
Metal Gear Solid 4: Guns of the Patriots and Peace Walker have been given new life thanks to Master Collection: Vol. 2, available now on Xbox Series X/S, Nintendo Switch 1 and 2, PS5, and PC. To say they’ve stood the test of time would be an understatement – it’s actually kind of amazing how advanced some of the systems still feel after all these decades.
As such, these tips and tricks remain relevant, whether you’re revisiting the franchise or diving in for the first time. Let’s get into it, starting with…
The Threat Ring (MGS4)
You’ll lean on the Solid Eye a lot in Metal Gear Solid 4, and not just because the series’ traditional radar is missing. But the Threat Ring can be just as vital when sneaking around. Appearing as a literal ring around Snake when crouching or crawling, it pulses when enemies are nearby, even when they’re behind walls. It points towards their location and even estimates their distance, making them easier to avoid.
Picking Up Duplicate Guns (MGS4)
The battlefield is a messy one in Guns of the Patriots, littered with weapons and whatnot that can be added to your collection. It might seem pointless to acquire multiples of the same gun, but they actually come in handy when Drebin becomes available later in Act 1. He’ll automatically convert any duplicates into Drebin Points for purchasing new weapons, parts and accessing ID-locked weapons. Even if you don’t have access to him for a while, it’s still worth picking up dupes since Snake will still obtain ammo from them.
Managing Stress (MGS4)
Solid Snake hasn’t exactly lived the most stress-free life, and in his old age, it can be his downfall in more ways than one. New to Metal Gear Solid 4 is the Psyche meter, which depletes as he takes on more stress and causes a multitude of effects. Poor aim? Potentially falling unconscious when taking damage? Liquid Ocelot-induced vomiting? All due to stress. The Threat Ring can also become less accurate as a result. While extreme temperatures, carrying too much and enemies detecting you will increase stress, it can be lowered by eating food, smoking, listening to music or being stealthy.
Playing Dead (MGS4)
That part about the messiness of battlefields? It also applies to the sheer number of bodies lying around. And while it can be tough to stomach, you can also use this opportunity to go prone and effectively play dead, thus avoiding detection. Think of it as a unique way to sneak around, even if the smell of corpses isn’t the most pleasant.
Non-Lethal Boss Clears (MGS4)
As challenging as it may seem in certain situations, a non-lethal approach is often the best in either game. For Metal Gear Solid 4, you should at least aim to defeat the FROGS in Act 1 and the Beauty and the Beast Unit in the remaining Acts without killing them, which will net five dolls. After finishing the game, the Solar Gun becomes available in the next playthrough, and it’s extremely useful. Besides being non-lethal, it causes enemies to drop their items, making loot farming much easier, and it can be especially potent against a specific boss later on.
Supporting the Guerrilla Fighters (MGS4)
The local guerrilla fighters in Act 1 and 2 may seem like just another faction like the PMCs, but there are benefits to getting on their good side. Kill enough PMC threats, and they’ll start to warm up to your presence, not attacking and even cheering when navigating through areas. Just don’t accidentally shoot them – they won’t like that.
FaceCamo Benefits (MGS4)
Besides OctoCamo, there’s also FaceCamo, obtained from defeating Laughing Octopus. On the surface, this can seem like a great customization tool, letting you change Snake’s appearance to Young Snake, the various Beauty and the Beast Unit members (assuming you defeated them non-lethally), and even Snake from the PS1 days. But it’s especially useful for raising your Camo Index to 99 percent when used with OctoCamo, resulting in the highest concealment possible. It may even help sneak by some PMCs depending on whose face you’re using.
Careful Solid Eye Usage (MGS4)
Going back to Solid Eye, the various functions can be a lifesaver at times. That includes the Night Vision, which is fantastic for navigating the dark. However, you need to mind the battery drain. Once depleted, you can’t use any of Solid Eye’s functions without it recharging. Night Vision can be particularly draining, so try not to lean on it too much.
Higher Challenges on the Next Playthrough (MGS4)
Aside from taking out the FROGS and Beauty and the Beast Unit in non-lethal fashion, it’s a good idea to save tougher challenges for the second playthrough. That’s because all your camos, weapons and even Drebin Points will carry over. So if you’re aiming for, say, the Big Boss Emblem – which requires completing the game in less than five hours on The Boss Extreme, the highest difficulty, without any continues, rations, or special items, without triggering any Alert phases or killing any enemies – this is the way.
R&D and Mother Base (Peace Walker)
Peace Walker is a different vibe from Guns of the Patriots because much of the gameplay revolves around Mother Base. The question is: What should you prioritize first? Rather than letting Auto Assign do all the heavy lifting, focus on R&D. Increasing its levels will ensure new weapons and items become available faster, providing more options early on.
Prioritizing the Medical Team (Peace Walker)
Another facet that you shouldn’t ignore throughout your time is Medical. Increasing it will provide improved tranquilizer weapons, making it that much easier to go non-lethal. It also improves your soldiers’ healing rate, getting them back into the action that much sooner.
Don’t Kill Enemy Soldiers (Peace Walker)
If going non-lethal is ideal in Guns of the Patriots, then it’s a way of life in Peace Walker. Any enemy that you come across can prove to be a valuable addition to Mother Base, so rather than going on a killing spree, use tranquilizer and other methods to knock them out. Even holding them up is ideal, after which Fulton away and reap the benefits.
Capturing Vehicles (Peace Walker)
In the same vein: Fulton away any tanks, APCs and even helicopters whenever you get the chance. Even if destroying them can seem tempting, it’s often better to take out their escort troops and then take down the commander rather than bombing everything to hell. Mother Base will thank you for the contributions in the long run.
How to Farm ZEKE Parts and AI Boards (Peace Walker)
If you’re interested in upgrading ZEKE, then it helps to prioritize what you want to farm beforehand. For instance, focusing on a boss’s AI pod and avoiding the body will net more components. On the other hand, if you want AI Boards, then target the body. Of course, the parts vary from boss to boss, but this should make it easier to target a specific category.
The True Ending (Peace Walker)
Even if it seems like completing the game is the end in Peace Walker, there’s plenty more to unlock, including the true ending. The conditions can be very stringent, though – besides completing the first four chapters and retrieving Zadornov whenever he tries to escape, you need to assemble ZEKE. It can’t be taken on any Extra Ops missions, though. As for Mother Base, Intel and R&D should be level 40 or higher while Mission Support is rank 2. Construct a second platform, and Kaz will inform you of Zadornov’s escape once more. Partake in Extra Ops 001 and head to the shooting range as Snake to kick off the fireworks.

















