metal_gear_solid_4:mgs4_faq

Q: How does the Drebin sale system works?

A: Weapons can be bought from Drebin at one of three fixed prices, full price, 20% off when your PS3 clock indicates that the day is either Sunday or Wednesday, and 50% off during all of Act 5. Note that these bonuses do not stack and only the best is applied at any given time. Additionally weapons can be sold to Drebin with Drebin Points or DP awarded according to a formula that depends on a number of factors such as how an enemy is defeated, difficulty, and Act #. For more detailed info visit Drebin

Q: How does stress and psyche work?

A: Stress is a number that scales up to a maximum of 80.0 and reflects your play style. Stress is increased by killing, combat noises, taking damage, staying crouched, and alerts & evasions. When stress turns red, Snake's psyche gauge will begin to decrease. The gauge decreases faster as more and more stress occurs. When the gauge is low, Snake is more easily knocked out, stunned, staggered, or put into pain after rolling, and recovers health much slower, if at all, as well as having a noticeable sway when aiming. However, when at max stress, Snake can trigger a Combat High by killing four of more people in rapid succession; usually this is about one clip of ammunition. This temporarily boosts the psyche gauge as Snake is filled with Adrenalin, but it decreases rapidly if Snake stops killing. Snake will also throw up from stress if he is made dizzy from spinning or killing too many enemies in succession.

Q: How does Auto-Aim work in MGS4?

A: Auto-Aim is an option that needs turned on in the game's settings. When it's on you, begin the game with it turned on, and it can be toggled by pressing square. Auto-aim is limited to the range of the currently equipped weapon and not all weapons can auto-aim. Auto-Aim locks onto the body of the closest enemy without respect to the camera, meaning it wont turn the camera around and can trip you up, and will sometimes lock on further then the weapon can guarantee a hit. Auto-aim is typically not worth it unless playing on LE, since enemies do not die in one hit to the body on higher difficulties, or on bike chase where there is a lot of enemies to deal with at one time and they always die in a single hit.

Q: Can I check my stats & boss dolls before finishing an act to see if I messed something up?

A: Yes. Simply load up a mission briefing using the file in question (I suggest Act 3) and all stats will be shown during the M.G. Mk II cutscene section on the scrolling middle bar. In addition to this, you can check the counter by Sunny to see which Boss Dolls you have/need.

Q: I want to earn the highest rank possible during my playthrough, what is it and how do I earn it?

A: The eight different “max” rank emblems are earned based off of a number of factors. Any emblem that can only be earned on a higher difficulty also awards the previous difficulties emblems, as well as any emblems that also would be met by the conditions of the higher emblem. The max rank ending Emblems, in order of rank, are:

Rank Min. Difficulty Kills Alerts Continues Recovery Items Special Items Time Limit
Big Boss The Boss Extreme 0 0 0 0 None <5 Hours
Foxhound Big Boss Hard 0 <3 0 0 None <5.5 Hours
Fox Solid Normal 0 <5 0 0 None <6 Hours
Hound 0 <3 0 0 None <6.5 Hours
Mantis 0 0 0 <5 Hours
Wolf 0 0
Raven <5 Hours
Octopus 0

Q: Which items are Recovery/Special Items?

A: Rations, Regains, & Noodles are recovery items. The Syringe & Compress are not. Only the Infinity Bandanna & Stealth Camouflage are special items. Scanning Plug S, Tenigashima, Big Boss Mask, etc. are not.

Q: Does difficulty affect anything else in MGS4?

A: Difficulty affects a few things, but in general it affects the challenge a runner faces to complete the game.
In MGS4 the things that are impacted by changing difficulty are:

  • The amount of ammo & items Snake can carry
  • The amount of damage Snake deals
  • The amount of damage Snake takes
  • The speed at which Snake's stress builds
  • The senses (vision & hearing) of NPCs
  • The length of time NPCs remain stunned
  • The accuracy of enemies when shooting

Some changes are exclusive to difficulty jumps though, i.e Easy to Normal to Hard/Extreme:

  • The amount of PMC Soldiers in Red Zone NW & Red Zone & whether or not the alert carries across zones
  • The amount of Frogs that spawn in Advent Palace
  • The amount of Frogs that spawn in the Medical Facility
  • The aggressiveness of octopus and her tendency to enter ball form
  • The amount of Gekko that must be killed during Drebin Escape
  • The amount of damage the gate must take to be destroyed while riding Drebin's APC
  • The amount of PMC Soldiers that are encountered while escorting the Resistance
  • The amount of PMC Soldiers using jeep turrets during bike chase
  • The number of possible spawn positions for Wolf's Beast Form
  • The amount of Scarabs throughout act 4
  • The location Vamp runs to during his fight
  • The ability to skip the Frogs (Act 5) encounter
  • The number of hits Mantis' Dolls must take before they are knocked from her hand
  • The aggressiveness of Liquid and amount of CQCs that must be landed to phase him
  • The amount of punches Liquid is able to land in phase 4 of his boss fight

And some changes are TBE exclusive:

  • An extra guard on the right in Red Zone
  • A few Advent Palace Frogs have XM25s
  • An extra guard at Millennium Park
  • Additional Guards in Cove Valley Village
  • An extra Frog in Act 2 while chasing Naomi
  • The shotgun guard is moved in Act 2 while chasing Naomi
  • The two Gekkos in the Canyon are already active
  • Vamp can no longer be locked onto

Q: What is the fastest console?

A: The Slim PS3 models, CECH-20xxA & CECH-21xxA, are marginally faster then the B variant, which in turn is also faster then the CECH-25xxA & CECH-30xxA and B lines. While Super Slim testing is limited, it behaves roughly the same as a slim for disks. These are all much faster then the Original large PS3 models (A-O series). MGS4 testing is limited and not fully explored at this time.

Q: What is the fastest version?

A: Game wise, the version that comes with the Legacy Collection comes loaded with 2.0 on the disk and saves a few seconds on IGT for currently unknown reasons. For PAL, this version is the same as the 25th Anniversary Edition. Most other physical versions of the game (BLUS-30109, BLUS-30109P, BLUS-30148, etc) are 1.0, optionally need updated, and are the exact same in terms of speed in relation to one another, for physical hardware. Digital copies save very little, if any, on IGT, but will save more time on RTA then using a disc.

Q: Should I update to 2.0 if I have to original version? What do I gain by doing so?

A: The 2.0 game data comes with three things, the ability to gain trophies, the removal of the ability to select both DLC and MGO assets from the main menu screen, and the ability to install all five acts at once cumulatively. It is suggested to update, but not required.

Q: Should I install the game cumulatively or Individually?

A: It's up to your preference and available time. “Individually” installs as you get to each act and only stays installed as long as you play the act, whereas cumulatively installs all at once, forever.

Q: How big is the install?

A: The game data install is ~9438 MB for disk 1.0, ~9953 MB for disk 2.0, & ~25 GB for Digital. Once you have installed it, it will stay on your system until you delete it. There is about ~531 MB of DLC that can be downloaded and installed as well.

Q: Can/Should I use an SSD? How much time does it save?

A: Use of an SSD is allowed for MGS4 speedrunning. When it comes to the disk versions of MGS4, time saved is anywhere from 4-15 minutes RTA (depending on PS3 model) and up potentially to 45 seconds IGT, but this IGT time saves is highly untested and only theoretical. SSD testing is still being investigated but saves real time overall.

Q: Can I use a DualShock 4 with MGS4?

A: Yes, but you will be at a significant disadvantage. There are reports of analog dead-zones, in addition to the loss of Six-Axis control, meaning you must use the Analog Stick to kill Mantis, and the loss of trigger sensitivity based grenade throwing.

Q: How much RNG (Randomness) is in the run?

A: There are a few instances of RNG throughout the run. As with any shooter, bullet spray is typically random, leading to some PMC/Rebel troops sometimes being dead and other times alive in Vista Manor and other firefights. In Act 2, where octopus hides is mostly random, though is able to be manipulated, how fast the “zombies” climb onto the APC is random, and the Gekko behavior is random. In both prior acts, “Stray Bullets” can snipe Snake and cause damage. In Act 4, Wolf's spawn location begins to randomize starting on Solid Normal. In Act 5, Liquid Phase 2 can escape from the loop at random.

Q: Is the speedrun glitchless?

A: Depends on how you define a glitch. MS runs do abuse the IGT by taking advantage of the way MGS4 saves data in order to cause the IGT of the run to not reflect the time spent escorting the resistance member. Additionally, there are several out of bounds known, but none are used in speedruns of MGS4 as of current, with the only useful one being too risky to perform. Act 5 contains a trick called “Frog Skip”, which could be considered a glitch, and allows for the skipping of what would be 10 additional Haven Troopers during Frogs-5.

Q: Does the speedrun have any tech similar to other MGS games?

A: During a reload, swap weapons or roll once you see the bullets of your gun color in. Even though the animation is not complete the reload will still count for that weapon. Useful if you only need a single MGL-140 shot or for other slow reloading weapon. Swapping weapons during a CQC throw will also cancel the slam animation, without actually cancelling the slam itself, saving time when it is needed.

Q: Is camera management important? What about Snake's positioning?

A: There are a few rooms where the camera does matter. Some guard cycles, such as the guard in Red Zone, only begin once the camera has said guard in view. Octopus will spawn first with respect to Snake's location, and then with respect to the camera's location, to have the player avoid watching her pop into existence, and turning the camera from a Gekko that is exploding reduces lag. Snake's position, and actions, on the other hand are almost always very important. When enemies spawn in, they always try to avoid spawning nearby Snake, this includes backup soldiers, octopus, frogs in Act 2, and more. Additionally, NPCs react to Snake constantly. MGS4 is all about consistency from the player, which then yields consistency from the game.

Q: What is IGT & How does it work?

A: In MGS4, IGT is a measure of the time that passes in game during selected segments of gameplay. Official Guide's Statement on IGT
Simply put, during any cutscene (including while skipping) or moment where you control Snake, the IGT is ticking.

  • Points of this include, the intro commercials, in action (gameplay) menus and pausing, Act introduction screens, save screens, and the epilogue.
  • Points where IGT is not ticking are Score Cards and the MGS1 segment.
  • Note that using the XMB menu (PS Button) does not pause the IGT, despite pausing the game itself.
  • The guide claims that when the game is “Loading…” the IGT is not ticking, however, if this is true, it resumes ticking once the “Press Start” prompt displays on screen, such as during the black PMC load screens.
  • It is unknown what parts of the credits count towards IGT due to lack of understanding on the functioning of MGS4's IGT.

Q: What is RTA Then? Is there a Marathon timing if I want to skip Credits?

A: In MGS4, RTA is the time that passes from the moment you confirm your save file load (or select a difficulty) to the moment the act 5 score card shows up on the screen. Marathon timing ends on Liquid Punch, for a ballpark IGT estimate, add 8 minutes on HDD and 12.5 minutes on SSD.

Q: What is the major difference between SS & MS and how does it relate to IGT?

A: In MGS4, IGT begins ticking the moment you receive a “checkpoint”, such as when entering a new area. This is visible in the lower right corner of the game screen. If you save MGS4 at any point in a room, the save records the IGT, weapons, positions, equipment, ammo, etc. from the moment you entered the area you saved in. MS takes advantage of this and manipulates the IGT to allow for multiple runs of the same area, until the Runner is content with the run and traverses into the next area, thus saving the IGT for the run.

Additionally, MS runners can set their consoles to Wednesday or Sunday throughout the entire duration of the run for a much cheaper selections of weapons, items, and ammo, as well as, during tight spots such as bike chase's second room, setting the console a week later to heal snake without the use of recovery items.

Another interesting note of a MS run is a trick called Resistance Skip. While in essence this does not skip the escort itself, it does manipulate the game into saving the Resistance member in the next area, without adding to the IGT, thus saving about 14 minutes while increasing the RTA by about 6 minutes.

Q: Why do runners load a save to start a run?

A: The reason runners load a save is so they may skip watching the two and a half minute commercials that play when starting a game for the first time. This is allowed because the commercials are always of consistent duration. Do note, proof of New Game must be shown in the video when loading such a file, however, New Game+ does not require this proof.

Q: Can I use password items? What about the Free DLC Camo? Special Items?

A: For New Game, all items, weapons, Octocamo, etc. must be acquired throughout the duration of the run. No items may be used at any point prior to acquiring them in the run itself, and for this reason it is advised to not input passwords before starting a run. New Game+ does not face this restriction and may use anything in the inventory at the time of gaining access to it. In addition, for all runs of the game, regardless of category, the use of any and all Octocamo that can be acquired as free DLC, regardless of source of acquirement, along with the Stealth Camo and Infinity Bandanna, is banned. All iPod® tracks are allowed however, since none of the DLC tracks add any advantage to the game itself.

Q: …Big Boss Face Camo? …Big Boss Rank?

A: Whatever it is, you aren't alone. The camo saves about 2-4 minutes for the NG+ run. No it's not a special item. Big Boss rank is slower to get then Raven, but requires different skills. Both the mask and rank can take hours to get. As of the current time of typing this, MGS4 isn't going to separate out the BB Mask runs from the rest, nor do we have any plans at current to separate out Big Boss Emblem outside of Multi-Segment. Speedrunning is about having fun, play the game how you want to enjoy it.

Q: I keep getting an alert in Red Zone, what gives?

A: If you keep getting an alert at the start you need to make sure to put the AK-102 away asap as it slows you down. If you keep getting seen running into the barrel room you need to roll in. If you are in the second room and the guard to the back sees you you need to move your camera around sooner. If the guard to the right sees you adjust your movement and time your roll better. If the guard to the back left sees you then you need to adjust when you are alerting the guard walking away from Snake.

Q: How do I non-lethal frogs 1?

A: As long as Snake does not deplete a frogs health entirely by using a red weapon (this includes fire caused by one) the frog will not count as a kill. Frogs cannot die to anything while airborne. Rat Patrol killing frogs is fine. Frogs falling is fine.

Q: What the heck is up with “frogs”?

A: Haven Troopers, aka Frogs, are a unique enemy type in MGS4 because they have several quarks about them, as well as typically being a boss or mini-boss encounter across the nine rooms they appear in. They are the only means of acquiring P90s, Five-SeveNs, and DSR-1s for farming, they will detect Snake from further away if he is using Night-Vision, they cannot be lethally killed while airborne, non-lethally they must complete the landing animation before they will lose all psyche, and in rare instances, frogs will tank a barrel hit and stand back up.

Q: How does Octopus work?

A: The trigger to spawn her exists only in the one section of hallway through the window on the left inside. Octopus herself is split into roughly eight scripted phases: Opening, Hide & Seek, Human, MK. II, Frog, Jumpscare, Naomi, Final. The opening consists of her walking around and shooting you. Hide & Seek is the longest part for NG runs, as Snake must track Octopus down to multiple spots and damage her using the shotgun or rifles that he has. Human is when she hides on a picture or as a muscle skeleton at about 50% HP and takes 1 rocket or 50 Cal to phase. Mk. II is the same but as a clone of the MK. II. Frog is again the same. She then jumps through a window and needs to be knocked down. Naomi is the same as the rest of the one shot phases. Final is the rest of the fight, basically the opening but she can now roll into a ball and do large damage while knocking Snake down. Use a bed to avoid her rolling into you. It is possible to skip both the frog and jumpscare phases by positioning Snake in a precise spot after shooting the Mk. II.

Q: Can I do anything about Act 3 escort?

A: There are two shots that can be taken to speed up the Resistance member, one at the very start and one at the beginning of the third room that uses a visual cue. The rest is exactly what you expect, unless Snake makes it slower by not taking out guards, scaring the resistance elsewhere, etc.

Q: Can I do anything about Bike Chase?

A: Hope. Get lucky. Get Skilled. Practice. Use the Solar Gun for NG+. Run MS if you hate resetting Big Boss attempts an hour deep. It sucks, not going to sugar coat it.

As for a real, actually helpful answer; Its highly HIGHLY suggested you learn exactly who can shoot you and who you must to shoot. Only some enemies are actually a threat, and some are just sometimes a threat, because of annoying bullet rng. A good example of this is the PMC on the Humvee turret EVA drives directly towards. He will never, ever, hit you. Or being sure to take out the right Humvee before the left because that is the one blowing up the white van.

Its not just who to shoot, but when you shoot and with what. There's a big difference between a stun grenade and a mark 2 round. If you can at least make it to room 2, setting your console ahead 24 hours real time will heal Snake to full. Additionally, when entering room 3, Snake's current weapon, even the solar gun, will gain full ammo and a reload, on top of Snake getting full HP and Psyche.

Q: Tips for Raven with no M82A2 or Rail Gun?

A: You just need to use the pillars as cover, take advantage of switching over the shoulder with Javelin, and let it rip. When she closes her wings, time it to where you hit as soon as she opens up. You should shoot before her wings are fully open. If she runs away, use the M4C and take out other enemies to make her come back faster. Don’t go up the tower unless she’s overheating, which depends on your damage dealt. If she’s overheating. Go up, equip the RPG-7, use night vision, and shoot. There’s some bullet drop. Typically, she can be one cycled with a good javelin loop and damage, and/or killed when she overheats if the one cycle kill is missed.

Q: How do you Wolf Quick Kill? Other Tips?

A: Throw a smoke grenade under her nose, making sure not to hit her. On NG+ use a Smoke (B) for this to be even faster. Make sure she is coughing from the smoke, then use 5-6 Stun Grenades from the MGL-140. For NG TBE, you must use a smoke then 3 stuns and repeat, as you do not have the MGL ammo available. Wolf uses both the frogs and the wind direction to track you so pay attention to both while searching for her in her spawn locations. Use Night Vision and proper smoke placement to avoid excess alerts. Wolf herself does little damage with her rail gun, but her stomp does a ton. Watch your health if using Night Vision as the frogs are very aggressive if you forget about them and trigger an alert. Don't go for the blind throw strat either, its not worth it.

Q: How do you Ray Quick Kill?

A: The setup is different for everyone. I prefer to use 8 presses of the rockets and then take a step forward and begin charging my laser as Rex wobbles into place. This triggers Ray to move right, then jump directly next to Rex. Ray has no I-frames when landing so the laser does massive damage to it. Move left while charging and line up with the dock and Ray will hop back and then left. Fire again. Make sure both lasers are level 2. If you overcharge, don't use more then 51 Energy if possible, but Ray can still be defeated with 48 energy, and maybe even less.

Q: Why do I keep missing Mantis?

A: If using the Solar gun, the retical is actually incorrect. All bursts fired from the Solar Gun tend to the left, so aim in towards mantis so you hit her doll. Also don't aim excessively long or Mantis will toy with you and dodge to the side. If you miss once she will teleport and spin. If you miss twice or linger she will charge you and swing. The second swing is rare and usually only if you remain close. The best time to fire is when Mantis pulls on her strings as she can't react and the doll is stationary.

Q: What is SS & MS in MGS4?

A: SS or Single Segment is a run where RTA is recorded throughout the entirety of the run, and the run is recorded from start to end, without ever quitting out to the main menu for any reason.

MS or Multi Segment is a run where RTA is not recorded throughout the entirety of the run, and the run is usually a spliced together collection of the runner moving Snake through each and every room in an optimal way. For this reason quitting to the main menu is allowed, no RTA must be shown, and footage can exclude anything where the IGT is paused.

Q: How does Individual level timing work?

A: Individual levels are timed exclusively using the IGT. Simply create a save at the first point you can control snake in an act, see below, and note your IGT listed on the save file. Complete a run up to the act summary screen and note the IGT again. Subtract the original save file time from the act summary time and you have your act completion time.
Act 1: Before crawling under the Militia truck
Act 2: The hill you start on in Cove Valley
Act 3: Before you trigger the resistance member
Act 4: When landing in the starting snowfield
Act 5: When landing on Top Deck


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  • metal_gear_solid_4/mgs4_faq.txt
  • Last modified: 2023/11/16 10:15
  • by srgtsilent