need some MGS4 help (spoilers)

damonposey

2[H]4U
Joined
Nov 1, 2006
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I just arrived on liquids carrier, and I have to get to this door, but I can't be stealthy, and the enemies just keep coming. I'm not good enough with a controller to be badass and kill everything while running, so how do you get past this part? One bad thing is I start out with 0 health boosters, so I have to find 3 I know of on the carrier.

The walkers are what really kill me, to kill them I use the rail gun, but while I try and charge, I'm getting shot by like 3 or more soldiers. even if i kill them they come back. this level is very frustrating for me, im on 2nd to hardest difficulty, and i knwo this is supposed to be hard as im nearing the end, but i'm just failing miserably(I could do it if it was mouse/keyboard) any hints?

edit:

omg i made it with help from the awesome mgl-140 grenade launcher
 
I used the P90 while hiding behind cover at first, and then switched to the M4 Custom with Shotgun attachment for the rest of the soldiers. Buckshot for when they get up on you, then bullets after they're pushed away. I hid behind cover without pressing myself up against it to pop the gekkos with the railgun.
 
i had a grenade launcher and blew up the frogs then railed the geckos. then i threw a stun grenade blind the frogs and i hurried and opened the door while another gecko popped up and shot at me. i tapped triangle like crazy and got in.
 
You can sneak through by following the left-hand wall from where you start. Be sure to equip Face Camo and always crawl. Equip the tranquilizer gun and take down the pairs of Haven troops that drop down in front of you along the way (there were 3 sets of them on Solid Normal difficulty, I think).

About halfway up the left side of the map, you'll come to a small enclosed space blocked off with crates. Press up against the curved wall to the right and stand up, then you can slide through a gap between the crates and the wall. Go prone again on the other side, crawl up to the end of the area, and wait for the random artillery strikes to kill the Gekko guarding the door. Then just wait for the second Gekko to turn around, then crouch-walk to the door and get it open as fast as you can.

It's nearly impossible to open the door in Alert mode; any hits taken will interrupt Snake, and you'll probably be dead before you get it completely open.
 
Yeah this is the hardest part in the game i thought. I ended up taking out the grenade launcher and just unloading as much as possible into the frogs till i got a clear spot to take out a gecko with the railgun. I had to repeat that a bunch of times until the frogs stopped coming or at least came slower.
 
If you destroy the gekkos is that counted as an actual kill as i'm trying to get the emblem with no kills.
 
If you destroy the gekkos is that counted as an actual kill as i'm trying to get the emblem with no kills.

As long as the collateral damage doesn't kill anything else, it won't count as a kill.
 
Yeah geckos can't count as kills if they have that achievement, there are two sections of the game where you are required to kill a lot of geckos
 
You can sneak the whole way through and use chaff to run past the gekkos. The frogs arent an issue for most of the platform, but you just need to tranq the 2 at the end guarding the door.
 
I totally forgot about tranquilizers. I had assumed that with the tougher enemies it wouldn't have an effect so I had stopped using them for a while. doh
 
The fact that your alert meter doesn't go down ever and the enemies infinitely respawn brings to this level one of my absolute most detested game mechanics: artificial difficulty. It's not hard because the level is well laid out and there's a lot of enemies with smart AI, it's hard because the game suddenly takes one of the core elements of the game system and throws it out the window, such that if you get spotted once then the optimal choice of action for most people is to put down the controller, let Snake stand there and take bullets until he dies, and use a Continue and try again. I tried running and gunning and my downfall there was that taking out the Gekkos with multiple railgun shots is too slow, and you can't charge it up for a one-hit kill because a soldier will always spawn or run up next to you and shoot you, taking you out of scope view and interrupting the charging up.

Anyway, hopefully third time's the charm. The port side of the ship and a central path have failed me, maybe the starboard side will work out better. In any case I often find that when I get frustrated with a game level after a couple tries, blowing off steam at someone about it then coming back to it a little later usually makes a hard part quickly become easy.

 
The fact that your alert meter doesn't go down ever and the enemies infinitely respawn brings to this level one of my absolute most detested game mechanics: artificial difficulty. It's not hard because the level is well laid out and there's a lot of enemies with smart AI, it's hard because the game suddenly takes one of the core elements of the game system and throws it out the window, such that if you get spotted once then the optimal choice of action for most people is to put down the controller, let Snake stand there and take bullets until he dies, and use a Continue and try again. I tried running and gunning and my downfall there was that taking out the Gekkos with multiple railgun shots is too slow, and you can't charge it up for a one-hit kill because a soldier will always spawn or run up next to you and shoot you, taking you out of scope view and interrupting the charging up.

Anyway, hopefully third time's the charm. The port side of the ship and a central path have failed me, maybe the starboard side will work out better. In any case I often find that when I get frustrated with a game level after a couple tries, blowing off steam at someone about it then coming back to it a little later usually makes a hard part quickly become easy.


Lol. You should figure out how to get rid of the alert before speaking.. because there is a way. Ladders are your friend.
 
Lol. You should figure out how to get rid of the alert before speaking.. because there is a way. Ladders are your friend.
Wow, a condescending comment, what a shock to see such a thing on the internet. I'm glad your figuring out something in a videogame is such a self-esteem booster for you. :rolleyes:

Anyway, like I suggested might happen, I went back after a couple hours' break and got through it no problem. The starboard side of the ship was indeed a winning route!

Now here's a suggestion for everyone: when the initial credits roll, hit that little PS button and choose Quit Game, or mute your TV and walk away and make a sandwich or something. Trust me. The "second ending" completely undermines what should have been the ending of the game and Snake's send-off. :(

 
Ill throw some :rolleyes: :rolleyes: too.. you didnt take the time to figure it out and bash the game for crappy artificial difficulty. My comment before was probably blunt, but you took the time and figured it out and probably realized that your previous comment wasnt a very good one.

Snake should get his rest, but not in the way of what is shown in the previous trailers. The special someone explains whats gonna happen to snake and whats going on with everyone left in the pre-foxhound games. They needed to tie up loose ends and explain why ocelot was the way he was. You should also read up on nanotechnology in real life.. kinda scary.
 
I tried to be sneaky/tatical during this part but I had to keep remembering that as long as there is a warning, enemies will keep spawning, and during this part you can't get rid of the warning.

I ended up finding the best way to get through this map was to simply run and shoot all the enemies on the way w/o trying to stop. When I got to the gekkos, I just used a fully charged shot of the Rail Gun to their head, and it's 1 kill. Then opened the door. Took me 3-4 tries to figure out that's the best way for me.
 
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