Metal Gear Solid 3: Subsistence Walkthrough :
This walkthrough for Metal Gear Solid 3: Subsistence [Playstation 2] has been posted at 29 Mar 2010 by lilboy916 and is called "Metal Gear Solid 3: Snake Eater FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up lilboy916 and share this with your freinds. And most important we have 40 other walkthroughs for Metal Gear Solid 3: Subsistence, read them all!
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lilboy916 |
Walkthrough - Metal Gear Solid 3: Snake Eater FAQ/Walkthrough 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 |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯
| HEALTH/STAMINA
| 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
|
| TRANQUILIZING
| 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.
|
| SHOOTING SOLDIERS
| 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.
|
| INTRUSION VIEW
| 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.
|
| CAMOUFLAGE
| 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.
|
| //DIFFICULTY
|
| VERY EASY
| 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".
|
| //VIRTUOUS MISSION
|
| - Cutscene: Introduction / Mission Briefing / HALO Drop -
|
| DREMUCHIJ SOUTH
|
| /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.
|
| DREMUCHIJ SWAMPLAND
|
| \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.
|
| DREMUCHIJ NORTH
|
| - 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.
|
| DOLINOVODNO
|
| - 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.
|
| RASSVET
|
| - 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.
|
| DOLINOVODNO
|
| - Cutscene: Boss' Defection / Bye-Bye Sokolov, Hello Cobras -
|
| DOLINOVODNO RIVERBANK
| 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 -
|
|
| //OPERATION SNAKE EATER
|
| - Theme Movie: "Snake Eater" -
|
| - Cutscene: Proof of Innocence / A Regular Alan Shepard -
|
| DREMUCHIJ EAST
| 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.
|
| DREMUCHIJ NORTH II
| 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?
|
| DOLINOVODNO II
| 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).
|
| RASSVET II
| 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.
|
| 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.
|
| BOLSHAYA PAST SOUTH
| 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.
|
| BOLSHAYA PAST BASE
| 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.
|
| BOLSHAYA PAST CREVICE
|
| BOSS BATTLE: OCELOT
|
| + 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? -
|
| CHYOMAYA PESCHERA BRANCH
| 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.
|
| CHYOMAYA PESCHERA CAVE
| 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.
|
| BOSS BATTLE: HORNET SOLDIER - 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.
|
| CHYOMAYA PESCHERA CAVE ENTRANCE
|
| - 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.
|
| PONIZOVJE SOUTH
| 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.
|
| PONIZOVJE WEST
| 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.
|
| PONIZOVJE SOUTH
| Swim north to the warehouse with your Croc Cap still on.
|
| PONIZOVJE WAREHOUSE: EXTERIOR
|
| - 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.
|
| PONIZOVJE WAREHOUSE
| 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.
|
| GRANINY GORKI SOUTH
| 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.
|
| GRANINY GORKI LAB EXTERIOR: OUTSIDE WALLS
| 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.
|
| GRANINY GORKI LAB EXTERIOR: INSIDE WALLS
| 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.
|
| GRANINY GORKI LAB 1F
| 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
|
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