Twin Suns — Shadow Moses

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Guide Progress
  1. 1

    Snowfield — Gekko valley

    Shadow Moses — SnowfieldInstant Noodles, ammo

    You now control the Mk. III. Before the Act proper there's a short playable prologue segment — no combat needed, just reach an access area (it earns a FaceCamo).

    The frozen ruins of Shadow Moses, where Act IV begins.

    Heavy blizzard, near-zero visibility. Avoid the Gekko rather than fight.

    • Nudge left into a small valley. A Gekko patrols the path ahead — take the slope on your right instead, stay prone, and crawl to the tree (ammo). It scans but won't find you if you stay low.
    • When it wanders off, slip over the ledge. A crawlspace in the rock wall behind you leads through a tunnel (Instant Noodles, ammo). Out the far end another Gekko is close — stay still, OctoCamo, hug the right wall, wait for it to go left, then run through the right-hand passage.
  1. 2

    Heliport

    Shadow Moses — HeliportChaff Grenades, Mk. 23, Stun Grenades, audio flashbacks

    Familiar MGS1 ground. Several scripted audio flashbacks here — each is 1000 DP.

    • Far left near the elevator: a Ration (hug the fence) — flashback.
    • Helicopter pad on the right: flashback and another Chaff Grenade pack. Take it — the next areas are brutal to stay hidden in.
    • Open room left of the pad: flashback; Compress inside; crawlspace to the next room (Ration + Stun Grenades); crawlspace again (grenade-launcher and RPG-7 ammo under the right table). Exit through the door.
    • Truck before the Tank Hangar: crawl under it for the Mk. 23 pistol (DP bonus).
    • Three ways into the Tank Hangar: the two MGS1 ventilation shafts (ground-level left, and second floor) each give an audio-flashback DP bonus; the open hangar door in front of the truck skips both. Take the top-floor shaft this run — stairs on the right of the heliport up to the second floor, then the crawlspace.
  1. 3

    Tank Hangar — Scarabs

    Shadow Moses — Tank Hangaraudio flashback, iPod track

    Crawl through (a flashback + DP; a track is the only reason for this route), then drop to the second-floor walkway.

    Scarabs

    Miniature Gekko — they roll, stop to scan, and if they spot you they mob you in waves of 15+, which makes shaking an Alert almost impossible. Killing one in some spots spawns a swarm. Prefer stealth; a Chaff Grenade disables the whole room. Item hunting here isn't worth the risk — head for the exit.

    • From the walkway, drop over the railing to the first floor (check no Scarab is about to roll past), duck under the half-open doorway.
    • Next room (the old laser-gas room): Scarabs scan from the walls — silenced guns or a Chaff Grenade. If you shoot, a big group comes up from behind shortly, so move fast through the far door.
  1. 4

    Canyon

    Shadow Moses — CanyonRation, iPod track
    • Getting here alert-free triggers an audio flashback (move up a bit to hear it).
    • Ration on the left. Two Gekko sit inert — get close and they spring to life. Stay right to skip the first; for the second, let it walk left into an easy patrol loop. Ration + ammo behind the pipes in the top corner.
    • Far left, behind the pillar wall near the Gekko's patrol, a well-hidden crawlspace (IR to find it) holds a track — grabbing it wakes the second Gekko, but it only patrols the front half. Slip to the large hangar door and crawl under.
  1. 5

    Nuclear Warhead Storage 1F / B2 — reactivate the floor

    Shadow Moses — Nuclear Warhead Storage B2Stinger, Ration, Compress, Regain
    • 1F: Ration at the end of the left walkway. Down the ramp, crawl under the next door — no enemies here (a Stinger is inside the truck if missed). The back hangar door (Otacon's shortcut) is locked — no power. Take the elevator up, then ride it to B2.
    • B2: the electrified floor is currently dead. Turn right from the elevator for the switchboard/office area (Codec scene); a collectible sits in the corner past the far debris. Crawl under the desk back to the hallway, cross, into the passage (audio flashback; Ration mid-hall). Door at the end for a scene.
    • After the scene you're prompted for Otacon's password. You can proceed without it, and other numbers trigger extras:
    48273
    
    • Search the room (Ration, Compress, Regain, Instant Noodles; another flashback), then head back toward the hallway.
    • A Gekko crashes through the ceiling and blocks the corridor. Two options:
      • Fight it: legs first until it falls, then the neck, then the head (weak points show on the Solid Eye); a grenade launcher speeds it up. Retreat all the way into the hallway (not just the first room — it lobs a grenade in) and finish it once it's down.
      • Easier: from safety, pilot the Mk. III across to the blocked-off door, slip under the debris, drive to the top-right room, and press Triangle at the barely-working control panel. This reactivates the electric floor and instantly destroys the Gekko; the floor then shuts down safely. Take the elevator back to 1F.
  1. 6

    Nuclear Warhead Storage 1F — the door

    Shadow Moses — Nuclear Warhead Storage 1F
    • Drop down and approach the back door — with power it opens, but slowly.
    • A Gekko rides an elevator in mid-open. Don't let it destroy the Mk. III or the door won't finish. Either lure it around the room (bang on things and stay hidden, or let it chase you for some damage) until the door opens, or destroy it for an instant open + DP: grenades on the legs, then M4 on the neck, then the head. The M82A2 shreds it fast; the silenced VSS works if you're avoiding an alert.
    • Through the open door to the next area.
  1. 7

    Snowfield & Communications Tower — Crying Wolf

    Shadow Moses — Snowfield & Communications TowerRail Gun, XM28, Stun Grenades, Claymores
    • Down the ramp: two Stun Grenade packs on the right; a small building on the left has a Ration, Claymores, and ammo. Continue and drop down two ledges for a scene.

    Crying Wolf

    Difficulty

    The largest boss arena, in a shifting blizzard that sometimes drops visibility to zero. She hunts by scent — the whole fight is about staying downwind and unseen while you find a clean shot at her head.

    Crying Wolf, prowling the snowfield with her Rail Gun.
    Attacks
    • Rail Gun sniper shots — she stops to poke her head out and scope
    • Dropped grenades
    • A charge and pounce once she has a lock (camera cuts to her POV)
    • FROGs roaming the field spot you for her
    Strategy
    • Clear the FROGs first (most don’t respawn for a while; Wolf calls more later). Use snow + OctoCamo, and use the Solid Eye sparingly — its hum gives you away.
    • Stay downwind: check the radar (Solid Eye off) for the wind arrow and keep to the side opposite it.
    • Solid Eye IR shows her through the blizzard (body cables, and her lit head when scoping). Snipe her exposed head while she scopes — usually two shots per opening — or close in for two MGL-140 shots.
    • Shoot the glowing cables on her sides (IR) to trigger an explosion — damages her and makes her run, then stop to scope, giving you a shot sooner.
    • Safest line: camp under the truck near the start. Snipe FROGs, then wait — she prowls, pokes her head out by the tower, or rushes the truck and drops harmless grenades. Headshot her each time, crawl back under, repeat.

    Crying Beauty

    Difficulty

    The unarmed second phase, in the same huge arena.

    Crying Beauty, the unarmed second phase.
    Attacks
    • Contact life-drain, faster at distance
    Strategy
    • Run infrared to see her through the blizzard while you grab items. A few hits end it.
    • Reward: the Rail Gun. Optional post-fight sweep: MGS1 audio flashbacks (by the towers, the fenced trench, and the wrecked Hind D down a small cutout path — Stinger ammo nearby), the XM28 grenade launcher on the second tower, and a track just inside Otacon's doorway on the right. Down the stairs to the next area.
  1. 8

    Blast Furnace & Casting Facility

    Shadow Moses — Casting FacilityJavelin ammo, iPod track
    • Blast Furnace: another Scarab-infested room; killing one swarms the place. A Chaff Grenade solves it, or just run straight for the exit. The MGS1-familiar top-right door is locked; the real exit is top-left. Cross the walkway, hug the left wall (Ration), then hug the right wall across the narrow ledge (shimmy if you slip). Along the walkway, hang off the railing and drop to the floor below (watch the wall Scarab), around the corner to the elevator.
    • Casting Facility South: the door opposite opens onto Gekko and Scarabs. The Rail Gun now shines — hold L1 to charge to level 3 (visible in the scope) for a one-hit Gekko kill from range. One Gekko here; loot ammo; proceed right.
    • Casting Facility North: three Gekko — the first hangs from the ceiling in the distance (charged Rail Gun headshot), the others wander into view. Scarabs here don't respawn or swarm — clear them freely. Javelin ammo on the conveyor belt; a track behind the cloth-draped container by the top-right door. Through the door, drop the ledge, next area.
  1. 9

    Underground Base — Scarab stealth

    Shadow Moses — Underground BaseStinger / RPG-7 ammo, Instant Noodles
    • Down the corridor, through a crawlspace — you emerge past the MGS1 Warehouse (audio flashback near the right-hand door). On the left: two trapdoors and a lone Scarab — do not kill it (it spawns about a dozen).
    • Wait for it to move right and hop the stairs. Move up staying behind the corner; when it scans from the walkway, stay low. It moves to the walkway end, up more stairs, and turns left. On its next scan, cross the walkway and head up the stairs on the right (Stinger + RPG-7 ammo, Instant Noodles).
    • Wait for the rolling Scarab to head back toward those stairs and sit, then return down and go for the door — mind the wall Scarab's scan beam (wait it out or shoot it; the trapdoor swarm doesn't matter right at the exit).
  1. 10

    Underground Supply Tunnel — Vamp, then the REX escape

    Shadow Moses — Underground Supply Tunnel

    Scenes: REX is found. Otacon works on it; company arrives.

    Vamp

    Difficulty

    An acrobatic knife duel with a twist — nothing kills him until you stop his healing with the Syringe.

    Vamp, in the tunnel where Otacon works on REX.
    Attacks
    • Leaping around and charging in
    • Thrown knives, single and in combos
    Strategy
    • You’re aiming at him anyway, so use Snake’s roll to dodge — roll as he closes. Keep the radar on so you don’t lose him behind debris.
    • Automatic fire is best (he soaks sniper headshots and shrugs off grenades) — an assault rifle or machine gun. A sniper shot can knock him down.
    • He regenerates fully no matter how low you take his health. The answer is the Syringe: it suppresses his nanomachines and stops the healing (he hints "As long as these nanomachines run through my veins..."; lower difficulties spell it out).
    • Equip the Syringe, grab him with CQC (mind his fast melee), and press Triangle to finish.
    • Suicide Gekko wave: use the Rail Gun, fully charged, through the scope. They come from the wall shafts and ceiling — sweep left to right and drop each before it reaches you and starts its detonation sequence. Buy more Rail Gun ammo from Drebin if needed. The fight ends after a scene; REX is running.
  1. 11

    REX tunnel escape

    Shadow Moses — escape tunnel

    Pilot Metal Gear REX out through the Gekko-filled tunnel before the timer runs out (controls in the briefing).

    • REX has vulcan guns, a laser, and anti-tank missiles. Use the vulcans (fire in bursts — they overheat) and AT missiles for crowds; the laser charges too slowly to rely on.
    • Keep moving — lingering near un-killed Gekko drains health faster. Check the side platforms for more Gekko. Once Raiden jumps out to cover you, push a bit faster and keep blasting to the exit.
  1. 12

    Port Area — Metal Gear RAY

    Shadow Moses — Port Area

    Cutscene, then the Metal Gear duel.

    Metal Gear RAY (Liquid)

    Difficulty

    RAY was built to kill Metal Gears, but REX holds the advantage here as long as you never let up the pressure.

    REX versus Liquid's RAY in the Port Area.
    Attacks
    • Machine gun
    • Missiles (shoot them down with the vulcans)
    • "Water Cutter" laser
    • Ramming charges
    Strategy
    • Liquid only attacks when you let him — constant pressure shuts down most of RAY’s moves.
    • He hides behind structures; track him, keep the vulcans on him or use AT missiles, and fully charge the laser when you get a gap for big damage.
    • Triangle-prompt specials: when RAY rams at close range, hit Triangle on time (miss = you take the hit) for a beak grab + laser. Stun RAY with vulcan fire and dash (X) in close for the same. A missile barrage or a heavy charged laser downs RAY completely — dash in + Triangle for a back-mounted laser sweep.
    • When Liquid turns aggressive and rams, ram back with X, then Triangle for a missile counter.
    • Scenes, then Act IV ends. (The Act V briefing gives only minimal Mk. III control — nothing to collect.)

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