Friday, December 19, 2008

MGS4 Walkthrough / Act 2


Cove Valley Village

When you start, make sure you have a suppressor on the M14EBR. Equip the Solid Eye's Night Vision mode, and take out the PMCs FARTHEST away from the rebels being held prisoner. Slowly take them out, as if you kill the ones guarding the rebels, the other ones will kill the rebels. If you save the rebels, they'll open the doors to the building closest to them. There are many items in there.

Follow the rebels. There are many alternate routes to take and it’s very easy to get lost.

Power Station

The Power Station is a target of the rebels. Following them is a good way to get here, but you won't find many items along the way.

There are two ways to go when you reach the Power Station. 1) Attack the compound with the rebels by going straight ahead; or 2) Proceed along the right, where you can find some snipers and a mortar emplacement. I recommend the right path, as the PMCs have machine gun nests. Use the mortars to blast 'em. If you have plenty of tranq ammo, you might prefer to send the soldiers to sleep (in warzones like this, any killed soldiers are quickly replaced) but stray bullets often kill the slumbering PMC troops anyway. War is cruel.

When the rebels eliminate the PMC defenses, they shut down the power to the facility - you can do this yourself by blowing up the machinery in the control room. It is possible to fire a rocket from the slope near the mortar emplacement, aiming over the wall and through the window, but it can be tricky; or you can simply storm inside and use explosives or high-powered guns to achieve the same effect. Climb up the climbable power pole, and carefully cross the wires. Drop down into the fenced area by the other pole to find even more items.

You'll meet with Drebin again. Follow the rebels to the next area. You'll find a secret rebel encampment, where you can pick up a Javelin, and the XM8. Head up a steep hill, and enter the next area.

Confinement Facility

The Confinement Facility is even better defended than the Power Station. Strykers and choppers and PMCs oh my! Use an RPG to kill the Stryker, and sneak into the facility.

In the back of the Confinement Facility, there are prisoners. SAVE THEM! Why? To be nice. No matter how hard you try, the PMCs keep respawning. Leave the area before the choppers get there.

Vista Mansion

You're free to make any jokes at the expense of Bill Gates and the failing Vista. The rebels will be attacking the PMCs outside the compound. Wait until you get a cutscene showing a bulldozer appears. Cover the bulldozer until it smashes through the gates.

Enter the compound. You can find an iPod song near the right wall. Enter the building the PMCs are protecting, and make your way to the red dot on the map.

The door is locked and blocked. Head up the stairs and onto the roof. Another mortar emplacement is here, use it to blast the PMCs on the turrets. Jump down the skylight, head down the stairs, head through the cellar, and heal before going up the ladder.

Research Lab

First things first. RUN!!! FROGs are on their way. Hide under a bed if you're going for a no-alert playthrough. Kill them, then run around until Laughing Octopus screams "SNAAAAAKE!"

Laughing Octopus has four different attacks.

1. Her P90. She'll shoot at you if you let her. Blast away at her with the M4 to knock her down, then keep on firing.

2. Ink Cloud. She'll crawl into a ball and disappear. She also leaves behind homing bombs. Again, RUN! You can destroy them with accurate shooting (or the Auto-Aim) but only if you have some distance between yourself and them.

3. The Tentacles. Pow. Wham. She hits you with them. Also, she may deflect your bullets. When she rears back to strike, shooting her seems to achieve nothing; best to dodge away, preferably backwards out of range.

4. Rolling. It looks like she'll use her ink, but she rolls towards you and deals a terrifying amount of damage. Get on top of a bed to avoid it.

She's also a master at camouflage. She can mimic everything in the lab including, but not limited to, A FROG body in armor, the anatomical dummy, a HUGE Mk. II, the paintings, even Naomi.

When you deplete her health or stamina, she transforms into Laughing Beauty. If you depleted Octopus's stamina, you can find the Octopus doll on the bed in the NW room.

Laughing Beauty has no real attacks unless you get close to her, but she can dodge your bullets. Just keep firing. If you defeat her non-lethally (Stun Grenades or the Solar Gun being prime choices for doing so), you receive the Laughing Beauty facecap for your shiny new Face-Camo.

Mountain Trail

You need to find Naomi now. Raiden will call and tell you to "Pay attention to the environment. Listen for unusual bird calls. Look for broken branches and trampled grass that the target may have caused." Yeah, Raiden telling Snake what to do? Kids these days, got no respect...

Use the Solid Eye's Night Vision to easily track Naomi's footprints. By crawling with Facecamo equipped, you can easily (if slowly) slip by the sentries left to delay and ambush you.

When you reach the river, go into the river and head left. You'll find a small crop-circle. Step into it and you'll hear the AI Colonel's speech about his alien abduction in SoL. Listen to it and you will receive 1000 Drebin Points.

Eventually, you'll see a PMC setting up a Claymore. Neutralize him and look at the footprints. You should be able to see some handprints. Follow them to find a Ration, some Noodles, and a weird metal plate with the developer's hand prints.

You'll eventually hear a helicopter. That means you're close. Enter the tunnel to finish the area.

Stryker Escape

Now you'll be on Drebin's Stryker. If you do not want any kills, you don't have to worry about killing the Gekkos as killing Gekkos do not count as kills, but do offer extra Drebin Points. However, the power suit guys do, so be careful. All you really need to do is wait for Drebin to move. Watch out for the Zombie soldiers. They seem to be invincible to everything EXCEPT the turret. Just knock 'em off the Stryker if they attack you, with CQC or V-Ring shotgun blasts (for the not-killers) or the turret gun for those immune to the pangs of guilt. I know from experience that it's confusing when you keep getting 4 kills and you don't know from where. It's the powered suits people! So now you know.

When an MGS appears, shoot the turret to disable it. Just keep shooting.

Marketplace

There will be Gekkos all over the place looking for you, so make sure you stay out of their way and avoid their kicks, which can take out 3/4 of your health. You have to run to Otacon's helicopter, so make sure you look at your radar to see where you have to go. All you have to do is just run and maybe pick up some of the items lying on the ground from the markets that the Gekkos knock over. Staying on the left-hand side of the area is more prudent than taking the alleys directly ahead of the entry point. Also, beware of the landing Gekko that lands a few seconds into the act; if you have rushed blindly into the plaza, it can crush Snake and cause an outright kill as it lands.

Chaff grenades (if you found any) work wonders here. They will scramble the Gekko's sensors for a short while. When approaching the barricades at the end of the area, two more chaff grenades can be found in the stall to the left: these can be hard to see unless the Solid Eye is equipped (and in this area, Rations make a far more sensible choice of item). After picking them up, dive through the fence past the final Gekko to freedom.

Refference: metalgear.wikia.com