mgs1_difficulty_differences

  • Vision difference for guards by difficulty. Very Easy is the same as Easy. 3, 4, 5, and 8 running chaff steps respectively for each difficulty in distance
DifficultyGuard BulletTurret BulletRationRank Up HP Gain
Easy-64-80+384+Full
Normal-96-120+256+Previous Rank
Hard-128-120+256+64
Extreme-128-160+256+0
RankHPBoss
1256Start
2320Ocelot
3384Tank
4448Ninja
5512Mantis
6576Wolf 1
7640Hind-D
8704Wolf 2
9768Raven
  • Addition of MP5, Infinite Ammo, Silenced, Fully Automatic Gun. Replaces FAMAS.
  • Initial load is slower on console
  • RAM Manipulation is impossible
  • No Score Screen
  • Assume Easy otherwise
  • Defeating a boss refills HP completely.
  • Ammunition respawns quickly.
  • Maximum of 5 rations.
  • Guards hear noises poorly.
  • Cell Guards - 3
  • Ocelot - 7 Socom, 2 grenades
  • Ninja - 28 hits to hide n' seek, 49 to complete (48 will also do)
  • Mantis - (for Console) 16 (11 to transition) 7 to phase skip (12 hits total if phase skip)
  • Wolf 1 - 5
  • Hind-D - 14 (5 for phase 1)
  • Wolf 2 - 7
  • Raven - 8
  • Rex - 6 & 6
  • Liquid - (assuming 2 throws) 29 to Nice shot! 61
  • Checkpoint Guards 4
  • Liquid Jeep - 16
  • Phase 1 (Swerve 1) - 3
  • Phase 2 (Tunnel Bumper) - (2 transition) 2
  • Phase 3 (Swerve 2) - 2
  • Phase 4 (Columns) - (2 transition) 3
  • Phase 5 (Side by Side) - 2 [7 total for phase 4 and 5]
  • Defeating a boss refills HP in the amount before upgrade. To say it another way, the max before upgrade.
  • Ammunition respawns slowly.
  • Maximum of 5 rations.
  • Guards hear noises normally.
  • Cell Guards - 3
  • Ocelot - 10 Socom, 3 grenades
  • Ninja - 34 hits to hide n' seek, 64 to complete (63 will also do)
  • Mantis - (for Console) 23 (15 to transition) 11 to phase skip (19 hits total if phase skip)
  • Wolf 1 - 6
  • Hind-D - 16 (7 for phase 1)
  • Wolf 2 - 8
  • Raven - 9
  • Rex - 8 & 8
  • Liquid - (assuming 2 throws) 29 to Nice shot! 83
  • Checkpoint Guards 5
  • Liquid Jeep - 21
  1. Phase 1 (Swerve 1)- 4
  2. Phase 2 (Tunnel Bumper) - (2 transition) 3
  3. Phase 3 (Swerve 2) - 3
  4. Phase 4 (Columns) - (2 transition) 4
  5. Phase 5 (Side by Side) - 3 [9 total for phase 4 and 5]
  • Defeating a boss refills HP in the amount of the upgrade.
  • Ammunition respawns slowly.
  • Maximum of 2 rations.
  • Guards hear noises normally(?)
  • Cell Guards - 4
  • Ocelot - 11 Socom, 3 grenades
  • Ninja - 36 hits to hide n' seek, 64 to complete (63 will also do)
  • Mantis - (for Console) 31 (21 to transition) 16 to phase skip (25 hits total if phase skip)
  • Wolf 1 - 7
  • Hind-D - 17 (7 for phase 1)
  • Wolf 2 - 9
  • Raven - 10
  • Rex - 8 & 8
  • Liquid - (assuming 2 throws) 32 to Nice shot! 83
  • Checkpoint Guards 6
  • Liquid Jeep - 26
  1. Phase 1 (Swerve 1)- 5
  2. Phase 2 (Tunnel Bumper) - (2 transition) 4
  3. Phase 3 (Swerve 2) - 4
  4. Phase 4 (Columns) - (2 transition) 5
  5. Phase 5 (Side by Side) - 4 [11 total for phase 4 and 5]
  • Defeating a boss does not refill HP.
  • Ammunition does not respawn.
  • Maximum of 2 rations.
  • Guards hear noises extremely well.
  • Cell Guards - 5
  • Ocelot - 12 Socom, 3 grenades
  • Ninja - 36 hits to hide n' seek, 64 to complete (63 will also do)
  • Mantis - (for Console) 44 (30 to transition) 20 to phase skip (34 hits total if phase skip)
  • Wolf 1 - 7
  • Hind-D - 18 (7 for phase 1)
  • Wolf 2 - 10
  • Raven - 10
  • Rex - 9 & 9
  • Liquid - (assuming 2 throws) 32 to Nice shot! 83
  • Checkpoint Guards 7
  • Liquid Jeep - 31
  1. Phase 1 (Swerve 1)- 6
  2. Phase 2 (Tunnel Bumper) - (2 transition) 5
  3. Phase 3 (Swerve 2) - 5
  4. Phase 4 (Columns) - (2 transition) 6
  5. Phase 5 (Side by Side) - 5 [13 total for phase 4 and 5]

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  • mgs1_difficulty_differences.txt
  • Last modified: 2021/08/28 22:38
  • by PlatonicGuy