Metal Gear Solid 3 radio conversations

This article is a list of optional radio conversations in Metal Gear Solid 3: Snake Eater, some of which are humorous, or contain additional information that is not revealed during normal gameplay.

Mask
To initiate this conversation Snake must equip the Raikov Mask and contact Major Zero during the Virtuous Mission.

Major: Snake, are you wearing that mask again?

Snake: Yeah. For some reason is feels kind of... nostalgic.

Major: Yeah well... for some reason I don't like it.

Snake: Why not?

Major: Something about that face just rubs me the wrong way.

Snake: It looks fine to me... but if you hate it that much, why did you give it to me in the first place?

Major: Well... that mask was originally created for use in another mission. An agent was supposed to disguise himself as a Soviet officer and sneak into an enemy installation. We had it all set to go, but certain circumstances forced us to abort the mission. With the mission cancelled, the mask was going to be thrown away... but the guy at the CIA's tech division who created it pitched a fit...

Snake: Why'd he do that?

Major: He said it was too good to throw away.

Snake: ...

Major: According to him, that mask is a revolutionary new design that lets the wearer blink, something that wasn't possible up until now.

Snake: I'd think you'd want to make the lips move before bothering with the blinking.

Major: Yeah, I thought so too, but for some reason he's obsessed with making it blink...

Snake: Whoever he is, he sounds like a crackpot.

Major: Mmm. Well, he does good work. But I spend three days a month just dealing with the complaints we get about him... ah, well, never mind... Anyway, I decided to put this mask we had in storage to good use by hiding your identity from the gunship crew.

Snake: I get it... so this mask is based on a model somewhere.

Major: That's right.

Snake: What do I do if I meet that guy?

Major: That's not going to be a problem.

Snake: Why not?

Major: The man the mask is based on is a GRU officer. You're in the KGB's sphere of influence. Chances are you won't run into him.

Snake: If I do?

Major: Beat the crap out of him.

FOX Unit history
To initiate this conversation Snake must contact Major Zero during the Virtuous Mission.

Major Tom: In the two years since Sokolov's asylum operation, I've spent all my time making preparations. And now is the time to show some results. FOX is a next-generation espionage organization designed to update us for 21st century operations that I proposed to the CIA. FOX sends individuals who excel in espionage and special tactics on solo sneaking missions like this one... ...A next-generation unit that combines the skills of special forces units like the SAS and Green Berets with the know-how of an infiltration and espionage unit. Military politics was never my strong suit... What I'm trying to say is...stealth. This is a stealth mission. Crucial to the coming cold war. The CIA director has always frowned upon FOX, but if this mission succeeds, FOX will be added to the CIA as an official unit. I intend to make FOX the leader in special operations. And to that end, this mission must succeed.

Snake: Right.

Major Tom: I'm counting on you, Snake.

OKB-754
To initiate this conversation Snake must contact Major Zero during the Virtuous Mission.

Snake: Major, what kind of place is this secret Design Bureau that Sokolov is heading?

Major Tom: Mmm. The Soviets have a number of secret Design Bureaus like this one, each engaged in cutting-edge research. OKB-1, the bureau where the Vostok spacecraft was developed and which plays a leading role in the Soviet space program, is one of those installations. Most of them are located in secret cities built in isolated areas, and we don't even know their exact locations, much less the nature of their research. And Sokolov's OKB-754 is the most secret bureau of them all. The intelligence communities of the West have tried time and time again to find out what they're working on, but they've failed consistently.

Snake: So you have absolutely no idea what Sokolov is developing?

Major Tom: We've got nothing.

Snake: Then how did you get the information for this mission? It can't have been Sokolov...

Major Tom: From The Boss.

Snake: The Boss?

Major Tom: That's right. She has her own intelligence channels that she cultivated during the last war. She shared what she learned with us. That we were able to get the green light for this mission at all is thanks to her pull with the powers that be at the CIA. In other words, this mission would never have come together without The Boss' help in a number of respects.

Dangerous swampland
To initiate this conversation Snake must contact Major Zero while in Dremuchij Swampland during the Virtuous Mission.

Major Tom: Snake, be careful of that swamp.

Snake: What's dangerous about it?

Major Tom: It's a bottomless swamp.

Snake: A bottomless swamp?

Major Tom: Yes. The mud in that swamp is highly viscous. It will stick to your body like tar. It will be impossible for you to swim. If you get swallowed by the bottomless swamp, you won't be able to escape on your own. Once you sink down to about head-level, you'll be trapped for good. Make sure you get out before that happens.

Snake: So, I have to make sure I don't sink too far. Got it.

Major Tom: Snake, wait.

Snake: There's more?

Major Tom: Yes.

Snake: What?

Major Tom: Crocodiles.

Snake: Crocodiles?

Major Tom: Yes.

Snake: Crocodiles? Like the reptile...

Major Tom: That's correct. More accurately, they're Indian Gavials.

Snake: What are crocs doing deep in this forest?

Major Tom: You'll have to ask Para-Medic about that one. Para-Medic?

Para-Medic: Yes. The Indian Gavial is a crocodile that originally lived in freshwater regions in India and Nepal.

Snake: Why are Indian crocodiles way out here?

Para-Medic: They're captive crocodiles that were brought here for research purposes, but escaped and became wild again. Indian Gavials are large creatures - adult males grow to over six meters in length. You'll never catch one alive. Even if you use the tranquilizer gun.

Snake: Got it. So, how do they...

Para-Medic: Taste? Yes, I did look into that. You know what they always say - tastes like chicken!

Snake: Sounds delicious.

Para-Medic: But be careful when capturing an Indian Gavial. Normally, they're cowardly creatures, but the ones in the forest there are belligerent. Apparently they attack humans.

Snake: What do you mean?

Para-Medic: They weren't the direct subject of any serious research, but some think they may have become violent as a side-effect of the atomic research that was conducted nearby.

The KGB Unit guarding Sokolov
To initiate this conversation, contact Major Tom when arriving at Rassvet before meeting Sokolov during the Virtuous Mission

Snake: Major, you said the enemy was KGB, right?

Major Tom: I did.

Snake: What unit are they from? The Sixth Directorate?

Major Tom: No, the Ninth Directorate.

Snake: The Ninth?

Major Tom: Yes.

Snake: But I thought it was...

Major Tom: Exactly. It's the unit that protects the Kremlin and provides bodyguards for high-level VIPs.

Snake: But they're assigned to protect 'Party and government' figures. I thought that meant high-ranking officials and their families. And now they're being sent out to watch over a field exercise?

Major Tom: That's the idea.

Snake: What's really going on?

Major Tom: I don't know.

Snake: ...

Major Tom: What I do know is that the director of the Ninth Director is a well-known protégée of Khrushchev. The premier may have wanted to assign this mission to someone he knew he could trust.

Snake: So he can't trust any other units?

Major Tom: Ever since the withdrawal from Cuba, Khrushchev's position has been getting weaker day by day. This secret test is an act of desperation by a cornered man. If nothing else, the completion of Sokolov's new weapon in this test should help reestablish Khrushchev's authority in Moscow.

Snake: So what you're saying is, there's also a good chance that whoever doesn't want to see that happen is going to try and interfere?

Major Tom: Most likely. Khrushchev must have anticipated this and sent his most loyal unit - his trump card - to make sure all goes well.

The Major is not strange
Major Tom: Your sensors and other electronic devices cannot be used indefinitely. Once they are activated, they consume battery power. Remember, all items draw power from a single battery. Once your battery runs out, all electronic gear becomes inoperable. You can check your remaining battery power with the icon of any item that uses electricity. Take care not to waste power. The battery recharges when not in use. When you want to recharge the battery, unequip all electronic devices and give it some time. The higher your Stamina Gauge, the faster your battery recharges. If you want to recharge faster, eat food and recover your stamina. Also, if you run, roll, or do other dramatic actions, the battery will recharge faster.

Snake: Wait a second.

Major Tom: What is it?

Snake: The higher my stamina, the faster my battery recharges?

Major Tom: That's what I said.

Snake: But what does my stamina have to do with the battery?

Major Tom: Oh, I see what you're getting at. Let's have Para-Medic explain that. Para-Medic?

Para-Medic: Yes, sir. It's because Snake's battery uses bioelectricity.

Snake: Bioelectricity?

Para-Medic: Bioelectricity is electricity emitted from cells. When the cells of living things are stimulated, sodium and potassium ions move rapidly through the cell membrane's ion channel, creating a difference in electric potential. The battery uses that energy to recharge. So, unless your cells have plenty of nutrients, the recharge won't work well.

Snake: Amazing the kind of machines that are available now...

Para-Medic: But this machine has not been made public. It was designed by a scientist at the CIA's Directorate of Science and Technology.

Snake: What kind of person was he?

Para-Medic: The person who designed it?

Snake: Yeah.

Para-Medic: I heard he was pretty strange.

Snake: Stranger than the Major?

Para-Medic: There's nothing strange about the Major.

[In the background, Major Tom's voice is heard:]

Major Tom: My tea is gone! Who drank it!? How am I supposed to have teatime without tea!?

Para-Medic: Well, not too strange, at least.

Snake: ...

Major Tom: Hey, my scone's gone, too!!

Reason for leaving the drone
To initiate this conversation Snake must contact Major Zero during Operation Snake Eater.

Snake: Major, what should I do with this wreck of a drone?

Major Zero: Just leave it there.

Snake: Are you sure?

Major Zero: Yes.

Snake: But isn't this thing top secret?

Major Zero: Yeah, it is. After the U2 spy plane incident four years ago, plans were laid out for future spy missions in Soviet airspace to be carried out by an unmanned craft. That craft was the D21 spy drone, the basis of the one you came in on. The D21 is launched from a craft called the M21. The M21 itself is a derivative of the A-12, a supersonic long-range spy plane currently being developed as the successor to the U2. However, for this mission we used a modified YF-12A, a long-range interceptor version of the A-12. After being released from the mother ship, the drone can achieve speeds upwards of Mach 3 at high altitude using its ramjet engine. It can't be shot down by ground-to-air missiles, and it's nearly undetectable by radar. With Tselinoyarsk in such a high state of alert after our last escapade, this was the only reliable way to get you in.

Snake: This is all top-secret military technology. Are you telling me I'm supposed to just leave it here?

Major Zero: That's right.

Snake: Why?

Major Zero: The purpose of Operation Snake Eater is to send an American agent into the field in order to eliminate a defector and traitor - namely, The Boss. Part of that mission involves making sure the Soviets find out what we're doing.

Snake: So we have to leave behind some kind of evidence that the U.S. was involved.

Major Zero: Don't worry. The technologically sensitive components of the craft were rigged to self-destruct when it landed. The only thing the Soviets are going to find is a pile of American-made scrap metal.

Snake: Got it. Just one thing, though.

Major Zero: What is it?

Snake: I think they'd better redesign the landing impact buffer. People are gonna get hurt landing that thing.

Major Zero: I'll let them know.

Major Zero's reaction to The Boss's defection and the government's reason for wanting The Boss killed
Snake: Major, why did The Boss defect?

Major Zero: I don't know. But I will tell you this. America is all too eager to get rid of her.

Snake: What do you mean?

Major Zero: She knows too many of our secrets. If she were to relay all the top-secret information she knows to the Soviet bloc, it would put us at a severe disadvantage. It might even lead to the downfall of the West. Even if we survive, The Boss is still too much of a hero to us. With her in the Soviet camp, we'd suffer a fatal loss of morale at home. There are even whispers that some of the less stalwart elements of the military might follow her example and defect themselves. I assume you're aware that since your last mission, several key figures within the CIA have been placed under house arrest.

Snake: Yeah.

Major Zero: The loss of The Boss has been a painful one indeed.

Snake: What about you?

Major Zero: Me? I still can't believe it. As a comrade, I would have placed my trust in her before my own family. But now that I think about it, The Boss always seemed to have an aura of mystery about her. I never would have expected it to manifest in this way, though.

Snake: ...

Major Zero: Ah well, it won't do to get all misty-eyed about it. She's an enemy now, worthy of nothing more than our contempt.

Snake: Understood.

Croc Cap
To initiate this conversation Snake must equip the Croc Cap and contact Major Zero.

Major: Snake, what in God's name...

Snake: How does it look?

Para-Medic: It looks cool!

Snake: Huh?

Para-Medic: It looks cool on you.

Snake: It does?

Para-Medic: Yeah!

Snake: I don't think "cool" is the right word.

Para-Medic: Why? What's wrong with it?

Snake: What's wrong... Don't you think it looks silly? Doesn't it make you laugh? Aren't you going to ask me what the hell I was thinking?

Para-Medic: No.

Snake: ...

Para-Medic: I think it really does look good. It reminds me of "The Alligator People."

Snake: Oh... the what?

Para-Medic: "The Alligator People." It's a science fiction movie. You've never heard of it?

Snake: No.

Para-Medic: Oh... well you should see it sometime. It's about this guy who gets hurt in a car accident and tries to heal his wounds by injecting himself with a crocodile serum, but then his head turns into a crocodile head. You look just like him with that mask on. That's awesome.

Snake: Right...

Para-Medic: ???

Major: Ah, never mind. I suppose you might be able to disguise yourself as a crocodile by wearing that cap and sticking your head out of the water.

A ritual dance
To initiate this conversation, Snake must contact Major Zero while positioned in front of the eastern door of the exterior wall in Graniny Gorki.

Major: Snake, the enemy appears to be using that door to enter and exit the lab. Think you can sneak in?

Snake: I can't open the door.

Major: That door appears to be locked from the inside. You won't be able to open it from the outside. But there must be some way to use the door to sneak inside.

Snake: And what do you propose?

Major: Well I...

Para-Medic: How about if you stand in front of the door and perform a ritual dance?

Snake: A ritual dance?

Para-Medic: That's what they do in Japan when they find a door that won't open.

Snake: Are you serious?

Para-Medic: Of course.

Major: She certainly seems to know a lot about Japan.

Snake: Yeah. But this is the Soviet Union. I don't think doing a dance is going to make the door open...

Para-Medic: Then YOU think of something.

Old age
To initiate this conversation, the player must wait over a week without playing, during the fight with The End.

Snake: Major, I found The End. He's dead.

Major: What the hell happened?

Para-Medic: Maybe... it was from old age.

Major: You mean he kicked the bucket in the middle of a battle?

Para-Medic: Maybe...

Major: Well Snake, the victory is yours.

Snake: ...No, I don't think so.

Major: What do you mean?

Snake: It was his dying wish to fight me. But I disappointed him...

Major: Snake, listen to yourself. This is a mission. It's not a game, it's not a sport. You think you're competing for the gold at Tokyo or something?

Snake: ...I guess you're right...

The other side
To initiate this conversation, the player must contact Major Zero after the fight with The Sorrow, but before meeting EVA behind the waterfall in Tikhogornyj.

Major: Snake.

Snake: ...

Major: Snake!

Snake: Wh-what...oh, Major...what do you want?

Major: What happened? You've been acting strangely ever since you were washed down the river.

Snake: I'm fine.

Major: I disagree.

Snake: Really?

Major: Yes.

Snake: ...

Major: Did something happen to you in that river?

Snake: No...

Major: Don't lie, Snake. I'm trying to help you.

Snake: All right. But you might not believe me when I tell you.

Major: I'll believe you. I trust you.

Snake: Ok then. When I was in that river...

Major: Yes?

Snake: I saw...the other side.

Major: The other side?

Snake: Yeah.

Major: And by the other side you mean...?

Snake: Well the world of the dead...I guess.

Major: ...

Snake: And the Sorrow was there. He was sad...no, more than that. He said I was a part of his sorrow...

Major: I...see...um, Snake, would you excuse me for a moment?

Snake: Huh? Sure...

(Major walks away, following conversation sounds distant)

Major: Para-Medic, what in the hell is wrong with Snake?

Para-Medic: Beats me... Maybe he got a nasty bump on the head.

Major: You really think that’s all?

Para-Medic: What are you implying?

Snake: Major?

Major: I mean, he's always been a little bit...different...I thought maybe...

Para-Medic: Good point... I was just thinking that myself.

Snake: MAJOR!

Major: Wh-what is it, Snake?

Snake: I can hear you.

Major: !! W...well, in any case, I'm glad you're all right.

Para-Medic: Y...yeah. Me too. It's good to see you're back to ah...normal...

Snake: ...

The forest traps
To initiate this conversation, Snake must contact Major Zero while standing near any of the dead scientists in Graniny Gorky South.

Snake: Major, I found a...

Major: I know. It's probably a scientist who fled from the lab. I'd wager that the traps in those woods are set up more to deal with would-be escapees than to keep intruders out.

Snake's a bully
To initiate this conversation Snake must contact Major Zero after attacking EVA in Zaozyorje.

Major: Snake, why are you attacking EVA!?

Para-Medic: What were you thinking!? I thought you were better than that!

Sigint: I can't believe you, man!! You got a lot of nerve pulling something like that!

Major: Pull yourself together and focus on the enemy! That's an order!!

The legend of the Cobra Unit
''To initiate this conversation, contact Major Zero after killing any of the Cobra Unit members. Also, depending on the cobra unit killed, the conversation will vary slightly''

The Pain killed
Snake: Major, why did The Pain explode like that...?

Major Zero: It's part of this legend.

Snake: Legend?

Major Zero: The legend of the Cobra unit. I'll let Sigint explain. Sigint?

Sigint: Yeah, that. That's a microbomb.

Snake: A microbomb?

Sigint: Yep. During World War II, the Cobra unit was used for the nastiest kinds of wet works, the kind that could never be let out into the open. Their missions were so top secret that not only were they forbidden to be taken prisoner, they couldn't even leave their corpse behind. Because of this, or so the legend goes, they carried a microbomb with them on their missions in case they needed to commit suicide. I always thought it was just a rumor... I never expected it'd turn out to be true.

Snake: ...

Sigint: But why would they be carrying bombs this time around? It's not like they're in hostile territory.

Snake: ...Maybe they're ready to die.

Sigint: Ready to die?

Snake: Yeah... They've got no unit to go back to. Not even a country.

Sigint: So they've got no place to die except the battlefield, huh?

Snake: Yeah, no turning back for them... I wonder if The Boss feels the same...

Any other Cobra Unit member killed
Snake: Major, why do they keep exploding...?

Major Zero: It's part of this legend.

Snake: Legend?

Major Zero: The legend of the Cobra unit. I'll let Sigint explain. Sigint?

Sigint: Yeah, that. That's a microbomb.

Snake: A microbomb?

Sigint: Yep. During World War II, the Cobra unit was used for the nastiest kinds of wet works, the kind that could never be let out into the open. Their missions were so top secret that not only were they forbidden to be taken prisoner, they couldn't even leave their corpse behind. Because of this, or so the legend goes, they carried a microbomb with them on their missions in case they needed to commit suicide. I always thought it was just a rumor... I never expected it'd turn out to be true.

Snake: ...

Sigint: But why would they be carrying bombs this time around? It's not like they're in hostile territory.

Snake: ...Maybe they're ready to die.

Sigint: Ready to die?

Snake: Yeah... They've got no unit to go back to. Not even a country.

Sigint: So they've got no place to die except the battlefield, huh?

Snake: Yeah, no turning back for them... I wonder if The Boss feels the same...

Barracks area
To receive ths conversation, you have to call Zero after both the end of the Ocelot chase cutscene and after calling Zero at least once beforehand

Major Zero: It looks like the Shagohod's fallen quite far behind. You're in the barracks area now. In just a few moments, you'll come upon Groznyj Grad's northern runway. Keep going! You're almost there!

Smoking
To initiate this conversation Snake must equip the cigar, then contact Para-Medic.

Para-Medic: Snake!

Snake: What?

Para-Medic: Are you smoking a cigarette?

Snake: Nope.

Para-Medic: Yes you are.

Snake: It's not a cigarette, it's a cigar.

Para-Medic: Same thing.

Snake: Not at all. In fact, there's a world of difference. There's nothing quite like the rich smell and mellow flavor of a cigar. And that thick, luxurious smoke is almost sensual when it...

Para-Medic: Yeah, yeah, yeah. Whatever. You know something?

Snake: Probably not, but I don't want to hear it.

Para-Medic: Well, you don't have a choice.

Snake: ...

Para-Medic: Cigarettes are bad for you.

Snake: It's not a cigarette, it's a...

Para-Medic: Quiet, you!

Snake: ...

Para-Medic: Smoking is bad for you. In a recent study, scientists found that tobacco smoke is full of carcinogenic substances, like nitrosamines. You know what that means? It means you're going to give yourself lung cancer if you keep on smoking.

Snake: But that's just what some scientists think, right?

Para-Medic: Oh, give me a break.

Snake: I heard it was just a bunch of hu-hah.

Para-Medic: Do you really believe that?

Snake: Sure.

Para-Medic: God, you're gullible. You ought to read this year's report from the Surgeon General. It proves, beyond the shadow of a doubt, that smoking causes lung cancer. Pretty soon the whole world will know that smoking is bad for you. Better quit now before it's too late.

Snake: But...

Para-Medic: And don't tell me cigar smoke is harmless because it doesn't go down into your lungs. It just means the cancer shows up in a different place.

Snake: ...

Para-Medic: Got it?

Snake: Yeah, yeah...

Russian Glowcap Part 1
To initiate this conversation, Snake must find a Russian Glowcap, then contact Para-Medic.

Para-Medic: I see you've found some Russian glowcaps. The Russian glowcap is kind of luminescent fungus - a mushroom that glows in the dark.

Snake: Why would a mushroom glow in the dark?

Para-Medic: It's bioluminescent, just like a firefly. It uses the so called luciferin-luciferase reaction. To put it simply, luciferin reacts with luciferase in the presence of magnesium two plus ions, breaking it down into oxyluciferin and carbon dioxide. The carbonyl groups in the oxyluciferin are initially in an electrically excited state. When they return to their base state, they give off light. Did you get all that?

Snake: Not really.

Para-Medic: Oh.

Snake: By the way, does that mushroom recharge your batteries when you eat it?

Para-Medic: Huh?

Snake: I mean, it seems like if you ate a glowing mushroom, it might recharge your batteries or something.

Para-Medic: Snake, your batteries are organic batteries. They produce electricity by utilizing the potential difference between cells. Organic batteries are known for their highly efficient energy conversion, but they still rely on chemical reactions between proteins and enzymes to...

Snake: So you're saying they'll get recharged?

Para-Medic: Believe what you want.

Snake: Great!

Russian Glowcap Part 2
To initiate this conversation, Snake must contact Para-Medic again after eating the Russian Glowcap.

Snake: Para-Medic.

Para-Medic: What's up?

Snake: You were right.

Para-Medic: About what?

Snake: I ate a Russian Glowcap and it charged up my batteries.

Para-Medic: Huh!?

Snake: What's wrong?

Para-Medic: I, uh... that's... that's great! Um, Snake, could you excuse me for a second?

Snake: Sure.

Para-Medic's voice sounds more distant for these next lines.

Para-Medic: Did you just hear that?

Sigint: Yeah. There's no way eating a bioluminescent mushroom would cause your batteries to recharge.

Para-Medic: What do you think it means?

Sigint: Beats me... maybe it's all in his mind.

Para-Medic: You mean like a placebo effect?

Sigint: Why not? You've seen how gullible he is.

Para-Medic: I guess there's no harm done. Should we let him keep believing it?

Sigint: Sounds good to me.

Normal volume

Para-Medic: OK, Snake, I'm back. Yes, the Russian glowcap is a glowing mushroom, so it'll recharge your batteries when you eat it.

Snake: ???

Quack
To initiate this conversation Snake must contact Para-Medic during the Virtuous Mission.

Snake: Para-Medic.

Para-Medic: What's up?

Snake: Are you a medic, or a doctor?

Para-Medic: I'm a well-respected physician. Or I was, until I joined the CIA.

Snake: How was your reputation?

Para-Medic: My what?

Snake: Your reputation.

Para-Medic: Oh, that.

Snake: How was it?

Para-Medic: Why? Don't you trust me?

Snake: That's not what I meant.

Para-Medic: Fine, then.

Snake: Mm-hmm... So?

Para-Medic: So what?

Snake: Your reputation - how was it?

Para-Medic: My! You're relentless!

Snake: Hey, I'm a snake. So?

Para-Medic: My reputation was spotless. I'm highly skilled, patient, and good-looking to boot. Everybody wanted to see me. What else would you expect?

Snake: ...

Para-Medic: No, seriously.

Major: Incidentally, her nickname back then was "Quack."

Para-Medic: Major!

Snake: ...Is that true?

Para-Medic: Mm? Is what true?

Snake: About your nickname.

Para-Medic: No! ...Well, maybe a few people did call me that...

Snake: So you were a quack?

Para-Medic: No! ...Well, yes and no. I mean, in a sense I was, but then again I wasn't...

Snake: ???

Major: Snake, her skills as a doctor are beyond reproach. You have my word on that.

Para-Medic: Yes! That's exactly what I was trying to say, Snake.

Snake: Then why did they call her "Quack"?

Major: It's because she...

Para-Medic: Never mind that! It doesn't matter. We've got a job to do, and we have to stay focused. Besides, my past doesn't have anything to do with the mission and...

Snake: Because she never shuts up?

Major: Yes, that's it.

Para-Medic: No, that's not it! Snake, tell him that's not true!

Snake: ...

Para-Medic: Say something!

Snake: I'd better get back to the mission.

Major: Yes, you do that.

Para-Medic: Just a minute! Snake! Don't you hang up on me!

The Fly
To initiate this conversation, you must contact Para-Medic after commencing the Virtious mission before proceeding to the next area after having the conversation with her about her nickname.

Para-Medic: Say, Snake, sbout that helmet and oxygen mask you took off right after you parachuted in...

Snake: Oh those? Those are the assembly and oxygen system assembly I used to make the HALO jump. The helmet is fitted with a bayonet fasrener that attaches to the oxygen mask. It's also got earphones and a boom mike...

Para-Medic: I'm not interested in all that stuff.

Snake: So why did you bring it up?

Para-Medic: It reminds me of something.

Snake: Reminds you of something?

Para-Medic: Yeah.

Snake: The mask?

Para-Medic: Yeah. But I can't remember what it is, and I can't stop thinking about it...

Snake: ...That's what you've been thinking about?

Para-Medic: Yeah. Everytime I'm about to remember it, it slips away from me again. Don't you just hate that?

Snake: ...

Para-Medic: I know I've seen it somewhere before...any Ideas?

Snake: How would I...

Para-Medic: That's it!

Snake: What!?

Para-Medic: The Fly!

Snake: The Fly?

Para-Medic: Yeah, it finally came to me. You looked just like him. Aah, I feel so much better...

Snake: ...The Fly?

Para-Medic: From the movie "The Fly". You've never seen it?

Snake: No.

Para-Medic: Geez, where have you been? It's about this scientist who's conducting teleportation experiments when he gets mixed up with a fly and ends up with the fly's head attached to his body.

Snake: Never heard of it.

Para-Medic: That's too bad... It's a good movie...

The guide is only wrong once
To initiate this conversation, Snake must eat a Ural luminescent mushroom, then contact Para-Medic.

Para-Medic: I see you found some Ural luminescent mushrooms. The Ural luminescent mushroom is a mushroom only found in Tselinoyarsk. It looks like a shiitake mushroom and it's often found growing on the trunks of trees.

Snake: If it looks like a shiitake mushroom then it must be edible right?

Para-Medic: Yup. I can't guarantee it'll taste like a shiitake mushroom, though.

(Snake eats mushroom. Calls Para-Medic.)

Snake: By the way, Para-Medic, I tried that Ural luminescent mushroom you were talking about.

Para-Medic: So, how does it taste?

Snake: It was poisonous.

Para-Medic: What?

Snake: It was a poison mushroom.

Para-Medic: Really?

Snake: Yeah.

Para-Medic: That's weird... the guide says it's...

Snake: Are you sure that guide is reliable?

Para-Medic: Don't worry, it's fine. It just happened this one time.

Snake ...

Aliens
To initiate this conversation, the player must contact Para-Medic during the Virtuous Mission while wearing the Raikov mask.

Para-Medic: Snake, I... Ah!

Snake: ?

Para-Medic: H... hello there.

Snake: Para-Medic, it's me.

Para-Medic: Snake? Oh, it's you. For a minute there, I thought you were someone else...

Snake: Why are you so nervous? You've seen this mask before, right?

Para-Medic: Yeah, but it looks so cool...

Snake: Huh?

Para-Medic: Cool. You know? Kind of like a Venusian.

Snake: A Venusian?

Para-Medic: I mean, not the crab kind... the other kind.

Snake: Para-Medic, do you really think a guy you've never seen before would suddenly call you on this frequency?

Para-Medic: I know it sounds ridiculous. But still... what if it was a being from another planet? You can't rule out that possibility.

Snake: ...

The Major likes 007
To initiate this conversation, the player must contact Para-Medic to save the game.

Para-Medic: Snake, have you seen 007: From Russia with Love?

Snake: I don't like those movies. Real spies are nothing like James Bond. It's pure fantasy.

Para-Medic: Snake, I don't think the Major's going to like you saying that.

Snake: And even though it's fiction, I can't help but comparing myself to Bond.

Major: What exactly don't you like about James Bond? Is it the fantastic gadgets? The cars? The guns?

Snake: Major...!

Major: Snake, wouldn't you like to have a gun shaped like a pen?

Snake: What good is a pen going to do me in the jungle? I'd look like a fool.

Major: Then what about a snake-shaped gun? You could make it look like you're grappling with a giant snake and then get a shot in on the enemy while they're distracted.

Snake: OK, now you're being ridiculous.

Major: We'll make you a snake-shaped gun that folds up and fits into an attaché case.

Snake: Will you give it a rest?

Major: Oh, I get it. You're worried about how to handle the ladies, aren't you?

Snake: No...

Major: I knew it. Hmm...To tell you the truth, I don't like the idea of playing hanky-panky with enemy femme fatales, either. But that's part of Bond's appeal. You could learn a thing or two from him. What about this EVA? What are you planning to do with her?

Snake: I...I don't even trust her yet.

Major: That's not what I mean. You can't let yourself get involved. This is a game of spy versus spy. She's using you just as much as you're using her.

Snake: I realize that.

Major: You've got to grab the initiative. And to do that, you have to get the upper hand in the relationship. That's what a spy is supposed to do.

Snake: Get the upper hand...I don't think I'm cut out for that mission.

Major: Maybe if you changed your code name to Double-O-Snake?

Snake: Major...

Major: 007 is the biggest thing to come out of England since the Mayflower. I wouldn't be surprised if they made 20 more of those movies.

Para-Medic: Didn't you know? The Major is a huge James Bond fan. Don't get him worked up like this.

Snake: Worked up?

Para-Medic: Maybe you don't realize this, but now that you've got him started talking about Bond, I'm going to have to listen to him lecture for a whole hour after he gets off the radio.

Snake: You have my sympathy.

Para-Medic: It's too bad you can't enjoy such a great movie, though.

Snake: I guess I'm just one of those people who can't enjoy spy flicks.

Cloning
Para-Medic: Snake, whatever happens to you, make sure you leave a descendant, OK?

Snake: Are you saying you want to have my baby?

Para-Medic: No. I’m saying that in the 21st century, the genes of soldiers like you are going to be in high demand.

Snake: Genes?

Para-Medic: Uh huh. Remember when Watson and Crick discovered the double helix structure of DNA back in 1953?

Snake: No.

Para-Medic: You know, they won the Nobel Prize in Medicine for it the year before last? Of course, you have to feel sorry for Pauling and Franklin. They were researching the exact same thing.

Snake: Sorry. I don’t follow.

Para-Medic: Inside every living creature are little blueprints called genes. Through the union of the sperm and egg cells, these blueprints are transformed and inherited by the next generation. That’s why parents and children resemble each other. The concept of genes was first proposed over a hundred years ago by Mendel, but he didn’t know what they were exactly. For a while, it was thought that chromosomes were composed not of deoxyribonucleic acid, but of proteins called polypeptides. Later, it was shown that deoxyribonucleic acid, or DNA was a biological macromolecule. Then, 11 years ago, Watson and Crick discovered that DNA had a double-helix structure

Snake: This is all fascinating stuff, but what exactly does it have to do with me?

Para-Medic: The inherent characteristics of any given individual are determined by his or her genes. By duplicating a set of superior genes, a separate body with the same set of characteristics – a clone – can be created.

Snake: But genes don’t control a person’s fate.

Para-Medic: That’s true. But having an offspring that’s genetically identical to the parent is more efficient, right? You can expect better results that way.

Snake: More efficient? You can’t mass-produce human beings!

Para-Medic: Maybe. But now that we know the true nature of genes, human cloning is that much closer to reality. Nuclear transplanting is already theoretically possible. So one day…

Snake: My genes are going to be a valuable commodity?

Para-Medic: Exactly.

Snake: They’d never let that happen.

Para-Medic: Just think – even if your body dies, you survive and go on to bigger and better accomplishments. If you think about it, it’s kind of an honor.

Snake: Does that kind of technology seriously appeal to you?

Para-Medic: Well, I am a doctor.

(Note: This conversation foreshadows the Les Enfants Teribles Project, and the cloning of Big Boss. It also foreshadows Para-Medic's role in the project.)

Snake: ...

Para-Medic: I can’t condone it on moral grounds, but I’m fascinated by the possibilities. Especially when I see such an excellent specimen as yourself.

Snake: Yeah, well, thanks for the compliment, but it doesn’t make me feel any better.

Para-Medic: Don’t be so glum. It’s not like it’s going to happen anytime soon. We’ll just have to wait and see.

Advising the enemy
To initiate this conversation, contact Para-Medic after the first meeting with Ocelot.

Para-Medic: By the way, Snake.

Snake: What?

Para-Medic: What was that little lecture back there?

Snake: Lecture?

Para-Medic: You were instructing the GRU commander, weren't you? Something about the first round, or his hand.

Snake: Yeah...

Para-Medic: What was that supposed to mean?

Snake: Mmm... Whenever he put a new clip in his gun he'd always load the first round by hand, whether there was a round left in the chamber or not. It's a technique they teach in the Middle East. By making sure there's always a round in the chamber, you eliminate the risk of pulling the trigger with nothing to fire. He must have heard about it from someone, or read it somewhere... in any case, he probably wanted to try it out for himself. And he was obviously motivated by vanity to show off his new technique. That's when you make mistakes. The battlefield is an unforgiving place. The only techniques you can rely on are the ones you've mastered through experience and practice.

Para-Medic: Uh huh. And what were you saying about him being more suited to revolver?

Snake: When he fired, he was bending his elbow sharply to avoid the recoil. It looked like he wasn't aware he was doing it, but that habit can be either a fatal flaw or a gift.

Para-Medic: What do you mean?

Snake: Automatic weapons use recoil to operate, so if you don't let the recoil hit you, it interferes with the operating cycle of the gun. Basically, he shouldn't be trying to avoid the impact like that. But with a revolver, there's no need to let the recoil hit you. Just the opposite - avoiding the recoil lets you reduce the strain on your hand and arm. That kid might just be handy with a high-caliber revolver.

Para-Medic: Handy...? Are you listening to yourself?

Snake: What do you mean?

Para-Medic: He's the enemy! Why are you giving him advice?

Snake: I...

Para-Medic: Snake?

Snake: ...I don't know. For some reason, I couldn't help but point it out to him...

Para-Medic: ...Snake, are you alright?

Snake:...Yeah...

Bikini Atoll
Para-Medic: Snake, I've been looking at your medical record. You've been exposed to an atomic blast?

Snake: Yeah, the 'Bravo Shot.' It was a hydrogen bomb test at Bikini Atoll on March 1, 1954. I was at the American base on Kwajalein in the Marshall Islands when the ashes of death started falling from the sky.

Para-Medic: Any symptoms?

Snake: None...at least not yet. But a lot of the guys who were in it with me are now suffering from thyroid cancer and leukemia. Some of them are dead already. One of these days...anyway, I'd better get back to the mission.

Para-Medic: Yeah...

Para-Medic's codename
Para-Medic: Snake, if you or one of your comrades is wounded in battle, what do you usually do?

Snake: I call for a medic.

Para-Medic: What if there's no medic nearby?

Snake: I don't even want to think about that.

Para-Medic: Think about it.

Snake: ...That's my worst nightmare. Any soldier can perform basic first aid, but it takes a specialist to perform the more complicated procedures. I know a lot of guys who'd still be alive if they'd had access to a medic.

Para-Medic: Me, too. So I got to thinking - wouldn't it be great if we could parachute medics into the front lines, where they're needed most?

Snake: You bet... That's why you're called 'Para-Medic'?

Para-Medic: Yeah. With a unit like that, we could save a couple of lives, huh?

Snake: No.

Para-Medic: No?

Snake: Not a couple. We could save many lives.

Para-Medic: ...Thanks. I think the army needs a unit like that. And if no one else will do it, I'm going to create one myself.

Snake: Sounds like a plan.

Para-Medic: Will you help me?

Snake: "Count on it."

Immunity to The Fear's poison bolts
To initiate this conversation, contact Para-Medic during Snake's battle with The Fear, in Graniny Gorki South.

Para-Medic: "The rabbits in that area have antibodies that protect them against the venom of the Brazilian wandering spider. They probably built up an immunity from The Fear using them to test his poison bolts. Catching one of those rabbits will give you some serum. If you run out of serum, go catch a rabbit!"

Dogs in the future
To initiate this conversation, contact Para-Medic in Bolshaya Past South when near an attack dog

Para-Medic: Snake, be careful of those attack dogs.

Snake: Don't worry. I know how dangerous they are.

Para-Medic: No, you're the one who's dangerous.

Snake: Me?

Para-Medic: Those dogs are just innocent animals, even if they've been trained to kill. You shouldn't hurt them unless you have to.

Snake: But...

Para-Medic: You know, humans and dogs have been living together for 50,000 years, ever since the Stone Age. Sure, they make great pets and watch dogs... But they also help us out in a variety of different fields - not just as police and army dogs, but as hunters, shepherds, rescuers, and seeing-eye dogs. They deserve our respect.

Snake: I know what you mean. I'm a dog-sled fan, myself.

Para-Medic: In the future, many of the jobs that dogs do now will probably be taken over by machines. They'll have miniature unmanned reconnaissance vehicle and security systems... And in the 21st century, I bet they'll even be selling robot dogs as pets.

Snake: You've got to be kidding.

Para-Medic: But even if that happens, dogs will still be our most trusted companions.

Snake: Unmanned recon vehicle...that's a pretty scary thought.

Para-Medic: Well, for now, trained dogs are the best they've got.

Yoshi
''To initiate this conversation, contact Para-Medic after the player shoots a Yoshi. This conversation replaces the Kerotan conversation from Snake Eater and is exclusive to Snake Eater 3D.''

Para-Medic: Hey, that's Yoshi!

Snake: Huh!?

Para-Medic: Right there. See it!?

Snake: Where

Para-Medic: Right in front of you.

Snake: ...This doll?

Para-Medic: That's Yoshi. Don't tell me you've never heard of him.

Snake: ...Oh. OK. But what's this thing doing here?

Para-Medic: Yoshi.

Snake: ?

Para-Medic: He's called Yoshi.

Snake: Right... So what's this doing here...

Para-Medic: He must be getting popular in the Soviet Union.

Snake: Here?

Para-Medic: Not that you'd know anything about the magic of Yoshi. On the other hand, you might be able to use Yoshi's power to help you in your mission.

Snake: What did you have in mind?

Para-Medic: Yoshi makes noise when you shake him. If the enemy hears that, they might come to check it out. Maybe you could use it as a diversion? And I hear that if you find all of the Yoshis and shake them, something good will happen. Try it out.

Use the mask
To unlock this conversation, battle Volgin and call Para-Medic.

Para-Medic: Snake what if you put on that mask? You might just be able to shake Volgin up!

Snake: Shake him up? Why!?

Para-Medic: Never mind. Just do it!

Snake can't smell
To initiate this conversation, Snake must call The Boss during the Virtuous Mission.

Boss: If you want to survive in the jungle, you're going to need to hone all of your senses. An unnatural movement in the undergrowth, a tiny shadow peeking out through the trees in the distance - always keep an eye out for any signs of the enemy's presence. Your sense of hearing is equally important. Visibility is poor in the jungle, so you've got to learn to pick up the enemy's presence from the sounds you hear around you. Always be listening for that one snap of a twig among the chirping of the birds and the babbling of the brooks. Your sense of smell is also important. Body odor, sweat, gunpowder, food... These faint smells wafting in the wind will tell you where the enemy...

Snake: Uh, no.

Boss: No?

Snake: I can't smell.

Boss: You... What now?

Snake: I can't smell.

Boss: Not at all?

Snake: Nope.

Boss: Not even a little bit?

Snake: Not a thing.

Boss: Oh... Well, then, you'll just have to trust in your instincts as a gamer.

"Wear whatever you want"
To initiate this conversation, Snake must equip the Tuxedo or GA-KO camo and call The Boss during the Virtuous Mission.

The Boss: Snake...

Snake: What's up, Boss?

The Boss: Don't you "What's up" me. Just what do you think you're doing?

Snake: What do you mean?

The Boss: "What do I mean..." What is that camouflage you're wearing?

Snake: Oh, this. What do you think?

The Boss: Of all the...

Snake: Looks pretty good on me, doesn't it?

The Boss: Are you out of your mind? You can't wear that in battle! It's like saying to the enemy, "Hey, here I am! Shoot me!"

Snake: Well, I'll admit, it's a little on the flashy side...

The Boss: Then why don't you...

Snake: But it does look good on me, doesn't it?

The Boss: ...

Snake: You don't think so?

The Boss: Listen, wise ass! Camouflage isn't going to do jack if it doesn't help you blend in with your surroundings!

Snake: Well, I think it looks good on me...

The Boss: Fine! Wear whatever you want!

Snake: ...I thought you'd like it...

Smoking
The Boss: Are you smoking a cigar?

Naked Snake: Uh huh.

The Boss: I don't approve of you smoking during a mission.

Naked Snake: Hey, you used to smoke them.

The Boss: Never mind what I did.

Naked Snake: ...

The Boss: But that being said, cigars can be useful in a number of ways. Like getting rid of leeches.

Naked Snake: Did you say leeches?

The Boss: Yes. If a leech clamps onto you, try pressing the lit end of a cigar onto it. The leech should cringe and detach itself from you. If you try to yank it off by yourself, you run the risk of it leaving its teeth inside you. With the cigar method, you won't have that problem.

Naked Snake: Fascinating.

The Boss: And unlike the cigarette, a cigar burns slowly, so you can use it in place of a torch in dark places.

Naked Snake: I never knew a cigar had so many different uses...

The Boss: Now you know. But quit smoking them during the mission.

Naked Snake: ...

The Boss: Hear me?

Naked Snake: Yes, ma'am...

Thermal goggles
The Boss: Those things you're wearing...those are... Thermal goggles. Some kind of electronic gadget that shows the distribution of heat sources in image form. I know they're based on the same principle behind the FLIR system on gunships. But to think they actually made it small enough to carry with you... They're not just making good rockets huh? Never underestimate the power of Soviet science.

Naked Snake: Tell me about it.

The Boss: In any case, those thermal goggles should allow you to easily see through enemy camouflage and spot traps. Just don't leave them on too long, or you'll drain the batteries.

CQC origin
The Boss: In my day, I did my share of sneakin into enemy territory.

Naked Snake: You mean since World War II?

The Boss: Yeah. Mostly snatch missions.

Naked Snake: Snatch mission...that's where you abduct an enemy officer without killing him, right?

The Boss: Right. That's where I got the original idea for CQC. In a snatch mission, taking out the target's escorts by shooting them is not an option. If the enemy hears the gunshot, they'll know there's an intruder and tighten security. And the target will sense danger and try to get away.

Naked Snake: You needed a way to take out the guards and secure the guards without making a sound...

The Boss: That was the idea. The CQC style that you and I developed is based on the techniques I cultivated during those missions. So...

Naked Snake: First time I've heard this.

The Boss: Huh?

Naked Snake: You never told me any of this before.

The Boss: I didn't?

Naked Snake: No. Why?

The Boss: ?

Naked Snake: Why didn't you tell me any of this before? Why now?

The Boss: I have my reasons...

Camouflage usage (shortened)
The Boss: Camouflage is an indispensable tool when you're sneaking through the jungle. To use camouflage, first press the START button to go to the Survival Viewer. Then select CAMOUFLAGE and press the Enter Button. Select UNIFORM to select battle fatigues, and FACE to select face paint. Choose battle fatigues that match the surrounding environment. The most effective camouflage is attained by selecting fatigues that blend it with the environment. Camouflage patterns that stand out in your surroundings will attract attention.

Purpose of CQC
The Boss: Visibility is poor in the jungle, so you'll be finding yourself in a lot of unexpected encounters. Naturally, this means that close--quarters combat will be more important than ever.

Naked Snake: So I'll have plenty of chances to use CQC, then.

The Boss: That's right. In proximity encounters, firing a gun isn't necessarily the best response to every situation. It's only one option among many. Rather than taking the time to draw, aim, and fire a gun, engaging your opponent in hand-to-hand combat can sometimes be a faster and more reliable way of subduing him. Besides, in a sneaking mission like this one it's too dangerous to go around firing your gun. You'll end up revealing yourself to the enemy.

Naked Snake: Yeah, I know. You created CQC to deal with exactly this type of situation.

The Boss: "With your help of course. In a battle situation, you'll only have a split second to decide how to attack. Use the Weapon Button to attack using a weapon, and the CQC Button to attack using CQC. Press the CQC Button once to throw a punch. Pressing it multiple times in succession will allow you to deliver a combo attack. But striking your opponent is just one aspect of CQC. It doesn't really start to shine until you've got your enemy in a hold. Press and hold down the CQC Button to grab your opponent with your right hand. From there, you can use the left analog stick to knock your opponent off balance and throw him to the ground. This can be used to knock an opponent out in a single blow. If you don't press the left analog stick, grapple with your enemy until you're behind them and can get your knife to their throat. Grabbing an enemy from behind and holding your knife against his throat will render him virtually powerless. From this point, there are several things you can do. Press the CQC Button hard to slit the enemy's throat with your knife. Move the left analog stick and press the CQC Button to throw the enemy to the ground. Lightly tap the CQC Button rapidly to choke the enemy. You can even use this to knock him out, or even kill him if you do it long enough. By continuing to hold down the CQC Button, you can move around while keeping your grip on the enemy. By pressing the Weapon Button, you can aim your currently equipped weapon at another enemy. With their comrade acting as a human shield, the enemy will be reluctant to attack you. Press the L3 button to press your knife against the enemy and demand information. You'll be surprised at how much you can learn this way. But don't get too complacent. While your enemy may be powerless in your grip, he'll use any opportunity he can to counterattack.

Limitations of CQC
The Boss: You can only use CQC to grab enemies when your right hand is free to grab and pull them toward you - in other words, when you're bare handed or equipped with a one-handed weapon like the survival knife or a handgun. You won't be able to grab hold of enemies when equipped with two-handed weapons such as the assault rifle or weapons such as hand grenades that don't leave your right hand free to control the enemy.

Naked Snake: So in other words, I can't throw enemies with CQC when I'm holding an assault rifle or a hand grenade.

The Boss: Exactly. Don't forget it.

Mk22
The Boss: The gun you're using is a test model of a suppressor-equipped pistol currently in development by the Navy, that's been modified by the CIA into a tranquilizer gun. The suppressor-equipped pistol it's derived from is itself being developed for use by Special Forces based on the M39...

Naked Snake: The Mk22.

The Boss: That's what they're going to call it if they decide to adopt it for official use... It uses a slide-lock mechanism, that will keep the firing sound down to a minimum...

Naked Snake: But I'll have to reload it by hand every time I fire. Right?

The Boss: Right. You won't be able to fire multiple shots at once, so make every shot count. Aim for the enemy's vital spots. There's talk of designing the Mk22 to accommodate special subsonic rounds, but for this mission you'll be using specifically designed tranquilizer rounds. In a way, these tranquilizer rounds are like miniature syringes. When one of them strikes a target, the impact causes a needle contained within to shoot out. At the same time, chemicals inside the round are mixed to create a gas, which pushes the plunger and injects the tranquilizer into the target. You can knock out an enemy immediately by shooting them in the head. But if you shoot them in the arm or leg, the tranquilizing agent will take some time to set in. Aim carefully.

Camo Index
The Boss: Normally, you would ask a fellow soldier how well your camouflage is working. But this is a solo sneaking mission, so nobody out there is on your side. You have to determine how well your camouflage is working by yourself.

Naked Snake: Yeah, I know.

The Boss: Don't worry. That's what the Camo Index is for. The Camo Index tells you how well you've imitated the surroundings. The higher the index, the more well-disguised you are. With a high enough Camo Index, you can even fool enemies inches away. If you are in an area where encounters are a high concern, keep your Camo Index high. Got it?

Survival Viewer
The Boss: This is a solo sneaking mission. There's no one out there to support you. You'll need to be more than just a soldier. You'll have to be a medic, a pilot, and even a cook.

Naked Snake: You don't need to remind me.

The Boss: I'm glad to hear that.

Naked Snake: Glad to hear what?

The Boss: That you haven't changed a bit.

Naked Snake: ?

The Boss: The truth is, you're nervous, aren't you?

Naked Snake: I'm not nervous.

The Boss: There's no need to be embarrassed. No one's ever attemped a mission like this before. In fact, you might say that getting nervous is the natural way to react.

Naked Snake: ...

The Boss: Relax. That's why you have the Survival Viewer. The Survival Viewer contains everything you'll need to stay alive in the field. Use 'CAMOUFLAGE' to change your camouflage, 'BACKPACK' to select a weapon, 'FOOD' to eat, and 'CURE' to heal yourself. The 'MAP' option lets you view the map. And the 'OPTIONS' function lets you change the settings to suit your individual style. The Survival Viewer is going to be your best friend in this mission, so learn to make the most of it.

Olive Drab
The Boss: I see you're wearing the olive drab uniform. Olive drab, or OD for short, is what you might call the 'pre-camouflage' uniform. Plain--colored OD fatigues are still worn by infrantry today, but they'll be replaced sooner or later by patterned camouflage. As you can see, it's got no colors or markings on it, so of course it won't make a very effective disguise. You should change into some other type of camouflage as soon as you can.

Tiger Stripe
The Boss: I see you're wearing the tiger stripe camouflage. The tiger stripe pattern has been in use since 1959 among the South Vietnamese Marine Corps. But the pattern originated with the French. It's said that it developed out of the brush stroke pattern, also known as 'lizard camouflage'. It provides some cover in trees and grass, but it's especially effective in earth and mud environments. You should find it useful when you're concealing yourself by crawling on the ground.

Leaf
The Boss: "I see you're wearing the leaf pattern camouflage. The leaf pattern was developed to provide cover in forest environments. The U.S. military isn't the only one using it. Countries that anticipate operating in forest environments are developing various types of patterns, each suited to the vegetation of the particular region. The Soviets and the Eastern European countries all use their own unique patterns. Leaf pattern camo will give you an especially low profile in areas of thick vegetation.

Tree Bark
The Boss: I see you're wearing the tree bark camouflage. The tree bark pattern was originally created for use by hunters. Unlike the somewhat abstract designs seen in other patterns. Tree bark is characterized by a design that resembles photographs of stumps and branches pasted together. It's especially good when you're pressed up against a tree.

Squares
The Boss: I see you're wearing the squares pattern camouflage. The squares camouflage consists of a series of squares, each varying slightly in color and shape from the next. It has the effect of making the contours of the person wearing it more difficult to distinguish. You'll find it especially useful against brick and rusted metal backgrounds.

Black
The Boss: I see you're wearing the black camouflage. People tend to associate black camo with night operations, but that's not always the case. Wearing all black when you're out in the forest at night makes your silhouette darker and more prominent, and you end up standing out instead. To get the most out of your camouflage, it's essential to choose a pattern that matches your surroundings - even at night. Don't forget that."

Changing fatigues
The Boss: Choose battle fatigues that match the surrounding environment. The most effective camouflage is attained by selecting fatigues that blend it with the environment. Camouflage patterns that stand out in your surroundings will attract attention.

Face Paint
The Boss: It takes more than just clothes to make a good disguise. To camouflage yourself effectively, you'll need to wear face paint. Face paint is camouflage applied to the face. Bare skin sticks out like a sore thumb in the jungle, so always protect yourself with face paint. Choose a color that matches the features of your surroundings, and use your finger to apply the face paint. Start by applying a light color, then gradually moving up in darkness. That way, even if you make a mistake, you can cover it up with a later, darker color. In order to flatten the appearance of your face, use light colors on areas of your face that recede, and dark colors on areas that protrude. Open the Survival Viewer, go to CAMOUFLAGE, then select FACE, and you'll find the selection of face paints. Be sure to select a face paint that makes you blend right into your surroundings. Okay?

Woodland
The Boss: You're wearing the woodland face paint, I see. The woodland face paint is designed for use in forests. It'll give you a high level of camouflage in a wooded environment. Try using woodland paint when you're traveling through the forest.

Black
The Boss: You're wearing black face paint, huh? Painting your face black will raise your Camo Index in dark areas. If you find yourself in any dark areas, make sure to use the black face paint.

Blending with nature
The Boss: Camouflage is about blending in with nature. To ensure effective camouflage, you have to stay low and keep still. As long as you have camouflage fatigues, face paint that matches the environment, and lay on your stomach, you don't need to be concerned with being spotted by distant enemies. On the other hand, no amount of camouflage will keep you hidden from the enemy if you're running around. So, when you need to hide from the enemy, lie as low as possible, and stay still. You can check the Camo Index to see how your movement and position affects the quality of your disguise.

Equipping weapons
The Boss: To place a weapon on your person, go to the Survival Viewer, then BACKPACK, then select WEAPON. A list of weapons will be shown in a window in the upper left. Select the weapon you wish to put on your person with the left analog stick and press the Enter Button to remove the weapon from your backpack and equip it to your person. However, you can only carry so many weapons at once on your person. Put unnecessary weapons back into your backpack. Select a weapon on your person from the weapon list and press the Enter Button to put that weapon into your backpack. Your situation determines what weapons are most useful. Consider this when choosing which weapons to put on your person. Okay, Snake?

FPV
The Boss: Press the First Person View Button to switch to the First Person View. In First Person View, you can look at the surroundings through your own eyes. The Overhead View's range is limited. If you plow ahead using only the Overhead View, you put yourself in danger of running into an enemy without even realizing he was there. Make regular stops, and check your surroundings with First Person View. Okay, Snake?

Camouflage usage
The Boss: Hunters have known about camouflage since ancient times. But it's only quite recently - since the 18th century - that it's been applied to military operations. The first camouflage introduced to the military was a solid-colored uniform designed to blend in with the battlefield. It was really more of a protective coloring than true camouflage. Camouflage, in the modern sense of the word, wasn't introduced until the First World War. During that war, weapons such as aircraft, cannon [sic] and warships were painted in camouflage colors. But it was almost never used to disguise individual soldiers... The widespread use of camouflage began in World War II. The Germans and the Russians, in particular, made active use of it in battle. Nowadays, with the Cold War raging, the Eastern bloc has been hard at work developing all sorts of camouflage patterns. In the West, the French implemented it in their paratrooper corps and SAS during the wars of independence in Indochina. I never saw it used in Korea, though. America has lagged behind other countries in incorporating camouflage. They're just beginning to consider introducing it into certain units.

Naked Snake: Why is that?

The Boss: Apparently, there are those in the U.S. military who consider camouflage too 'passive' a technique.

Naked Snake: Morons.

The Boss: You're telling me. But now more and more people are beginning to appreciate how useful and important camouflage can be. I'm sure the brass will see the light soon enough.

Sensors
The Boss: The sooner you find the enemy, the better you'll be able to deal with the situation. So be sure to make use of sensors like the motion detector and active sonar.

FPV aiming of a handgun
The Boss: When you aim your handgun in First Person View, align the front sight and the rear sight of the gun with the target, then fire.

Assault rifle aiming
The Boss: For the assault rifle and certain other weapons, pressing the Weapon Button will first ready the gun for shooting from the hip. If you're in a close-quarters fight or other situation that requires immediate action, fire from that position. Observe where your shots are hitting, and correct your aim accordingly.

Naked Snake: "I understand, but that doesn't sound too accurate."

The Boss: Of course not. So when you require pinpoint targeting, like when firing from afar or sniping, hold the Aim Button to aim. Carefully align your front and rear sights to concentrate fire and gain a sharper view on your target.

Securing weapons and equipment
The Boss: In the jungle, it's absolutely crucial to keep your position secret from the enemy. Sometimes even the smallest sound can be enough to give your position away and get you killed. You'll have to make sure your weapons and equipment don't make noise bumping around. Use tape to secure metal objects and other items that seem likely to produce noise. After you've secured your gear, jump up and down to see whether it makes a sound.

Naked Snake: Don't worry. I remember the drill.

Map
The Boss: "Select 'MAP' in the Survival Viewer to view a map of the area you're currently in. It shows your present location and the places you've been to. In addition, if you acquire information from enemies, the map may also display enemy unit positions and the locations of items. To get information from an enemy, grab him from behind using CQC and press the L3 button. To succeed in any mission, knowing how to put information about the zone of operation to effective use will be essential. 'MAP' will serve you well.

Backpack storage
The Boss: Keep in mind that your weapons and equipment each have their own weight. Storing a heavy item on your person will cause your stamina to drain more quickly. If you're getting tired or want to conserve your stamina, it's a good idea to put any items you're not going to use back into your backpack.

Will
The Boss: There is one weapon greater than any other in battle - do you know what that is?

Naked Snake: Yeah.

The Boss: What?

Naked Snake: Do we have to go through this again?

The Boss: Yes.

Naked Snake: ...Will. An unflinching will to survive no matter what.

The Boss: Exactly. The will to carry out your mission and return home alive will see you through even the most desperate of situations. It's the most potent weapon in your arsenal. Don't forget that. No matter what.

Nature areas suitable for FPV
The Boss: Treetops, bushes, hollow logs...there are plenty of places in nature you can use to hide yourself. Search each area carefully in First Person View. Use nature to its fullest extent. You'll thank me later.

Recoil
The Boss: If your rapid-fire the assault rifle, the recoil of the gun will cause your shots to stray from their intended targets. Firing from a crouched position or while lying on your stomach will stabilize the recoil, and keep your hits more consistent.

Procured equipment
The Boss: Equipment captured in the field often needs to be fixed or have its parts replaced before it can be used. But you won't need to worry about that in this mission.

Naked Snake: Why's that?

The Boss: Because your adversaries are highly trained professionals. They'll no doubt have made sure their reserve gear is in working condition.

Naked Snake: So in other words, I can use the stuff I pick up right away?

The Boss: Right. One more thing - when you pick up a new item, don't forget to read its description in the window.

Concealing from the enemy
The Boss: "When you see an enemy, the first thing you should do is conceal yourself and watch what he's doing. If you make any sudden moves, your Camo Index will decrease and there's a good chance the enemy will catch sight of you. And don't start to panic just because an enemy is acting like he knows you're there. It doesn't necessarily mean he's figured out exactly where you are. As long as you hide someplace like the bushes and stay perfectly still, you'll usually come out all right. Stay calm, keep a grip on the situation, and use clear judgment. Got it?

Binoculars importance
The Boss: Your ultimate objective is this mission is to find Sokolov and get him to safety, not to slaughter the enemy.

Naked Snake: So basically I should avoid getting into battles, right? You don't have to tell me.

The Boss: To avoid battles, it will be essential to scout out the enemy's numbers and positions. That's what your binoculars are for.

Solo-sneaking mission advantage
The Boss: Tell me, what's the advantage of a solo sneaking mission?

Naked Snake: It's easier to go undetected than with a group.

The Boss: Exactly. And therein lies the entire reasoning behind this Virtuous Mission. This mission into Soviet territory is a violation of international law. If this gets out into the public, we'll be faced with an international crisis even greater than the one four years ago.

Naked Snake: Four years ago...the U2 crash.

The Boss: Failure is not an option.

Naked Snake: Not a problem. I'll get Sokolov out without them ever knowing I was here.

Forced to fight an enemy
The Boss: Your objective in this mission isn't to get into fights. But if you're faced with a situation where you have no choice but to get rid of an enemy, attack them from behind. If you use stalking to sneak up behind an enemy and take him out in one strike, the other enemies probably won't even notice. If it doesn't look like you'll be able to sneak up from behind, wait for him to come toward you. Either figure out the enemy's patrol route and get there before he does, or make a sound or throw something to get his attention. And if he does spot you, don't hesitate. Take him out before he has a chance to alert his comrades to your presence. Got it?"

Squad patrols
The Boss: Enemies pose a greater threat when they patrol in squads. The members of a squad are constantly watching out for each other, making it difficult to take them out without being noticed. If you absolutely have to attack a squad, use CQC or a gun equipped with a suppressor and start with the last one in line, then work your way up.

EZ gun
The Boss: I see you're using the EZ Gun. The EZ Gun is a silenced tranquilizer gun for special-ops use developed for FOX by the CIA's technology division.

Naked Snake: A silenced tranquilizer gun? I don't see a suppressor on here...

The Boss: Apparently, the tranquilizer rounds themselves are designed to suppress the sound.

Naked Snake: Interesting. In other words, I won't have to worry about the suppressor wearing out on me, right?

The Boss: That's right. It's also equipped with a laser sight so that you can make accurate shots even at a distance. In addition, merely equipping the EZ GUN should have a positive effect on your Camo Index. I've even heard it helps you recover your stamina. Put it to good use.

Survival knife
The Boss: I see you've got the survival knife equipped. The survival knife is a necessity in the field. Press the Weapon Button to swing the knife. Press it repeatedly to perform a combo attack. The knife should let you kill an enemy silently, so you should find it useful when the situation calls for stealth. In addition to fighting the enemy, you can also use the knife to capture wild animals. That one knife can provide you with everything you need to survive in the field. Use it well.

Directional microphone
The Boss: Ah, you've got a directional microphone. The directional microphone is a high-performance listening device. When you equip it, you'll go into First Person View, where the microphone will pick up sounds in whichever direction it's facing. By pointing the microphone into the forest, you can sometimes hear the footsteps of enemy soldiers lurking beyond the trees. In jungle combat, success depends on how well you can sense the enemy's presence. Use it well.

Naked
The Boss: Snake, did you take off your uniform?

Naked Snake: Yeah.

The Boss: What's the matter?

Naked Snake: Just needed to loosen up.

The Boss: ...I know there's a 'NAKED' option under 'UNIFORM' in the 'CAMOUFLAGE' window that lets you take off your uniform. But without a uniform on, your Camo Index will remain low, and you'll quickly burn through your stamina more quickly. So stop acting like a fool and put some camouflage on, now!

Naked Snake: ...

The Boss: Did you hear me!?

Naked Snake: Yeah...

No face paint
The Boss: I see you're not wearing any face paint. Selecting 'NO PAINT' for 'FACE' under 'CAMOUFLAGE' lets you remove your face paint. But without face paint your camouflage alone won't be sufficient. So if you need a high Camo Index, make sure you're wearing face paint. Got it?

Binoculars
The Boss: I see you're using binoculars. The ones you've got are a high performance military model equipped with a zoom function.

Naked Snake: Yeah. They give a flat image across the entire viewing range.

The Boss: They're completely waterproof and highly shock- and flame-resistant. You won't need to worry about them breaking. Scouting is the key during a sneaking mission. If you can determine enemy positions and the lay of the land from a distance, it'll make your job that much easier. Use them wisely.

SVD
The Boss: I see you got your hands on an SVD. The SVD is the Soviet Union's most advanced automatic fire sniper rifle. It's said to be better designed and more durable than anything the West has.

Naked Snake: It looks kind of like an AK-47.

The Boss: The shape is similar, but the interval mechanism is one of a kind. It uses 7.62 x 54 mm rimmed cartridges, which are more powerful and precise than the ones the AK uses. It can be a powerful weapon if you know how to use it. Sniper rifles aren't meant to be used on the move. When you equip one, you'll immediately go into First Person View. The more stable your stance, the less your hands will shake while your'e aiming the rifle. Make sure you're lying down before attempting to make a long-distance shot. To use the scope, press the Aim Button. You can also use the Action Button to change the level of magnification. By taking out enemies from a distance with the sniper rifle, you can shift the odds in your favor. Use it well.

Stun grenade
The Boss: That's certainly a strange-looking grenade you've got there.

Naked Snake: Yeah. I've never seen one like this. What is it...?

The Boss: It must be a new type of grenade developed by the Russians. From what I can tell, it's a non-lethal weapon that uses a flash of light and intense sound to overpower the senses of human targets. You can probably use that grenade to knock out the enemy without killing them. It might prove useful.

AK-47
The Boss: You said the enemy is equipped with AK-47s, didn't you? The AK-47 is the official assault rifle of the Soviet army. It's employed not only by the Soviets, but throughout the Eastern bloc. It uses 7.62mm x 39 ammunitions, with a magazine capacity of 30 rounds. The AK is reliable, precise, powerful, and easy to handle - in short, one of the best assault rifles there is. Don't even think about getting into a one-man firefight against an enemy unit equipped with AKs. Avoid battle as much as possible. Are we clear?

Enemy's RGD-5
The Boss: You mentioned the enemy was also carrying grenades, correct? Those grenades are RGD-5s, the standard blast-fragmentation grenade of the Soviet army. You can protect yourself from a large part of the blast and shrapnel from a grenade by lying flat on the ground. If someone throws a grenade at you and you sense that you can't get away in time, get into a crawl position. It should reduce the damage to a minimum.

Life Medicine
The Boss: You have some LIFE medicine with you. LIFE medicine is a recent pharmaceutical product developed by the Soviet Union. It works with your metabolism to quickly treat wounds. If you use it, you can recover LIFE on the spot. Try it when your LIFE is starting to run low in battle.

Smoke grenade
The Boss: I see you've got a smoke grenade. The smoke grenade does exactly what the name implies. It creates a thick, dispersion-resistant cloud of white smoke that blocks the enemy's field of vision. It should be useful when you need to make a quick getaway. Keep it in mind.

RGD-5
The Boss: I see you've found yourself an RGD-5. RGD stands for 'Ruchnaya Granata Degtyareva' in Russian. It basically means 'hand grenade of the Degtyarev design.' It's the standard issue blast-fragmentation grenade of the Soviet army. It's lighter than the M26. And it carries fewer explosives as well. But I'd say it's more or less equal to an M26 in terms of performance. Be careful, though - the safety pin ring is on the opposite side. You'll be as fine as long as you keep the safety level pressed down with your finger.

Naked Snake: I'll keep that in mind.

The Boss: Blast-fragmentation grenades use a combination of blast and shrapnel to kill their targets. This makes them effective against standing targets, but significantly less effective against targets lying on the ground. Remember that.

Chaff grenade
The Boss: That's an interesting grenade you've got there.

Snake: Yeah. I've never seen anything like this before...

The Boss: Apparently it's designed to disrupt radio waves by scattering tiny pieces of metal into the air. The Russians probably developed it as a personal anti-electronics weapon. You can use that grenade to block radio communications between enemy soldiers.

Naked Snake: Then they won't be able to call for reinforcements, huh?

The Boss: That's right. But remember that as long as the radio disruption lasts, your active sonar and motion detector will be rendered inoperable.

XM16E1
The Boss: The weapon you're equipped with now is called the XM16E1. It's a new type of rifle currently being developed by the U.S. Army.

Naked Snake: If it's still in development, then what's it doing here?

The Boss: My guess is they captured it when it was being battle-tested in Southeast Asia. But the one you've got there is quite a bit different from the ones I've been hearing about. For one thing, it's camo--painted and it's fitted with a three-shot burst mechanism. It even looks like you could attach a suppressor... All of these modifications are geared toward jungle combat.

Naked Snake: This doesn't look like the work of the Soviets.

The Boss: My guess is they were added on-site by an American gunsmith during the army field trials. Open the Weapon Window and press the Enter Button to attach or remove the suppressor. Press the Action Button to switch between semi-auto, full auto, and three-shot burst modes. Make use of each of these functions as the situations warrants.

The Cobras
Sigint: Sounds like the Cobra's members codenames came from the specific emotions they each carry into battle.

Snake: Emotions?

Sigint: Yeah. For unbearable torment, The Pain. For absolute terror, The Fear. For infinite rage, The Fury. For total oblivion, The End. And, for unsurpassed bliss, The Joy.

Snake: The Joy?

Sigint: Yeah, it's another name they give The Boss. Because of the pleasure she feels in war, I suppose.

Snake: ...

Sigint: During the war, she had a partner named The Sorrow. Sorrow and Joy. They say there couldn't have been a more perfect pair."

Survival knife
To initiate this conversation, Snake must have the knife equipped.

Sigint: Ah, you're using the survival knife.

Snake: Yeah. This thing provides me with all the bare essentials I need to survive in the field.

Sigint: Hey, wait. What'd you do with the knife I made you? That was a work of art. It had matches and fishhooks and thread and stuff in the grip.

Snake: Sorry to have to tell you this, but that thing is useless in a fight.

Sigint: No way! Really?

Snake: Yeah. When the grip is hollowed out like that, there's not as much space to stabilize the blade and the grip. That makes it easier to break.

Sigint: I get it. You're right - with your knife, you don't have to worry about it breaking no matter how much you swing it around. So the important thing is durability... Man, I gotta write this stuff down. Next time, I'll make it so the matches and fishhooks go in the sheath instead.

Snake: ...

Cardboard box
To initiate this conversation, Snake must have the cardboard box equipped.

Sigint: Uh, Snake... What are you doing?

Snake: I'm in a box.

Sigint: A cardboard box? Why are you...?

Snake: I dunno. I was just looking at it and I suddenly got this urge to get inside. No, not just an urge—more than that. It was my destiny to be here; in the box.

Sigint: Destiny...?

Snake: Yeah. And then when I put it on, I suddenly got this feeling of inner peace. I can't put it into words. I feel... safe. Like this is where I was {C meant to be. Like I'd found the key to true happiness.

Sigint: ...

Snake: Does any of that make sense?

Sigint: Not even a little.

Snake: You should come inside the box... Then you'll know what I mean.

Sigint: Man, I don't wanna know what you mean! Between you and Para-Medic, is everyone but me that is hooked up with the Major strange?!

Snake: ...

Sigint: Yeah, well, anyway, I suppose even that dumb-ass box might make a decent disguise if you wear it inside a building.

Naked Camo
To obtain this conversation, Snake must be using the Naked camouflage.

Sigint: Snake, what's up? Why are you naked? I know there's a "NAKED" option under "UNIFORM" that lets you take off the upper part of your uniform. But without a shirt on, your camouflage sucks, and your stamina goes down faster. You don't get any advantages whatsoever.

Snake: Sure there are.

Sigint: Like what?

Snake: It feels good.

Sigint: ...Man, you do whatever you want.

Snake: I will, thanks. Just one question, though.

Sigint: What?

Snake: Is there a way to take off my pants?

Sigint: Say WHAT?!

Snake: My pants, can I...

Sigint: Ah, hell no! This FOX unit is a nut fest!

(If one listens carefully after Sigint gives the above line, Snake laughs a little, suggesting he was trying to get that reaction.)

Snake's a bully
To initiate this conversation Snake must contact Sigint after attacking EVA in Zaozyorje.

Sigint: What the hell, man...!!

Para-Medic: I can't believe you!!

Major: Of all the… I can see now I chose the wrong man for this mission...!

Sigint's nightmare
To initiate this conversation, Snake must contact Sigint after experiencing a dream while imprisoned in Groznyj Grad.

Sigint: Snake, you OK?

Snake: Yeah. I had a terrible dream.

Sigint: No kidding. What happened?

Snake: I don't want to think about it. I was being attacked by monsters that looked human. And I'm... not even sure if I was really me.

Sigint: At least it was just a dream. It's all over when you wake up.

Snake: True.

Sigint: When you think about it, the fact that you can imagine a situation worse than the one you're in now means life can't be all that bad.

Snake: I sure hope so.

Sigint: Well, let me tell you about the absolute worst, most sickening nightmare I ever had. This isn't one for the kids. OK, so there's this big pile of crap, right? It's shaped like a giant tank and it's walking around on two legs, goin' on a rampage and stompin' on people and houses and stuff. And this giant turd is carrying the nastiest missiles you ever saw. Like, whenever it launches one of its turd missiles... whatever it hits - people, trees, buildings - turns into shit. My hometown, my old school, my family, my girlfriend, old man John... Everything in that turd's path turned into shit.

Snake: That's pretty sick, man.

Sigint: Good thing it was just a dream, huh?

Snake: Yes, that's a good thing.

Sigint: You feeling better now?

Snake: Yeah.

Sigint: Good. Then let's get down to business. You see, Snake, people are just sacks of shit and they're full of holes. Fill 'em up with water and it's gotta come out from somewhere... OK, maybe that was a bad example. What I'm trying to say is, no matter what the situation, there's always a way out. Don't throw in the towel yet. Clear your mind. Think it through. Assess the situation. You'll find a way to escape.

Snake: Got it.

Sigint: Don't let my nightmare come true.

Snake: Right.

(Funnily enough, what Sigint mentions in his nightmare about a "giant tank on two legs" is actually a Metal Gear. Sigint requests that Snake not let the dream come true, though of course in years forward, Snake does in fact let it come true, as does Sigint with REX.)

Cigar
To initiate this conversation Snake must contact Sigint while having the cigar equipped.

Sigint: Snake, you smoking a cigarette?

Snake: It's not a cigarette. It's a cigar.

Sigint: Ah, same thing.

Snake: It's not the same thing.

(If Snake has already spoke to Para-Medic about the cigar) Snake: Why am I the only one who can tell the difference?

Sigint: Doesn't matter to me. What I want to know is, why'd you take it with you?

Snake: Because I need it.

Sigint: For what?

Snake: I can't smoke a cigar if I don't have one, can I?

Sigint: So you just wanted to smoke it?

Snake: Yeah.

Sigint: ...Man, you got problems. Do what you want. Just keep in mind that your LIFE goes down when you're smoking it.

Croc Cap
To initiate this conversation Snake must equip the Croc Cap and call Sigint.

Sigint: A cap shaped like a crocodile head, you say?

Snake: Yeah. What do you think?

Sigint: I think it's a great idea! You know, animal disguises are one of the oldest tricks in the book in the intelligence world. I don't know whether it's true or not, but I've heard that during World War II, the OSS used to use cow suits. Supposedly they'd send agents out {C to hide in herds of real cows so they could spy on enemy units as they passed by. Nowadays, I guess most people wouldn't even give a crocodile-shaped cap a second look. They'd think it was just a gag item. But if you use it the right way, it can be an effective weapon for spying. I gotta hand it to you, Snake, you're one sharp guy.

Snake: ...

Sigint: You OK, Snake?

Snake: Forget it...

Sigint: ???

Tuxedo
To initiate this conversation, Snake must equip the Tuxedo camo and call Sigint.

Sigint: Snake, what are you wearing now?

Snake: A tuxedo.

Sigint: What, you late for a wedding or something? Come to think about it, the tuxedo is an all-black outfit. It'll probably help you blend in in a dark environment. One thing you can't do, though, is equip knife-type weapons, And you can't use CQC either. Remember that.

Snake camo
To initiate this conversation, Snake must equip the Snake camo and call Sigint.

Sigint: Eh? That's some crazy camouflage you got on.

Snake: Yeah. It's Snake camo.

Sigint: Snake? Well, I guess it does kind of suit you.

Snake: Thanks for the compliment.

Sigint: ...Still, it does look like pretty effective stuff. It's a good all-purpose camo--it should give you a high level of cover against just about any type of background.

Cold War camo
To initiate this conversation, Snake must equip the Cold War camo and call Sigint

Sigint: Snake, what kind of camo is that?

Snake: It's called Cold War camo. Volgin had it with him.

Sigint: Cold war camo, huh. Well, I suppose the Soviets won't attack you from behind [sic] when you've got that thing on.

Snake: Really? You mean it's got advantages other than being stylish?

Sigint: Stylish?

Snake: Yeah. Don't you think so?

Sigint: Ah...sure, whatever you say.

The Patriot
To initiate this conversation Snake must equip the Patriot and call Sigint.

Sigint: Using the Patriot, eh?

Snake: Yeah. It's the same one The Boss was using.

Sigint: Where'd you get it?

Snake: Hmm?

Sigint: I said, where'd you get it?

Snake: Sigint, don't get worked up over the details.

Sigint: ??? Whatever. Anyway, the Patriot is a one-of-a-kind sidearm made especially for The Boss. It's basically an XM16E1 with the barrel cut short and the stock taken off. The idea was to create a large pistol that combined the feel and quick handling of a handgun with the force of a rifle. But with a barrel that short, the recoil is unbelievable. It's tough to aim, but it more than makes up for it in firepower. From the looks of it, it's fitted with a 100-round drum magazine... And it never runs out of ammo?

Snake: Never.

Sigint: Why's that?

Snake: Because the internal feed mechanism is shaped like an infinity symbol.

Sigint: Ah, I get it. Yep, that'll give you unlimited ammo.

Afternoon tea
To initiate this conversation, Snake must equip the Chocolate Chip camo and call Sigint.

Sigint: Ah, you're wearing the chocolate chip pattern.

Snake: Chocolate chip? You mean this camouflage?

Sigint: Yeah.

Snake: I've never heard of a camo pattern called that before...

Sigint: Yeah, I know. I just thought it up right now. The chocolate chip pattern is probably designed to provide cover in a desert environment. It should work best against a sandy or rocky background.

Snake: Makes sense. But why'd you call it chocolate chip?

Sigint: 'Cause that's what it reminds me of.

Snake: What?

Sigint: Those little round cookies the major is always snackin' on.

Major: They're not cookies. They're scones.

Sigint: Major!

Major: And it's not a snack. It's afternoon tea.

Sigint: Snack, tea, same thing.

Major: No, it's not! Look here, afternoon tea is a fine old English tradition.

Sigint: Uh oh. Here we go again. Talk to you later, Snake.

Major: The origins of afternoon tea go back to the Victorian Era. Anna Maria, the seventh Duchess of Bedford, was...

Sneaking Suit
To initiate this conversation, you must equip Sneaking Suit and call Sigint.

Sigint: Those are some funky clothes you're wearing.

Snake: Yeah, it's called a sneaking suit.

Sigint: Sneaking suit? What's that all about?

Snake: I'm not sure, but it looks like the same suit that the Boss was wearing...

Sigint: Huh. Well, whatever it is, it's a fine piece of work. The suit seems to be made out a special bulletproof fiber. Wearing it should reduce all the damage you take by half. The waterproofing, heat and moisture insulation are top-notch. Just having it on will reduce the amount of stamina you burn. It even increases your overall Camo index. You got yourself a keeper, Snake.

Snake: Yeah, maybe we should make this the official uniform of FOX.

Sigint's mask
To initiate this conversation, the player must call Sigint while wearing the Raikov mask.

Sigint: Ah, you're wearing the mask. I made it myself. Pretty good work, don't you think? A while back they were planning to disguise someone as this one GRU officer and send them in to steal some secret documents. I created the mask for that operation. But then the mission ended up being canceled...and then the major came and told me to throw it out? Can you believe that guy?

Snake: But you didn't throw it out.

Sigint: Are you kidding? Tossing a superior quality product like that into the garbage without using that would be an insult to science.

Snake: What's so great about it?

Sigint: Everything. But if I had to pick one reason, I'd have to say it's because it's the first mask ever that can blink its eyes.

Snake: What about the lips?

Sigint: What's that?

Snake: Can it open its mouth?

Sigint: Ha ha ha. That's a good one, Snake. You're crazy, man.

Snake: I'm serious...

Sigint: Are you even listening to me, Snake? Where's your common sense!? Damn!

Snake: S... sorry...?

Zombie face paint
To initiate this conversation, the player must call Sigint while wearing the Zombie face paint.

Sigint: Snake, your face paint its...

Snake: I know. It's called Zombie

Sigint: Zombie? What does that mean?

Snake: Beats me.

Para-Medic: Are you serious?

Sigint: Hello. Para-Medic...

Para-Medic: You mean you've never heard of zombies?

Snake: Nope.

Sigint: Never.

Para-Medic: You guys don't know anything. A zombie is a dead body cursed and brought back to life by a master of black magic. Supposedly, they revive the dead and use them as slaves. It's also seen as a kind of punishment-people who commit terrible crimes can be forced to labor even after they're dead.

Snake: Interesting...How do you know all this stuff?

Para-Medic: I saw it in movies. Like White Zombie. Never seen it?

Snake: Nope.

Sigint: Can't say I have.

Para-Medic: How about Plan 9 from Outer Space?

Snake: No.

Sigint: Missed it.

Para-Medic: You can't just focus on the things you like all the time. You have to expand your horizons, try new things. You guys need to get out more.

Snake: ...

Sigint: ...Yeah well, anyway, that face paint doesn't look all that useful. Go ahead and wear it if you want, but if I were you I'd change to...

Para-Medic: You don't need to change anything.

Sigint: Why not?

Para-Medic: It makes him look awesome

Sigint: ...

Para-Medic: Doesn't it?

Sigint: Look, arguing about it isn't going to get us anywhere. Snake, you do whatever you want.

Para-Medic: It does make you look cool!

GA-KO camo
To initiate this conversation, Snake must equip the GA-KO camo and call Sigint.

Sigint: Snake, what is that stuff you're wearing?

Snake: I dunno. It's called GA-KO camo, whatever that means…

Para-Medic: What!?

Sigint: Para-Medic…?

Para-Medic: You've never heard of GA-KO?

Snake: Nope.

Sigint: Never.

Para-Medic: You must live in a cave or something…

Sigint: Well, excuse me. By the way, Snake, that outfit is really killing your Camo Index. Unless you want the enemy to see you, I'd suggest you change your clothes as…

Para-Medic: Why?

Sigint: Why? Because his Camo Index is…

Para-Medic: Camo Index, shmamo Index.

Sigint: Hold on now…

Para-Medic: He's wearing the GA-KO suit.

Sigint: Why?

Para-Medic: Because it looks cute.

Sigint: Snake, talk some sense into her!

Snake: What's wrong with being cute?

Sigint: …am I the only normal person around here…?

Spirit camo
To initiate this conversation, Snake must equip the Spirit camo and call Sigint.

Sigint: Eh? That's some bizarre camo you've got on, Snake...

Snake: It's spirit camo... I think it was a gift from The Sorrow.

Sigint: The Sorrow? But he's been... Man, I don't even want to know. Anyway, that camouflage seems to have some kind of special power. While you're wearing {C it and grab an enemy during CQC, you can drain stamina out of the enemy while {C choking him. And you won't make a sound when you move around.

Snake: Sounds good.

Sigint: ...Tell me the truth. Did you really get that from The Sorrow?

Snake: Yeah.

Sigint: ...Hell, the major says he's been abducted by a UFO, so why not...?

Snake: ???

The Hind, part 1
To initiate this conversation, simply contact Sigint at Bolshaya Past Base when near the parked Hind A chopper.

Snake: Sigint.

Sigint: What's up?

Snake: The chopper we were talking about is parked at the heliport.

Sigint: The one that was hauling the Shagohod in the Virtuous Mission?

Snake: Yeah.

Major Zero: Perhaps it is an armed variation of the Mi-8 Hip?

Snake: No. Some of it looks the same, but the overall shape is different. It's got stub wings, and the cockpit canopy looks like an angular greenhouse.

Sigint: No kidding. Then it must be some kind of new model. I've heard stories recently that the Soviets are developing a "flying infantry combat vehicle." That's got to be it.

Snake: A flying infantry combat vehicle?

Sigint: Yeah. A transport chopper with troop carrying capabilities. Think of it as an attack-chopper version of France's AMX-VCI or the Soviet BMP. They must be doing field tests on the initial prototype.

Snake: A next-generation chopper that's a little smaller than the Hip... Maybe we should call it a Hind.

Sigint: Hmm, not bad. It's cool with me.

Major Zero: Then it's settled. We'll refer to that new-type helicopter as a Hind from now on.

The Hind, part 2
''To initiate this conversation, simply contact Sigint at Krasnogorje's Mountain Side after witnessing the Hind A moving about. Note, the player must not sabotage it back at Bolshaya Past.''

Snake: Sigint.

Sigint: What's up?

Snake: The chopper we were talking about is flying around...

Sigint: The one at the heliport?

Snake: Yeah.

Major Zero: Perhaps it is an armed variation of the Mi-8 Hip?

Snake: No. Some of it looks the same, but the overall shape is different. It's got stub wings, and the cockpit canopy looks like an angular greenhouse.

Sigint: No kidding. Then it must be some kind of new model. I've heard stories recently that the Soviets are developing a "flying infantry combat vehicle." That's got to be it.

Snake: A flying infantry combat vehicle?

Sigint: Yeah. A transport chopper with troop carrying capabilities. Think of it as a attack-chopper version of France's AMX-VCI or the Soviet BMP. They must be doing field tests on the initial prototype.

Snake: A next-generation chopper that's a little smaller than the Hip... Maybe we should call it a Hind.

Sigint: Hmm, not bad. It's cool with me.

Major Zero: Then it's settled. We'll refer to that new-type helicopter as a Hind from now on.

Objekt 279s
To initiate this conversation, the player must contact Sigint while they are positioned near one of the tanks.

Sigint: Hey, those tanks look like Objekt 279s.

Snake: Objekt 279s?

Sigint: Yup. We don't have a lot of details yet, but apparently they're a kind of heavy tank designed to operate in situations involving the use of tactical nuclear weapons. They're distinguished by two sets of double treads and a disk-shaped shield, which keeps it from being flipped over in a nuclear blast. Basically, the four treads widen the traction area and increase friction with the ground, while the disk-shaped shield deflects the blast above and below the vehicle. The tank is armed with a 130 mm cannon. It's also got a 1000 horsepower diesel engine, which gives it a decent top speed. As far as we knew, it hadn't been formally adopted because of the high cost of production...but it looks like we were wrong. Anyway, those don't seem to be ready for deployment yet. You don't need to worry about them going anywhere. Just keep moving.

Sigint's codename
Snake: Tell me something, Sigint...

Sigint: What's that?

Snake: What does 'Sigint' mean, anyway?

Sigint: It's short for 'Signal Intelligence.'

Snake: Signal Intelligence?

Sigint: The part of intelligence that deals with electronic information. Things like intercepting and analyzing electronic communications, determining enemy force strength and positioning from radar emissions and radio chatter - you get the idea. Codebreaking is considered part of SIGINT as well. 40 years from now, we'll be in the age of electronic {C warfare. It won't be long before information replaces firepower as the most valuable commodity on the battlefield.

Snake: So you're saying they won't need guys like me anymore?

Sigint: Sorry to break it to you, but that's not gonna happen. No matter how {C advanced our technology gets, there's still no substitute for human beings.

Snake: ...

Sigint: Anyway, the major is a man of foresight. He knew the electronic age was coming, and so he called out to me.

Snake: And you responded.

Sigint: Well, I didn't have anyplace else to do.

Snake: You couldn't find a job?

Sigint: Nope. None of the places where they do this kind of high-tech research would even let me in the door.

Snake: Why not? I know you've got social problems, but...

Sigint: Come again?

Snake: Nothing. I mean, someone with your talent ought to be able to...

Sigint: Yeah, well, maybe it had something to do with the fact that I'm black.

Snake: ...

Sigint: The major, though, he doesn't care about what color you are. I've never met anyone like him before. He's...different, you know?

Snake: Oh, yeah, I know.

Sigint: I don't think racism's going to go away even in the 21st century. But I want to work with computers and use them to bring people closer together. In the digital world, it doesn't matter whether you're black or white, American or Russian, or whatever. Everybody's going to be the same. That's what I think.

SS-1C
To initiate this conversation, contact Sigint after talking with Granin.

Sigint: You say Granin was involved in the development of the SS-1C? The SS-1C is the Soviet's newest short-range ballistic missile. Based on what Western intel has been able to gather, it's capable of being launched from a mobile platform.

Snake: A mobile platform?

Sigint: Yeah. It's a transport vehicle that functions as an erector and launcher. It can travel on roads and erect and launch a missile from any location. Of course, in addition to conventional explosives, the missiles could also be fitted with chemical or even nuclear warheads.

Snake: A nuclear missile that can be launched from any location...

Sigint: I'll bet it wasn't the missile itself that Granin helped develop. More likely it was the mobile platform. From what I've heard, the SS-1C is set for actual deployment as early as next year. That's bound to send a chill down NATO's spine.

Customized M1911A1
To initiate this conversation, contact Sigint after receiving the customized M1911A1 from EVA.

Sigint: So you've got an M1911A1, huh?

Snake: Yeah. EVA gave it to me. She said it used to belong to a Western officer.

Sigint: Looks like someone did a little work on it, too.

Snake: It's more than a little. First of all, the feeding ramp has been polished to a mirror sheen. It's not going to have any feeding problems. The slide's been replaced with a reinforced version. And it meshes perfectly with the frame. The frame itself has been iron-welded and scraped down multiple times for maximum precision. The front strap part of the frame has been checkered to make it dig into the hand. That prevents any slipping. The sight system's original, too. It's a 3-dot type. It's got an enlarged front sight, giving it superior target sighting capability. The regular hammer's been replaced with a ring hammer. That enhances the cocking speed and increases the hammer-down speed. They also reworked the grip safety to accommodate the ring hammer. Looks like they eliminated it altogether. This is a tool for pros. The thumbs safety and the slide stop are extended to allow for more precise handling. The base of the trigger guard is whittled down, so you can use a high grip. And the trigger itself is a long type for easy finger access. The trigger pull is about 3.5 pounds. That's about a pound and a half lighter than normal. The magazine well has been widened to make it easier to put in a new magazine. The magazine catch button has been cut down low to make it harder to hit by mistake. The mainspring housing has been changed to a flat type to increase grip. And it's even been fitted with stepping so that it doesn't slip from the recoil when firing. On top of that, they added cocking serrations to the front part of the slide. That lets you load and eject cartridges faster in an emergency. Whoever did this is a professional. No question - this thing could shoot a one-hole at 25 yards in a machine rest.

Sigint: Well, I'll be damned. That's some gun.

Snake: Yeah. I've never used a weapon this fine in my life.

Traps in Graniny Gorki
To initiate this conversation, contact Sigint while in Graniny Gorki South.

Sigint: There seem to be traps planted throughout that area. And they look a little...primitive...

Snake: Yeah. But this is their territory. Why would they need this many traps here?

Sigint: Maybe it's part of some kind of tactical research.

Snake: Tactical research?

Sigint: Yeah. As I'm sure you know, the Soviet Union is leading a worldwide revolution among Communist forces all over the globe. But a lot of countries involved don't have the necessary funds and industrial technology. So they need tactics that are both effective and economical.

Snake: That's what they're researching?

Sigint: Yeah. And traps are one of the best ways to do that. I'll bet that place is one of their testing grounds. Clappers, arrows, pendulums - all of these traps are set off by applying force to a rope. Don't touch the traps, and you'll be fine. Use rolling to get over them, or just crawl under them. Either way ought to work. If you do set off a trap and an arrow or a spiked pendulum comes flying your way, you can still dodge it by immediately diving out of the way. Pit traps and snares are camouflaged into the ground and make them harder to detect. But if you look carefully enough, you can see them through the disguise. Try stalking to proceed with extra caution. In any case, if you think there might be traps lying around, keep a close eye on the ground and stay alert.

Flame Troops
''To initiate this conversation, contact Sigint after the cutscene with EVA at Krasnogorje. Also, depending on the player's actions, Sigint's deduction on why the Flame Troops are present will be different.''

If the player killed very few soldiers
Sigint: You seen any enemies equipped with flamethrowers? Those flamethrowers are M2s. They were first used in World War II during the invasion of Guam. The M2 uses pressurized nitrogen gas to fire a fuel mixture of napalm and gasoline. It comes in handy for torchin' places that are tough enough to secure with conventional firepower, like trenches and bunkers and pillbox enclosures. Watch out though. Get hit by a flamethrower in a narrow spot like a closet or a trench and it's barbeque time. Don't wander too close to an enemy carrying a flamethrower. If you need to take one out, try sniping from a distance so the flames can't reach you.

Snake: What are they doing with American-made flamethrowers anyway?

Sigint: Well, like a lot of other Western weapons, those M2s were probably jacked for research purposes. But if they're actually using them...man, they must really have it in for you.

Snake: What do you mean?

Sigint: The flamethrower is heavy, short-ranged, and can only be used for a short period of time. Not only that, but when a flame trooper gets captured, he's almost always put to death. Basically it's a bad idea all the way around to use flamethrowers unless you're sweepin'. And despite all that, they're keepin' 'em at the ready just for you. What do you think of it?

Snake: ...They're out for revenge.

Sigint: Well, you've killed three members of the Cobra Unit already, so you can see why Volgin has it in for you.

If the player killed a lot of soldiers
Sigint: You seen any enemies equipped with flamethrowers? Those flamethrowers are M2s. They were first used in World War II during the invasion of Guam. The M2 uses pressurized nitrogen gas to fire a fuel mixture of napalm and gasoline. It comes in handy for torchin' places that are tough enough to secure with conventional firepower, like trenches and bunkers and pillbox enclosures. Watch out though. Get hit by a flamethrower in a narrow spot like a closet or a trench and it's barbeque time. Don't wander too close to an enemy carrying a flamethrower. If you need to take one out, try sniping from a distance so the flames can't reach you.

Snake: What are they doing with American-made flamethrowers anyway?

Sigint: Well, like a lot of other Western weapons, those M2s were probably jacked for research purposes. But if they're actually using them...man, they must really have it in for you.

Snake: What do you mean?

Sigint: The flamethrower is heavy, short-ranged, and can only be used for a short period of time. Not only that, but when a flame trooper gets captured, he's almost always put to death. Basically it's a bad idea all the way around to use flamethrowers unless you're sweepin'. And despite all that, they're keepin' 'em at the ready just for you. What do you think of it?

Snake: ...They're out for revenge.

Sigint: Well, you've offed an awful lot of Volgin's men out there. No wonder they hate you.

Cigarette narcosis gun
Sigint: So you found yourself a cigarette-shaped narcosis gun. The cigarette-shaped gun is just what the name says-a sleeping gas gun shaped like a cigarette. It must be a test model that Granin's lab is working on for KGB spies. Equip it and press the weapon button to fire sleeping gas. It's got a short range, but any enemy that gets hit by the gas will be knocked out cold.

EVA's motorcycle
To initiate this conversation, contact Sigint shortly after neutralizing the Ocelot unit at Rassvet.

Sigint: You know that army motorcycle that EVA was riding? That's a replica of a German model.

Snake: A replica?

Sigint: Yeah. After World War II, the Soviets confiscated an entire assembly line from a German motorcycle factory - machines and all.

Snake: And then they took it back with them and started producing replicas?

Sigint: Exactly. Originally, that motorcycle was designed to be used with a sidecar attached. That means it's got enough power to drag a 200-plus pound sidecar around.

Snake: So that's how she could pull off all those crazy stunts.

Sigint: Mm-hmm. Of course, it takes a lot of skill to be able to control that much power. That EVA chick is something else.

Thermal goggles
To initiate this conversation, contact Sigint upon acquiring the thermal goggles.

Sigint: Hey...what's that you've got there?

Naked Snake: Thermal goggles. From what I can tell, they detect and display sources of heat.

Sigint: You're kiddin' me! They actually made a passive infrared night-vision device small enough to carry around with you...

Naked Snake: What, is that special or something?

Sigint: Is it special? Here in the West, we've just barely got the technology to install it on aircraft.

Naked Snake: So that's what the thing they put on the gunship... But doesn't the Army have something like that for driving vehicles at night? I thought I saw...

Sigint: You mean the AN-PAS-5. That's an active infrared night-vision device. It fires infrared beams from an infrared projector, and uses the reflections to build an image. Those goggles you've got there are completely different. Basically, when you've got those equipped, you'll be able to spot enemy soldiers in the jungle with ease, even if they're camouflaged. They might even help you find traps. Ah, but you won't be able to see the terrain as well, so watch your step.

Attack Dogs
Sigint: They sicced attack dogs on you? People have been using dogs in war since before recorded history. The Greek and Roman armies used to send out packs of dogs with spiked collars to charge at enemy ranks. Attack dogs were regularly employed in the First and Second World Wars as well. Traditionally, dogs have been used to keep watch, send messages, and assist in search operations. Then the Soviets came up with a new idea: using them to carry bombs."

Naked Snake: Bomb dogs?

Sigint: Yeah, they were trained to dive beneath tanks, carrying a payload of bombs. Apparently it worked pretty well, but the Russians messed up, man - they used their own tanks for the training. Turns out the dogs kept going after Russian tanks and blowing them up. So, the plan was scrapped before it got off the ground. Well, I don't think you need to worry about those dogs exploding on you. They don't seem to be the bomb-carrying type. But they are highly trained in tracking and detection. Don't underestimate them - they're excellent trackers and ferocious fighters. Attack dogs move fast and are deadly in proximity encounters. They'll pick up your scent and use it to track you, so it'll be hard to shake them off. In a way, they're more dangerous than any human opponent. Be prepared. The Soviet-made smoke grenades you might find around there also seem to act as a mild tear gas. It might not have that much of an effect on human targets wearing balaclavas, but it ought to wreak havoc on a dog's nose. If you're being chased by attack dogs, give 'em a taste of the smoke grenade.

Granin's shoes
Sigint: You say Granin's shoes were rigged with a transmitter? That sounds like something the KGB's been working on lately. It's exactly like you described - a miniature transmitter that's small enough to put in a shoe.

Snake: Granin said he got the shoes from a woman called Tatyana... You think she's a KGB spy?

Sigint: Could be. Or maybe it's some kind of ploy to throw suspicion on her.

Snake: ...

Sigint: Anyway, it's your job to find out.

Snake: ...Good point.

C3 bridge
To initiate this conversation, call Sigint when the player is waiting for the Shagohod to arrive at the bridge so the bridge can be blown up via a long range weapon.

Sigint: Snake, snipe the C3 bombs planted on the rail bridge to blow it up. Normally, C3 is a chemically stable material. It's only when it receives a shock from the outside that it turns into an explosive. EVA's probably set those bombs up with detonators so they go off when they're disturbed by something. She must have done it to prevent them from being disarmed. Man, she thought of everything. Shooting those C3 bombs should set off the detonators and take the bridge down. Either the SVD or the RPG-7 would be good for this job. If you're really a hot shot, you can use an assault rifle or a handgun, too. Just don't let me catch you using a tranquilizer gun. Clear your mind and focus on making the shot.

Smoke grenades
Sigint: Thinking of using a smoke grenade, huh? The combustion agent is a mixture of zinc oxide, ammonium chloride, aluminum, and some other stuff. When it explodes, it releases a thick cloud of grayisn-white smoke that resists dispersion. That should provide some nice cover. The smoke will confuse the enemy by blocking their field of vision. That'll help you out when you're trying to make a quick getaway. It also works the other way around - you can use it as cover to sneak up on an enemy position. The smoke screen should work just as well when you're being chased by dogs, too.

Chaff grenade
Sigint: [Umm...] That's a weird grenade you got there. From what I can tell, it's an anti-electronics weapon that works by scattering a bunch of metal oil in the air to interfere with radio signals. Call it a chaff grenade, if you will. By using a chaff grenade, you can disrupt the function of enemy radios and electronic devices for a short period of time. But keep in mind that as long as the chaff is in effect, you won't be able to use your motion detector or active sonar, either.

DShK
To obtain this conversation, contact Sigint when in close proximity to a DShK turret.

Sigint: Those gun emplacements are DShKs, a large-caliber machine gun officially adopted by the Soviet army in 1939. The name "DShK" comes from the initials of the two creators- Degtyarev and Shpagin - plus the Russian word for large caliber. They saw a lot of action in World War II. The Russians used them as anti-aircraft and anti-armor guns for position defense, vehicle turrets, and infantry support. The combined weight of the gun and the emplacements is almost 350 pounds. So you can forget about picking one up and taking it with you. The gun is gas-powered and capable of spitting out 550 rounds a minute on a belt-feed system. Which is bad news for you when the enemy's using it. Hide behind something and lob a grenade at it, or attack it from outside the emplacement's firing angle. Either way, it's not a good idea to rush at it head on. Or, you might try using a smoke grenade to put up a smoke screen that'll cover your approach. If you manage to get close to a gun emplacement, you can take it over by pressing the Action Button. The Attack Button controls the trigger. Beware, though - the ammo supply is limited. To move away from a gun emplacement, just press the Action Button again. Use it when you need the upper hand.

ZU-23
To unlock this conversation, call Sigint when standing near a ZU-23 at Krasnogorje

Sigint: Snake, you see that anti-aircraft gun? That's a ZU-23, a light towable anti-aircraft gun that the Soviets started producing in 1957. It was designed for deployment in airborn units and motorized rifle divisions without their own self-propelled anti-air guns. It's got two 23 mm air-cooled automatic cannons with a firing rate of 800 rounds per minute. They usually take a six-man crew to operate, but you ought to be able to handle one by yourself. In addition to shooting at low-flying aircraft, you can also use them as machine guns to target light-armored land vehicles. I imagine they'd be more than a match for that new attack chopper of theirs, too. You can take over an anti-aircraft gun the same way you take over a gun emplacement -- stand next to it and press the Action Button. Use the Attack Button to fire. Press the Aim Button to focus in on a target. Just remember that they've got limited ammo. Also, don't forget, you can't move around while you're using an emplacement. If the enemy's gettiing too close for comfort, press the Action Button to ditch it, pronto.

M1911A1
To unlock this conversation, contact Sigint while having the M1911A1 as the selected weapon, before the cutscene where Snake encounters The Boss.

Sigint: Hey, you've got an M1911A1.

Snake: Yeah. a .45. Fifty years since the Army adopted the first model, and they're still using them.

Sigint: It's a real gem of an automatic pistol. But aren't you going to need more than just one little handgun?

Snake: Not at all. When you are in a tight spot or fighting in close quarters, sometimes a handgun works better than a rifle. And if I equip a knife at the same time, I can instantaneously switch over to hand-to-hand combat.

Sigint: I see.

Traps
To initiate this conversation Snake must get hit by a trap in Chyornyj Prud and then call EVA.

EVA: Snake, be careful. I might not have told you this yet, but that swamp is rigged with traps.

Snake: Tell me about it.

EVA: So you know already?

Snake: Yeah.

EVA: Well, then, you're all set. The traps in that area are set to go off when a rope stretched along the ground is disturbed. Keep a close eye on the ground and make sure you don't trip over a rope. I mean, far be it for me to call you an idiot who can't avoid even the simplest of traps. But you know.

Snake: Rrgh...

EVA: What's the matter?

Snake: Nothing... never mind...

EVA: ???

Croc Cap
To initiate this conversation Snake must equip the Croc Cap and call EVA.

EVA: Snake?

Snake: EVA, what do you think?

EVA: (Laughs) What a dork! You must be kidding me! Are you willing to risk your life for that joke?

Snake: All right! Finally, I get a normal response...

EVA: ???

Snake: Everyone was giving me strange responses and acting like nothing was odd about it. I was starting to wonder myself, but now I feel better.

EVA: I'm not sure what you're talking about, but you look adorable in it. (Laughs) Sorry, I've got to go. This is too much.

Snake: ...

Ocelot
To initiate this conversation, the player must continually call EVA after defeating Ocelot.

Snake: EVA, I wanted to ask you about Ocelot

EVA: Yeah, I know. He's pretty infatuated with you, isn't he?

Snake: That's not what I meant. Aren't the Ocelots an elite unit?

EVA: Yeah.

Snake: So how'd he get to be their commander? He can't be any older than 18 or 19. I can't believe he's already a major

EVA: I heard from the Colonel that he's been given special treatment.

Snake: Special treatment?

EVA: Yeah. He's the son of some legendary hero or something.

Snake: No wonder he seems to have the right stuff. So who is this legendary hero, anyway?

EVA: Beats me.

Snake: ...

EVA: The Colonel never told me. All I heard was that his mother was supposedly shot in the gut during battle and that he was born right there, with bullets whizzing past them.

Snake: A pregnant woman in the middle of a battle?

EVA: That's what I heard. They say that when they stitched her up, the scar was shaped like a snake.

Snake: Well, that's battlefield medicine for you. What about his father, this legendary hero?

EVA: He didn't tell me. I don't think Ocelot's ever met his parents.

Snake: Are they dead?

EVA: Maybe, I don't know. There were a lot of MIAs back then, during the last days of the war. Ocelot probably would have ended up the same way. But he was taken in and raised by GRU and Volgin.

Snake: Because he was special?

EVA: That's my guess.

Raikov's Uniform
EVA: The security in the west wing where Sokolov is being held is extremely tight. The only ones who are cleared to enter the west wing are those with colonel-class authorization. One of those people is Major Raikov. To get into the west wing, you could disguise yourself as Raikov. First, you'll have to take Raikov out and steal his uniform. He's in the east wing of the weapons lab in the center of Groznyj Grad. The east wing is northeast of your current location. Head northeast.

Snake: All right. But why?

EVA: Huh?

Snake: Why do I have to steal Raikov's clothes from him? What about that scientist outfit...

EVA: That's not going to work this time around. Raikov's uniform is a special type that only he wears. You'll have to get it directly from him. Normally I'm pretty good at getting men to take off their clothes, but it won't work on him.

Snake: ?

EVA: You, on the other hand, might have a better chance with him.

Snake: What's that supposed to mean?

EVA: What indeed. Anyway, the only way to get Raikov's uniform is to take him out and steal it yourself. He's somewhere in the east wing.

Raikov's special treatment
To initiate this conversation, Snake must call EVA when he is in Groznyj Grad.

Snake: EVA, about this Major Raikov...

EVA: Yes?

Snake: You said he had 'Colonel-class' authorization, right?

EVA: Right.

Snake: But his rank is Major. So how can he have 'Colonel-class' authorization?

EVA: Raikov is treated as an officer of equal rank with Colonel Volgin.

Snake: Treated as the same rank?

EVA: Yeah.

Snake: Even though he's a Major?

EVA: Right.

Snake: Why?

EVA: You don't know?

Snake: No.

EVA: Even after seeing that photo?

Snake: Nope.

EVA: Has anyone ever told you you're a bit slow?

Snake: What are you talking about?

EVA: I'll leave you to think about it.

Snake: Wait a minute...

EVA: Gotta go.

Snake can't figure out Raikov
To initiate this conversation, Snake must call EVA when he is in Grozny Grad.

Snake: EVA, what kind of guy is Raikov?

EVA: He's Volgin's precious pet.

Snake: Anything else?

EVA: He's got a handsome face.

Snake: Is that what you really think?

EVA: No, I'm just being objective. I'm not interested in people who aren't interested in me.

Snake: I was hoping to get some useful info for becoming him.

EVA: He seems mild-mannered, but the kind of guy who would sit in his room and admire his bug collection.

Snake: That still doesn't help me much. Anything more?

EVA: I really don't know, Snake. Can't you just observe him and copy him yourself?

Snake: Why are you so evasive about this?

EVA: ...People like me don't even exist in his little world.

Snake: I see...

EVA: Okay then...

Snake: Did he dump you?

EVA: "I see" huh? You don't get it at all! No, not THAT. I'm just not good with his type.

Snake: But...

EVA: If this conversation goes on any longer, I'm going to send my fist through this radio into your head! Figure him out yourself. Later!

Snake: ?

Missing food
To initiate this conversation, Snake must call EVA after he met up with her behind the waterfall and must also have had food left before being captured by Volgin.

Snake: EVA, about the contents of my backpack you got for me...

EVA: Is there something missing?

Snake: Yeah, all of my food.

EVA: Well, how strange...

Snake: You didn't...

EVA: It wasn't me!

Snake: ...

EVA: All those snakes and crocodiles and suspicious-looking mushrooms... I wouldn't eat that stuff even if you paid me!

Snake: What about the instant noodles?

EVA: ...

Snake: EVA...

EVA: I was hungry, OK!? Give me a break! It's just a little packet of noodles...

Snake: It wasn't just the noodles. All those animals I worked so hard to capture...

EVA: That wasn't me.

Snake: So who was it?

EVA: It was Ocelot.

Snake: Ocelot?

EVA: He said he wanted to eat the same things you did.

Snake: Why would he do that?

EVA: You haven't figured it out?

Snake: No.

EVA: You are dense.

Snake: ...???

Dremuchij
EVA: That forest is known as Dremuchij. It means "the untouched" in Russian. The name says it all - Dremuchij is a pristine jungle at the far edge of Tselinoyarsk, untouched by human hands. The forest is so dense that large units can't penetrate it, making it a natural defense. That's why Sokolov's facility and Grozny Grad were built there....But more to the point, what are you doing all the way out there? Get back to the north.

Dolinovodno
EVA: That area is called Dolinovodno. The name means "forest of the canyon." It probably got that name from the chasm that divides the jungle in two. The rope bridge at the center was hastily constructed to enable them to patrol Dremuchij. Speaking of which, what are you doing all the way back there? Get back to the north, now.

Rassvet
EVA: That area is known as Rassvet. It means "dawn" in Russian. The area got that name when the factory was first constructed. But the factory ended up being closed down, and Tselinoyarsk was reborn as a secret research center and military fortress.

Chyornyj Prud
EVA: That area is known as Chyornyj Prud. The names means something like 'the black shore' in Russian. It got its name from the deep swamp that covers the area. The crocodiles in that swamp are extremely vicious. Apparently, they've already chewed up a bunch of soldiers out on patrol. Now no one even dares to go near the swamp. They said that most of the soldiers who were killed were attacked from behind while they were in the water. You be careful out there."

Bolshaya Past South
To initiate this conversation, contact EVA in Bolshaya Past South for the first time.

EVA: Good, you made it to Bolshaya Past. The name Bolshaya Past means something close to 'the great cavity.' It probably got that name from the crevice to the north. There's a fortified area in the southern part of Bolshaya Past that's strung with barbed wire. To the north of that is a relay station that serves as both a depot for material shipments and a communications facility. The crevice leading to the cave is located to the north of the relay station. Head north.

EVA's dog
To initiate this conversation, contact EVA in Bolshaya Past South when close to an attack dog, during the Normal Phase.

EVA: Snake, the enemy's attack dogs are very highly trained, so be careful.

Snake: You can tell if a dog's been highly trained or not?

EVA: I can tell.

Snake: How?

EVA: I used to have a dog.

Snake: YOU had a dog?

EVA: Yeah, What's so funny about it?

Snake: Nothing. It's just hard to picture you with a puppy.

EVA: Who asked you? He was really cute, but I had a hard time housebreaking him... When he finally did learn, I was so happy... I still dream about it sometimes.

Chyornaya Peschera
EVA: That cave is known as Chyornaya Peschera. In Russian, Chyornaya Peschera means 'the black cave from which cold wind blows.' It's a magma cavern formed millions of years back, back when Tselinoyarsk was the site of volcanic activity. The structure of the cave is pretty complex, but you should be able to find the aqueduct if you keep moving forward. Head toward the interior of the cave.

Ponizovje
EVA: That aqueduct is known as Ponizovje. It means "the land down the river." As you can see, it's overgrown with mangrove. Usually, they'd have boats going up and down transporting materials. But right now the place is on high alert, so the boats have stopped running. Speaking of which, what are you doing all the way back there? Get back to the north, now.

Graniny Gorki
EVA: The area you're in now is known as Graniny Gorki. It means "Granin's mountain." Apparently it got that name when the Granin lab was first built. But more to the point, what are you doing there? I told you we were supposed to meet up in the mountains, didn't I? Go back through the warehouse to Svyatogornyj.

EVA: What are you doing there? We're supposed to meet up in the mountains. Hurry up and get there. You can start by going back to the warehouse.

If the player killed The End at Ponizovje Warehouse
EVA: The name of that forest is Svyatogornyj. In Russian, it means something like 'the sacred mountain path.' The name comes from an old folk tale about mountain spirits who pass through there on their way to Sokrovenno, the forest to the north. Head north and you'll come to Sokrovenno. The tunnel that leads to the mountains is in the northern area of Sokrovenno. I'll meet you in the ruins at the top of the mountains. I'll give you the key to the tunnel leading to Groznyj Grad when you get there. Remember, go north.

Naked Snake: But Sokrovenno is also where...

EVA: I know.

Naked Snake: The Ocelots, right?

EVA: Yeah. The Ocelot unit is waiting for you in Sokrovenno. I hear they've even got snipers in position. Watch your back.

If the player didn't kill The End at Ponizovje Warehouse
EVA: The name of that forest is Svyatogornyj. In Russian, it means something like 'the sacred mountain path.' The name comes from an old folk tale about mountain spirits who pass through there on their way to Sokrovenno, the forest to the north. Head north and you'll come to Sokrovenno. The tunnel that leads to the mountains is in the northern area of Sokrovenno. I'll meet you in the ruins at the top of the mountains. I'll give you the key to the tunnel leading to Groznyj Grad when you get there. Remember, go north.

Naked Snake: But Sokrovenno is also where...

EVA: I know.

Naked Snake: The End, right?

EVA: Yeah. One of the Cobras, The End, is waiting for you in Sokrovenno. He's a legendary sniper. Until you defeat him in battle...

Naked Snake: I won't be able to move on?

EVA: Right.

Naked Snake: Then I'll just have to beat him.

EVA: I guess you will.

If the player killed The End at Ponizovje Warehouse
EVA: The forest you're in now is known as Sokrovenno. The name means 'the most holy woods.' It's been venerated since ancient times as the sacred home of the spirits of the forest. It's the largest and deepest forest in the region, and is divided into three areas: south, west, and north. Try not to get lost, OK? There's an armory in the southern area. If you need some extra ammo, you might want to pay it a visit. Be careful. I've heard the Ocelots are lying in wait for you in the forest. The entrance to the tunnel is in the northeastern part of the northern area. Try to make it there in one piece.

Krasnogorje
EVA: You made it to the mountains. Those mountains are known as Krasnagorje. The name means 'the red mountain ridge' in Russian. The entire range has been fortified to act as a defense for the great fortress of Groznyj Grad. The area near the top has been dug with bunkers and trenches, and there are anti-aircraft gun emplacements everywhere. It's literally an impenetrable wall. Proceed with caution. Oh, there's a provisions storehouse in the hillside area, and there's an armory at the summit. I'll meet you in the ruins at the top of the mountains. The summit is still a ways up. Keep going forward.

Tikhogornyj
EVA: That area is known as Tikhogornyj. It means 'the tranquil mountain ridge' in Russian. Like the name says, it's the most beautiful riverbank in the region of Groznyj Grad. If you go upstream, you'll come to a waterfall. I'll meet you in the cave behind that waterfall. Make your way up the river.

Groznyj Grad
EVA: The name of Groznyj Grad means 'the terrible fortress.' And that's exactly what it is - an impregnable monster of a fortress built using Colonel Volgin's enormous fortune. In the center of the fortress is a weapons lab that acts as the nerve center of the place. In the southeas there's a prison, in the northwest there's an armory, and in the northeast there's a provisions storehouse. The weapons lab in the center is where Granin, Sokolov, and their fellow scientists carry out their high-tech weapons research. The flying platform and attack chopper you saw are two of their accomplishments. And now they're about to finish the work on the Shagohod. They call it 'the terrible fortress' for a reason.

Escape plan
Naked Snake: EVA...

EVA: What's up?

Naked Snake: About our escape plan...

EVA: Uh huh...

Naked Snake: How exactly are you planning to get to the lake?

EVA: What, don't you trust me?

Naked Snake: That's not what I meant.

EVA: OK, then. I'll explain it to you. To the north of Groznyjgrad [sic], there's a forest called Lazorevo. The name Lazorevo means 'the lush green earth.' On the other side of Lazorevo is a large forest called Zaozyorje. Zaozyorje means 'near the lake' in Russian. The lake is just beyond Zaozyorje. And the name of that lake is Rokovoj Bereg, 'the lake of destiny.'

Naked Snake: That's where you hid the WIG?

EVA: Yeah. We'll use it to make our getaway. Once we've completed our missions, that is.

Fine piece of literature
To unlock this conversation, keep a Magazine among your belongings up to being captured by Volgin, and then call her after escaping while inside the prison.

Naked Snake: EVA, you didn't... lose any of my equipment, did you?

EVA: Why, don't you trust me?

Naked Snake: It's not that. It's just...

EVA: Don't fret. I haven't thrown anything away. Not even that fine piece of literature...

Naked Snake: !!

EVA: Honestly, in the middle of a mission...

Naked Snake: I... that's...

EVA: I know. Geez. All you had to do was tell me and I would have helped you out.

Naked Snake: What!?

EVA: Distracting the enemy...

Naked Snake: Oh...