Of all the emblems, one is coveted above all others: the Big Boss
Emblem. To acquire this emblem you must beat the game on The Boss
Extreme difficulty level (which unlocks after you have beat the game one
time) with no kills, no alerts, no continues, no health or special
items used, and under five hours. Certainly an impressive feat! Here are
some general tips for obtaining the covet emblem.
Note that if there are any items mention below that you aren’t sure how
to collect, check the unlockable or walk-through section of this game
guide. Also, given the nature of this section there are game spoilers
below as we expect you to have completed the game one time.
- Weapons and items carry over from your previous game so prepare
yourself accordingly. On The Boss Extreme level you won’t be able to
purchase non-lethal ammunition from Drebin. Sure you can find those
scattered throughout the levels but more is always better! In Act 5 of
your previous game, stock up on all non-lethal weapons and ammunition to
their maximum capacity (it helps that everything is half-off!). You
should also stock up on gas mines, chaff grenades, and other non-lethal
equipment. After completing the game you can purchase emotion ammo from
Drebin. It’s non-lethal so get it! Be careful, though. Shooting a
soldier with emotion ammo can cause them to go crazy, which could lead
to death from other soldiers. Use with caution!
- An item that can more than help the lack of non-lethal ammunition is
the Solar Gun. This unique weapon is unlocked if you eliminate the four
bosses with non-lethal ammunition as well as the Frog soldiers in Act
1. You’ll find the Solar Gun invaluable, especially during the Act 3
bike chase and the Act 4 battle against Vamp. He’s vulnerable to
sunlight, you know! The Solar Gun can stun enemies for a short period of
time. You can also use it to shoot unconscious enemies and an item
might pop out!
- Obviously knowledge of enemy soldier locations and patrol routes is
extremely important. It’s not a bad idea to play through on the easier
difficulty levels for a bit for memorisation sake. Preparation is key!
It’s generally better to avoid an enemy than incapacitate them so look
for the fastest route you can manoeuvre through a map while avoiding
confrontation.
- Cut scenes count toward your total game time. That should be obvious
considering the requirement for the Big Boss emblem is completing the
game in less than 5 hours—there’s more than 5 hours of cut scenes! As
soon as a cut scene begins, hit pause and manually skip it!
- One of the requirements for the Big Boss emblem is no kills—which is
why the stress on non-lethal ammunition. However, it’s important to
know that some enemies don’t count as kills. You can blow away Gekkos
and dwarf Gekkos and you can also use lethal weapons against the first
boss forms (but not against the beauty forms). Against the Gekkos,
though, remember that you can’t trigger an alert! Chaff grenades disable
these machines so use them to get through an area quickly without
shooting or flirting with an alert.
- Since you can attack the first boss forms with any weapon, it pays
to bring a good one! The rail gun acquired from the Crying Wolf boss
battle works well. Be sure to stock up on ammunition during Act 5 so you
are fully loaded for Big Boss emblem play-through. Basically you’ll want
to carry over every powerful weapon so you have everything you need.
For the beauty forms, use a shotgun with v-ring ammunition or, ideally,
the Solar Gun.
- There are a few iPod tracks that are worth taking into the Big Boss
emblem attempt. Make sure you grab "Sailor" and "Rock Me Baby" during
your first play-through. "Sailor" is found in the South America: Vista
Mansion level. It’s behind a crate on the right side of the mansion from
your start position. "Rock me Baby" is found in South America:
Confinement Facility on the island within the small lakes. Listening to
these tracks will help heal Snake. Remember, you can’t use a healing
item so you will need that extra help!
- You are prohibited from using "special items" during the Big Boss
emblem attempt and these include the bandanna (which provides infinite
ammunition) and the stealth camouflage. The Middle Eastern Militia
Disguise, South American Rebel Disguise, and Solar Gun are not included
as special items. The militia disguise in particular will help during
the first section of the game.
- Hiding will regenerate your health but that takes valuable time.
There’s a sneaky way you can get back some of Snake’s health—adjust your
PlayStation 3’s date! Snake will regenerate health over time—over real
time—which means you can fool your PlayStation into thinking several
days have passed.
- A successful Big Boss emblem run through The Boss Extreme should
conclude well under the five hours. To make sure you’re on track, you
should be able to complete the first three acts in less than 50 minutes
each. Both of the final acts can be completed in another 50 minutes
total. That’s a good benchmark but a reasonable completion time can be
well under four hours.
- It pays to be ahead of the game. You’ll need some time cushion as
you get to the end because there’s around 20 minutes of credits that
your game-play time will have to absorb! Keep that in mind because you
don’t want to see the final screen reveal 5:01:32! You certainly won’t
want to backtrack. On a similar note, make sure you check each post-act
screen carefully. It’s entirely possible that you could have
accidentally killed someone or inadvertently used a health item. No use
in carrying on if that happens!
- During Act 3 when you are tailing the resistance member, wear the
civilian disguise and the Otacon FaceCamo (or the Drebin FaceCamo). The
PMC soldiers will essentially leave you alone (make sure you’re walking
around with your hands in your pocket, which means no weapon equipped)
and you can concentrate on following the resistance member. Speaking of
FaceCamo, the standard FaceCamo adds some percentage to your standard
camouflage so it’s a good idea to keep OctoCamo and FaceCamo as your
usual combination.
- The Act 3 bike chase is one of the hardest parts of the Big Boss
run. This is because you are constantly being shot at from PMC soldiers
and turrets and you have little to help repel their attacks—you can’t
kill anything! The Mk 2 doesn’t do much. Use "auto aim" to target the
turret gunners. The Solar Gun is a big help for this sequence but if you
didn’t get it from your original play then you’ll have to stick with
the Mk 2, twin barrel shotgun (v-ring ammunition), and stun and smoke
grenades to provide further assistance. Memorise the location of squads
and turrets. Use smoke grenades when faced with a group of enemy
soldiers and concentrate on the turret gunners because keeping them
alive is devastating to your health bar.
- Remember the installation that occurs between each act? That time
likely counts toward your total game-play time. To be safe, make sure you
save the game at the end of an act. Install the next act and then quit
out. Reload that last save at the end of the previous act and you will
begin the next act without the need for further installation.
- Watching a mission briefing provides game stats, such as kills,
alerts, continues—the vital stats for a Big Boss emblem run! So if
you’re halfway through an act and want to make sure you haven’t
accidentally killed something or used a health item then watch a mission
briefing from that saved game and check the stats.
- Knowing the location of all or most of the non-lethal ammunition
scattered throughout the game will help your Big Boss run considerably.
- In the chase sequence at the end of Act 2, the zombie-like PMC
soldiers do count as kills so use non-lethal ammunition to get them away
(or CQC to conserve ammunition). Also, in the first part, the powered
suits also count as kills. You can use a chaff grenade to temporarily
disable the suits but it’s probably better to just save the grenade and
try and survive the area—the powered suits don’t have to be stunned or
killed because Drebin will just leave the area when he wants!
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