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Metal Gear Solid 3: Snake Eater: Metal Gear Solid 3: Snake Eater 100% Completion Guide

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Run 2: Extreme, the FOXHOUND Run

A fresh game on Extreme, played clean from start to finish for the FOXHOUND title and the last trophy of the list.

The second run is a new game on Extreme, played once through without a kill, an alert or a continue, inside the limits in the table below. Nothing carries over from run 1: you start with the starting gear, and any boss camouflage you want has to be won again. Everything else is done, so this run skips every Kerotan, food type, hidden view and gag, skips every scene and every Radio conversation the game starts, and takes only the gear the fights need. Each checkpoint below covers one stretch of run 1, names the gear to pick up, gives the Extreme tips for the bosses and suggests where to spend your saves. Read the Screenplay Book (next section) before you start, so the Platinum can arrive with the final trophy.

FOXHOUND: every limit, at its strictest
LimitFor FOXHOUNDHow to keep it
DifficultyExtremePicked at New Game. European Extreme may count as well, but there a single sighting ends the game.
Clear timeunder 5 hoursThe clock runs on through pauses and menus; only suspending the console stops it. Skip every scene and every Radio conversation the game starts.
Saves24 or fewerEvery call to Para-Medic on 140.96 counts; count a save the game offers as one too. Some lists allow 25: plan for 24.
Continues0After a game over, quit and load your last save. Never choose Continue.
Alerts0A guard who spots Snake just as he is knocked out still raises one, and a barking dog gives only a few seconds before one starts.
Kills0Nobody dies by your hand. Win every boss on stamina as well: empty the stamina bar, never the life bar. Dogs count as kills; other animals don't.
Damage takenunder 5 life barsSome lists allow up to 10; plan for under 5. The total counts every hit of the run, so avoid any fight you don't need. AUSCAM cuts the damage you take by a third.
Serious injuriesunder 20Not every list counts these; keep them low anyway by taking as few hits as you can.
Meals20 or fewerOnly some lists count meals; stay inside it anyway. Each Healing Radio frequency refills much of your stamina on its first call, which saves food.
Life Medicine0Never use one.
Special itemsnoneNo EZ Gun, Stealth camo or Infinity Face Paint. A fresh game has none of them; the run 1 clear save carries them, so don't start from it.
One clean run

FOXHOUND is judged on the whole run, from the opening to the credits. A kill, an alert or a broken limit can't be put right by playing on: quit and load your last save, which should restore the counts and starts you again at the beginning of the area you saved in. After a game over, never choose Continue. Alerts the story starts on its own don't count. If the title on the results screen isn't FOXHOUND, the trophy doesn't come.

Run 2: The FOXHOUND limitsQuest stepNG+1
Location
Main menu · Before the run – Go through the table first. Saves are the limit to plan: loading a save puts you back at the start of the area you saved in, so save as you step into a new area, before a boss or a hard stretch. One way to stay under the limit: the checkpoints below save 21 times in all, which leaves a few spare saves for the late fights, where the run is hardest. It is a plan, not a rule; any spread that stays under the limit works.
Summary
Plan the run before it starts: where the saves go, and how to stay inside every limit in the table above.
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Start a fresh game on Extreme (or European Extreme) for FOXHOUNDQuest stepNG+1
Location
Main menu · New Game – Choose New Game rather than loading the clear save: a clear save starts the next game on its own difficulty and carries the special items. Set the difficulty to Extreme, and when the game asks how you feel about the series, pick "I Like MGS3". The extra uniforms it gives (AUSCAM, DPM, Flecktarn and Desert Tiger, or only some of them) are allowed.
Summary
The new game for the title: Extreme, from New Game, not from the run 1 clear save.
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Habits for the whole run

Stamina: call each Extreme Healing Radio frequency once when your stamina runs low: 140.16 and 141.42, 142.42 and 145.18, 146.45 and 148.66, 148.78 and 149.39. Each refills a large part of the gauge on its first call only. Silent steps: equip a grenade and hold the weapon button (Square on PlayStation) without throwing: while Snake holds it ready, guards don't hear his footsteps. Peeking: lean round corners and over ledges with the lean buttons (L2 and R2 on PlayStation) to line up headshots unseen. Ammo: ammo drops follow the guns you carry, so leave the lethal guns you won't use on the ground and the Mk22 gets more. Uniforms: AUSCAM takes a third off the damage you take, DPM doubles life recovery, Flecktarn gives the goggles endless battery and Desert Tiger endless suppressor use. The biosensors don't work on Extreme, and guards see much further, even at a 50% camo index: slow is fine, the five hours are generous.

Run 2: The Virtuous MissionHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Virtuous Mission: Dremuchij · Dremuchij South to the Dolinovodno Riverbank – Climb to the backpack as in run 1; the Mk22 is in it, and there is no EZ Gun on Extreme. Walk north through the Swampland and Dremuchij North and leave the prologue's guns where they lie. At the Dolinovodno bridge, shoot down the hornets' nest above the guard: he flees across the bridge and the guards beyond go with him. At Rassvet, keep to the grass along the fence to the scientist's room, walk him back to the bridge, and when the scenes there end, treat each wound in the Cure screen. Saves: one, the save the game offers at the end.
Summary
The prologue again, from the landing to the extraction, without stopping for its weapons.
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Run 2: Dremuchij to RassvetHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Rassvet · Dremuchij East to Rassvet – The operation starts you with a knife, an M1911A1 and Stun Grenades. Walk north through Dremuchij East and drop into Dremuchij North; after the clearing scene you have no gun, so lie prone in the grass in a dark uniform until the search ends. Skip the Swampland and Dremuchij South: go straight on through Dolinovodno (crawl into the grass as you arrive) to Rassvet. There, take the AK-47 from the top of the stairs in the first ruined building and the Thermal Goggles from the old room's locker; leaving that room starts the scene where EVA hands over the Mk22 and the Scientist disguise. Ocelot Unit: hide under the bed and dart their feet, or stun the ones who break in with one Stun Grenade, two at most (a third flash raises an alert); then drop through the floor hatch and dart the rest from cover, watching for the sniper on the roof. After the fight, go to the room south of the old room and take Cardboard Box A from the top of the crates to its west. Saves: one, the save the game offers before the night.
Summary
From the operation's start to Rassvet, with the night scene and the Ocelot Unit.
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Run 2: Chyornyj Prud and Bolshaya PastQuest stepNG+1
Location
Bolshaya Past · Chyornyj Prud to Bolshaya Past Base – Leave Rassvet by the north-east gate, cross the Chyornyj Prud swamp to its north exit and step over the tripwire there. Walk Bolshaya Past South slowly: a hidden pit lies on the left and a swinging trap on the right. In Bolshaya Past Base, keep to the trenches on the west side and dart a guard only when he blocks the way; leave the TNT and the Hind alone and go out by the north exit. Saves: one, as you enter Bolshaya Past Base.
Summary
Across the swamp and through the traps and the base, straight to the Crevice.
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Run 2: The Crevice and the cavesQuest stepNG+1
Location
Chyornaya Peschera · Bolshaya Past Crevice to Cave Entrance – Ocelot: wear AUSCAM if you have it. Hit him at once with the Mk22 and throw a Stun Grenade, then fight from the rock on your left, ducking back to it between shots. When he reloads, his head is open, and a hornets' nest shot down over him breaks his stance. The fall after the fight lands you in the Cave Branch: put on the Thermal Goggles and take the Animals camo from the rock right beside you, then take the middle tunnel from the junction room into the Cave (leave the Cigar unlit all run). Pick up the M37 by the skeleton on the right-hand path. The Pain: strip his hornet armour with the M37 or a Smoke or Stun Grenade (a hornet grenade shot with the M37 drops back on him), then put Mk22 headshots in; dive into the water to dodge, and go to first-person view for the bullet bees. Leave by the north exit, slide down the Cave Entrance and jump off the rock at its end. Saves: two, at the Crevice and in the Cave before the lake.
Summary
Two boss fights, Ocelot at the Crevice and The Pain at the cave lake, and the caves between them.
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Run 2: Ponizovje and Graniny GorkiQuest stepNG+1
Location
Graniny Gorki · Ponizovje South to Graniny Gorki South – Wade up Ponizovje South slowly, out of the searchlights, and don't shoot the hovering platforms. Take the right fork into the docks and slip past the guards there without shooting anyone; go in by the path north-east of the docks, climb to the warehouse's top-floor exit and cross Graniny Gorki South with the Thermal Goggles on for the tripwires. Crawl through the hole in the lab wall, then into the lab by the crawlspace along its west side. Wear the Scientist disguise indoors (in a box, scientists only stare at you), take the Cig Gas Spray from the small office just inside B1 West, and walk on to the director's office for Key A. The Fear waits in Graniny Gorki South as you walk back out, so wear camouflage again: back off a few steps and take the Fake Death Pill; when he turns away, take the Revival Pill, throw a Stun Grenade, look away, and empty the AK-47 into him while he is stunned (it drains only stamina). No AK-47? The XM16E1 in the small weapons store inside the lab walls does the same. Take the Spider camo where he falls, walk back down to the warehouse and open its red ground-floor door with Key A. Saves: three: Ponizovje South, the Outside Walls, and B1 West before you head back out.
Summary
Up the river and through the warehouse to the lab for Key A, The Fear on the way back, then the warehouse's red door.
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Run 2: Svyatogornyj and SokrovennoHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Sokrovenno · Svyatogornyj South to the Krasnogorje Tunnel – From the red door, walk Svyatogornyj South west into Svyatogornyj West, keep left at the first fork and leave by the left-hand (north) exit, where The End's fight starts. Save in the first fight area and finish the fight in the same sitting: if you quit and load a save made there hours later, the sniper finds Snake first and you wake a few areas back. Leave the console clock alone too, because the Mosin-Nagant the later fights need comes only from his stamina win. The End: stay prone, find him with the Thermal Goggles and drain him with Mk22 darts; when he runs, stop him with a Stun Grenade and spray him with the Cig Gas Spray, then follow his warm footprints to the next spot. Pick up the Mosin-Nagant, which lies close by, the moment the fight ends; then walk into the mine shaft at the far end of Sokrovenno North and climb the long ladder. Saves: two, Svyatogornyj South and Svyatogornyj West.
Summary
Through the Svyatogornyj forest to The End's fight in Sokrovenno, then down the mine shaft and up the long ladder.
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Run 2: Krasnogorje and the tunnelHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Krasnogorje · Krasnogorje Mountain Base to the Groznyj Grad Underground Tunnel – Drop down the short cliff into the Mountain Base, put on the Animals camo (Desert Tiger if you don't have it) and crawl the open slopes; the rock in the middle holds Mk22 ammo. On the Mountainside, dart the slope guards one at a time from below, never shoot the fuel drum, and keep under cover when the Hind passes. Take the RPG-7 from the armory by the exit near the top. Cross the Mountaintop to the ruins and climb to the room at the top for Key B, then go back out past the flame troopers (never shoot their tanks) to the red door marked X on the map, and down to the red guard rails above the ladder. The Fury: wear AUSCAM or Black; hold the end of a corridor, find him with the Thermal Goggles and fire three Mosin-Nagant shots as he comes (a body hit counts as much as a head hit), duck behind a pillar, and fire again as he starts his charge. If you catch fire, put on Cardboard Box A. Then climb the ladder at the far end of the tunnel. Saves: two, the Mountain Base and the red guard rails.
Summary
Up the mountain for the RPG-7 and Key B, through the red door, and The Fury at the bottom of the tunnel ladder.
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Run 2: Groznyj Grad and the Weapons LabHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Groznyj Grad · Groznyj Grad Southwest to the West Wing – From the ladder, cross Southwest out of the searchlights, crawling under the crate rows and darting guards on the north path one at a time, and go on into Northeast, keeping clear of both of its beams, to the Weapons Lab door. In the East Wing, wear the Scientist disguise up to 2F, put the guard at the top to sleep with the Cig Gas Spray and drag him clear of the door; when Raikov comes out, spray him too, carry him across the walkway to the 2F locker room and put him in the locker with a red stripe for his uniform. Wearing it with the Mask face paint (in the list from the start on most files), follow the Main Wing's south corridor to the glass corridor, save just inside, and walk through into the West Wing. Saves: two, the East Wing and the glass corridor.
Summary
Across the base to the Weapons Lab, Raikov's uniform in the East Wing, and the walk to the West Wing.
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Run 2: The guardhouse, the sewers and the riverHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Groznyj Grad · Southeast Guardhouse to Tikhogornyj – During the long scenes after the West Wing, keep L2 or R2 held (PlayStation) whenever the game lets you act: Snake then takes no damage there. Once you have control in the guardhouse room, pick up the Fork lying there and use it in the Cure screen on the transmitter in your back and the bullet in your leg. Throw back each meal the guard pushes in; after the third he should hand back the Cig Gas Spray (it may not come back if Snake ever smoked the Cigar). When he next looks in, spray him, dial 144.75 to open the door and shake him for Smoke Grenades. If the spray doesn't come back, spin Snake on the Cure screen until he throws up and knock the guard down by hand the moment he steps in to check. He soon wakes, so move fast: fill your stamina with a Healing Radio call and save before stepping out. The dash: at once throw away what Snake holds, prime a Smoke Grenade to silence your steps and run right, past the guard, to the crawlspace; it may take a few tries. Run west along Northeast's south wall into Northwest, keep a grenade primed past the dog, and crawl under the big red pipes to the open manhole. In the sewers, follow the main channel north and on toward the light to the outfall. The Sorrow: wade downstream past the ghosts, touch the body at the far end and take the Revival Pill at once; if the continue screen shows, don't continue: load your save. Walk up Tikhogornyj and through the waterfall: your gear comes back in the meeting behind it, with Key C and the C3. Saves: two, the guardhouse room and the sewers.
Summary
Out of the guardhouse room, across the base to the sewers, and The Sorrow's river to Tikhogornyj.
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Run 2: Back to the hangarHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Groznyj Grad · Groznyj Grad Northwest to the Main Wing hangar – Climb the ladder behind the waterfall into Northwest. In the Spider camo, which hides you well but drains stamina, run left along the tanks with a Smoke Grenade primed past the dog, cross the base to Northeast and go in at the East Wing door. On 2F, take the Sneaking Suit from Raikov's locker and the Maintenance camo from the bank of lockers facing it. Go through to the Main Wing and open the engineering door with Key C. In the Maintenance camo, plant C3 on all four fuel tanks, keeping clear of the mechanics (spray one who stands by a tank). Save as you enter the hangar, and change into the Sneaking Suit before the fourth. Volgin: put on the Mask: he takes you for Raikov for a moment, so get behind him for three Mosin-Nagant headshots, then take it off. Bait his electric beam, put your gun away so it can't follow you, and slam and roll over him once it stops. In the second half, go prone under the bullet spray, pause a moment after his triple beam before closing in, and roll into him to break his rapid fire. Grab the Cold War camo the moment he drops it. Saves: two, Northwest and the hangar.
Summary
Back up into Groznyj Grad for two lockers, the C3 on the hangar's fuel tanks, and Volgin.
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Run 2: The chase to the creditsHidden spoiler – activate to revealQuest stepNG+1Minor spoiler
Location
Rokovoj Bereg · Groznyj Grad Runway to Rokovoj Bereg – Wear the Cold War camo for every chase: soldiers you face mostly hold their fire, so turn at once to each of the few with rocket launchers in Groznyj Grad. Hit soldiers only with the Mk22 and Stun Grenades; crashes they cause aren't kills. On the runway, keep the Shagohod back with steady RPG-7 fire. At the rail bridge, fire the RPG-7 at the C3 only when EVA says it has arrived; if the mission fails, load your save. Shagohod: RPG-7 at the treads, then at the weak spot on its back while it is stuck; on foot, stall the treads again and put about four Mosin-Nagant shots into Volgin's head. In Lazorevo, shoot each fallen tree as soon as EVA warns. In Zaozyorje West, take the food where the chase stops (EVA will need it), crouch at the first tree by the fork facing back the way you came, stun the guards and lead her right over the log bridge; in Zaozyorje East take the left branch and pick off the snipers in the grass with the Thermal Goggles. The Boss: wear the Sneaking Suit, which halves damage. Counter her grab with the CQC button the instant Snake grunts, slam her, put two Mk22 darts in her head and run for cover before her rifle comes up; or track her with the Thermal Goggles and use the Mosin-Nagant from the flowers. In the WIG, walk into either revolver; you needn't fire. Saves: three: the chase start, Zaozyorje West and Rokovoj Bereg.
Summary
The chases, the rail bridge and the Shagohod, the walk with EVA, the final fight and the credits.
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Read the Screenplay Book first

The Platinum needs every other trophy. If you haven't yet paged through the Screenplay Book from the launcher's main screen (Cover-to-Cover Solid 3: Book Eater, in the next section), FOXHOUND pops alone at the results and the Platinum waits until you finish the book. Reading it before you start this run saves that wait; reading it afterwards still works.

FOXHOUNDAchievementNG+1
Location
Rokovoj Bereg · Results after the credits – The results screen after the credits shows the title, and the trophy comes with it. If another title shows, a limit slipped somewhere: loading a save made before the slip should put the counts back, if you kept one, or start a fresh Extreme game. A clean run also earns PEACE WALKER and The Coast Is Clear again, and its Infinity Face Paint brings Fit For a King, if any of them didn't pop in run 1.
Summary
The title for a clean Extreme run inside every limit in the run 2 limits table. The hardest trophy of the list.
Trophies
  • Gold · PlayStationFOXHOUND
  • Achievement · XboxFOXHOUND
  • Achievement · SteamFOXHOUND
  • Platinum · PlayStationSnake Eaten
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About this guide

Two runs. Run 1 on Very Easy takes everything: all 64 Kerotans, all 48 food types, every camouflage, face paint and weapon, the boss rewards and the hidden views, with no kills and no alerts. Run 2 on Extreme, started as a new game, is the FOXHOUND run: under five hours, no special items, few saves and almost no damage. The Screenplay Book trophy is earned from the launcher menu, outside the runs.

Last verified: Nov 13, 2026 · Patch Master Collection Vol. 1 (PS4/PS5, Xbox Series, Switch, PC Steam), latest patch · 0 community corrections shipped

Unofficial fan guide. Not affiliated with the publisher.