Guide written by [http://www.mahalo.com/member/Markb Mark Burnham]
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Act 4 - Port Area
When the cutscene ends and you regain control of Snake, you'll have five minutes to escape while piloting the Rex.
Weapons: Zoom in with L1 and then press R1 to shoot with the Gatling Gun. Be advised, the Gatling Gun can overheat. Also, you can press R1 to do a roundhouse kick if the Gekkos get too close for comfort. Additionally, there are two other selectable weapons. You can switch the FE Laser. To charge it, press and hold R1, then let up and press R1 again to unleash the laser. If properly aimed, this is a one-hit kill. Also, use the AT Missile, pressing R1 to fire. Finally, you can launch yourself forward for a brutal tackle move using X. Annihilate everything in site. Move briskly through the area.
TIP: You may find it useful to just launch yourself through crowds of Gekko (press X) if you're short on time. You'll take some damage, but this will push you through. When you finally make it to the end of the pathway you will trigger a cutscene, and one last boss battle in Act 4.
Act 4 BOSS: Metal Ray
Ocelot is manning the Metal Ray, and you will be manning the Rex.
Otacon will yell something like "wait for it to reload!" Follow Otacon's advice. If you use cover liberally, this will be a fairly easy fight.
TIP: You can dodge to the side, using L + X. This is essential while fighting Metal Ray. When he fires missiles at you, dodge to the side and then fire back with a couple AT Missiles. You'll need to constantly use cover during this fight.
TIP: The main strategy for destroying the Metal Ray is as follows: take cover behind one of the large metal boxes whenever you can, and wait for Ocelot to unload all of his ammo. He will need to reload at some point. When he pauses, face him directly and use the AT Missiles, which we found to be the most effective weapon against him overall. After you've taken off a chunk of his health, take cover behind one of the boxes again and reset.
He will occasionally jump into the water, and then jump out to try and ambush you.
TIP: Follow the on-screen prompts to obtain flashbacks with X whenever they appear.
Act 5 - Ship Bow
NOTE: As the Act starts, a message will come up informing you of the fact that Drebin's products are all half-off. Take this opportunity to fully stock up with whatever you need. You can buy the most expensive weapon in the game, the Tanegashima, for 500,000 DP (!). Our weapons lineup for this section was as follows: Mk. 2 Pistol, Rail Gun, M4 Custom, AK 102 and Twin Barrel Shotgun, so we made sure all those were fully stocked.
When you regain control of Snake, you'll be on the extreme south end of the ship. You need to make your way all the way to the extreme north end. Stealth is the name of the game in this entire sequence. You'll need to eliminate Haven Soldiers as they get in your way, but otherwise sneak everywhere. Never break cover, crouching or crawling at all times.
The basic route we chose, was to hug the west wall as much as possible, and head straight for the north objective marker.
Two Haven Soldiers will invade your personal bubble straight away. Stay crouched behind the cargo.
Wait until the first Haven Soldier comes slowly around the left side of the cargo. Keep your Mk. 2 trained right where he will appear (we found that the Mosin-Nagant was too loud, and triggers the alarm). Take him down from a crawling position, right when he appears. For the second Haven Soldier, creep around to the right side of the cargo, and take her out while she has her back turned (or whenever you have a safe shot).
TIP: When the first two Haven Soldiers are down, find the trapdoor right at your feet, which will lead you to the right under the metal grating. Follow the underground crawlspace and find the "Metal Gear Solid Main Theme (The Document Remix)."
Head back out above ground, and crawl to the left, hugging the west wall. Move forward cautiously. Two more Haven Soldiers will drop down in front of you, near a large cargo container connected to the right-hand wall. To avoid them, crawl through the crawlspace at your feet on the right, and stay hidden until they pass by (watch your Solid Eye). When they're gone, crawl back out and keep going to the right, crawling the whole time.
Continue forward. Crouch behind the slim stack of cargo pinned to the wall on the right. A Haven Soldier will eventually head your way. What makes this part hard is that he doesn't come around so you can shoot him from your hiding place. You'll need to keep an eye on him, and wait until he turns his back and heads the other way. Then pop out of cover and shoot him in the back.
Continue forward to the left wall, and then lay down facing the east hallway. From here, you can use the Mk. 2 to snipe any Have Soldiers as soon as they come into view. This gets complicated when other Haven Soldiers come onto the scene and wake up their fallen brethren. You may have to unload quite a few Mk. 2 darts, but if you stay crouched and have good aim, you should be successful.
When that batch in the east hall are down, continue north and perch behind the corner on the right.
Wait for the next approaching Haven Soldier to approach (the previous Haven Soldier may even act as bait). Keep the Mk. 2 trained right on the area when he will appear, and shoot as soon as you see uniform.
Head north, and crawl across the east hallway, all the way to the east wall. Two Haven Soldiers will likely drop down from above. If you're crawling, you should be able to hit them both quick and they'll pass out. Make it all the way to the east wall.
Then crawl north, stand, and hold Triangle to shimmy between two boxes and a thick pillar. When you're through, continue to crawl towards the objective marker. Two final Haven Soldiers will be blocking the exit. To take them down, peek out from the box on the left, and shoot them down one by one.
Continue towards the objective marker. The Gekko may pass by you on the left. Keep crawling.
When you come around the northeast corner, there will be two Gekkos in the middle section ahead. Stay completely put, and the first Gekko will inexplicably get destroyed by air fire from above. When that Gekko is down, make a crawling break for the door (make sure the final one has his back turned).
Tap Triangle repeatedly to open the door and get inside! If you made it through without triggering the alert, congrats on a stealth-only playthough of the Ship Bow.
Act 5 - Command Center
Collect the Ammunition in the next room after the elevator lands, and then move through to the next room and trigger the cutscene and boss fight with Screaming Mantis.
Act 5 BOSS: Psycho Mantis
When the cutscene ends, mow over all of the Haven Soldiers in this area (we abandoned all pretense of stealth during this section. Although the Mosin-Nagant helps immensely during the second wave of soldiers, which attack from the balcony).
When the first wave of ground troops are down, a second batch will attack from above. Use a long-range weapon of your choice to get rid of them. Hide behind the computers as much as possible to avoid getting hit.
Finally, when the balcony troops are down, one last wave of them approaches on the ground again. We switched to the Mosin-Nagant for this part, to eliminate them from afar.
Act 5 BOSS: Psycho Mantis PT. 2
Psycho Mantis will now attack you directly. Meryl will now be under her power, and will also attack you. Always use tranquilizers on her, and be careful she doesn't lose too much health (it's game over if she dies).
When the cutscene ends, immediately put Meryl to sleep, and any Haven Soldiers right near you.
When your nearest enemies are down, aim for Psycho Mantis. You'll notice that she is stopping you from firing at her all. You'll have to figure out how to take shots at her. Try your best before reading the next section.
TIP/SPOILER: After trying quite a few different tactics (including C4, grenade launchers, etc.), we discovered that you must use the Syringe in order to break her psychic hold on Snake. Once this is accomplished, Psycho Mantis will start flying all around the room. Then, you'll need to figure out how to damage her. Again, try your best to figure out how to damage Screaming Mantis before reading the below section.
Screaming Mantis' Attacks: Controlling bodies, teleporting at you and causing melee damage, shooting blades at you and shooting slow-moving darts.
TIP/SPOILER: Like any big boss, Screaming Mantis has a weak spot. The two flying dolls on her left and right stand out quite a bit. Upon shooting at them, if you nail a direct hit (we used the Mosin-Nagant), this will trigger the last phase of the battle, where she will become much more aggressive. The general tactics remain the same.
TIP: You will notice puppet strings hanging down from Snake, and you may also notice that Psycho Mantis physically pushes your shots out of the way. It's time to use the Syringe again, which will disable her psychological control over Snake and give you a solid chance to snipe her dolls (we used the Mosin-Nagant to aim carefully).
Hitting her floating dolls can be particularly difficult, especially when she uses human shields (like Meryl) to guard her. Use your tranquilizers to put the human shields to sleep, which will make them drop.
In general, keep moving along the outer perimeter, taking careful shots wherever you can.
Use the Mosin-Nagant to zoom in and precisely target either of the dolls. This works relatively well, especially when her human shields are down and she floats in a stationary position for a couple seconds.
Alternatively, when she is floating alone we were able to unload on her with the MP4 grenade launcher, and hit the dolls with proximity damage. This caused the Sorrow Doll to drop first.
When the Sorrow Doll is down, go ahead and collect it. After this, it's a mere matter of using the Mosin-Nagant to zoom in and target the last one.
Run and collect the Psycho Mantis Doll when it drops. Follow the on-screen prompts and use the Psycho Mantis doll on Screaming Mantis. You will be able to quickly shake her to death.
Like all of her predecessors, Screaming Beauty is a cinch. Just target her mid-section from about 10 feet away, and she'll go down eventually. Don't let her get too close.
Act 5 - Missile Hangar
Move forward towards the door on the other side of the catwalk. You're heading towards your final destination. Go through the door into the next room, continue straight. Keep going through the consecutive system of catwalks, until the next cutscene occurs.
When the cutscene ends, you'll need to get Snake past a swarm of Dwarf Gekko. An effective weapon against them is the AK102. It may take a few seconds to eliminate all of them, but there is little danger of taking damage at this point. Just stay back and destroy them.
Alternatively, you can just keep pressing X to dive right through the Dwarf Gekkos indefinitely, without taking damage. Just keep pressing forwards and X nonstop.
Act 5 BOSS: Ocelot PT. 1
When the final fight with Ocelot begins, you will notice two things: this is a fistfight only, no guns allowed, and also your range is limited. You will only be able to sidle back and forth.
TIP: the general strategy for this section of the boss fight is to move in for a short flurry of attacks (keep tapping R1), and then move out of range to reset. Press L1 constantly whenever not attacking to block Ocelot's combos.
Follow the onscreen prompts whenever they occur. Occasionally you will need to push either L1 or Triangle to pin Ocelot against walls, choke him, use CQC, etc.
Charge Move: Press X to charge him, and then R1 to follow it up with an attack combo.
Act 5 BOSS: Ocelot PT. 2
Snake's health will reset at the beginning of the fight, raising to almost full capacity.
Ocelot will be more powerful in this section. He will use one extremely powerful charged punch attack that takes away major damage. You can see him charging up for it pretty obviously. When he does, either quickly lunge in pressing X to wallop him in the stomach (displays a cool animation), or dodge to the side to avoid it altogether.
TIP: The strategy during this section is basically the same, except you have to be more careful of his charge-punch. Block during his normal combos, and unleash a combo of your own when he is finishes. Don't get greedy. Take your time and damage him modestly and then move out of range.
Your health bar will switch to white during this section, for whatever reason. Use the same tactics as before. Block constantly when you're not striking (press L1), and wait for him to finish his combos before finishing your own.
Act 5 BOSS: Ocelot PT. 4
When you regain control over Snake, simply move in and execute a couple more solid punches, which will end the fight.
Watch all the successive cutscenes. Congratulations on beating Guns of the Patriots.