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HOW TO PLAY

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INVENTO RY

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METAL OEAR ONLINE


EXTRAS

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USER INSTRUCTIONS
ACT'I

ACT 3
ACT 4

ACT

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i I lhere are some interesting items hidden in the buildings here, including the
i I powerful SVD automatic sniper rifle and C4 explosives. You can only collect
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the former by rolling across the gap to reach the platform it is hidden on. lf

Ij you experience
@

L-

difficulties with tre timing of this acrobatic feat, try tapping


firm purchase before he falls.

repeatedly to make Snake grab for a

SECRET: MUNITIONS STORE

i ti

: The scene below your starting position


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50

practically begs for a bout of

concealed sniping, though time is of the essence - as you'lldiscover if


waitto see where each rebel prisoner is being taken.

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Ht]W T() PLAY

'o'n
experts with something of a moral dilemma: can you simply ghost by as the captive

i'***-*--_l
l_____'___r

rebels are taken one by one and executed? This walkthrough assumes that you are,

indeed, a callous yet pragmatic soul, and intend to avoid any involvement.

INVEI'II()RY
METAL EEAR ONLINE

From your starting position, crawl down the slope to the back of the buildings. thuse
as you reach the area at the end of the f irst house, and allow the patrolling PMC soldier

EXTRAS

to pass. Continue straight ahead until you anive at the end of a corrugated metal wall,
then rotate the camera to face around the corner. There is a second patrolling soldier
just beyond, so wait until he turns away from you before you crawl into the grassy area.

lJsER lt'lsTRucTl0t{s

Creep behind the metal huts, then move along to the end. When you're sure the nearby
soldier isn't watching, you should be sale to make a break for the shadows just beyond

ACT I

the corner ol the building ahead. Stay very low here

there's usually another soldier on

-'_-l

i-., --, -, -_ i

the balcony above, and there may be more directly ahead. When all eyes turn away from

ACT

you, crawl through the shade to the grass, then onto the sloped path.

ACT 4

A LrE R N Arv E

ST_lArEGl

_E

ACT

Slealth Walkthrough Bela


For this:;econci sleaiihrrrc-kill stralegy you'll tteed 1o invest tn ilte lvlcsitl',1:iQantsitiper
riile froiirDr,lbiris Shop Al60 000 DP (48.000 DP on Wednescays
,,i-rd

Sundays).

ils

cerlainiyr

nolchcap

Look through the

window ol the first


building you pass

Holryever, the investntetttv,;til deiinriely itav

after the mission

i,if if yorr experie itce tiiiiicLrlties wrlh the main stealth walkthroitgh

starts

you'll

see a

PMC soldier inside

ilnce you havc tlie rillc eqLrppcii ciawl lo lhe edge of the

g;rassy ctrlcrcip Thc

perusing a copy ol
Playboy.

,'lcsin-l.Jaganl is a bolt-acticn riile. vriih only five tranquilizer darts per reloail. :,ri

iou

reallV need to ntake evcry sltol couiti v,ou have seven tatgets to htt and :riloLtlti
Tranquilizer darts

rccri to reload no niore thar once Froni ihe iop then:


YoLrr

first target is tlte soltlier closest to

you

don't knock PMC


soldiers out for very

he shoLtid be near (or

long on the Big


Boss Hard difficulty

approaching) the bLriidinrJ lusi ahearJ

level, so you really

Behincl

hlm

need to think

at the far end of ihe row cf buiititngs. a Pl\10:iciiJier rviil rLiirltr

few steps ahead

inv()stlUaie Hii l.iini i,viih a rlarl slraiqht au;ey

whenever you use


them. lf you linger

f'iow luiir your allerrtioir ic ile lwii PlV10 iroops qiraiclrng ille ienel ixrs{iitrs
llyoLr re reaily qurck. ilrey uvill troilave ttme to ieact

in an area where
you've sent Potential
assailants to sleep,
listen carefully lor

A so{dicr will operrt a door and ilnrer0e frortt the hoLrsc ite lrlr,ry you ile s tn lire

ltesiprisilion io d0 ihe

Dr.isoiiers the rn0sthartrt. so deal'4,ilil

the tell{ale yawns

ltittl itiorliptiy

that indicate lhat


they've clambered to

Your tenuilinrate 1ar0,q1 i-q ic the norllr-easi anC shaLtltl by ttow be liitng at
tfie rebels fron ii pcsilron rtear to the lire-darragerl bLtiidittg iJse the zoom
furrclion

(e

their leet.

& v^) lc ge ta clear shol

Firrallv iook drrecllv ir0rlh {0r tlte iaslPMC solttter i"le s trtviliialiiv ihe iastcl
the iroops oositioned ltere io react anci shoi;id lte etliler itrttttt aillte rebe l:;.
approaching onc of his doi,vned colleaqucs.0r even cbltviouslv conlinL.iirlg
his patrol behind the iar rov'r of hoirses Don 1 lorcets[6;i hii]r il oniy iitktls
one solcjier lo revive allthe resl ruining youi'plans

henchman of Solidus during the Big Shell Incident, Vamp murdered


0tacon s sister, Emma (MGS2). Apparently killed by an accidental shot to
the head (the bullet was actually aimed at s0meone else), his continued

existence is something of a mystery.

11 rioi; ro*tl,,rtt thrs slrooting spree iri an orderly and ltmel-v fashton. yot.lu/0n iilvtlrr
ulcOu[iief a Caution Pnase For s0me reas0n. the PI\IIC iroops seem nlore coilfused

ilian overtly aiiirmed as their cclleagues fall bloocliessly tc the turf Try lo snipe with a
si,rnr)ard

rilie lhough

ancl Vcrr

ll sec a deliniie change in their behavior

FLASHBACK: SOLIDUS
Knawii as t)t:orqe Sears tliiruigt ltis tenLtre as

0n ihe Big Boss

Hard diliiculiy

level you should have lusl enough iirtte

to

i;icc aroLirt(j to collectlhe ilostdesirable iterirs in the buildings (ltclLtcling tht:


contr*is of ihe muirilicrirs store urtiocked by lhe prisoners) beiore tlte Pf'l0
:j0lilier:r beriin l0 wake rip ll ihe meantime ihe rebels that you freed,wiil be
iliiitcKilrrl lhri guards orr ihe hrliarea

st,crt:i lhirrl sparrii ol1lte 1r's Ent',tnis Terrrbles


lvlo:;tts ltti:itiertl

in

ait altt:rni.i!It escapc lrrtrti liis

-\tibsequentiy resptinsilile lcr

llit:tt'rriirisielnik

US

Prcsidt:n[

So/rrli;s

itrtr

ihe Sltatiori
/riaslrlr.s. Ilttt P,tlriOtS iMGS|i.

itrojet:!
on the

trt:;!192;2t1

fiig

Sltt:li f:it:iiily (MGSZ|,

Si;lrlli;s lt:arrrctl bclore his dt:;tllt lliai liis evcry,tt:lian itaci been ttn( rtr:tei1
ariiiriaQl(t(l av T[ie Pairiol:;. but ar:livtti/ encL;urttt,led

Extreme Force Addendum


lf you re really iicl ltapov Lrnless you fe causrnq ntaxirnltnr chaos fee I free tc tisr: ii
starrclard sniper rif
irvelr,ryork

le

thc I'114[Blj] is ver.v e lf rcrentfoi ihis kind of ntedium-drslairctr

The iargeis vcru neecl lo hilare oretty tiruch ihe same as ifiose iielaiiec:

FLASH BACK: ROSEMARY


RL;st,tirtry (tit :;irri;tiy liilsfrt

in the Stealth WaikiiiroLtuit Beta lerxt tlrougtir tlrere s cns lli!] rjiffererrce the irse of

Metal Gear Solid

iellral iorce wiil iniiiaic a near-imnre0iaic Caution sialus anci riif{eicnt reaciions
frorir tht.' soidiers. eveir i{vori have a Sirpptessor equipped. The reirtlorcerlenis wrll

( r al li

-<c

at

d,t i o ii

:,

2
iy

is iitit

ihe pair
t

li,ti t

Iorriier p;trlrir:r olRaiden.f!te ni:titt;iritiit'gorii:;itif

tiie

sarp,il:?1i,,d
i

il

v,' I i i

Ro

Ca

llte Big She li irr,irtr,:ni, ',,ttili fltt:;t: rtttw

ri yi I tr: I I

arrive fi'orn lire lrill:iide ildih s0 be reacly ior tiien't


51

l-Sneaking up the hillside steps is a tough challenge, though


it's Oetinitety easier if you free the rebels and letthem
soldiers before you attempt it. To avoid
"-Y the patrolling PMCpoint
out now that there is one level (pictured
frustration, we'll
here) where the only route of ascent is on the far left-hand side.
You'll hit a checkpoint once you reach the passage at the

I
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52

attack
any

top.

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l|OW TO PLAY

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INVEIITORY
METAL GEAR ONLINE
EXTRAS

USER INSTRUCTIOI{S
ACT

L--,, -_J
ACT 3
ACT 4

ACT

Stick to the shade just in front of the rock ledge, and follow the path until you

'Fl
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I

*
,

lf you opted for the pure stealth route, there's a chance that

the

him pause very close to your position. When he turns to walk the other way, follow
him carefully. Ouickly switch to a crouching position and climb onto the first step to
your left, then approach the next ledge - the spot you should aim for is just in front of

likelihood of detection. This is the most common state of affairs. At worst, they
may even open fire on Snake, assuming him to be an enemy.

a wooden fence section with a tree ahead of it. When the patrolling PMC

soldier makes

his return walk and passes your position, you should again change to a crouching pose,
and press

to climb to the next level. Crawl forward into the grass.

soldiers closely
alter the checkpoint
really doesn't seem
lo work unless you
have the South

American Rebel
Disguise

Taking this into consideration, it's advisable to keep low, and follow from a safe distance

their

reaclions lo Snake

at first, Hug the rocks to the right until you reach a corner of sorts, and wait in a prone

interrupt the rhythm

pose. Ready the Mk. 2. When a solitary PMC soldier anives at the gap between the rocks

of the carelully

ahead, hold until he approaches you, then hit him with a dart to the head. (Handily, this

M@

Attempting to

follow the rebel

sneaking rebels will not take kindly to Snake creeping up behind them. At best
they'll act with consternation, which disrupts their progress and increases the

spot a PMC soldier patrolling above; stop just after the grass ends, and you'll notice

orchestrated
runs between

is usually noticed by the attentive rebels, who will subsequently refrain from attacking

cover, and make

Snake, even if they might have appeared trigger-happy on previous attempts.)

detectron practically
inevitable.

Press fonrvard quickly, staying low through the grass once you reach it, and crawl
past the rebel soldier stationed on the ledge to the right. You can sometimes brazenly
crouch-walk behind him if his back is turned. The zone exit is then a shortwalk away.

ffi lf Snake's

Psyche

qauge is low, use


Pentazemin to
immediately steady
his hands. lt's

ALTER NATIVE STRATEG I ES

especially valuable
if you need to use a
sniper rifle while the

Steallh Walkthtough Bela


Don't be alarmed at the sudden cries of "We've got contact!" and

Continuing our ailernative stealth strategy, follow lhe route set out in the
nrain walkthrough to reaclr the top of ihe hill The difference. though. is that the
rebel atlack should have leri lo the deaths of at least tr,vo of the patrolling PMC

"We've got companyl"


- these actually refer to the three rebel soldiers that attack
from a location lust above you. This is a definite hindrance, so you'll need your
wits about you. lmmediately crawl through the grass until you reach two low

troops, which makes the cltr:tb much less fraughtwith clanger

steps; this reduces the likelihood that the soldier you passed moments before will
accidentally stumble on Snake while engaging the rebels. While you shouldn't get

After the checkpoint you ge{ io enioy a secondary benefii lor saving the prisoners

involved, have the Mk. 2 or another silenced weapon of choice trained at his head

eqLrin the South Anerican fiebel Disgirise to enjoy an exhilarating old-school

until the danger passes. lf the PMC soldier gets too close, neutralize him. This isn't

inliltration exelcise Appi'oach iire rebels when lhey slop. tlten watch ihe hanci
srgnals of ihe lead soldier. Follow the lwo nten orr the rightand dartlrom hiding
place lo hiding place as they do always watching for the silent prontpls ollhe

ideal (it increases the danger of detection), but it's better than an Alert Phase.
lf you're lucky, the surprise rebel attack will have taken out at least one of the PMC
troops in this area. Pause and get a "feel" for your surroundings before you climb

the two steps to the next level; it's best to hold up until the soldier just behind
you (ilhe's still conscious or alive) approaches, then turns away. Hop up the two
ledges, then crawl straight into the grass to your left. Wait for the soldier further
ahead to walk away from you (consult the Solid Eye radar for guidance if you can't

actually see him), then climb the two ledges to your left, next to the large rock wall.
Crawl into the grass behind the boulder, and freeze untilthe patrolling soldier on

old soldier is in less


than peak condition.

man 0n point. There are a hartdful of slops to ntake and as we've noticed ciislinct
vaiialions between dif{erent sessions, the best tips we can offer are to use the
camera to check tltat you re sufticiently concealed, and to stick tight to your
conrpanions. Finally. ciori t take Lrp too ntuch f00nl ' i{ your inconsiderate use
of valuable hidlng space {orces one of lhe rebels to sland in an exposed position.
you'll iue the conseclLrerrces Getting through (sans 0ctoCanto) withoul you or
re bels alertinE the PMC troops is not a trivtal accomplishmenl so grant
yourself the luxLrry o{ a wide satisfied smirk if you achieve it.

any of the

this level arrives on the other side, then turns to walk away.
Exlreme Force Addendum
0uickly climb up on the ledge to your left, then hide in the large patch of grass just
ahead. When the soldier to your right turns his back to you, move further forward

untilyou're almost parallelto the crates to the left, but still completely concealed
by the grass. Making a break for the next ledge without disturbing the guard below

is extremely awkward, so

though stealth purists may disagree on this point

it's

probably better to send him to sleep with a Mk. 2 headshot, then make a careful
dash for the checkpoint at the top.

Fighlingy0urwayuplhehillsice"steps'ismLichntorecompltcaledwhenthereis
P[/C backup arriving lroni the top so itstill pays to avoid an outrightAlert Phase
il yoLr can In the area a{ter the checkpoinl the sante applies itcan qeta little
inlense i{ you have a iarge groLrp of addiiional Pti'4C troops ntoving in from the

exit lf you re desperate io lry oLrttlte Twin Barrel appropriated from the secret
mLrnilions slore eariier thcugh ihis arrbLrsh-friendly locale is a gootl stalrtng
gr0ltfltl if urcrrly nLrrlce ts arc of rto conccrn lo you

zone

53

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There's a break in play for a lengthy cinematic interlude when you approach
the rusty Stryker in the north-west corner of the map, just outside the
power substation's walls. lt's followed by a checkpoint.

There are some useful items lnside the buildings, so it's worth the risk of
sneaking in -the entrance on the east side is usually the safest. lf there are

so|diersguardingit.youcanhideunderneaththenearbytruckunti|either
they move 0n, 0r you silently neutralize them. While you're there, don't
forget to destroy the control panel pictured here.

There are two ways to approach the power transmission substation. You
can go straight ahead, and attemptto sneak pastthe PMC machine guns
raking the n0-man's land in front of the south wall, or head right to access
the hill area. The latter path brings you into contact with enemy soldiers,
but going up there enables y0u t0 pick off the two PMC snipers terrorizing
the rebel forces below. lt also offers an excellent overview of the battlef ield

54

T
GUI'IS OF

T||I

HO11/ TO PLAY

INVENTORY
METAL GEAR ONLINE
EXTRAS

t
tJSER I}lSTRUCIIONS

ACT

ACT 3
ACT 4

ACI

lf you can collecl


the machine guns
drnnnod hv thp
warring lactions
parlicularly the PK[/
carried by the rebels.
and the M60E4
used by certain

SECRET: DISABLING THE

P[/C troops

they ll

come in very handy


in a f orthcoming

;i)i:).i

battle. There's also


a rebel armed with

r.'r i,r7-:

an M72A3 anti-tank

i,i. '

attacking irom the

rocket launcher
,i

east side ol the


base.

lf you re on

speed run, lhere's

I.
-l

no need to wait until


the rebels beal the

Crawl on the path near the rock wall to the lefi when lhe rebels oegin their

PMC lorces

attack. From there continue tontrard in the shadow beneath the rock overhang. berng

just

blow lhe conlrol

careful not to attract the attention of the PMC snipers Follow the narrow path ahead

panel. lhen make

until you reach a grassy mound. %use here and observe the battle As you can see.
PMC soldiers are raking the f ield in front of the power transmission substation with a

a dash

wall ol bullets f ired from two f ixed gun emplacements. To avoid incidental injury crawl

east of the lacility.

Rebel control will be

over to the path 0n the right. and follow it unttl you see a fallen log, this should provtde
suff icient

lor Drebin

location at the north-

established by the

cover Crawl into the qrass on the riqhtas soon as it seems sale to d0 so.

trme pray resumes.

i--_'--j

tr
'_

lf you obserue the terrain ahead.

you'll notice strips of grass that lie between

two trees. You need to creep through this area cautiously until you reach the second

tree l%use and watch the PMC soldiers. There should be one (perhaps two) stationed
0n the east side of the substation. not far ahead from your position When these are
killed reinforcements arrive from inside the facility to replace them The challenge
is to watch carefully. and use the

break from cover, use the

Mk

here

Solid Eye radar to correctly judge the best moment to

2 to accelerate this process il you wish. When the path

is temporarily clear crawl fonruard on the right-hand side of the sandbag wall until you
reach the truck. Hrde underneath it for a moment, then crawl through the opening in the

wall. and turn left to clamber up the small setof steps leading into the station Check

ALTERNATIVE STRATEGI ES

the door to your rrght (there may be PMC soldiers in that room). and slip by to the left
once you're sure that no one is looking your way

icr
' ll

You're now in the main transmission substation control room Generally. on

a stealth playthrough, you can lie in wait here for rebel forces lo blow the control panel

(shown on the left-hand page) which disables all power in the lacility and usually
spells the end of PMC resistance. lf you re keen to expedite the process which can lake
a while. you can perform this act of sabotage

yourself Head over to the Stryker behind

the power station to initiate a cutscene with Drebin when the coast is clear You ll reach
a checkpoint when it ends.

55

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tf the rebels failed to win the battle, the entire zone will be crawling with
PMC patrols. lf the opposite applies, you'llsee no sign of PMC troops, and
can feel free to explore the area for pick-ups.

i,i/

GUlls

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PAIRI0TS

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HOW TO PLAY

ALTE

NAT!VE STRATEG I ES

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aildinr;l'r,'iihDrcl;nitelcre

lf votici,,lcijarlaiitsisaitotaqtiittlltellct;erslililon

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METAL OEAR ONLINE

paiiols lc ieat;ir iitrt ltcxi ,i{tjri; llteit: r'ife iiroritjly iiro rriitys ic reiiclt lite Ccttfitreinclri
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EXTRAS

c,til t:irlaDi rii.ri sil'aieglcs l0 e[ii.0ilr[]dil:,:jcillir i0iiil


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ciisV lor- iiriitlofi.0iltiinis ic ilali< llitt'i :;lrroi.ttt(j ir,'u

Right Exit (Road)


lyvo F'flC SOidlttfrt aiiiir0tfiir y0ul ilo:;iiilrl iioi"l iitc roiiil irs;10i.)l cij iiii: 0lli:;ir:nc
cnris scr tl0 piott0 itit(i i;riti^ri DircK a iiiliir iii ,ii'itiLi ijllti,iittit fltci, il,-ltts,,: loi a
i]l0rlleiii riiiert iltc,; iiauit lirir i;i::ilS aiii aij iheil a;0:liiilut: i','alr,il:r1 ailill ille i'\]eS1

illlil {lci llil ilnd il;rliir.i; l,i,'iili rii;lii1i'; i;icitr; il'irr i'cad
llieilticrr io thrj i-rain alrc;,ll [jLiil iill r,vi.rciiStr ilarrrui riheil iror.l Ici']ch il UCI as

stiri:)Sial
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1,,n;0 ili1r.r.0i:, iit yLr-l Olilil iiti:ir cttirii",llli; iliiti:l 0,.ttl lilsi i;t,1ore ihc iieilt
!aiioiilitl.l s0iillcrs nr0ve inlo vrew Iite Scirti Lvc r'<liicit',,';iil hillri v0U /rliir
ihc tlling hirc 'riiait rnlii both saunlei'ily uDlivicitt:, ic your prcscircc atrd ihcn

USTR INSTRUCTIONS
ACT

ACT 3
ACT 4

ACT

r-i{lSil irj iittt

Playboy isn

lf

merely a way I0

i,llii

distract enemies

you can also use tl

maki: lhe sircrl ,r:"rik krrv;arcl lo lite rtexi zortc

to restore Psyche
al a tairly rapid
rate. Equip it in the
weap0ns menu,
then hold

and

as normal.

However, rather
than releasang these

to place it on the
ground, press @

lo enter first-person
mode. You can lhen
press

@ to flip

pages.

You can dive

through low
windows by pressang

@. lt's one ol the

Lell Exits (Valley Palh)


liyou re rliiich voLr can ci'0Lrch ,li,rll.rstrarqhlic ihe

least stealthy things

itaifo,/v l.lii!t5;luit :lvrli(iilli.l ihij

i-ii:e;tjio warttor lhc iv,ro paiioiling P\lC lrcopers orr tlie rcad i0lriis:, i.r;, ljlovi ci.r''lir
as Vou apDioach iite enirai"li;e as rioLr il f incia Pl'lC soldtrr witlkitrg

ffiiilt.i silic iiistance ithel vcii

iirci,tiv

liirr'trir

you can 00, ano


perhaps all the more
enjoyable for that
reas0n.

iilt

i;r:,t il.,it:il ci
0p(;n spac0 hc ll',1'itii., i0 iilir iitii fircultr.l iiri',1 iairic l-lcr Iicii.'ti: i;llt:-,rr.tu iji: ii iitttrl
r:r;r-itinire {cr,.ryard,irlti pa:,:),lv litc seCCttd p,ilrclling Pi'v10 Soitticr iii illr:r:iii':a
F:cilov, itrm fliiciroil

ariivel ai

ilravii liiir,;arii. ;ili.ivriiil [.irl:it ltr ift: itfi-irlnd /vi1ii ll]liil V0Li l0iii..ir a;laii.n lri t;r,i,;:,
i)fitiitii ii i)ilc ili lfil0al rorj il ,\10.i:101;itlil ijalil litiltlilltj ti1; i{.;1ri-,lli ji':li i),lti:ir iltliri

+#ht

ilte lii-ri jiti.jiui liiltti::, iit iltr:,i.,iii 0i iilt;;rir:,t. iitlij iitLii

t\httrl

lli

ir:;jtitrrg;

itr:-, irut,i,,,ril

v,':11';li

ll::; i:clil.ti.jue i:1il:;ti,'

tti ijiiliiirl)irlifs nililiil(j lilil rL'0011(i lrlU 0l in;OOij. ita|f

Ii

ijr(I)S Jil:il ltl iilllti ci,'i itititi{ir,ii-ui, iirl,lt:


i,irali \\arr iteii: iile Sr-riijteI vO,r 'f),i:tirj(i i|0rlLrrli5 |]elilii,tiiii ilt |citil.rlrrir; sil'iiliv

0liv!itiij ijniii

rl

ll
ir{l
i--'*:l

[Note: lf the f irst sight you see after the cutscene is two PMC soldiers
approaching you along the road, skip to "Alternative Strategies' I

r-0Li ir:)i.ii,il

ilii0ihtli llaliir

collectibles; indeed you can even backtrack to Cove Valley Village if you wish,

ii!0 rl0ilili.iillic) il ircrill ci iiii: iltni; (;llil l)owaiiiiri XitiS iilie atli; ;i
rr:i:liie iiiir'tcii0i) titil l t,rai',,i iiti0 ri.ic iii),i il:iii,il i;i qrit:,:, il: iiir rrrliriiili,ii
lC iiti: ri,iriCr'; Uiiit:;tilu\rrr.]i (ircltl iile itlililll;iriu:l ti I tlr. fir:;i ieii) 3i: \;0r.V rjiiirl
iirtd f.;irCfLrl iilirfU S ij 0ailiitrr ili ilrl!rlil ilpfjileij litrrll lCrrriiii {rrl(l i.lil0iilci S0!(Jici

as it's now also under rebel control.

r'lli:lV

Pick ir;t iirit

,iiirreirir
Having destroyed the power station, you're now free to explore the entire zone for

0nce you're ready to move on to the nextzone, we strongly suggest that you take

the'valleypath"(theopeningtotheleftof theroad),andfollowttunttlyoureach
a fork at the end. Take the exit to the left

this is by far the best choice for any0ne

making a pure stealth/no kill/speed playthrough.

ilfi

LlSl,:il lCi.iil

rltlilil;lci
diiii riltl iuvci ciii iiiiilr0i iri0iltj
ijiS rCillC iS Sirri,i, artr-l i iOr,k;u,lSe Sl ii :, iaiii,; rrii j,i i0 ijitijii,,l 11i1;10 ite ii itC aili:r
vviii0ilrlq 1Cr ii tiitlt.lliiti ihr:iir S i"liilillV iri i.tiiill lri;:t.- :.i) 'll, 1r.1,- '" '1ln 11i
bi;: iirir lltsi;rtiriilttati',:;0iitititrt rl;,'tin;il y i, ir'liit.liriilzli, hriil
,',,,,i,

'tiiii

Cpcn

Liifii iiirc.jrifj itr iliiiik:t

hv ihr.j i;irqr:,0ci vcr.r

siliri.lil:trt

ii

a iOlrr.t L:ilcLrlri;iiiil't.ri i.itll;vcc|; ii:'

ir.cirli

t;i

iilij

'1cii:ciion
lf you re looking for action, or a new challenge on a subsequent run through the game,

take either of the other two exits These lead directly into the heart of a battle in the
south-east region of the Conf inement Facility zone and are only recommended if you re
searching for a little chaos or a sterner test of your sneaking prowess. The main road is
perhaps the toughest route to take as you start in a very exposed position.

iIi,il Pi/C sc]dici iit.jis,i iiitth iiriiiri/c0it iitii i'rr0 iLiis aii{.i i;,ili:i; 'rr';ittirill:; ,t
mcnlic.it i1;ci; icck iiri: sr:lrr:tri.rit :tiilil oi rlr:idiliririj iilir iJi0,,'iori.j ur.iiii'(j illtrtc;lrir
pleliVr.rf plili,cs i0 hiijt /rriilijtii ii:ar Oi S0rr]ij0itc:rti;t;ri)i irit Ljil0ii i'(iitil'()ilt iririlti,L
yilij 0.jit IOli i;olij ylUi i,l,_tSiit(l iLritlri iiie Jtail r:i Vr:lr 1.;itljii-lil i:j 0ttj.ii

Tiie

57

0r

t:

Jr-.j-

t*i "I

9i

It

li.:

t lt'-''l

\L

t-

fo--l
.)

.- |

\,"h

J
I The Confinement

Facility is possibly the largest zonein Metal Gear Solid 4


and there are plenty of sights to see - you can visit it a few times and still
n0ttruly know all of its secrets. Forthat reason, you can find an enlarged

annotated map on the double-page spread that follows. marked with all
collectable items and accompanied by tips and useful observations.

i"j-"

How you approach this zone is purely a matter of personal preference.


There really isn't a "right" 0r "wrong" way to make y0ur way to its two
. exits if you're playing with no specific end goals in mind. However, try
not to loiter in exposed positions on the east side of the map - with
rockets and m0rtars pummeling the area, and bullets flying freely,

"accidental" hits are a distinct hazard.

58

i:i.iii;;$

tr

GUI{S

0t T||t

*-5i.:i',.;'i i i..4

PAIRI0IS I^rIr^L Isl0rrtt

^rIr0r

ill
Despite its large size, the Confinement Facility zone is surprisingly
simple to sneak through once you know the best route to take. From the start,

HOW TO PLAY

i-----*l

crouch-walk along the path and drop down the first three ledges as it bends to the
le{t. Stop after the third, and wait for a PMC soldier to arrive in front of you. When

II.Il/ ENT{]RY

he turns away, carefully crawl further forward and wait for him to walk out onto the

tu

road You can then sneak past and continue along the left-hand path. (There's no
point in disabling him, and nor for that matter should you try

annoyingly, another

METAL GEAR ONLII'IE

soldier always runs from the road to investigate.)

EXTRAS

USER INSIRUCTIOIIS

You can crouch-walk behind the cover of the rock face until tlou reach

ACT

a wooden fence at the top of the slope, where you should switch to a safer crawl.

Continue until you arrive at a patch of grass in front of a large tree, then stop and

i**.l
L.,-,--J

observe the area ahead. You should notice a soldier patrolling alongside a truck, a

ACT 3

sniper in a watchtower, and (with the help of the Solid Eye radar) espy another on
ACT

the road behind your position. There are more moving around to the left behind the
buildings, but these are not immediately apparent.

ACT 5

Wait until the soldier walking the short route between the two trucks turns away from

you, then crawl down the slope Turn right at the bottom, and move along to the far

.r

end of the stack of wooden posts. Pause here until the soldier's patrol brings him

a box of Chaff

close to you. When he turns, take a quick glance at the watchful sniper in the guard

Grenades in the
main building.

tower (if he's facing away. y0u re perfectly safe), then crawl straight over to the truck

it

You can find

These

will be

Crawl to the front when you see legs pass to your

valuable in a future

left, and take a long, hard look at the guard in the tower above. When he turns to the
right, that's y0ur cue to crawl out and to the right, and then hide behind another pile

attempting a no-kill

on the right and hide beneath

battle if you're

playthrough.

of wood. Look back to check that there's no danger of discovery from behind, then
crawl through the grass and beyond that, the zone exit.

6{ Due lo the
neverending supply
of combatants,
the Confinemenl
Facility is a good
place to"farm"
for ammunition
and Drebin Points.
h0wever, y0u
should note that

J'i

'

"fr.

tI

It

A former child soldier, Raiden was the central protagonist (for which, read:

the DP profits are

"puppet") at the heart of the Big Shell Incident (MGS2), where he received
assistance from Snake and 0tacon. Estranged from his long{erm partner
Rosemary as he struggled to come to terms with his chequered past, he

worlh approximalely

was responsible for the rescue of Sunny from The Patriots. His more recent
whereabouts are something of a mystery.

0% ot a weapon's

lull value when


you kill the owner
(and even less on
Big Boss Hard).

ALTER NATIVE STRATEG I ES


There are seveiaiv,iays lc i.each eiiher oithe Coni,irenient Facility s two exits.

with our suggested paths sinrply being the most expeditir:us and lor,v-risk.

solclier close to your rigftl or jLrstaheaci: 'worse. there s a qood chance thatadditional
solcliers will i'un from the side exit o{the compound The tisk of ciete ction is extie me ly

There's n0 !-eiison wlty ycu can t cnler lhe ,r0rie via [he road enirance lrom the Porver

high so having readied a fully loaded Mk 2 in advance. neutralize any nearbylroops

Slaiion in lhe south-easlarea ancl lheriaiiempta daring 'iraraih0n rouie iliatencis

vrith headshots Wait for a rnoment to ensure that no others come to invesiigate
ihe n make the briei crawi (or even shorter crouch-run) to the exit just ahead A good

ai ihe exit in the north-wesi ccri'iier. Ycu can f ind adcjitional iips (and an enlargecJ map

0vil[vrew) Ovei ine Dage.

par

lirle for this slealth sprint

through the zone is around 90 seconds. ihough trore

daring players wili be anle to slash this to something closer to a mtnute.

No-Alert Speed Run


Slarting from the zone enlrance soulh ofihe nrap (jusi off lhe road that connects fhe easl

The o-Year War

anc weslsectors). tai(e ihe firsirighl. \,A/ith 0ne eye on rhe passinqlSlryker irancuilrze
ihe PMC solciier jusl anead YoLr can then rjrop dcwn io lhe roarj and sprint Lrntil you

lf sunllety isn i yoLrr strong suit. opling 1o shoolyour way ihi0ugh the Con{ineritenl

rracn ti-re

main compcunci ;\s scon as vcu spola F'lv4C solcliet near a ro!'i oisandi:ags.

Facilily zcrre is a perfectiy reasonable tactic However oon t attempt

battie iis

io ',liti the

siriipil," noi possible l"io matier how many Plvl0 solctiers yoLtclinically

Take tlre firsi ieft. and nake Vour'ray'lhrcuuh ilre gap betuveer the rocks ycu can

cispalcir yei rnore vviil arrive tc iake iheir place. ln aclual facl, using lelhal force
puts y0Lraia clisiincidisadvaniage if vou re seton exitioring and collecting lients:

shoit siretch here ic shavc seconcs from Vour :imc

i:ny solclier killed is almost inrntediateiy replaced iike-ior-like wilh another Hollever.

s'ritch io a care{iii crau,:l iihcugh iis s0irt;irmes pctssible io iroicliy crcLrch-waik pasl)
crcLrch-',ryaik for a

iranquilized 0i-uitconsci0us s0ldiers will reniain inaciive Ltnlti they awaken or are

lts scneihirtg t0

0nce ihe cover [o yoLrr rightertds yoiili en(;ounier tiie iinal iand irosiieslingt pirrl

revivec]. arirj ,rucni lre relieved by reiniorcements

of this ftiCh-spi:ed sfratr:gy Thr;r'e s a i,ery high ptobabilitv thal yoLi ,ryill see a PMC

0:ipecialiy rf yoLire st:l0n sJVnJ ihc foirr.ebt;l prisoners isee overleaf for detailsl

beat in ntind.

59

tT]

aEfB/p.t

\f,

S,

GUlls

0t Tfit

PATflll]Ts

nil lrt

r3fr0r^ct

T
^rI0l

}|OW T(1 PLAY

---.----l

:- t--.'

,.'*__--_--r

IIIVENI{}RY
METAL OEAR ONLINE
EXTRAS

USER INSTRUCTIOTIS

ACT

I
I

ACT 3
ACT 4

ACT 5

The Wednesday
and Sunday

rl

ffEt

kr

discounts at

Fru4AI

dt-

Drebin's Shop end


at midnight prompt.
However, they also

start when the clock

--i

strikes twelve,

which can be of
benefit during latenight Tuesday or
Saturday sessions,

' ll you free the


four soldiers
held captive in
the Confinement

KlTlry

Facility zone,

you'll improve your

relationship with
the rebel faction.

Additionally, you'll
have a further two
rebels fighting
alongside you in the
Vista lvlansion area

l,/

,\
I

that follows.

ce

vn

South-east Sector
A irelri.opier arr ves Ttol lonq attei'V0u

nrre aild a Diiiile

rfsi sel

{001

bei'wceir Pl;1C and relrei JoiL:sl

el'yk6. iit ihe iar cnd


oi tiie roarj a:r /v(,11 as tlie leliioDicr fi\liricl,ibr:vc.
il01e, th0riQir. ihal ihe lalti:l ,,vr1iDe replaceil ilvoir
lirgcr rit titi.i aiea
crrsl.it-s \0:.r ccn dcsirrJv llrtt

iiiri; iitr; icfi-nartii s'iil li iire aiija il y0ir re


aileirijiiirrj f o srsak ihnuqh Foilow nil iiri:; p;lh
It:ro:, lc lne ivrsi s di: r.)l tiri, rlarrr ltLirlc rrr:l rit lire
nurilr-0iisf i)l lft0

l0ilr

Ait aiieiit,ri vc ilri.rli,r,\ lo tLrirtp riric ihe v,,alt' antl


10:uvrt tl iire ciiarri trileriiric lu iile n0fin (ricn i
forqel io srrriatrc lcr dii r,'llijrr i'cqri,retl ihlLiqh).
Yriu Cilft liti:rfr Li,]/it ii!iiitiijh ii:r; ilritl'l attij i] i vra
an cpen ilrJl0 ileai llrc ;rqll hand coilrer ol lhe
ci;titputrnil rft ihr irc;iil: eaSl Sfea irt iire nta1t.

li

r,31,

t,t,'

liti:

r,trirai

jiliiiril

(*-r

ycLr l;,ln frntJ a riirrt

Por.i.t' iLr:rt] Pntri., lvir: lJ,ii;i,

61

-t

t
I
I
I
I
I

r)
I

I
I

Inside the mansion compound, the PMC

soldiers desperately fight to repel the rebel


attack. You can only access the zone exit
via an open skylight on the roof, so either
sneak in through the back of the building,
or fight your way through the front door.

t__

'(\'

:ii;

(xi
:(

';t

s;l

The rebels begin their attack on the


mansion iust after your arrival; a welcome
distraction if you're aiming to sneak
in. Approaching the road triggers the
anival of an armored bulldozer, which
smashes through the gates. lf you haven't
collected either yet, note that certain PMC
soldiers in this zone sometimes carry the
expensive Masterkey and XM320 custom
weapon parts

62

GUlls

0t IllE

PATBI0TS

I5l0rt!r

't!'ril'

T
^IIrrr

.K,

-i

PMC soldiers below. A rebel attack will begin shortly after your arrival This will draw

Move along the hallway and turn lelt when you reach the receptton area
Switch to a crouch-walk as you near the staircase, and quickly 1og over and press
yourself against the wall between the two pot plants. Two PMC soldiers will run

attention elsewhere, which facilitates an easy crawl all the way around to the road. As

downstairs en route to join the fray outstde, pausing for a moment before they separate.

you approach this, a brief cutscene will show the anival of an armored bulldozer. Stay

Stay perfectly still, and neither will notice you When they pass, run upstairs to the

where you are when play resumes, and wait for the rebel driver to smash through the

bedroom. Look through the small window to ensure that there are no soldiers on the rool

main gates. All PMC soldiers wrll subsequently be removed from this part of the zone.

(it s almost invariably clear, but such caution is always wise) then head through the

i__'

lf you

entered the Vista Mansion zone from the Confinement Facility

exit specified 0n page

59 you'll f ind

yourself on a raised pathway above patrolling

door. Drop through the skylightto reach the basement, but be warned

lf you start in the lower area you simply need to sneak to the road to initiate the

lts slightly

cutscene.

harder to avoid detectron granted but it's notsomething

HOIV TO PtAY

INVENTORY

MEIAL GEAR ONLINT


EXTRAS

bacKracking is

impossible once you hit the ground. You can run freely through the tunnels, collecting
the items stashed in this area, before climbing the ladder leading to the next zone.

USER INSIRUCTIO|lS

that should presenttoo many problems at this point in the game.

Crawl through the broken gates and head to the right. behind the first
large tent. When you arrive at the corner of the mansion compound, you can usually
crouch-run to the north wall without fear of detection. Check that the path ahead is clear,

ACT

ACI

ACI 4

then sprint over to the steps Drop to a crawl when you reach them. and stay as far away
ACT

as you can from the PMC soldiers to your left as you sneak past
The mansion's back door is just over to the left, but you ll often lind that one PMC

lf you didn't
!:

soldrerwillannoyingly linger in thisarea, and sometimes even g0 inside While you

1!c4!

can make a break for the door if you're sure there's no one around the safest way to

it

collect it earlier,
you can find the

take a

Muna item in the

glance at the Solid Eye radar to ensure that nobody is in the immediate vicinity, then

n0rth-west corner

get inside is to continue along the wall until you reach a window Approach
run and press

of the compound.

to smash through the glass.

This unique item


increases the rale

of Psyche renewal
when equipped,

which makes it

vital tool if you're


attempting to
complele MGS4

without using

any

healing items.

The "Sailor"

i,rS-F

iPod,8, lune is

,it
l{l

located between

crate and the outer


east wall ol the
mansion area. This
restores Snake's
health when you
listen to it, so it

worth picking up on
your way past.

ALTE

Iilui,:i :l ilC

ililiiji

ir: ily -.irii.l

iil,liiiil l;ilr'

iilirr illi:tiii:irlii

itr:i ;ti:, ii Vi;ir

'vrli.i t'0 llCi:t iC

BACKTRACKING TO THE
CONFINEMENT FACILITY

NATIVE STRATEG I ES
V0t;

Cll lcpl

ihf lriii 0iliril V{rtj


Uii;di0i ilh;iij(;ii i.;l itr l,j
iOi rlt0l'i iti ilte r,v.ly itr-ri

1o:,-iii:,li.l;'ilCirrl(j i0

i,cillilIiririi iilotigh lilcitl

ai

(jf

Y0ii ial-ct; nccij li-) aliir\i\rl


itlit ar.ti.i;;iuii lrfyir ireiiiltil tltc i'Ji,:il i,tdil ol ilttt lluiliiri[j

Nliiin lire arrlaietj l.ttiiltlotttr !lii:i:,lta.s !liroiti:!t ilti'1trit1r:iirill qttts. ti :,itliitit('s iitt::
titri 0i !ltt i:0itill.i tn !iit: COiiiint::titt: il l:tti;liii./-Jili: A', iltir rrrlri.ls ,ii i:t:iiit i','itl iitl
[ltti:ie ihi:: iiitr,ills Ihai /01i,.;iii liiiii(i.:):) i,titit'ti ri:',i! i0:.ili!c':l'r:]itti][iir: iit:tii'; !ltai
ti
0 i,.i i t i] i) ! t., I !,:i i i v /lirri llat i,/ :i,:iil1irll Ci rttirii i:i.ir ii'.)ia' <tii.: iita ()li.:ii Gieiiar.it:s
i

-:

ilirtr:;rl;ci:fitririlia Dtiir jir:,iiil r),i,7iltl.riit1itr:,iiraiiirer'lvesyoLtiiliiiitrLi:rcci'


f;iltri!i.iftl iili irliiiiirr :jfri iiia:i.rr i'l,lilif,:, Tili-r iSir i :i iI'|llii,iir i:lrriirii ihtt iititieiV
r irii;i;iri:t ifi.Lilrlii .) iii,iliir t:, iril tiitrti liti; ;tc rri il5
rt,iir.ti;illV .VLr:i ,,:ii.r
i.i)ilr,il:li::riit r.)ii i) illi)ri . r l);i itil i).1 ,.illti0irr.,(jil 0r il:jiil{j il(lC ,rttij illr] l'rli. i li;
ijr:l(lijr,.; iii,'r-rLj i::,lrlf:r'iltiilitl:i li S r.lO ilte.ri :,ijCilti i0 ii:,;(:.ii lil,i itlt::

il.iiiil'..l*,rtt

\'r..,il

lillirilil

i.rilir:,,.li ;i)irr iiiililo:,,ii t.ilii


Y\ill ii,
:jirv0

tiJii i;,ri

iit,-::,t,

i.rcii:litailV irri;i,it it,'iiiji:i

iiilir

iji.li.trr'r i itilscruluiv irijitC:lij,iii! r: i; [j(]:l:.irJitj ir.)


it(|,j ltriii.ltr:ti iil,r'r illiuirl iiri, iliraij iilil iilir rit(jiti) iri ii,i0! rl(,jt i

i)i.;,,'o\it.lij(,iiiri

iJi:'il'i:!i.rr

SECRET: AKINA MINAMI

,:i:rit i.lilj'1 ii,:li,ri'liJ ir ili(iii0Si Iiililqit i.li i-li:i:ii{.-l ijt:riuj:l diril

rti,iii;

;;i:1 i:,

llti;

irr'.,ll,,,i

Pl'r'l[] ir'ctri::,1

i,iii,il-j ilu

i,ar.iairri reDei :,1

tjii:i:,

itf

(:iititb ltili) !iti: i'tcil lviit:ti fr)i:


!i: rii:;a.,,;','r,r ii i.li',.iiiii: )l iii.iD,ti lviiit,:titii ii ,i0ii a.)at!iitii tiii.,,:t !';)::' lit;;:r.
'x:ii:t",Ii'ajrjt: tiIt: ,l,,iittjri;i,,t: r?slrr(;,,i i:ii) i!:i ii ,i':)
t i,'i K i: i,; i i i.i () i i i, :, ), ai\ it)
|
r1:;li:itij liil iS itr::S iit,iI ii:ii. ii i' ttl t)i:. r(ti)iijrji:jtlt:ll ;ii al titt).\lil tiri'1r.,,,,:ra,ij l:lit: ,.iiiiii

l,.it)A I,ip
5.,

t:

;,)

?fl{l;li;ittl:r,,f0tiiil ilil ,t t0O{j iiijui0 iil

(ilir iOi ;'\,.ji1iil "'ijlr i.(jiii(i i)1.:;r,ii111 lii)rliri (liilrltirttiirtlt't ft'0r:l i-litfliij l,jiirtt i.ji,rft,itr,i{jf
lilrrr ;ii.riri, fi i|ll: it'jiitll;,lt,ilir;i' iti;'j:; ii,rltjSilttti, ijrii,ir 1 :j00 il;-'' ilCf Jl itirii0l>
63

GUilS

0t THt

PATRI0IS ucr(rr r5il0i^rr

H0'rt,

r!r0l

T0 PLAY

INVENTORY
METAL GEAR OtlLINE
EXTRAS

USER INSTRUCIIONS
ACT I

ACT 3
ACT 4
ACT 5

Always check

aler

your weap0n

cutscenesl MGS4
occasional ly
cnanges y0ur
equipment when
they end, which can
lead to confusion

(and accidental kills)

rr.rl
.|\l'
i ' -_i

BRIEFING: SYRINGE
There's a Caution Phase in effect when the f inal cinematic sequence ends

Unless you want this to escalate to an Alert Phase, you'll need to hide Snake before the
Haven Troopers anive. The best way to f ight this battle without being detected we've

found is to lie down by the front end of the bed in the bottom-right room lf you move
Snake's legs under the bed, you ll find that it's an ideal location

it provides a clear

view of the two areas where the Haven Troopers tend to pause while searching for you,
with a perfectly serviceable Camo percentage of around 70%.

iiji'

lor lVk. 2 devotees.

Ili

Ii,it;i:ii {/l''i;', l;ir,?lil iL iefri;ttlfai'V {jIti)Si


iiiiP::iiii'';i..;!tiltiit..illCiiisiiiiltit|iti:;i,ltlii'y'tl'ii||:|ili'iiiisiiilitiii7iiti,,1t|r':;:trit|ll||l:l!:;
ltiiti.'ii t:>i':j.

:>'iiiiilj(:t l.)t0r'i(it!1

,it)

and would like to

tijtl:i,;,.|ii:,)i)ii|.i,'!1i.),,itj|i,,'l'lj:'.iiiii;1icr'y:;[j.j|::ii|.li'|;i,;|''l2r'inii
i:,;;1;i',;1. y,,1iii it)rt:tijlt.:'\l (ji)t.i.iii iatild -\iiakt: ,,Vill ba:tIii i0 r.\'i)(ttit)ii(.i.j iitiaft:;i:;ititliv

:.ilt

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i!i;tii. t-i)Li ,:..iit ,ilrilitilsilr;i dosc lil '.:iiltjir;i',. itt;ii,i iti a CQr,) iittiri ly ltrr:S:;titii

ri:)ri{:a';,titi

Iititdii
(4t ilti,:,

ltas a

r'r:,iill rliiiii: Drtit)iltti elicr,i

tii

P{vlC iroal:::

lf you re on a

no-kill playthrough
appease your inner
humanitanan

that you won't ruin


that pertect

0070

fatality-free Act 2

session you
Ready

the Mk. 2 pistol and wait for the first parr of Haven Troopers to anive. They will

ll;,:.
*T it
_tt.'\ --

eventually make their way to the top-right* room directly ahead of you, so knock them

out with clean headshots once they move into view From this point fonrvard. more
Haven Troopers will usually arrive in the top-left room. By using
f

/-rll

Haven Troopers to
a sale spot behind

--

the CT scanner

to adlust Snake s

your positron. You usually have a splifsecond to hit her with a headshot before Snake
is detected, butthis really isn't hard at short range.

When the Caution Phase ends, it's safe to stand

belore you head lo


the outer corridor to

BRIEFING: PREPARATION

trigger the arrival of


Laughing 0ctopus.
They usually drop

Iiti:; .iitti,;i:ti,lioil j:: iitsti//titi/ t;) lit)ip i:i,irt',t'. i;it,l)a,r

up

Quickly collectany items you

need in the central rooms, then prepare your rnventory. Refer to the nearby "Brief ing,
Preparation" section for tips on what you should do before you continue. 0nce ready,
run to the outer conidor to move to the next phase of this f ight.
" Just s0 you know directions such as "top-right room" and "bottom-lelt" room refer to the locales

can

move unconscious

rring stance, you can hit these the moment they land. lf your marksmanship is less

than stellar, or if you're a little unlucky, y0u may find that a Haven Trooper approaches

or

just be cerlain

^ vuuu
^^^n,.^^^
^I
I dr rgc ul
d

:ili i |:iitt.t: iit),.i,ittt; i)cir'C Dcr:ij ij(:uir,iii1,r,,It.

ammunition, so

it's not a// sellless


toil.

[(l|'jiip|)iijgirhii(iij!i\'|}a{.)0i|':r,1ii.jii,':','iilli.iiii}.|':ii:i.'iil;l

..

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ii,.)ir ltj /i) i,h'.: :,.itiilr0i t,;!
i-,

!' (.)

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I!

ilit: itiiiili:, i)i:iir)t

(Ji,,,:iiq

iiti i! tili:iii{:ii! i:;

rjit'i,i!t:

i,:.

as they appear on the mini-map,

i)ii

SECRET: CUTSCENE INTERACTIONS


[[itre,treilid.jeiir.i:is,'ti|()iiiii)i'.i.ii0ii.'iiiv,;l:iiiiiJ!ltnrr'ilrjliririr]i|it:i,ii.lt]tijl|:,
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sitt'

tir)!'J ilrei

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a:aii Li\!) !0[ii:ii i(!ia:t

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ltirI siiii tyiiliriu! ,;itt;iitiiii ,''ii.ii ,.iiil Klii:;


r.tiitiliiri::!i(;,it ,,,/cik:; br,::;! !itc l0t:tit'i rliijii

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liiil ,a(i!;) iiiii.i !ii:;1.;i;SLiti.,il t,)! :l!1", ll,i:

65

The rolling attack performed by Laughing 0ctopus is


extremely powerf ul, so we've marked this area map
wrth the locations of places where Snake can stand

to avoid it, or windowsilow walls that he can vault 0r


roll over as she approaches

rw'
rc
-fi

i.{q-'

$r,

,__!iiq {

*:

$.'g

-i{

iiffi
,,s,

,u

'::i

ffi
.r J

))

ffi

'.)

$i

.::i
!:

xJ)S

*-'
,$&
i

,{
r$

..

- )

4oi'',fu
*
{;s
$&

,*

4.

*:

-))
A.

vj

5.

*
*'

))-)

g'

$,V

Laughrng 0ctopus will use her camouf lage abtltty to


conceal herself from Snake on several occasions.
While hrclrng her taunts and other utterances will
briefly reveal her location on the Solid Eye radar
Use N ght Vision to pinpoint her exact position, and

'T-/H
iF
su"
iF.)ff
ifi
:.lrr
{
::.,tJJ,i'

) ,i ,)
}L

'*':.::

H,'
{,

E;FiE$f6r'ffili$sld4ffiss*

open fire when you find her The key to this battle
rs intelligent use of cover Snake will fare badly tf
you attack too aggressively. so try to operate lront
defensible positions that don t leave him too exposed

BRIEFING: FACECAMO

SECRET: LAUGHING OCTOPUS DOLL


0nce she sheds her suit. there are two potentral stages
to the Laughing Beauty f rght. In the f irst, she will
pursue Snake around the lab. dodging swiftly to the
left and right when he aims at her and catching htm
in a tender yet deadly embrace if she moves within
range: waggle (} to escape. lf three minutes pass wlth
no resolution, her health and Psyche gauges will be
replenished. and the action will resume in an ethereal
'white world" ll not killed or disabled in a f urther three
minutes, Laughing Beauty will automatically die.

66

,': .l'l',.'

GUils

tfil
\/

LAU_cHING

Her standard attack is to use a P90. This can be withering if Snake is caught

without harming sleeping Haven Troopers, and with a non-lethal conclusion.

in an accurate volley 0n higher difficulty levels, s0 always stay close to some


form of cover (ideally a doorway). Laughing 0ctopus generally stops firing

Attacks

from her feet with a shotgun blast), so don't relent until she falls.

once your bullets start to hit home (and especially if hit squarely and knocked

lf you're really g00d

".;,.tr

THt PAIffloJs I^ilr^L Mr0r^ct rilrrr

ocroPUS

The tips that follow are desiqned to assisl players who would like to
complete a "perfect" defeat of Laughing 0ctopus - that is, using n0 healing items,

0t

or at least moderately practiced

you can dodge every

type of assault that Laughing 0ctopus attempts. We strongly recommend that


you avoid the outer c0rridor and stay in the inner r00ms during attack phases.

HOW TO PLAY
I

._J

II{VENTORY
METAL OEAR OI{LINE

Laughing Octopus is extremely agile, and will use her tentacles to move
rapidly t0 net,v l0cations. She can arrive from any position, at any time.
When knocked down, she fills the air around her with an impenetrable smoke.
lf you're close, back away immediately. More often than not, this cloud masks

the launch of slow-moving but tenacious homing missiles. Though you can
shoot these down (temporarily activate Auto Aim if you want to make this
really easy), it's generally safer to dodge them. Stay out of their range, and

they'll eventually explode automatically.

E)(TRAS

usER tt{sIRUcTt0ils
ACT

i-'l
1..........,.,............i

ACT 3

At short range, Laughing Octopus will make dizzying melee attacks, so


don't get too close - or if you do, knock her down with a shotgun blast

ACT 4

ACT 5

immediately. Later in the battle, she usually attempts an alternative ranged


melee attack. Launching one of her tentacles forward, she'll attach it to Snake
and electrocute him. lf you're prudent with your use of cover, this need never
0e a 0anger.

.r

lf you place

Snake in a prone
position, face up,
on a bed during lhe

We've saved the worsttill last, of course. When Laughing 0ctopus rolls into
a ball and begins spinning on the spot, you have literally a second to find

first phase of the

something to stand 0n; after a brief pause, she'll f ire herself at Snake's position
with unerring accuracy. You generally encounter this later in the battle, and

fight, she will climb

it's not something to be casual about: a direct hit can drain approximately
75o/o of a full health bar on higher difficulty levels. The only reliable way
to dodge it is to climb straight onto a crate, box or bed. From safety, blast

Laughing Beauty

on top and cuddle


him. Unfortunately,
this really hurts.
Waggle

O lo throw

her aside.

her with a shotgun as she rolls to a halt. This is why you should, whenever

possible, operate from the two rooms at the bottom of the


map

you can simply run onto either bed without pausing

to climb.

:' The cutscene that


follows this battle
changes depending
on whether you
knocked Laughing

Hiding Places

Beauty out, or

Watch the radar to judge Octopus's general location, then use

attacked her with

NV to

find her. lf Snake is injured, this is the perfect time to go

prone and wait for his health and Psyche levels to replenish.

Generally speaking, winning the battle is much easier il you

lethal weapon type.


This is something

to look out for on a


second playthrough.

can exact maximum damaqe each time vou discover one of


her hiding places.

N,

Laughing Beauty
For the final section of the fight, aim your tranquilizer darts at

hughing

Beauty's

torso. There's usually a brief delay between her dodge attempts, which is the best
time to strike. but exoect to waste a fair amount of Mk. 2 ammo nonetheless. Stun
Grenades are extremely effective if you can aim them ahead of her, though. Your
reward for this merciful resolution will be the exclusive Laughing Beauty FaceCamo.

Against wall/on ceiling

I
trl

Use a machine gunishotgun.

CT Scanner/inside box

Hertentacles appear convincingly as cables. butthe illusion is shattered with NV Use a shotgun.

Medical mannequin

This shouldn't show up in white on NV; take a quick glance in the direction she is lacing to learn how Laughing Octopus is attempting t0
make a dummy oulol you. Use a machine gun/shotgun.

Posrng as
Metal Gear Mk. ll

The scale makes this a comparatively clumsy subterfuge. Use a machine gun (or a Stun Grenade if you're aiming to obtain the secret
Laughing 0ctopus Doll), and don't follow the illusion!

Posing as an

This is an evil deception if you're on a no-kill playthrough. You can discern which body is her by looking atthe health and Psyche bars on the Solid
Eye readout; the figures will conespond wrth those in the top lefthand corner lf she's lying 0n top 0f (or even very near t0) a sleeping Haven Trooper,
though, it's safert0 just leave her. 0therwise, use a machine gun; a Stun Grenade is fine if you're working to reduce her Psyche gauge instead.

UNCONSCIOU

t0

Use a machine gun/shotgun.

Against painting

Haven Trooper
Posing as Naomi

A cheap trick, but a clever one. Use a machine gun, and don't stop firing when the smoke appears. Unlike other instances, you can
s0metimes drain additional health before she actuallv moves.

67

;*

This tracking section is enormous fun. lf this is your

first playthrough, we

advise you not to consult the more detailed instructions to the right unless
you become ineparably stuck. Listen to the advice that 0tacon and Raiden
haveto offeron using NightVision and readingfootprints, and you'llbe allsel
to find your own unique way through this zone. There are at least a handful of
occasions where going the "wrong" way is the most enioyable part...

i
'

lt pays to be a little more vigilant after you pass the river (and, you should
notice, a checkpoint), as there are Haven Troopers to worry about ln the
second part of the zone. Use the Solid Eye's NV function very sparingly
from this point forward: activate it briefly, examine the ground, then switch
it off before ootential adversaries notice its telltale sound.

$t

lr

L1;;

GUils0rT}|tPATE|0TsnltIrlIIst|0||6rlII|0|

P
' -l

To avoid potential confusion in thls maze-like zone, we've divided


the standard stealth walkthrough into bite-sized chunks. These include tips on
all the other things you can look out for while trackrng Naomr though as

Fnllnrrr tho
Stealth: There's a checkpoint here, so save y0ur pr0gress Iv||vrvt||UH()WT0PLAY
(left-hand) path to the east

pathways that deviate from the ideal route usually lead to ambushes, they are

0plional: The path to the south leads to

purely optional.

on the other side of a large log, with another behind a tree around the corner.

an ambush

a Haven Trooper is

hiding

tNvENT'Ry
METAL GEAR ONLINE

fr

E)(TRAS

l-:{

Stealth: Crawl over to the north-east path, but be quiet

Stealth: Follow the path to the north-west, and crouch-walk over the
bridge There's a soldier patrolling in the area beyond, s0 g0 pr0ne when you

Trooper not far to your right. Stay low throughout, and take special care when you

reach the boxes on the other side.

sneak past a second Haven Trooper (look left) at the end. She has her back turned to

there's a Haven

you, s0 just crawl straight by to the right. Stop when you reach the tree stump.

Optional:

Take

the path to the north to encounter a PMC soldier enjoying

bathroom break. You can sneakily collect a Fore Grip B custom weapon part from
beside him while he concentrates on the matter in hand, so to soeak.

Optional: As you approach the path to the south, you'll hear brief sounds of
a woman in distress. Follow it around, and the spoken entreaties become a
little ... well, listen for yourself. Espying the Haven Trooper sniper on the ledge
above the small building should make things crystal clear; a tranquilizer shot
willenable you to pick up the collectibles here without too much fuss. The path

f'-----*----t

L' :J

Stealth: Watch the patrolling soldier carefully, and make your way to

the north-east path once it's safe to do so.

directly north leads to another pair of Haven Troopers poised to shoot on sight.
You'll find a Ration there, but if you're composed and experienced enough to
retrieve it without causing a scene, you undoubtedly won't need it.

path directly north leads to a small building where a PMC soldier is waiting to
spring a surprise attack. lf you crawl carefully to the right, you can hit him with
a l.Ak. 2 dart through the back window, though the rewards are fairly modest

boxof Stun Grenades, a Playboyand a PSS collectible. You can puzzle overthe
meaning of the rather cryptic white sign if you like, though we can tell you now
that it has no specific purpose.

l;;
JU=J

Stealth:There is a PMC soldier planting a Claymore just off to your

right, but y0u can usually crawl past safely if you stick to the rocks on the left. As
the best route forward is to take the south pathway, which makes him a distinct

liability, it's sensible to simply tranquilize him. However, doing so before he


moves away from the explosrve device will cause him to fall directly on top of

0ptional: The dead-end to the north-east features an Easter egg: a metal plate
covered with handprints and signatures from Ihe MGS4 development team

area above the small building

(including Hideo Kojima, Yoji Shinkawa and Mineshi Kimura, among others).
Lie Snake down on this, and you can then register the exclusive Hand Camo
pattern in the Camouflage menu. Follow the path to the south-east, and you'll

discussed at R. You can slide down the slope if you wish. The path to the south is

encounter a pair of w0men's shoes. Unfortunately, but perhaps predictably,

much more interesting. lf you were wondering what the sniper mentioned above

they're closely watched by a Haven Trooper sniper.

comic relief. Stop before you reach the first tree in the next open area.

Optional:The path to the north leads to a raised

soldiers: one patrolling, another admiring a Playboy in the ruined building, and
a final one hiding behind boxes just before the river.

are worth the short

journey it you're
running low on
healing items and
tranquilizer darts.

lf you tollow the


path mentioned
at point U in the
walkthrough, you'll
encounter a flattened
circle of grass that
is rather redolent of

you'll get a DP
bonus.

a PSS, a couple
There's nothing of real note in this final region
of additional PMC patrols, and that's it. You'll almost wish that your curiosity
hadn't been sated...

enter the lab, but


the collectibles

monologue. lf you

right and enter the underground tunnel to exit the zone.

0ptional:

the Mk. 2. You can't

wait until it ends,

Mk.ll to entice him elsewhere. Either way, cross the river once you pass him.
The path to the east also leads to the river, but takes you far too close to

ll you backtrack

in the center ol it

Stealth: Your ideal route leads to the west, but a PMC soldier usually
walks along this path as soon as you arrive in the area. Crawl after him (don't get
too close!), then take the first left before he reaches the end of his patrol. Turn

0plional:

to hear a mystery

Stealth: Look to your right - there's a PMC soldier lying in wait. Pause
until he looks along the path he is defending before you move. The alternative, as
ever, is simply to send him to sleep with a tranquilizer dart, or to use Metal Gear

the soldier mentioned above.

ATT

a crop circle. Stand

$$

was focusing on, look to the bra discarded on the rock; a little loo casually, it
transpires. Follow the path around, and you'll be forced to dealwith three PMC

,rFr
tlt r

ACT 4

box of ammo for

comment made by the PMC sniper on the rock above as you pass him for a little

ACT 3

up Noodles and

with obvious c0nsequences. This isn't counted as a "kill" (we've checked),


but it's hardly the most subtle way to deal with the situation..
the

i--l

Lab, you can pick

it

Stealth: Crawl over to the path to the east, and listen out for

to the Research

Optional: The north-west path leads to a dead-end where you'll find a pot of
Noodles booby-trapped with a Claymore hidden in the grass justbehind it. The

USER I}ISTRUCTIONS
ACT

m\

J:*""--

ffi,w

i
j
j
i
i

70

The es.rpe attempt is an exhilarating set-piece, and one that all gamers
will instantly feel at home with. The oblective is that you sh00t everything
in sight, bui t<eep a close eye on the shambling, brain-damaged PMC^
soldiers. When they climb onto Drebin's Stryker, you'll need to use CQC

tor maximum efficiency, a shotgun) to knock them


__(ol

off.

i
I

_j

t:

Tfrough you can break out any part of Snake's arsenal and enjoy infinite

Qirvlror'q tunet
i ammunition
{nr the
iha duration
dr rrolinn nf the
rlrirro we've
rlo'rro found
fnrnd that
thqt the
thp Stryker's
I
of lho drive,
^--,,ni+in. for
is actually the most potent weapon you can use. This is especially applicable
when you reach the locked gates in the Power Station zone -though it might
seem that explosives will be quicker, that's not actually the case.

--.,)

GUlls

0t T|lt

PATRI0TS

c^r r5t'0M6r

T
0r

^rI

T(] PLAY

HOU/

'ril

NV ENTO RY

METAL GEAR ONLINT


EXTRAS

USER INSTRUCTIONS
ACT

ACT 3
ACT 4

attemptrng a n0 kill/no health items playthrough. The swarming PMC soldiers may
have been reduced to staggerrng, insensible husks, but they're still living creatures

ACT 5

and therefore count as kills at the final Act 2 performance summary.


Destroying

Phase 1: Vista Mansion

"

As soon as you gain control of Snake. equip Chaff Grenades and the M870
Custom (though any shotgun will sulfice, even the Masterkey add-on) set to
fire the non-lethalVortex Ring Shot ammo type. Just in case you haven't done
this before, hold

@,

and then press

@ to cycle

unmanned

"

vehicles

artificial

creatures

that is,

that have n0 human

pilot, such as

through the available ammo

Gekko

types. Tranquilizer darts have no effect on the assailants you face in this area, so

the

resulls in

a small DP bonus.

holster your trusty Mk. 2 for the time being. Ensure that your shotgun is loaded

This does not count

as you pass through the mansion gates.

towards the "Kills"


total displayed at the

When the soldiers wearing powered suits attack, throw a Chaff Grenade to prevent

end of each Act.

them from firing at Snake or the Stryker. You can then use targeted blasts with
Vortex Ring Shot to deter the surrounding PMC soldiers. lt s also very efficient

Col lectable

items can randomly

at knocking off anyone who rs clrnging to the side of the vehicle: effective crowd

appear when Gekko

and passenger control here will make the next phase a little easier. Whenever the

destroy stalls in the

distinctive chaff disappears (or just before that point if you're well organized),

small Marketplace

quickly throw another grenade to restore the jamming effect.

zone. Granted,
you're usually loo

lf you neglected to collect the Chaff

Grenades

in the Confinement

busy attempting to

Facility

earlier, all is not lost. You can expect to sustain greater damage, granted, but
y0u can attempt to minimize this by crouching just behind the Stryker s turret.
Concentrate on knocking PMC soldiers down as they climb up, and Drebin will
eventually drive the Stryker through the gates.

ttl
i-

avoid being kicked

When play resumes, go prone in the shade to the left to regain Life

to death by giant

killing macflines

and Psyche if you would like to avoid using healing items. Ready the two Chaff

to worry about

Grenades collected earlier if you have them. You need to pick a way through

stockpiling assorted

the market stalls and rampaging Gekko, avoiding their deadly feet and tnsistent

comestibles, but
we thought it

Man the turret and use it to blast the Gekko, prioritizing them in terms of

weapons systems. A single kick can result in instant death on Big Boss Hard,
and the presence of innocent civilians precludes any attempt to use explosive

proximity

weaponry to clear a path.

Phase 2: Conlinement Facility


the nearer they are, the more dangerous they are. lf a Gekko gets t00

close it will jump over the Stryker and attack from behind, so try to take them
down as quickly as possible. You can also deploy occasional Chaff Grenades
to prevent them from firing their weapons, and use CQC or Vortex Ring shotgun
blasts to get rid of PMC soldiers when they clamber aboard the Stryker.

worth a mention
nonetheless.

The solution as with the opening of Act 1, is to just make a run for it. As the
Gekko can turn up in a variety of positions, it's impossible to recommend a
foolproof path to the zone exit. However, the following route seems to be the
most consistently rel iable.

The thick, acrid cloud of smoke that develops as you destroy Gekko can mask
the approach of others. Activate the Solid Eye s NV lunction to enjoy a clearer
view of proceedings. Finally, always aim at the top "head" section of the Gekko.

Run directly ahead from your starting position, then take a left behind the f irst

set of market stalls.

Not only does this destroy them quickly, it also mrnimizes the possibility that
Throw a Chaff Grenade if you have one, then dart from cover to reach the

you will accidentally hit and kill a PMC soldier.

small section of metalfence. You can vault over this to avoid the Gekko that
Phase 3: Power Station
This is a blessedly simple section once you know what is expected ol you.
lgnore the tank you can't do anything about it and simply pummel the

usually blocks the path to your left.


Sprint straight over to the stall just ahead and to your left and hide behind it.

locked green gates with the turret from the moment they appear in view The
only danger here is that you might accidentally shoot a PMC soldier while he

You can find an M72A3 missile launcher here.

climbs onto the Stryker, but this happens very rarely.

Wait for the Gekko lust beyond the stall to smash through the marketplace
area leading to the zone exit, thoughtfully destroying all obstructtons that

Phase 4: High Woodlands Highway


Again, this is a relatively easy sequence if you're moderately accomplished
in your use of the turret. There are no PMC soldiers to worry about, so you
can concentrate exclusively on shooting Gekko Focus on destroying individual

block your safe passage through. Let it return and pass by your position, then
throw your final Chaff Grenade and sprint for the zone exit.
Don't look back: just run. A f inal Gekko will land at the opentng between the two
low barriers, but there's absolutely nothing you can do about this. Run directly

units in turn as this reduces the number of potential t'veapons firing at you; as a
bonus, you'll accrue a greater sum of bonus DP (see margin note) by the time

towardsitand justbeforeitcansweepttslegaroundtolashout,rollthroughthe

you reach the f inal Marketplace area.

gap with Snake angled slightly to the right to make an extremely narrow escape.
71

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