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Metal Gear Solid 4: Guns of the Patriots ~ Emblems Guide


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This Metal Gear Solid 4: Guns of the Patriots ~ Emblems Guide goes in co-ordination with the Metal Gear Solid 4: Guns of the Patriots ~ Collectibles Guide.

 

The Metal Gear Solid games have always been especially notorious for their Ranking/Emblem systems. In comparison to some of the earlier MGS titles, earning the Emblems in Metal Gear Solid 4: Guns of the Patriots is noticeably easier. Despite that, it is still no easy feat. You will need to complete the game at least 8 times, fulfilling many ranging criteria from playthrough to playthrough, as well as earn the infamous Big Boss Emblem.

 

CONTENTS (WITH LINKS)

 

1.0: THE EMBLEMS

 

2.0: THE BASIC PLAYTHROUGHS

- 2.1: CENTIPEDE PLAYTHROUGH

- 2.2: PUMA/CHICKEN PLAYTHROUGH

- 2.3: PANTHER PLAYTHROUGH

- 2.4: JAGUAR PLAYTHROUGH

- 2.5: LEOPARD PLAYTHROUGH

- 2.6: SPIDER PLAYTHROUGH

- 2.7: ASSASSIN/TARANTULA PLAYTHROUGH

 

3.0: BIG BOSS EMBLEM PLAYTHROUGH TIPS

- 3.1: KNOWING YOUR GEAR

- 3.2: GENERAL TIPS

 

4.0: BIG BOSS EMBLEM VIDEO WALKTHROUGH (Courtesy of DMRhythm)

- 4.1: ACT 1 - LIQUID SUN VIDEO WALKTHROUGH

- 4.2: ACT 2 - SOLID SUN VIDEO WALKTHROUGH

- 4.3: ACT 3 - THIRD SUN VIDEO WALKTHROUGH

- 4.4: ACT 4 - TWIN SUNS VIDEO WALKTHROUGH

- 4.5: ACT 5 - OLD SUN VIDEO WALKTHROUGH

Edited by Terminator
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1.0: THE EMBLEMS

 

There are many Emblems in Metal Gear Solid 4: Guns of the Patriots, all of which ask you to complete many different criteria to unlock them. Do note that Emblem criteria are only applicable to the current playthrough, they are not cumulative. Also, if you want to check your progress towards each emblem, you can do so by looking at one of Mission Briefings from the main menu - just make sure you load your current save to see the progress when you select a briefing.

 

NOTE: Emblem data can be farmed on a single enemy, criteria like CQC holds or hold ups do not have to be on multiple enemies.

 

1. Big Boss Emblem (Completion)

Beat the game on the highest difficulty (The Boss Extreme) with no deaths, no alerts, no kills, no recovery items, no stealth suit, no bandana items, in under 5 hours.

See "3.0: BIG BOSS EMBLEM PLAYTHROUGH TIPS".

 

2. Fox Hound Emblem (Completion)

Beat the game on Big Boss Hard or higher w/ no deaths, 3 or less alerts, no kills, no recovery items, no stealth suit, no bandana items, in under 5.5 hours.

See "3.0: BIG BOSS EMBLEM PLAYTHROUGH TIPS".

 

3. Fox Emblem (Completion)

Beat the game on Solid Normal or higher w/ no deaths, 5 or less alerts, no kills, no recovery items, no stealth suit, no bandana items, in under 6 hours.

See "3.0: BIG BOSS EMBLEM PLAYTHROUGH TIPS".

 

4. Hound Emblem (Completion)

Beat the game on Naked Normal or higher w/ no deaths, 3 or less alerts, no kills, no recovery items, no stealth suit, no bandana items, in under 6.5 hours.

See "3.0: BIG BOSS EMBLEM PLAYTHROUGH TIPS".

 

5. Mantis Emblem (Completion)

Finish the game with no alerts activated, no continues, no rations, noodles or regains used and in under 5 hours.

See "3.0: BIG BOSS EMBLEM PLAYTHROUGH TIPS".

 

6. Wolf Emblem (Completion)

Beat the game with no continues and no rations, regains, or noodles used.

See "3.0: BIG BOSS EMBLEM PLAYTHROUGH TIPS".

 

7. Raven Emblem (Completion)

Beat the game in under 5 hours.

See "3.0: BIG BOSS EMBLEM PLAYTHROUGH TIPS".

 

8. Octopus Emblem (Completion)

Beat the game without activating any alert phases.

Try and take the safest routes through the game and save frequently. If you activate an alert phase, simply load and retry.

 

9. Bear Emblem (Miscellaneous)

Grab 100 enemies with CQC.

Simply grab 100 enemies with CQC (:r1: with no weapon equipped or a CQC-enabled weapon equipped). This can be farmed on a single enemy by grabbing them, letting go and repeating.

 

10. Eagle Emblem (Miscellaneous)

Get 150 headshots.

Always aim for the head when taking down enemies. Can be earned via lethal and non-lethal weapons.

 

11. Assassin Emblem (Completion)

Beat the game with 50+ knife kills/stuns, 50+ CQC holds, and 25 or less alerts.

Simply press :r1: near an enemy to grab them with CQC, and kill enemies with your knife by holding pressing :triangle: while holding them. Alternatively, you can press :l1: + :r1: with your Stun Knife equipped to stab them, or :l1: + :r2: to stun them.

 

12. Pigeon Emblem (Completion)

Beat the game without killing a single person (Gekkos and Dwarf Gekkos don't count).

Use non-lethal means for every encounter throughout the game. Weapons that are blue are non-lethal.

 

13. Blue Bird Emblem (Miscellaneous)

Give friendly soldiers 50 items.

Approach a Militia/Rebel in Act 1 or Act 2 and press :triangle: to give them a Ration, Noodles or Regain.

 

14. Hawk Emblem (Miscellaneous)

Be praised by 25 friendly soldiers.

To be praised by friendly soldiers, you must take out enemies non-lethally with an allied militia or rebel nearby. For every enemy you take out non-lethally with at least one ally nearby, they'll praise you with a compliment. Easily farmable at the Vista Mansion Act 2, due to the infinite spawns.

 

15. Little Gray Emblem (Collection)

Collect all 69 weapons.

Collect all of the weapons, except for the M1911 Custom. See our Collectibles Guide for how to obtain them.

 

16. Ant Emblem (Miscellaneous)

Body search 50 enemies for items.

Body search 50 enemies in total. Body search by pressing :l1:, and :triangle: when near the enemy. The body search will be initiated.

 

17. Gibbon Emblem (Miscellaneous)

Hold up 50 enemies.

Walk up to an enemy from behind and press :l1: with a gun equipped to hold them up. You can then press :triangle: to initiate a body search for the Ant Emblem.

 

18. Tortoise Emblem (Miscellaneous)

Spend more than 60 minutes inside the drum can or card board box (this can be done throughout the game, not all at once).

Equip either item through the Item menu and simply spend an hour inside. Both items count towards the total.

 

19. Rabbit Emblem (Miscellaneous)

Flick through 100 Playboy pages.

Equip Playboy as your weapon, hold :r1: and go into First Person view. Then, hold :l1: and press :circle: to flick through the pages.

 

20. Bee Emblem (Miscellaneous)

Use the Syringe on 50 enemies.

Equip the Syringe in the Item menu and use it on an enemy by grabbing them with :r1: and pressing :triangle:.

 

21. Gecko Emblem (Miscellaneous)

Press against walls for a total of 1 hour.

Simply approach a wall and press :triangle: throughout the game for a total of 60 minutes.

 

22. Scarab Emblem (Miscellaneous)

Perform over 100 prone side rolls.

To perform a prone side roll, you must first lay prone (hold :cross:), then aim your weapon with :l1:. Lastly, you must press :cross: while holding :lsleft: or :lsright:. Do note that holding :cross: and rolling repeatedly will only count as a single roll, so you'll have to roll once, return to the prone position, and then repeat for 100 prone side rolls.

 

23. Frog Emblem (Miscellaneous)

Roll forward 200 times.

This should come naturally, just make sure to roll (:cross: while running) whenever you remember.

 

24. Inch Worm Emblem (Miscellaneous)

Remain prone for a total of 1 hour.

To go prone, simply hold :cross:. Time will count regardless of whether you're moving or not. Do so for a total of 60 minutes.

 

25. Lobster Emblem (Miscellaneous)

Spend a total of 2.5 hours crouching.

Crouch by pressing :cross: while standing. Remain crouched for 150 minutes.

 

26. Hyena Emblem (Miscellaneous)

Pick up 400 weapons/items.

Simply pick up everything you see. Very easy to obtain.

 

27. Hog Emblem (Miscellaneous)

Get 10 combat highs.

Fire your weapon 100 times during an alert phase to trigger a combat high - you will know when you trigger a combat high when it appears in red text near your Health/Psyche bars.

 

28. Pig Emblem (Miscellaneous)

Use more than 50 recovery items.

Recovery items include Rations, Regains and Noodles. Will get during "2.2: PUMA/CHICKEN PLAYTHROUGH".

 

29. Cow Emblem (Miscellaneous)

Activate over 100 alerts.

Don't hide whatsoever, simply show yourself to the enemy as frequently possible. Will get during "2.2: PUMA/CHICKEN PLAYTHROUGH".

 

30. Crocodile Emblem (Miscellaneous)

Have over 400 kills.

Confront and kill enemy soldiers every opportunity you get. Will get during "2.2: PUMA/CHICKEN PLAYTHROUGH".

 

31. Giant Panda Emblem (Miscellaneous)

Complete the game after 30 hours of play.

See "2.2: PUMA/CHICKEN PLAYTHROUGH".

 

32. Scorpion Emblem (Completion)

Get less than 75 alert Phases, less than 250 kills, and less than 25 continues.

See "2.0: THE BASIC PLAYTHROUGHS".

 

33. Tarantula Emblem (Completion)

Get less than 75 alert phases, over 250 kills, and less than 25 continues.

See "2.0: THE BASIC PLAYTHROUGHS".

 

34. Centipede Emblem (Completion)

Get less than 75 alert phases, less than 250 kills, and over 25 continues.

See "2.0: THE BASIC PLAYTHROUGHS".

 

35. Spider Emblem (Completion)

Get less than 75 alert phases, over 250 kills, and over 25 continues.

See "2.0: THE BASIC PLAYTHROUGHS".

 

36. Jaguar Emblem (Completion)

Get over 75 alert phases, less than 250 kills, and less than 25 continues.

See "2.0: THE BASIC PLAYTHROUGHS".

 

37. Panther Emblem (Completion)

Get over 75 alert phases, over 250 kills, and less than 25 continues.

See "2.0: THE BASIC PLAYTHROUGHS".

 

38. Leopard Emblem (Completion)

Get over 75 alert phases, less than 250 kills, and over 25 continues.

See "2.0: THE BASIC PLAYTHROUGHS".

 

39. Puma Emblem (Completion)

Get over 75 alert phases, over 250 kills, and over 25 continues.

See "2.0: THE BASIC PLAYTHROUGHS".

 

40. Chicken Emblem (Completion)

Get over 150 alert phases, over 500 kills, over 50 continues, use over 50 recovery items and finish the game in over 35 hours.

See "2.0: THE BASIC PLAYTHROUGHS".

Edited by Dark_Raven666
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2.0: THE BASIC PLAYTHROUGHS

 

In order to earn all the emblems, you need to complete the game a minimum of 8 times. This is because there are 8 emblems that are mutually exclusive, so they cannot be earned in the same playthrough. The following order is our recommended order for completing these basic playthroughs (however any order is fine):

 

1. Centipede

2. Puma/Chicken

3. Panther

4. Spider

5. Leopard

6. Jaguar

7. Assassin/Tarantula

 

NOTE: The first two playthroughs can be done in reverse order if preferred. I've listed the Centipede Emblem as 2.1 as it will allow people to properly enjoy the game during the first playthrough. If you would rather get many of the Emblems and miscellaenous trophies done during your first playthrough, then please do the Puma/Chicken playthrough first.

 

- 2.1: CENTIPEDE PLAYTHROUGH

 

We recommend you do the Centipede Emblem first, as on Liquid Easy difficulty and with frequent saving, you can complete the game with 0 kills and 0 alerts without too much hassle, giving you access to the Stealth Camouflage and Bandana early on, which will be of good use for the later playthroughs. You're not restricted by time during this playthrough, so take your time and save frequently. Ignore most of the emblems during this playthrough, simply focus on completing the game with 0 kills and 0 alerts - don't forget to farm continues though!

 

- 2.2: PUMA/CHICKEN PLAYTHROUGH

 

Once again, we recommend doing this on Liquid Easy. The criteria for the Chicken Emblem are crazy enough that it can actually be difficult to earn. Confront enemies every chance you get, heal every time you get hurt and kill lots of enemies. Once you've used 50 recovery items, let them kill you every so often to work towards the 50 continues. Work towards all of the emblems with the (Miscellaneous) tag as you can, as this is definitely the best opportunity to earn them. Below are tips on how to achieve each criteria:

 

  • Alerts: Farming alerts is best done during Act 4: either at the start with the very first Gekko by alerting it and hiding other the rock formation to your left, or by alerting Dwarf Gekkos while hiding in the top vent.
  • Continues: There are several good places to farm continues: During Act 3 against Raging Raven by rolling out one of the windows behind you, during Act 4 in the Underground Tunnel by crawling through the vent and dropping down the hole, or in Act 5 before the Screaming Mantis fight by killing an unconscious Meryl. Shooting Meryl will count as a kill, so if you're going for zero kills, do not use her to farm continues.
  • Kills: Due to the lack of enemy encounters in Acts 3, 4 and 5, you'll want to try and farm most of your kills during the first two acts, especially in locations with infinite respawns: The last section of Downtown in Act 1, or during the Vista Mansion assault in Act 2 - these are also good places for farming related Emblems such as Hog and Blue Bird.
  • Time Played: If you haven't done so, you should do the "Flashback Mania" trophy during this playthrough, as it will add a decent amount of time. Also work towards time-based Emblems such as Gecko, Tortoise and Lobster. Do note two things: Time spent in the pause menu will count towards the total (currently unknown whether the same can be said for time on the XMB). Also, saving in the same area will not count. For any progress to count, you must either enter a new area for a checkpoint and save, or receive a continue and save. Checkpoints and Continues are the only methods of saving Emblem stat progress.

- 2.3: PANTHER PLAYTHROUGH

 

This playthrough will be similar to the Puma/Chicken playthrough in that you will need to get lots of alert phases and plenty of kills - the big difference is that you have to do with less than 25 continues. Doing this on Liquid Easy or Easy will make getting less than 25 continues a lot easier, so it is recommended. Do essentially the same that you would in the Puma/Chicken playthrough, but don't intentionally die.

 

- 2.4: JAGUAR PLAYTHROUGH

 

For this, you'll want to be getting alert phases on a fairly frequent basis, but at the same time you'll want to cut back on your killing. Use non-lethal approaches whenever you can and get spotted frequently and you should easily manage over 75 alerts and less than 250 kills.

 

- 2.5: LEOPARD PLAYTHROUGH

 

Essentially the same as the Jaguar playthrough, except here you'll want to die a few times. If need be, you can simply kill yourself over and over until you reach the required amount, assuming you have the right gear to kill yourself.

 

- 2.6: SPIDER PLAYTHROUGH

 

Treat this playthrough like you would your Big Boss playthrough, but substitute non-lethal weaponry for lethal weaponry.

 

- 2.7: ASSASSIN/TARANTULA PLAYTHROUGH

 

You should do this playthrough before the Big Boss Emblem playthrough, as it will provide good practice - however, if you choose to do the Centipede Emblem first, then you should have the necessary practice. Similar to the previous playthrough, except this time you'll need to keep your continues to a minimum, plus you'll need to be getting lots of knife kills and CQCs. This is a good opportunity to get used to taking enemies out with CQC, which will be a vital skill for Big Boss. Try and complete this playthrough with as close to 0 alerts and continues as possible, as it will be good practice.

Edited by Dark_Raven666
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3.0: BIG BOSS EMBLEM PLAYTHROUGH TIPS

 

- 3.1: KNOWING YOUR GEAR

 

1. Mk. 2 Pistol -
The bread and butter of your arsenal. This weapon will see the most use during the playthrough, except for the
Solar Gun
. The Mk. 2 is your basic non-lethal tranq. gun, it has a silencer for stealth, laser sight for accuracy, and five types of ammunition - Tranquiliser, Laughter, Rage, Crying and Screaming. Using the Tranquiliser ammo will put an enemy to sleep, whereas the latter four will stimulate the respective emotion in the enemy - allowing for you to easily get by unseen.

 

Always aim for the head, as this results in instant sleep, whereas shooting the body will take a few seconds. If you're unable to hit the head for whatever reason, then shooting someone in the buttocks will also result in instant sleep. Do note that Mk. 2 ammunition cannot be bought fom Drebin in The Boss Extreme difficulty, so stock up.

 

2. Solar Gun -
The Solar Gun is the most powerful of the non-lethal weaponry, but must be used wisely past Act 2. It can be fired rapidly to stun enemies, or it can be charged up to knock enemies off their feet, knocking them unconscious and causing them to drop many items. The weapon using sunlight as its ammunition, hence why it must be used sparing for Acts 3, 4 and 5, due to the absolute minimal sunlight in the Acts. However, the gun receives a full clip at the beginning of each Act, so with smart and conservative usage, it can still be a valuable weapon for the later acts.

 

Do note that Vamp is especially vulnerable to the Solar Gun, as are the enemies during the motorcycle sequence in Act 3 - it will recharge during this sequence, so it is highly advisable you use it. It is also recommended for the Beauty stages of the Beauty and the Beast fights. Credit to
Asphyx1ateD
for mentioning this.

 

3. Mosin-Nagant -
The last of your non-lethal guns. The Mosin-Nagant is a sniper rifle, thus allowing you to take down enemies from a great distance without having to kill them. Unfortunately, the weapon is rather loud and cannot be fitted with a suppressor, though when used from a distance, enemies will rarely register the noise. Extremely useful to have by your side.

 

4. Rail Gun/M82A2 -
You may be thinking to yourself "why do they have a lethal weapon listed here?" Reason being is it very useful against the BEAST forms of the B&B Member fights. You can essentially one-hit the bosses' BEAST forms through using this, saving yourself the stress of battle.

 

5. Chaff Grenade -
Chaff Grenades are helpful in that they can incapicate all electronics in an area temporarily. During Act 4 and 5, these will prove invaluable in getting past Gekkos and Dwarf Gekkos unnoticed. Make sure to pick up as many as you can during previous runs, as you cannot buy them from Drebin, and you can only pick up a total of
8
per playthrough.

 

6. Stun Grenade -
Stun Grenades can be of great help during a few sections of the game, especially when in conjunction with Smoke Grenades. The most notable of these areas are during the Motorcycle Escape Scene in Act 3 and the battle with Crying Wolf: During the Motorcycle Escape Scene, you can throw these at groups ahead of you to incapicate them long to bypass them without taking damage.

 

For Crying Wolf, you can actually defeat her BEAST form using only 2 Smoke Grenades and 6 Stun Grenades if done properly. Essentially you just have to sneak up to within throwing distance of her without her noticing you, then throw the grenades in this order: 1 Smoke Grenade, 3 Stun Grenade, 1 Smoke Grenade, 3 Stun Grenade. If done correctly, Crying Wolf won't move at all or notice you (due to the smoke), thus allowing you to complete the most frustrating B&B in as little as a minute.

 

7. Smoke Grenade -
Useful in conjunction with the Stun Grenade. During the Motorcycle Escape Scene, these grenades are particularly useful during the roadblocks, as smoking a whole group will provide substantial cover.

 

8. Magazine -
These can be especially useful for distracting enemy soldiers for short periods of time. If you need to quickly sneak past a guard without being seen, then throwing one of these strategically will allow you to do just that.

 

9. Playboy -
Much like the Magazine, this is very useful for distracting a group of enemies. It will distract them for longer than a Magazine, plus you'll be able to move relatively quickly without them becoming aware of your prescence. Alternatively, you can also read the Playboy to increase Snake's psyche.

 

10. Emotion Mag -
Essentially a beefed up version of Playboy - not in its content, but in its effect. Throwing one of these on the ground will not only distract the enemy, but it will also toy with their emotions, similar to the emotion ammunition for the Mk. 2 Pistol. Haven Troopers/FROGS will not lose control of their emotions like most soldiers, however they will stop to salute the magazine, allowing for you to move about unnoticed.

 

- 3.2: GENERAL TIPS

 

1. SAVE, SAVE, SAVE -
The biggest difference between the Big Boss Emblem in MGS4 and the top-tier emblems in previous MGS games is that you can save as frequently as you like -
use this to your advantage!
You can essentially save at the start of every area and trial-and-error your way through the entire game. This allows you to think things through and to find the safest and fastest routes through the areas.

 

2.
Do not leave your game paused
- Unlike some games, the timer for MGS4 continues even when paused - this includes XMB pausing. Therefore, if you want to take a break from the game for whatever reason, you should save and quit to the main menu.

 

3. Skip all cutscenes
- Just like with above, cutscenes will add time to your playthrough. Therefore you'll want to skip each and every one of them to keep your time down as low as possible.

 

4.
Be aware of your surroundings -
The Metal Gear games have a tendancy to make a soldier appear behind you when you're keeping an eye out on another. For this reason, constantly look around you, and be fully aware of your surroundings, so you can counter a possible ALERT.

 

5. Use the previous playthroughs to stock up -
You will want as much ammunition and stock as possible for this, so stock as much as you can. Stock grenades, stock all types of distraction material - Magazines, Playboy, Emotion Mags - and most importantly, stock the 5 types of Mk. 2 ammo! Non-lethal ammo cannot be bought in The Boss Extreme difficulty, so if you intend to use the Mk.2 Pistol a great deal, then make sure you stock up as much ammo as possible before starting the playthrough.

 

6. CQC is key -
Knowing how to properly perform CQC takedowns is quite important for this. You will likely encounter plenty of enemies in close quarters, in which case knowing how to use CQC properly can be the difference between an alert phase and an unconscious enemy.

 

7. Avoid confrontation at all costs -
If you think you can get through an area without disturbing the enemies at all, then it is recommended to do so. Whilst taking out all the enemies is advantageous at times, you will be better off leaving most unharmed and get through the area without leaving a trace of your prescence.

 

8. You can use lethal attacks on the BEASTS -
Defeating the 4 B&B Members on The Boss Extreme difficulty can prove quite tough, though thankfully their first stage - their BEAST forms - can be defeated using lethal weapons. Given that you don't actually kill them, it won't count as a kill. Using the Rail Gun or M82A2, you can defeat the BEAST forms in one or two shots, even on The Boss Extreme difficulty.

 

9. Using the Resistance Member trick -
In Act 3, when you're trailing the Resistance Member, you can shave off about 20 minutes by utilising the following trick: at the start of Downtown S Sector, save. Then trail the Resistance Member as usual until he walks into the next area. Now comes the crucial part - save
without
moving into the next area, and then load. Because the Resistance Member was in the next area when you saved, you'll be able to run straight to the area without having to track him and he'll be waiting in the next area; and given that you didn't reach a checkpoint, any kills, alerts or time spent during the tracking of the Resistance Member will not count. Do this for each area until you get to the Resistance base. Credit to
RYU81
for telling us about this trick.

 

For a video demonstrating the Resistance Member trick, see this video. All credit goes to
COSMOSJP.

 

[ame=http://www.youtube.com/watch?v=IIqjwghlWZ4&feature=channel_page&fmt=18]MGS4 "How to resistance trick" for speed run - YouTube[/ame]

 

10. Completing the Motorcycle Escape Sequence -
Below is a tactic for completing the aforementioned sequence in Act 3 with relative ease. Credit to
mcclane3
for mentioning this.

I see many of you are having problems with the bike chase while doing the BBE run.

 

It's not that hard, really, the trick is to shoot at the FROGS with the TWIN BARREL using it non-lethally (Press
:circle:
until it turns blue), trust me, because of the wide range of the shotgun, it will hit anything...Oh, and don't forget to set the options to AUTO AIM.

 

After each section, if you're low on health, save, quit and set your PS3 current time ONE week after the day you're playing (e.g. If you're playing on a Sunday August 11th, set it the NEXT monday August 20th), that way you'll recover full health without using any recovery items.

Edited by Dark_Raven666
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4.0: BIG BOSS EMBLEM VIDEO WALKTHROUGH

 

All credit goes to DMRhythm for these video walkthroughs.

 

 

- 4.1: ACT 1 - LIQUID SUN VIDEO WALKTHROUGH

 

 

Spoiler

All credit goes to DMRhythm

 

 

 


 

 

 

- 4.2: ACT 2 - SOLID SUN VIDEO WALKTHROUGH

 

 

Spoiler

All credit goes to DMRhythm

 

 

 

 

 


 

 

 

- 4.3: ACT 3 - THIRD SUN VIDEO WALKTHROUGH

 

 

Spoiler

All credit goes to DMRhythm

 

 

 

 

 

 

 


 

 

 

- 4.4: ACT 4 - TWIN SUNS VIDEO WALKTHROUGH

 

 

Spoiler

All credit goes to DMRhythm

 

 

 

 


 

 

 

- 4.5: ACT 5 - OLD SUN VIDEO WALKTHROUGH

 

 

Spoiler

All credit goes to DMRhythm

 

 

 

 


 

 

Edited by Slamma
Fixed videos
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Maybe I'm being ignorant but I didn't see anything about it in the guide, what counts as game time in this game? I understand that cutscenes do but I heard that pausing and the like will do so as well? Because it would be much easier to get the game time for my 'Chicken' emblem playthrough if I could just pause the game and leave it running.

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Maybe I'm being ignorant but I didn't see anything about it in the guide, what counts as game time in this game? I understand that cutscenes do but I heard that pausing and the like will do so as well? Because it would be much easier to get the game time for my 'Chicken' emblem playthrough if I could just pause the game and leave it running.

 

Why would you need to pause it? Pausing does count, anyway, but just sit in a barrel lol.

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Only scanned your guide, but no offence, it seems you know very little about Big Boss runs. The Solar Gun is invaluable regardless of act, lol... it recharges itself on the bike chase ffs. It's the best weapon to use on that part of the game. It's also extremely effective against Vamp AND all of the Beauty forms.

I did mention that it can be of good use during the later acts if you use the ammo sparingly, plus I also mentioned its usage for Vamp and the bike chase. I will mention the Beauty forms though, thankyou.

 

Maybe I'm being ignorant but I didn't see anything about it in the guide, what counts as game time in this game? I understand that cutscenes do but I heard that pausing and the like will do so as well? Because it would be much easier to get the game time for my 'Chicken' emblem playthrough if I could just pause the game and leave it running.
Ah yes, I should mention that. Leaving the game paused by any means will add time. Therefore during your Big Boss Emblem playthrough, you definitely do not want to leave it idle at all.
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You criticised our guide when the things you said the guide missed were actually there the whole time. Before you criticise, it's best to read it thoroughly and not 'scan' it.

 

I didn't read thoroughly because when I read "you won't use the Solar Gun past act 2" or whatever, it was clear to me you were in desperate need of help for Big Boss info and so I stepped in. If you wanna be a dick about it, though, then I won't offer any more advice, despite being one of the best Big Boss runners in the world ;)

 

see ya.

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I didn't read thoroughly because when I read "you won't use the Solar Gun past act 2" or whatever, it was clear to me you were in desperate need of help for Big Boss info and so I stepped in. If you wanna be a dick about it, though, then I won't offer any more advice, despite being one of the best Big Boss runners in the world ;)

 

see ya.

If you want to help, then feel free to, but don't do so with an arrogant attitude.

 

Can you save every like 30 seconds to make no alerts easier?

If you alert and restart do they count still?

You can save at the start of every area and reload that save, yes. However saving multiple times in the same area will still start you at the beginning of the area when you reload. Edited by Dark_Raven666
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I didn't read thoroughly because when I read "you won't use the Solar Gun past act 2" or whatever, it was clear to me you were in desperate need of help for Big Boss info and so I stepped in. If you wanna be a dick about it, though, then I won't offer any more advice, despite being one of the best Big Boss runners in the world ;)

 

see ya.

 

Desperate need? More advice? We're fine the way we are, thanks.

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If you want to help, then feel free to, but don't do so with an arrogant attitude.

 

You can save at the start of every area and reload that save, yes. However saving multiple times in the same area will still start you at the beginning of the area when you reload.

 

haven't played it in a long time. when you say you can save at the beginning of every area does that mean when you enter an area you can only save once when you start an area can you eliminate enemies and save by going to another area come back and eliminate the rest? Do they respawn? :eek:

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haven't played it in a long time. when you say you can save at the beginning of every area does that mean when you enter an area you can only save once when you start an area can you eliminate enemies and save by going to another area come back and eliminate the rest? Do they respawn? :eek:

I'm not sure, as I've never cleared an area and gone backwards. If you're asking so that you can farm kills, it really shouldn't be necessary. If you want to farm kills there are an unlimited (I think) amount of PMCs at Vista Mansion in Act 2.

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