*
Again, use a shotgun with V Rings and you'll take her out quick. Just let her
move and then shoot. Takes three shots.
You can now comb the battlefield for items, but more importantly you can
trigger the various little "flash voices" that should remind you of points from
the first game. Mainly, there is a helicopter to the right of the door you
need to go through. There are about five of these all around, and no worries
about the wolves.
When ready, go in the door, grab the iPod song, hit the funny little scene,
and then move on.
Blast Furnace
This may look intimidating, but it's hella easy. Just run up to along the
walkway to the wall. Hug the wall and then shimmy right to another walkway.
Walk by the birds and then you should look below you. Wait for the Scarab to
go away and then get to the corner of the railing and the wall. Hang over the
rail and drop down, then drop down again and you'll be right next to the door.
Your only option is B5.
Casting Facility South
A Gekko in front of you, but tranqs don't seem to work. You can just let the
thing walk away and then sneak straight ahead. Either side of the room works.
Casting Facility North
Things get a bit more complicated. There are Gekko at both ends of the "conveyor
belt" thing, and them numerous Scarabs watching various spots. For one, you
are going to be zig zagging around this room. There are lots of ways to get
caught, but if you see an opening, just shoot - just like in football, if you
see a hole, pass.
So you're on the left side, right? Well, you need to go right, from the start.
Just let the Gekko walk away, sneak to the raised belt, get on, and then sneak
to the other side. Get down and then watch for the gang of Scarabs nearby. They
just go around the barrels, but they scan a few areas. You can wait behind the
barrels if you want, and when the Gekko is looking left or back and the Scarabs
are scanning away, sneak to the belt and get on. Quickly crawl into the space
on the right side. Should be ammo you don't need.
Okay, so you're to the second half of the room. It's actually much easier. The
door is on the right side. You just wait for the Gekko to be walking away. Come
out and look to see where the Scarabs are scanning on the ground, and if they
are not looking just hop down and head to the doorway. Glance at the Gekko, but
if the Scarabs over the doorway are not in the way, just head through the door.
Hop down the ladder, grab the ammo if you need it, and leave.
Underground Base
Move up and crawl through the space. There is a Scarab, but he will roll away
soon; watch out for those holes in the floor. Okay, so your bail out card is
when you're about to be spotted you just press over and Tri. to hang off the
side of the railing. You want to wait on the bridge, let the patrolling one to
make his way back across the bridge, and then get back up. If you go right and
up the stairs there are a bunch of supplies. When ready, and hoping you have
moved quick enough to keep the patrolling Scarab out of the picture, you'll
notice a Scarab scanning in front of the door. Wait for the beam to look away
and then quickly sneak inside the door. If it spots you and you don't care about
the alerts, just run forward to the next door.
Underground Supply Tunnel
BOSS: Vamp
This fight is way easy. For one, you better get a shotgun and the V Rings, or
I'm pretty sure anything would do, even grenade rounds, but for the sake of us,
just use V Rings. Blast him in the face area until his psyche is down. Then run
up to him with no weapon equipped and have the syringe in your items menu.
When he gets up, get behind him and hold R1 (the CQC button), and you'll grab
him. There is either the red knife icon for Tri., or the yellow syringe icon.
You want the syringe to end the battle.
As far as his attacks, he has quite a few. You mainly want to avoid his daggers
when he is spinning on his knees. He tosses three and you can either hide or
just run to the sides. He will also run up to you and when he gets close he
does a twirling spin kick, so just rolll away when he is close. When he jumps
on debris, watch out for daggers as he jumps. At late in the fight he will
just toss daggers as he jumps around, so just be ready to roll.
If you for whatever reason have to keep fighting longer, he loses his psyche
faster, or maybe it's just on headshots. Either way, keep blasting and remember:
syringe in one hand, nothing in the other, hold down R1 after you down him,
and hopefully you get the syringe icon to press Triangle.
Now is a defensive fight where every bullet counts. The key is to look down
the scope. There is a meter in the sight that tells you the charge level, and
when the thing is to 3 you are given a one-shot kill. Just stay down the sights,
wait for charge level 3, and fire directly into the Gekkos' heads. Make sure you
hit the ones that eventually come from behind, otherwise just stay under REX
and wait, you can even check out that cool fight as the gun charges up. There
are three items behind REX if you want them, one down a debris path. When the
fight between Raiden and Vamp is almost over, so is this sequence. And if you
didn't realize, you need to really put the Gekko that have big timers over them
as a priority, duh!
One X press after the... passing, during the cutscene - just die already!
The Escape
Okay, so you need to go straight. You can press L1 to aim, and then R1 to fire.
You have three weapons you can select using R2, but there is no need to use
the other two right now. You just move and shoot, and when you hit a room that
is way crowded, just stop and shoot them down. Be sure to fire in bursts or else
you'll overheat it. You can shoot the side walkways to knock down the ones on
the sides.
Port Area
BOSS: Metal Gear Ray
Okay, this battle can get hectic, but just stay calm. For one, switch to either
the laser or the rockets. Here is how you use them both.
Rockets - just hold the sights over the enemy until you have a few locks, and
then fire. You can fire at multiple points on his body.
Laser - aim, hold the fire button, and when charged press the fire button to
let the beam fly. You have like two seconds of beam to get a hit. This is the
main weapon you want to use as you have more room for error. You'll run out of
power after a while, so switch to rockets for a while.
As far as the fight, well, stay away from him. I found it easy to go to the
upper right corner, along the water's edge, and after all the buildings are
gone he will not have many places to hide. You just keep the laser pressure
on, and when out of power switch to the rockets.
Don't bother ramming him, it won't work. And if he gets you you'll just have to
take it and wait until you can move again. He will at some point launch rockets
into the air, and then you need to maybe dodge to one side (press X). Other
than that, just keep firing.
I was able to beat him on the first go, and he beat me up to a sliver of health.
So don't give up.


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