Metal Gear Solid: Peace Walker/Investigate The Supply Facility

Opening
After selecting "New Game," naming your character in the PSP or PS3 edition, and saving your game for the first time, you'll see Snake and his Militaires Sans Frontieres (MSF) training on the beaches of Barranquilla, Colombia. The training exercise is led by a Drill Instructor who will go over the basics of how to play this game and nearly all of the CQC maneuvers. You may skip this tutorial at any time.

Once the tutorial concludes, Kazuhira Miller will drive in with visitors from Costa Rica, a Latin American state without a standing army. Professor Ramón Gálvez and his student Paz Ortega plead the case to Snake that an unarmed group - almost certainly UCLA's backed by the CIA - are moving equipment into Costa Rica. Without an army of their own, the Costa Rican state have no way to stop them. Gálvez and Paz ask Snake, who they know to be Big Boss, to send his men to Costa Rica to stop this armed group.

Playa del Alba
Apparently, Snake accepts the mission. You'll arrive on the beaches of Costa Rica's Caribbean coast, Playa del Alba. The mission timer doesn't start yet, so you can familiarize yourself with the controls. While there are no soldiers here for you to practice CQC on, there are plenty of targets to shoot. If you turn around at the starting point, you'll find Rations.

According to the Mission tab on the Pause menu, your objective is to infiltrate the supply facility from which Paz escaped and find who the armed group is and what they're doing in Costa Rica. Snake is a very experienced infiltrator and he's personally taking point on this mission while MSF supports him behind the scenes.

Unlike earlier Metal Gear games, you start very well-armed. Your loadout consists of an M16A1 assault rifle, a Mk.22 "hush puppy" silenced tranquilizer pistol, and some high-explosive Grenades. You'll have a stock of life-restoring Rations, which you should equip if the enemy sees you and forces an Alert Phase. You also have a pair of Binoculars that may come in handy for when you observe an area and the enemies in it. Otherwise, keep the Surround Indicator equipped to keep track of nearby enemy soldiers who are off-screen.
 * 1) You may shoot these scarecrows for practice. There is an infinitely-respawning can of bullets nearby. It'll give you either 5.56 ammo for the M16A1 or anesthetic rounds for the Mk.22. Practice to your heart's content. However, the suppressor on your Mk.22 will not be restored. Keep that in mind as you go to the next area.
 * 2) To move forward, you have to destroy the chainlink gate. Just chuck a grenade at it. To equip a grenade, hold down the Weapon Selection button and select "Grenade." Be sure to stay clear of the grenade's kill radius.

After leaving Playa del Alba, you'll flashback to the meeting with Galvez and learn more about Snake's motivations for taking the mission.

Bosque del Alba
After the cutscene, you'll be in the jungle of Bosque del Alba. This is where the real mission begins. Here, there are three soldiers on very low alert. They're not even patroling or looking around. The blue diamonds are abstractions of their fields of view and generally represent no-go areas on the map. Take Kaz's advice and avoid the enemy altogether by following the orange line.
 * 1) When you reach the first ledge, remember what the Drill Instructor said about rolling to clear small obstacles. You can tap the Attack Button on the PSP or the Crouch Button on the HD editions to quickly move past the ledge. Or you can just run against it and climb up automatically.

Continue along the orange path to the northeast to Puerto del Alba.

Puerto del Alba
The supply facility from where Paz escaped is here. Security is tighter than in the Jungle; there are three enemy soldiers patrolling the staging area and a fourth up the stairs of the admin building to the east edge of Puerto del Alba. To avoid detection, you'll need to stop and watch enemy patrols for the coast to be clear before moving forward. Move past the fence and turn north to start.
 * 1) Stop at the corner of the first Conex box and watch Soldier E. He'll reach the north endpoint of his patrol and turn around. Press and hold the Action Button to press yourself against the Conex box, then press and hold the Aim Button to lock onto Soldier E.  This is called "Enemy Search".  When you lose line-of-of sight with him, it's safe to move to the northeast corner of the staging area. Turn eastward.
 * 2) Since Soldier G has objects obstructing him, you cannot use the Enemy Search function to keep an eye on him; you'll just have to keep the camera pointed at him manually.  As you arrive at Point 2, he should be moving south.  When he passes the staircase, it's safe to move forward.

Move up the stairs and turn north toward your goal. Inside the admin building is an interactive cutscene. There's very little for you to do but watch and react to the button prompts. When the radio operator lunges at Snake, press follow the button prompts to counter and submit the radio operator. It should be noted that no matter what control scheme you use, the QTEs will always require the same buttons.

After Snake interrogates the radio operator, he'll be distracted by a strange aircraft and the radio operator will try to escape. Again, follow the button prompts to finish the QTE. After the radio operator is neutralized by Snake's stun rod, you can skip the rest of the cutscene by pressing the corresponding start button. Otherwise, you'll learn what this group is doing in Costa Rica, who their targets are, and most importantly, the deadly weapon they're importing into the Latin America...during the Cold War.

Mother Base
After completing the first Main Op, Mother Base becomes available. Right now, you only have the Combat Team for generating GMP and the R&D Team for creating weapons and items. You'll start with the same staff every playthrough. Add Miller, Eagle Ray, Cabbage White, Peccary, Ostrich, Frill Shark, and Bobcat to the R&D Team; it should be Level 7. Move everyone else, especially Alligator, to the Combat Unit to put your GMP in five-digits. Develop the Rank 2 Mk.22, the Analyzer, the M1C, and especially the Smoke Grenades. The Rank 2 Mk.22 and Analyzer will always be completed after your next mission, but the M1C and Smoke Grenades will be a while.

Save your game and prepare for the next mission.