Peace amongst men living alongside one another is not a natural state.
On the contrary, the natrual state of man is that of war.
War manifested not only by open hostilities,
but also by the constant threat of hostility. Peace, therefore, is a state that must be established by law.
- Immanuel Kant, "Perpetual Peace" Chapter 2
This thread is dedicated to all things Peace Walker. I will try to cover as many of the things I can within the game, and this thread will be able to be used for a guide for things like weapons etc.
Enjoy!
Mother Base
One of the main things I love about Peace Walker is the concept of Mother Base. Mother Base is an offshore plant in the Caribbean Sea and home to MFS (Militaires Sans Frontieres, French for "Soldiers without borders"). It covers everything from staff living quaters to where you develop weapons and items plus recruit people for missions. As MSF grows, so will Mother Base.
As shown above the more people you recruit helps Mother Base to grow, allowing for development of new weapons and equipment, which in turn can be used to more effectively complete missions.
Within Mother Base you have the following (or eventually will have the following):
- Delivery: Receive gifts from other players and make gifts of your own.
- Outer Ops: Send a Combat Unit to a conflict zone in need.
- Recruit: Search for and access a wireless LAN access point to recruit new staff.
- R&D: Research and develop weapons and items.
- Staff: View roster and form teams(combat, mess hall, R&D, medical etc).
- Versus Ops: Kick your friends asses in good ol' head to head combat fun.
- Metal Gear: Develop Metal Gear ZEKE
- Database: View Mother Base and Player data.
- Trade: Trade staff with other players.
The more missions you do, the more Mother Base will grow. It will start off small, but the more you keep expanding, researching, developing and recruiting the bigger and bigger it will get.
I will use my own mother base as an example:
Spoiler for Grey Ghost's Mother Base:
RECRUITING
Recruitng on MGS Peace Walker pretty much requires for you to search for a local access point, and if the game finds one, you then have a chance of picking up an entrance exam to recruit new members.
Go solo or as i like to do, bring a buddy and Coop it out. The "entrance exam" isn't like any entance exam you are probably thinking of. Basically, you beat the living shit out of whoever stands in front of you into submission.
E.g.
Spoiler for Beating new recruits into submission:
WEAPONS AND EQUIPMENT
The following is a complete list of all the weapons and items in MGS Peace Walker. This includes information of the necessary requirements that need to be met to rank up weapons and information on where and how to obtain specs for weapons and items.
Patriot Rank 5 [GMP 477190, R&D 99] - becomes available after making M16A1 (with Shotgun) Rank 4 - Patriot Design Specs » Extra Ops 068 (Body Check Kaz) + Patriot/Extra Ops 049
M16A1 (with Grenade Launcher) Rank 4 [GMP 182200, R&D 70, INT 56] - becomes available after making M16A1 Rank 3 - M16A1 (GL) Design Specs » Extra Ops 025 (Selva de la Leche: Jungle)
M16A1 (with Grenade Launcher) Rank 5 [GMP 317010, R&D 86, INT 86] - M16A1 (GL + Laser) Design Specs » Extra Ops 055/Complete with S Rank + Optical Technology (extra ops 016)
M16A1 (with Smoke Grenade Launcher) Rank 4 [GMP 178730, R&D 69, INT 55] - becomes available after making M16A1 Rank 3 - M16A1 (SGL) Design Specs » Extra Ops 026 (Back Gate)
M16A1 (with Smoke Grenade Launcher) Rank 5 [GMP 303120, R&D 83, INT 83) - M16A1 (SGL + Laser) Design Specs » Extra Ops 066/Complete with S Rank + Optical Technology (extra ops 16)
Stealth Mat Rank 1 [GMP 201760, R&D 45, INT 9] - Stealth Mat Design Specs » Main Ops 33/Complete Mission + Metamaterials Technology/Extra Ops 049
Stealth Mat Rank 2 [GMP 349900, R&D 85, INT 34]
Stealth Camouflage Rank 5 [GMP 361010, R&D 88, INT 88] - Stealth Camouflage Design Specs » Extra Ops 050/Complete with S Rank + Metamaterials Technology/Extra Ops 049
Infinity Bandana Rank 1 [GMP 565260, CMB 88, R&D 88] - Infinity Bandana Design Specs » Extra Ops 119/Complete with S Rank
Spoiler for Radars:
Radar Specs
Surround Indicator Rank 1
Surround Indicator Rank 2 [GMP 22610, R&D 17, INT 7]
Soliton Radar Rank 1 [GMP 219300, R&D 39, INT 41] - Soliton Radar Design Specs » Main Ops 27/Complete Mission
Soliton Radar Rank 2 [GMP 297070, R&D 53, INT 55]
Soliton Radar Rank 3 [GMP 358190, R&D 64, INT 66]
Soliton Radar Rank 4 [GMP 441520, R&D 79, INT 81]
Soliton Radar Rank 5 [GMP 485960, R&D 87, INT 89]
CODENAMES
Based on your own unique style of gameplay determines the codename you will be given on Peace Walker.
E.g.
Each codename has an eqivilant leathal and non-leathal version, plus a co-ops version.
List of codenames
Foxhound - Use all weapons in co-op missions. Non-lethal force.
Fox - Use all weapons in solo missions. Non-lethal force.
Doberman - Use all weapons in co-op missions. Lethal force.
Hound - Use all weapons in solo missions. Lethal force.
Ant - Use short ranged weapons in co-op missions. Non-lethal force.
Butterfly - Use short ranged weapons in solo missions. Non-lethal force.
Bee - Use short ranged weapons in co-op missions. Lethal force.
Scorpion - Use short ranged weapons in solo missions. Lethal force.
Deer - Use medium ranged weapons in co-op missions. Non-lethal force.
Cat - Use medium ranged weapons in solo missions. Non-lethal force.
Wolf - Use medium ranged weapons in co-op missions. Lethal force.
Puma - Use medium ranged weapons in solo missions. Lethal force.
Gull - Use long ranged weapons in co-op missions. Non-lethal force.
Sparrow - Use long ranged weapons in solo missions. Non-lethal force.
Raven - Use long ranged weapons in co-op missions. Lethal force.
Hawk - Use long ranged weapons in solo missions. Lethal force.
Whale - Use explosive weapons in co-op missions. Non-lethal force.
Octopus - Use explosive weapons in solo missions. Non-lethal force.
Piranha - Use explosive weapons in co-op missions. Lethal force.
Orca - Use explosive weapons in solo missions. Lethal force.
Kangaroo - Use CQC in co-op missions. Non-lethal force.
Bear - Use CQC in solo missions. Non-lethal force.
Firefly - Use stun rods in co-op missions. Non-lethal force.
Eel - Use stun rods in solo missions. Non-lethal force.
The following is a guide on how to earn codenames and a detailed explanation on how the codename system works.
The guide is not my own work:
KuSaNaG1 Wrote:Since the Insignia Miniguide got locked, I just thought I'd create a similar thread on Codenames with tips on how to get them. Credits to noeso for the original thread, the Japanese guy who created the very informative site (http://www28.atwiki.jp/2chmgspw/pages/32.html), off which I got all of these information from, DemonReacher and Mr_Big_Boss for creating new saves to test out some of the theories. I'll structure this guide similar to the Japanese wiki site so you can reference this to that, since this is more or less an accurate translation of that page.
And i thank you Kusanagi for your guide based off another guide... i shall put it to good use.
Spoiler for Codename Guide:
All codenames have 5 ranks (* ~ *****)
You can get Codenames by playing Main Ops, Extra Ops and Versus Ops
Codename requirements
The Codenames are given based on the ratio of how enemies are defeated
There are 2 different types of counts when you kill, incapacitate (leave an enemy near death, you’ll see a red skull above the enemy and this is reflected in the mission completion stats), stun, tranquilize (put to sleep) or destroy mechs.
- Weapon usage count
- Kill/Disable count
You can get a Codename whenever one of the following conditions are met
- When you fulfill the rank requirements for the Codename
- When the highest weapon usage changes
- When the Kill/Disable ratio changes
You can get more than one Codename in a single mission if you fulfill the requirements for the codenames in the same mission.
Fultoning soldiers does not count for anything. This means that the Fulton Mine and Fulton Launcher will only count when used to tranquilize vehicle commanders.
If supply drops accidentally drops on a soldier and stuns them, it will NOT count
Given to soldiers who mainly use…
This part of the requirement is based on the weapon usage ratio. Codenames with the range related requirements are given out based on the range category of the most used weapon type.
Weapon types and range categories
Weapons are categorized into 11 weapon types and these weapon types are categorized into 6 range categories. Codenames are given out based on the range categories of the most used weapon type (except FOX/FOXHOUND/DOBERMAN/HOUND, more on that later…)
Range Categories
You can get the following Codenames by using the weapon types listed below
[Short Range] ANT, BUTTERFLY, BEE, SCORPION – HG, SG, SMG
[Medium Range] DEER, CAT, WOLF, PUMA – AR, MG
[Long Range] GULL, SWALLOW, RAVEN, HAWK – SR
[Explosives] WHALE, OCTOPUS, PIRANHA, ORCA – Grenades, PLW, ML
[CQC] KANGAROO, BEAR – CQC
[Stunrod] FIREFLY, EEL – Stunrod
It is important to note that Codenames are given based on the range category of the most used weapon type, not on the most used range category. So, for example, if you used 5 counts of HG, 6 counts of SG and 7 counts of AR, your main weapon usage will be AR and you will get the Codename associated with Medium-ranged weapons if the requirements are met. So, even if the combined count for HG and SG (both short ranged) is 11, your main weapon usage is still medium range
…taking down enemies with non-lethal force
Incapacitating, stunning and tranquilizing counts as non-lethal.
Stunning/tranquilizing a soldier, waking him and stunning again can be done repeatedly to get disable counts.
Stunning/tranquilizing an incapacitated soldier counts as well.
Leaving an incapacitated soldier to die doesn’t count
… eliminating enemies with lethal force
This means killing a soldier with any lethal weapon.
Killing an incapacitated (near-death) soldier counts as 1 kill and 1 disable
Killing a stunned/tranquilized soldier also counts as 1 kill and 1 disable
Whether you get the lethal or non-lethal codename is based on the following count
Stun + tranquilize + incapacitate - kill
If this count is less than 0 you’ll get the lethal versions. If it is 1 or more, then you’ll get the non-lethal version.
…favor cooperating with allies…
This requirement is based on camaraderie gained from Co-op play.
The camaraderie requirements are given below.
Killing/Disabling team mates won’t count
Note that camaraderie gained from Versus Ops will not be considered in Codename requirements.
using all sorts of weapons…
This requirement means that ALL weapon types from HG to PLW and CQC and Stunrod have roughly equal usage. More info on this is given later in the FOX requirements section
Given to heroes who battle it out to the end…
This means you have to complete Main Ops 26 i.e. complete Chapter 4
You have to complete at least 50% of missions as well
Rank requirements
Solo Codenames
* - 5% of missions cleared (Only missions that comes with a rank counts. Either Solo or Co-op will count)
** - 50% missions cleared (out of Main+Extra Ops total of 161)
*** - All missions cleared in Solo AND Co-op (i.e. qualify for Mission Completion Specialist RANK C)
**** - All missions cleared in Solo AND Co-op with at least A ranks (i.e. qualify for Mission Completion Specialist RANK B)
***** - All missions cleared in Solo AND Co-op with S ranks (i.e. qualify for Mission Completion Specialist RANK A)
Co-op Codenames
* - Camaraderie > 10,000
** - Camaraderie > 50,000
*** - Camaraderie > 100,000
**** - Camaraderie > 200,000
***** - Camaraderie > 500,000
Note this is on top of the Solo codenames requirements
The requirements for FOX, FOXHOUND, DOBERMAN and HOUND are slightly different
FOX & HOUND
* - Clear Chapter 4 + 50% missions cleared (10,000 < Heroism < 50,000)
** - Clear Chapter 4 + 50% missions cleared (Heroism > 50,000)
*** - Mission Completion Specialist RANK C (Heroism > 100,000)
**** - Mission Completion Specialist RANK B (Heroism > 150,000)
***** - Mission Completion Specialist RANK A (Heroism > 250,000)
FOXHOUND & DOBERMAN
On top of the above requirements, a certain amount of Camaraderie is needed
For these 4 Codenames, you have to have the following ratio for EACH of the 11 weapon types between 0.9 ~ 1.1
Weapon usage count / Average enemies defeated (Total enemies defeated / 11)
Things to note
- You don’t need Weapon Master insignia for the FOX, FOXHOUND, DOBERMAN, HOUND Codenames
- Camaraderie points from Versus Ops won’t be counted for * rank requirements
- Weapons usage in Versus Ops WILL count
- Shooting dummies does not count.
- Hold ups does NOT count
- CQC usage in AP scanning is NOT counted.
- There is NO way to keep track of weapon usage in-game, other than getting the range related Codenames. So, if you have all Solo and Co-op Codenames to 5*, and still don’t have a clue about your weapons usage, you can pretty much forget about getting Fox etc.
- The information above may not be entirely accurate. Some of the points are just translated off the Japanese site, and no one here on Gamefaqs has proven them. Please see below section for unproven stuff
Theories/Rumors/Unproven/Vague information
- Destroying mechs may be counted as a disable count. I have no idea if AI battles count
- Similarly, I have no idea if kidnappers count at all
- I have no idea if velocipreys and whatnots in MH missions count.
- I don’t know if shooting someone with the MK22 or Mosin Nagant and then waiting for him to fall asleep will count.
- The “Average enemies defeated” term in the equal weapon usage ratio requirement for FOX, FOXHOUND, DOBERMAN, HOUND Codenames, is actually disabled (or muryokuka in Japanese) in the wiki site. This term is defined in the site as stun/tranquilize/incapacitate. But this is improbable because if that is the case, then it means you almost cannot kill anyone for this requirement. And since it didn’t mention any similar conditions for the lethal codenames, I can only assume that it generally means defeating the enemy, which includes both kills AND non-kills.
- CQC and Stunrod stuns do not figure in your stun counts. Mr_Big_Boss has a save that keep tabs on the different counts, and apparently he got a lethal Codename when his disable count is more than his kill count. But if he takes away the CQC and stun rod counts, the counts would tally up and the conditions met. I kind of believe this to be true as well, since the lethal Codenames always take faster than I believed it would since I took into consideration the CQC and stun rod counts.
- It seems that Kampfpistole and grenade launchers attached to assault rifles will not be counted as well.
Tips
- Start collecting Codenames early. And keep a count of your weapons usage. A rough count might suffice. At least that’s better than nothing…
- Alternate between lethal and non-lethal versions of Codenames so that the kill/disable counts are almost equal
- OR you can try what I do, go for non-lethal short range (MK22/Twin Barrel (RBR)), long range (Mosin) and explosives (sleep/stun grenade) first. This racks up a lot of disables. Then use AR or MG to kill. Usually before your kill count gets above the disable count, you should get the non-lethal version of medium range i.e. CAT and DEER
- OR the best is actually once you get a codename, say a non-lethal one, stun then kill every soldier you meet, this way you get 1 disable and 1 kill count and essentially not changing your disable/kill ratio. Once you get all the non-lethal Codenames, switch to killing and once you get a lethal Codename, switch back to stunning and killing. BUT this way, you run into trouble with explosives, since it is difficult to get enemies near death without killing them straight up. Which is why I use the previous method.
- Extra Ops 38, 39 and 26 are great missions to rack up kill/disable counts. Basically any one map mission with loads enemies running towards you is good. Ex Op 26 is more troublesome, but has an S rank female Medic POW you can farm along the way. However, if you want to keep the counts really close, like within 10 of each other, try Ex Op 27 (5 soldiers) or even 29 (3 soldiers)
- You’ll want to change weapon type after each Codename you get to keep weapon type usage equal. Alternatively, if you have been keeping count and know that the usage for all weapon types of a single range category is the same, use all of them equally while going for a Codename.
- You can, however, change weapons within a weapon type freely as you wish. For example, you can use any HG and they will all count as HG usage, so you can level up weapons as you go for Codenames.
Examples
I have been reading posts where people think they got Codenames when they think shouldn’t be possible. But that is because they are clueless to how the system works. You CAN get, say PIRANHA, while killing people with HG or AR. Or, it’s also quite possible to get CAT while tranquilizing people with the Mosin Nagant. Best still, it IS possible to get, say HAWK, while incapacitating with MG. So here are the examples to illustrate these seemingly impossible feats.
1. Getting lethal/non-lethal Codenames of one range category while killing/disabling with another range category
e.g. Getting PUMA while sniping with WA2000
This is most likely when your last Codename is CAT, which is the non-lethal version of the medium range category. Which means your main weapon usage is one of the medium range category (AR or MG). Say it’s AR at 25 counts of usage. And let’s say your disable count is 100, which is higher than your kill count at, let’s say, 90. Now, switching to sniper rifle and killing will bring your kill counts up along with your sniper usage (long range). Say, your sniper usage was at 5. After 11 kills, this usage will be 16. Still lower than 25 of AR. BUT note that your kill count is now 101, which is 1 higher than your disable count. At this juncture, you will get PUMA, because your kills exceeded your disables and your main weapon usage is still AR, even though you are using your sniper rifle
2. Getting a Codename of one range category while using any other weapon type (including CQC, stun rod
e.g. Getting OCTOPUS while using stun rod
In these kind of cases, you fulfilled the requirements for 1* requirements or a *rank upgrade of a Codename while using a weapon type that is not your current most used weapon type. Say you’ve been using stun/sleep grenades a lot, and have 30 uses to it. Your disable count is at 60, 10 above the 50 counts of kills you have. Your Heroism is at 9900 and you are doing a new mission. You decided to use your stun rod in the mission and cleared it with an S rank. You earned 120 Heroism for that, bringing you over 10,000. Furthermore 5% of the missions have been cleared. At this point you will get OCTOPUS since your explosives usage is highest and you have more disables than kills.
Here are some more example of some Obtained Codenames, some of which are mine and others are friends codenames:
Spoiler for Examples of Codenames:
BUILDING ZEKE
One of the awesome things about MGS: PW is you have the opportunity to build your own Metal Gear.
(This post was last modified: 22/12/2011 02:24 AM by Grey Ghost.)
+ Added all weapons, including design spces, where to find all weapons and picture layout of all weapons.
+ Added all items, including design specs, where to find all items and picture layout of all items.
+ Covered info on Mother Base ish. More to come later.