
1998 · Konami Computer Entertainment Japan · stealth · Sony
44 sources · 64 facts · verified 4mo ago · how this was made
Why this one is in the canon, and how to start it well.

Every named code, glitch, and easter egg above traces back to one of these sources. SharkVault editorial AI is grounded in human-curated facts files; nothing on this page is invented.
The cheat-device culture around MGS was equally transformative. GameShark codes for infinite health, infinite ammo, and stealth-suit unlocks turned a punishing tactical exercise into a playground for experimentation — players could ghost entire sections with the Bandana (infinite ammo) or Stealth (invisibility) unlocks, both of which were officially designed as New Game+ rewards but became day-one options via cheat cartridges. The game’s mechanical complexity — item management, ration timing, SOCOM vs. FAMAS ammo conservation — made infinite-item codes feel less like cheating and more like director’s-commentary mode, letting players focus on the spectacle Kojima had built rather than the resource attrition he’d layered on top. MGS was the rare stealth game where cheating didn’t break the experience; it revealed a second game underneath, one where you could appreciate the guard AI, the Psycho Mantis memory-card scan, and the REX battle’s two-phase structure without the anxiety of a Game Over screen. That duality — hardcore stealth purists and cheat-assisted tourists coexisting in the same fanbase — became the franchise’s signature, and it started here.
Go prone the instant you have control. Press X to crawl. Guards can’t see you under most obstacles, and crawling is silent. Standing runs trigger audio-detection cones even when you’re out of sight.
Memorize the core Codec frequencies now. 140.85 (Meryl), 141.80 (Otacon), 140.15 (Colonel Campbell). Meryl’s frequency is printed on the back of the physical CD case — Kojima expected you to check the real jewel case, not an in-game menu.
Cardboard boxes aren’t a joke. Guards ignore stationary boxes in most areas. Specific boxes (labeled for different destinations) unlock fast-travel via cargo truck later. The game rewards you for treating the silly items seriously.
First-person view (R1) is your recon tool. You can’t move in FP mode, but you can lean and rotate the camera. Memorize guard turn-around points before you commit to a route. Patience saves rations.
Choke-hold, don’t punch. Grab an unaware guard (no weapon equipped, stand behind, tap Square), then tap Square repeatedly to choke unconscious. Punching is loud and alerts nearby patrols. Choked guards stay down longer than tranquilized ones early-game.
Hug walls with your back. Press against geometry and Snake auto-sidles. You can peek around corners, and guards won’t spot you if you’re flush against a wall outside their cone. The radar in the top-right shows enemy facing — use it.
Save in every new room. Codec frequency 140.96. The game autosaves only at continue points after death. Manual saves prevent backtracking through entire floors when a boss kills you.
Cigarettes reveal laser tripwires. Equip them in areas with suspicious floor patterns or narrow corridors—the smoke makes invisible beams visible. Burns health slowly, so unequip immediately after spotting the grid.
Cardboard boxes aren’t just hiding spots—they’re transport. Guards load specific boxes onto trucks that auto-travel between areas. Box A goes to the heliport, Box B to the nuke building, Box C to the snowfield. Saves backtracking once you memorize the routes.
Knock on walls to manipulate patrol patterns. Tap the wall (no weapon equipped, press attack) and guards investigate the sound. Creates openings in hallways where timing alone won’t work. Doesn’t trigger full alert—just curiosity.
Ration and Diazepam don’t pause the game when equipped. Open the inventory screen (which does pause) to use healing items safely. Equipping mid-combat leaves you vulnerable for two full seconds.
The Nikita remote-controlled missile opens hidden vents. Beyond its scripted puzzle uses, it destroys certain walls that look identical to indestructible ones—watch for faint cracks or discoloration. The Tank Hangar has a supply cache most players miss.
Codec frequency 140.15 is never mentioned in-game. Calling it during key story beats gives Psycho Mantis’s thoughts, changes certain dialogue branches, and reveals a button-mashing tip for the torture sequence. Meryl’s frequency (on the CD case art) also changes context depending on when you call.
Tranquilizer headshots keep guards down longer than body shots. A sleeping guard from a head hit won’t wake for 4+ minutes; leg shots wake in under two. Matters enormously on European Extreme where one wake-up cascades into mission failure.
The walls players actually hit, and the way through each.
Ocelot’s Torture Sequence (Disc 2) The single most infamous fail-point in MGS: Kojima forces you to mash Circle fast enough to keep Snake’s health bar above zero through three rounds while Ocelot electrocutes you. Submit once and Meryl dies (altering the ending); submit twice and it’s game over. The required tap rate is brutal on stock PS1 controllers—roughly 12–14 taps per second sustained for 40+ seconds per round. Solutions: rest the controller on a flat surface and use two fingers in alternating rhythm rather than thumb-mashing. Turbo controllers trivialize this, but that’s the point—Konami expected players to own third-party pads or develop calluses. If you submit on the first round, you can reload your save and retry; the game autosaves before the torture starts.
Psycho Mantis Boss Fight (Communications Tower B) Mantis reads your controller inputs and dodges every attack while the screen displays “HIDEO” in the corner. The solution is famous now but was deliberately obscure in 1998: unplug your controller from port 1 and move it to port 2 mid-fight. This breaks his psychic link and lets you damage him normally. If you somehow miss this, Colonel Campbell radios the hint after enough failed attempts. Mantis also “reads your memory card” and comments on Konami saves (Castlevania, Suikoden, etc.)—this is scripted flavor, not a puzzle gate, but players in ‘98 thought they needed specific saves to proceed.
Sniper Wolf in the Snowfield (Post-Torture) The second Wolf fight is a pure sniper duel across a blizzard-obscured canyon with no cover. Players expect to use the PSG-1 (which works), but the fight is easier with the Nikita remote-controlled missile: fire from behind the starting rock, steer around her position, and detonate on approach. She can’t dodge missiles and you never expose Snake. Pentazemin steadies aim if you’re using the PSG-1—without it, Snake’s hands shake too much for clean headshots at that range.
Metal Gear REX Cockpit Targeting (Final Encounter) After destroying REX’s radome, you must Stinger-lock the exposed cockpit while REX stomps and fires. The lock-on window is narrow and players panic-fire, wasting ammo. The trick: REX pauses for 2–3 seconds after each stomp-attack. Wait for the pause, hold Square until the full lock chirps, then fire. You need roughly four clean hits. Chaff grenades disable REX’s targeting briefly but also disable your own lock-on—use them only to reposition, not during damage phases.
15 of 86 verified codes, free to read. The rest are in the Code Vault.
800B9F7A0001300B67330040800C18C00000800129F86972800129FA6C66800129FC006580012A00697280012A026C6680012A04006580012A08697280012A0A6C6680012A0C2E6580012A0E0063800B9F780240800AE1540001800AF4840000800AF4860000800B9F780040800AE0E0000480069C240001800698D80001800682F4000180068FE000018006A378000180067CD80001GameShark Labs · SharkVault Founding Membership
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I used Metal Gear Solid Master Collection Vol. 2 as an excuse to reevaluate Metal Gear Solid 4, a game that increasingly feels like it’s from another world. It’s hard to imagine a big budget game that is this direct about real world issues ever existing again. www.polygon.com/met
Giovanni Colantonio (@marioprime.bsky.social)
Surfaced from external sources, newest first. Not editorially endorsed.· 15 more in this feed.· 2 placed beside the sections they relate to above.
