metal_gear_solid_4:mgs4_faq

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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, as well as recovering health much slower, if at all, and having a noticable sway when aiming. However, when at max stress, Snake can trigger a Combat High by killing four of more people in rapid succession, usually 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 its on you begin the game with it turned on. 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.

Q: Can I check my stats 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 four different “max” ranks are earned based off of a number of factors. Any emblem that can only be earned on a higher difficulty also awards the previous emblems. Some emblems, while not max ranks, are also possible to earn. These Emblems are:
Big Boss: The Boss Extreme, 0 Kills, 0 Alerts, 0 Continues, 0 Recovery Items, 0 Special Items, <5 Hours
Foxhound: Big Boss Hard, 0 Kills, <3 Alerts, 0 Continues, 0 Recovery Items, 0 Special Items, <5.5 Hours
Fox: Solid Normal, 0 Kills, <5 Alerts, 0 Continues, 0 Recovery Items, 0 Special Items, <6 Hours
Hound: Other, 0 Kills, <3 Alerts, 0 Continues, 0 Recovery Items, 0 Special Items, <6.5 Hours
Mantis: Any, 0 Alerts, 0 Continues, 0 Recovery Items, <5 Hours
Wolf: Any, 0 Continues, 0 Recovery Items
Raven: Any, <5 Hours

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 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 minefield 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 the Cech-25xxB. These are all much faster then the OG large PS3 models in general.

Q: What is the fastest version?

A: Game wise, the version that comes with the Legacy Edition comes loaded with 2.0 on the disk and saves a few seconds on IGT. For PAL, this version is the same as the 25th Anniversary Edition. All other versions of the game are 1.0, optionally need updated, and are the exact same in terms of speed, for physical hardware. Digital copies are still unexplored for IGT but RTA are likely to save time.

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 both DLC and MGO assets from the disc, and the ability to install all five acts at once. The fastest times can only be gotten by installing all acts, either at once or as they come up in game, as this, in theory, alleviates the amount of data that must be read from the disk.

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 Legacy Collection version of MGS4 on disk, time saved is anywhere from 4-15 minutes RTA (depending on PS3 model) and up potentially to 45 seconds IGT, but this is highly variable. SSD testing is still being investigated but it will save you real time overall.

Q: Should I install the game cumulatively or in chunks?

A: It's up to your preference and available time. Chunks installs as you get to each act, whereas cumulatively installs all at once.

Q: How big is the install?

A: The install is 9438 MB for disk & 25 GB for Digital. Once you have installed it, it will stay on your system until you delete it.

Q: How much RNG 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 troops potentially being dead sometimes and alive others in Vista Manor and other firefights. In Act 2, where octopus hides is semi-random for NG and how fast the “zombies” climb onto the APC is random. In Act 3, Raven's movement is semi-random after the first cycle. In Act 4, Wolf's spawn location begins to randomize starting on SN. In Act 5, Liquid Phase 2 can escape from the loop at random. Since MGS4 is a 3D game and very expansive, sometimes there are so many variables to account for in any given situation and certain events are not known to definitively be random, hence semi-.

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: While vent clipping isn't a thing, animation cancelling is. 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 Gekkos that are 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 yielding 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. Simply put, during any cutscene 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, and almost the entire epilogue.
  • Points where IGT is not ticking would be Credits 2, Score Cards, any Black PMC Load Screens, a Save Screen after a loading screen, and the MGS1 segment.
  • Note that using the XMB menu (PS Button) does not pause the IGT, despite pausing the game itself

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 load your save file (or select a difficulty) to the moment the act 5 score cars 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 enter a room. If you save MGS4 at any point in a room, the save records not your current position, but the IGT, weapons, position, equipment, ammo, etc. from THE MOMENT you entered the area you saved in. Any room where the word 'checkpoint' appears on the lower right is a room where this will happen. 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. 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 2-3 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. 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 pathing. If the guard to the left sees you then you need to adjust where you are rolling against the wall and make sure you hear the guard say “huh?” or similar.

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 long 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 frog and push the jump phase to the very end 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.

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. If she’s overheating. Go up, equip the RPG-7, use night vision, and shoot. There’s some bullet drop.

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, then use 6 Stun Grenades (and a second smoke halfway through) if you need the Stun Rounds in your MGL-140. If not, unload 4-6 grenades into her face. 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.

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 reticle 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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  • Last modified: 2020/06/23 21:19
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