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Radio Frequency/Interrogation Guide

by sz agent

_________________________________________
<{[\ METAL GEAR SOLID 3: SNAKE EATER /]}>
-----------------------------------------
----------------------------
Radio Frequency and Interrogation Guide v. 0.7
----------------------------

By SZ Agent
(A.K.A. Jay13x, Neo Gojira X)

_______________________________________________________________________________

Versions:

02/11/08
--------
0.7 - So, real life tends to get in the way of being a huge nerd and 
playing through the game over and over, but I've uploaded this at least.  I
believe that Hard and Very Hard (Like Easy and Very Easy) have the
same frequencies.  And You shouldn't even try to interrogate on 
European Extreme mode, so this guide is more or less finished.

07/04/06
--------
I actually have the time and attention to devote to this guide again!  I
almost died in a car accident in May '05, but with the release of 
subsistence, I want to finally finish this guide for everyone.

03/15/05
--------
I Finally started work back up on this guide.  Sorry for the long delay.

12/21/04
--------
0.62 - Added a FAQs section (Only 1 Question so far) and an Interrogation
hints section.  Both are still under construction.  I found out that the door
frequencies I thought were good for all difficulties don't work on Hard, so
I've updated that as well.

12/19/04
--------
0.61 - Qactuar sent in the Extreme mode Healing Radio Stations.  Once I get
time, I'll start both Hard and Extreme and find everything.  Any help with
the guide is always appreciated!  This is the first new version up since this
guide was accepted to GameFAQs.

12/14/04
--------
0.6 - Started playing through Easy mode when I realized that everything was
the same as in Very Easy.  I updated it.  Apparently the only difference
between the two settings is the EZ Gun.  Anyway, Hard and Extreme Modes are
Coming Soon!

12/12/04
--------
0.41 - Added Two new ACID Passwords
0.4 - Added Very Easy Mode

12/09/04
--------
0.21 - Misconception of frequencies being random is now clarified in the
About section.

12/04/04
--------
0.2  - Normal Mode Guide completed, Other Modes in Development
____________________________________________________________________

------
INDEX:
------

I. About (AI1)
	A.	How Radio Frequencies are NOT random (Aa1)
	B.	About the Guide (Aa2)
	C.	How to Interrogate (Aa3)
	D.	Radio Frequency Explanations (Aa4)
II. Key (AII1)
III. Frequencies and Vital Info (AIII1)
	A.	By Guard and Area (Ab1)
	B.	Alert Cancellation and Fire Support Frequency Lists (Ab2)
	C.	Healing Radio Station (Ab3)
	D.	Contact Frequencies (Ab4)
	E.	Interrogation Hints (Ab5)
	F.	ACID Passwords (Ab5)
IV. Closing Stuff (AIV1)
	A.	FAQs (Ac1)
	B.	Contribute to this guide (Ac2)
	C.	Special Thanks / Credits (Ac3)
	D.	Contact Info (Ac4)
____________________________________________________________________

I. About (AI1)
----------

----------------------------------------
----------------------------------------
A. How Radio Frequencies are NOT random (Aa1)
----------------------------------------
----------------------------------------

There has been a lot of controversy about Radio Frequencies being random in 
MGS3, and I'm here to tell you, it's not true.  The reason it's not true is
because Radio Frequencies are ONLY DIFFERENT BETWEEN DIFFICULTY SETTINGS!
Just like not being able to start a new difficulty with your clear file,
you cannot get Radio Frequencies from one difficulty to use in another.
However, the guards that give you the Radio Frequencies can be different.
The problem is no one has specified the difficulty settings when giving the
frequencies.  That was the ONLY problem with Frequencies not working.  They
are NOT random.

-----------------------
-----------------------
B. About the Guide (Aa2)
-----------------------
-----------------------

I've been an active Poster on Gamefaqs for about 3 years, but this is my first
guide, so I apologize if it is a little rough around the edges.  I also 
apologize for compulsive capitalization.

For this guide I interrogated every single interrogatable enemy in the game 
with the exception of the GRU soldiers.  All Soldiers, Officers, Flamethrower
Troops, Scientists and Mechanics were Interrogated. 

--------------------------
--------------------------
C. How to Interrogate (Aa3)
--------------------------
--------------------------

This is pretty simple, just move close to an enemy, then press and hold the 
Circle Buttton to grab them in a Choke Hold.  Press down the L3 Button to make
them spill the beans.  All wnemies in the game have something to say, but most
of the time it's only junk, vague clues or insults.  Every once in a while you
get a little treasure. 

After Interrogating until the enemy repeats a line, feel free to neutralize 
them, using any technique you want.

You will also get clues on whether or not a Guard has any Information:

"We have guys who know ________ frequencies" means one of the guards in that 
area frequency info.

"Listening to the radio can be relaxing" means that guard knows a Healing Radio
Station."

"In this area, there are soldiers who have information"

----------------------------------------
----------------------------------------
D. Radio Frequency Explanations (Aa4)
----------------------------------------
----------------------------------------

Radio Frequency Drop Down Menu: 
Press Select any time during play to bring up the Radio, then press Down on the
Control Pad.

Alert Cancellation Frequencies:
-------------------------------
These are frequencies that you can use only once during a game.  

When in EVASION Mode, manually enter the frequency and Snake will call Enemy HQ
and give about the same line that the Guards usually give when your Evasion 
countdown wears out.  HQ will respond that per Protocol, that Frequency will no
longer be used.

NOTE: GRU Alerts cannot be cancelled.  The only way to get the GRU off your
back is to neutralize them all.

Fire Support Frequencies:
-------------------------
These are frequencies that you can use only once during a game.

Bombards the enemy with Artillery fire during ALERT mode.

Healing Radio Stations:
-----------------------
These frequencies are only effective once, but you can listen to them as many 
times as you want.  

They are accessible from the Drop Down Radio Menu, they're the 6th Slot, pick
Healing Radio, then pick the song you want.  Songs that you've interrogated 
someone for will appear with just a frequency number and a dash where the song
title should be.  Stations that you've listened to will appear with the song 
name.   You can also enter them in manually if you are just using a frequency
and haven't interrogated any soldier for.

Contact Frequencies:
--------------------
These frequencies are available from the Radio Drop Down Menu.  You can contact
them at anytime after they contact you, or you are introduced over radio.  Each
contact frequency will provide advice or information, and the SAVE and HEALING
RADIO options will let you save or access the Healing Radio Stations (duh).

Map Locations:
--------------
Some Soldiers when interrogated will give up the goods on item and enemy 
locations in that area.  Look at the Pause Screen's Map, enemies will be red
dots, while items will be small white dots.  When the enemy says "If you want
to learn more, look at the Survival Viewer Map" you know you now have it (You
don't have to listen to the whole thing, just the start of it will give you the
Map).  It will stay with you unless you have to get a Game Over before moving
to another area and have to Continue.

____________________________________________________________________

--------
--------
II. Key (AII1)
--------
--------

In the interests of length, I'll be using these abbreviations for the rest of
the guide.

Difficulty Settings: 
Very Easy = VE
Easy      = E
Normal    = N
Hard      = H
Extreme   = EX
European Extreme = EEX

Wording Abbreviations:
w/ = With
b/n = Between
AA = Anti-Aircraft

Numbers:
F=Floor

ex. 1F = 1st Floor

Directional:
N=North
S=South
E=East
W=West
C=Center
L=Left
R=Right
M=Most

Two of the abbreviations may be combined for more accurate directions.
Ex. NW = North West or NM= Northmost (Meaning the Farthest Soldier in that
Direction.)
____________________________________________________________________

III. Frequency and Vital Info (AIII1)
----------------------------------

---------------------------
---------------------------
A. By Guard and Area (Ab1)
---------------------------
---------------------------

To find an area quick, just hit CNTRL + F and type in the name of the area.

_____________________________
Guide Key:

----
Area
----

Type of Information
-------------------
Location and Type of Enemy: Difficulty Mode - Frequency
(More Specific Directions)
[Additional Info]

_____________________________

Virtuous Mission:

-------
Rassvet
-------

Map Locations, Enemies
----------------------
NW Soldier: VE, E, N
(To the West of the Ruined Factory)

NE Soldier: H
(The Northeast Most Soldier, by the closed gate)

Map Locations, Items
--------------------
C  Soldier: VE, E, N
(Guard patrols the middle of the area, in the Ruined Factory)


Operation Snake Eater:

-------
Rassvet
-------

Map Locations, Enemies
----------------------
GRU Soldier: VE, E
(Rear of a team of two soldiers searching the area for you.)

GRU Soldier: H
(First Soldier into the room where you were sleeping)

-------------------
Bolshaya Past South
-------------------

Call Off Alert
--------------
C  Soldier: VE, E - 143.03, N - 147.11
(Electric Fence w/ the Gap Near C, Soldier on the Left)
[Easy Settings it's the only Guard, on the others he's the Left of two]

SE Soldier: H - 146.91
(Patrols the Swampy Area.  Will come to investigate if you shoot one of
 the southern dogs)

Fire Support
------------
C  Soldier: VE, E - 140.73, N - 141.62
(Electric Fence w/ the Gap Near C, Soldier on the Left)
[Easy Settings it's the only Guard, on the others he's the Left of two]

Soldier: H - 147.23
(This guy is a special case, he's the soldier with the radio pack that
is called in when you start some trouble.  So get them to call for 
reinforcements and he'll be there.)

------------------
Bolshaya Past Base
------------------

Map Locations, Items
--------------------
WM Soldier: VE, E, N
(Patrols Up and Down the West side of the map, outside the Electric Fence)


Map Locations, Enemies
----------------------
SM Soldier: VE, E, N, H
(Patrols around the Southern Electric Fence, and will stand by the Turret as 
well)

Healing Radio
-------------
SM Soldier: VE, E - 147.08, H - 147.96
(Patrols around the Southern Electric Fence, and will stand by the Turret as 
well)

C  Soldier: N  - 148.39
(Patrols near the Helicopter and Center of the Base)

Fire Support Request
--------------------

N  Soldier: H - 148.63
(He guards the front of the small northern building)

--------------
Ponizovje West
--------------

Call Off Alert
--------------
NM Soldier: N - 140.61
(Soldier by the Armory)

NW Soldier: H - 145.42
(Soldier on the small dock by the armory)

Fire Support
------------
NM Soldier: VE, E - 145.28, N - 142.12
(Soldier by the Armory)


NW Soldier: H - 140.36
(Soldier on the small dock by the armory)

Healing Radio
-------------
NW Soldier: H - 141.59
(Soldier in the northwest corner, by the boxes)

------------------------------
Ponizovje Warehouse (Exterior)
------------------------------

Call Off Alert
--------------
WM Soldier: VE, E - 149.75
(Radio Man on the Western Dock, with the boats)

Fire Support
------------
SE Soldier: VE, E - 143.89
(He's all alone on the Southeastern Dock, the one w/o any Boxes or Boats)

NM Soldier: N - 147.32, H - 144.19
(Usually by the stairs and near the exit)

Healing Radio
-------------
SE Soldier: N - 146.65
(He's all alone on the Southeastern Dock, the one w/o any Boxes or Boats)

------------------------------
Ponizovje Warehouse (Interior)
------------------------------

Call Off Alert
--------------
SM Soldier: VE, E - 149.63, N  - 141.45, H - 142.48
(South most Soldier on the 1F)
[VE: Also the North most Soldier on the 1F after the Fear]
[H: Also the 2F soldier after the Fear

Fire Support
------------
N  Soldier: VE, E - 144.03, N - 149.56
(This is the North most Soldier on the 1F, for VE he's on the 3F)
[VE: He's also the South most soldier on the 1F after the Fear]

N  Soldier: H - 142.91
(This is the North soldier on the 3rd Floor)

Healing Radio
-------------
N  Soldier: VE, E - 140.52, N - 148.96
(This is the North most Soldier on the 3F)
[VE: He's also the South most soldier on the 1F after the Fear]

---------------------------------
Graniny Gorki Lab (Outside Walls)
---------------------------------

Healing Radio
-------------
WM Soldier: VE, E - 142.94
(The side with the hole in the wall)

--------------------------------
Graniny Gorki Lab (Inside Walls)
--------------------------------

Fire Support
------------
WM Soldier: VE, E - 143.61 N - 146.74
(Patrols around the Trucks)

SM Soldier: H - 149.84
(Patrols south of the main building, to the east of the trucks)

-------------------------
Graniny Gorki Lab B1 East
-------------------------

Call Off Alert
--------------
NW Officer: VE, E - 149.90
(Patrols from the first hallway into the large room)

Healing Radio
-------------
NW Officer: VE, E - 144.06, H - 143.83
(Patrols from the first hallway into the large room)

-------------------------
Graniny Gorki Lab B1 West
-------------------------

Healing Radio
-------------
EM Officer: N - 144.86

Call Off Alert
--------------
SE Officer: H - 144.87
(Patrols the Cells and by the Guard Station)

-----------------
Svyatogornyj West
-----------------

Fire Support
------------
SE Soldier: VE, E - 144.93, N - 141.31, H - 141.79
(1st Soldier encountered, patrols 1st open area)

Call off Alert
--------------
NE Soldier: VE, E - 148.87, N - 142.79, H - 145.59
(Lower of the two Soldiers in the 2nd open area)

Map Locations, Enemies
----------------------
NE Soldier: VE, E
(Lower of the two Soldiers in the 2nd open area)

SW Soldier: N, H
(Patrols the West Ravine in the Southern area)

-----------------
Svyatogornyj East
-----------------

Map Locations, Items
--------------------

SW Soldier: VE, E
(Patrols just SW of the Hut)

SW Soldier: N
(1st Soldier encountered on the West path leading up)

Map Locations, Enemies
----------------------
SW Soldier: N
(2nd Soldier encountered on the West path leading up)

N  Soldier: VE, E
(Patrols the western deck of the Hut)

SW Soldier: H
(1st Soldier encountered on the West path leading up)

Fire Support
------------
NE Soldier: VE, E - 147.04, N - 149.29
(Patrols the big room and the Northeast room inside the Hut, and East side of 
the Hut on the stairs)

N Soldier: , H - 142.86
(Patrols the bunk room and walks into the big room as well)

Call Off Alert
--------------
N  Soldier: VE, E - 146.59, N - 148.04, H - 142.03
(Patrols the western deck of the Hut)

Healing Radio
-------------
N  Soldier: N - 145.83
(Patrols Southern side of the Hut)

SW Soldier: VE, E - 141.24
(Patrols just Southwest of the Hut)

NE Soldier: H - 146.07
(Patrols the big room and the Northeast room inside the Hut, and East side of
the Hut on the stairs)

-------------------------
Krasnogorje Mountain Base
-------------------------

Fire Support
------------
E  Soldier: VE, E - 143.98, N - 145.68
(Soldier on small cliff w/ RPG, crawl through hole just South of the cliff to 
get to him)

Call Off Alert
--------------
W Soldier: H - 140.94
(He's the soldier just south of the two big rocks that form a tunnel on the 
mid-western portion of the map)

------------------------
Krasnogorje Mountainside
------------------------

Map Locations, Enemies
----------------------
EM Soldier: VE, E, N, H
(1st Soldier encountered on the path)

Map Locations, Items
--------------------
E  Soldier: VE, E, N
(2nd Soldier encountered, near the AA Gun)
[On VE, he's looking over a cliff a little farther up]

Fire Support
------------
EM Soldier: VE, E - 144.39, N - 147.90
(1st Soldier encountered on the path)

Call Off Alert
--------------
C  Soldier: VE, E - 145.94, N - 146.67
(3rd Soldier encountered, right up the small ramp)

Healing Radio
-------------
WM Soldier: VE, E - 140.01, N - 145.83, H - 143.97
(Last Soldier right by the exit)

-----------------------
Krasnogorje Mountaintop
-----------------------

Map Locations, Enemies
----------------------
SW Soldier: VE, E, N
(1st Soldier Encountered, Visible Immediately when Entering Area)
[In VE Mode, After EVA, Enemies Map can be Found with Southmost Flamethrower
Trooper]
[In N and H Mode, After EVA, Enemies Map can be Found with Northmost Soldier 
if missed going Up]

S Soldier: H
(South most soldier patrolling the foxhole)

Map Locations, Items
--------------------
NW Soldier: VE, E, N
(Patroling by NW AA Gun)
[In VE Mode, After EVA, Enemies Map can be Found with Southmost Soldier if 
missed going Up]
[In N Mode, After EVA, can also Be found w/ Soldier patrols over entrace 
to the Fury Boss Fight]

Call Off Alert
--------------
SW Soldier: VE, E - 140.15, N - 141.98
(1st Soldier Encountered, Visible Immediately when Entering Area)
[After Meeting w/ EVA, Enemies Map can be Found with Northmost Soldier if
missed going Up]

Fire Support
------------
SC Soldier: VE, E - 143.56 N - 140.09
(2nd Soldier Encountered, Southmost Patroling Trench Soldier)

----------------------
Groznyj Grad Southwest
----------------------

Call Off Alert
--------------
W Soldier: VE, E - 143.16, H - 147.54
(Patrols the street b/n the Tank Bunkers)

Healing Radio
-------------
SW Soldier: H - 145.72
(Patrols south of the SW Bunker)


----------------------
Groznyj Grad Southeast
----------------------

Call off Alert
--------------
N Soldier: H - 146.08
(He patrols to the immediate northeast of the prison, right by the stairs.)

----------------------
Groznyj Grad Northwest
----------------------

Healing Radio
-------------
NM Soldier: VE, E - 147.59 N - 142.09
(Patrols under overpass)


----------------------
Groznyj Grad Northeast
----------------------

Call Off Alert 
--------------
NE Soldier: N - 141.53
(By the Armory and Vent Exit, Most Northeastern Soldier)
[After returning to Groznjy Grad, from the Soldier firing his Rifle into the
Air]

-----------------------------------
Groznyj Grad Weapons Lab: East Wing
-----------------------------------

Unlock Door
-----------
S Officer: VE, E, N - 145.86
(Patrols 1F from Southeast Room into Southwest Room)
<1F Locked Room, W Side>

C Officer: VE, E, N - 148.13
(Patrols roughly in a Figure 8 going up and down floors.  Easy to identify,
not wearing a hat)
<1F Locked Room, E Side>

NM Officer: H - 144.41
(Patrols 1F in and around the room w/ the Scorpion)
<1F Locked Room, E Side>

Scientist: VE, E, N - 147.86
(Alternates b/n 3rd Desk from the South and the 3rd Table to the North's upper
right Corner)
<2F N Walkway Door>

Scientist: VE, E, N - 143.45
(Alternates b/n 4th Desk from the South and machine in the Northwest Corner)
<2F S Walkway Door>

Healing Radio
-------------
N Officer: VE, E- 149.53 N - 141.85
(Patrols in 1F Locked Room w/ Scorpion, and around 1F N Hallway)

---------------
Zaozyorje North
---------------

Fire Support Request
--------------------
SW Soldier: VE, E - 149.06, N - 146.33
(In the first open area, patrols along the West Path)

--------
Cutscene
--------

Unlock Prison Cell Door
-----------------------
Hold R1 When Prompted: All Difficulties - 144.75

Torture Cutscene
(When She Tells you to Run, The Sorrow has it on a Sign Behind the Boss)

Johnny Sasaki Cutscene
(When he Shows You the Photo of His Family, its on the Back)

(Note that after you break out of the Jail cell, you can't interrogate anyone 
until you get your equipment back from EVa.)

------------------------------------------------------------------
B. Alert Cancellation and Fire Support Frequency Lists (Ab2)
------------------------------------------------------------------
Very Easy and Easy
------------------
Fire Support Request (Use while on ALERT Status, One use per Game):
140.73
145.28
143.89
144.03
143.61
144.93
147.04
143.98
144.39
143.56

Alert Cancellation (Use while on EVASION Status, One use per Game):
143.03
149.75
149.63
149.90
148.87
146.59
145.94
140.15
143.16

Normal
---------
Fire Support Request (Use while on ALERT Status, One use per Game):
141.62
142.12
147.32
148.56
146.74
141.31
149.29
147.90
140.09
145.68
146.33

Alert Cancellation (Use while on EVASION Status, One use per Game):
147.11
140.61
141.45
142.79
148.04
141.53
146.67
141.98
144.61

Very Easy, Easy and Normal
------------------
Open Door (Use while next to the door, Doors unlocked will stay unlocked):

145.86 - Groznjy Grad, East Wing, 1st Floor (Room w/ Scorpion, works on the
West Door)
148.13 - Groznjy Grad, East Wing, 1st Floor (Room w/ Scorpion, works on the
East Door)
147.86 - Groznjy Grad, East Wing, 2nd Floor (North Walkway Door)
143.45 - Groznjy Grad, East Wing, 2nd Floor (Southb Walkway Door)

Hard
----
Fire Support Request (Use while on ALERT Status, One use per Game):
147.23
148.63
140.36
144.19
142.91
149.84

Alert Cancellation (Use while on EVASION Status, One use per Game):
145.41
142.48
144.87

Open Door (Use while next to the door, Doors unlocked will stay unlocked):

144.41 - Groznjy Grad, East Wing, 1st Floor (Room w/ Scorpion, works on both E
Door)

All Difficulties
----------------
Unlock Prison Cell Door:

144.75 - Groznjy Grad, Prison Area (After torture cutscene)

----------------------
C. Healing Radio (Ab3)
----------------------
Very Easy and Easy Mode:

140.01
140.52
141.24
142.94
144.06
147.08
147.59
149.53

Normal Mode:

148.39
146.65
148.96
144.86
143.32
145.83
142.09
141.85

Hard Mode:

147.96
141.59
143.83

Extreme Mode:

146.45
148.66
140.16
148.78
142.42
141.42
145.18
149.39

----------------------------
D. Contact Frequencies (Ab4)
----------------------------

There are 6 Radio Frequencies you can contact from a Drop Down Menu on the
Radio Screen.  They can be contacted by pressing down on the Radio Menu and
selecting their frequency.  The following is a list of the different
Frequencies on the Drop Down Menu, who you are contacting, and what kind of
information they can provide.

Virtuous Mission
140.85 - Major Tom: Mission Advice and Strategy
145.73 - Para-Medic: CURE and Medical Info, and Food Info.
141.80 - The Boss: Strategy, Tactics, Gun, Camoflage and Item Info
140.96 - SAVE: Para-Medic Saves the game for you, and gives Movie Plots
------ - HEALING RADIO: Brings you into the Healing Radio Menu, where you can
pick you station.  See About section of Guide for more information.

Operation Snake Eater
140.85 - Major Zero: Mission Advice and Strategy
145.73 - Para-Medic: CURE and Medical Info, and Food Info.
148.41 - Signit: Gun, Camoflage and Item and Technology Info and Tactics
140.96 - SAVE: Para-Medic Saves the game for you, and gives Movie Plots
142.52 - EVA: Location, Destination and Enemy Info

----------------------
E. Interrogation Hints
----------------------

This section will be for all the information you can get out of soldiers
through interrogation.  Soldiers give up quite a bit of good info.  Unlike the
frequency section, it won't be listed by guard, and area will only be listed
where relevant.  This section goes by where the hint is relevant, or which
character will give it up (Such as EVA or Raikov), or what type of Guard.  Map
Locations are not included, as they're in the previous portion of this guide.
Quotes that go with one another will be clumped together.
This section goes like this:
________________________________
Area
----
Soldier Quote
(Explanation of what quote means)
_________________________________

Here's the breakdown:

---------
Play Tips
---------

During Polygon Demos... Zoom with the action button
(Self-Explanitory)

On the radio screen... Hold down the action button to...
(Action Button skips through Radio Conversations quickly)

When "R1" is displayed in the polygon demo, press the first
person view button to...

The Machine Gun... with the action button...
(You can use the gun emplacements by walking up to it and pressing
the action button.)

If you stay low... your hard to spot
(Your Camo index will go up the closer to the ground you are)

By Stalking... You can find trap indicators
(Stalk to detect traps, rather than running them over)

-------
Weapons
-------

In this area... There's a weapon
(New weapon to acquire somewhere nearby)

In the armory... There's an SVD
(First chance to get it in the little dock area, so that you can kill The End
earlier, at the big dock)

Grenades... Lying down will...
(I haven't tested it, but I think you take less damage)

When throwing a grenade... If shot...
(You drop it)

Guns can be fired... Even in water
(Self-Explanitory)

----------
Camoflauge
----------

In the water, water camoflauge is most effective

How about going to the toilet... relaxing a bit?
(I think its referring to the stinky camo in Graniny Gorky, in the bathroom on
the 2nd floor)

-----
Traps
-----

Pass wire traps... by crawling

Shooting Drums will...
(Cause them to explode, killing or seriously damaging anything nearby.)

If you shoot the barbed wire fence power source...
(You turn off the fence and it's harmless.)

---------------
Useless Answers
---------------

I'm not Talkin'...

I... Don't Know Anything...

I... Don't have anything...

You... Stinking American!

...you imperialist pig...!

You lousy... !

Bastard!

Just try and kill me

I'll Never conform... to the west

You... do have freedom?

The freedom of the west... Is it really all that good?

<Whimper> - Scientist

They... They are forcing me to work here... - Scientist

Even in our country... We can research as we please - Scientist

---------
All Areas
---------

Shooting Kerotan will...
(Shoot all 64 Kerotan to get the Stealth Camo)

Up ahead... Our Numbers are strong...
(Many Soldiers in a short distance ahead)


Plants... Last a long time...
(Plants won't go bad as quickly as animal meat)

Fish... Rots Quickly...
(Self-explanitory)

Meat... Tastes Good... but Rots soon
(Meat gives back more stamina than plants, but goes bad faster)

Fruit... is easy to get

Eat rotten food... Stomache Ache
(You'll get sick if you eat rotten food, and so will guards)

Rations... Don't go bad
(Neither do Instant Noodles or Calorie Mates)

Under the bed...
(Crawling under beds usually yields good stuff.)

If the provisions storehouse is destroyed...
(All the soldiers in that area will start getting hungry, and will be easily
 distracted by food.)

If you destroy the armory...
(The soldiers will try and cut you more, or will run out of ammo)

The armory... Can be destroyed with TNT
(Self-Explanitory.  Blow it up and they will conserve ammo.)

In the provisions storehouse... theres some good eats... a bunch!
(Rations and food available)

In the darkness... If you light a cigar
(You can see better, its basically a mini-torch)

------
Jungle
------

If you climb trees, there's fruit
(Fruit in trees, look up and you can shoot it down)

Inside Fallen Trees...
(You can go through some logs and into tree stumps)

At night, poisonous animals will...
(Actively try and bite you if your nearby, I think)

In the south, the bottomless swamp...
(I think this is about the rare snake that gets you the Infinity Face Paint)

If you fall off the rope bridge... your finished...
(That's a long way down, so don't fall off)

Under the rope bridge...
Flatten yourself against the cliff wall, and proceed
(You can shimmy to that little cave underneath the rope bridge on the far side)

When you walk on moist soil... Your footprints will...
(Leave a trail of muddy footprints, didn't your mom teach you better?)

We've got some guys in the grass
(This one seems pretty obvious, watch out for guys hiding in the grass.)

In the swamp... Traps
(This is from one of the GRU Soldiers just before you enter the big swamp,
it's pretty obvious what he means.  Tread Carefully in the Swamp Area)

Beyond the Swamp, there are mines
(Self Explanatory again.  Watch your step.)

In the jungle... Ammunition is valuable
(Blow up armories to make sure the enemies in that area don't get trigger
happy.)

Crocidiles
----------
The Crocidiles... Are Ferocious...
(Jee, I guess this means crocidiles might try and hurt you, who knew?)

Crocidiles taste great
(Self-Explanitory, they refill a lot of stamina)

Throw a Grenade into a Crocidiles Mouth
(Throw a Grenade into a Croc's open mouth.  Cruel, yet satisfying, instant
kill.)

In the water, the crocidiles are tough...
(In Chornyj Prud, Crocidiles will instant kill you if you're swimming and get
too close)

Hornets
-------
Watch out for Hornets
(You heard the man, they're dangerous)

There's a hornets nest around here
(Self-Explanitory)

I shot down a hornet's nest around here...
(Hornet's nests can be shot down, and theres one nearby)

Hornets... They're Terrifying
(Shooting down hornet's nests near guards is a good distraction)

The north crevice... so many hornets
(Plenty of hives to shoot down during the ocelot battle.  This will flush him
out when he starts hiding.  Also a hint alluding towards the Pain.)

Dogs
----
Dogs.. Can't Stand Crocodiles...
(Try out your Croc hat in front of a dog)

What dogs really like... is animal meat
(Throw some animal food and it will distract the dog)

Dogs will pick up your trail... by smell
(Hiding won't help, just run, and water will make them lose your scent 
(I think))

---------
Mountains
---------
On the mountains... chocolate chip camoflauge would be effective

On the mountains... rations are... hard to come by
(blowing up food depots is very effective on the mountains, making soldiers 
take bait easier)

Vultures
--------
Vultures
They feed on human remains
When you eat a vulture that has fed on a body...
(Stamina Recovery is great from vultures that have fed on a body - unconfirmed)

Scorpions
---------
Scorpions... they have lethal poison

If you get stung by a scorpion... use serum

-------------
Area Specific
-------------
In Rassvet
----------
GRU Soldier: H
(Fourth Soldier to come in the room at you, he's usually the
back-up outside if anything happens.)
"We've got some guys in the grass"
He's Tipping you off to the guy sneaking around near the Southern
part of Ruined Factory, and probably means the guy the the west too. And the
Soldier farthest East hiding behind the grass.

GRU Soldier: H
(East Most Soldier hiding behind some grass.)
"There are snipers up high.."
He means the sniper on the roof.  Watch out.

In Bolshaya Past South
----------------------
There are lots of traps around here...
(Tread Lightly)


Beyond the Swamp, there are mines
(Watch your step when you come to the first big fence.)

Watch your feet...
(Again hinting at the traps)


In Bolshaya Past Base
---------------------
The northeastern gun emplacement... Use the trenches.
(Use the trenches to get to it without being discovered, then its easy to take
out all the enemies in the area.)

In Chyornaya Peschera Cave Branch
---------------------------------
In caves... Torches
(Theres a torch in the cave, and it's the best way to help you see.)

In Ponizovje Warehouse (Exterior)
---------------------------------
Get into the warehouse... from the stairs on the right.

In Ponizovje Warehouse (Interior)
---------------------------------
A little further ahead, the forest... is deadly
(The next area is full of traps (you fight the fear here later)


In Graniny Gorki Lab (Outside Walls)
------------------------------------
This facility... It used to be a cell
(Translation error, they mean prison, hence the cells in the basement.)


To Open the door, you could call over someone with a key
Soldiers with key... They should be just inside the door
To call a key holding soldier over, the CQC can be used to knock
(Bang on the door and a guard will come and open it, just neutralize him
quick.)


Hidden by Grass... A hole in the wall
(The western side has a hole you can get in through)

In Graniny Gorki Lab (Inside Walls)
-----------------------------------

To the northeast...
In the Armory...
Theres some ammo...
(Self- Explanitory)

Under the truck...
Theres some ammo...
(Again, self-explanitory)

From the Balcony... you can get out
(You can jump from the West Balcony to get out without having to go through
the front door, making it easier to avoid detection)

In Graniny Gorki Lab (Overall)
--------------------------------
The lab... it has two floors above ground... and one below

The chief's room... it's underground
(And that's where your supposed to be going)

If you're hungry... maybe you should try the second floor
On the Second Floor... Theres some rations
(Food Storage on second floor)

If you can get down the northeast stairs... you'll find the jail
(You heard the man)

How about going to the toilet... relaxing a bit?
(I think its referring to the stinky camo in Graniny Gorky, in the bathroom
on the 2nd floor)

The open ceiling 2nd floor... hang...
(And no one can see you)

Trying to Escape... You'll get put in an isolation cell
(Get caught by the soldiers while wearing the scientist's uniform gets you
thrown into one of the cells in B1 East)

From the courtyard... you can jump down to the first floor


In Graniny Gorki Lab (B1 West)
------------------------------
The lab chief's room... is the furthest back

In Graniny Gorki Lab (B1 East)
------------------------------
In this area, there is LIFE Medicine
(Self-Explanitory)

The isolation cell guard... What an idiot
(He's easy to escape from, meaning you just need to take the vent to the
open cell, and walk away)

In Svyatogornyj West
--------------------
Watch your feet... this area has traps

If you travel along the east wall
(It leads you to Svyatogornyj East)

I don't know much about whats north of here... It's out of my jurisdiction
(Soldiers won't follow you north, but its a boss fight)

In Svyatogornyj East
--------------------
If you climb the tree behind the hut...
(You can get on the roof and get some easy shots, including in the house
through some holes)

TNT, Under the bed

A good sniping point... Up from the cliffs
(Sniping from the cliff above the food hut will give you a good line of 
sight on most of the enemies)

In Sokrovenno South
-------------------
To the west... an armory

In Sokrovenno (All)
-------------------
Snipers are hanging out up high

Snipers like the grass

This place... gets a lot of rain
(Rain Camo is good for when it rains, also become foggy here)

Krasnogorje Mountainside
------------------------
Inside the bunker... an item
(The RPG is in one of the bunkers at the end.  It is a MUST HAVE item, 
although you don't need it right now if you intend to sneak the whole game.)

The provisions storehouse... on the roof
(There's a kerotan)

Krasnogorje Mountaintop
-----------------------
In the air raid shelter... a way out
(It takes you to the battle with the Fury)

Getting into the underground shelter, without a key...
(Sets off an alarm)

Groznyj Grad
------------
This area is huge
(No, really?)

The armory... northwest
(The armory is to the northwest, blow it up to make the enemy conserve ammo)

In the back of the armored truck
(Climb in and put a box on...)

If you travel along the ditch...
(In SE Groznyj Grad there is a ditch that will take you up towards the armory.
It's to the N of the building.)

Using the ducts... you can move safely

The Cell... to the east
(I think they mean the small jail)

The Provisions storehouse... Northeast

To the weapons lab main wing, they're a truck carry goods
(Put on the right box and it'll take you there.)

--------------
Enemy Specific
--------------

Flying Platform
---------------

Directly under the flying platform... Is it's blind spot

The flying platform's weakness... is it's engine.

The flying platform searchlights can be broken

Soldiers
--------

A lot of us, we cant swim.
(Knock soldiers into the water to kill them or dispose of the body)

If our Radios are taken out... Our Contact Will
(Can't call for reinforcements with a broken radio)

The Others...
If you want to learn more, take a look at the Survival Viewer Map
For details... Look at the Survival Viewer Map
(See Earlier in this Guide about Map Locations)

After taking us out... leaving us alone will...
(They could be discovered by another guard)

There are guys who know alert cancellation frequencies
(See the main part of this guide)

Listening to the Radio can be relaxing...
(See my info on healing radio stations)

If our Radio Man is taken out... Contact will be...
(Lost, so no extra enemies can come)

One punch... to the groin
(Instant KO!)

If right hand gets shot.. the gun
(Drops, cause they can't hold it)

Even threatening... won't show their dog tags
(No dog tags in this game guys)

Scientists
----------
The Scientists... We don't get along.
(Don't let them get a good look at you, or your caught)

Helicopters
-----------
Helicopters also   if you have an RPG
(RPGs are great for taking down choppers, rather and going for
an AA gun or trying to kill the pilot.)

-------------------
Specific Characters
-------------------

About Sokolov:
--------------
We won't hand over Sokolov!

About Ocelot:
-------------
The Major   Hes looking for you

Major, He'll have his revenge

The Major would never lose to you!

That time... if only those hornets hadn't come
(Meaning Snake might have lost if it weren't for the pain)

The Ocelot Commander... He Likes quick draw gun duels..
(Hint towards the end of the game.)

The north crevice... so many hornets
(Plenty of hives to shoot down during the ocelot battle.  This will flush him
out when he starts hiding.)

His revolver... reloading can be...
(It takes a little while for him to reload, get him while he's open!)

The Ocelot commander... He takes good care of his hat
(Shoot it off, he'll try and get it back during the battle)

About the Fear:
---------------
The fear... comes to eat... even spoiled and rotten food
(So throw some and trick him to help to beat him)

------------------
F. ACID Passwords: (Ab5)
------------------

The following are passwords for Metal Gear Acid, or at least we assume so.
A handful of Soldiers will give one away one by saying:
"ACID Password:" and then spelling out the code.  So far there is:

Very Easy / Easy Password:
VIPER
from Bolshaya Past Base, I got it on Very Easy Mode by interrogating the
Soldier in front of the Main Building a couple times.

Normal Password:
JEHUTY
from Graniny Gorki Lab 1F, from one of the guard that showed up during an
ALERT.  It was on Normal mode at the time.

Hard Password: ArmorVil001 
XMEIGHT
(I have not confirmed this yet)
Source: ArmorVil001

Extreme Mode:
MIKA
(I have not confirmed this yet.)
Source: ShockleyHaynes
____________________________________________________________________

IV. Closing Stuff (AIV1)

-------
A. FAQs (Ac1)
-------

Q: Guards will sometimes say things that sound like a code or secret, is any of
it actually useful or is it just talk?

A: All of it is useful, but it may not be apparent.  Check out my Interrogation
Hints section for more on what is and isn't useful.

---------------------------
B. Contribute to this guide (Ac2)
---------------------------

If you want to contribute to this guide, fire off an Email.  I'd be happy to
accept any submissions, I don't have the time to go through all the difficulty
modes to check everything.  Any help would be appreciated, anyone who's already
helped me out, whether on the message boards or through Email, will be listed
below whenever I update this guide.

-----------------
C. Special Thanks (Ac3)
-----------------

Special Thanks to:
AleeN634, James Mason, ArmorVil001, ShockleyHaynes, Qactuar, pkj986


----------------
D. CONTACT INFO: (Ac4)
----------------

Email and Questions, Comments or any Errors I may have made to me here:

[email protected]

Copyright 2004 Joseph Annelli

GameFAQs, NeoSeeker and the Philosopher's Legacy are allowed to post this guide.