METAL GEAR SOLID 3 SNAKE EATER (MASTER COLLECTION版)

METAL GEAR SOLID 3 SNAKE EATER (MASTER COLLECTION版)

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weapons items and camo guide
作者: notsee zamby scrake
information and gameplay tips on each weapon, item, and camouflage in mgs3 snake eater
   
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forward / intro
first thing I want to say is that all of the information in this guide is essentially my opinions on the equipment itself, and is not really objective. I have done no hard math or theory crafting, but I have played the game several times over in the past. the purpose of the guide is to give people some information to consider when using the many different items in the game, and I just like thinking about this stuff anyway.
I did take a small amount of information from the mgs wiki:
https://metalgear.fandom.com/wiki/Metal_Gear_Solid_3_weapons
essentially just locations for where and how to find the items, and otherwise helping me remember which ones exist so I can cover them here.
I should be able to avoid spoilers, primarily because I intend to write another guide about boss fight strategies.
handguns / smgs
[mk22]
pros:
your bread and butter for almost every part of the game. even if you are not avoiding kills, this is still a very important stealth weapon, tranquilizing enemies is always more quiet than killing them, and enemies who find a guard asleep will not send out any alarms. can be fitted with a suppressor so gunfire will be silent and undetectable. available from the very start and you will have access to it more often than any other weapon except perhaps the ez gun. can be fired while holding an enemy in cqc (I think, pretty sure you can do this with any pistol but I haven't tried it in a long time).
non lethal attacks will also be important for the sorrow boss fight.
cons:
the tranquilizer will not take immediate effect unless you get a shot to the head, and because the slide is locked the time between shots is longer than most other lethal weapons. suppressor has limited charges and you will need to find extras to make it to the end of the game without depleting them all. the tranq rounds cannot destroy electrical fence power supplies or other armored objects.
verdict:
perhaps the most important weapon in the game. even if you are doing an all lethal run (you shouldn't) it is easier to just put them to sleep first before you kill them. taking down bosses with non lethal means will reward you with some very powerful bonus items.

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[m1911a1]
pros:
powerful, accurate, good rate of fire, and available very early. lethal, if you want that. can attach suppressors, which are more plentiful than other lethal silenced weapons. when you are trying to remain undetected, it's great for picking off individual targets like electrical fences. can be aimed and fired while holding an enemy in cqc. snake personally loves this gun to an unsettling degree.
cons:
when standing up the kick is a bit distracting (this is reduced if you are crouched or prone), and the lethality is more valuable when you are undetected because otherwise the damage is lower than most other lethal weapons you will find. as a result of that, total ammo capacity is a bit more limited, and the weapon only carries 7 shots before needing to reload.
verdict:
a fine weapon but it's used for very specific tasks. by the time you really need a lethal weapon against enemy targets, you will have better options. until then, it's best used for knocking out traps or killing animals silently.

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[skorpion]
pros:
light weight, high rate of fire, equipped with a laser aiming module. pretty good damage for such a small weapon. recoil is ok even on full auto. select fire for single shots.
cons:
acquired late in the game and is easy to miss (locked supply room in groznyj grad). only carries 20 shots in the magazine. you may tear through your ammo supply fast. cannot be silenced.
verdict:
it's surprisingly effective in emergencies despite the limited capacity of the magazine. it is also totally optional to get and a lot of people don't even bother picking it up.

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[patriot]
pros:
infinite ammo, behaves much like the skorpion but without the laser aiming module.
cons:
must complete the game to acquire. aimed with iron sights, or a whole lot of shooting and recorrecting your aim.
verdict:
basically a post end game cheat weapon, but considering that it's not really overpowered except in certain situations.

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long arms / rifles
[ak47]
pros:
powerful, fairly accurate, good fire rate, large ammo capacity. available early in the game (rassvet / bolshaya past base). fire select allows for single shot or full auto. ammo is plentiful with pickups.
cons:
cannot be silenced, recoil is fairly high. if you fire a shot into an enemy's radio, you will penetrate it completely and likely kill them on accident.
verdict:
definitely useful to have when you need to take down larger animals or destroy a lot of traps. good against people, too, altho you shouldn't be doing too much of that.

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[xm16e1]
pros:
precise, good damage, can be equipped with a suppressor. fire select allows single shot, 3 shot burst, and full auto. recoil is low. you can find two of them (the first one is under the rickety rope bridge).
cons:
suppressors and ammo are a little rare, and you may accidentally run out of both. can penetrate enemy radios, if you don't want that. damage is a bit lower than the ak47. somewhat well hidden (granin research courtyard supply shed).
verdict:
a silent form of the ak47 essentially, which makes it a really useful stealth tool. otherwise it's a bit more situational because you will be using it for either stealth shots or full auto non stealth boss fights where it's a bit less special.

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[svd]
pros:
a sniper rifle with a powerful scope and supreme accuracy. semi auto, and recoil is fairly low. damage is very high. ammo capacity is good. can be hip fired too. you get one for free near the end of the game if you did not pick one up earlier.
cons:
location is off the main path (Ponizovje West aka the river section) and while scoped in it's fairly useless at close range. cannot be silenced.
verdict:
I very rarely did any sniping in this game, because most shooting will take place at close range anyway. despite that, it's always nice to have the option, and it works great at what it is.

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[mosin-nagant]
pros:
a non lethal long range sniper rifle.
cons: low rate of fire, requires some very specific and difficult conditions to earn, and is not silenced. I do not remember what the ammo capacity is but I think it was low. no, you do not keep it between playthroughs.
verdict:
fun to have but totally unnecessary. would have been nice to keep this after completing the game. not being silenced is also a problem, altho at a long enough range they won't be able to hear the shot.

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[m37]
pros:
a powerful shotgun. enemies that are not killed outright will still likely be knocked to the ground and stunned. extremely effective against bosses.
cons:
very slow rate of fire, short range, and only fires about 2 or 3 pellets from what I can tell. carries a small amount of max ammo and only 4+1 shots in the tube. finding this requires a lot of crawling around in the peschera caves.
verdict:
a go-to for a lot of problem solving. I managed to non lethally beat the end (the boss fight not the game ending I mean you know who) by flooring him with the shotgun and then using handkerchiefs, gas cigs, and rolling. I similarly used this on the pain to shoo away his bee shield so I could tranq him. see how a straightforward weapon can have many applications like that.

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[m63]
pros:
high damage, high rate of fire, very high capacity. snake will start yelling with sustained fire.
cons:
very high recoil. reload time is very long, if you decide to reload (all weapons auto reload when unequipped). earliest location for this weapon is very well hidden (Svyatogornyj East behind stacks of crates).
verdict:
an important weapon for a certain on-rails motorcycle section. one of the most lethal weapons you can get, perfect for the end of the game.

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explosives / grenades
[rpg7]
pros:
fires a rocket that flies straight forward and explodes on impact. the single highest damage weapon per shot of all weapons in the game. pretty sure you get one for free late in the game, if you don't find another earlier (Krasnogorje Mountainside).
cons: earned somewhat late in the game. carries a somewhat limited amount of max ammo, and only holds one shot at a time. while the flight speed isn't slow, you will have to factor in movement speed of your target which can lead to a lot of misses. ammo is a bit rare.

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[grenades / fragmentation grenades]
pros:
they explode for a lot of damage. the blast radius can take out a lot of things, including dense packs of animals, soldiers, or even planted mines. I haven't tested them on doors, but I think they might break down some weaker doors. ammo is fairly common to find. available very early on.
cons:
very loud, and a bit hard to throw accurately without practice. amount carried is a bit limited. time between throws can be a bit long. you might blow yourself up if you are too close.

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[wp grenades / white phosphorus]
pros:
an incendiary grenade. enemies that survive might be set on fire for a short while. separate amount from normal grenades, so you are essentially carrying an extra pack. as easy to acquire as standard grenades, so you will likely always have some.
cons:
same cons as regular grenades, except that you might also temporarily light stuff on fire which can damage you. they behave almost exactly the same as standard grenades otherwise, so no blanketing an area with persistent walls of flame, or roasting boss fights into ash with one blast. iirc, the damage of the actual explosion is also a little lower than normal grenades too, but I am not 100% certain about that.

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[smoke grenades / obscurant]
pros:
a non lethal grenade that can stun and blind enemies temporarily. an enemy in a smoke cloud can usually be approached from the front without setting off an alarm. quieter than other grenades (I think?). can disperse bees.
cons:
occasionally useless, I have had enemies see me through the smoke, even when they were enveloped by it (rare, but it happened). does nothing else to incapacitate enemies otherwise, and if enemies are already at alert the smoke is a fairly small amount and can be easily avoided. can cause you to cough if you enter the cloud, giving away your presence. enemies will go to a cautious state if they even hear the grenade, let alone see the smoke.

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[stun grenades / flashbangs]
pros:
a bright flash and loud blast can heavily stun enemies, and even knock them out non lethally if they take enough damage from it. works on bosses too. effective radius is probably higher than all other grenades. stunned enemies are very easy to deal with.
cons:
you will most likely blind and deafen yourself for a moment no matter what you do, and successive uses will make it worse. despite being non lethal, you carry exactly as many of these as you do the other lethal grenade types. enemy stun duration may be short depending on how far away from the blast they are.

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[chaff grenades]
pros:
non lethal and completely neutralizes enemy radios. you can prepare, and throw one after someone has started using a radio, and it will take effect quickly enough to interrupt their call, possibly preventing a full alarm. when used, the effect covers the entire location for the duration it remains in the air.
cons:
effect wears off faster on higher difficulties. is not really stealthy. when the effect ends, enemy radios will resume working. does absolutely nothing else to enemies, and does not work on lab wall alarm bells, so these are totally useless inside labs.

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[TNT]
pros:
very powerful, can be remote detonated, can be used to destroy enemy supply storage buildings which will make enemy guards less effective in different ways depending on the supply destroyed. can be stuck to walls as well as floors (on soldiers backs too, I believe). you can carry more of these than grenades.
cons:
difficult and slow to plant. can be blown up when shot, and can set off a chain reaction with explosive barrels which you will want to be aware of. the blast radius is not much bigger than a wp grenade.

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[claymore mine]
pros:
very high damage to whatever triggers it. pretty easy to defuse yourself. finding them planted in the wild is basically like free ammo. large blast radius. useful in a lot of boss fights or choke points.
cons:
loud and lethal. triggering one will cause a lot of damage and almost always a burn. slow to deploy, and you can damage yourself trying to deploy one while being shot at. the blast is directed in a cone towards where it is pointed, so you can detonate one at range and miss the enemy behind it if they aren't close enough. animals can set these off too.

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[C3]
pros:
necessary for game completion. can be shaped into cute little objects like hearts and butterflies.
cons:
they cannot be used in any other capacity. the instant you use the last piece, you are then placed in a boss fight where you will need to enter your backpack to unequip it. iirc they can also explode if you shoot them despite being told it can't happen, which results in an instant game over. you are not allowed to choose which shapes you can make them into, they are otherwise just bricks with a timer. you also need to be extra careful not to be seen planting these or it's another instant game over.
special weapons / misc
[survival knife]
pros:
fast attack speed, no concern for ammo, never breaks, and you start the game with one. totally silent.
cons:
need to be in melee range. lethal. your pistols will allow you to carry this anyway, so carrying this separately is only useful for gathering food silently and without using ammo.

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[handkerchief]
pros:
can be used while disguised to non lethally deal with enemies and scientists, in fact one of only two weapons that work while disguised
cqc hold will instantly knock out enemies, and iirc it will not use a charge from your ammo supply
cons:
if you use it too rapidly you will also knock yourself out, usually three times in a row
range is shorter than the cig gas

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[cigarette gas spray]
pros:
can be used while disguised
superior range to the handkerchief
you look cooler while smoking
cons:
can put yourself to sleep if used too often in rapid succession
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[fork]
pros:
like the survival knife, but instantly eats whatever you strike with it (except humans)
cons:
same as the knife, I dunno, might weigh more

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[empty magazine]
pros:
can be thrown to very easily and non lethally distract enemies, allowing you to force them to move away and face whichever direction you manage to land the magazine
cons:
can only be acquired by emptying a full magazine from a weapon first, which involves rapidly firing it, which involves either finding an area with no guards and wasting ammo or wasting some silencers

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[directional mic]
cons:
afaik does absolutely nothing to help you detect enemy guards, in fact does almost nothing at all but amplify ambient sounds
pros???:
if you are trying to tag kerotans during the motorcycle chase, this might make it slightly easier to hear if you succeeded, sometimes, if you are lucky
items / support equipment
equipped items that do not count as a weapon and have their own category
"location: default" indicates that you start the game with this item

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motion detector
effect: scans the area in a clockwise rotation for moving objects
location: default
verdict: a basic detection item, which uses up your battery, and covers the detection area with a bunch of tiny dots representing birds frogs snakes grass the wind and sometimes armed guards, I hate this piece of crap but even worse is not having it on hard difficulty

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sonar
effect: press L3 to send out a sonar pulse highlighting every object in the area, creates a sound that can be detected by guards
location: default
verdict: ancillary non radar which has to be equipped separately for some reason, I will at least admit I have never had a guard hear the sonar pulse so it must be pretty quiet, otherwise I almost never use this

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AP sensor
effect: creates a pinging sound when near an enemy, increases frequency the closer you are
location: default
verdict: like sonar, it sucks, but you do get this on hard difficulty, and it does not detect animals so that's a nice benefit over the sonar and radar

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binoculars
effect: activates first person and allows zooming in your vision
location: default
verdict: the zoom is pretty smooth and it can be very helping for finding slow moving and well camouflaged enemies (all of them) but otherwise prevents you from moving so it's only useful in rare instances

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bug juice
effect: repels bees and hornets, sometimes
location: found at random around the various locations and in guard's inventories
verdict: the one place you would want to use this most is during the pain fight, but it usually doesn't do much so it seems worthless but you tell me

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camera
effect: take pictures and save them to your saved game slot
location: I don't remember and the wiki doesn't say but you have to find it in the game somewhere
verdict: it's just for fun screenshots, not really needed in pc collection

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card key
effect: opens a specific locked door
location: acquired during the story
verdict: you do not need to quip this key in order to access the door iirc, but it does go into your items menu

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cardboard box
effect: allows you to crouchwalk to some degree, and enemies who come across the box will not suspect you at first
location: Tselinoyarsk
verdict: it's hard to tell when this box will work or not, because there are a small number of specific areas where enemies won't look twice at you, but generally a cardboard box in the middle of the jungle will raise suspicion no matter what
tbh it's possible this is a very effective way to surprise and ambush guards, I just never tried it much, but otherwise they tend to walk over to you slowly before attempting anything, might be worth testing out

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cigar
effect: a minor light source in very dark areas, and can reduce hand tremors when first person aiming (iirc, unconfirmed) but at the cost of health
location: default
verdict: I used this most in the cure menu for burning off leeches than anything else

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croc cap
effect: provides near perfect stealth in shallow water
location: Chyornyj Prud
verdict: actually not sure how well it works when treading water, but it's perfect at the shallow river against the rocket hovercraft sentries

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fake death pill
effect: causes you to suddenly appear dead, throwing off alerted enemies and ceasing their attacks on you
location: default
verdict: obviously most useful in emergencies, and keep in mind that the fake death will kill you if you wait too long to revive yourself
does anyone know if this convinces guards to cancel alerts? I never tried that

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key
effect: similar to the card key but for a different door
location: story related
verdict: same for the card key, its necessary to progress

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LFmed / life medicine
effect: restores a portion of your missing life immediately
location: found at random in various areas and on guards
verdict: very important for boss fights especially on higher difficulties

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mine detector
effect: like the AP sensor but for claymore mines, creates a repeated pinging noise depending on proximity to a mine
location: Rassvet or Chyornaya Peschera Cave Entrance
verdict: quite useless, you have to be near a mine before you even hear the ping and there aren't many to find

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NVG / night vision goggles
effect: amplifies light with a green filter over everything
location: Tselinoyarsk
verdict: in really dark areas it can help but otherwise it's just a worse version of the infrared goggles

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pentazemin
effect: reduces hand tremors while aiming in first person
location: randomly found around the game and on guards
verdict: great for sniping, but one thing I should find out about is if this has any effect when you are low on stamina and trying to aim in first person
it sure should, but I have no idea and the wiki doesn't say anything

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revival pill / false tooth
effect: returns you to normal after consuming a fake death pill or if you are in a similar situation during a certain mysterious haunted dream sequence in a certain river
location: default
verdict: well it's necessary for game completion and also you cannot ever remove it from your inventory because it's installed in place of one of your teeth
at least it has infinite uses, otherwise like the fake death pill I tend to only use it when the story demands it

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thermal goggles / ir goggles / infrared goggles / FLIR
effect: detects heat sources and highlights them, but tends to blank out the surrounding area
location: Tselinoyarsk
verdict: very useful, very important, but does eat up your battery
great for spotting enemies that are hard to see, and also works on animals

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stealth camo
effect: renders you totally invisible
location: must finish the game after striking all 60+ kerotans
verdict: obviously a cheat item but it's very fun to use, and of course takes a lot of work to earn (look up another guide if you want it)
cqc / hand to hand
[cqc three hit combo]

tapping the cqc button (circle or b) will do up to 3 attacks, a right hand to the face, a lower left hand to the body, and then a low leg kick to the ankle, the latter being guaranteed to send standard guards to the ground which stuns them for a decent amount of time
any punch that connects can stagger and stun an enemy for a moment, and will deplete their stamina or knock out value which will eventually cause them to fall unconscious, represented by spinning stars over their head, if you do not yet see those stars they are not yet unconscious
this always counts as non lethal damage, you cannot kill someone with the three hit combo

-

[cqc grab and hold]

when standing still near an enemy, press and hold the cqc button to grab them
while held, they cannot take action and can be used as a human shield during combat
holding L3 allows you to interrogate guards for all sorts of useful (and sometimes useless) information
in the pc collection version, holding a guard in cqc allows you to slash their throat with your knife when you also press the use button (triangle or y) for an instant kill
a cqc hold tends to be ineffective during boss fights, as they will either be totally immune or will break free and retaliate quickly, and the throat slash will not be available
enemies can be dragged around in a cqc hold by using the movement stick
quickly tapping the cqc button while holding a guard will choke them repeatedly, which will eventually knock them out
finally, when in a standard hold, you can press a direction on the stick and quickly let go and tap the cqc button again to throw the enemy on the ground without knocking them out, allowing you to press the weapon button (square or x) and hold them up, where they will stay face down with their hands on their head until the alarm is sounded or another guard discovers them, this allows you time to gather ammo from them by firing a shot near their head or pelvis (between the legs tends to be easiest) so they shake an item out from their body

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[cqc ground slam]

while tilting the movement stick in any direction, pressing the cqc button near an enemy will throw them face first into the ground at full force, for an instant knockout
this also tends to keep them knocked out longer than anything else other than tranquilizers

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[the roll]

by moving in any direction and tapping the stance button (x or a) you will do a forward combat roll
holding the stance button all the way to the end of the roll will put you in the prone position, useful for getting into low cover quickly
by far the greatest use of the almighty combat roll is to do it over an enemy, knocking them to the ground and hitting grounded enemies (including bosses, especially including volgin and the boss at the end of the game) for a ton of stamina damage
camos / default
all of these camouflage patterns are provided to you at the start of the game

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name: naked
appearance: shirtless snake, tiger stripe pants
use: actually a downgrade in every respect because you lose stamina faster and it reduces your camo index in almost every area
verdict: you will be forced to wear this after a certain point in the story, which will make the game more difficult

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name: tiger stripe
appearance: olive drab mixed with black, in a tiger fur style pattern
use: all around forest camo with some use in dirt and sand
verdict: a decent camo for moving from one spot to another without having to enter the camo menu over and over, but not as effective as specific camos

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name: olive drab
appearance: a flat dark green color
use: green grass and wooded areas, or some darker areas
verdict: not very useful except in very rare instances where you will be moving around in grassy dark areas a lot and dont want to switch camos constantly

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name: leaf
appearance: strands of tall grass and leaves
use: bright green grass, moss, tall grass, or anything really bright green
verdict: great for the first areas of the game, you become practically invisible when prone in tall grass, but the later areas have less of that

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name: tree bark
appearance: dark greens reds and black rectangular slots
use: when pressed against trees
verdict: useless, this camo will tank your index unless you are flattened against a tree and nowhere else

-

name: squares
appearance: dark red and black squares
use: when pressed against brick walls
verdict: same as tree bark

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name: black
appearance: solid jet black
use: very dark areas, at night, under a few feet of water, tall grass sometimes too
verdict: very useful for night ops or shadowy areas, but not as useful as specific patterns
camos / collectable
the following are camouflage patterns you can discover in various places across the game
picking these up provides them for use in the game after completion too

-

name: raindrop
appearance: dark gray with random red sections
use: when it's raining
location: under the rope bridge during operation snake eater
verdict: very effective camo during rain, just be sure to change out when the rain stops

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name: chocolate chip
appearance: bright yellow or tan with darker brown tan splotches
use: desert or sand areas, other light colored or yellow areas
location: graniny gorki, or bolshaya past south after the swamp
verdict: it works in the mountain areas as a generally ok camo

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name: splitter
appearance: drab light blue with black in random rectangular patterns
use: indoor areas against concrete or some darker areas
location: bolshaya past south, or krasnagorje mt
verdict: a good match with the splitter face paint, but rarely better than other specific camos

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name: snow
appearance: bright white with leafy greens
use: snow patches, the final fight, maybe the mountain areas or sand
location: pre pain cave area somewhere you have to crawl to
verdict: really great for the final fight, wiki says this and snow face paint will prevent bees from attacking during pain fight but cannot confirm as of yet

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name: fly
appearance: gray, with brown and orange blobs
use: enemies will not attack you with their knives, unsure if this applies to boss fights
location: graniny gorki bathroom
verdict: meh, also not sure what locations this is good as actual camo, maybe sand and dirt but you have better options

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name: ga-ko
appearance: flat white with cartoon rubber ducky faces all over
use: gives audio cue for kerotan locations
location: chyorjny prud (whatever)
verdict: gimmick camo for finding kerotans, very bad camo for staying out of sight

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name: water
appearance: a picture of water on clothing
use: when swimming
location: bolshaya past base
verdict: good when moving through the shallow river

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name: sneaking suit
appearance: black, foil or metal clothing with wires
use: body armor which also reduces stamina loss, decent camo replacement for black
location: groznyj grad locker room after a story point
verdict: very useful for boss fights where camo matters less than defense

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name: banana
appearance: bright yellow bananas with some green background
use: makes all food taste good
location: the snake vs monkey minigame completion reward
verdict: the camo index is terrible, also I have never played this minigame and have no idea if it's even in this version

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name: tuxedo
appearance: fancy full tuxedo jacket and pants with a white shirt and black bowtie
use: just showing off, I think it disables your weapons like the other disguises
location: game completion reward
verdict: it's just for fun, the camo might be decent in dark areas but not really
camos / downloadable
these are only provided if you complete the game or select "I like all MGS games" at the start
you will also not see all of them in the regular camo menu, you must find a way to switch camo lists in the menu (left and right directional iirc)
also not going to describe the appearance of these camos since most of them are used for special effects more than their camo
some of these camos are also available in the general list if you select "I like MGS3" and can give very powerful benefits (see "use")

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name: grenade
use: provides infinite grenades

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name: mummy
use: become resistant (immune?) to receiving serious injuries in need of the cure menu

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name: santa
use: apparently does nothing

other camos that provide no bonus effect will not be listed

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name: urban tiger
use: it's like splitter but with the tiger stripe pattern

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name: rainbow
use: sometimes useful in grass somehow, but I dunno

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name: dpm
use: good grass camo and doubles health recovery rate

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name: desert tiger
use: good desert or mountain camo and provides unlimited suppressor use

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name: desert auscam
use: good camo for white areas, reduces damage taken by 1/3

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name: flektarn
use: really good forest camo, and provides unlimited battery

camos / face paint

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name: no paint
appearance: total lack of face paint
use: when wearing a disguise, otherwise you don't really want to do this
location: default

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name: black
appearance: flat black full face
use: dark areas or when well concealed
location: default

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name: splitter
appearance: thin black streaks
use: indoor areas or non natural areas
location: default

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name: zombie
appearance: a white skull on a black backing
use: dark areas, indoor areas, boss fights
location: rassvet

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name: woodland
appearance: light and dark brown with some dark green
use: any forest or green areas
location: default

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name: mask
appearance: raikov's face and hair
use: when disguising yourself as raikov
location: default (iirc you only get it if you say you loved MGS2 or all MGS games, could be mistaken because it is story critical)

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name: infinity
appearance: japanese letters
use: provides infinite ammo
location: complete the game with the tsuchinoko captured alive and in your inventory

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name: kabuki
appearance: styled makeup
use: white areas, final boss
location: the waterfall in front of eva's hideout

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name: oyama
appearance: flat white with red lips and eyes
use: white areas, final boss
location: graniny gorki

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name: snow
appearance: like woodland but whiter
use: white areas, final boss
location: no idea tbh

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name: desert
appearance: yellow and brown splats
use: sand or mountains
location: default I think

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name: water
appearance: blue blobs
use: while swimming or during rain
location: ponizovje river after fighting the fear

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name: green
appearance: flat solid green
use: infinite grip (unconfirmed)
location: must like MGS3 at start or something

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name: brown
appearance: flat solid brown
use: infinite oxygen (unconfirmed)
location: must like MGS3 or beat the game or get all the code names or complete a boss rush or something I have no idea
clothing / disguises
a form of camo, 2 of these are made available during the story

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name: scientist
use: blend in with other scientists in laboratory sectors
this will not fool other scientists if you are facing them, only the guards, and most of your weapons and equipment will be locked while wearing this

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name: officer
use: part of a disguise needed to pass a high security area

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name: maintenance
use: work outfit used by crew of the shagohod, will fool guards but only from a distance
found in the same locker room as the sneaking suit