Welcome to Metal Gear Solid 4: Guns of the Patriots, Kojima Productions' epic conclusion to Solid Snake's saga. This PS3 exclusive blends stealth action with cinematic storytelling, tasking you with navigating complex environments, utilizing a vast arsenal of weapons and gadgets, and outsmarting enemy forces in a world teetering on the brink of war. It's a deep, rewarding experience for players who love tactical espionage and intricate plots.
This guide is your essential companion for mastering the art of tactical espionage. We'll walk you through crucial missions, break down challenging boss encounters, and help you uncover every secret. Whether you're aiming to unlock all the game's secrets, earn the elusive Big Boss Emblem, or simply need help with weapon loadouts and beginner tips, this guide has you covered for Solid Snake's final mission.
Part 1
Your essential guide to Metal Gear Solid 4: Guns of the Patriots, covering controls, weapons, items, and the start of the walkthrough. Get ready for Shadow Moses!
Hey there! Welcome to Metal Gear Solid 4: Guns of the Patriots. This guide is here to help you through the game, just like a friend would. We'll break down the controls, weapons, items, and get you started on the walkthrough.
Walkthrough:
Prologue: Ground Zero
This is where it all begins. You'll get a feel for the controls and the basic mechanics of the game. Don't worry if it feels a little overwhelming at first; we'll get you up to speed.
Act One: Liquid Sun
This is your first major act in the game. You'll be introduced to the core gameplay loop and start uncovering the story. Pay attention to the environment and enemy patrols – stealth is key!
Controls:
Let's get the basics down. Here's how you'll be moving and interacting in MGS4:
- Start: Pauses the game and opens the menu. Handy for when you need a breather or want to check your gear.
- Select: Shows a description of all the controller functions. Good to check if you forget something!
- Left Analog Stick: This is for movement. Tilt it slightly to walk or crawl quietly, or push it all the way to run.
- Right Analog Stick: Controls the camera. You can swing it around freely to check your surroundings. Pressing R3 centers the camera behind Snake. When aiming, this stick moves your crosshairs.
- L2: Accesses your item menu. Hold it down and use the right stick to cycle, or tap it to equip your last used item.
- R2: Accesses your weapon menu. Same as L2, but for guns.
- L1: Hold this to enter aiming mode. Use the right stick to aim.
- R1: This is your attack button! While aiming with L1, R1 fires your weapon. If you're not aiming, R1 performs a CQC attack or a quick jab.
- Triangle: The action button. Use it to pick up items, climb ladders, interact with objects, and more. While aiming, Triangle switches to first-person view.
- Square: When aiming, Square switches between auto and manual aim.
- Circle: Reload your weapon. It's always a good idea to reload whenever you have a safe moment.
- X: Controls your stance – stand, crouch, or go prone. Tapping X while running makes Snake roll, great for dodging or crossing small gaps.
- Up/Down Directional Pad: Zooms in or out when using binoculars, the camera, or aiming.
Weapons:
MGS4 has a massive arsenal with 70 weapons in total! You can get them by looting, buying from Drebin, or unlocking them. Currently, 69 are obtainable and needed for the 'Little Gray' emblem. Each weapon has stats like Damage, Shock, Penetration, Stability (recoil), and Reload speed, ranked from 'S' (best) to 'E' (worst), which we'll treat as a 1-6 scale.
Items:
You'll find all sorts of useful items throughout the game, from ammo and health packs to special gear. Keep an eye out for them!
Emblems:
Collecting emblems is a big part of MGS4. There are various types, and earning them often requires specific playstyles or completing certain objectives. We'll cover how to get them as we go.
Unlockables:
As you progress, you'll unlock new weapons, items, and even features. Keep playing to see what you can discover!
iPod Songs:
Yes, Snake has an iPod! You can collect songs to listen to. Some might even have gameplay benefits.
The Ghosts of Shadow Moses:
This sounds like a special section, possibly related to the game's lore or a specific challenge. We'll dive into this when we get there.
- Always check your surroundings using the right analog stick. Situational awareness is crucial in MGS4.
- Don't forget to reload your weapons during downtime. Running out of ammo at the wrong moment is a rookie mistake.
- Experiment with CQC (Close Quarters Combat) using R1. It's incredibly useful for silent takedowns.
- Keep an eye on your Solid Eye for enemy positions and objective markers.
Part 2
Explore the Handguns and Submachine Guns available in Metal Gear Solid 4: Guns of the Patriots, including stats, locations, and special notes for each weapon in Part 2 of our guide.
This section details the Handguns and Submachine Guns available in Metal Gear Solid 4: Guns of the Patriots. Each weapon's stats, how to obtain it, and any special notes are provided.
Weapon Stats Explained:
- Damage: The base damage dealt by the weapon.
- Shock: The amount of stun damage inflicted.
- Penetration: How well the weapon can pierce enemy armor.
- Stability: Affects weapon sway and accuracy.
- Reload: How quickly the weapon can be reloaded.
- Lock: The effective range for auto-aim.
- Sleep: Duration an enemy remains asleep if knocked out by the weapon.
- Stun: The number of stars appearing over an enemy's head when stunned.
002.1 - Handguns
- Mk2
- Damage: 0/6
- Shock: 0/6
- Penetration: 1/6
- Stability: 6/6
- Reload: 5/6
- Lock: 4/6
- Sleep: 2/6
- Stun: 0/6
- Operator
- Damage: 2/6
- Shock: 3/6
- Penetration: 1/6
- Stability: 4/6
- Reload: 6/6
- Lock: 5/6
- Sleep: 0/6
- Stun: 0/6
- GSR
- Damage: 2/6
- Shock: 3/6
- Penetration: 1/6
- Stability: 4/6
- Reload: 6/6
- Lock: 4/6
- Sleep: 0/6
- Stun: 0/6
- Five-Seven
- Damage: 2/6
- Shock: 2/6
- Penetration: 4/6
- Stability: 4/6
- Reload: 6/6
- Lock: 4/6
- Sleep: 0/6
- Stun: 0/6
- PMM
- Damage: 2/6
- Shock: 2/6
- Penetration: 1/6
- Stability: 5/6
- Reload: 6/6
- Lock: 4/6
- Sleep: 0/6
- Stun: 0/6
- PSS
- Damage: 2/6
- Shock: 2/6
- Penetration: 3/6
- Stability: 5/6
- Reload: 6/6
- Lock: 4/6
- Sleep: 0/6
- Stun: 0/6
- G18C
- Damage: 2/6
- Shock: 2/6
- Penetration: 3/6
- Stability: 3/6
- Reload: 6/6
- Lock: 4/6
- Sleep: 0/6
- Stun: 0/6
- Mk.23
- Damage: 2/6
- Shock: 3/6
- Penetration: 1/6
- Stability: 4/6
- Reload: 6/6
- Lock: 5/6
- Sleep: 0/6
- Stun: 0/6
- Race Gun
- Damage: 1/6
- Shock: 2/6
- Penetration: 1/6
- Stability: 5/6
- Reload: 6/6
- Lock: 4/6
- Sleep: 0/6
- Stun: 0/6
- Type 17
- Damage: 2/6
- Shock: 3/6
- Penetration: 1/6
- Stability: 4/6
- Reload: 5/6
- Lock: 5/6
- Sleep: 0/6
- Stun: 0/6
- Desert Eagle
- Damage: 3/6
- Shock: 5/6
- Penetration: 1/6
- Stability: 2/6
- Reload: 6/6
- Lock: 4/6
- Sleep: 0/6
- Stun: 0/6
- Desert Eagle (Long Barrel)
- Damage: 3/6
- Shock: 5/6
- Penetration: 1/6
- Stability: 2/6
- Reload: 6/6
- Lock: 4/6
- Sleep: 0/6
- Stun: 0/6
- 1911 Custom
- Damage: 2/6
- Shock: 3/6
- Penetration: 1/6
- Stability: 5/6
- Reload: 6/6
- Lock: 6/6
- Sleep: 0/6
- Stun: 0/6
- Thor .45-70
- Damage: 5/6
- Shock: 6/6
- Penetration: 5/6
- Stability: 2/6
- Reload: 5/6
- Lock: 2/6
- Sleep: 0/6
- Stun: 0/6
- Solar Gun
- Damage: 0/6
- Shock: 0/6
- Penetration: 1/6
- Stability: 6/6
- Reload: 1/6
- Lock: 4/6
- Sleep: 0/6
- Stun: 6/6
002.2 - Submachine Guns
- P90
- Damage: 2/6
- Shock: 2/6
- Penetration: 4/6
- Stability: 4/6
- Reload: 4/6
- Lock: 4/6
- Sleep: 0/6
- Stun: 0/6
Part 3
Find weapon locations and purchase details for Part 3 of Metal Gear Solid 4: Guns of the Patriots, including the Patriot and Tanegashima.
Pistols
M10
- Damage: 2/6
- Shock: 3/6
- Penetration: 1/6
- Stability: 4/6
- Reload: 4/6
- Lock: 4/6
- Sleep: 0/6
- Stun: 0/6
Where It's Found: The rebels in Act Two carry this weapon, particularly the ones being held in the Cove Valley Village. Alternatively, you can purchase this from Drebin for 3000 Points.
MP7
- Damage: 1/6
- Shock: 1/6
- Penetration: 4/6
- Stability: 5/6
- Reload: 4/6
- Lock: 5/6
- Sleep: 0/6
- Stun: 0/6
Where It's Found: PMCs in Act One's Downtown carry this weapon. You can also find them in Drebin's shop for 3000 DP.
VZ.83
- Damage: 2/6
- Shock: 2/6
- Penetration: 1/6
- Stability: 4/6
- Reload: 4/6
- Lock: 6/6
- Sleep: 0/6
- Stun: 0/6
Where It's Found: Big Mama gives you the VZ before the motorcycle chase sequence in Act Three.
Bizon
- Damage: 2/6
- Shock: 2/6
- Penetration: 1/6
- Stability: 4/6
- Reload: 4/6
- Lock: 6/6
- Sleep: 0/6
- Stun: 0/6
Where It's Found: Obtain this weapon from Drebin for 7000 Drebin Points.
MP5SD2
- Damage: 1/6
- Shock: 2/6
- Penetration: 1/6
- Stability: 4/6
- Reload: 3/6
- Lock: 4/6
- Sleep: 0/6
- Stun: 0/6
Where It's Found: The MP5 can be purchased from Drebin for 15000 Drebin Points.
Patriot
- Damage: 2/6
- Shock: 4/6
- Penetration: 1/6
- Stability: 3/6
- Reload: 6/6
- Lock: 4/6
- Sleep: 0/6
- Stun: 0/6
How It's Obtained: Earn the Big Boss emblem.
Notes: The Patriot not only has unlimited ammo, but an unlimited magazine as well. This means that Snake will never have to stop and reload while using the Patriot - a great weapon to have for the motorcycle chase in Act Three.
Rifles
AK102
- Damage: 2/6
- Shock: 1/6
- Penetration: 3/6
- Stability: 3/6
- Reload: 4/6
- Lock: 2/6
- Sleep: 0/6
- Stun: 0/6
Where It's Found: This is the standard weapon for PMCs in Act One, and you find one during the prologue sequence.
M4 Custom
- Damage: 2/6
- Shock: 1/6
- Penetration: 3/6
- Stability: 3/6
- Reload: 4/6
- Lock: 2/6
- Sleep: 0/6
- Stun: 0/6
Where It's Found: Drebin gives you this weapon for free in Act One.
Mk.17
- Damage: 3/6
- Shock: 3/6
- Penetration: 3/6
- Stability: 3/6
- Reload: 4/6
- Lock: 2/6
- Sleep: 0/6
- Stun: 0/6
Where It's Found: A fairly common weapon in Act Three, the Mk.17 can also be found in the Militia Headquarters in Act One or purchased from Drebin's store for 3500 DP.
G3A3
- Damage: 3/6
- Shock: 3/6
- Penetration: 3/6
- Stability: 3/6
- Reload: 3/6
- Lock: 2/6
- Sleep: 0/6
- Stun: 0/6
Where It's Found: Some of the rebels in Act Two carry this weapon, and it can also be found in Drebin's shop with a 4000 DP price tag.
FAL Carbine
- Damage: 3/6
- Shock: 3/6
- Penetration: 3/6
- Stability: 3/6
- Reload: 4/6
- Lock: 2/6
- Sleep: 0/6
- Stun: 0/6
Where It's Found: Score this weapon from Drebin for 4500 Points.
AN94
- Damage: 2/6
- Shock: 1/6
- Penetration: 3/6
- Stability: 4/6
- Reload: 4/6
- Lock: 2/6
- Sleep: 0/6
- Stun: 0/6
Where It's Found: In Act Two's Cove Valley Village, check some of the buildings to find the AN94. You can also buy it from Drebin for 5000 DP.
XM8
- Damage: 2/6
- Shock: 2/6
- Penetration: 3/6
- Stability: 3/6
- Reload: 4/6
- Lock: 2/6
- Sleep: 0/6
- Stun: 0/6
Where It's Found: In the Power Plant area of Act Two, explore the west side of the plant to find the XM8.
Notes: The XM8 has a built-in dot sight.
Tanegashima
- Damage: 3/6
- Shock: 4/6
- Penetration: 1/6
- Stability: 4/6
- Reload: 1/6
- Lock: 2/6
- Sleep: 0/6
- Stun: 0/6
Where It's Found: This weapon is only available in Drebin's shop for a staggering one million Drebin Points. I suggest buying it in Act Five when Drebin cuts his prices by 50%.
Notes: Though it's a horrible weapon in itself, the Tanegashima has a 30% chance of creating a massive tornado that sweeps away any enemies in the area, causing them to drop any items they're carrying. This only works when fired outside, however.
Machine Guns
HK21E
- Damage: 3/6
- Shock: 3/6
- Penetration: 3/6
- Stability: 3/6
- Reload: 2/6
- Lock: 1/6
- Sleep: 0/6
- Stun: 0/6
Where It's Found: Purchase this weapon from Drebin's store for 6000 DP.
M60E4
- Damage: 3/6
- Shock: 3/6
- Penetration: 3/6
- Stability: 3/6
- Reload: 1/6
- Lock: 1/6
- Sleep: 0/6
- Stun: 0/6
Where It's Found: PMCs in Act Two carry this weapon, or it can be bought from Drebin for 10000 Drebin Points.
PKM
- Damage: 3/6
- Shock: 2/6
- Penetration: 3/6
- Stability: 2/6
- Reload: 1/6
- Lock: 1/6
- Sleep: 0/6
- Stun: 0/6
Where It's Found: Rebel soldiers carry the PKM in the Vista Mansion area.
MK.46 Mod (a community-made modification that changes the game) 1
- Damage: 2/6
- Shock: 4/6
- Penetration: 3/6
- Stability: 3/6
- Reload: 1/6
- Lock: 2/6
- Sleep: 0/6
- Stun: 0/6
Where It's Found: The weapon can be found in Drebin's store for 9000 DP.
Shotguns
Twin Barrel
- Damage: 4/6
- Shock: 6/6
- Penetration: 4/6
- Stability: 1/6
- Reload: 4/6
- Lock: 3/6
- Sleep: 0/6
- Stun: 0/6
Where It's Found: The Twin Barrel is located in the locked building in the southern part of Cove Valley Village, in Act Two. If Snake gets into a firefight with the PMCs holding the rebels hostage, the PMC inside will come out, and later on the surviving rebels will head inside and explore the building. This is the same building that contains the South American rebel costume.
M870 Custom
- Damage: 4/6
- Shock: 6/6
- Penetration: 4/6
- Stability: 2/6
- Reload: 1/6
- Lock: 2/6
- Sleep: 0/6
- Stun: 0/6
Where It's Found: In the Northwest corner of the Confinement Facility in Act Two is a small shed that contains the M870. It's also found in Drebin's shop sporting a 30000 DP price tag.
Saiga-12
- Damage: 4/6
- Shock: 6/6
- Penetration: 4/6
- Stability: 2/6
- Reload: 5/6
- Lock: 2/6
- Sleep: 0/6
- Stun: 0/6
Where It's Found: Snake can buy this weapon from Drebin for 40000 DP.
Sniper Rifles
M14EBR
- Damage: 3/6
- Shock: 3/6
- Penetration: 4/6
- Stability: 2/6
- Reload: 4/6
- Lock: 0/6
- Sleep: 0/6
- Stun: 0/6
Where It's Found: Many PMC snipers use the M14, so you can find them around Downtown in Act One. You can also buy it from Drebin for 9000 DP.
DSR-1
- Damage: 4/6
- Shock: 5/6
- Penetration: 5/6
- Stability: 2/6
- Reload: 3/6
- Lock: 0/6
- Sleep: 0/6
- Stun: 0/6
Where It's Found: At least one of the snipers in Act One that Otacon warns you about carries this weapon.
Part 4
Find weapons like the SVD, M82A2, and Rail Gun in Metal Gear Solid 4: Guns of the Patriots. Learn where to find them and their stats.
SVD
Damage: 2/6, Shock: 4/6, Penetration: 5/6, Stability: 1/6, Reload: 4/6, Lock: 0/6, Sleep: 0/6, Stun: 0/6
Where It's Found: Besides being a weapon carried by some PMC snipers, you can find the SVD in Cove Valley Village in Act Two. You can also buy the SVD from Drebin for 18000 Drebin Points.
VSS
Damage: 2/6, Shock: 2/6, Penetration: 5/6, Stability: 2/6, Reload: 4/6, Lock: 0/6, Sleep: 0/6, Stun: 0/6
Where It's Found: In Act Two, take the west path from the Power Plant to reach a part of the Confinement Facility that isn't in the midst of a skirmish between the rebels and PMCs - but does have several rebel POWs. You'll find the VSS in a large building with a partially destroyed floor.
Notes: The VSS comes equipped with a silencer that never needs to be replaced.
Mosin Nagant
Damage: 0/6, Shock: 4/6, Penetration: 5/6, Stability: 1/6, Reload: 2/6, Lock: 4/6, Sleep: 4/6, Stun: 0/6
Where It's Found: Purchase this weapon from Drebin for 60000 DP.
The BFG's
M82A2
Damage: 6/6, Shock: 6/6, Penetration: 6/6, Stability: 1/6, Reload: 5/6, Lock: 0/6, Sleep: 0/6, Stun: 0/6
Where It's Found: You can buy this weapon from Drebin for 200000 Points.
Rail Gun
Damage: 1-6/6, Shock: 6/6, Penetration: 6/6, Stability: 3/6, Reload: 2/6, Lock: 0/6, Sleep: 0/6, Stun: 0/6
Where It's Found: Snake automatically gains this weapon after defeating Crying Wolf.
Notes: The Rail Gun's level of charge determines the amount of damage it inflicts, so it's damage can range from one to six.
XM25
Damage: 5/6, Shock: 6/6, Penetration: 0/6, Stability: 1/6, Reload: 4/6, Lock: 0/6, Sleep: 0/6, Stun: 0/6
Where It's Found: Purchase this weapon from Drebin for 80000 Drebin Points. It's also occasionally dropped by Haven Troopers.
MGL-140
Damage: 5/6, Shock: 6/6, Penetration: 0/6, Stability: 1/6, Reload: 1/6, Lock: 0/6, Sleep: 0/6, Stun: 0/6
Where It's Found: Snake automatically gains this weapon after defeating Raging Raven in Act Three.
RPG-7
Damage: 6/6, Shock: 6/6, Penetration: 0/6, Stability: 1/6, Reload: 4/6, Lock: 0/6, Sleep: 0/6, Stun: 0/6
Where It's Found: In Act One's Red Zone, you'll find two RPG's - one in a building northwest of where Snake meets the MK.II, and another in a small inlet right next to the entrance to the rebel's safe house. You can also find numerous other RPG's in the safe house itself.
M72A3
Damage: 5/6, Shock: 6/6, Penetration: 0/6, Stability: 2/6, Reload: 5/6, Lock: 0/6, Sleep: 0/6, Stun: 0/6
Where It's Found: In the Marketplace in Act Two, find a small inlet on the left side of the main street behind the first few stalls. You can also purchase this weapon from Drebin for 40000 Points.
Javelin
Damage: 6/6, Shock: 6/6, Penetration: 0/6, Stability: 1/6, Reload: 4/6, Lock: 0/6, Sleep: 0/6, Stun: 0/6
Where It's Found: After meeting Drebin behind the Power Station in Act Two, take the southern of the two paths in the northwest corner. Near a small overhang in the corner is a Javelin along with some other weapons and items. If you don't mind the steep price, Drebin will sell you one for 150000 DP.
FIM-92A
Damage: 6/6, Shock: 6/6, Penetration: 0/6, Stability: 1/6, Reload: 4/6, Lock: 0/6, Sleep: 0/6, Stun: 0/6
Where It's Found: In Act Four, jump into the back of the truck in the Nuclear Disposal Facility in Shadow Moses to find a FIM. There's also another one located in the northwest corner of the inner compound of the Power Plant in Act Two - you'll need to turn off the current and use the power lines to cross over the wall, though. Otherwise, Drebin's got them in stock for 100000 Drebin Points each.
Explosives
Grenade
Damage: 5/6, Shock: 6/6, Sleep: 0/6, Stun: 0/6
Where It's Found: Many soldiers carry standard grenades - just hold up and search a few and you're bound to find one eventually.
Petro Bomb
Damage: 4/6, Shock: 4/6, Sleep: 0/6, Stun: 0/6
Where It's Found: The rebels in Act One use these the most, and you can find some directly across the street from where you begin Act One, in a narrow alley to the north. Drebin also has them in stock for 100 Drebin Points.
White Phosphorus Grenade
Damage: 5/6, Shock: 6/6, Sleep: 0/6, Stun: 0/6
Where It's Found: While escaping from the Advent Palace with the Rat Patrol in Act One, a box of WP grenades can be found on the staircase behind the bar leading down to the first floor. WP grenades are pretty common, however, so you can find them in a myriad of other locations throughout the game. Drebin also sells them for 110 Drebin Points per box.
Stun Grenade
Damage: 0/6, Shock: 6/6, Sleep: 0/6, Stun: 5/6
Where It's Found: As with the other grenades, stun grenades are scattered throughout the five acts, but specifically can be found in the second floor of the Advent Palace in Act One, just behind a claymore mine in a dead end.
Chaff Grenade
Damage: 0/6, Shock: 0/6, Sleep: 0/6, Stun: 0/6
Where It's Found: On the Shadow Moses helipad in Act Four.
Notes: Chaff grenades don't have any effect on humans. Instead, they temporarily scramble any electronic devices (like Scarabs, Gekkos, surveillance cameras) in the area, allowing Snake to walk by without being noticed.
Smoke Grenade
Damage: 0/6, Shock: 0/6, Sleep: 0/6, Stun: 0/6
Where It's Found: Smoke grenades are extremely common, so you can find them just about anywhere. Specifically, check out the second floor stairs in the Advent Palace in Act One to find some. Drebin will also sell them for 100 DP.
Notes: Even though its stats suggest that it doesn't effect enemies, smoke grenades will cause any enemies caught in the blast to be temporarily blinded and go into a coughing fit.
Smoke Grenade (Yellow)
Damage: 0/6, Shock: 0/6, Sleep: 0/6, Stun: 0/6
Where It's Found: Purchase them from Drebin for 100 Drebin Points after completing the game once.
Notes: Any enemy in the grenades blast radius will begin laughing uncontrollably.
Smoke Grenade (Red)
Damage: 0/6, Shock: 0/6
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