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    FAQ/Walkthrough by DarkSun

    Version: 1.31 | Updated: 07/15/05 | Search Guide | Bookmark Guide

        t  a  c  t  i  c  a  l    e  s  p  i  o  n  a  g  e    a  c  t  i  o  n
        |\/| |¯  ¯|¯  /\  |       |¯| |¯   /\  |¯|      |¯  |¯| |  | |¯\ ®    ¯|
        |  | |_   |  |__| |       |   |_  |__| |_|      |_  | | |  | | |      _|
        |  | |    |  |  | |       | _ |   |  | | \        | | | |  | | |       |
        |  | |_   |  |  | |_      |_| |_  |  | | |       _| |_| |_ | |_/      _|
                 S    N    A    K    E            E    A    T    E    R
                      "      After the end of World War II,
                      the world was split into two--East and West.
              This marked the beginning of the era known as the Cold War.     "
     (o DarkSun o)
     deputy321 at hotmail.com
    This guide and all content in it is copyright (c) DarkSun 2004. GameFAQs.com
    and its affiliates, IGN.com, CheatCC.com, NeoSeeker.com, and
    are the only sites authorized to display this guide, in part or in whole.
    Metal Gear Solid 3: Snake Eater and all related titles, characters, and logos
    are the sole property of Konami Computer Entertainment of Japan. All rights
    reserved. Playboy material and Calorie Mate brand food snacks are the
    properties of their respective owners.
    v1.31 (15-10-05)
     - Changed email address
    v1.30 (06-09-05)
     - Spelling errors finally fixed
     - Fixed "Theme Movie Control" section (Brian P.)
     - More walkthrough alterations
    v1.25 (05-25-05)
     - Amendment to Chyomaya Peschera Cave Branch (atstravis).
    v1.20 (03-02-05)
     - Additonal walkthrough editing
     - Kerotan section (rough) added
    v1.15 (02-20-05)
     - More slight walkthrough changes
     - Added Snake vs. Monkey stuff
     - Camo, weapons, items sections officially completed
     - Patriot isn't a special item as was previously listed
    v1.10 (01-28-05)
     - Slightly tweaked walkthrough and added missing info
     - Added txt maps for Virtuous Mission, more coming later
    v1.00 (01-24-05)
     - Walkthrough complete
     - Face paint complete, 2 missing uniforms
     - 1 missing weapon, items complete(?)
    v0.40 (01-12-05)
     - Walkthrough through The Fear
     - Face paint (9/12), Uniform (26/29)
     - Added Characters section
     - Added Codename section
    v0.20 (12-19-04)
     - Controls & Basics complete
     - Walkthrough through The Pain
     - Face paint (8/12) Uniform (24/29)
     - Weapons and Items almost complete
    |  INTRO |
    | Let me just start with the words "great game." You may find a lot of "duh"
    | info in here, but it's better to have it than not. I've put more work into
    | this than any other guide I've done (even though I haven't done many). This
    | guide has about everything you need for the game and so far only has a few
    | tiny holes that will fill in shortly. That's only due to the fact that the
    | information in here has to be accurate. FYI, all directions (North, South,
    | South-East, etc.) are abbreviated  (N, S, SE). Also, the guide may contain a
    | few teenie weenie spoilers. I said "teenie weenie." Relax.
    | The game is actually a prequel to the first two Metal Gear Solid games,
    | taking place in 1964 just after the Cuban missile crisis over the course of
    | just two weeks. Your codename is Naked Snake; you had been sent on a mission
    | in Russia to rescue a scientist deep within the jungle. If successful, the
    | FOX organization might have become a recognized branch of U.S. defense. But
    | during the mission something went haywire. An American Davy Crockett
    | portable missile system had been stolen and the anti-government Brezhnev
    | faction used it to demolish a key military research facility. The Russian
    | leader Khrushchev blamed the US, on the grounds that A: it was an American-
    | made missile system and B: a U.S. aircraft signature was reported over
    | Russian airspace about an hour prior to the event. If proof of innocence is
    | not presented within a week, Russia will unleash a full-scale nuclear
    | holocaust on the United States. What, specifically, did Khrushchev have in
    | mind? The destruction of the U.S. defectant deemed responsible for the whole
    | catastrophe--The Boss.
    |  CONTENTS |
    | 001 Controls
    | 002 Basics
    |     .Health
    |     .CQC
    |     .Intrusion View
    |     .Camouflage
    |     .Cure
    |     .Food
    |     .Alert
    |     .Suppressor
    | 003 Characters
    |     .Snake
    |     .Boss
    |     .EVA
    |     .Ocelot
    |     .Volgin
    |     .Zero
    |     .Para-Medic
    |     .Sigint
    | 004 Pre Game
    |     .Difficulty
    |     .No Kill
    | 005 Walkthrough
    |     .Virtuous Mission
    |     .Operation Snake Eater
    | 006 Post Game
    |     .Statistics
    |     .Rewards
    | 007 Weapons
    | 008 Items
    | 009 Camouflage
    |     .Face paint
    |     .Uniform
    | 010 Food
    | 011 Snake Vs. Monkey
    | 012 Kerotan Frogs
    | 013 Miscellaneous
    |  001.Controls |
    | Triangle - Action
    | o Climb ivy-covered trees
    | o Hang from tree limb
    | o Climb up from hanging
    | o Hop onto/over crates, logs, etc.
    | o Open/close doors
    | o Catch while falling
    | o Zoom in while using various items and weapons
    | o Change feed setting of some weapons
    | o Cut snare traps
    | Circle - CQC (Close-Quarters Combat)
    | o With weapon not CQC Ready equipped: melee
    | o With CQC Ready weapon equipped or with no weapon: CQC (covered below)
    | o When pressed against wall/tree: knock on object
    | o Use special item while item menu is open
    | o Attach/remove suppressors when gun is highlighted in weapons menu
    | o In menus: select
    | X - Position
    | o When standing: tap once to crouch (reverse is also true)
    | o When standing: hold down to enter prone position (" ")
    | o When running: tap to dive
    | o When running: hold down to dive and enter prone
    | o Drop from tree branches, ledges, etc.
    | o Dive into water
    | o When swimming: stroke
    | o In menus: cancel
    | o On radio: skip audio
    | o Skip cutscene
    | + Tip: the lower you are to the ground, the more accurate your shots will be
    | Square - Use Weapon
    | o Use equipped weapon (action varies according to weapon)
    | o With no weapon equipped: pick up bodies
    | Directional Pad - Stalk
    | o Move slowly while making little sound and with no decrease in camouflage
    | o In menus: navigate
    | L1 - Aim
    | o With SVD, Mosin Nagant, and RPG equipped: hold to look through scope
    | o With other side arms equipped: sighting
    | R1 - 1st Person View
    | o Look in FPV
    | o Movement is restricted other than crouching, sidestepping, and peeking
    | o Weapon quick equip/unequip may also be used in FPV
    | L2 - Item
    | o Hold down L2 to open item window
    | o Tap L2 to quickly equip or unequip last selected item
    | o When pressed against a wall or tree: move to the right / peek to the right
    | o In FPV: sidestep left (pressure sensitive)
    | o In FPV, press L2 + R2 to peek over stuff (pressure sensitive)
    | R2 - Weapon
    | o Hold down R2 to open weapon window
    | o Tap R2 to quickly equip or unequip last selected weapon
    | o When pressed against a wall or tree: move to the left / peek to the left
    | o In FPV: sidestep right (pressure sensitive)
    | o In FPV, press L2 + R2 to peek over stuff (pressure sensitive)
    | + Tip: unequipping a weapon will automatically reload the weapon with no wait
    |  time. Quickly tapping R2 twice with a gun out is the fastest way to reload
    |  as long as a clip/magazine is not depleted.
    | Left Analog Stick - Movement
    | o If tilted far, makes Snake run with noticeable sound and slight camo index
    |  decrease
    | o If slightly tilted, makes Snake stalk with little sound and no camo index
    |  decrease
    | o Press in the direction of a wall or tree to hug it (hold in that direction
    |  to stay)
    | o In FPV/scope/aim: aim camera/gun
    | o In Intrusion View: move forward/backward and rotate
    | o In menus: navigate
    | Right Analog Stick - Camera
    | o Move camera
    | L3
    | o In CQC chokehold: Interrogate
    | o With Active Sonar item equipped: Scan
    | R3 - Camera Lock
    | o Press to lock camera in place after being moved
    | Select - Radio
    | o Call for help from one of several specialists
    | o Save the game
    | o Listen to music
    | Start - Survival Viewer
    | o Change camouflage, change equipped items and weapons, eat Food, Cure what
    |  ails ya, set Options, view Map
    | o Skip cutscene
    | L1 + L2 + R1 + R2 + Select + Start - Soft Reset
    | o Resets game to title screen
    |  002.Basics |
    | Your Health is the upper bar in the top left section of the screen. Your
    | current health slowly regenerates at a rate determined by your Stamina (the
    | bar below it). Your maximum Health also increases very slowly as you play.
    | If you run out of health, Snake dies. You can also regain health by using a
    | Life Medicine.
    | + Tip: it's better to wait for Health to recover by itself if possible, since
    |  Life Medicine supplies are extremely limited throughout the game.
    | Stamina governs a couple concepts of the game: 1) How fast your Health
    | recovers, and 2) your aiming accuracy. Stamina decreases very slowly over
    | time, but the decay can be sped up by actions like running, swimming, and
    | especially wounds and diseases. The speed at which stamina is lost through
    | movement has to do with the total weight equipped between weapons and items.
    | Stamina may be regained by eating, and is also affected in various ways by
    | some camouflage uniforms' effects.
    | CQC
    | o Tap repeatedly for combo attack + knockdown
    | o With Left Analog Stick pressed in a direction, hit Circle to throw down
    |  enemy and render him unconscious
    | o With Left Analog Stick neutral, hold Circle to put enemy in chokehold. From
    |  chokehold:
    |   - Use Left Analog Stick to drag enemy around
    |   - Press L3 to interrogate enemy
    |   - Firmly press Circle to slit enemy's throat
    |   - Press Square to use equipped weapon while using enemy as a shield
    |   - Tap Circle repeatedly to choke the enemy and knock him out
    |   - Keep tapping Circle after he's unconscious to break his neck and kill him
    |   - Use Left Analog Stick + Circle to throw enemy to the ground (won't KO)
    | + Tip: draw your gun when he's on the ground to hold him up
    | By using the Mk22, you are able to knock out an enemy for a short period of
    | time. The speed at which the tranquilizer takes effect depends on the
    | placement of the darts and number of the darts. Getting a head or neckshot
    | will instantly drop them. Shooting them in the torso will take several
    | seconds to kick in, and shooting an appendage takes a very long time. If the
    | target does not go to sleep immediately, more tranquilizers can speed up the
    | process. They may also prolong the sleeping period, since after a little
    | while guards will begin to wake up. This takes several minutes at the least,
    | so even moving through an area very slowly should pose no problems.
    | Dogs might awake if you go near them after they have been subdued. It's
    | better off to just kill the dogs. What the FCC don't know won't hurt em.
    | Like when tranquilizing, a well-aimed bullet can kill in one blow to the
    | head. Chest shots take a few more hits, and arm/leg shots take even more
    | bullets. Additionally, hitting a soldier in their right arm will make them
    | drop their weapon, often resulting in their drawing a handgun if the arm is
    | not rendered useless. Shooting them directly in their radio near the left
    | shoulder will break it, preventing both incoming and outgoing calls. Even if
    | you cannot afford to kill anyone, using a lethal weapon to disable radio and
    | remove their weapon will not kill them but instead give you a greater
    | advantage.
    | Automatically engaged when crawling through thick grass and leaves and places
    | you can only travel through by crawling. You will be in FPV but without
    | restricted movement. You can enter FPV normally by pressing R1. Intrusion
    | view will cancel when you leave the covering or stand up.
    | Your Camo Index is at the top right of the screen. This shows the % of your
    | camouflaged-ness. Obviously the bigger the number the more hidden you are.
    | Choose the right camo and face paint for every environment you stay in for an
    | extended period. This means changing it often. There is a huge variety of
    | camouflage and its uses. See the camouflage section for all their locations
    | and effects.
    | HOLD UP
    | Draw your gun from behind an enemy or in close proximity to one without his
    | seeing you to hold him up. He won't make any moves as long as it's aiming
    | towards him. You can hold an enemy up in FPV or out of it.
    | CURE
    | Wounds restrict your maximum HP based on how many and to what extent your
    | injuries are. Telltale signs of an injury or sickness are bleeding, rapid
    | stamina loss, and the obvious red bar at the top of the screen. Injuries heal
    | slowly over time but can be cured partially or wholly by using either a
    | combination of or all the surgical items for each ailment.
    | o Broken Bone: Splint + Bandage
    | o Cut: Styptic + Disinfectant + Suture Kit + Bandage
    | o Gunshot Wound: Knife + Styptic + Disinfectant + Bandage
    | o Burn: Ointment + Bandage
    | o Leech: Cigar
    | o Bullet Bee: Knife + Styptic + Disinfectant
    | o Arrow Bolt: Knife + Styptic + Bandage
    | o Hypodermic Needle: Knife
    | o (The medicinal cures are self-explanatory)
    | + Tip: at the very least, extract all bullets with the knife, since you can't
    |  run out of that surgical item.
    | FOOD
    | Man's gotta eat. Eat to regain lost stamina. You can either find food on
    | guards occasionally or lying around encampments, but most of the time you'll
    | have to hunt for your food. By killing your food, it will spoil over time.
    | If food is tranquilized or caught with a mousetrap, it will never spoil,
    | obviously due to the fact that it is still alive. However, you only have 3
    | cages to keep small animals in but many more spots for killed (rationed)
    | animals. Some large animals such as Indian Gavials and Markhors cannot be
    | caged, so tranquilizing them will automatically turn them into rations. The
    | time it takes for each food to rot depends on the type of food (i.e.: meat
    | spoils faster than plants).
    | ALERT
    | There are 4 stages of an alert: no alert, caution, evasion, and alert. The
    | current alert status is displayed if there is any, and the counter shown
    | counts down to the next stage of alert.
    | o Alert Mode
    |   - Activated if directly spotted by the enemy
    |   - Enemies know where you are
    |   - Additional enemies will come as long as the alert is active, up to a
    |    certain point
    |   - Counter goes down when you are completely out of sight (speed is
    |    determined by the distance between you and the nearest enemy)
    |   - Counter disappears completely when all enemies that know of your presence
    |    are gone
    | o Evasion Mode
    |   - Activated by cancellation of Evasion mode
    |   - Enemies don't know where you are but are more alert than usual and
    |    patrol more aggressively
    |   - No more enemies will come as long as this mode is active
    |   - Counter goes down if you stay out of sight (speed " ")
    |   - Counter disappears completely when all enemies are gone
    | o Caution Mode
    |   - Activated either by cancellation of Evasion mode, if an enemy hears
    |    gunfire or is hit and not dropped, or if an unconscious soldier who knows
    |    you are here is woken up, but didn't necessarily spot you
    |   - Enemies may or may not increase in number, based on radio call status
    |   - Enemies are slightly more alert than usual
    |   - Counter goes down if you stay out of sight (speed " ")
    |   - Counter disappears completely when all enemies that know of your presence
    |    are gone
    | RADIO
    | A radio call for support has different effects depending on the situation.
    | There are three types of radio calls:
    | o Alert Call
    |   - If radio call is completed on alert mode, enemies will keep coming
    |    until no more can be spared
    |   - If radio call is interrupted, support group comes
    | o Caution Call
    |   - If radio call is completed, caution mode is activated, and may or may
    |    not request support group
    |   - If radio call is interrupted, support group comes
    | o Support Call
    |   - If radio call is completed, support group comes and may or may not
    |    activate caution mode
    |   - If radio call is interrupted, support group may or may not come
    | + If a call is "interrupted," the soldier was taken out somewhere between
    |  opening the call and completing it
    | This seems like really vague information, but in reality the effects of all
    | radio calls are hard to predict. It's also hard to determine whether or not a
    | call in no alert mode will be a caution or support call, but every radio call
    | completed in alert mode will produce many enemies. Therefore, it is possible
    | to enter alert mode and, if all witness guards are removed before the link
    | has been opened, alert mode will cancel. Also, leaving the area will not
    | affect the alert status, but it will nullify all support calls made. If
    | chaff grenades, for example, are used before the link is opened, the call
    | doesn't count.
    |  003.Characters |
    | Jack
    | Codename: Naked Snake
    | Sex: Male
    | Age: Unknown
    | Nationality: U.S.A
    | Birthdate: Unknown
    | Birthplace: Unknown
    | Address: Unknown
    | The main focus of attention, Snake is one of the CIA's chief operatives as
    | well as FOX's pointman. He was sent to Russia on a simple retrieval mission,
    | where a kidnapped scientist was to be secretly escorted back to the U.S. But
    | along the way the mission went awry and now he has America's biggest national
    | crisis riding upon his shoulders unbeknownst to every single American.
    | Codename: The Boss
    | Frequency: 141.80 (Virtuous Mission)
    | Sex: Female
    | Age: Unknown
    | Nationality: U.S.A
    | Birthdate: Unknown
    | Birthplace: Unknown
    | Address: Unknown
    | Snake's mentor and eternal friend, The Boss and Snake had an unbreakable
    | relationship up until her defection to the USSR. Now, Snake's sole purpose in
    | his mission is to find and destroy his best companion, whose bond to him runs
    | deeper than the meaning of "love." Will he listen to his orders or his heart?
    | Codename: EVA
    | Frequency: 142.52 (Operation Snake Eater)
    | Sex: Female
    | Age: 28
    | Nationality: U.S.A
    | Birthdate: 5/15/1936
    | Birthplace: Meridien, ID.
    | Address: Unknown
    | The sultry spy sent to aid Snake in his mission, EVA doubles as Colonel
    | Volgin's seductive suppressant in order to gain information about the
    | infamous Shagohod and of his other plans.
    | Codename: Ocelot
    | Sex: Male
    | Age: Unknown
    | Nationality: Unknown
    | Birthdate: Unknown
    | Birthplace: Unknown
    | Address: Unknown
    | This cocky sharp shooter is only after one thing--proving himself to Snake.
    | While all he does is pick fights, he and Snake share a strange symbiotic
    | relationship based on rivalry as opposed to hatred. Headstrong and unruly, he
    | submits to no one but his ego.
    | Colonel Volgin
    | Sex: Male
    | Age: Unknown
    | Nationality: U.S.S.R
    | Birthdate: Unknown
    | Birthplace: Unknown
    | Address: Unknown
    | Electricity violently pulsates through this man's body, allowing him to
    | unleash it at his whim. He can use his own hands as weapons, placing shells
    | between his fingers and exploding it using nothing but his own voltage. He
    | is the twisted commander of GRU, a Russian faction bent on overthrowing the
    | dominant power in the USSR as well as making Russia the world's dominant
    | super power. With possession of the Shagohod, that desire was manifested.
    | The Cobra Unit
    | N/A
    | The Cobra Unit--the "sons" of The Boss--was a specially formed task force
    | assimilated by The Boss herself and consisted of The Joy, Boss' former
    | codename; The Sorrow, the medium; The End, the sniper; The Fear, the stealth
    | tactician; The Pain, the main muscle; and The Fury, a fire-hardened
    | astronaut. Together they stormed the beaches of Normandy and faced many other
    | successes and hardships united, their bond only going stronger through the
    | years. They were to serve primarily as the Philosophers' protectors and
    | enforcers according to Volgin's plans. That is, until The Boss' prodigy
    | son--Snake--interfered.
    | Codename: Major Zero
    | Frequency: 140.85
    | Sex: Male
    | Age: 55
    | Nationality: U.K
    | Birthdate: 8/12/1909
    | Birthplace: Exeter, England.
    | Address: Portsmouth, NH.
    | This know-it-all Brit keeps Snake informed of every aspect of his mission at
    | all times. He serves as Snake's guidance at times and keeps everything moving
    | on schedule.
    | Codename: Para-Medic
    | Frequency: 145.73 (medic) / 140.96 (save)
    | Sex: Female
    | Age: 28
    | Nationality: U.S.A
    | Birthdate: 6/22/1936
    | Birthplace: Boston, MA.
    | Address: Boston, MA.
    | The over the top movie buff helps Snake out with all his medical concerns and
    | allows Snake to save the game at his desire.
    | Codename: Sigint
    | Frequency: 148.41 (Operation Snake Eater)
    | Sex: Male
    | Age: 24
    | Nationality: U.S.A
    | Birthdate: 11/11/1939
    | Birthplace: Nashville, TN.
    | Address: Langley, VA.
    | Sigint wrote the book on all military gadgetry and their design. He can
    | answer any questions Snake has about weapons, devices, and camouflage pattern
    | as well as provide some comic relief to the desperate situation.
    |  004.Pre-Game |
    | These are the following things you should consider before starting a new
    | game.
    | Extremely dense guards that are few in number. Free use of the EZ gun from
    | the start, where Camo Index stays at 80% regardless of anything and has
    | unlimited ammunition, although it has a one-bullet feed capacity. Maximum
    | ammo for weapons is on average 2x that of normal difficulty. Health starts at
    | about 75% and recovers quickly.
    | EASY
    | Slightly more alert guards and a few more in number as compared to very easy.
    | EZ gun no longer available. Max ammo and health are the same as very easy.
    | NORMAL
    | Average (game difficulty-wise) guards, numbers, and ammunition. Health starts
    | at about 50%.
    | HARD
    | Guards are more aware, greater in number, and maximum ammo is about 1/2 that
    | of normal. Health is the same as normal.
    | EXTREME (play through once to unlock)
    | Guards are completely aware and are very numerous. Maximum ammo is about the
    | same as hard, but health starts at about 25%.
    | //REWARDS
    | Your status of time taken, alerts set off, people killed, etc. is constantly
    | being recorded throughout your adventure. Depending on what kind of
    | credentials you meet, you may get rewarded with several valuable items. Jump
    | to the Post Game section if you're aiming for a certain reward, but for the
    | first time playing it's best to not worry about these things and just enjoy
    | the story. And you can easily replay this, seeing as the game itself isn't
    | too long.
    |  005.Walkthrough |
    | + The entire game takes place in Tselinoyask, Russia--"The Virgin Cliffs".
    | - Cutscene: Introduction / Mission Briefing / HALO Drop -
    |                /E/                   1. Life Medicine (LF MED)
    |               /  \_
    |              |  T  \_
    |               \    |1\
    |                \  /¯\ \                               N
    |            \¯¯\/  \__\ \                            W + E
    |             \_        /                               S
    |               \ S  /¯¯
    |                ¯¯¯¯
    | S = Start / E = Exit / T = Climbable Tree
    | Meet Snake, the first documented person to ever save the world single-
    | handedly while pulling off a mullet. MacGyver was the second. But let's get
    | started. Go E to pick up a Life Med, then drop down and climb the tree
    |(Triangle) and hang from the branch (Triangle) to retrieve your backpack.
    | Listen to Major Tom, Para-Medic, and The Boss (no relation to Tony Danza)
    | talk your ear out in the longest (not kidding) radio conversation in the
    | game.
    | - Cutscene: CQC Basics -
    | Continue on to the swamp.
    |                \E\                   1. Bug Juice
    |                | |                   2. Grenades
    |                | |                   3. Mk22 Bullet
    |             ___/ /_                  4. Mk22 Suppressor
    |            / 4     \
    |            \     3  \
    |            |  1  2 /
    |            / /¯\__/
    |            \ \
    |             \S\
    |             | /
    | Walk straight through this area, being sure not to hop on a croc. You can
    | kill em and eat em with either your knife or your gun, but there's no need to
    | stock up on food now. Be sure to pick up the Mk22 ammo and suppressor pack,
    | grenades, and bug juice in this area. Trudge through the mud when you're done
    | poking the crocs, but don't stray too far away from the shore.
    | - Cutscene: Soldiers? -
    |                /E|                   1. SVD
    |           ____| G \___               2. Stun Grenades
    |          /  G____     \              3. Mk22 Bullet (in stump)
    |          \4 /   _\  G4 \             4. Thermal Goggles (in log)
    |           \ \__/T      |             5. Grenades (in stump)
    |            \         3 |
    |            |G|¯¯¯\2 /¯¯
    |           (   \   ¯¯
    |            \   ¯¯¯¯\_
    |            / /¯¯\ 1 /
    |            |S|   ¯¯¯
    | G = Guard
    | After the radio call, it's time to experience your first encounter with the
    | dull, unsuspecting USSR soldiers of MGS3. Before you head N to engage them,
    | go W to a little side-area and pick up the SVD sniper rifle, your first
    | lethal weapon. Equip it from your Backpack in the Survival Viewer (Start).
    | Instructions are shown in the weapons window (R2) on operating it when the
    | gun is selected and the menu is open. It's best to go ahead and sneak around
    | and/or silently remove guards (this is crucial to success on higher
    | difficulties), but sometimes you might just have to face them. Remember that
    | if you hear a guard say "Who's that?" or something similar, first of all
    | don't move, crouch down, and hit him with more needles than a heroin druggie
    | if he comes close to you. If he doesn't move, he'll eventually say something
    | along the lines of "I must be seeing things" to let you know when you're in
    | the clear.
    | + Look over the Basics section for more information on dealing with soldiers.
    | When shooting at any and everybody in this game, always aim for the head or
    | right in the ol' jugular. If you're using a lethal weapon, a headshot will
    | take them out in one hit. The same applies to tranqs. When shooting the chest
    | and limbs, bullets will mysteriously kill them after so many, but it takes a
    | much more. A tranquilizer put in a chest or limb takes so much longer than
    | one put in the head. You either wait for it to kick in or waste more darts to
    | speed it up.
    | + Tip: try picking up bodies with Square. The fallen guards may drop various
    |  supplies when picked up.
    | - Cutscene: Hornets -
    |             __/E|___                 1. XM16E1
    |            /G       \                2. Mk22 Bullet
    |           (|      G  |               3. Pentazemin
    |            \\__  ____|
    |             ¯¯¯||\  
    |                || 1,2,3
    |             ___||___
    |            |    G   |
    |            \\       |
    |             \¯¯¯¯¯¯/
    |              ¯¯/S|¯
    | Shoot down the hornet nest to make the guard buzz off--which will hopefully
    | remove the guards from the other side as well--then waddle your way across
    | the bridge.
    | + Tip: you won't fall off the bridge when stalking
    | If you're up to it, hang onto the left side at the N end of the bridge by
    | running off (you'll catch the edge), drop down (X), catch the branch
    | (Triangle), climb up (Triangle), and grab the XM16E1, M22 ammo, and a little
    | something called Pentazemin, a suppressant that steadies your hands--ideal
    | for sniping. If you're not oh so daring, shoot down the other hornet nest to
    | the N if the guards are still there. Go around to the left and down the path
    | to the cave. Go N when you're ready.
    | + Tip: if you let a body drop off the bridge, then yes, Einstein, it does
    |  count as a kill if they're not dead already. So does pushing unconscious
    |  bodies into water, for future reference.
    | - Cutscene: Tight Security -
    |                  ___________/ /      1. M37 Shotgun
    |               __|_________  \/       2. XM16E1 Suppressor (upstairs)
    |              |     4 |  X L |        3. XM16E1 Bullet (upstairs)
    |              | GC   _|__ _| |        4. Life Medicine
    |      ________|  |         | |
    |     |   |23--|  |___C|__C_|G|
    |     | G  ¯¯--| G|    | G    |
    |     |   |1     CC  C        |
    |     | G  ¯ ¯¯ ¯¯¯ ¯ ¯  |¯¯¯¯
    |     |             G    |
    |     | S |¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    | - = Stairs / C = Crawlspace / L = Ladder / X = Destination
    | * Guard positions here are relative and they will have greater patrol sweeps
    |  here than usual
    | The best way of going about this without raising any alarms is to shoot the
    | doosh (douche?) directly in front of you with the Mk22 (the XM16 is too noisy
    | now; if you want to use it get the SP at the top of the stairs first). Grab
    | the M37 after you've KO'd the guard near the bottom of the stairs. With the
    | shotgun you're the life of the party, which obviously attracts unwanted
    | attention. You can either be a spy or get your Rambo on. Move E along the
    | fence and remove the guard on the E side of the building. Climb up the
    | ladder, and at the top, shoot any potential problems in the neck before
    | jumping onto the deck below and getting the Life Medicine if you need it
    | before approaching the door. This is the first PONR (point of no return) of a
    | handful to come. Of course, this doesn't really matter since there's nothing
    | of significance here to come back to anyhow.
    | - Cutscene: Sokolov / Secret Weapon -
    | Tom will call to check up on your standings with the mission. Snake will
    | have two different answers to Tom's question of how he handled the sentries
    | depending on whether you killed any or not. Get ready to watch one of the
    | coolest cinemas.
    | - Cutscene: Ocelot -
    | After Tom's call, it's back to the bridge. Don't bother collecting items,
    | food, etc. Trust me.
    | - Cutscene: Boss' Defection / Bye-Bye Sokolov, Hello Cobras -
    | Kuwabara?... Not only was the Virtuous Mission a complete failure, but Boss
    | has defected to the USSR and Snake has a splitting headache. Fix yourself up
    | in the Survival Viewer. Put a splint on your broken bones and styptic,
    | disinfectant, and sutures on the cuts. Don't forget to put bandages on; they
    | seem to heal up about every type of wound pretty well.
    | - Cutscene: Still Kickin' / Remember the Alamo -
    | - Save Prompt 01 -
    | - Theme Movie: "Snake Eater" -
    | - Cutscene: Proof of Innocence / A Regular Alan Shepard -
    | Just keep truckin', there's no one for miles. Be a glutton and catch every
    | animal that moves.
    | + Tip: You have 3 cages and a multitude of ration slots. If you kill or
    |  tranquilize animals that won't fit in a cage, it will be stored as a ration.
    |  Rations will spoil over time, so be sure to eat it before it spoils or throw
    |  it out when it does (if it's spoiled, the animal icon next to its name will
    |  have changed). However, if you tranquilize an animal small enough to occupy
    |  a cage, you can keep it and eat it whenever you wish without any fear of its
    |  going bad.
    |  Additionally, getting the Markhor codename (catch every animal) is about
    |  CATCHING, not killing, which means even animals you've captured in a cage,
    |  even if you set them free, will still be checked off the list.
    | Jump off the ledge to the N, go E, and...
    | - Cutscene: Go Home American -
    | The Boss just blew up your ride and f'n broke your gun (that's not all, you
    | had a pantload of suppressors with you!). What a bitch! First things first,
    | get down and hide. Guards are gonna come runnin when they see that mess you
    | made. Lay down beside the N passage and wait until they investigate the
    | crash. You can sneak by them, which will eventually raise a caution alert, or
    | you can throw a stun grenade at them before they call in to HQ for smooth
    | sailing. From there, go to the W fork and crawl between the sentries using
    | the grass and other obstacles as cover. Taking them on here isn't a smart
    | idea with only your knife and grenades, but if you simply can't resist, who
    | am I to say no?
    | Same ol, same ol, we're back at the bridge. It seems like Kojima compensated
    | for your lost gun by making the guards blind and deaf. Either way, you can
    | literally run up behind the guy on the bridge before taking him out with a
    | CQC throw--that is, if you don't fall off the bridge. After you do, drop off
    | the side near the end to get to the cave underneath (or crawl around to it).
    | Under there is the Raindrop uniform, Life Med, and some smoke grenades. Watch
    | out for the guy patrolling the path to the cave. If you fell down, you have
    | the advantage of taking him out from behind (assuming he's facing N).
    | Rest assured, this place is devoid of enemies. Grab the smoke grenades to the
    | NW, AK-47 up the stairs, the bug juice on the E side, Zombie face paint
    | behind the warehouse, and the cardboard box atop the crates. If you've got
    | some free time, keep calling Sigint with the box on. Once you squeeze a
    | reaction out of him, call him with anything else you fancy equipped. In the
    | room S of Sokolov's there's a Mine Detector in the SE corner. Enter Sokolov's
    | quarters, open the locker to the SW, Thermal Goggles are inside. What, did
    | you actually expect him to still be there? Exit.
    | + Tip: if you're unsure about any camouflage just call Sigint when you put
    |  it on. He'll also tell you the details of and possibly the history behind
    |  any weapons you have equipped.
    | - Cutscene: Who Are The Patriots? -
    | Para-Medic will second EVA's notion for your rest. Hm... I wonder why EVA
    | didn't say the password...
    | - Save Prompt 02 -
    | - Cutscene: Wakeup Call -
    | The guards outside are ready to kick your ass. That is, if they can find it.
    | The only way to go through with this is to immediately go under the bed and
    | have stun grenades ready. Toss one immediately when the door opens. If that
    | doesn't knock out 4 guards, keep tossing them (not all at once) until you're
    | stuck with 4 less enemies. From there, go down through the trap door in the
    | corner (Triangle) and shoot the guards on the E side and the one right in
    | front of the opening due S of you. You'll probably make several leg shots
    | that will take several seconds to get the job done. Don't bother wasting your
    | suppressor here, it won't do anything. Make your way to the E side and find
    | a spot where you can safely take the roofer out. Climbing up the ladder
    | without his seeing you is doable, but tricky. Either way, taking out the few
    | guards left from the roof is usually easy pickins with the exceptions of the
    | stragglers on the W sector of the complex. Once all of them have been
    | disposed of, raid the bodies for loot and go to the NE sector to initiate a
    | cutscene.
    | - Custcene: Bitch's Perfume -
    | Walk on to Chyornyj Prud.
    | This place is guard-free too. All you have to worry about are those damn
    | leeches and crocs. You'll pick up a leech every couple strokes in the water
    | without your bug spray on. You'll have to burn every single last prick off
    | with a cig in the Cure menu if you don't. Once in the water, swim underneath
    | the submerged log to the left, turning any croc that comes within 100 feet
    | of you into swiss cheese (yes, you can use guns underwater...). On land
    | you'll get a call from EVA. Blah Blah. Climb the tree and hang from the
    | branch. Work your way across the tightline until you come to another rope
    | underneath you. Drop down and catch it, then continue onto the island to
    | receive your honorary croc club hat. Really useful later on. Afterwards, go
    | to the next area through either exit; they both lead to the same place.
    | There are two guards up front, which you should be able to drop no problemo
    | without crossing to the other side of the fence. Shooting the transformers on
    | either end of the fence will disable the electric current for those of you
    | that can't help not running into it. If you see Claymores on the ground (the
    | small boxes; use thermals if you can't see them), just crawl over them to
    | pick them up. Now, STEPPING on one is a whole other story. On top of
    | receiving damage as well as nasty burns, it'll trigger a caution alert. Now
    | onto doggy style. Shoot out any dogs you see from here on, whether they're
    | sleeping or not. They'll bring attention to you if you go anywhere near them.
    | They'll also find you anywhere if they've picked up your scent; camo doesn't
    | do any good. Sometimes the guards nearby will hear the death whine of a dog
    | you shot and go to check on Sparky. Pop em. Make your way E to the mud and
    | disable the guard you see halfway through. Step on the small ledge on the
    | right and at the end of it is the Splitter camo uniform. Shoot anyone else
    | visible from that point. Continue N to d-bo the Choco Chip uniform from the
    | hollowed stump past the fence, and head up the NW path to exit.
    | Jump inside the trench and crawl around, picking up the Snow face paint along
    | the way. Head over to the large building, taking out every guard that comes
    | within sight of the trench, and climb up to the roof to receive the Water
    | uniform. There are a lot of guards to take out here; only take out the ones
    | with a clear view of the trench. But if you get lucky, the guards will keep
    | checking on the ones on the ground, allowing you to claim about half the camp
    | from one spot. Once you meet a guy at the N mounted machine gun, hold him at
    | gunpoint or whatever game you want to play with him before removing him. Yes,
    | those big beautiful guns look tempting but so much as one bullet fired will
    | raise an alarm if anybody's still up and about. Either exit the area, or if
    | you want to take the time to explore the buildings you'll an M19 SP in the
    | main building, food and a mousetrap in the one N of it, and ammo, grenades,
    | and TNT in the NE armory. Otherwise, move on.
    | + Tip: if you engage the enemy here or anywhere else, blowing up armories
    |  like the one in the NE corner here will severely limit their firepower and
    |  thus inflict less damage to your person. Blow them up either with the
    |  machine gun or TNT you found. It should only take about 2 or 3 explosives to
    |  ignite the building.
    | + Tip: always remember to take off suppressors during boss battles
    |    Also, the Mk22 pistol and stun grenades won't take off a boss's health but
    |    his/her stamina instead. Draining bosses' stamina instead of killing them
    |    won't add to your kill count and additionally will leave you with a goodie
    |    most of the time.
    | o Stalling him:
    |   - Shoot his hat off
    |   - Shoot down a local wasp nest
    |   - Walk to the N edge of the stage to initiate a quick-draw duel
    | o Ammo is mainly in SE corner; WP grenades are on top of tree
    | o Stamina kill: Animal uniform
    | Welcome to your first boss battle of the game. Camouflage does nothing here,
    | you ninny. The only thing keeping you safe from his bullets are trees, rocks,
    | and woodland creatures, although you can still get hit anywhere with
    | ricochet. The techniques used to beat him couldn't be any more basic--just
    | shoot him when he peeks his head out and when he decides to reload in the
    | open. On higher difficulties you'll need to take cover from his shots.
    | Ducking behind the rock on the left is usually the best choice. But on normal
    | and easier you can just stand still and take it if you're not a horrible
    | shot. He can't hide if you're on top of the tree branch, but keep in mind
    | that shooting from there makes you an easy target as well. Only try this if
    | you have excellent accuracy--if you shoot him first you won't be hit. 
    | Defeating him non-lethally (depleting his stamina rather than his life) will
    | earn you an Animals camo uniform. It's similar to the Choco Chip but has even
    | better coverage and grants non-shaky hands when holding a gun, regardless of
    | stamina position. A camo well worth the effort (my 2nd most favoritest camo).
    | - Cutscene: OFF, Anyone? -
    | You've passed another PONR. Don't forget to pick up your Animals uniform if
    | you defeated Ocelot with tranqs (first time playing I did it by accident
    | thinking I had my M19 out). Light up a cigar and take first the left path,
    | then go for a dip in the lake. Some ammo's at the bottom. Swim through the
    | passage underwater to emerge in another part of the cave. In there you'll
    | find the Night Vision Goggles and some rations. A battery and AK-47 ammo is
    | on land at the N end of the pool (thanks to atstravis). Backtrack to the 1st
    | room, equipping the NVG if necessary. Take the right fork this time, then go
    | left. Continue on to reach 2 waterfalls. Between them is a box containing a
    | torch. You can use this instead of NVG if you want to conserve battery
    |(although it will recharge over time), but keep in mind that usage in guard-
    | ridden areas makes you attractively visible. You can also use it as a weapon
    |(more entertainment than functional) to light the enemy ablaze. Backtrack a
    | little until you come to a crawlspace to the right. As vague as these
    | directions are you'll be able to find it. From here on it's pretty much one
    | direction without any note-worthy finds.
    | At the fork in the beginning, go right and enter the surprisingly roomy
    | crawlspace after picking up the M37 shotgun and Mk22 ammo. Gut any tasty
    | seafood you see along the way. Upon reaching the roof extension, grab the
    | Snow uniform and continue crawling. Nab some smoke grenades and meet up with
    | The Pain.
    | o Attacks:
    |   - hornet armor (invincible)
    |   - hornet sting
    |   - grenade
    |   - hornet suit (you're immobilized)
    |   - tommy gun
    |   - bullet bee
    | o Ammo is on the rocks, grenades are in water.
    | o Stamina kill: Hornet uniform
    | The Pain can be pretty mean and bumpy to strangers. You're in for an easy
    | brawl, seeing as he absolutely doesn't move the entire time. To start, simply
    | pelt him in the noggin with whatever you please. After a few he'll enter
    | pissy buzzy Hornet Armor mode--all attacks are neutralized. Throw any grenade
    |(besides chaff or smoke, brainiac) somewhere near him to blow it off, then
    | continue to plug the bug. If you toss a grenade when he's without armor, the
    | wasps may catch it and bring it back to you. Eventually Pain will sick his
    | buggers at you, at which point you should swim with the fishes. He'll also
    | whip out his tommy for you (oh! so big!). You can either throw a trusty
    | grenade the second he shouts out "Tommy Gun" or dive into the water for
    | safety (lucky you--this is a Japanese game; all the characters shout out
    | their attacks before using them). When in the water, you can occasionally pop
    | up to shoot him, but you can't grenade him too well. Climb back up on any
    | rock when it's safe. When you've got him down to 1/2 health or stamina he'll
    | launch his bullet bees (seen with red trails) which take off a serious amount
    | of health. They can be easily avoided when seen coming by--guess what--a dip
    | in the lake. Frankly, I don't even know why you're using a strategy guide for
    | this bastard.
    | Afterwards, step onto the thin ledge to the right of the exit, and at the top
    | roll onto the middle platform The Pain's camo is on if you tranqed him. This
    | grants you dominion over bugs and other various creepy crawlies. If you
    | squashed him with bullets, you missed out on some cool useless camo.
    | - Cutscene: Search Party -
    | Nothing much here. You'll find some D-Meds from the fruits lying around at
    | the beginning. You'll also find some ammo for the Mk22, M19, and AK-47. Just
    | watch out for the Claymores near it. Afterwards, walk on through.
    | Now would be a great time to try on that handy dandy Croc Cap. When swimming,
    | you're invisible with the Croc Cap is on, regardless of camo. Even if you're
    | standing up when a searchlight passes onto you, crouch down quickly and go
    | about your bisnass. About halfway through, pick up some chaffies underwater
    | and head W.
    | Take out the guards from the water before climbing to the pier. Easy as cake.
    | Inside the room is an SVD sniper rifle, TNT, grenades, and ammo. Backtrack.
    | Swim north to the warehouse with your Croc Cap still on.
    | - Cutscene: Russian Roulette -
    | There are 3 guards here which pose no problem. For some reason your Croc Cap
    | works here too. Once they're limp, step onto the barges to collect AK-47 and
    | Mk22 ammo and stun grenades. Behind the crates you'll find some Night Vision
    | Goggles if you missed them in the cave.
    | There are 3 guards here, too: one at the bottom of the small stairs, one 
    | patrolling the far crates, and one near the top of the larger staircase.
    | Knock out the first two and you can take the third out from the left wall by
    | moving very slowly. Make sure backup doesn't come. Grab the Desert face paint
    | behind some boxes to the S. Notice the door at the bottom of the stairs you
    | just went down. You'll have to come back to it eventually. Pick up a Mk22 SP
    | pack atop the stack of boxes by jumping over the rail above it. Behind the 
    | door halfway up the tall stairs is some Noodles, a Calorie Mate, and a
    | mousetrap. Skeedaddle.
    | Here you'll find a lot of bad eats, but you will find a few Instant Noodles
    | spread about and a book (Japanese spread models; not exactly my taste but
    | still entertaining). You can throw those about to distract some horny guards.
    | The rope-triggered traps here you can crawl under or roll over, and snare
    | traps--the ones that pick you up and dangle you by your feet--can be disarmed
    | with Triangle. Pitfalls can be ran over, just don't stop. Whatever you do, do
    | NOT stop or de good Lawd have amussy on your soul. All traps can be easily
    | seen with Thermal Goggles, strangely. Don't bother going through here setting
    | off all the suspiciously placed traps; they'll just be reset later.
    | Kill the dog first and then you can easily take out the other guards. Crawl
    | through the hole in the fence to the far left. Once you're sure everybody's
    | takin a break (by that I mean they're dead, etc.), pick up an M19 SP on the
    | W wall. The crawlspace below you is quicker but the other way's easier. If
    | you go to the E side, you'll find a door. Locked. No problem, just ask
    | somebody to let you in. Put your back up against the door and knock on it
    | with Circle. Then, play a little ding dong ditch by diving into the grass on
    | your right. Shoot him when he opens the door. Sucka.
    | If you went through the door, crawl along the outside wall to reach the grass
    | patch right in front of the door (not the big doors, the smaller one to the
    | right). There should be a guard patrolling the area. Pop him. There are also
    | a few walking around way on the other side of the area. These are the guards
    | you'll see up close if you went through the crawlspace. Take them out either
    | way. Head to the NE armory to find TNT and M19, M37, and AK-47 ammo and
    | reunite with your badass XM16E1. Exit the shack and you'll find some
    | claymores and smoke g's on the back of the W wall past the guards. Go about
    | halfway down the wall and you'll find a crawlspace to enter the lab. Take off
    | your facepaint and slap on that Scientist uniform EVA gave you. With that on
    | it's like Where's Waldo. You're impossible to find. You can either get the
    | Oyama face paint by using the crawlspace or you can just go through the front
    | door if you don't really feel like collecting the goofiest face paint ever.
    | Crawl through the ducts and pick up the Oyama face paint. Keep going until
    | you reach the courtyard. Go through the door to the W. In the lab, don't
    | start anything. To not make trouble with any guards, say, if you run into one
    | or make a weird motion, look them in the eye when they yell at you. Leave
    | when they tell you to. And don't do anything that would obviously get you
    | shot at. Also, don't let any scientists see your face. If they look at you,
    | turn your back and leave. Of course, if for some reason you wanna take anyone
    | out whether it be guard or 4 eyes scientist, do it from behind and hide the
    | body in a locker, for instance, when no one's looking so as not to raise a 
    | caution alert. Anyways, if you need some supplies, head downstairs to B1
    | East. If not, head upstairs to 2F.
    | In the guard's office you'll find Mk22 bullets and some Antidotes. Under his
    | desk is M19 and M37 ammo. Go to the end of the hall and into the 2nd prison
    | cell. When no one's looking, crawl under the bed to pick up a Life Med.
    | There's nothing in the ducts. A mousetrap is in the 3rd cell. When you're
    | done snooping head back up the stairs.
    | Keep going upstairs.
    | Go N. In the first door you'll find a Mk22 SP. In the 2nd you'll find the
    | bathroom. Notice the last stall is locked. When no one is around punch the
    | shit out of the door. It'll pop off (and possibly crush you in the process)
    | and inside is the Fly camo. Sweet! Awesome! Idiot! In the hall, go to the end
    | and check the first two lockers on the left to find XM16 and AK-47 ammo. Go
    | through the door if you didn't pick up the Choco Chip uniform in Bolshaya
    | Past South. Else, go back and head SW. In the next door you come to a Calorie
    | Mate and two Instant Noodles are laying around. In the last door you'll find
    | another balcony. Here you'll find a book. That's everything on the 2F. You
    | can drop off the balcony for fun or go back down the stairs. Either way is
    | fairly safe.
    | Go S and in the 3rd locker you'll find some M19 bullets. Go into the
    | library--the door across from the lockers--and pick up Med supplies. Be
    | careful of the scientist. Here, I think it's easier to just KO throw him from
    | behind with your labcoat off, but only if it's mano-y-mano. No one else can
    | see you. If you removed the outfit, put it back on and exit. Move W, N, then
    | W through the lobby and down the stairs to B1 West.
    | Go in the door on your right and the end of the hallway to pick up the Cigar
    | Gas Spray. This is really the only weapon you can use as a scientist, plus
    | it's non-lethal. Exit and go into the door across the hall. There's another
    | dude in here too. Light up a Cuban in his face (the gas spray one...). Go
    | into the next room, stepping over the geek's limp body. Here, just avoid
    | the poindexters rather than try to knock them out. There's a battery right
    | when you walk in. Run down the isle like you don't wanna get married and meet
    | up with your next objective.
    | - Cutscene: Nice Shoes / Philosopher's Legacy -
    | Now make your way through to the stairs. Easy as it was walking in.
    | Run through the computer area. In the room after that, immediately use the
    | Cig Spray after opening the door. Then, just go back to the duct in the
    | courtyard. It's a lot easier to leave through there than it is the front
    | door.
    | Take your scientist coat off and for Pete's sake smear something on your
    | face. Do the same thing you did before, only backwards. Take out all the
    | guards then exit through the hole to the SW.
    | Same goes for here, too. Nothing's changed. Take out any guards you see and
    | prepare for a fight.
    | o Ammo is everywhere
    | o Stamina kill: Spider uniform
    | First and foremost, Cure the venom and remove and bandage the bolt. Once
    | that's taken care of, take out your Thermal Goggles--you'll rely on them
    | heavily throughout the battle. He'll pretty much stay in the trees, and stop
    | occasionally for you to shoot him while he shoots back at you. If you're
    | using a blood thirsty full auto, it'll be over pretty fast, but using the
    | Mk22 takes a little longer. Both ways are incredibly easy, seeing as your
    | shots deal more damage than it did on Pain. The only difference is The Fear
    | will start to look for food when his stamina gets low. Shoot up some Poison
    | Dart Frogs and poisonous mushrooms for him to snack on (with a lethal
    | weapon). He's a lousy shot, so whipping him up some poisonous food even while
    | he's firing like a maniac is still a walk in the park. He will eat everything
    | you prepare when he's hungry. Plus, he's very vulnerable when climbing down
    | to look for some food. But get too close to him on the ground and he'll bowl
    | you over. Think of this as "training" for your next big showdown. This battle
    | will be over quickly if you don't set off too many traps on yourself.
    | After it's over, go SW a little to pick up the Spider camo if you tranqed
    | him. It gives 80% coverage ANYWHERE but drains stamina very fast. If you want
    | to get the Infinity Face Paint the easy (*cough* cheater) way, place
    | mousetraps around here to pick up a goofy looking Tsuchinoko. You'll have to
    | constantly check the traps (a jingle will signal something is caught) and
    | reset them for a solid 10 min before you get Mr. T. Make sure he stays alive.
    | + To the best of my knowledge, there's only one Tsuchinoko in the game, so
    |  eating it when trying to get the IFP is a huge no-no.
    | We're back here to enter the previously locked door. But if you want a little
    | something special, you'll have to go the extra mile. In order to get the
    | Water face paint, you'll have to backtrack all the way to Ponizovje South
    |(the river). I'm not gonna lead you step by step. Just look underwater near
    | the entrance to Peschera Cave. BTW, all the guards that were patrolling the
    | river have left, so there's no skill involved, only patience. Anyway, getting
    | through the warehouse is the first priority. There's no one on the top level
    | where you are. From the edge of the catwalk, you should be able to take out
    | all the guards on the ground floor with your silencer on if they all go to
    | check on each other. That just leaves the guy on the 2nd level. Get in the SE
    | corner beside the staircase and while crouching hit him when he's at the end
    | of his walkway (it's a tough shot). From there, either go get the Water face
    | paint or go through the previously locked door to Svyatogornyj. It's that
    | sliding door right next to the one you came through on your first visit here.
    | Take a few steps and you'll get a call from EVA. There aren't any guards in
    | the area. Just stock up on food, wait for health to recover, take a break if
    | you need it. There's a book around here somewhere...
    | This isn't necessarily tough to get by here, it's just the fact that the
    | guards don't stand out too well. There's quite a handful of them around here.
    | Use thermals if you need any help. Make your way north using the grass, logs,
    | rocks, whatever for cover. There're no items here, so go on through without
    | searching. At the fork ahead, take a detour and go E instead of N, where your
    | target is.
    | Head E so you won't have to deal with any guards in the woods and carefully
    | make your way to the cottage. There's only a few guards outside that need to
    | be removed. Only shoot at them if you can take em out in one hit. You don't
    | want support arriving, not here. Crawl underneath the supports and in the
    | very back, towards the center, there's a door you can climb through. Claim
    | your M63. There's someone walking around; be careful if you're going through
    | the rooms. He's pretty loud, though, so you'll know if he's near. You can
    | find some SPs if you check the place out. Leave through the door in the floor
    | you came through. The storage shed to the NW has 2 Calorie Mates and a
    | Ration. When you're satisfied, go SW and return to Svy W.
    | Head N, avoiding everyone as best you can. Half of the guards behind you you
    | won't have to worry about unless you trigger an alarm. You've only got a few
    | of them between you and Sokrovenno.
    | o Favorite hiding spots:
    |   - Sokrovenno South: high ledge just right of the path to Sokrovenno North
    |   (to get there, go to Sokrovenno North, go E up a large hill, then S to
    |    come back out on the ledge)
    |   - Sokrovenno North: on any of the places on the N ledge
    | o Hiding spot giveaways:
    |   - He gives off heat (thermals, geenious)
    |   - He will doze off if you take too long finding him (plus he snores)
    |   - His scope sometimes reflects sunlight at you (look for a small flash)
    |   - His bald noggin sticks out a little.
    | o Ammo is in armory in Sokrovenno South
    | o Stamina kill: Mosin Nagant
    | After you finish your chit chat with EVA, the fight will start. I'll say it
    | up front: if you absolutely DO NOT want to fight this dude, save your game,
    | and you can either wait 10 days in the real world or set your PS2 clock 10
    | days ahead. When you open your game, it turns out The End is dead. But if you
    | do this you forego the Moss camo--one of the best--and his Mosin Nagant
    | sniper rifle--also the best (even though you don't get to keep the Nagant
    | when starting a new game anyways). This fight is very time consuming and
    | extremely aggravating. First off, look at the map. He's hiding in one of
    | several sniper spots. The possible locations will appear on the map as
    | circles. Your job is to find him. He should be on the ledge due N of your
    | position when you start off. If he fires, you're in sight of him. Crawling
    | around everywhere can't hurt when you don't know where he is. Running around
    | will definitely get you shot. If you are shot, be sure to remove the needle
    | immediately to prevent rapid stamina loss. Look on the map again--it'll show
    | where he's hiding whenever he fires. He'll more than likely stay put until
    | you fire back at him or he sees you come close to him.
    | + It's rumored that shooting down his parrot on top of the armory in the S
    |  section will stop the End from regaining stamina while not moving.
    | Baldy will almost always be laying down in tall grass even though he has been
    | guilty of crouching behind the occasional rock or something. It doesn't
    | matter. Just sneak around behind him. Once you manage to track him down,
    | either by using the techniques above or by pure luck of guessing, DON'T
    | CHARGE HIM, GO AROUND you big ninny. Hold him at gunpoint until he surrenders
    | his Moss uniform (try aiming your gun at him, jerking the gun to the side,
    | then aiming at him again a few times). With this you gain 100% Camo Index
    | laying in grass plus you regain stamina in sunlight! Anyway, shoot the
    | bastard once he coughs it up. This is where the battle is won or lost. He'll
    | get up, throw a stun (turn your back) and run. Fill him up, leaded please.
    | Attach your thermals and follow him, shooting as you go with a lethal weapon,
    | even if you're not gonna kill him. He'll surprisingly outrun you, but the
    | more you shoot him the more he'll stall, allowing you to get in more trigger
    | time (stamina kill: pull out the Mk22 when he gets close). If you manage to
    | catch up beside him he'll throw another stun. You can keep up the process,
    | but if he does manage to get away, put your thermals on--his tracks glow. If
    | you don't hurry, the footprints will lose their heat distribution. Also,
    | watch his stamina. When it's draining fast he's on the move. When it stops
    | he's waiting for you. So don't just follow his footsteps blindly. Again,
    | check your map. Check it often. When you see the prints leading you straight
    | to a sniper spot sneak around behind him. Shoot him in the back as many times
    | as you can before repeating the chase process and receiving chastisement for
    | shooting an old fart from behind (alternatively, he'll praise you if you
    | snipe HIM).
    | + Whenever you sneak up on him, take time to look at all the tranquilizer
    |  darts on him if you used the Mk22. Like a porcupine.
    | Since you're watching his stamina, aggressively pursue him when he's runnin
    | on empty. He'll start to hunt, and that's the last thing you want. One meal
    | and he's back at his peak and the battle starts all over again. Lastly, if 
    | End holds YOU up you'll be put in a cell back at the looney bin in the
    | Graniny Gorki lab. Just don't lose track of the End and you'll wipe the floor
    | with his grimy geriatric ass sooner than you think.
    | To show the dead guy what a good sport you are, shoot down his pretty parrot
    | pal on top of the armory and eat it if you haven't already. Or you can just
    | cabbage patch. Whatever you do, don't forget to pick up his Mosin Nagant in
    | the middle of Sokrovenno North if you tranqed him and the SVD in the armory
    | if you passed it in Ponizovje.
    | When Kojima decided to push the limits of the PS2, he did it in the most
    | unthinkably maniacal way possible: to put a ladder in the game that you never
    | reach the end of... Well, you do... eventually. Set the controller face down
    | so that it's pushing up on the left analog stick. In the time it takes to
    | climb MGS3's ladder of doom you could be saving on hundreds in car insurance.
    | Why haven't you called GEICO yet?
    | Another PONR. This is the toughest area to get by so far. When you get to the
    | large open area go to prone and grenade the guard in the ledge right ahead of
    | you (you may not see him but toss one over anyway). From there, snipe the guy
    | on that high point on the rock wall. There should be a crawlspace near the
    | first guy you removed. Go through it and you'll be on that killer position.
    | Toss the guy over if you want to. From there you can easily take out anyone
    | you need to. Don't bother shooting everything that moves. In this area the
    | guards will pretty much stay put; shoot only the guards that are directly in
    | your way. Pick up ammo underneath the archway rock near the exit.
    | Take extra caution that you don't invoke the wrath of the almighty Hind
    | chopper. That's the last thing you want happening. If a guard sees you, you
    | could be looking at a missile aiming right between your butt cheeks from that
    | eye in the sky. Use the many holes in the mountainside to work your way
    | around the guards and at the top, there are two ledges that lead to the small
    | camp to the W. If you get on the higher one you can pick up some Mosin tranqs
    | and snipe the guards below with either gun, but watch your back; the guards
    | will check that spot. If you don't mind killing, set a claymore behind you to
    | discourage them from finding you. But if all else fails, there are several
    | mounted machine guns on the mountain... Check the shacks for lots of cool
    | goodies, including the coveted RPG. Lots of fun with this gun.
    | Just like in Bolshaya Past base, jump in that trench and wreak havoc from
    | there. As long as you are very careful of the few guards patrolling the
    | trench you should have no problem. Use the small holes linking the trench to
    | the supply sheds to your advantage. Here, too, you don't need to take out
    | every guard, just the ones that are necessary. You shouldn't need to remove
    | more than half the guards. EVA's waiting for you in that shack at the top.
    | - Cutscene: Wild Beast / Groznyj Grad -
    | Head back through the building, collecting ammo and noodles on the way, and
    | out to the base.
    | There's more enemies now than there were, including flamethrowers. Shoot
    | their backpacks for a laugh or you could just sneak as usual. This time
    | you're aiming for that red door halfway up the encampment.
    | Stock up on lethal ammo at the bottom of the stairs and Mk22 bullets near the
    | barrels on the catwalk. Continue to the left and climb down the ladder.
    | o Ammo is found everywhere
    | o Stamina kill: Fire uniform
    | Don't worry, this is nothing like The End. The Fury's much easier. Very easy.
    | In fact, you shouldn't lose any life to him. There's really no strategy
    | here besides to put on black camo and don't even hide--just find a spot
    | at either end of a hallway, crouch, and when he noisily clanks on by nail him
    | as many times as you can. Then just run and pick another spot to shoot when
    | he sets everything on fire. If you're caught on fire, just roll. But you can
    | easily avoid the fire if you keep your distance from him.
    | Yet another PONR, as indicated by the now-blocked passageway. Pick up the
    | Fire camo if you tranqed him and proceed. The only place you use this is...
    | well... fighting Fury! Really there's no real reason to get this other than
    | to just expand your collection. Snake's backpack is really starting to bulge
    | with all that crap in it. Hard to believe he has an RPG and sniper rifles in
    | there. They must be collapsible.
    | - Cutscene: The Fortress -
    | This area isn't that tough to get through. For now, anyway. Don't worry. All
    | guards are in easy access and usually hang out in the open spaces where you
    | have plenty of room to shoot at them if they suspect something's up. I won't
    | cover all the sections of the exterior of Groznyj Grad but feel free to
    | explore, although there's nothing really valuable to find. Go to the door
    | roughly N of your starting position.
    | Go around to your right and head for that red door somewhere to the N. Don't
    | get caught in the spotlight.
    | Same thing as the lab: put on your Scientist coat and take off your face
    | paint. Only here you can't explore the entire place completely unguarded. You
    | need to find Raikov. Who? It's the only dude with blonde hair. I'd recommend
    | doing this before tearing the place apart looking for goodies. Once you find
    | him (I guess it's a him...), follow him/it until he goes to the lockers
    | upstairs, knock it out, kill him, or do both when nobody's around.
    | - Cutscene: Goodnight Blondie -
    | Was he sportin the g-string? Anyway, put on his uniform and--hey! Put on
    | that phenomenally convenient mask you've had with you this whole time. You're
    | the big cheese now, do whatever you want. Crawl everywhere, salute plants, 
    | drop a log in the toilet without flushing, or even beat the living shit out 
    | of anybody and they won't do anything as long as you're Raikov. An XM16 SP is
    | in the 5th locker, 1st row. There are also a few rations in some other
    | lockers. On the 1st floor in the previously off limits NE room you'll find a
    | Scorpion, Mk22 SP, and ammo. In the room right below the stairs there are
    | med supplies and in the SE room a mousetrap is on the crates. In the library
    | there's a book on the floor (hm...) and in the bathroom there's nothing.
    | Well, besides the usual urinal lineup, piss stains and such. Go through the
    | door at the bottom of the locker room.
    | Go through the long hallway after sneaking a peek at the famed Shagohod and
    | enter through the door at the end.
    | Walk up to the sentries in all your royalness to trigger a long intermission.
    | - Cutscene: Phase 2 / Lost Hope / Fairy Disguise -
    | - Save Prompt 03 -
    | - Cutscene: Torture Room / Defaced -
    | For a little bonus, save your game here and reset. You're in for a surprise
    | when you load it. Trust me, you'll be happy you didn't miss it. When you
    | regain consciousness, you'll find you're stripped of all your belongings and
    | you're in your birthday suit, but at least the gents gave you a fork.
    | Apparently they don't know U.S. seals are trained in the ancient art of fork.
    | The guard will toss you food every so often. Plan your escape once you've had
    | your fill. Remove the transmitter and fake death pill from your body through
    | the Survival Viewer. Once again, as always, you have an option as to your
    | mode of escape, but the first way is more fun: 1) Wait until he gives you 
    | some rotten food, then throw it back at him through the hole. He'll eat it
    | and--uh oh, mudslide's a'comin. Call the frequency Sorrow gave you in the
    | cutscene if you went to FPV: 144.75, or: 2)Just use the fake death pill and
    | revive yourself the instant he leaves. Unleashing fork-fu on him is another
    | option but has a high alarm chance. You can't make it through this area with
    | an alert if you're playing on the difficult levels. Zero will call you when
    | you exit, but don't pick up if you're not in a talky mood. Notice that from
    | now on you can't see completely in FPV; the right side is blocked. It doesn't
    | really put you at that much of a disadvantage though. Also take note that for
    | some jewish reason you can't CQC anymore. You can find a camera in the
    | guard's office. With this you can take pictures of damn near anything and
    | save them on your memory card. You get to keep the camera when you start a
    | new game. Pick up some med supplies in his bedroom if you need any, then exit
    | through the W hallway. As long as you left without his seeing you in person
    | or the empty cell you're safe.
    | The SAA you have for some reason is the very essence of cool. Why? Not only
    | can you spin the right analog stick with it equipped to play with it, but
    | when shooting it, you can ricochet bullets off walls to hit people like
    | Ocelot did. Only difference is, you need practice. Now the only thing you
    | need are bullets. You'll find SAA ammo around here in various locations; some
    | you can pick up from guards (use the KO roll rather than the throw). When you
    | head around the building to the right pick just pick up Cardboard Box C. If
    | you want to get some SAA bullets, hop down in the drainage tunnel just N of
    | the building (you'll have to take out that guard N of the cardboard box). But
    | that way brings you a lot farther away from your objective than just going
    | through the crawlspace in the wall to the W. Either way, you'll end up in the
    | same area, but in different starting positions. You can also take the door,
    | but there's no advantage there.
    | If you manage to make it to the door on the W in one piece, go through it by
    | all means. But there are some guards you just can't sneak by. This is where
    | the cardboard box comes into play. If you hear "Who's that?" then throw on
    | your Sunday best and wait till they come over to check you out. They will
    | first kick the box then peer inside. Give em hell when they lift it off. This
    | doesn't let you get by without raising any alarms, just taking out guards
    | individually without support coming. Don't just leave your box if they take
    | it off you when you're done with them. But all in all it's better just to not
    | even get caught. Head W.
    | The sewer entrance you're aiming for is in the NE corner. You're gonna have
    | to go near the tanks on the left to get by the searchlight. It's pretty easy
    | sneaking around the people patrolling here. It's the dogs that are the
    | problem. You can shoot them if you have bullets, but that'll raise caution.
    | The obvious choice is to just not go near them; if you do, stalk or crawl.
    | SAA bullets are on the truck just past the tanks. Head N and if you crawl
    | behind those barricades no guards should notice you. Be careful of the dog
    | near you, though. If you're crawling he shouldn't be a problem as long as
    | you don't bump into him. Go through that gate just past the dog and crawl
    | under the pipes to reach the ladder.
    | EVA will call you. Turns out everybody knows you're gone and the sewers have
    | been sealed. Hey, no problem for creepy crawly Snake. Grab the Life Med, head
    | down the stairs, and run. Run like the dickins. This area's not a straight
    | shot, but isn't a maze either if you don't screw yourself up. Just run along
    | the main path until you reach a gate, then crawl through the left hole and
    | you'll pop out on the other side. Keep running. At the second gate, go
    | through the right hole. Now run like a nigga.
    | - Cutscene: Waterlogged -
    | LOCATION: ???
    | Don't worry. This isn't a "boss battle" boss battle. All you have to do is
    | walk towards the end of the river, avoiding all the people you have killed
    | along the way. Yup, the whole gang is here, from that guy you blew up to the
    | guy who got his throat slit open. And they seem pretty pissed by the sound of
    | that groaning. Don't bother shooting at anyone here, there's no need. Just
    | keep on walkin. When you are killed (or you kill yourself from boredom) use a
    | revival pill at the continue screen. At the end of the river--the long, long,
    | very long river--you'll see his lifeless body floating there and you'll
    | instantly die when you touch it. If you do, you'll get my favorite camo--
    | Spirit (recover stamina when choking guards and, even better, completely
    | silent movement) when you get your stuff back. Likewise, use the revival
    | pill. It is honestly worth all that walking (or trudging, actually). But if
    | you already have it, just drown in the river before using the revival pill to
    | save yourself from all that walking. I don't know what's worse, this or that
    | damned ladder.
    | - Cutscene: The Sad Truth -
    | Zero's unfallibly timed radio call will fill you in on all the tidbits you
    | missed about Sorrow. When that's finished you'll touch base with EVA before
    | setting out. Cross the river to get to the E bank and walk on the log up
    | ahead. There's a huge variety of food here if you need a quick bite. Go 
    | behind the waterfall from the ledge.
    | - Cutscene: Need a Towel? -
    | - Save Prompt 04 -
    | - Cutscene: Russian BBQ / Gameplan -
    | Hey, check out the new eye patch. Ever see that movie Captain Ron? Grab the
    | Kabuki face paint at the bottom of the pond outside the waterfall, its only
    | purpose being to brighten your day! You can also find your Tsuchinoko in the
    | area if you had one alive in your inventory at the time of capture (it'll be
    | in the open this time, just shoot it w/ Mk22). Go N while picking up Mk22 and
    | M19 suppressors and bullets, various medical supplies, and the Cardboard Box
    | B.
    | - Cutscene: Bad Luck -
    | Did you miss your guns? I bet you did. They look a little rusty. Why not dust
    | em off and put em to good use? Getting by here should be no problem with your
    | once long departed firearms. Go through the SE door.
    | You're in the middle of boot camp. The people here aren't focused so much on
    | finding you, rather they're focused on their hated instructor. As much as you
    | hate sneaking, it's easier to go by them than take them all on. You will have
    | to put out the guards that aren't running around and actually patrolling,
    | though. Mk22 ammo and grenades are in the truck to the N. Walk through that
    | oh so familiar red door we all know and love.
    | Do I really have to explain what to do here? I mean by now you realize what
    | to put on when you're in here. Well, sure as hell not the Raikov suit; that's
    | been exposed. Revisit the locker room to find 2 great uniforms, one in the
    | 3rd row, 5th locker (sneaking), and one in the last row, 2nd locker
    |(maintenance). That XM16 SP is still in the same spot, but at this point in
    | time you really don't have a use for it. Put on the maintenance suit and go
    | through the door EVA showed you. In case you don't watch cutscenes, you're
    | automatically pointed towards the door when you walk in.
    | Pull out that maintenance suit and that C3 of yours and plant it on the 4
    | liquid fuel tanks (if you can't put some C3 down, it's not a liquid fuel
    | tank). The whole scientist deal applies here too: don't let any workers see
    | your face. EVA will give a ring after 2 C3 pieces have been put down.
    | Afterwards, finish off the other two. When you're done, you're done.
    | Badabing. Forgetaboudit.
    | - Cutscene: Butterfly Kiss -
    | Call from the Major. You've now reached the final PONR. From here, it's only
    | one-way until the end. Oh, and get ready for a good clean fight (clean, ha!).
    | - Cutscene: Caught Red-handed -
    | - Save Prompt 05 -
    | - Cutscene: Philosophers' Legacy -
    | o Vulnerable when:
    |   - His frontal shield is overpowered
    |   - His back is turned (running, recharging)
    | o Ammo will be thrown down occasionally from Ocelot
    | o Stamina kill: Cold War uniform
    | I'm not gonna lie to you, this is a beast of a battle. You have 5 minutes to
    | kill this shmuck. He's pretty much invincible when he has his shields up.
    | Keep shooting until they fall or you can grenade him. He can only block shots
    | from the front. Shooting him from behind, although the opportunity rare,
    | always delivers damage. Whenever he hits you with a lightning bolt, you'll
    | lose all the bullets in the clip. Either unequip your weapon if you think
    | you're gonna be struck or just don't let it hit you. Pull out an automatic
    | weapon regardless of whether you're going to kill him or not and keep
    | unloading on him, stopping only when he's about to hit you with lightning.
    | You'll break his shield eventually. Keep firing if you're putting him 8 feet
    | under or quickly change to the Mk22 if you're a lover and not a fighter. Save
    | your grenades for later. Vogin'll lose energy with every attack he makes and
    | every hit he takes, so he'll have to recharge even if you're not hitting him
    | although doing so speeds up the process. The room starts out blue when his
    | energy has peaked and the color fades as he loses power. Be ready when the
    | hue has disappeared and shoot the second he turns his back to recharge. When
    | the battle is halfway complete, you get a little break where Volgin asks for
    | help and the complex is evacuated. When the battle resumes, your opponent
    | will appear with a few new tricks, like the bullet wave. Lay down when this
    | happens, you absolutely do not want to be hit with this. He'll also fire a
    | bigger electric bolt, but the mechanics of the fight remain constant. Use up
    | all your grenades on him now (remember: stun grenades only for lowering
    | stamina). This is probably the toughest fight to pull off; it might take a
    | few tries. If you short circuited his stamina you'll get the Cold War
    | uniform. With this on you stick out like a sore thumb anywhere but guards
    | can't shoot you from the front. Its only practical use is coming up.
    | - Cutscene: Inevitable Fight -
    | Well, the Shagohod's still intact and is right on your tail. EVA's driving
    | while you shoot in the car. Get ready for the ride of your life. All your
    | weapons have infinite ammo, even grenades. Besides that, if you missed the
    | RPG on the mountain you'll automatically have it here (it's vital to the
    | story). Just pick your most favoritest WMD and start blasting. I think you
    | are given some leeway in the accuracy department, with you moving and all.
    | There's no strategy here, just hit everything that moves with all you got.
    | However, that Cold War camo you got if you defeated Volgin non-lethally has
    | its chance to shine here. For a pure adrenaline rush, get out of FPV
    | whenever you can to witness the adrenaline pumping, motorcycle maneuvering,
    | giant legged tank smashing, stuff blowing up ripped out action. EXTREME!
    | - Cutscene: To the Bridge / In Debt -
    | Same here. Just shoot everything you need to.
    | - Cutscene: Hello Comrade -
    | Yawn. Keep shooting. What did you expect?
    | - Cutscene: Watch Out Ocelot -
    | Volgin'll try to run you over. Nothing you can do but lose some health. You
    | could slow it down with a few RPG hits to its treads, but it doesn't really
    | do much.
    | - Cutscene: One Chance -
    | Here, shoot out the blinking C3 on the right with your SVD that's already
    | equipped and wait for the tank to come onto the bridge. On EVA's command blow
    | up the second explosive.
    | - Cutscene: It's Over...? -
    | o 1st Battle:
    |   - Riding in sidecar
    |   - Treads can be stopped with RPG
    |   - Shagohod vulnerable in rear
    |   - Ammo is unlimited
    | o 2nd Battle:
    |   - Walking
    |   - Volgin can only be shot from in his back
    |   - Shagohod attacks include duel machine guns, particle beam, missiles
    |   - No additional ammo can be found
    | o Stamina kill: sorry, nada
    | Holy tap dancin jeezus Batman! That thing's still alive. This battle is split
    | into two parts, but this is all no sweat. In the first round, shoot a tread
    | with an RPG and it'll lock up. Then blast the tank in its back where sparks
    | are coming out. Rinse and repeat until you go into part 2, where you go it
    | alone on foot. EVA will distract it while you blow the stuffing out of
    | Volgin, who ingeniously decided to pilot it from the top. As always, you
    | can't hit him from the front for some reason, so do the honorable thing and
    | pop him in the back. Once shot at, Volgin will wise up and turn his attention
    | to you. Spend most of your time under the tank (not under the tread), rolling
    | underneath when it passes over you, then turning around to plug a missile up
    | Volgin's butt (or the Mk22 for the non-killing Ghandi method--don't worry, it
    | takes off a much bigger chunk here than it did before, just aim for his
    | peabrain). If you're in the mood, hop into any of the mounted guns, but
    | readily abandon it if the tank starts barreling towards you. Just keep
    | hitting him in the back and don't get run over and you'll do fine. Not as
    | much as you'd expect from the "weapon from hell."
    | - Cutscene: A Fitting End -
    | Another easy bike chase. Shoot, shoot, shoot, shoot, shoot. BTW, despite the
    | explosions and rag doll bodies experienced by bike and hovercraft drivers
    | when shot, if you tranquilized them it doesn't add to your kill count.
    | Now them hoverfolks is chasin yeh. I reckon yeh cud shoot em with that thar
    | boomstick a' yurs.
    | More chasing, more shooting. When will the killing stop? Who knows? Who
    | cares?
    | ZAOZYORJE WEST (a.k.a. Zaozyorje South)
    | - Cutscene: Only a Flesh Wound -
    | Heal up EVA and continue. She'll lose stamina mad fast, so keep stuffing her
    | face frequently through the Survival Viewer (she has to be near you). She'll
    | move to your position with Triangle if she's in sight. When you get about 1/2
    | way through the forest,...
    | - Cutscene: On the Trail -
    | Guards will be closing in from behind. Lay down in the grass and EVA'll do
    | the same. Shoot everything coming towards you (haven't you learned by now?).
    | Once every guard in sight has been removed, you should be able to run to the
    | exit before the next batch arrives, keeping EVA with you, if you don't stop
    | moving. Gather any and all good food you see along the way, which will be
    | mostly snakes and fruits, but do it quickly. At the end you'll have to lift
    | EVA up before pulling yourself up--in other words you can't exit the area
    | without her bitch ass.
    | ZAOZYORJE EAST (a.k.a. Zaozyorje North)
    | Hide in the first patch of grass you see. The enemies will notice you easily
    | and run at anything they see move. All the douchebags in this area can be hit
    | from the entrance. They'll be walking around and are very careful as to your
    | hiding spot. They won't miss you if they come anywhere near you. Some golova
    | fruits here should be enough to fatten up EVA. After the unit in this area
    | has been wiped up, continue on until you reach a drop. DO NOT go down there,
    | instead, using a sniper and thermals if you need them, snipe all the guards
    | in hiding. When you think you're done, instead of jumping down, fire off a
    | few unsuppressed bullets to rile any survivors up. Squeeze as much ammo out
    | of the dropped sentries as you can before continuing to the final boss
    | battle. Remember not to leave EVA behind. If you left EVA behind before
    | dropping down, well, I can't help you there.
    | - Cutscene: Beautiful End / Meaningless Competition / Empty -
    | o Ammo: none
    | o Stamina kill: Snake uniform
    | Good news! This is the only time in the entire game you get to use your dusty
    | old Snow camo. Wait, there's more! You even get to fight this battle seeing
    | as much cleavage as EVA shows off. At the start, she'll charge. You can
    | either dive out of the way or counter with CQC. To do this, wait until she
    | bumps into you (don't attack too early) and do either a KO throw or chokehold
    | maneuver (the button combination is the same but the results ain't). You'll
    | disable her assault and leave you ample time to shoot her, hit her, whatever.
    | It only works one-way; you can never go up to HER and use CQC. Only she can
    | come to you. Disappear in the flowers after you deliver your attack, cause
    | she'll start shooting at you. Laying down, peek with L2 and R2 and follow her
    | with your gun sights. If you lose her, try the thermals (they don't help
    | much) or the Motion Tracker, but waiting for the trail of flower petals she
    | kicks up when she runs should suffice. When she's stopped moving, fire off a
    | clean suppressed headshot. She'll start to blast away with her Patriot
    | regardless of whether she actually knows where you are. If the firing stops
    | after a short time, you're golden. If not, find a new spot. This battle is
    | all hide and seek but it has a time limit, which Boss will notify you of the
    | time you have left every now and then. Don't worry about the time, though,
    | since there is more than enough time for you to make well aimed shots if
    | you're going at a steady pace. The only thing you have to worry about is if
    | her intuition leads her immediately to you. This rarely does happen, but then
    | again, it's possible. When you're hungry, snack on the three delicious white
    | snakes found only in this area (Solid, Liquid, and Solidus... where have I
    | heard that before...), all 3 hanging out by different logs. If you defeat
    | Boss non-lethally you'll start a new game with the Snake uniform in your
    | pack. No, it doesn't look like her shiny jump suit, and yes, all it does is
    | give you another reason to play dress-up with Snake.
    | - Cutscene: Eternal Parting -
    | After the game's only non-skippable cutscene, you can zoom in with Triangle
    | while you pull the trigger manually on your beloved Boss. By now you should
    | have a bigger tear on your cheek than the Indian on that old TV commercial.
    | Or not; it's only a video game. Get ready for some trippy cutscenes.
    | - Cutscene: Field of Blood / Prolonged Fight -
    | When the game resumes play, select the SAA on the right and you'll get to
    | start your next game with one.
    | - Cutscene: Duel! -
    | Depending on which gun you select, you can initiate two different cutscenes.
    | Choosing the left one will let you win the duel but won't give you an SAA on
    | your next game. Winning the duel doesn't mean you kill him, either--it was a
    | blank anyhow.
    | - Cutscene: Close Call / Miracle -
    | Oh, it's you, Zero... What do you want now?
    | - Save Prompt 06 -
    | - Cutscene: Love Machine / True Patriot / Big Boss / The Unsung Hero -
    | - Closing Credits: "Way to Fall" -
    | - Phonecall from Ocelot to Chief Director -
    |   ~  Fin.
    | + Bet none of you figured out ADAM was Ocelot. He was working for the CIA the
    |  whole time, but you would've known that already if you were paying
    |  attention. There're also more discreet inferences in the story I'll leave to
    |  you to piece together, such as the identity of the Boss' child and the true
    |  destination of the Legacy. After fully enjoying the whole experience, see
    |  how you did.
    |  006.Post Game |
    | Some statistics are kept track of during the game. You will receive a
    | codename based on these statistics as well as a reward for having met certain
    | stat requirements (see next subheading). The following stats are displayed
    | upon completion of the game:
    | o Difficulty
    | o Play Time
    | o Save Count
    | o Continue
    | o Alert Mode
    | o Humans Killed
    | o Seriously Injured
    | o Total Damage (in life bars)
    | o Life Medicines Used
    | o Plants & Animals Captured
    | o Meals Eaten
    | o Special Item Used
    | //REWARDS
    | The following rewards are given when the following requirements are met. The
    | maximum amount of items able to be received in one run is not limited.
    | Automatically given upon completion of the game
    | Automatically given upon completion of the game
    | Automatically given upon completion of the game
    | SAA
    | Given only if you selected the pistol on the right in the duel with Ocelot
    |  in the WIG.
    | EZ GUN (!Special Item!)
    | Given if the following requirements are met upon completion of the game:
    | o All plants and animals must be captured (even medical plants)
    | STEALTH CAMOUFLAGE (!Special Item!)
    | Given if the following requirements are met upon completion of the game:
    | o Continue: 0 times
    | o Alert Mode: 0 times
    | o Life Medicines used: 0
    | o Special Item: not used
    | - or -
    | o All 64 Kerotan frogs have been shot
    | INFINITY FACE PAINT (!Special Item!)
    | Given if the following requirements are met upon completion of the game:
    | o Difficulty: Easy, Normal, Hard, or Extreme
    | o Play Time: 5:00:00 hours or less
    | o Save: 25 times or less
    | o Continue: 0 times
    | o Alert Mode: 0 times
    | o Humans Killed: 0
    | o Seriously Injured: 20 times or less
    | o Life Medicines used: 0
    | o Special Item: not used
    | - or -
    | o Captured Tsuchinoko must be alive in cage upon completion of the game
    |  007.Weapons |
    | Locations listed aren't necessarily the only place to find the weapons, just
    | the first places at which they are available.
    | For close combat. Press Square button to slash, press firmly to stab. Press
    |  it repeatedly to make a combo attack. (0.5kg)
    | - Start out with -
    | FORK
    | Press Square button to slash, press firmly to stab. Animals and plants
    |  captured with this can be eaten on the spot. (0.1kg)
    | Groznyj Grad: Torture Room: in cell on the floor
    | Gas-spray gun disguised as a cigarette. Puts enemy to sleep. Press Square
    |  button to hold, release to emit gas. (0.3kg)
    | Lab B1 West: inside guard's office
    | Mk22
    | Tranquilizer gun. Press Square button to aim, and release to fire. Put on/off
    |  suppressor w/ Circle button. (0.8kg)
    | - Start out with - / Rassvet: automatically obtained from EVA
    | M1911A1
    | .45 auto. Press Square button to aim, release to fire. Put on/off suppressor
    |  w/ Circle button. (1.0kg)
    | - Start out with on Operation Snake Eater -
    | .45 revolver. Press Square button to hold, release to fire. Aim w/ L1 button,
    |  play w/ right analog stick in 1st person view. (1.0kg)
    | Groznyj Grad: Torture Room: already in your inventory when you wake up
    | EZ GUN (!Special Item!)
    | Special silent tranquilizer gun w/ built-in laser sight. Camo Index & stamina
    |  fall in lesser amounts.
    | Receive Markhor Codename or play game on Very Easy difficulty
    | The Boss' assault pistol. Press Square button lightly to hold, firmly to
    |  fire. Feeding mechanism in drum mag is 8-shaped. (1.5kg)
    | Beat the game
    | .32 caliber sub machine gun. Press Square button lightly to hold, firmly to
    |  fire. Toggle semi/full-auto w/ Triangle button in window.(1.3kg)
    | Groznyj Grad: East Wing: in NE room accessible to Major Raikov
    | XM16E1
    | Hold in 1st person view & shoulder-aim w/ L1 button. Toggle firing mode w/
    |  Triangle button, put on/off suppressor w/ Circle in window. (2.9kg)
    | Dolinovodno: cave under bridge / Lab Exterior: Inside Walls: NW armory
    | AK-47
    | Soviet Assault Rifle. Hold in 1st Person view & shoulder-aim w/ L1 button.
    |  Toggle semi/full-auto w/ Triangle button in window. (3.5kg)
    | Rassvet: up stairs
    | M63
    | American light machine gun. Press Square button lightly to hold, firmly to
    |  fire. (4.5kg)
    | Svyatogornyj East: cottage
    | M37
    | 12 Gauge shotgun. Press Square button to hold, release to fire. Can blow
    |  enemy away. (2.9kg)
    | Rassvet: SW corner of walls / Chyomaya Peschera Cave: take E fork
    | SVD
    | Dragunov sniper rifle. Use scope w/ L1 button. Press Square button to hold,
    |  release to fire. Adjust scope w/ Triangle button. (4.6kg)
    | Ponizovje West: inside building
    | Tranquilizer sniper rifle. Use scope w/ L1 button. Press Square button to
    |  hold, release to fire. Adjust scope w/ Triangle button. (4.4kg)
    | Defeat The End non-lethally
    | RPG-7
    | Portable rocket launcher. Use scope w/ L1 button. Press Square button to
    |  hold, release to fire. Can't equip in prone position. (6.3kg)
    | Kraznogorje Mountainside: inside shack
    | TORCH
    | Wave w/ Circle button, press repeatedly to swing around. Light or put out
    |  fire w/ Square button. (0.5kg)
    | Chyomaya Peschera Branch: between 2 waterfalls to the W
    | Press Square button to hold, release to throw. How strong button is pressed
    |  varies distance. (0.3kg)
    | Light enemies on fire. Press Square button to hold, release to throw. How
    |  strong button is pressed varies distance. (0.8kg)
    | Stuns enemy temporarily. Press Square button to aim, release to throw. How
    |  strong button is pressed varies distance. (0.5kg)
    | Causes radio wave disturbance. Press Square button to aim, release to throw.
    |  How strong button is pressed varies distance. (0.8kg)
    | Blinds enemy w/ smoke screen. Press Square button to aim, release to throw.
    |  How strong button is pressed varies distance. (0.5kg)
    | Empty magazine. Press Square button to hold, release to throw. How strong
    |  button is pressed varies distance. (0.1kg)
    | TNT
    | Explosive w/ remote detonator. Press Square button to set. Press Circle
    |  button - w/ TNT equipped - to detonate. (1.6kg)
    | Lab Exterior: Inside Walls: NE armory
    | C3
    | Plastic explosive. Press Square button to set near warehouse liquid fuel
    |  tanks. Can be set on liquid fuel tanks only. (1.6kg)
    | Tikhogornyj: Behind Waterfall: automatically received from EVA
    | Anti-personnel landmine w/ front sensor. Press Square button to set. Can be
    |  retrieved if crawled over. (1.6kg)
    | BOOK
    | Publication w/ adult-oriented material. Full of girly photos and interesting
    |  columns. (0.1kg)
    | Trap to capture small animals. Press Square button to set. Can be retrieved
    |  if crawled over. (0.4kg)
    | Microphone that can pick up small sounds. When equipped, it picks up sounds
    |  in the pointed direction. (1.5kg)
    | - Start out with -
    | [FOOD ITEMS]
    | Press Square button to hold, release to throw. How strong button is pressed
    |  varies distance. (0.3kg)
    |  008.Items |
    | Developed by USSR. Restores LIFE. Press Circle button in window to use.
    |  (0.2kg)
    | - Start out with -
    | Benzodiazepine anti-depressant. Serves as muscle relaxant, treats autonomic
    |  imbalance. Use w/ Circle button in window. (0.1kg)
    | Espionage pill developed by the CIA. Can fake death temporarily. Use w/
    |  Circle button in window. (0.1kg)
    | - Start out with -
    | Espionage pill developed by the CIA. Can wake up from fake death. Use w/
    | Circle button in window. (0.0kg)
    | - Start out with -
    | CIGAR
    | Highly addictive and hazardous to your health. (0.1kg)
    | - Start out with -
    | Military binoculars allowing long-distance reconnaissance. Zoom in with
    |  Triangle button, zoom out with Square button. (1.0kg)
    | - Start out with -
    | Visualizes heat source distribution. Allows one to see in the dark. Consumes
    |  battery power while used. (1.0kg)
    | Dremuchij North: inside hollow log / Rassvet: Sokolov's locker
    | Electronically amplifies weak dim light for visualization. Allows one to see
    |  in the dark. Consumes battery power while used. (1.0kg)
    | Peschera Cave Branch: lake
    | CAMERA
    | Press Circle button to take photos. Zoom in with Triangle button, zoom out
    |  with Square button. (0.7kg)
    | Groznyj Grad: Holding Cell: inside guard quarters
    | Sensor that detects an object's motion. Does not detect stationary objects.
    |  Consumes battery power while used. (1.8kg)
    | - Start out with -
    | Sensor that detects animals w/ sound waves. Press L3 button to emit waves.
    |  Consumes battery power while used. (3.2kg)
    | Makes sound upon detection of Claymores on the ground. Equip to use. Consumes
    |  battery power while used. (3.0kg)
    | Rassvet: in SE corner of room before Sokolov's
    | Vibrates when detecting life forms. Equip to use. Consumes battery power
    |  while used. All other vibrations will be OFF when activated. (1.5kg)
    | Equip to wear. Says "To the Weapons Lab: East Wing" on the side. (0.6kg)
    | Rassvet: on top of crates W of Sokolov's room
    | Special Effect: invisible in the east wing of Groznyj Grad Weapons Lab and in
    |  storerooms
    | Equip to wear. Says "To the Weapons Lab: Hanger" on the side. (0.6kg)
    | Tikhogornyj: Behind Waterfall: at the end of tunnel
    | Special Effect: invisible when in the hanger of the weapons lab and in
    |  storerooms
    | Equip to wear. Letters on the side cannot be read. (0.6kg)
    | Groznyj Grad: Southeast: far E beside the building
    | Special Effect: invisible in storerooms, etc.
    | Equip to wear.
    | Chyornyj Prud: on an island accessible by swimming under the fallen log to
    |  the far left and navigating the ropes tied to trees (1.6kg)
    | Special Effect: invisible when crouching or swimming in water
    | STEALTH CAMOUFLAGE (!Special Item!)
    | Activates when equipped. Can optically deceive enemy eye, helping you to
    |  hide. (2.5kg)
    |(see Post Game section for details)
    | A mask that mimics a monkey. (0.1kg)
    | Get 1st place in all 5 Snake vs. Monkey missions
    | KEY A
    | Card key obtained from Granin. Opens red door in the southeast of Ponizovje
    |  warehouse. (0.1kg)
    | Lab B1 West: automatically received from Granin
    | KEY B
    | Key obtained from EVA. Opens door in the east of Kraznogorje mountain top.
    |  (0.1kg)
    | Kraznogorje Ruins: automatically received from EVA
    | KEY C
    | Key obtained from EVA. Opens door to hangar at weapons lab main wing. (0.1kg)
    | Tikhogornyj: Behind Waterfall: automatically received from EVA
    | A bug repellant. Keeps away hornets & leeches while lasting. Apply w/ Circle
    |  button in window. (0.7kg)
    |  009.Camouflage |
    | + Tip: Thermal Goggles can detect camouflage boxes (or any other supply and
    |  food boxes for that matter)
    |  Also, the camouflage that covers best may not always be the seemingly
    |  obvious choice; trust the numbers, not the look of it
    | //FACE PAINT
    | NO PAINT
    | No face paint applied.
    | - Start out with -
    | For use in forested areas.
    | - Start out with -
    | BLACK
    | Black face paint.
    | - Start out with -
    | WATER
    | Effective when underwater.
    | Ponizovje South: near Peschera Cave, available after talking to Granin
    | DESERT
    | Effective in mountainous terrain.
    | Ponizovje Warehouse: southern alcove in the storeroom
    | For indoor-ops.
    | - Start out with -
    | SNOW
    | For cold environments.
    | Bolshaya Past Base: in the trench under a board
    | KABUKI
    | Face paint that mimics a Kabuki character.
    | Tikhogornyj: at the bottom of the pond under waterfall, available after
    |  meeting with EVA
    | ZOMBIE
    | Face paint that mimics a zombie.
    | Rassvet: N of the facility
    | Special Effect: may briefly startle enemies
    | OYAMA
    | Kabuki's female role face paint.
    | Lab 1F: enter through the crawlspace outside the lab on the W wall
    | MASK
    | Mask used for disguise.
    | - Start out with -
    | INFINITY (!Special Item!)
    | Face paint with infinite power.
    |(see Post Game section for details)
    | Special Effect: infinite ammunition for weapon when equipped
    | //UNIFORM
    | All uniforms besides the Scientist, Officer, and Maintenance uniforms are
    | kept even after completing the game. The three mentioned must be received
    | every time you start a new game.
    | NAKED
    | Nothing worn on the upper body.
    | - Start out with -
    | Special Effect: stamina drops faster
    | Uncamouflaged normal uniform.
    | - Start out with -
    | Effective in trees, grass, or against soil.
    | - Start out with -
    | LEAF
    | Effective in underbrush.
    | - Start out with -
    | Effective when pressed against trees.
    | - Start out with -
    | Effective in desert or mountain environments.
    | Bolshaya Past South: inside a hollowed tree stump past 3rd electric fence
    | Effective in an urban environment.
    | Bolshaya Past South: end ledge on the right of the mud
    | Effective in the rain.
    | Dolinovodno: cave under north end of bridge, available in Operation Snake
    |  Eater
    | Effective against brown backgrounds.
    | - Start out with -
    | WATER
    | Effective when underwater.
    | Bolshaya Past Base: roof of the large building
    | BLACK
    | Effective in dark areas or against black ground.
    | - Start out with -
    | SNOW
    | Effective against white backgrounds.
    | Chyomaya Peschera Cave: after 1st crawlspace in the right fork of the path
    | Advanced combat suit developed by the USSR.
    | Groznyj Grad Weapons Lab: East Wing: available after you meet with Sokolov;
    |  in the same locker you shoved Raikov in
    | Special Effect: damage is greatly reduced
    | The uniform scientists wear.
    | Automatically received from EVA in Rassvet
    | Special Effect: allows you full access to Graniny Gorki Lab and partial
    |  access to Groznyj Grad Weapons Lab; CQC and some weapons and items are
    |  disabled
    | The uniform Major Raikov was wearing.
    | Automatically stripped from Raikov in Groznyj Grad Weapons Lab: East Wing
    | Special Effect: allows you full access to Groznyj Grad Weapons Lab; CQC and
    |  some weapons and items are disabled
    | The uniform the maintenance crew wears.
    | Groznyj Grad Weapons Lab: East Wing: in locker room: last row, 2nd locker,
    |  available after meeting EVA in Tikhogornyj
    | Special Effect: allows you full access to the hangar in the main wing of the
    |  Groznyj Grad Weapons Lab; CQC and some weapons and items are disabled
    | TUXEDO
    | Formal tailcoat.
    | Reward for beating the game
    | Special Effect: CQC is disabled
    | The Pain's camo uniform.
    | Defeat The Pain non-lethally
    | Special Effect: hornets will follow you and attack enemies
    | SPIDER
    | The Fear's camo uniform.
    | Defeat The Fear non-lethally
    | Special Effect: Camo Index stays at 80% anywhere; stamina drops much faster
    | MOSS
    | The End's camo uniform.
    | Hold up The End
    | Special Effect: recover stamina in sunlight
    | FIRE
    | The Fury's camo uniform.
    | Defeat The Fury non-lethally
    | SPIRIT
    | The Sorrow's camo uniform.
    | Use a revival pill at the continue screen when The Sorrow kills you
    | Special Effect: silent movement; recover stamina when choking guards
    | COLD WAR
    | Volgin's camo uniform.
    | Defeat Volgin non-lethally
    | Special Effect: guards won't shoot you from the front
    | SNAKE
    | Snake pattern camo uniform.
    | Defeat The Boss non-lethally
    | Fur pattern camo uniform.
    | Defeat Ocelot non-lethally (found shortly afterwards)
    | Special Effect: gun is always steady
    | FLY
    | Stinky camo uniform.
    | Lab 2F: knock down door to last stall in bathroom
    | Special Effect: guards sometimes won't go near you (you stink!)
    | BANANA
    | Banana pattern camo uniform.
    | Get 1st place in all 5 Snake vs. Monkey missions
    | MUMMY
    | ??
    | Download
    | ??
    | Download
    |  010.Food |
    | This doesn't give medical plant locations. Also, stamina recovery listed is
    | for Snake. EVA's may differ slightly.
    | AROWANA (Chyornyj Prud, Peschera Cave, Ponizovje, Tikhogornyj)
    | A large fish.
    | Decent stamina recovery.
    | BAIKAL SCALY TOOTH (Svyatogornyj, Sokrovenno West, Tikhogornyj)
    | A brown mushroom.
    | Barely noticeable stamina recovery.
    | BALTIC HORNET'S NEST (Dremuchij Swampland, Dolinovodno)
    | A hornet nest.
    | Excellent stamina recovery.
    | BIGEYE TREVALLY (Ponizovje, Tikhogornyj)
    | A fish with silver eyes.
    | Barely noticeable stamina recovery.
    | CALORIE MATE (Bolshaya Past Base, Ponizovje Warehouse, Lab 2F)
    | Never seen a food like this before.
    | Excellent stamina recovery.
    | COBALT BLUE TARANTULA (Ponizovje Warehouse, Lab B1 East, Kraznogorje Tunnel)
    | A large spider.
    | Barely noticeable stamina recovery.
    | CORAL SNAKE (Chyornyj Prud, Svyatogornyj South)
    | A brightly colored snake.
    | Good stamina recovery.
    | EMPEROR SCORPION (Kraznogorje Mountain)
    | A large scorpion.
    | Barely noticeable stamina recovery.
    | EUROPEAN RABBIT (Graniny Gorki South, Svyatogornyj, Sokrovenno)
    | An ordinary rabbit.
    | Good stamina recovery.
    | FLY AGARIC (Graniny Gorki South, Tikhogornyj)
    | A red mushroom.
    | Causes food poisoning.
    | GIANT ANACONDA (Dremuchij, Peschera Cave, Sokrovenno West, Tikhogornyj)
    | A large snake with black spots.
    | Great stamina recovery.
    | GOLOVA (Dremuchij, Chyornyj Prud, Sokrovenno, Zaozyorje East)
    | A large fruit.
    | Excellent stamina recovery.
    | GREEN TREE PYTHON (Svyatogornyj, Sokrovenno, Rokovoj Bereg)
    | A large green snake.
    | Moderate stamina recovery.
    | INDIAN GAVIAL (Dremuchij Swampland, Chyornyj Prud)
    | A large crocodile.
    | Decent stamina recovery.
    | INSTANT NOODLES (Ponizovje Warehouse, Graniny Gorki South, Lab 2F)
    | Apparently turns into a noodle meal.
    | Excellent stamina recovery.
    | JAPANESE FLYING SQUIRREL (Dremuchij East, Graniny Gorki South)
    | A large squirrel.
    | Small stamina recovery.
    | KENYAN MANGROVE CRAB (Chyomaya Peschera Cave, Ponizovje, Tikhogornyj)
    | A large crab.
    | Good stamina recovery.
    | KING COBRA (Dremuchij North, Bolshaya Past Crevice)
    | A large, gray snake.
    | Good stamina recovery.
    | MAGPIE (Svyatogornyj, Graniny Gorki South)
    | A bird with a long tail.
    | Slight stamina recovery.
    | MARKHOR (Dremuchij South, Sokrovenno, Tikhogornyj)
    | A large goat.
    | Good stamina recovery.
    | MAROON SHARK (Chyomaya Peschera Cave, Ponizovje, Tikhogornyj)
    | A fish resembling a carp.
    | Decent stamina recovery.
    | MILK SNAKE (Chyornyj Prud, Lab Exterior)
    | A brightly colored snake.
    | Barely noticeable stamina recovery.
    | OTTON FROG (Peschera Cave, Kraznogorje Tunnel, Tikhogornyj, Zaozyorje East)
    | A large frog.
    | Good stamina recovery.
    | PARROT (Sokrovenno South)
    | A bird that looks familiar.
    | Barely noticeable stamina recovery.
    | POISON DART FROG (Chyornyj Prud, Graniny Gorki South, Svyatogornyj South)
    | A brightly colored frog.
    | Causes food poisoning.
    | RAT (Rassvet, Bolshaya Past, Peschera Cave, Graniny Gorki, Kraznogorje)
    | A common rat.
    | Decent stamina recovery.
    | RED AVADAVAT (Lab Exterior, Svyatogornyj South)
    | A small red bird.
    | Slight stamina recovery.
    | RETICULATED PYTHON (Dremuchij, Peschera Cave, Graniny Gorki, Zaozyorje)
    | A large snake characterized by a mesh pattern.
    | Very good stamina recovery.
    | RUSSIAN FALSE MANGO (Chyomaya Peschera Cave Entrance, Zaozyorje West)
    | A yellow fruit.
    | Good stamina recovery.
    | RUSSIAN GLOWCAP (Peschera Cave, Underground Tunnel)
    | A glowing mushroom.
    | Recovers battery.
    | RUSSIAN OYSTER MUSHROOM (Dremuchij East, Dremuchij South, Sokrovenno South)
    | A flat-headed mushroom.
    | Barely noticeable stamina recovery.
    | RUSSIAN RATION (Bolshaya Past Base, Groznyj Grad, Zaozyorje West)
    | A portable ration issued by the Russian military.
    | Decent stamina recovery.
    | SIBERIAN INK CAP (Dremuchij, Graniny Gorki South, Sokrovenno, Zaozyorje)
    | A brown mushroom.
    | Barely noticeable stamina recovery.
    | SNAKE LIQUID (Rokovoj Bereg)
    | A mysterious white snake.
    | Excellent stamina recovery.
    | SNAKE SOLID (Rokovoj Bereg)
    | A mysterious white snake.
    | Excellent stamina recovery.
    | SNAKE SOLIDUS (Rokovoj Bereg)
    | A mysterious white snake.
    | Excellent stamina recovery.
    | SPATSA (Graniny Gorki Lab 1F, Svyatogornyj South)
    | A grey mushroom.
    | Induces sleep.
    | SUNDA WHISTLING THRUSH (Dremuchij North, Rassvet, Lab Exterior, Tikhogornyj)
    | A large black bird.
    | Good stamina recovery.
    | TAIWANESE COBRA (Chyomaya Peschera Cave Branch, Graniny Gorki Lab Exterior)
    | A snake marked with a spectacle pattern.
    | Moderate stamina recovery.
    | THAI COBRA (Chyomaya Peschera Cave Entrance, Kraznogorje)
    | A brown snake.
    | Moderate stamina recovery.
    | TREE FROG (Ponizovje West, Svyatogornyj)
    | An oddly large tree frog.
    | Barely noticeable stamina recovery.
    | TSUCHINOKO (Graniny Gorki South, *Tikhogornyj*)
    | Never seen a snake like this before.
    | Excellent stamina recovery.
    | URAL LUMNESCENT MUSHROOM (Svyatogornyj West)
    | A mushroom that resembles a shiitake.
    | Causes food poisoning.
    | VAMPIRE BAT (Chyomaya Peschera Cave, Underground Tunnel)
    | A large bat.
    | Barely noticeable stamina recovery.
    | VINE MELON (Svyatogornyj South, Tikhogornyj)
    | A melon that grows on a vine.
    | Decent stamina recovery.
    | WHITE-RUMPED VULTURE (Kraznogorje Mountain)
    | A large vulture.
    | Very good stamina recovery.
    | YABLOKO MOLOKO (Dremuchij, Dolinovodno, Graniny Gorki South, Sokrovenno)
    | A red fruit.
    | Small stamina recovery.
    | *If certain conditions are met (see Tikhogornyj walkthrough section).
    |  011.Snake Vs. Monkey |
    | I won't cover the details of the mini-game since you really don't need to
    | steal somebody else's strategy, just keep playing it. It should take anywhere
    | from 1-10 tries depending on memory, and--more importantly--luck for all you
    | mediocre Metal Gear Soldiers. It's not hard at all to score 1st place in
    | these missions. Just have perseverence. Go team! Yay!
    | Monkeys = 9
    | Time to beat: 1:00:36
    | - Automatically unlocked -
    | Monkeys = 15
    | Time to beat: 1:45:36
    | - Automatically unlocked -
    | Monkeys = 21
    | Time to beat: 2:00:36
    | Unlocked when Rassvet is reached
    | APE FEAR
    | Monkeys = 18
    | Time to beat: 3:00:36
    | Unlocked when Bolshaya Past Base is reached
    | Monkeys = 18
    | Time to beat: 2:30:36
    | Unlocked when Graniny Gorki Lab is reached
    | Shatter all the 1st place records in all five levels and you'll get both the
    | outrageous banana camo uniform and the shockingly sexy, FPV-nullifying monkey
    | mask for use in the real game! Just be sure you save your SVM game data (it's
    | a save file that's separated from your actual MGS3 story data).
    |  012.Kerotan Frogs |
    | Shooting the whole lot of Kerotan frogs will get you the stealth camo upon
    | completion of the game; an alternative to the no-alert strategy. In my
    | opinion this is far more tedious, but allows you to kill everything that
    | breathes and still wind up with MGS3's coveted stealth camouflage. This is
    | kind of an unfinished (and somewhat inaccurate) listing of the frogs; I'll
    | polish this later on.
    | + Tip: make sure you go through this list in order, to save any possible
    |  backtracking, with the exclusion of the sidetrack needed for 2 frogs at the
    |  beginning of Operation Snake Eater.
    |  Looking in FPV a lot will really help you find these frogs. Go ahead. Try
    |  it.
    | 001 DREMUCHIJ SOUTH  [ ]
    | Climb up the tree and shoot the frog atop the rock SE of your position.
    | On the path past the mud that stretches to the exit.
    | 003 DREMUCHIJ NORTH  [ ]
    | Sitting on a log in the large area to the E.
    | 004 DOLINOVODNO  [ ]
    | Perched atop the bridge's left post at the S end.
    | 005 RASSVET  [ ]
    | Shoot the frog through the hole in the wall at the bottom of the stairs.
    | 006 DREMUCHIJ EAST  [ ]
    | Hidden under some logs.
    | 007 DREMUCHIJ NORTH  [ ]
    | Climb the tree in the middle of the area and shoot the raised frog W of you.
    | At the base of a tree in the center island.
    | 009 DREMUCHIJ SOUTH  [ ]
    | In the high NW corner of the secluded area blocked off by logs you need to
    | hop over.
    | 010 DOLINOVODNO  [ ]
    | On top of the left post at the N end.
    | 011 RASSVET  [ ]
    | Underneath the stairs.
    | 012 CHYORNYJ PRUD  [ ]
    | Underwater at the N edge of the area.
    | 013 BOLSHAYA PAST SOUTH  [ ]
    | At a tree base near the 3rd electric fence.
    | 014 BOLSHAYA PAST BASE  [ ]
    | In the barracks inside the main building, you'll see something green poking
    | out from under a desk...
    | It's in the SE corner of the area, just out of plain view (I can't believe
    | they put one in a boss battle. Bastards...).
    | - PONR -
    | Enter the passage in the W part of the room with the torch. Enter the
    | crawlspace and make your way through; and the one after that. At the end,
    | look through the gaping hole and you should see that perky mug of his.
    | The frog took a load off at the top of the cave sunroof over The Pain area
    |(it's best to pop him after the boss fight).
    | In the small alcove housing two claymores, you'll find the frog sitting over
    | the entrance if you're in FPV facing S.
    | 019 PONIZOVJE SOUTH  [ ]
    | The frog is semi off-screen to the W a little bit up the river.
    | 020 PONIZOVJE WEST  [ ]
    | Behind a grate in the NW underwater corner.
    | In the SE corner above a red door.
    | Stuck in the ceiling to the NE-ish region of the warehouse.
    | 023 GRANINY GORKI SOUTH  [ ]
    | Atop a tree to your immediate left in the N end.
    | On the W wall, the frog is hanging around some trees. Go fig.
    | Through the window of the shack with the locked door.
    | 026 GRANINY GORKI LAB 1F  [ ]
    | Atop some lockers near the stairs.
    | 027 GRANINY GORKI LAB B1 EAST  [ ]
    | In plain view in the last cell.
    | 028 GRANINY GORKI LAB B1 WEST  [ ]
    | Also in plain view in the NW corner of the large room with a small TV.
    | Look in the general area above the door you just came through.
    | 030 SVYATOGORNYJ WEST  [ ]
    | Somewhat N of the hollow log you run across.
    | 031 SVYATOGORNYJ EAST  [ ]
    | On a shelf inside the cottage.
    | 032 SOKROVENNO SOUTH  [ ]
    | Above and behind the armory.
    | 033 SOKROVENNO WEST  [ ]
    | Hiding in the mouth of the river (the S end).
    | 034 SOKROVENNO NORTH  [ ]
    | At the base of a tree at the bottom of the N ledge.
    | About halfway up the tunnel, hidden behind a protruding wall.
    | - PONR -
    | Perched on a rock just past the initial flatlands.
    | Hanging around a shack near the end of the area.
    | Hop on the first mounted machine gun to get a bearing on it.
    | About halfway up that radio tower in the distance. Sneaky.
    | On a shelf above the bed.
    | Sitting on a red pipe in The Fury stage.
    | - PONR -
    | On the prison roof.
    | Under a desk in the N room.
    | In the hangar through the doors.
    | 045 GROZNYJ GRAD WEST  [ ]
    | Approach the stairs to the far left.
    | Behind a grate in the sub-level drainage tunnels.
    | In the room N of the locker room, on a shelf.
    | - Get Officer Uniform -
    | Look to the window to the W.
    | 049 TIKHOGORNYJ  [ ]
    | In plain view at the S end of the river
    | Turn around in FPV when you reach the ladder to pick it out.
    | Near the front side of the Shagohod.
    | - PONR -
    | In the Volgin boss battle, up in the NW corner.
    | - Chase sequences #53 - #56 -
    | 053 GROZNYJ GRAD  [ ]
    | Inside a guard tower near the tank lineup.
    | 054 GROZNYJ GRAD  [ ]
    | On a forklift.
    | If facing S in FPV, it's on the boxes to the left after the turn.
    | 056 GROZNYJ GRAD RUNWAY  [ ]
    | If facing S in FPV, it's on the boxes on the right near the beginning.
    | When sniping the planted C3, it's on top of the bridge's support arches.
    | In a tower during the Shagohod boss battle.
    | - Chase sequences #59 - 61 -
    | Wedged between barricades near the end.
    | 060 LAZOREVO SOUTH  [ ]
    | In front of a boulder on your right near the entrance.
    | 061 LAZOREVO NORTH  [ ]
    | On top of a rock on your left also near the entrance.
    | 062 ZAOZYORJE WEST  [ ]
    | Froggie, froggie, who's got the froggie?
    | 063 ZAOZYORJE EAST  [ ]
    | Behind a tree in the central area between the two guard circles.
    | 064 ROKOVOJ BEREG  [ ]
    | In the Boss fight, sitting at the top of a tree. Hoo! Done. 
    |  013.Miscellaneous |
    | The following frequencies can be called to cancel an Alert status, but each
    | may only be used once only.
    | o 140.61
    | o 141.45
    | o 141.53
    | o 141.98
    | o 142.48
    | o 142.79
    | o 144.40
    | o 144.61
    | o 144.87
    | o 146.67
    | o 147.11
    | o 148.04
    | The following frequencies pick up radio stations that seem to have some
    | purpose. The frequencies are only picked up on the very easy and easy
    | difficulties.
    | o 147.08 - Surfing Guitar / 66 Boys
    | o 140.52 - Rock Me Baby / 66 Boys
    | o 142.94 - Pillow Talk / Starry.K
    | o 144.06 - Jumpin' Johnny / Chunk Raspberry
    | o 147.59 - Sailor / Starry.K
    | o 140.01 - Salty Catfish / 66 Boys
    | o 141.24 - Sea Breeze / Sergei Mantis
    | o 149.53 - Don't Be Afraid / Rika Muranaka
    | Press R1 to hear "Snake Eater" whisper
    | Press L3 to change credits (English, Japanese, Korean*, Russian, Snakes)
    | Press R3 to change moving objects
    | Use Left Analog Stick to move credits
    | Use Right Analog Stick to create/control moving objects
    | * Thanks to Brian P.
    | Press Triangle to invert colors
    | Press R1 to speed up actions
    | Press R2 to slow action down
    | Press L1 to swap layers
    | Press L2 to swap layer colors
    | Use Left Analog Stick to change background motion
    | Press L3 to change background pattern
    | Press R3 to change the color scheme
    | When you're captured in Groznyj Grad by Volgin, save the game from the cell
    | and reset. When you load it, you'll get to play an awesome mini-game,
    | possibly starring another of Kojima's characters. Kind of a Devil May Cry
    | sorta thing. I won't cover the details here since there's more mechanics in
    | the game than you might expect for something this short-lived. They could
    | make a full title game outta this stuff. Hell, they just might.
    | o Square attacks
    | o X jumps
    | o Circle performs special attack
    | o Start pauses
    | At the prompt before the difficulty select, where it asks your familiarity
    | with the MGS series, selecting "I like MGS2!" will start you out with that
    | Raikov mask stuck to your face. There's really no point behind it other than
    | an additional dull cutscene.
    | E-CAMO
    | Connecting MGS3 to the internet will allow you to download the Mummy and
    | Grenade camouflage uniforms. I've never tried em seeing as I'm too cheap to
    | actually pay for the whole online thing. Those nazis.
    | On a table in Granin's office is a model of Jehuty from the Zone of Enders
    | series, also Kojima's work. That's it. Just thought it was neat.

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