Liquid Sun — Middle East
- 1
Ground Zero — first steps
Middle East — Ground ZeroRation, AK-102After the opening cutscenes you gain control in the ruined city.
The ruined city where Act I begins. - Crawl under the nearby truck for a Ration, then crawl under the second truck to advance (it auto-triggers if you take too long).
- After the next scene you're behind crates by a dead Rebel — pick up his AK-102. Walk north past the non-hostile militia (don't shoot them) for another scene.
- Gekko drop in. Enter the door beside you, climb to the second floor, and roll (X) through the hole in the left wall to drop to the street.
- Go left to the next street, right at the corner, and take cover in the junk.
Don't rush the sanctuaryA Gekko falls from the sky right onto the large opening you're heading for. Stay behind the junk at the corner and let it pass before you cross — sprinting straight out can get Snake killed on impact.
- Cross into the opening for a run of scenes and an Otacon Codec call. Reward: OctoCamo. New objective: meet the Mk. II.
- 2
Red Zone NW Sector
Middle East — Red Zone NW SectorArsenal Compress- Turn around, go down the alley, loot the dead soldier's AK for ammo. Back out, right twice onto the main street. Stay under the roof and slip through the opening in the right wall — a Ration sits in front of the junk across from the doorway. An APC drops off troops in a scene.
- Instead of the far door, go prone and crawl through the hole beside it for an Arsenal Compress.
- Back on the street, stay crawling between the wall and the wrecked car — the APC has a sensor. Duck into the door on your right (dead soldier, gun = ammo), then crawl under the debris pile ahead.
- A PMC executes a Rebel on the far side. Wait for him to move off, then sneak up and CQC-throw him (R1 + down on the left stick).
- Down the alley, a soldier lies prone near the street — crawl, OctoCamo, wait for him and a second PMC to pass, then crawl out and go right to the door behind the large container.
- 3
Red Zone — statue plaza and the Mk. II
Middle East — Red ZonePlayboy, Stun / WP Grenades, Ration, Compress- Up the stairs left of your entry, roll across the gap. A PMC patrols the next doorway — take cover to blend with the wall, then hold him up from behind (L1) and search him (Triangle on each prompt; the last prompt knocks him out) for possible Stun / WP Grenades. Open the second locker for a Playboy (enemy distraction).
- Through that doorway, down the stairs — a locker holds a Ration. Back up, jump the wall gap (Triangle), stay prone along the ledge to the end, drop to the green container. A Compress sits in the far corner.
- Use the container as cover; when the patrolling PMC turns away, run out and right. In the alley two PMCs turn and come toward you — move into the alley and lie flat under OctoCamo, let them peek and move on, then go right into the wall opening for a scene.
Middle East — Red Zone (scene)Mk. II, Operator, Mk. 2 tranquilizer, Solid EyeRewards: the Mk. II remote bot, the Operator pistol, the Mk. 2 tranquilizer pistol, and the Solid Eye.
- 4
Winning over the militia
Middle East — Red Zone barricades- Move up. PMCs fire on rebels ahead — wait them out, get low on the street, take down the two obvious soldiers, loot, clear the barricade under the little roof, and cross to the rebel side.
- The rebels are neutral, not friendly. Fix that: from behind the sandbags, drop the PMC soldiers near the APC turret down the street — the rebels see the help and warm to Snake.
- To the right of the barricades is a doorway. With a Ration (or any heal) equipped, walk up to the rebel coming out and press Triangle to give it — this raises militia favor and can pay back rewards. Then go through the door.
- 5
Militia Safehouse
Middle East — Militia SafehouseGSR, Cardboard Box, Grenades, RPG-7, Middle Eastern Militia disguise, Petro BombThe rebel underground base. If they still dislike Snake, treat it as a stealth section: stay still if spotted and they wave you past; run and they attack. Handing every soldier an item eventually puts hearts over their heads (fully friendly).
- Work through picking up items to the chicken room, then down the next hall. At the fork, go left to the dead-PMC room for ammo and the GSR pistol; back out and take the other fork.
- Injured-rebels room: Pentazemin and ammo (one uninjured soldier can spot you). Before the bend, check the left alcove for a collectible.
- Past the room where two rebels look over a wing, take the far door. At the next fork, use night vision — the Cardboard Box is under the table ahead. The left fork is a room full of Grenades (normal, Stun, Smoke).
- Next fork: the right passage leads to a small room with the RPG-7 and ammo in the corner, plus lockers holding a Playboy, AK ammo, and the Middle Eastern Militia disguise (wear it and the rebels always like Snake — Act I only).
- Rejoin the path: two-rebel room, then a corridor to a left-right hallway (RPG-7 ammo on the left). The opposite way leads to a last room with ammo, a Ration, and the Petro Bomb behind the pillar by the stairs. Up the stairs.
- Scene: meet Drebin, then Codec calls, then you receive the M4 Custom. Drebin's shop and DP are now active. New objective: find your informant.
- 6
Urban Ruins
Middle East — Urban RuinsRPG-7, Ration, Instant Noodles- Right down the little alley, take the dead soldier's gun (it sells to Drebin, you keep the ammo). Up the stairs for items; try rolling toward the far ledge — you land on a ledge with an RPG-7.
- Drop into the rubble maze. Easiest navigation: turn on Solid Eye infrared and follow the footprint trail. Rough route: past the fallen soldier, opening on the right, down the corridor, grab the gun, left, climb the ledge for ammo, drop, through the opening (two rebels get shot by PMCs below — loot them), into the left-wall opening, right for a Compress by a body, back, climb the right-hand ledge for a Ration, then right and right again.
- A short scene shows the ceiling collapse. Continue right, up the makeshift ramp, wall-hug (Triangle, standing) and slide across to the far ledge, into the opening to slide down.
- Last area: climb the end ledge, turn right. Do not drop into the rectangular hole — go down the ramp, immediately left, crouch under the low ceiling past a dead soldier, then stand and climb the ledge for Instant Noodles and a collectible. Return to the drop point and go in for a cutscene.
- 7
Downtown — sniper plaza
Middle East — DowntownDrum Can, M14EBR (Drebin), PSS- You receive the Drum Can. Turn the corner, down the street hugging the right wall, right into the alley by the car, right again. Let the rebels run ahead — they draw sniper fire. Follow, loot, into the next area. Go prone and crawl; snipers and ambushers wait ahead.
- Open Drebin's shop and buy the M14EBR sniper rifle; equip it. From behind the barricades (prone), scope and drop, in order: the sniper on the high right ledge (left of the short-circuiting pole), the two PMCs behind sandbags across the plaza, the enemy at the ground-floor window opposite, then the third floor. Loot the fallen rebels for DP.
- Climb through that ground-floor window (Triangle), out the far side, prone on the right side of the alley. Two PMC sentries run to the corner — drop both, favoring the suppressed Mk. 2. Head down past the blue van; stop and go prone before the patch of light — two PMCs emerge, take them quietly. One more PMC around the next corner. Go left; the alley rejoins the street with a few PMCs (one may die to rebel fire) — clear, then right, prone between the wrecked car and the wall.
- Open area: PMCs on the right, rebels on the left, PMCs respawn fast. Best option: crawl through the big ditch straight past both lines (a helicopter runs an airstrike overhead — keep moving). Alternatives: hug the right wall to sneak the PMC barricades, or slip through a niche in the building behind the rebels. When you're clear of every sight line, get up and take the door on the left.
- 8
Advent Palace — trap floors
Middle East — Advent PalaceClaymores, Sleep Mines, Stun / Smoke Grenades, Ration, RegainNo enemies here, but the building is full of Claymores and pop-up Sleep Mines.
Collect the trapsCrawl over any Claymore or Sleep Mine to disarm it and add it to your weapons — infrared makes them easy to see. When one guards an item, take the trap first, then the item.
- Main room: AK on the table, a Claymore ahead, Playboy on a chair. Far-left stairs up: a dead soldier's AK (DP) and a Ration, up again for a Compress on the walkway; the rest is blocked, so go back down.
- Take the other stairs (near your entry). Sleep Mine at the top. Next floor: a Claymore guards a box of Stun Grenades. The other walkway: another Claymore, then Smoke Grenades in the bathroom and a Claymore over Instant Noodles in a side room.
- Top floor: a Claymore at the base of the last staircase; the top is a dead end with Noodles. Back down a floor: the kitchen has ammo, the room to its right has a Claymore over a collectible, and there's a Ration in the restaurant room.
- Staircase at the far end leads to an outdoor area, then a bar room (Sleep Mine by the door; Regain on the counter, ammo and Noodles in the corner). Approach the red door in the hallway for scenes.
- 9
Boss — FROG Unit
Middle East — Advent PalaceP90, Five-seveNAkiba's blunder brings out the FROGs. You already have Meryl and Rat Patrol 01 alongside you.
FROG Unit
Not a health-bar duel — a scripted running gunfight through the whole building. The goal is to keep moving with your squad, not to hold ground.
The FROGs storming Advent Palace once Akiba trips the alarm. Attacks- Automatic fire from cover and while wall-clinging
- Acrobatic flanking — swooping in from behind on the walkways
- Flashbang that knocks Akiba out
Strategy- A fighting retreat through the palace with your allies — pick FROGs off with the M4, switch to the M14EBR when they cling to walls or ceilings (headshots cost far less ammo).
- Grab a P90 off a dead FROG — a strong weapon for the rest of the game; you may also find a Five-seveN.
- Don’t waste grenades — FROGs use walls and ceilings to dodge them.
- Follow Meryl’s unit every time it moves: downstairs, along the walkways (pillar as cover against flankers), into the kitchen, down a floor, into the bathroom area. Kneel and hold Triangle to wake Akiba after the flashbang.
- If Meryl’s unit stops, FROGs remain — clear them. Down the hole after them; a bulldozer breaks into the first-floor bar with more FROGs — clear them and follow Rat Patrol out.
- Jump down the elevator shaft (grab the ammo first if you want). Approach Meryl's unit below for a scene — you get Liquid's location. New objective: reach his camp.
- 10
Advent Palace Garage → Crescent Meridian
Middle East — Crescent MeridianJavelin, Ration- Garage: grab the P90s dropped by the FROGs in the cutscene. Up the slope in the corner, climb the ledge and boxes to the next area.
- Crescent Meridian: a rebel tank rolls in. Move down the street looting guns, into the ruined building by the barbed wire for Pentazemin, then out the window onto the street. Use the tank as moving cover, drop the PMCs on the left, then a few more ahead. Turn left down the alley — reinforcements come around the next corner and spot easily, so wait and ambush or rush them.
- Climb the ladder to the roof: kill the prone sniper, then cross past the little penthouse for the Javelin. Cross the walkway to the other roof for a Ration; climb back down.
- Up the street: more PMCs, then a group behind a sandbag barricade. A road barricade blocks you — back up and take the ladder on the left under the awning, around the corner, drop down onto the blocked-off street for a cutscene.
- 11
Millennium Park — to the end of Act I
Middle East — Millennium ParkPSS, Ration- Everyone nearby is dead — loot all the guns for DP. Around the corner, prone + OctoCamo and quietly drop the two PMCs with the Mk. 2.
- The right side is barricades with an APC turret and a gate PMC — skip all of it. To the left of the barricades is an alley (dumpster inside); an opening in its right wall leads upstairs.
- Upstairs: a PMC may come up the hallway by the stairs — take him out. Ammo behind a crate straight across from the top of the stairs. The hallway has a door (Playboy left, then the next room); another door leads to Instant Noodles, and the floor has holes — drop through one to land past the gateway.
- Two lockers here hold ammo; a Ration is under the desk. Out into the plaza, drop the nearby PMC from range.
- Cross to the right side toward the metal shed — make sure no soldier sees you. Hug the wall to slip between the shed and the wall; on the far end by the dumpster is the PSS silenced pistol. Prone + OctoCamo, tranq any PMCs ahead. Ration on the plank pile.
- Through the next gate: a tent camp with a big truck and many troops. Stay low, take them down as you meet them, and head to the red door in the back wall for scenes. Act I ends.
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