So, I’ve gone full on gamer hipster and started buying old consoles, starting with a PlayStation 2 just to play one game. Metal Gear Solid 3: Snake Eater is one of my favorite games of all time, and one I haven’t played in years. I got rid of my PS3 and the Metal Gear Solid HD Collection just in time for auteur Hideo Kojima and publisher Konami to have their still-unexplained falling out.

With Konami unwilling to give Kojima any credit by rereleasing MGS games for the current console generation, except the hot mess that was MGS5, I’ve simply had to do without.

In replaying MGS3 once again, two things were quickly obvious.

First, after nearly 15 years, the original low res version of the game still holds up, despite the blocky graphics and the sluggish controls of the PS2. While not perfect, suffering from the overblown exposition, long cutscenes and too-many boss battles that Kojima games are often criticized for, Snake Eater has a more comprehensible plot than MGS2, and is more game than movie, unlike MGS4 (both excellent games, though). It also has deep gameplay (easy to learn, hard to master) and amazing voice performances.

Second, there is still no comprehensive walkthrough/strategy guide out there for this classic game. Every time I play, I have to search for the information I want.

There are, of course, dozens of guides all over the Web, a fine Wiki and I still have the original strategy guide book, published alongside the game. But no one guide seems to have all the information one might want.

This is probably because Snake Eater is such a deep game with Kojima’s trademark attention to detail. Kojima seems to delight in hiding secrets and meta jokes in his games, many of which go unnoticed for years. Even my well-worn, falling apart official guide is vague on some details and is just plain wrong at times, I assume because the guide was based on an incomplete build as the game was still being finished.

But with the rerelease of the Metal Gear Saga’s bastard child, Peace Walker, as backwards compatible on the Xbox One, hopes rise that the franchise’s greatest entry will finally make its way to the modern age.

And maybe someone will want a guide. So I figured I’d write one, as a writing exercise and a tribute to one of my favorite games. And if I am on the vanguard of the retro strategy guide trend that I suppose is a possibility, so be it. If nothing else, I won’t have to resort to Google searches the next time I play.

Acknowledgments

While the writing in this guide is entirely my own and original, the information I’ve found through years of my own playing and numerous on-line guides, FAQs, and forum posts which all contain more or less the same information which has simply become “stuff I know”.

Nevertheless, I must express my gratitude to all the nameless, anonymous people in the online Metal Gear community who were eager to help and share. Thank you.

However, I can specifically credit two sources.

The Metal Gear Wiki, found at metalgear.wikia.com.

The original official Bradygames strategy guide, written by Greg Off.

On the other hand, the internet is a wild, lawless frontier full of mistakes, misinformation and trolls. Much of the information you find while searching for game info is contradictory, containing mistakes or outright falsehoods.

Therefore, with very rare exceptions (which I will specifically identify), the information contained herein is directly confirmed by me through two runs of the game, played as I wrote this.

The purpose of this guide is not to be an exhaustive walkthrough, but rather a general guide. I feel like specific, step-by-step instructions would preclude the joy of discovery and exploration that is one of this game’s greatest draws. I will only provide specific instructions for important items that are easily missed (collectables, mostly).

I’ll avoid spoilers as much as possible, but most of the major plot points happen in cutscenes anyway. Also, the game is 14 years old, so tough.

The guide is specifically intended for a completionist New Game run on Normal Difficulty, focused on collecting items. Once that’s done, you should have all the reward items that carry over to replays, and a sense of where all the items and equipment are. Here are the specific goals we’re going for;

Get all possible Camos and Face Paints; some have special properties and some have specific requirements to get (defeating bosses non-lethally, mostly).

Get all the weapons and items, or at least know where they are, since this guide eschews lethal force.

No Killing; This has a real in-game benefit up to a point, even on replays, but it’s also more in-keeping with the spirit of the game, and impacts the rank you receive at the end. It specifically refers to human kills; the local fauna we’re collecting don’t count. Neither do guard dogs.

Capture the Tsuchinoko; having this mythical creature in your inventory at the end of the game gives you a Special Item reward for replays.

No Alerts; Possibly my proudest achievement in gaming was getting this for the first time. The Special Item reward is the same as shooting all the Kerotan dolls, but is actually a lot easier to get. NOTE: The requirement is to avoid full-on red Alerts, where the word “ALERT” actually appears on screen. Caution and Evasion don’t count and sometimes are unavoidable for story reasons.

Hunting and gathering; Getting all 44 edible animals and plants, plus 4 medicinal plants, grants you the most OP gag weapon in gaming history. To be fair, I don’t think I’ve ever gotten this on a New Game playthrough. I’ll note in which area the item first appears, and your LAST CHANCE to collect it.

Ignore the Kerotan dolls; Annoying little frog bastards.

Fine, we’ll talk about the Kerotans. In each area of the game (with one exception) there are one or two bright green frog figurines. Attacking Kerotan causes him to make an annoying noise (alerting enemies). If you hit all 64 froggies, you get the same reward as getting No Alerts, except a lot harder since some of the Kerotans are so far away you can’t tell if you’ve hit them or not until the game is over and you do or don’t get the reward/title.

Para-Medic is a fan, and you may get a unique conversation about Kerotan if you call her while standing near one.

As far as I know, Kerotan was an original creation for this game.

A few other things…

Getting No Alerts may require you to restart the console if you get spotted (or you can play on European Extreme, which just Game Overs if a guard is alerted). If you’re playing on the PS2, since you can’t restart from the controller and can’t reload from in the game, I recommend keeping the console close to you so you don’t have to get out of the comfy chair every time.

Finishing the game only unlocks collectables for replays on the SAME DIFFICULTY. Playing on a new difficulty requires a new game. Difficulty changes some things, including number and placement of enemies, but this guide should work for all difficulty levels, more or less.

As is tradition in Metal Gear Solid games, upon completion of MGS3 the player will be given an animal-based codename. This is essentially a score, as it’s based on your performance in the game. However, this has no impact on future playthroughs. This guide isn’t concerned with the Codenames, but you will be eligible for several if we meet our goals. The thing is, I don’t know what actually decides what codename you get if you meet the requirements for more than one.

The game’s save system is basically a manual checkpoint system. No matter when you save, you will restore when you as you first enter the area. Any items you collect in an area must be carried through to the next area to count. You may want to collect items, leave the area, return and save before carrying out tricky actions like blowing things up without getting caught.

I don’t bother much with the CQC hand-to-hand system, except for the one spot where you have to. If you want to try, though, it is possible to navigate most of the game using CQC’s non-lethal takedowns and chokes instead of the tranquilizer weapons and still get the No Kills reward.

One last thing before we start. When creating a new game, the game asks you to choose your favorite MGS game. This varies depending on which version of the game you are playing. To this day, no one can seem to agree on what the difference is. I’ve always chosen MGS3 (except maybe the first time; I don’t remember), which I know grants you a bunch of useful Camos with special properties in the Subsistence version of the game.

The Virtuous Mission

I don’t see what can possibly go wrong.

As the whole of MGS3 is Hideo Kojima’s homage to James Bond films (despite the setting and survival aspect), it’s fitting that the game begins with a kind of pre-credits cold open. It sets up the main body of the game and serves as a tutorial for the game’s mechanics.

The Virtuous Mission is pretty straight forward; the official strategy game doesn’t even include it. Also, I’m pretty sure none of the collectables gathered here count. Nevertheless, here’s a quick guide, bulked up with general strategies and thoughts.

Snake lands in Dremuchij South, landing in the traditional Metal Gear pose like he knows someone is watching. After all the talk of not leaving a trace, he just starts flinging US Army gear all over the damned place. Unfortunately, he lost his backpack in a tree and has to climb up to get it.

Once you get your stuff back, take some time to use the radio to talk to Snake’s support staff. The Boss will give you a lot of info about the controls and the specifics of the CQC hand-to-hand combat system and Major Tom will talk a lot about in-world mechanics like using the long grass for cover. Exchanges with Para-Medic are more contextual, and she’ll be back for the main game anyway. Make multiple calls until Boss and Tom start to repeat themselves. Some of them have specific comments about items or camo you may have equipped, too.

Snake is equipped with a tranquilizer pistol, the Mk22. Since we’re going for No Kills, this will be our primary weapon for most of the game.

If you chose Normal difficulty, you start equipped with a Calorie Mate (how many you start with varies with game difficulty). This is one of the three processed foods (along with the Instant Noodles and Russian Ration) which never go bad if you save your game and return later. They are also not counted in the 48 flora and fauna collectibles. Feel free to eat the Calorie Mate during the Virtuous Mission, but in the main game, we’ll be stockpiling them.

The Calorie Mate may be enough for this mission, but just in case, use the Mk22 to capture the Reticulated Python in the first area. None of the food in the Virtual Mission is poisonous, and none of the animals are venomous. Rations from killed animals can go bad if you save and leave the game, however, while living animals never spoil. If you expect to be leaving the game for more than a day, make sure you always have a good-quality living food animal on you at your last save.

Playing With Your Food

MGS3 may have one of the most effective hunger/food mechanics in any game I’ve ever played. It is a constant concern, bordering on annoyance at times, but the urgent necessity of keeping Snake fed and alive is a great analog for the pressure of Snake’s mission. Certainly better than the constantly ticking clock of a Dead Rising 2.

Even if Snake does end up taking in 50,000 calories in three days.

Also, Kojima’s trademark attention to detail and depth means what could be a basic food mechanic (such as Skyrim’s intricate but largely useless food crafting) is not only important, but it’s a lot of fun. Here are some obscure features.

Killed animals (except for guard dogs) and non-medicinal plants will produce at least one Ration, which Snake can then collect (on Normal Difficulty, Snake can carry 16). These can be eaten, or equipped and thrown like grenades. These will spoil if you save the game and leave.

Small animals can be captured alive, either by tranquilizing them and picking them up, or with Mousetraps. You can carry three live animals, which can also be equipped as weapons. Live animals will never spoil or escape (with one exception, which we’ll address).

Every time you pick up a new food, call Para-Medic on the radio. She and snake have some funny exchanges, depending on what you get. Some even have second conversations after you eat them.

Throw poisonous or spoiled foods in the paths of starving soldiers. There’s even a boss who will fall for this.

Capture snakes alive and throw them at enemy soldiers. Hilarity ensues! Note that venomous snakes will kill the poor fellow, as will the spider and scorpion.

Head north to the Dremuchij Swampland. Move up the path to the swamp. Avoid the basking Indian Gavial crocodiles here. They will knock Snake down with a tail swipe if he gets too close. There’s a Hornets’ Nest hanging above the small island you can shoot down into the crocs there. Hornets’ Nests make good eatin’. Also, it is possible to drown in the swamp, so take the shortest route across the muck.

Move on into Dremuchij North, where a cutscene happens. This is your first encounter with human enemies in the form of Russian KGP troops. Tranq them, sneak past them or try your hand at some CQC if you feel like it. There are some grenades in a stump to the left; you can go back to the Swampland and toss grenades down the gullet of a croc if you like. Fun times and good food.

There’s a path to your right back to Dremuchij East, but it’s impassable from this direction and there’s no reason to go there now anyway.

Next is Dolinovodno, a shaky suspended bridge swinging high above the river that runs through this region. A cutscene will give you a hint at some fun with the guard here. Across the bridge, there’s a path to the left that takes you down under the bridge where you will find a XM16 rifle, if you just insist on going loud. Keep heading north.

Rassvet contains the abandoned warehouse where Snake’s target Sokolov is being held in the one intact room. Sneak or tranq your way to the door to trigger a cutscene in which we will meet Sokolov, as well as Major Ocelot and his Ocelot soldiers.

After the cutscene, you can shake down Ocelot; unequip your weapon, stand over him and press the weapon button to pick him up, then release to drop him. He will drop a Mousetrap, which can be used to capture small animals alive. Usually, you can shake down an unconscious body twice for two items; a dead body only drops one. Here, though, Ocelot can only be shaken down once. The other soldiers yield nothing.

If you place the mousetrap here now, it will still be there when you come back.

If you kill Ocelot, it will trigger an Easter egg, and a Game Over.

Head back the way you came to catch up with Sokolov.

Another cutscene will leave you laying on a river bank. You are not alone; look to your left when you get an R1 prompt.

More cutscenery, then save when the game prompts you to and then enjoy the Bondesque opening credits. Play the controls during the sequence; click and move the right stick, press R1, use the D-pad. Don’t press any of the main buttons, though, or you’ll skip the excellent song.

Operation: Snake Eater

At least it can’t get any worse, right?

Dremuchij

Do you think anyone heard that?

Nearly half of the collectible flora and fauna appear in this first region, although some are easier to catch later. May as well get started.

FOOD

Magpie (BIRD D): In addition to not being very tasty, the small birds will be startled by Snake’s passing, no matter how slow he’s moving. Their fluttering away can alarm nearby soldiers. Often found perched on fallen logs or tree limbs.

Sunda Whistling-Thrush (BIRD E): These fellows tend to hide in ground cover, making them natural alarms for enemies. Listen for their calls.

Yabloko Moloko (FRUIT A): Despite its lyrical name, not tasty.

Russian False Mango (FRUIT B): Tasty!

Golova (FRUIT C): Also tasty!

Otton Frog (FROG A): A staple food early in the game. Tasty and plentiful.

Tree Frog (FROG B): Much later in the game, they will prove unexpectedly useful.

Indian Gavial (GAVIAL): Big, mean, stupid-looking.

Markhor (MARKHOR): Keep your distance.

Russian Oyster Mushroom (MUSHROOM A): Not a fan of mushrooms, myself.

Siberian Ink Cap (MUSHROOM C): Tastes as disgusting as it sounds and looks.

Baikal Scaly Tooth (MUSHROOM G): Comes with a free prize!

Hornets’ Nest (NEST): Filled with honey and delicious larvae. Stockpile these for later.

European Rabbit (RABBIT): They’re almost too cute to kill, but dat Serum, yo.

King Cobra (SNAKE A): Evil.

Green Tree Python (SNAKE F): Pretty.

Giant Anaconda (SNAKE G): Giant. I’m not sure where the LAST CHANCE for this snake is, so grab it now.

Reticulated Python (SNAKE H): A tasty favorite, and plentiful throughout the game.

Japanese Flying Squirrel (SQUIRREL): Cute.

Calorie Mate: As before, Snake starts with one of these proto-energy bars on Normal Difficulty. This time, though, DON’T eat it. We’re going to be saving the non-perishable superfoods for later.

MEDICINAL PLANTS

There are also 4 medicinal plants that grow throughout the game, and all four are found in Dremuchij East, where Operation Snake Eater begins. They are bright green plants found against trees or the perimeter the area, but it’s dark, so they may be difficult to see.

Amur Kudzu: Drops Cold Medicine

Chinese Plantain: Drops Styptic

Slav Horehound: Drops Disinfectant

Ezo Comfrey: Drops Splints. I don’t know why only this plant can be used for splints, which are just sticks, but whatever.

So, we’ve been here before, but now it’s night time, it’s dark and the wildlife is nastier than before. Snake lands in Dremuchij East, the area that was inaccessible during the Virtuous Mission. Use the radio to talk to your friends, including new guy Sigint. Despite his name being short for Signal Intelligence, his value here is mostly telling you about your camo, weapons and equipment, though he does have some intel of interest, and good advice during boss fights.

Like The Boss during the Virtuous Mission, Sigint will provide info on most Camo, Face Paint and items you have equipped. Call him whenever you find new stuff. For now, equip the Survival Knife and give him a call for a giggle.

Dremuchij East has no soldiers and is crawling with animals, and tasty ones at that. You don’t have your Mk22 this time, so use your M1911 pistol or Survival Knife to hunt.

Be sure to get all four medicinal plants. One less thing to keep track of.

Once you’re stocked up, head north. You’re faced with a jump down; no going back.

Move forward and you’ll trigger a cutscene.

Well done, Snake. Now you got no gun.

Afterwards, a pair of guards will show up and immediately go into a Caution phase where they are actively searching for you. Don’t panic; turn around and go down the other southern path, back towards the Swampland and Dremuchij South, where the Virtuous Mission began. Once you transition areas, the Caution phase goes away and there are no guards.

If you turn around and immediately go back north, the Caution will have been cancelled, or you can continue through the swamp and grab some more food, as well as three types of grenades.

Either way, we end up back in Dremuchij North, with the soldiers now on regular patrol.

You can try to take them down, but it’s easier to just sneak past them.

Also note that there are no items in this area this time around.

Dolinovodno

At least it’s not raining.

With no gun, you can’t use the same trick as before. This is the game forcing you to use CQC, if only just once. Either run up behind him (which will make him Cautious), hit the CQC button and pull down on the left stick, or sneak up behind him as he crossed the bridge and tap the CQC button repeatedly to choke him out.

After this, I don’t bother with CQC. Clearly, Kojima and company were going for a more complex hand-to-hand system than in previous games, but the result is a messy system which offers very little practical benefit. It attempts to make use of the PS2 Dual Shock controller’s variable pressure sensitivity, but it ends up being too fidgety.

Also, the actual controls of CQC are just plain strange; I find it nearly impossible to execute a simple throw (it requires very specific timing and a complicated combination of controls), but also nearly impossible to NOT slit your opponent’s throat while trying to interrogate him because there are multiple ways to slit a throat, which share controls for interrogation and a non-lethal choke.

Still, if you have the patience to master it, interrogated guards will give a lot of information, where other soldiers are, where to find equipment and even (legend says) secret radio frequencies.

Anyway, in the cave under the far end of the bridge, you’ll find the Raindrop Camo, which is very effective in rainy weather. Definitely worth picking up.

Rassvet

I don’t know what’s more trustworthy; the gunplay, the motorcycle riding or the boobies.

FOOD

Rat (RAT): Though ubiquitous in and around buildings, the only edible rodent in the game is neither tasty nor nourishing. Here, they are plentiful under the warehouse.

If you placed Ocelot’s Mousetrap during the Virtuous Mission, you should hear the item noise, in addition to the quieter “snap” of the trap, as soon as you enter this area. Pick up the animal and crawl on your belly to recover the trap.

There are some major items around here, including Cardboard Box A in the roofless area of the warehouse and the invaluable Thermal Goggles in the shorter locker in Sokolov’s room. There’s also a Mine Detector, which isn’t particularly useful, and Bug Juice, which is. The Zombie Face Paint and an AK-47 are also in this area.

By the way, the faster you are moving when you pass through a door, the harder Snake will push it. Approach one at a full run and Snake will slam it open noisily, which will alarm nearby soldiers. Always creep (using the D-pad) through doors.

Get the goggles from Sokolov’s room, then go back outside for a long cutscene.

FUN FACT: Voice actress Suzetta Miñet, who plays EVA, is quite an enigma. Despite a great performance, her real identity is known to very few, who have never revealed it publicly. It has been rumored that Debi May West (who voiced Meryl Silverburgh in MGS1 and MGS4) is Miñet. She has denied it, though she has admitted that they sound very similar.

The next morning, superspies Snake and EVA find themselves surrounded by the Ocelot unit.

Snake is now armed with a new M1911 and the Mk22 he had during the Virtuous Mission.

Hey, where did EVA get that, anyway?

The Ocelot Unit

Good thing I brought an 8-pack of whoop ass.

There are eight of Ocelot’s troops in and around the warehouse, and they are in an Evasion phase that doesn’t end until Snake takes them all out. The game considers this a boss fight, which doesn’t really matter now, but does matter on future playthroughs.

It’s a pretty straight-forward encounter.

Four of the troops will storm the room Snake is in, throwing a Stun Grenade (a flash-bang to all you young’uns). If Snake isn’t at home, or he loses them, they will move around the area in a group, hunting for him.

Three of them are stationed around the place on fixed patrols.

One sniper is stationed on the roof. WARNING: If you’re going for no kills, be careful with this guy; even if you tranq him, there’s a chance he may fall off the roof and die.

If they catch sight of Snake, they will go into Alert immediately.

Camo isn’t very good here since they’re actively looking for you; stay hidden for as long as you can.

My preference is to follow EVA down the trapdoor (she appears to have vanished). The four-man team will barge in, throw the Stun Grenade blink like idiots and begin moving around in a group looking for Snake.

This includes peeking in the crawl holes that lead to your crawlspace, which gives you a chance to get a headshot if you’re quick enough, but unless you’re on the opposite side of the crawlspace they may spot you.

Also, unlike the rest of the game, an Ocelot trooper here will not awake a sleeping/tranquilized comrade they encounter. Equip your miraculously resurrected Mk22 and go for headshots.

Once they’re down, the Evasion clock will tick down quickly. It’s worth taking the time to shake these guys down; they’ve got some good stuff.

Head towards the northern gate to trigger a cutscene.

After the scene, crawl back under the warehouse. Stock up on tasty snakes and grab a rat for our collection.

Also, dive roll through the warehouse’s big windows for funsies.

Head through the northern gate.

Chyornyj Prud

“Camo index, Schmamo index!”

FOOD

Arowana (FISH C): Provides two decent rations.

Coral Snake (SNAKE D): Venomous but edible.

Milk Snake (SNAKE E): Non-venomous, non-edible. Copy cat.

Poison Dart Frog (FROG C): Just one here. More plentiful and useful later.

Russian Ration: These are not required for the end-game reward, but they restore a lot of stamina (despite Snake’s bitching) and never spoil, so they are worth collecting.

LAST CHANCE of bagging an Indian Gavial croc.

This single area is a large, deep pond, although everyone calls it a swamp.

The novelty GA-KO Camo is in the shallow water on the right-hand side. Try it on and call Sigint.

There are ammo and grenades in the shallows all around the lake.

If you hear a slight sucking noise as you move through the water, it means you’ve got a leech stuck on you. Call Para-Medic and she’ll tell you how to deal with it. This can be prevented for a while by using Bug Juice.

Dive under the water on the Western side and swim under the fallen log. On the other side, you’ll get a radio call from EVA. She’ll be a radio contact after that. She has a lot to say about the local geography (even if you backtrack), but she screens her calls or something, as she doesn’t always answer.

Use the Thermal Goggles to avoid a nasty surprise.

Top off your stamina and climb the tree to your right. Drop down and grab the branch, then cross hand-over-hand along the wires to the isolated platform. Grab the Crocodile Cap. Equip it and call Major Zero and Sigint.

Jump back in the water.

There are two paths out of here. Both lead to the same place and both are booby-trapped, so it doesn’t really matter which you choose.

Bolshaya Past

No, you can’t eat the dogs.

This region is made up of three very different areas, ending in a crevasse leading to the cave system EVA mentioned.

Bolshaya Past South is heavily wooded, with two paths that connect and branch apart multiple times. It is crossed with multiple electrified barb-wire fences, dotted with Claymore Mines and other booby traps, and contains Snake’s first encounter with guard dogs, in addition human soldiers. Also, quicksand.

Fences: These seem intimidating, but using the Thermal Goggles will reveal multiple vulnerabilities.

Claymore Mines: Basically like Mousetraps, except instead of capturing small animals alive, they blow Snake up. Crawl over them to collect them (there are 10).

Guard Doggos: These Great Danes are big enough to knock Snake down, mean enough to do some real damage and loud enough to alarm distant guards. Shooting them, even with tranquilizers, will cause them to yelp. A better option is to throw meat (even a live, caged animal) near them. They’ll eat it and go to sleep.

Along a raised path on the west side of the area, you will find the Splitter Camo, while the Choco Chip Camo is found near the eastern exit.

Bolshaya Past Base is a small storage and communications outpost, as well as the parking spot for a combat helicopter. It features three small Depot buildings, multiple large anti-aircraft guns and multiple soldiers.

In the northwestern corner is a Weapons Depot where you will find your first TNT, which is functionally like the C4 found in other MGS games. Equip it and hold the weapon select button to see how it works.

Most importantly, TNT can be used to destroy the small Depots found throughout the game. These come in three flavors: Weapons, Food and Medicine. Blowing them up will seriously affect the soldiers in the surrounding areas by depriving them of supplies.

My favorite is destroying food depots. This will cause soldiers to walk around complaining about how hungry they are, reduces their reaction time and, best of all, means they will pick up and eat any food they find lying around, including poisoned or spoiled food you leave in their path.

Detonating TNT will cause a Caution phase, but soldiers won’t Alert unless they catch sight of you.

The TNT can be used to destroy the helicopter in this base, meaning it won’t show up elsewhere later on. Finally, it can destroy the mounted guns, which has no effect. The guns can also be used to destroy the helicopter.

Be sure to check the rooftop for the Raindrop Camo and the trench running around the base for the Snow Face Paint, among other things. There are also cool things in the building itself. Look everywhere.

Bolshaya Past Crevice leads to the cave system EVA mentioned. But first…

Ocelot

Third time’s the charm, right?

FUN (SPOILER) FACT: Ocelot is the only character to appear in every numbered Metal Gear Solid game.

Seriously, this guy is both a total douche and a total badass simultaneously. How is that possible?

Equip your Mk22 and Stun Grenades (which do stamina damage, but will annoy Ocelot).

He’ll run around, dodging from cover to cover taking his shots. Shoot him more than he shoots you.

Despite Ocelot’s orders, the soldiers behind you will sometimes open fire on Snake. Not really anything you can do about this. Pissing Ocelot off will cause him to order them to shoot you.

Don’t hide behind cover too long; he’ll start ricocheting bullets to reach you anyway.

Make use of the so-called “tactical reload”; quickly double tap the weapon selection button, instantly reloading your weapon. Cheaty, I know, but it’s been in the series since MGS1, so it must be Kojima approved.

If there’s a hornet’s nest above Ocelot, shoot it down on his head. He’ll be stuck on the spot while he deals with them, giving you a free shot or two if you can get an angle on him.

LAST CHANCE: There’s a hornet’s nest above you, too. Shoot it down; you’ll need it before long.

Oddly, Ocelot has a fondness for the Markhor goat on his side of the crevice. Shooting it will annoy him if he’s not busy.

It’s a tricky shot, but if you can shoot off Ocelot’s beret, he’ll run and grab it.

It doesn’t always work, but if you walk up to the edge of the crevice, Ocelot may also step forward for a quick-draw duel.

After the cutscene, in which Ocelot does something really cool, you’ll find yourself at the bottom of the crevice.

Chyornaya Peschera

Well done, Snake. Now you’re in a hole.

Don’t panic! It won’t stay this dark for long. Save your game and make yourself a sandwich while Snake stands there and lets his eyes adjust. There’s nothing in the first chamber that will attack Snake, and no soldiers to find him.

Once the screen has brightened a bit, let’s take stock of our environment.

Yup. It’s a cave.

FOOD

Vampire Bat (BAT): There are a couple of caverns with lots of these hanging on the ceiling. Be sure to call Para-Medic; the conversation foreshadows a great Easter egg later on.

Kenyan Mangrove Crab (CRAB): Crabs are my favorite food and Snake is fond of them too, it seems. Para-Medic will disagree if you call her. She’s wrong. These are plentiful around water, and delicious.

Maroon Shark (FISH B): These guys are smaller than the Arowana and tend to hang out at the bottom of deep water.

Taiwanese Cobra (SNAKE B): There are a couple of these venomous fellows in the first area, including one who may surprise you in a crawlspace. Be careful.

Thai Cobra (SNAKE C): There’s only one of these in the caves, in the last chamber before you exit. There are more to find later in the game.

Russian Glowcap (MUSHROOM E): Call Para-Medic, eat one, then call back. Best radio conversation in the game, maybe.

Hive of Pain Hornets: Also not required for the reward, these special hives fully restore stamina and never spoil. Instructions on how to get them are in the section on the boss battle with The Pain.

LAST CHANCE for the rare King Cobra, and (I think) the Coral Snake.

The first section of these caves is a labyrinth filled with animals, ammo and some essential gear. Stock up on crabs, top off your stamina and heal. Now get to exploring. I won’t even try to give complete directions, but let’s talk about the MAP in the start menu, which hasn’t really been essential before.

When you move into an area, the map is largely blank. As you move around, new sections will be revealed as grey shapes surrounded by white lines.

Now, if there’s a gap in the white border, that indicates an opening to more of the area. In the caves, there are man-size passages, crawlspaces and underwater tunnels.

First, take the right-hand passage off the first chamber. This will lead to a second chamber; take the north-western passage, leading to a large central chamber with waterfalls and shallow water on the floor. In an alcove between the waterfalls you will find a Torch, which is considered a weapon. Equip it.

Using the Torch, fully explore the maze of passages, crawlspaces and underwater holes. Don’t leave until you’ve found the Night Vision Goggles and spare Battery.

The next section is simpler. Take the right-hand passage to collect the M37 Shotgun, Mk22 ammo and the Snow Camo. This camo will be essential in the game’s final battle.

There’s nothing but ammo in the other passage.

Equip the Mk22, Smoke Grenades, any Hornets’ Nests you are carrying and the Thermal Goggles.

Head into the next area.

The Pain

Not the bees!

Now we take on our first member of The Boss’s Cobra Unit, this surprisingly acrobatic giant (canonically 6’7”) living hornets’ nest. He uses the hornets living in him as both armor and weapons.

After his introductory cutscene, Snake will be standing on a small island, with The Pain atop the large island in the center of the chamber. Immediately jump in the water and dive down to the bottom of the water. Equip your best camo. With the right uniform you can get 95% Camo in the deep water.

Even with max Stamina, Snake can’t stay underwater for long. There are small islands around the place; if you come up behind one Snake can catch his breath without The Pain spotting him immediately. There’s also a second or so while the game switches from first to third person view. Though Snake can pull himself up onto these islands, there’s no need to.

First off, swim back to the opening and grab the Life Medicine spinning next to it.

If you need to eat, there’s plenty of fish in the water.

So, how to defeat this guy?

The gist of this fight is creating openings to get a shot off at The Pain. You don’t even have to surface to shoot him, as the Mk22 can be fired underwater. Use the Thermal Goggles to line up a headshot.

The trick is dealing with his various attacks.

As long as you stay deep under water, most of his bee attacks can’t damage you and he’ll lose sight of you, but you have to surface to breathe, when he might see you and attack. He will usually attack when you shoot him, too.

You can’t get up onto The Pain’s island during the battle, so no CQC here.

The Pain will occasionally cover his body in hornet armor. Surface and throw a Smoke Grenade onto his island to clear them and take three shots.

If little white streamers start gathering over your head while you’re bobbing on the surface, that’s not faeries. That’s hornets. Dive down.

If you climb out of the water and he spots you, he will throw vials of pheromones to lead his bees to you. Dive back in the water.

If he yells “Grenade!”, his hornets will gather around a grenade and slowly fly it over to drop it on you. Dive deep and swim out of sight.

If he yells “Tommy Gun!”, his little friends will bring him an actual, old-school gangster Thompson .45 submachine gun. Dive and loose him.

The Pain will use his pets to create a duplicate of himself. Use the Thermal Goggles to spot the real one.

In the second phase of the fight, after The Pain takes off his mask, he will spit out a bunch of “bullet bees” which will circle above him and shoot at you if he sees you. These guys will embed themselves in your flesh until you pry them out in CURE.

At this point, equip any Hornets’ Nests you have and throw them up into his island like grenades. Some of the Bullet Bees will move in and retire from military service. This creates the Hives of Pain, and removes some bees from the battle. It doesn’t work with spoiled Nests.

Also, he can send out multiple grenades now.

If you defeat him through stamina depletion, The Pain’s Hornet Stripe Camo outfit will be waiting on his island. Climb up to the balcony above his island and do a forward roll onto the island to collect the Camo and your Hives of Pain.

Back at the entrance, you will find that the Life Medicine has respawned.

Save your game and move on.

Chyornaya Peschera Cave Entrance. Apparently, we’ve been doing the caves backwards.

More or less right at your feet is a Poison Dart Frog. Little red guy, hard to miss.

Move on a bit and the cave will finally open up above Snake’s head. A quick cutscene will introduce soldiers on sci-fi hover platforms, but don’t worry about them yet.

A small chamber to your right contains some ammo, guarded by Claymore Mines.

Just before the winding path heading down is a largish chamber containing two snakes. One of these is the Thai Cobra. May as well pick it up here.

Carefully make your way down the path and out into the open air once again.

Ponizovje

Wum wum wum wum!

There are three areas to this overgrown aqueduct, including a completely optional side path. Equip your best camo and put on the Croc Cap. Crouch and freeze if one of the soldiers’ spotlights come towards you.

Also, the thrusters from the soldiers’ hover-thingies can burn Snake, causing him to cry out. Avoid them.

FOOD

Bigeye Trevally (FISH A): These fish are tiny and Snake doesn’t like them. They are easier to see (and capture) later on.

Cobalt Blue Tarantula (SPIDER): Most tarantulas aren’t venomous, but this one is. My cousin has eaten tarantula; she said it was “crunchy”.

There are some grenades along the left side of the aqueduct. Nothing else in this area.

When the rock walls rise up around Snake, look to the left. The opening to Ponizovje West is easy to miss, but it’s well worth the side trip.

There are only two guards on duty here. Put them both to sleep and go around collecting the goodies, including the stuff in the water. The SVD Sniper Rifle can be found in the Weapons Depot here, too. Watch out for spiders.

Head back to the main aqueduct and turn north into the Warehouse Exterior.

A cutscene will play, featuring the Metal Gear Solid traditions of someone soiling themselves and Ocelot showing off. When the R1 prompt appears, press it and move Snake’s scope view to the right a bit, behind The Boss.

FUN FACT: “Kuwabara” is Japanese, literally translating to “mulberry field” or “mulberry bush”. There is a Japanese superstition that lightning never strikes in a mulberry field and repeating the word as Volgin does is said to ward off lightning strikes. Given Volgin’s electric nature, he seems to have a fear of lightning strikes.

When the cutscene ends, you have a brief chance to prematurely kill The End by shooting him with the SVD, but you have to clear out two guards from your view, and quickly shoot him; killing the guards alarms him and he’ll scoot into the warehouse.

Obviously, this means you don’t get to fight him later on, which is a pity. I’ve never been able to make the shot in time, but the internet tells me you’ll face the Ocelot unit in his place.

Assuming you don’t take this opportunity to snipe a sleeping old man in the back, let the soldier wheel The End into the warehouse. The large door will close behind them.

Now there are soldiers to deal with. It is possible to shoot them all with the Mk22 in such a way that they don’t notice each other going down.

There’s a bunch of ammo and a suppressor in the water.

Head up the short stairs next to the large doors and enter the warehouse through the open corridor.

There’s a door to Snake’s right as he enters that won’t open. Don’t worry about it.

Guards on patrol here. Also, there’s standing water on the floor, which can leave footprints for them to find.

There’s a suppressor on the tall stack of crates; drop from the first balcony above to get it. And there’s a Food Depot.

Graniny Gorki

Who booby traps a mushroom?

This region consists of a large forest leading into the Granin Design Bureau.

FOOD

Fly Agaric (MUSHROOM D): Poisonous! Do not eat. As far as I know, this is only available in this region.

Tsuchinoko (TCHNKO): Capturing this mythical Japanese creature and carrying it with you until the end of the game grants a powerful reward for future playthroughs, as well as a unique Ranked Codename. Details below.

Red Avadavat (BIRD C): Small, rare and skittish, this bird is easily missed. There are more later, though. If you haven’t noticed, the small birds all have unique calls. Neat.

Spatsa Mushroom (MUSHROOM F): This single mushroom has a unique property; eating makes the consumer fall asleep. Try throwing one in the path of a hungry guard. It also provides ammo for the Handkerchief weapon Snake hasn’t found yet.

Instant Noodles: Not a collectible, but this delicious superfood is a miracle, at least according to Para-Medic. They aren’t exactly plentiful, but they can be shaken down from soldiers (you may have found some already).

LAST CHANCE for the Poison Dart Frog, Milk Snake and the Taiwanese Cobra.

Snake exits into the wide open forest of Graniny Gorki South. Sigint speculates that the Soviets are using this place to test old-school traps and ambush theory for guerilla soldiers. The dead scientist found caught in one of the booby traps may tell you different.

Nothing much going on here right now, but don’t breeze on through the woods; this area is riddled with booby traps and rich with nature.

In particular, this area is packed with venomous critters and poisonous mushrooms.

FUN FACT: Animals who secrete chemicals harmful to living creatures are “venomous”, with the substance in question being called “venom.” Plants or other chemicals which have to be ingested to be harmful are “poisonous”. Materials which don’t have to be ingested to be harmful are “toxic”.

Well, I thought it was interesting.

Anyway, fill up your pack with the Fly Agaric mushrooms and Poison Dart Frogs in the area. We’ll need them soon.

Capturing Tsuchinoko : This legendary creature, basically a short, fat snake, is invisible. Most guides will tell you to engage in a scorched earth campaign, using the Active Sonar to find and slaughter all the animals in the area, until you have one dot representing an animal you can’t see.

This does actually work, but is entirely unnecessary.

Just before the exit of the area, a spot relatively free of traps, lay down every Mousetrap you have. Then exit the area and return. You should hear the item drop noise. Return to your Mousetraps and look at them in first person view to see their labels. Pick up the one labeled “TCHNKO”.

It might take a few tries, but I have personally captured it here, as well as in Sokrevenno, after the battle with The End.

I’ve heard that it can be captured at Bolshaya Past, too, but I’ve never tried, as it’s crawling with guards.

Call Para-Medic for some excitement.

Be on the lookout for the first chance to grab the venerable Book weapon, which is actually a… *ahem* “gentlemen’s magazine” useful for distracting guards for a short time.

Aside from all the deadly flora and fauna in this area, the European Rabbit and Japanese Flying Squirrel can be found here, just in case you missed them earlier.

There are also one Life Medicine and one Instant Noodles.

Move on to the Graniny Gorki Lab Exterior.

In the grass to your left is a Sunda Whistling-Thrush if you haven’t gotten one yet. More importantly, the first Red Avadavat is in the long grass on the right side of the wall. They’re small and skittish, so it may not be worth it right now; there will be more, later.

There’s a suppressor to your right, outside the fence.

Find a way through the fence.

There’s another suppressor along the left side of the wall, near a crawl hole. There’s also a door on the right side.

Inside the walls, there’s no way into the small shed in the yard, but there is some ammo under one of the trucks. There’s also an Ammo Depot in the northeastern corner, containing our old friend the XM16E1.

There’s some gear in the northwestern corner, under a balcony.

Hidden in the grass on that side is a crawl hole into the vents of the lab. Go left at the fork and grab the Oyama Face Paint. Going right leads to an open courtyard in the middle of the lab building. Change into your Scientist disguise and remove your face paint in the vent.

Against the tree in here is your first Spatsa mushroom, as well as a Baikal Scaly Mushroom. You can’t use your knife while in disguise, and kicking the mushrooms runs the risk of getting Snake spotted by the scientist and guard who routinely look out the windows into the courtyard.

Alternatively, Snake can change into the Scientist disguise in the front yard, out of sight of the guards, and quickly enter the small door to the right of the main doors.

The Scientist Disguise

There’s more than one type of camouflage.

Disguises were a new type of gameplay for the MGS series, but also a throwback to the Enemy Uniform item of the original Metal Gear.

While wearing disguises (there are three throughout the game), you cannot equip most weapons or use CQC, though you can still punch and kick. More importantly, there is the risk of having your cover blown.

Guards will tend to leave you alone as long as you don’t bump into them. If they do become suspicious, look them right in the face and press the Action Button to adjust your glasses. They may knock Snake down or punch him. Don’t react and they’ll move on.

The real scientists are a different matter. If they become suspicious, turn your back and walk away. If they realize you aren’t one of them, they’ll cry out, alerting the guards. Keep as much distance as possible from any scientists. This isn’t always easy.

On the first floor, there’s a small library looking out onto the courtyard. The scientist in there will make you almost immediately, and there’s only medical supplies in the room, so there’s no point in risking it.

Across the hall are a row of lockers; one contains ammo. Past the library are the stairs down to the lab’s small jail. Head downstairs.

Note the picture on the wall in the stairwell. It seems… familiar, somehow.

There’s a Life Med in one cell and a Mousetrap in another, as well as ammo and medicine in the guard room. There are also a few Tarantulas. Be careful.

Head back up to the first floor, continuing up to the second.

First door on your right is a small office. The second door is a bathroom.

There’s a Tarantula in here, too.

I don’t think I have to go any more.

The third stall door won’t open. When the patrolling guard isn’t in here, punch the door a couple times, quickly getting out of the way as it falls. You’ll find the Fly Camo which causes Snake to stink and attract flies, but also keeps guards at bay if they find him.

FUN FACT: The novelty Fly Camo was designed by a fan for a contest, with the winning camos being included in the game. The other winners were the Animals Uniform you got from Ocelot, the Banana Camo from the Snake v. Monkey mini-game included with the Subsistence bundle and Mummy, which was only available through download until that was shut down in 2008.

There were a bunch of off-beat camos available for download. Some are available as part of various rereleases and deluxe bundles. If the game is ever rereleased for current gen machines, I would love to see all of them included.

There’s also a Food Depot on the second floor, and more “Books” on the balcony next door, overlooking the courtyard.

The door in the locker room leads to the other balcony mentioned earlier.

Go back downstairs and find the other stairs down to the research lab itself, which is inexplicably located in the basement.

There are lots of scientists around, keep you distance.

In the little guard room is the super-cool Cigar Gas-Spray, which is actually cigarettes, but whatever. This non-lethal stealth weapon can be used while in disguise. Very useful later on.

In the large room, the one scientist will spot Snake if you get to close, but one of the two lockers contains the Knockout Handkerchief, the other stealth weapon usable while in disguise.

The next room contains two scientists who wander around. Be patient, wait for an opening to move past.

Move on to the next room and meet Granin, namesake of the Granin Design Bureau.

When you get an R1 prompt, look around at the statues that decorate his office. Two will look familiar if you’ve played the previous games. The third is a reference to another Kojima game.

So now we’re back-tracking through Graniny Gorki to the warehouse.

As you move back through the region, items will have respawned.

The Fear

I know that voice.

As Snake returns to Graniny Gorki South, we encounter the second of the Cobra Unit, The Fear.

For my money, veteran voice actor Michael Bell as The Fear may the best performance in the game. Bell may be best known to my generation as Duke in GI Joe, but he’s also been a mainstay of Transformers (the animated franchise, not the Michael Bay movies), The Smurfs and Rugrats, as well as appearing in my favorite game, Baldur’s Gate II.

As you come out of the cutscene, Snake is poisoned. Go prone and open the menu to CURE him. Equip your best camo, the Mk22, Thermal Goggles, Life Med and all the poisoned food we’ve been collecting.

The Fear jumps from tree to tree, shooting arrows at you. He is almost invisible, little more than a shimmering shape as he hops and runs around, but he’s easy to see with the Thermal Goggles.

Head towards the edge up the map, avoiding traps. My strategy is to get up on a ledge with some ground cover. Go prone with your head sticking out over the edge overlooking an open area and watch The Fear as he jumps around, taking shots with the Mk22 when you can. Use the crosshairs on the Thermal Goggles to line up headshots.

Leaping around like that really takes it out of the old boy. As The Fear’s stamina depletes, he will start hunting for food. This is when you toss all your poisoned food out for him; he will always choose rations over finding his own food. When he takes the bait in front of you, keep on him.

There’s no real second phase. Just make sure to CURE the arrows if he hits you and use Life Med if you need to.

Once he’s down, his Spider Camo should be right in front of you.

This suit is the only outfit that can give you over 100% camo, depending on your location (it’s not always your best option, though). The downside is that it constantly saps your stamina. Not very useful for prolonged periods such as boss battles, but it can get you past some tricky spots.

Eat, heal, stock up on food (you should have some room now) and grab the Noodles, Book and Life Med which will have respawned. Carry on back to the warehouse.

If you blew up the Food Depot here, the hungry guard on the stairs will immediately eat the food that’s left.

Head through the door that you couldn’t get through before.

Svyatogornyj

A pointless interlude.

This small region of three areas has no real purpose except to space out two boss battles. The most interesting feature is the optional eastern cabin.

FOOD

Ural Luminescent Mushroom (MUSHROOM B): Rarer even than Tsuchinoko and The End’s Parrot (which can be caught in multiple areas) there is only one instance of this fungus in the entire game. Details below.

Vine Melon (VEGETABLE): The game’s only edible veggie hangs off of vines that stretch between trees above Snake’s head like power lines. They are easier to find later on if you miss them in the thick foliage here.

LAST CHANCE for the rare Red Avadavat bird. Listen for the high-pitched call.

As you move out of the warehouse, you’ll get a radio call.

After that, you can forage for medical supplies; all four medicinal plants are here, as well as some Baikal Scaly Tooth mushrooms, which drop Antidote and even European Rabbits, which drop Serum. There are no guards here.

There’s also a Book here, as well as a couple Spatsa mushrooms. If you have spare room in your pack, feel free to grab some for fun later on.

The next area is thick with foliage, traps and soldiers. There’s mud on the ground which causes Snake to leave footprints the soldiers can find and follow. Best to just tranq guards as you go.

Keeping the wall on your left, move forward carefully. You’ll come to a spot with dark ground, penned in by two fallen trees and one standing tree. At the base of the standing tree is the ONLY Ural Luminescent Mushroom in the game. Grab it.

There are Hornets’ Nests in this region if you want some tasty pupae, burn Ointment or to mess with the soldiers.

The forked path rejoins in a large area, the splits off again. Take the right-hand path.

This area features a large clearing with a cabin full of ammo and supplies, and a Food Depot. Last chance to grab some super foods before we need them. The M63 machinegun is also in the cabin.

Stock up and return to the main path. Back in the Northern area, save your game.

Take the left path to move on.

Sokrovenno

Arena of legends.

This massive forest is three, multi-leveled areas (South, North and West), which serve entirely as the arena for one of the greatest video game boss battles of all time. Unless you took the early opportunity to kill The End, in which case the forest is crawling with Ocelot troops instead.

FOOD

Parrot (BIRD A): Sokrovenno is the ONLY Region where you can find The End’s pet Alexandrine Parakeet. He has multiple spawn points, but it’s easiest to catch him right at the start of the battle. More on him later.

LAST CHANCE to catch Tsuchinoko. My favorite spot to lay down Mousetraps is around the banks of the river on the northern-most plateau of the western area. Also, the European Rabbit, Spatsa Mushroom and Yabloko Moloko make their appearances here.

The End

My only friend…

As soon as the cut scene ends, hit the dirt and put on your best camo/face paint combo. Crawl to your left, then turn right and you’ll see a small concrete building; a Weapons Depot. STOP as soon as you see it. Crossing to the depot puts you in The End’s eye line. Crawl slowly to maximize camo. Be careful of the snare trap around the mushroom here. More importantly, The End’s parrot is perched on the corner of the roof. (The parrot first appears in different spots, depending on the game difficulty.)

If you collect The Parrot here it will save you the trouble of hunting around for it later, but The End is almost certain spot you and get a couple shots off when you grab the bird’s cage/ration where it lands. From the door, run, don’t crawl to grab the bird and dart back to the door.

The Parrot

There are lots of things you can do with this guy.

Tranq him with the Mk22 and pick him up. This has no effect on the battle with The End. I usually carry him with me until the end of the game, imagining that Snake adopts him and Tsuchinoko. (Both of them need to be recaptured later).

If you kill the parrot in any way (truth is, I’ve never been able to bring myself to do it), The End will be pissed and cry out, giving away his location, but he will be more aggressive throughout the battle.

If you capture the parrot alive and “dispose” of him in the menu, he will respawn at one of his spawn points.

If you toss the tranq’ed parrot like a grenade, he will wake up and fly to The End. You can then listen for him with the Directional Microphone and track The End.

On with the battle!

Like the other bosses, there’s a reward for defeating The End non-lethally, which means we’re bringing a pistol to a sniper fight; the Mk22 is the only gun we’ll be using.

Put the Directional Microphone and Thermal Goggles in your quick bar.

Although there is a wide variety of wildlife and even some edible plants in the woods, don’t take the time to hunt around for food. This is what we’ve been stockpiling the good food for. Eat when you have to. Don’t let your hunger drop below half; The End can hear your stomach growl.

Interestingly, The End is using tranq darts, not live rounds. If he defeats you, it’s not Game Over; he will just dump you in one of the cells in the Granin Design Bureau’s basement. Almost like he has no interest in killing you.

Hmmm…

If The End shoots you, open the CURE menu and use the knife to dig out the stamina-sapping dart. No further first aid is required.

So, now we go hunting. The End tends to hide in the bushes atop the high cliffs surrounding the forest. After he gets a few shots off, he will run to a new spot. The map does mark these possible sniper points for you, and will mark his actual location if he takes a shot.

If you input the famous Konami code (U, U, D, D, L, R, L, R, Square, Triangle on the PS controller), the game will mark The End’s current location. Cheater.

To find The End, equip the Directional Microphone and slowly scan in a circle. Listen carefully; there’s a lot of animal noise and the river in the western area, but you will usually be able to hear The End breathing and occasionally whispering “This is The End.”

Once you’ve zeroed in on him, crawl towards him. This takes a lot of patience, but if you run or even creep he’ll spot you.

Do NOT use the Scope or a scoped rifle to look around for The End. He will spot the sun glinting off the glass.

Fortunately, this applies to him as well; you may occasionally catch a flash of white in the distance. That’s him.

Crawl around behind The End. If he goes, “Hmm?” and looks around, freeze! Your camo should be high enough so he can’t spot you if you stay still and he will turn back around.

When you get behind him the first time, don’t shoot him. Hold him up in first person (press the weapon button but don’t release it). You’ll tell him to freeze and he’ll go prone. Point the gun at his head as he lies on the ground. He’ll defy you a couple times, then give in and drop his Moss camo suit. Once he does, release the button to shoot him.

You can get three shots with the Mk22 before he tosses a Stun Grenade.

When he does this, turn Snake and the camera away from The End before the grenade goes off and you’ll avoid being blinded. The End will run away. If you manage to see where he goes, follow him at a run. As soon as you lose sight of him, go prone and equip the Thermal Goggles to follow his footsteps.

Also, immediately equip the Moss camo; it is incredibly effective in this region, and can give 100% camo.

Keep dogging The End in this fashion; track him down, sneak up behind him, take three shots, then follow him when he runs and track him again.

If you take too long finding him, you may hear The End start to make strange groaning noises and say things like “I implore you mighty forest spirit…”. This means he’s found a sunny spot and is regenerating his stamina. If this happens, RUN to him; he won’t shoot you in this phase, but he can completely recharge his stamina.

On the other hand, if it starts to rain, he will fall asleep. His snoring is much easier to hear with the Directional Microphone, and he’s easier to sneak up on. Still, don’t run (footsteps will wake him), and maybe change into the Raindrop Camo.

Additionally, if you keep him on the run, he’ll start to breathe heavily and may stop to catch his breath. A good chance to catch up to him.

Eventually, you will wear him down and see one of the more poignant cutscenes in the game. Old soldiers and that.

Once The End is no more, head to the open sunny area in the middle of Sokrovenno North seen in the cutscene to find the large spinning weapons case (Thermal Goggles help). This is The End’s Mosin Nagant sniper rifle, your reward for a non-lethal takedown.

Keep in mind, while this tranq rifle is badass, it is NOT SILENCED.

Head back to the depot in the south to restock, capture the Tsuchinoko if you haven’t already (LAST CHANCE) and hunt to restock your food if you need to (lots of crabs around the river). Also, if you have any leftover processed foods, feel free to eat them for the next stretch of the game.

Famously, saving the game and leaving can have two funny results. Wait a few days (or set the console’s clock forward a few days), you will return to find The End ambushing a sleeping Snake and dumping him back in Graniny Gorki and you have to trek all the way back to the forest to continue the fight.

Wait a week or more, however, and you will return to find The End had died of old age. Snake’s allies will declare him the winner, but Snake will be regretful. Also, doing this means you won’t get the Mosin Nagant.

Head to the northeast corner of Sokrovenno North and find the tunnel. Top off your stamina and begin your long climb up the ladder and enjoy a musical interlude.

Krasnogorje Mountains

The Vulture and The Scorpion

FOOD

White-rumped Vulture (BIRD B): This massive bird is too large to capture alive, but killing it yields two decent rations. They will feed on dead soldiers, leading to an interesting Easter egg later on, but we’re not killing today, so remember for future playthroughs. The vulture only appears in this mountainous region.

Emperor Scorpion (SCORPION): Also only available in the Krasnogorje Mountains, this venomous and aggressive scorpion makes poor food.

LAST CHANCE for the Thai Cobra.

So now we’re in the mountains. Para-medic will tell Snake that he’s using more oxygen at these higher altitudes. That means your stamina will be draining faster from here on out. Nice use of a game mechanic to increase the difficulty curve, that.

At the top of the ladder, top off your stamina and head out into the windy cold. Put on your best camo and face paint. There’s a one-way slope as you move towards the cliffside. No going back.

If you didn’t blow up that helicopter way back at the Bolshaya Past Base, it will be patrolling out past the cliff side. If you did blow it up, there will be hover guards patrolling instead, although a chopper will turn up during a Caution.

This region is all about working your way up the mountainside avoiding the guards, and raiding the sheds and Depots all over the place. The mountainside is riddled with crawl holes which are scattered with items, too. Watch out for the Mk22 bullets in the first area; after that there’s not much of interest until you reach the end of the second area where you’ll find an RPG in a Weapons Depot. I recommend you TNT the Food Depot here, as well.

Wait out the Caution in the shady, snowy area to your right. Once that’s done, head up the mountain. Hop into the trench as soon as possible, watching for the one guard who patrols down there, and make your way to the upper right-hand corner.

Enter the red door at the top of the area to get a cutscene, which leaves Snake atop a completely pointless cliffside balcony overlooking Volgin’s fortress/weapons lab, Groznyj Grad. Whip out your scope and check out the fortress; you’ll be spending a lot of time there before long.

Then turn around and go back inside. Grab the two instant noodles EVA left for you, avoiding the Tarantula in here (LAST CHANCE to collect this fellow). In the next room there’s a selection of ammo and an Emperor Scorpion (also LAST CHANCE).

Go back out the door to the mountainside. The door to the tunnel you want now is down a level on your left side. You’ll also find a heavy flame-thrower wielding trooper now patrols just ahead of you.

Go through the door and down the stairs. As the space opens up, go right to find an extra Battery behind some barrels, then go back to the left and down the ladder (but first, equip the Torch for a cutscene Easter egg).

Now it all kicks off.

The Fury

Fighting fire with cowardice.

FUN FACT: There are two characters in this cutscene. Richard Doyle ends up voicing both of them throughout the MGS franchise. He plays The Fury here, and voices Naked Snake in another game. Ironically, Snake doesn’t speak in this cutscene.

So, this psychotic pyromaniac cosmonaut is my least favorite of the COBRA fights, although it certainly can be the most challenging.

Equip the Mosin Nagant, Mk22, the M1911 and Thermal Goggles. Major Zero will suggest you use the Night Vision Goggles, but also mentions you might be blinded if you look at fire with them, and there’s about to be a lot of fire.

The most important thing in fighting The Fury is to keep moving and keep your distance. Camo is mostly useless here, and he won’t hear you unless you’re very close to him, so don’t be afraid to run. If you happen to pass him by a connection between the corridors, put some cover between you quickly.

Major Zero will recommend you try to get behind him; this does work, but getting close is a dangerous game. Nevertheless, keep your Mk22 in hand while you’re running around in case an opportunity presents itself. Three shots will knock him down, then run for it.

The arena is made up of six corridors on multiple levels, with an open platform on one end and a bottomless pit at the other. There are spots where you can cross between the corridors. There’s ammo scattered around the area. If you need food, there are Vampire Bats up on the ceiling of areas that are not currently on fire.

The Fury mostly plods around blasting fire indiscriminately and taunting you. As mentioned, keep your distance and aim to have yourself at one end of the arena with him at the other (use the Thermal Goggles to find him in the distance), then try to nail him with the Mosin Nagant from all the way down one corridor, and run to the further side and up the corridor to the end where he was, as he’ll now be heading to where you were.

If The Fury does manage to surprise you up close (oddly common given how big and loud he is) or you run into him, do a forward roll directly into him, this will knock him down and do a bit of stamina damage. I would not recommend getting into a fist fight.

Getting hit directly by The Fury’s flame thrower is bad news. It will knock Snake down and he will just lie there for a second like a dumbass. There will be damage, obviously, but also you will most likely have a burn to deal with (Ointment and Bandage in CURE).

His blasts will set the place on fire. If you catch fire, do forward rolls until the fire’s out, or change your camo. Also, if you have to pass through flames, use the forward roll.

You can also shoot the red pipes over your head to release water and put the fire out.

From time to time, you’ll hear The Fury begin to count down from 5. This means he’s about to fly from one end of the arena to the other, blasting fireballs the whole way. Run away!

As he loses stamina (or health), The Fury will pick up his pace, running around more, standing still less and doing his blast-off attack more frequently. Just keep running and waiting for opportunities to shoot him.

After the fight, there’s no going back, but you’ll find the Fire Camo if you depleted his stamina. Eat to restore stamina (there’s a Rat running around here), heal any lingering burns, rest to regenerate and proceed up the ladder.

Grozynj Grad

It’s nice, but it’s no Spencer Mansion.

It pays to get to know Volgin’s sprawling fortress, as it is the setting for a fair chunk of the remaining game.

The base is divided into four awkwardly shaped quadrants connected by red doors and crawl holes.

South West: This is where you enter after the fight with The Fury. There’s a couple guards, scattered ammo and supplies under the cargo containers. There’s a M1911 suppressor, but you shouldn’t need it, so don’t risk. Nothing else to see here.

South East: This section houses the base’s small jail, where the Volgin’s cutscene with Granin took place. We’ll be going into more detail on the jail building itself later on. The only major item outside is Cardboard Box C behind the jail, but don’t collect it yet; we’ll need it to be here later.

North West: This contains the base’s motor pool; tanks mostly. Sigint will have some intel on them if you like tanks. There are soldiers, as well as two guard dogs. At the northern end, there’s a Weapons Depot you can TNT if you want and a delivery truck if you want to use one of the cardboard boxes to get delivered (Cardboard Box A will get you into the lab). There are also some medical supplies laying under the tanks and ammo scattered around.

North East: The door to the lab building is here, a red door in the northern wall. But first, there’s a Food Depot in the far northeastern corner; raid it for some quality food. If you decide to blow it up, hide in the crawlspace nearby.

While you’re lying in a rat-filled crawlspace with Soviet soldiers searching for you so as to shoot you dead, can we take 99.99 seconds to enjoy Snake Eater’s fantastic score?

Bookended by two amazing songs (“Snake Eater” sung by Cynthia Harrell and “Way to Fall” by Starsailor), the atmospheric score by Harry Gregson-Williams and Norihiko Hibino is easily overlooked. And it’s meant to be. The score, heard either in short snippets during gameplay or during plot-heavy cutscenes, fades into the background, not getting in the way, as a good score does.

One might be hard-pressed to hum more than one or two of the short instrumental pieces from the game, but I recently (after years of searching) got ahold of the Snake Eater soundtrack, a 2-CD collection of over 40 songs, and each one feels familiar, evoking specific scenes and characters.

Starting out with off-beat techno-funk pieces with a lot of flute and guitars, the score becomes increasingly orchestral, sounding more and more like a Hans Zimmer score, with the climactic “Debriefing” choking me up every time.

Music has always been essential to the Metal Gear series, all the way back to the original game in 1987, with the catchy “Theme of Tara” playing throughout the entire game without ever getting tiresome, to frequent references to David Bowie, one of Hideo Kojima’s favorite artists, throughout the Metal Gear Solid games.

Oh! Caution’s over.

Once you’re done doing exploring or whatever, make your way inside. Change into your scientist disguise first, though.

Groznyj Grad Weapons Lab

Creepy fan service for creepy fans.

Our goal here is to impersonate a military officer who looks really familiar to players of Metal Gear Solid 2. If you’ve never played MGS2 (which is better than many people give it credit for), Raikov is the soldier with long blonde hair. He’s also the only one wearing gloves.

Equip your Cigar Spray Gas weapon. There are three supply rooms on the first floor. One contains medical supplies, one contains nothing but a mousetrap. The third, larger, store room is full of ammo and the Scorpion SMG, but only the soldiers have access; hang out near the door and wait for a soldier to enter, then follow him. He doesn’t mind.

There’s also a bathroom on the first floor, which is empty, and a library containing nothing but a scientist who can blow your cover and a Book.

Finally, there’s a planter just inside front door containing all the medicinal plants.

The second floor is split in two; one side has a large lab with a bunch of scientists. The other side is a research room, a small break area and a locker room. Check all the lockers for loot, then wait for Major Raiden Raikov to enter and knock him out.

Now you’re dressed as the major. Put on the Mask Face Paint and then take a moment to radio your comrades for some fun conversations.

Wait… can they… see you?

Move through the door in the locker room and along the hall past the Shagohod viewing area, across the sky bridge and through the door to find Sokolov.

While talking to Sokolov, notice the radio code on the board behind him. I didn’t know about this detail for more than ten years.

Now follows a major cutscene with twists, turns and also Snake forgetting how to fight for some reason. Can’t leave the guy alone for a second.

Groznyj Grad Jail

Hope this doesn’t become a tradition or anything.

So, now there’s torture.

Snake wake up to a black screen, listening to Volgin torturing Sokolov to death. Then he turns his attention to Snake. Depending on how many injuries you’ve sustained so far, Volgin will have different comments on the state of Snake’s body (eww). After he checks you out, press and hold the L2 button (“Let’s get started.”). Holding this throughout the sequence will prevent Snake taking any damage as Volgin smacks him around. You can let go when the cutscene starts.

Finally, all the major players in this ridiculous affair (including a couple of the dead ones) are in one place.

It’s nice when we can all get together like this.

Oddly, despite his sadism and his own statement that he is a “patient man”, Volgin repeatedly proves he’s an incompetent interrogator. Not only has he killed two people while getting nothing out of them, but he is prone to blabbing intel instead of acquiring it.

Ocelot seems to take it as a teachable moment, though.

During the cutscene, the R1 prompt will show The Sorrow holding a sign with the radio frequency from Sokolov’s room. As Ocelot leaves, press R1 (there’s no prompt) showing Boss mocking the young punk behind his back.

After the cutscene, you wake up in a cell.

Way to go, Snake. Now you’re in jail.

And you’ve lost all you equipment.

Also, you got your eye shot out.

But you can pick up a Fork from the floor, so you got that going for you, which is nice.

The Fork is actually pretty cool; if you use it to kill an animal, Snake will instantly eat the ration instead of picking it up. Test it on your rat cellmate.

Save your game. Then restart the console and reload to see one of the most bizarre Easter eggs in Metal Gear history, which is saying something. Call Para-Medic after.

You have an empty gun (thanks, Boss), the Fork (floating in the corner of the cell) and your Cigar for some reason.

Even on replays, Snake does not have any more equipment than this. Only way out of Groznyj Grad is the hard way.

You have no BACKPACK or CAMOFLAGUE menus, but go into CURE.

Use the Fork to remove the foreign items from Snake’s wounds. Eww.

There’s one guard on duty, who is inexplicably named Johnny.

Johnny will patrol around the jail. Every time he passes Snake’s cell, he will toss a food item into the cell. It’s not all tasty stuff, and some of it is already rotten. It is jail, after all.

Since you have no backpack, every item you pick up will be automatically be added to your quick bars, but you can still eat from the FOOD menu. Eat whatever food you need to refill your stamina. If you did the L2 trick during the torture scene, you should be at full health.

First off, screw with Johnny.

Do nothing long enough and Johnny will have a sudden attack of stomach and run to the bathroom. The same will happen if you toss him rotten food. Runs in the family, I hear.

If you roll or run around the cell like an idiot, Johnny will mock him for wasting energy.

Try hiding under the bed.

Knocking on the cell will summon Johnny, much to his annoyance.

Alright, enough fun with the meta comic relief. Time to break out.

Basically, there are two ways out of the cell; either you open the door or Johnny does.

The only way to get Johnny to open the cell is to use the Fake Death Pill as he passes. Johnny will spot you and rush in, then shrug it off and go back to his routine. Use the Revive Pill and kick his ass. Or just sneak past him.

With no CQC weapons on hand, you can only do your punchy-kicky stuff, or clock him with the empty gun.

Opening the cell yourself is easier than you’d think; use the radio code from Sokolov’s room and The Sorrow’s sign. But opening the door can cause an Alert and start a fight if Johnny catches you, so how to take care of Johnny?

As mentioned above, he will have a sudden ailment and rush off to the bathroom, which you can speed up by throwing him bad food.

But the best way is to throw him three non-rotten foods to him. This will trigger a cutscene in which Snake and Johnny have a little chat. (The door radio frequency appears here, too.) Johnny will decline to let Snake out, but he does foolishly slip Snake his cigarette case. Wait for Johnny to pass in front of your cell again and gas him. Now use the radio code and stroll out.

Shake Johnny down for some stuff, including some good food he wasn’t sharing with Snake. Prick. Search the jail; you’ll find the Camera in the office, some medical supplies in Johnny’s room and nothing in the torture room.

Damn! I really wanted to get that right eye back. Step outside into Groznyj Grad Southeast.

Now you have to sneak across a heavily fortified Soviet base full of guards who will shoot you on sight. You have an empty gun, a half a pack of fake cigarettes, one real cigar, a fork, it’s dark and you’ve lost an eye.

Hit it.

Cardboard Box C should will still be behind the jail if you didn’t get it earlier (none of the other items will still be around, so don’t go hunting). There’s still a guard there, though; be careful. The Box is useful for sneaking since you have no camo.

There’s also a guard on the roof now.

Your goal is the sewer entrance in the northeastern corner of Groznyj Grad Northwest. Be patient, go slow, use your new box and save often. Beware the sleeping guard doggo near the sewer hole; give him a wide berth.

Once you’re down the hole, you’ll get a call from EVA.

Run down the tunnel; you can’t go in a straight line, look for crawl spaces connecting to side passages.

There’s two Life Meds down here, plus some rations and noodles, and some ammo for your gun. Don’t waste too much time collecting stuff; you’ll soon hear guard dogs.

Head for the sunlight and watch a cutscene in which everyone does something stupid.

???

The River of The Sorrow.

Now comes one of the straight-up weirdest things ever to happen in a video game; a boss battle with a boss who’s already dead.

Remember I said that there’s a reason we’re not killing people? This is why.

As Snake slowly slogs down a river, he will encounter the soul of every person who has died by his hand. If you’ve been playing a non-lethal game the only people you’ll encounter are the four COBRAs who’ve died (even in you defeated them non-lethally). If you’ve been ignoring my advice, well…

The ghosts will actively seek to touch Snake; every time they do, Snake takes a little damage. Also, The Sorrow will occasionally lash out with an ectoplasmic tentacle attack.

As a side note, this whole thing is genius; moral accountability as a game mechanic.

If you haven’t killed anybody, this encounter is pretty short and easy. If not, get comfy; the more people you killed, the longer this sequence will take.

For future playthroughs, however, there is some fun to be had.

If a guard died indirectly (i.e. dropping an unconscious guard into water), the guard will not appear here, though some will still count in the game stats, affecting your Ranked Codename.

The nature of a guard’s death can be reflected in their animations here, such as a broken neck.

Raikov will have a unique animation that may look familiar.

If you killed a guard who got eaten by a vulture, then ate the vulture, the guard may have something to say about it.

And typical for a Metal Gear Solid psychic boss, there are a few meta Easter eggs.

If you call any of your friends on the radio, they will act as if you’ve died (“SNAAAAAAAAAKE!!!”), but Para-Medic will still save your game.

The End is lying face down, as a sniper does. Punching him as he passes will cause him to roll over on his back.

You may also notice that Snake has all his items back; a signal that this isn’t the real world. Don’t get excited though; weapons and camo are useless here.

You can, however, use your recently acquired Camera to take pics of the COBRAs as they pass by. Check them out later.

The whole thing ends in one of three ways.

Avoid the whole “battle” by diving under the water and drowning Snake.

The ghosts kill Snake.

Snake makes it to the end of the river. (This how you get The Sorrow’s camo later on.)

No matter you “die”, you’ll get a GAME OVER screen, but still have access to your items. Use the Revival Pill.

Tikhogornyj

A romantic interlude.

FOOD

This area is lush with food, but is also your LAST CHANCE for a bunch of flora and fauna; Vine Melon, Baikal Scaly Tooth Mushroom, Russian Glowcaps, Rat, Markhor, Vampire Bat, Japanese Flying Squirrel, Kenyan Mangrove Crab and all three fish.

You find yourself on the bank of a river, again. This single, large area is quiet and peaceful, if you removed the transmitter Ocelot jammed into your shoulder. Prick.

If the transmitter is still in you, this place is crawling with Ocelot troops. (This also leads to a special cutscene, but that can be seen in the Secret Theatre.)

There’s lots of food and medicinal plants, no hostile creatures and even some Life Medicine under a log. Fork yourself to max stamina, then proceed north to the waterfall EVA mentioned.

After the cutscene with EVA, featuring the most predictable twist ever, don’t go through the tunnel; go back through the waterfall.

At the bottom of the slope out of the cave is a tree. Somewhere on the ground below it you will find the Tsuchinoko, visibly crawling on the ground, assuming he was in your inventory when you were captured. Tranq him and collect him again.

Be sure you don’t mix up the Mk22 and the M1911, and accidentally kill the Tsuchinoko. I’ve done that more times than I care to admit.

The End’s parrot is also perched in the tree above, though he makes no sound. There’s no reward for carrying him to the end of the game, but it would be nice; he’s an orphan now.

Next, dive into the pool and look for the spinning item at the bottom; this is the Kabuki Face Paint. Despite what Snake says in a radio conversation with Sigint, it offers no special powers.

Climb out and go hunting for food, now that you have your weapons. Save your one remaining live cage, though.

Also, from this point on, we are again hording non-perishables.

If you made it all the way to the end of The Sorrow’s river (marked with his own corpse), you will find his Spirit Camo uniform in your pack now. It renders your footsteps silent, which is handy, but be warned, it doesn’t silence any other sound you make, like unsuppressed gunshots and knocking on walls. It also won’t fool birds.

Back behind the waterfall, grab everything you can, particularly two Russian Glowcap Mushrooms, and capture one live Tree Frog. Don’t eat the live Frog or the Glowcaps.

Now climb up the ladder.

Return to Groznyj Grad

It seems smaller now.

Snake climbs up into the tank yard of Groznyj Grad Northwest. It’s daytime now, so there’s not a lot of good camo. Do the best you can, but don’t linger; one of the guards now checks under the tanks.

You shouldn’t need any supplies, so you don’t need to check out any of the other areas of the base, but if you can make it back to the Food Depot, its contents have respawned, even if you blew it up.

You can use the front door again, but there’s a shortcut. Make your way to the delivery truck at the northern end, climb in and equip Box B, which you should have grabbed behind the waterfall. You will be transported to the Shagohod hangar. And if you made it back to the Food Depot, you’ll find another truck is now here.

Before you deal with the Shagohod, head up the stairs through the door with the key EVA gave you, and go back to the locker room. Go to the locker you stuffed Raikov into and find the Sneaking Suit camo, a prototype for the sneaking suits seen throughout the MGS franchise. It will be your best friend for much of the rest of the game; it reduces all damage and stamina loss. Damned useful for boss fights to come, as camo is no use until last battle.

Also, check the other lockers to find the Maintenance outfit, which will provide some cover in the hangar. There are also some supplies at the other end of the corridor, outside Sokolov’s room.

Head back to the hangar. The Maintenance outfit works the same as the Scientist outfit; other workers will be suspicious and raise an alarm if you get too close, but guards won’t bother you unless you run into them. Equip the Cig Spray just in case.

First off, search the hangar high and low for ammo and items. Then start placing the C3 you got from EVA on the four fuel tanks. Once you’ve done the fourth one, a cutscene happens.

Witness Volgin’s epic overshare about one of the game’s major Macguffins in a classic villain monologue.

You (like Snake) may have begun to suspect that Operation Snake Eater isn’t all that’s going on in Tselinoyarsk. To backfill the plot, the game starts to get bogged down with expositional cutscenes when it should be picking up the pace to the climax.

I wish Kojima had paced this aspect of the narrative differently, so as not to cram the so much backstory into the third act. Maybe give more of this exposition about The Philosophers to Granin earlier in the game. Or even have characters like EVA or Major Zero make passing references to the Wiseman’s Committee.

Still, I love the idea that Snake is coming to the realization that he is a pawn in a much larger game. I would love to play a parallel game as another character who knows way more than Snake.

It’s also a Metal Gear tradition that what you think is going on is not all that’s going on.

Volgin

All around the mulberry bush.

This may be a good time to mention that I don’t actually care for Neil Ross’s voice as Volgin. There’s not necessarily anything wrong about his performance, it’s just that his voice lacks the weight and depth of such a large, physically intimidating man. Should have got Brian Blessed. Just my two cents.

Anyway, you’re trapped in a pit with this creepy, sadistic weirdo. Hooray. Apparently we’re not talking about the last time they met when Snake just stood there and took it like a bitch, because it never happened. Never! Happened!

Start by putting on your Sneaking Suit and whatever face paint makes you feel pretty. Equip the Mk22, the M1911 (don’t waste suppressors), the Russian Glowcaps and the live Tree Frog, plus Life Medicine.

This fight features my most hated game mechanic; a time limit. The Sorrow will keep you appraised of the time during the cutscene if you press R1. Skipping the cutscene will not affect the time you have once the fight starts.

After the fight starts, there’s a countdown on the screen, eventually an engineer will announce the bombs have been found and countdown over a loudspeaker, just in case you weren’t getting it.

Volgin really wants a fist fight, since his punches hit like trucks (Sigint can explain why). He is vulnerable to CQC throws and hitting him with non-CQC weapons. If you’re unarmed, he will slowly stalk towards you. Shooting him from the front will do no good; you have to get behind him.

He has a few standard attacks:

Taking out a weapon causes Volgin to fire an electrical bolt at you. If it hits you, it will detonate all the ammo in the gun, damaging Snake. Plus, you have to reload.

If you throw out a Russian Glowcap, it will attract the bolt; dive around Volgin on the other side and shoot him in the back. Keep your hands empty unless you’re baiting him or shooting.

When you’re out of Glowcaps, you’ll just have to dodge the attack by running and rolling.

His secondary attack is to fire a barrage of rifle bullets at you. Just run around him, but don’t roll.

In the second phase (there’s always a second phase), Volgin will raise both of his hands above his head, then fire a single blast of bullets in every direction. Go prone and the bullets will go safely over your head, or stand at an odd angle to him, where they may miss you.

Finally, Volgin will blast bolts of lightning that crawl across the floor. Roll over them.

The strategy is to dodge his attacks and take advantage when he leaves himself open for attacks from behind.

Volgin hates Tree Frogs. This is because frogs are seen as harbingers of rain in Japan (most, farmers in particular, see them as good luck). Throw your live one at him and he will turn around to kill it, leaving himself open, and leaving a ration Snake can pick up.

Occasionally, Volgin will turn around to recharge from a panel on the wall, leaving himself open to a few shots.

Ocelot will toss ammo down to you to keep the fight fair. Maybe he’s not such a prick after all. Volgin will turn around and yell at him.

Shooting some of the pipes around the pit will release sprays of water that distract him.

Taking the Fake Death Pill will fool Volgin (once).

Finally, wearing the Raikov mask will confuse Volgin allowing a few shots, but this will enrage him and make him more aggressive. Save this trick for the end if you’re short on time.

Unlike defeating the other bosses by stamina, the end of the Volgin fight doesn’t cut straight to a cutscene, and his Cold War Camo doesn’t just appear in your backpack. Volgin will fall to his knees and drop the uniform. Pick it up before the cutscene starts.

Shagohod Chase

Off the rails.

As the hangar begins to blow up, Snake escapes, along with various soldiers.

Your ride arrives and you somehow have time for a lengthy chat instead of getting the Hell out of there.

At this point EVA forgets how to drive the damned bike that is supposed to be such a part of her, so instead of just driving the Hell away she spins donuts around the parking lot and just plain stops for no reason.

You get some control back as EVA fumbles around like an idiot. Equip the Mk22, the RPG and Chaff Grenades. You have infinite ammo, so you can go nuts, but frankly, the guards are a pain in the ass to hit and don’t do that much damage to you anyway. Practice your aim, but I can’t imagine this will actually kill you.

However, now that we’ve passed The Sorrow encounter, you can kill if you want to.

Monster.

More driving around.

Somewhere in the midst of all this, Ocelot reappears and pulls a trick with a motorcycle that makes me love him forever.

EVA finally finds the accelerator and barrels down the runway that Groznyj Grad totally had the whole time.

For some reason, even though the whole base has exploded, a bunch of soldiers on motorcycles are still trying to kill Snake and EVA instead of running away. Aim for the drivers, not the riders. It doesn’t count as a kill if you cause them to crash on a tarmac at 65mph.

That’s the Batman loophole.

The Shagohod joins the chase eventually. When Volgin puts the hammer down, fire RPG rockets at its auger treads to keep it at a distance. When it fires rockets, throw the Chaff Grenades to throw them off.

Keep going.

EVA will drive Snake across a rail bridge and stop. Snake jumps out with the SVD. The bombs are marked with bright red lights. Shoot one, then get a bead on the other. EVA will tell you when to shoot.

So it’s over now, right?

The Shagohod

Alright, but after THIS, we’re done?

You’re now on a plateau with a sheer drop on one side. EVA will drive Snake in circles around the spinning Shagohod. Fire one RPG at its screw to immobilize it, do a tactical reload (double tap R2) and fire at the smoking rear of the tank. If it fires rockets, throw Chaff.

Do that and now we’re finished, so move on to…

Oh, come on!!

Shagohod+Volgin

Oh, just screw this guy!

Volgin climbs out of the Shagohod and rides it like a pony. EVA kicks you out of the sidecar and drives off to serve as a decoy, which mostly works.

While EVA runs circles around the tank taunting Volgin about his manhood, shoot RPGs to immobilize him as before, then snipe him with the Mosin Nagant. Go for headshots.

Eventually, Volgin will turn his attention to Snake and you have to dodge his attacks.

As always, if Shagohod fires missiles, you throw Chaff and run to the side.

The Shagohod’s dual machine guns have a short range. Run towards the camera. If you fall off the cliff just hang there until he stops firing.

If he fires the 100-barrel machine gun pod (sigh) run to the side until it stops.

When EVA gets Volgin’s attention again, go back to firing rockets and sniping him.

If it starts to rain, change to the Raindrop Camo and Volgin may lose sight of you.

When Snake says to EVA, “It’s finally over,” hit R1 to see a ghostly figure fading away. Thanks, Comrade.

Lazorevo

Why are you still chasing us?!

Yeah, the Groznyj Grad soldiers still haven’t gotten the memo that they’re out of a job, and pursue Snake and EVA through the forest, first on motorcycles, then hover soldiers join the party. Feel free to pop them with the Mk22. You have to shoot a log at one point.

After two areas of avoiding death by unemployed idiots, EVA takes her eyes off the road and you crash.

Zaozyorje

Should I just carry you?

FOOD

LAST CHANCE for the delicious Reticulated Python, as well as the Tree Frog, Russian False Mango, Golova, Siberian Ink Cap, Magpie and the Sunda Whistling-Thrush.

So now one of the best games ever made comes to a grinding halt in the form of an escort mission, as Snake has to lead an injured and ravenous EVA through woods crawling with soldiers.

This is one of the most frustrating parts of the game for me. I’ll go into more detail than usual since there’s nothing to discover here and it takes a lot of trial and error to get through it without killing anyone or getting an Alert.

Para-Medic explains that you can now use your CURE and FOOD options on EVA, but only if you are close enough.

While curing EVA, her medical and food histories make for some amusing reading. Get her patched up and Major Zero will call and explain how to keep EVA moving.

EVA’s stamina will drain constantly and quickly. As it drains, she will slow down. Keep her fed with the prepared food we’ve been hoarding since we got out of jail. Her tastes are the same as yours. There’s ammo and a couple of Russian Rations scattered around here and a Reticulated Python nearby. There are three in the region.

Camo isn’t great here, unless you have enough good food to use the Spider camo. Do your best. Equip the Mk22, M1911 (if you need food), Stun Grenades and Thermal Goggles.

Start moving forward, watching behind so you don’t get too far ahead of EVA.

If you’re just in no mood and are a bastard, you can tranq EVA and just drag her through the woods. You can hide her in the undergrowth and her stamina will not drain as fast. She will kick your ass if she wakes up though.

As you move forward, you will see a large area to your left with a few animals and nothing else. Move on.

Pretty quickly there will be a cutscene of soldiers finding the crash site and pursuing you.

Coming out of the cutscene, there’s a Caution that doesn’t count down. You can save here, but you won’t have much time after a load.

Move forward a bit so EVA is out of sight, then turn back and take a knee in the undergrowth. Wait for the soldiers to come into view and toss a Stun Grenade into the crowd (remember to avert your gaze to avoid being blinded). Use the Mk22 to mop up stragglers.

It is tempting to lay Claymores in their path, and there’s no real penalty to killing them, but this can cause an Alert.

Once all the soldiers are asleep, feed EVA and move on.

EVA will alert you if the soldiers get too close.

Take the narrower path to Snake’s right. Sometime after you cross the chasm on the fallen log, the guards will catch up.

You shouldn’t have to deal with the guards more than twice if you keep moving.

Help EVA up onto the rise and move into the next area.

Here, the soldiers have somehow gotten ahead of you, but at least there’s no one following you.

In the area in front of you, there are soldiers already searching for you. Go prone and scoot forward to the edge in front of you and tranq them so they fall in the bushy areas.

There’s a patrol along the right-hand path. If you’ve dropped the soldiers here in good hiding places, you can just ignore the patrol and take the left hand path to get above the next area.

There are snipers lying in wait in this section. Use the Thermal Goggles to find them and tranq them.

Slide down the slope and move on the final area.

EVA suddenly perks up in the cutscene, doesn’t she?

Rokovoj Bereg

Snake and The Boss.

FOOD

42, 43, 44. Les Enfants Terribles (SNAKE I, J, K): This is the ONLY appearance of these three unique snakes, named Solid, Liquid and Solidus. They are all ghostly white and restore Snake’s stamina completely. There is one by each of the three fallen logs in the arena. Go prone and crawl around the logs to find them (you’ll be in first person view). Thermal Goggles help.

LAST CHANCE for the Green Tree Python, one of the first animals to appear.

For all the overblown exposition, pointless shooting gallery sequences and boss battle after boss battle which have been hamstringing this game for a while, this fight is worth the wait. It combines all the cool elements that make this game a classic; camo, sneaking, patience and CQC.

It also lacks the things that taint the lesser fights; no surprises, no second phase and it feels like a fair and conclusive fight.

There is a time limit, but at least there’s music.

The most annoying thing is that the game forces you into the fixed camera view, but you get used to it.

The Boss

Joy’s End.

The fight begins with The Boss running at you. Hammer the CQC button; if you get the advantage, keep up the attack and knock her down. If she knock you down, she will shoot you while you are on the ground. Get up quickly and either run or try to knock her down again.

Once she’s down, shoot her on the ground and run like Hell, trying to break her sightline. Go prone and hide in the flowers (Stars of Bethlehem). Change into the Snow Camo/Paint, and CURE and eat as needed.

Equip the Mk22, Mosin Nagant, M1911, Thermal Goggles and Life Medicine.

The Boss talks a lot during the fight; listen to her to know whether she’s lost you or not. She also comments on your performance during CQC encounters.

It’s a pretty straight forward fight.

If The Boss loses sight of you, she will search around the area for you.

If she suspects you’re around her (like if you miss a shot), she’ll start running from tree to tree, poking her head out to look for you.

While she’s moving around, take a knee and use the Thermal Goggles to find her, then equip the Mosin Nagant and take a headshot.

If she catches sight of you, she’ll make a beeline right for you. Running or rolling won’t work; she’ll just change course and catch up for a CQC attack.

When she attacks, as mentioned above, try to beat her to the punch. This will stun her. Take advantage to punch, punch, kick twice; this will knock her down. Whip out your Mk22 and take two shots, then run and hide again.

If you have a gun in your hands when she gets the better of you with CQC, she will rip it out of your hand and toss it away. Use your Thermal Goggles to find it again.

Alternatively, it is possible to defeat her entirely by CQC, which still depletes her stamina.

Don’t forget to grab the three meta snakes by the fallen logs. They have to be captured on a successful fight to count.

Like Volgin, she drops her special Snake Camo (