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Littlebigplanet: MSG 4 Level Pack Walkthrough and Trophy Guide
Need a little help with the new level pack? We're here to help.
Date: Monday, February 02, 2009
Author: Tracy Erickson

Note: Want to skip the walkthrough and get right to the Trophy Guide? Well, then click here!

LittleBigPlanet was undoubtedly last year's breakout hit for PlayStation 3 with its array of cute user-created levels. Joining the wealth of player-created levels is the first official level pack from developer Media Molecule that mashes up the big exclusive with another epic PlayStation 3 game: Metal Gear Solid 4. The results are amusing, not to mention challenging. Getting through the five additional levels and challenges, as well as unlocking all the trophies takes a bit of work. We've broken down each level into three areas: a basic guide so you can finish the level, a 100% prize bubble collection section, and tips on how to Ace the level. Lastly, you can refer to our trophy guide to figure out strategies for getting trophies at the end of the guide.

Although these levels are new, all of the strategies that help in playing the main LittleBigPlanet levels apply here. The Metal Gear Solid Level Pack does come with new elements that require some different styles of play, which we outline below; however, you should have an easy time getting through it if you've already mastered the main game.

• Jumping--depending on how hard you press X, your Sackboy or girl will jump accordingly; in other words, the harder you press, the higher the jump; be aware of this as you traipse through the levels and execute jumps

• Depth of field--remember that there are three fields in LittleBigPlanet that you can jump among; use this to your advantage when trying to reach areas and nab prize bubbles; often you need to jump and let the game automatically bring you to another field in order to proceed

• Paintinator--the biggest addition in the level pack comes in the new paintball gun; liberal use is recommended if you're just wanting to bust through levels and not worrying about the trophies; remember, though, that when you have it equipped you can't grab onto objects as you normally would

:: Mission 1: Introduction

Getting through the first act of the level pack is a cinch: just enjoy the ride. The level is designed to introduce the story, taking you through a series of panels accompanying the narration. Just sit tight through the level and collect the two prize bubbles that appear when you reach the end.

100% Prize Bubbles: A second run through the level is the only way to nab all of the hidden prize bubbles. After completing Act 5: The Boss and receiving the "Big Bullet Hole" sticker, return and apply the sticker to specific objects. Of the total 13 prize bubbles in the level, you need to unlock 11 using the sticker by tagging the images of soldiers, Liquid Ocelot, Geckos, world globe, etc. You may need to go through the level a third time placing stickers to get every prize bubble since there's a ton of objects to stamp.

Ace: Since there's nothing that can really harm you here (you're just strung along for the ride to the finish), you ought to ace this on your first and every play through the level.

:: Mission 2: VR Training

Finally, some action! Before Foxhound sends you into the field, you need to do some basic virtual reality training that gets you up to speed on combat; namely, how to use the Paintinator. Pick up the weapon as instructed and head into the first room. Notice the line of diamonds hanging from the ceiling. Using R1 to fire the Paintinator, take aim at them to open the door to the next area.

After more dialogue, you come to another training room in which you need to shoot six diamonds: three on the left and another three on the right. Separating them is a deadly red pillar that stomps down at set intervals. Start by aiming at the diamonds on the left, moving as close to the pillar's edge as possible and then angling your Paintinator to reach them. Once done, zip under the pillar and do the same for those on the right side of the room.

The next room marks your first encounter with a turret. Don't get too excited though because it's a dangerous first date. As the turret moves back and forth along the ceiling lobbing green fireballs, you can fire upon it to whittle away its health while avoiding the green balls. The green gauge situated at its center signifies how many more paintballs you need to fire at it. Kill it and move forward for some more talking.

Your next objective is to shoot three lines of diamonds situated on three different planes. Doing this would be simple if it weren't for the three electrified mannequins patrolling each plane. Making sure to avoid getting fried by the dummies, take aim at the diamonds hanging from the ceiling. It's best to take out all of the diamonds on one plane before attempting to get the ones on another. Just as a reminder, to jump between planes press up or down on the left analog stick while jumping. Once all the diamonds have been taken out, proceed to the next room for another codec conversation.

Finish the transmission and head into the next room. Making it to the other side is a matter of shooting three electrified pillars in order to clear them from your path. Fire paintballs to deplete the green gauges on each, which naturally causes them to drop down and out of your way. Next, quickly jump from each of the four platforms between the downed pillars to reach the other side. These platforms do fall down, so don't remain on them--jump fast!

As hinted, that was not the toughest of the challenges to come. The second-to-last room contains a circular sentry that moves left and right on an electrified base. Obviously, you must avoid touching the thing as you fire upon four weak points lining the circular top. It's best to remain stationary at the far end of the room and lob paintballs when it moves your way. You will need to evade the green fireballs it launches, but you should be largely okay if you stick to the left side of the room.

Your last challenge ahead has you taking out two gauged turrets that trap you in the room. Three caves in the wall allow you to jump into the back plane to avoid their fire. When the coast is clear, jump to the front plane and shoot at a turret. Continue to employ this tactic until you defeat one of the turrets. Now you can concentrate on ridding yourself of the second one and then waltzing to the end of the level just to the right.

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