Metal gear solid 5 phantom payne walkthrough. Walkthrough of the game Metal Gear Solid V: The Phantom Pain. Completing tasks to save the poor fellows

The past year turned out to be rich in immensities, huge games. We managed to live in the third “The Witcher”, now we spend sleepless nights in Fallout 4, happy owners of Wii U explore the planet Mira in Xenoblade Chronicles X, and someone still can’t tear themselves away from Snake’s adventures in Metal Gear Solid 5: The Phantom Pain.

Surprisingly, Hideo Kojima’s series has turned from a chamber action game about moral torment into a real open-world action movie, and below we will give advice on how to behave in “story” missions, of which there are a good fifty. Unfriendly Afghanistan or gloomy Africa - let's figure out where to go and what to do.

Prologue

To understand the plot - one of the main episodes. It is completely different from the main part of the game, either stylistically or in terms of mechanics. The action begins after numerous cutscenes, which make no sense to describe, and we don’t need spoilers.

Having gained control, crawl to Ishmael at the door - this is the comrade you need to follow. Once you find yourself in a room with screens, hide in the one that the enemy has just checked (they won’t check it again). Next, just don’t get caught by the enemies, look for the stairs and go down.

Once you have the gun, aim and shoot the fire extinguisher. The first enemies have been defeated. Kill enemies from the balcony without going down. They die from one shot to the head. The main thing is that the hero is not noticed, otherwise it will be more difficult to “fight”. After the video with the burning man, run away from him. Next is a video and a shootout on horseback.

Chapter 1. Revenge

Episode 1: Phantom Limbs

Before us is Afghanistan, and all around are Soviet soldiers (the Russian language in the game is correct and understandable; enemy negotiations are perfectly understood by ear). We enter the iDroid (analogous to a pocket PC, only from the 80s) and see the target, the village of Gwandai Khar. We listen to Ocelot and look through binoculars. We request intelligence data and receive information about the village of Vialo. That's where we need to go. You should not run on foot, take a horse. We meet the post and deal with two guards. Here's your first capture! There will be many of them in the future.

Next you need to find a good observation point (any hills will do) and examine the village with binoculars. We will find out where the enemies are (they will be marked right away), what vehicles are there, and so on.

We need to go to the building with the red flag. Inside there is information about where Kazuhiro Miller (Kaz) is hidden, who needs to be rescued. He is in the main village, in the building that is marked in yellow. There you need to go up to the second floor, take Kaz on your shoulders and run (or better yet, gallop) to the evacuation site. You will encounter a new type of enemy that resembles the living dead. They shouldn't be seen. When you find yourself in the helicopter, the mission will end.

Episode 2: Diamond Dogs

We approach Ocelot, listen, we get the Fulton system (for evacuating everything and everyone, and most importantly - soldiers for your team). Next we train in its use. We open iDroid, we understand the intricacies of managing the base and your army. We receive information about the basics of creating objects and various units. The mission as a whole is training. Listen carefully, everything is clear and simple, but there is quite a lot of data.

When you realize that you have enough practice, indicate the helicopter landing zone and sit inside. From the helicopter we select missions - initially there are three available.

Episode 3: The Hero's Journey

We select the landing zone, equipment, and mission start time. It is better to act at night - there is less chance of being detected, although visibility deteriorates for everyone. We need to get rid of the special forces commander. Having reached the desired point, explore the camp and find your target (in the red beret). Eliminate the soldiers on the towers carefully: it is not necessary to kill them, it is better to put them to sleep and send them to the team. The commander can either be killed or evacuated, the choice is yours. Get into the helicopter and fly away.

Episode 4: Information War

Once on the ground, we begin to look for communication equipment. When you locate the base, explore it with binoculars. Find three satellite dishes. They must either be destroyed or a radio transmitter must be found. He is in one of the buildings with an antenna at the top.

Episode 5: Behind the Fence

It is better to carry out the mission at night. You need to take a prisoner to your base who was planning an escape from the Vah Sindh barracks. They are well guarded. If you want to shoot, it’s your right; however, you can go unnoticed if you choose the path on opposite side near the road with a barrier.

We take the data from the house with the guard, then we go to the barracks. Let's go up to the security station (it's better to bend down), go up the stairs and jump onto the rock. There's a prisoner sitting on the edge. We evacuate him.

Additionally: we go to the barracks again, but to a destroyed building, to the right of which there is a building. There will be an engineer down there who needs to be evacuated. We can fly away.

Episode 6: Where is the sting hiding?

We are required to seize a weapon, the “Sting” system. Here you will have to run, since the helicopter will land quite far away. We find ourselves in Fort Smasei, go to its back part, and see a cave with candles there. The tunnel leads down to a hall with water. We go through the doors on the left, and from there to the back room, where the “Sting” lies. Next we will meet with the Skulls squad. It is better to destroy them with the help of newly acquired weapons. It's worth shooting when they are close to each other. Save your ammo to get rewards for both the Stinger and its charges. However, you can run away from the “Skulls”!

There are other goals in this mission - the evacuation of the captive Hamid (if he is not intercepted before the convoy reaches the Sting, the hostage will be killed) and the destruction of the helicopter (again, with the help of the Sting).

Episode 7: Bloody Copper

The commanders must be evacuated or killed. The leaders meet in the village of Vialo. One is there immediately, the other two will arrive a little later. Decide for yourself whether to kill or take into your squad. The main thing is not to raise the alarm, because besides them there are a lot of other fighters here.

Additional goals: evacuate the soldiers and commander directly by car and wiretapping the commanders’ conversations (they talk in a tent when they get together).

Episode 8: Occupation Forces

There are two stages of the task. First you need to kill the colonel in the village of Shahra Ye, find his papers, and then destroy two tanks. Along the way, you can evacuate the hostage.

It is important to prevent tanks from approaching the fortress. Best to use air strike by calling it via iDroid. We hit in advance, where the tanks will be in 10-15 seconds.

Episode 9: Help and Retreat

We improve the strength of air strikes and fly on a mission. We see enemy combat vehicles. They must be destroyed while they are within the mission area. According to the assignment, it is enough to blow up one, but to achieve an additional goal it is better to get rid of at least five.

A truck with ammunition will also appear on the map. It is advisable to capture them.

Episode 10: Angel with Broken Wings

We arrive at the ruined palace. There are several hostages here who can be rescued. One of them will say that Malak (the mission target) has been moved to another location. We go to the Yaho Obu base (at the top of the map), clear the territory and go inside the fortress. We search the rooms there. One of them with a red door is the one we need. We pull Malak out, put him in the helicopter and fly away.

Additional quest: Contact with Emmerich

To advance in the story, you will have to complete the additional mission “Contact with Emmerich.” To do this, we go to the base of Yaho Obu, from there up to the ruins of Aabe Shifap. The story episode will begin there.

Episode 11: Surrounded by Silence

One of the most interesting episodes in the game. You will have a battle with the boss, the sniper Quiet. It is worth fighting against her with a sniper rifle, tracking the location through the scope. However, you can deal with it easier - find her on the map and drop a box of ammunition on her head. You can also use a tranquilizer (easier when Quiet One jumps into the water and plays with the rainbow).

Next, Snake is faced with a choice: kill Silent (as Kaz advises) or leave him alive (Ocelot’s version). It’s better, of course, to leave it - she is a very important plot character and scenes and missions are connected with her. In addition, Quiet as a partner is superior to a dog, a horse, and even the Walking Gear robot.

Plot episode: Visit to Quiet

If Silent remains alive, this task appears at the main base. After completion, the girl can be taken with you on missions.

We continue the task “Contact with Emmerich”

We go to the Serac power station, to the very end. There are two options: kill all enemies or sneak quietly. It is important to understand that if there is an alarm, the door will not open. We get inside and watch the video.

Episode 12: Road to Hell

We go to the large gate, neutralize the soldiers on the left. We go up to the platform on the right and study the documents. Now you need to get to the central base camp in Afghanistan. A helicopter will appear here, there will be many strong enemies. We need to find Emmerich. Again, you can only get inside the hangar where he sits if the alarm is not raised or all the enemies are dead. Entrance is through one of the side doors.

We grab this unpleasant character and drag him to the evacuation point. Then we run back, hide from the giant robot, and call a helicopter to another place. We get into it and fight Sahelanthropus using the machine gun on board.

Episode 13: Impenetrable Darkness

Here we are in Central Africa. The first step is to burn down the oil field. We go to the base (it’s quite a long walk), where we need to destroy the tank and turn off the pumps. The tank can be blown up with a grenade, and the pumps can be turned off through the console panel.

Episode 14: Common Language

We head to the indicated point, find the suitcase, watch the video. The Viscount needs to be saved. We inspect the territory, find an interpreter, follow him without raising any alarm. He will provide an opportunity to reach a group of hostages with the Viscount: watch as the linguist enters the building with a soldier. The prisoners will also be brought here. You can intercept them along the way using a night vision device.

Then an interpreter should be evacuated so that you can understand what the locals are saying.

Episode 15: Ghost Traces

Let's go to the village. We destroy or capture robots. There are 4 of them in total. Two are located near the tents to the right of the buildings, two more are a little higher.

Episode 16: Caravan of Traitors

There are two options for completing the mission: either pump up the Fulton and evacuate heavy cargo, or destroy all the guards and take the truck out of enemy territory.

In any case, first we neutralize the guards at the post. Then in the tent we find information about the truck, the route is indicated there. In the middle you will find the airport. Here are our goals.

When we reach the truck, a squad of “Skulls” will appear that we need to defeat. The easiest way to do this is with a tank and an armored personnel carrier. You should shoot enemies one by one.

Episode 17: Scout Rescue

We go to the yellow dot in the forest. There is a hostage there. Along the way, you should study the scout's radio, and the owner of the device can be found between the stones on the ground. He needs to be evacuated. We go to the next yellow zone, there is a second “patient”. He's not far from two cages in a hole with wooden planks. He's injured, so he needs to be sent to base by helicopter, not with Fulton's help.

Episode 18: Blood Ties

Here you have 6 goals. We go to the first location, kill the soldier, then to the mountain opposite, there are also enemies there. Children are sitting in the mine. They must be taken to the evacuation site. One wounded boy will have to be dragged along, ordering the children along the way to keep up. We put all the children in the helicopter. All! More videos and conversations...

Episode 19: On the Trail

As usual, we go to the marked point on the map. There, with binoculars, we explore the base where we need to find the major’s assistant. He sits inside a tent with two guards. When it comes out, you can "scan" it. We look at where he gets in (he changes the car) - he will go where we need him. The major and assistant can either be killed or evacuated.

We jump to the control point, which is high. You need to go through the base, find the grate and the door. Next we follow the road to another door. There is also a destroyed bridge nearby. Go to the waterfall and then left. Next - through the tunnel to the white building. Let's find the boy inside and watch the video.

Now the Fire Man (the same one from the prologue) will appear. Having run out of the building, we head to the tunnel through which we came, but it is already destroyed. Call a helicopter via iDroid (preferably away from you). Now we find water tanks. They need to be detonated when the boss is near them. This way you can neutralize him, but not kill him. When he begins to accumulate energy, run to the helicopter and fly away.

Episode 21: War Economy

We go to the airport, then to the runways. There is a helipad nearby. An arms dealer will fly there. He will enter the building, go up to the second floor and meet with your target, who must be eliminated. There will be conversations and videos again. Something unexpected will happen.

Episode 22: Liberating the Platform

We leave the room where the robot is being made. We call a helicopter, take the task, then go left along the second floor to the goal. We destroy opponents. Until we get to the very top.

Episode 23: White Mamba

We must track down and evacuate the boy, the White Mamba. However, everything is not so simple. He is surrounded by a whole gang of children who will attack you. You can't kill anyone, only stun them. You will find the leader on the wrecked ship. A battle with him awaits you, based on counterattacks. The Mamba will move around the ship, so run after it. When you win, fly to the base together.

Episode 24: Close Encounter

Two people need to be saved. Let's go to the goal. We pass through an outpost, then through another one. We look through binoculars and find a hostage in the car. Let's follow him. We save the girl. We go to the area marked in yellow. The second hostage is among the stones.

Episode 25: The Avenger's True Hand

It is required to save the leader of the children of the commanders and the chief of staff. To make it easier, take Quiet with you with a sniper rifle equipped with a tranquilizer.

Fulton doesn't work here. Only a helicopter, so you'll have to run...

Important: what awaits you next story mission associated with illness at the base. Those employees who speak Kikongo should be quarantined. This is the only way to stop the spread of the disease! We do this through the personnel management window. It can take a long time, since there are hundreds and hundreds of sick fighters.

Episode 26: The Hunt

We need to get rid of the slave trader. We see the marked areas, we first go to the small circle near the village. In the tent next to the antenna you need to study the information. Afterwards we find out the route of the target. It is necessary to kill him and the guards before he reaches the Kiziba camp (not critical, but highly desirable).

Episode 27: Root Cause

We need to save a member of the reconnaissance squad. He is not at the first post, he is located at the top, lying on the ground. Study the big yellow circle, you will find it. We evacuate by helicopter.

Episode 28: Code Talker

A story mission related to the search for an old man in a mansion. We go to the goal, we see fog. Bosses from the Skull squad appear. This time they are female snipers, and they all take aim at once. You can find them by looking at rifle sights. We capture the target with binoculars and attack. It's easier to shoot from some kind of rocket launcher, it takes more energy.

Afterwards we find the mansion, go around it and find the door, here is the entrance. We go to the basement, we see barrels of wine. We go even lower and find an old man. If there is no alarm, watch the video. If there is, we interrupt everyone and still watch the video.

Now we rise with grandfather on our shoulders and meet the “zombies”. They're not too strong, so you can handle it. The old man needs to be taken to the helicopter. And again the plot, the plot.

Episode 29: Metal Archaea

The mission is not easy! We must defeat 4 Skulls. You will first need to “remove” their protective layer, and then deal damage to the enemies themselves. When you fight, focus all your attention on one opponent. Shoot from rocket launchers and grenade launchers. Call for a weapon drop if necessary. After winning, take the old man and drag him to the aircraft again. There will be a lot of videos.

Episode 30: Skull

Now we can take revenge on the villain! We find ourselves at its base. There will be a lot of walking and a lot of video, and then a long car ride with the Skull accompanied by an amazing song. The mission is more contemplative; there is practically no need to act here.

Episode 31: Sahelanthropus

That's main boss, local Metal Gear, the mighty robot Sahelanthropus. Ordinary weapons won't work against him in a fight. Below there is a tank and a installation with a cannon. They are suitable for causing damage to the enemy. When a giant is running towards you, it is better to try to get out of the area. However, powerful versions of rocket launchers are also suitable in the fight against Sahelanthropus (this is how I destroyed him).

When everything around turns red (and this happens when the enemy has less than half HP), you need to leave the affected area and hide, otherwise there is a chance of dying from one shot. At the end, when the enemy has almost no energy, the robot begins to one-shot again. He will be on a hill, sit down, two beams will show the direction of the shot. We hide and shoot from cover. Most often I died on last stage battles.

Chapter 2. Race

So, we've watched a lot of videos, and now we can start completing new tasks. However, not all of them are really new... Many missions of the second chapter are repetitions of those already completed, only with new conditions and increased level difficulties. There is no point in describing them again in detail.

Episode 32: Too Much Knowledge

Once on the map, capture an outpost nearby. Next we go to the goal, we see Walker Gear. It is not necessary to destroy them. You can just wait until they leave. You need to save a CIA agent lying in the grass near the rocks.

Additional story quest: Eli's Trial

We meet the White Mamba again - a boy named Eli and who will later play a key role in the entire Metal Gear Solid saga. In this task you will have to fight with him again. The battle is the same, built on counterattacks.

Episode 33. Information war (condition - Autonomy)

There was already such an episode in the first chapter. Only this time, all items and weapons must be obtained on the spot; you cannot take anything with you on the mission. Partners are also unavailable. The rest of the task is similar.

Episode 34: Help and withdrawal (condition - extreme)

Another episode with an increased level of difficulty. We destroy combat vehicles.

Additional task: Evacuation of AI capsule

You need to fly to Afghanistan and pick up a capsule from Artificial Intelligence. No, this is not The Boss. When you receive it, suspicions regarding the annoying character Emmerich's games will be confirmed. On the spot you need to either get rid of all the enemies or sneak in unnoticed. Inside the building there is a computer with red lights. We activate it and run away.

Additional mission: Capturing the remains of a burning man

Remember what happened to the burning man at the end of the last chapter? Now we need to collect his remains. However, finding him at the base is not so easy. There are rooms on both sides, but you don't need to go inside. We go to the center of the base on the street, find a platform, there we see a corpse on the mat! Let's go and watch the video. Unexpected, right?

Episode 35: Cursed Inheritance

The task of the old man Code Talker. We go to the same house where he was once found. There are many very strong enemies here. It is better to avoid them. You need to catch one enemy and interrogate him, finding out where the containers are. We go into the house, there on the table important information about containers. During interrogation, you can find out how many soldiers are guarding them. By sending one of them to the base, the countdown will begin until the helicopters appear. Act quickly and escape early.

Episode 36: Traces of Ghosts (condition - Invisible)

In this episode you need to do everything the same as before, only with the condition that you should not be detected by enemies.

Episode 37: Caravan of Traitors (condition - Extreme)

A difficult version of the completed mission from the first chapter.

Episode 38: Unusual Phenomenon

We go to the fortress, getting rid of enemies. Now open iDroid, look at the “tasks”, study the description of the goals. Below are their photos. True, the frames are blurry and it’s not so easy to understand something. After some time, Ocelot will send a normal photo. You need to go to the southern part of the ruins. There are columns here. On the side of one of them there is a container with film. It is necessary to pick him up.

Search for Runaway Children 01

We go to the base, go down the cliff, there is a fence there, we need to climb over it. To find out where everyone is (both enemies and targets), take a dog or Silent One with you. Go to the goal quietly, without inviting fire from soldiers and a helicopter flying in the sky. Having taken the child, get into the car and drive away from enemy territory.

Search for runaway children 02

We go to Code Talker's house, where the child is. How to find out where? Interrogate the soldier! Then we take the boy and the job is done.

Search for runaway children 03

Before starting the mission, it is necessary to upgrade Fulton to make it possible to evacuate the children. To do this, your scientific department must be at least level 24. Then we go to the location where we fought with Quiet and complete the mission.

Search for runaway children 04

We go to the half-destroyed building and deal with the enemies. There is a car with a radar on the street. It must be destroyed, then the enemies will not be able to call for reinforcements. Next we go into the building and go up to the 3rd floor. The floor is destroyed, but you can still walk across the floors. There you will see a child.

Search for runaway children 05

Snake wanders through the caves in the rock. The silent one will also come in handy here - she will find the child and show where the zombie soldiers are. We go to where the pond is located. From here a tunnel leads up, where a boy sits.

That's it, we've sorted out the kids!

Episode 39: Behind the Fence (condition - Invisible)

The mission must be completed undetected. True, if you call in air strikes, the task will still be completed. There will be lots and lots of plot ahead.

Episode 40: Surrounded by Silence (condition - Extreme)

Again the same mission, only with the condition that the Quiet One kills with one shot. You can act as before, or you can simply call a tank and shoot at the girl from it.

Episode 41: War by proxy

We must destroy the enemy's equipment. Air attack, a rocket launcher and a tank are your best assistants in the task. When all enemy vehicles are blown up, a helicopter will fly to the map. He also needs to be shot down.

Episode 42: Metal Archaea (condition - Extreme)

These guys were strong even without extreme sports. Now they deal more damage, and they themselves have become even more powerful. What to do? Take with you the Silent One with the most powerful rifle and the best rocket launcher, use air strikes.

Episode 43: The Everlasting Light

Probably the strongest chapter in terms of dramatic power in Metal Gear Solid 5: The Phantom Pain. We find out the truth about the new epidemic... At the base we go to the indicated point, there we communicate with Ocelot and find ourselves in the infected compartment. The game turns into a uniform Survival Horror with the appropriate atmosphere. We go upstairs, open the doors, watch the video. Then we go down and kill all the infected. In order to determine who is sick, you need to wear glasses. Next, go to a room where there are many fighters. You need to kill almost everyone except one. We will try to save him and carry him to the exit... But, alas.

Episode 44: Impenetrable darkness (condition - Invisible)

Everything is the same as last time, you just have to go unnoticed. Silent woman to the rescue! And also shelling from the air.

Episode 45: Silent Exit

To activate this mission, you need to have the maximum level of relationship with Silent. To do this, you need to take her on missions more often and pay attention to her at the base.

You should also complete Additional Mission 150 (Capture Quiet) to find out where the girl is being held. For this side mission to appear, you need to listen to all the important audio tapes in MGS 5 (the important ones are the ones marked in yellow).

When all the conditions are met, mission 45 begins. The Silent One is captured by USSR soldiers near the destroyed palace. The massacre begins. A lot of equipment and fighters are trying to stop Snake and his partner. You can handle it if you take a rocket launcher with you and call in air strikes.

We wait for the sandstorm to start and take the heroine to the helicopter. Then Snake is bitten by a snake. Silent One is in charge of the evacuation. Waking up, Snake does not see the heroine, but finds an audio message on a hill near a tree.

It is important to understand that if you complete this task, Silent will no longer be on your team. She left forever. Think carefully before you act.

Episode 46: The Truth: The Man Who Sold the World

This is a repetition of the prologue. Complete and unconditional. The only difference is that the true background of events is revealed to you. After completing it, you will be given an excellent reward and shown a video that changes the history of the entire Metal Gear Solid series.

We also have missions 47, 48, 49 and 50 in stock.

Episode 47: War Economy (Stealth Condition)

The honest execution of this mission is very problematic. It's easier to take a powerful rocket launcher with you and shoot enemies from afar. If you still have Silent, she will also come in handy.

Episode 48: Code Talker (condition - Extreme)

Episode 49: Occupation Forces (condition - Autonomy)

This is episode 8, only with the condition that all the weapons will have to be found on the spot.

Episode 50: Sahelanthropus (condition - Extreme)

Another boss fight. He does everything the same, only now he has become even stronger. Choose your own tactics, but you can win by doing it the old fashioned way.

This ends the walkthrough of Metal Gear Solid 5!

Episodes with Paz

To further reveal the story and restore the memory of the heroine Paz (from Metal Gear Solid 5: Ground Zeroes), who is on the first deck of the medical platform (easy to miss), you need to find photos with memories. This requires evacuating soldiers in certain missions. There are 10 such photos. These photo soldiers can be found in missions 51-60. There is also an 11th photo available after collecting the first 10. It appears outside of Paz's room on the wall.

27.10.2015

In this guide on Metal Gear Solid 5: The Phantom Pain we will reveal several secrets of the game, list all the ways to get money, and also give a few general advice according to the passage, without knowledge of which you risk losing a decent part of all the interesting things that were originally included in the game.

Let's start with simple, but not entirely obvious things, which for some have been known for a long time, but for others were real secrets.

If you can’t find the opportunity to save, then you won’t find it, because you can’t save anywhere. The save system here is based on checkpoints.

Complete stealth without killing, no matter what the developers say, is harmful to you. Leaving someone behind you risks getting attacked from behind at the most unpleasant moment. Therefore, if possible, always eliminate the enemy, but do it silently.

Several failures in a row will force the system to offer you a transition to the easiest difficulty. Everything would be fine, but in this case the pathetic-serious Snake will be running around in a funny chicken hat with a red comb.

Use sandstorms to your advantage. With their help you can hide better.

Money matters just as much in Phantom Pain as it does in real life, therefore, instead of mindlessly running around locations, take care of earning in-game currency, which is called GMP.

Additional money can be earned from additional missions. It’s like in life – there is no easy money, and that’s why you have to work hard.

Use the Fulton system, with which you can transfer items from combat missions to the base. Send home everything that you consider useful and in demand for further sale. In short: rob and steal. It's not good, but it's profitable.

It is known that until you start using hired labor, it is unlikely that you will be able to get rich on your own. Therefore, after learning the Combat Squad skill, put together this very squad and send it on forays. It will be an idyll: you relax, and someone works for you.

Look for diamonds in the rough. They give a lot of money for them.

Sometimes, if you take your mind off the purpose of the mission, you can run around the back streets and look for such a thing as a diamond in the rough. For one of these, Snake will be paid ten thousand coins. So it makes sense to look.

For completing tasks that match your rank, or for those from which you have already outgrown, you will not earn as much as for completing those missions that are higher than your current level. In short: jump above your head and you will be rewarded.

If you are too lazy to do all this, and you yourself are a well-known cheater and swindler, then just look on the Internet for a trainer program that will not only pump you a billion dollars of money, but will also do a lot of useful things like endless ammo, immortality or invisibility. It’s not fair, but it’s comfortable, and you won’t be banned for it, even if you’re playing the official version.

Next, we move on to the main part of our material, where there will be spoilers, so a dilemma will arise here: on the one hand, the material will be useful specifically for those who have not played The Phantom Pain, but after reading it, it will illuminate the plot a little, and on the other hand , for those who know the plot and are not afraid of spoilers, this material may not be useful. In general, make up your mind.

Always mark your opponent. In The Phantom Pain, you can tag enemies using radar binoculars. This cannot be done in real life, although it would be very useful. Don't rely on your memory, it will still let you down. Instead, get close to the base so you can see all the hypothetical enemies and mark them. This will help you more clearly observe the enemy’s movements around the base.

Take cover in the folds of the terrain and turn the disadvantages of the landscape into an advantage. The enemies here are far from blind, and are able to notice you at a decent distance. Therefore, do not neglect shelters, hide behind sandstorms, run along beams, get to the base, hiding behind the hills. But most importantly, use strategic heights, both natural and artificial. From a height you can not only mark all enemies, but also simply shoot at them or throw grenades at them.

As soon as you can, get your own captive translator.

Take "tongue". By neglecting to complete secondary missions, you automatically decide to acquire a translator. This must be done as follows: when completing a secondary task, be sure to take a soldier alive who knows English. Thus, you will get a translator on your team, due to which you will save time, discover a lot of additional content, and also level up faster.

Interrogate enemy soldiers. The Phantom Pain is full of Russophobia, and Hideo Kojima is also a renowned Russophobe, for whom Russians are always the worst. But if you play this game, then you are happy with everything. In general, the new rule smoothly follows from the previous rule. If you have already acquired a translator, you can change a little and diversify your tactics: instead of simply killing soldiers, you can interrogate them right on the spot. To do this, you need a lone soldier, or a soldier who has strayed from the group. You run up to him in a half-crouched position, from behind, and, coming almost point-blank, press attack. Snake will grab the enemy and conduct operational interrogation. Among the uninteresting information, you will also come across valuable information about the location of secret weapons, messages about the features of the base’s defense, etc. In general, use the ability to interrogate, it will be useful for development.

Use the darkness of the night. Give up sleep. Night forays in The Phantom Pain can be much easier than daytime ones. If you cannot complete a mission because you are discovered ahead of time, then go on it at night. Under the cover of darkness, soldiers without thermal imagers or night vision devices would be as blind as newborn kittens. Snake, on the other hand, will see everything almost the same as in the light of the sun. In addition, at night it is more beautiful to watch explosions, shooting, launches of signal flares and other special effects. In general, night in The Phantom Pain is not a time for sleep - that's for sure.

With all the high technology, Snake's main assistant is the horse.

The horse is your main combat friend in the entire game. Despite the abundance of various newfangled devices, the most useful “thing” in the game is the horse. Call her by blowing the whistle and go on an adventure. Sometimes it is much easier to gallop past a guarded checkpoint on a horse, leaning like a horseman to one side, which gives the enemy soldiers the impression that the horse is running on its own. This is both a stupid and naive, but also quite original gameplay move. Sort of like horse stealth, which can be more effective than ordinary stealth.

If you want fun, shoot. If you want speed, hide. If you are tired of stealth, or, in our language, hide and seek, then take the largest caliber machine gun and go on a mission. It will be fun and colorful. In the end, almost all players fall into this, since the game is long, and even artificially extended, but you need to keep in mind that the passage with shooting will take you more time than the stealth passage. Well, if time is valuable to you, then avoid civilization. Don’t shine on infrastructures, but try to stick to the most remote, dense places where no one will notice you.

Take prisoners and send them to work. Killing enemy soldiers is not always good. This is, of course, spectacular and interesting, but not as useful as it could be. At the very beginning of the game, when you have already acquired a base, disable the soldiers, attach Fulton balls to them, better known as controlled Balloons, and send soldiers to your base. After completing the mission and arriving at the base, you will be able to study the skills of each soldier and use them in the most effective way. First of all, we are talking about the construction and improvement of the base. Soldiers can and even should be involved in these works. This is wartime slavery. In addition, such captives can be used for intelligence purposes, as well as in production. The most intelligent and skilled people can be entrusted with the creation of weapons.

Use Reflex mode. Despite how tough Snake is, he can be killed very quickly in The Phantom Pain. Therefore, everything here is like in the Wild West: the one who has a higher reaction, a steadier hand and a sharper eye will survive. To stay alive, Snake will need to demonstrate feline agility. Fortunately, it’s not for nothing that he is half a cyborg, and he has a lot of useful things built into him. One of these things is Reflex Mode. It is a three-second slow-motion, during which you can fire several shots, the main thing is not to panic. A very useful skill in a limited time frame.

Beware of snipers and change your location. If you light up in some area remote from the base, and not only light up, but manage to cause trouble for the enemy, then this place can be fired upon from artillery, mortars, or combat helicopters. It certainly won't seem like enough. Well, finally, it’s worth advising you to look around. A meeting with a group of snipers in the sands of Afghanistan, as a rule, ends in failure, and not at all for snipers. They are masters of camouflage and hit very accurately, so always be on your guard - this is the main thing that Metal Gear Solid 5: The Phantom Pain will require of you.

The next part of MGS could not do without Kozdima’s signature style. In the game, there are a number of tasks for each story mission, and many of them sometimes simply defy logic. This article describes all the optional objectives of Metal Gear Solid V: The Phantom Pain. Completing these tasks will give you the "Perfectionist" achievement.

Prologue: Awakening

1. The task was completed without using rapid

Here it is better to disable rapid in the menu than to load the checkpoint every time in hysterics.

2. The task was completed so that the burning man was never able to attack you

The tactics here are very simple. Just keep Volgin as far away from you as possible. If you don't miss, you'll have plenty of ammunition. He can deal damage when he is preparing to shoot fire arrows.

Mission 1. Phantom Limbs

1. Kazuhira Miller has been located

2. Kazuhira Miller evacuated

3. Commander evacuated from Wah Sindh barracks

The commander is different from the soldiers and is not that difficult to find. If you don’t want to look for him among the soldiers, then you can simply evacuate all the personnel.

4. The task was completed in secret from the Skulls

There are many ways to get around Skulls using clips and active baits. But there is an even simpler way - just don’t get to the landing point and change it using iDroid and the Skulls simply won’t appear.

5. Rough diamonds captured from Spugmai fortress

Diamond is here, they are easy to miss.

6. Truck driver evacuated

The driver moves between three locations; it will be enough to wait for him at one of them or take a horse and ride along the main road connecting the three outposts.

Mission 3. Hero's Journey

1. Special forces commander eliminated

2. The special forces commander was eliminated from a long distance (100 meters or more)

3. Special forces commander evacuated

4. Collected catfish that grows in the desert between the village of “Shago” and the Spugmai fortress.

This plant grows on the desert plain. It's easy to find if you take your dog with you.

Attention! If you collected this plant in open world mode, it will not be in the quest and you will have to wait a long time until it spawns again.

5. Recycled materials from Shago village were captured.

Mission 4. Information war

1. The equipment of the eastern communication point has been found.

2. The equipment of the eastern communication point was destroyed.

3. Rough diamonds were captured from the eastern communications point.

The diamonds are on the cliff just past the eastern point. Their exact location can be found by interrogating Soviet soldiers.

4. The transmitter of the eastern communication point was destroyed.

It is located in one of the buildings. The best way to destroy the transmitter is to use a water gun

5. 2 prisoners were evacuated from the village of Vialo.

Their location is easy to find out by interrogating Soviet soldiers.

Mission 5. Behind the fence

1. The captured engineer was evacuated.

2. The engineer is evacuated using the Fulton through a hole in the basement.

The hole isn't that hard to find. It is located in the next room. Just put the engineer under the hole and evacuate with the Fulton.

3. A prisoner who was planning to escape from the Wah Sindh barracks has been evacuated.

It will be very difficult for inattentive players to find this prisoner, since he took a place that any sane person would not even guess about.

4. The SUV on patrol was evacuated.

It’s better not to hesitate with this, as he may simply go off the map and not return. He will make his stop near the Wah Sind barracks.

5. Captured blueprints from Wah Sindh barracks.

To find out where the drawings are, it is better to interrogate the soldiers. They lie in one of the small houses in the barracks.

Mission 6. Where is the sting hidden?

1. The "Sting" system has been captured.

2. The skulls have been destroyed.

For this task, it is better to take Quiet as your partner and equip her with the Sinful Butterfly. Just divert attention to yourself, and the silent one will destroy all targets. You don't even have to waste the Sting system ammunition.

3. The "Stinger" system was captured along with its ammunition.

Will be completed provided that you have never fired at the Sting installations

4. A prisoner unable to speak was evacuated.

Quite a difficult task. You need to cross the bridge unnoticed and evacuate the Mujahideen before he is taken away in a jeep, otherwise he will simply be killed.

5. Two snipers were evacuated from the transit point.

The best time to wait is during the day. You won't be able to find them at night. One snapper will sit on the tower, the other on the scaffolding at the other end of the bridge.

6.

Here it is better to use the Javelin installation. If it fires from a conventional gun, the helicopter will have time to fly away before you destroy it.

Mission 7. Bloody Copper

1. The company commander from the village of Vialo was eliminated.

2. The platoon commander from the village of Shago was eliminated.

3. The platoon commander from the Vah Sind barracks was eliminated.

4. The commander was evacuated along with his soldiers (4 in total).

In order not to frantically sort out which soldiers arrived with their commanders, it is proposed to simply call a helicopter and destroy everyone who was in the village or evacuate. This will also work with the three previous problems.

5. Three commanders were evacuated.

Commanders will look different from ordinary soldiers. So there is no way to mix things up here.

6. The conversation of the three commanders was listened to to the end.

It should be taken into account that any alarm call will disrupt the script and you will have to reboot to the save point. The conversation will be short, so you won't have to wait long.

7. 2 prisoners were evacuated from the city of Gwandai.

Standard task, coordinates can be found out by interrogating soldiers.

Mission 8. Occupation forces

In this mission, all tasks can be completed in one go, except for freeing the prisoner. Just block the road for the convoy and evacuate all the equipment from the rear one by one.

1. Deployment plans received.

2. The colonel has been eliminated.

3. All tanks have been destroyed.

4. The colonel has been evacuated.

5. The colonel and all his tanks were destroyed before arriving at the Spugmai fortress.

6. A prisoner was evacuated from the village of Shahra Yeh.

7. All tanks have been evacuated.

Mission 9. Help and withdrawal

1. The armored vehicle was destroyed.

2. Several combat vehicles and helicopters were eliminated.

3. All armored vehicles were destroyed without the use of supplies or fire support.

Here it is best to block the road in this place and evacuate all equipment. There will be more than enough time.

All the cars are driving along this road, so be careful, have time to run up to the armored cars from behind and “fulton” them before they run out of patience and they destroy the truck.

4. Weapons transported on a truck were seized.

5. The armored vehicle has been evacuated.

6. 4 soldiers who were looking for an escaped prisoner were evacuated.

The soldiers are in this canyon, and you will also find one of the prisoners there.

7. 6 prisoners were evacuated.

Disembark at the point closest to Lamar Khaate Palace.

Near the landing point, literally ten meters away, there will be the first prisoner.

Next, we very quickly move towards prisoner number two. If you did not spend a lot of time searching for the first prisoner, you will have time to save the second one, since he is being followed by a punitive detachment, which you also need to evacuate to complete another task.

I advise you to release the third prisoner, the one who is located directly in the Lamar Khaate Palace, in one of the punishment cells.

By the time you finish freeing the third one, a fourth one should appear on the map. He will be transported in a jeep. His route can be tracked using iDroid.

The fifth is hidden in the subway in Wakh Sind Barracks.

The latter lies near the river, below the rocks.

8. 3 tanks were evacuated.

Tanks will appear as soon as you steal secret weapon from a truck. Here it is best to use bait to distract the attention of the tanks while you evacuate them.

Mission 10. Angel with broken wings

1. The captured Mujahideen Malok was evacuated.

2. The escort armored vehicle was evacuated.

This is best done at a fork. When the convoy is established and the crew of the armored vehicle says goodbye to the driver, you will have time until the transport leaves and does not notice how you rush the armored vehicle.

3. 3 prisoners were evacuated from Lomar Haate Palace.

Here you should hurry up and not listen to the driver's conversation. The prisoners are about to be executed and you will have very little time to save them. Their location can be found by interrogating a soldier.

4. 2 prisoners were evacuated from the Yaho Obu supply base.

They can also be found by interrogating a soldier.

5. The last conversation between the driver and Malak was overheard.

Any alarm call will break the script chains. The last conversation will take place in the interrogation room at the base. You can mark your targets and wait for them at the base, hiding under the bed.

Mission 11. Surrounded by silence

All four tasks can be completed in one go. Simply tag the silent one and trigger an ammo drop on it via iDroid. When there is a little more than 10 meters left before the load is dropped, look out and provoke her to shoot. By the time she fires and reloads the bolt, the box will fall on her head.

1. The silent one has been eliminated.

2. You have decided what to do with Quiet.

3. The Silent One was neutralized without the use of lethal weapons against her.

4. The Silent One is neutralized without use firearms.

Mission 12. Road to Hell

The main problem lies in completing the task of rescuing Emmerich. The point is that no matter how well you hide it, it will still take damage. Even if, at first glance, he didn’t receive it. Considering that you will learn about completing the task only after completing the mission, further replay turns into hell. For this task it is better to take D-Horse with you.

1. Contact with Dr. Emmerich took place.

2. Dr. Emmerich has been evacuated.

3. 3 (three) were evacuated from the central baseWalkerGear.

4. Dr. Emmerich is evacuated unharmed.

To ensure the completion of the task, you must first neutralize all the guards at the base. Then carry Emmerich to the checkpoint. After the cutscene, click and reboot to the checkpoint so that Emmerich is already on your shoulders. Then immediately put him on a horse and order it to move away, and he himself should run towards Sahelanthropus. Then hide and call a helicopter to the distant landing point. When Sahelantrom runs towards the landing, change to the nearest landing point and run there. As soon as you arrive, call the horse you placed Emmerich on and evacuate him by helicopter.

5. A vertical poster with a fashion model was captured from the central base.

6. Captured drawings from the central base.

The drawings are in the adjacent bunker.

Mission 13. Impenetrable darkness

1. The oil refinery pump is disabled.

2. The oily water separator was destroyed.

3. Four child soldiers who were training in the village of Masa were evacuated.

You won't be able to evacuate children without children's Fulton. You will receive it when you defeat Eli at your base.

4. The exit from the danger zone was completed before the blockade of the Mfinda field.

After you blow up the tank, run to the container that is nearby, climb onto it and fulton yourself.

5. A long-eared vulture that flew into a burnt village was caught.

6. Evacuated 4WalkerGear, blockading the Mfinda field.

Mission 14. Common language

1. Afrikaans translator found.

2. The Viscount has been found.

3. The Viscount has been evacuated.

4. According to intelligence data, the location of 4 prisoners was established.

5. 3 prisoners were evacuated from the Kiziba camp.

6. A container with materials was evacuated from the Kiziba camp.

It is located next to the main building, where you will also find exploration ones. The container may not appear if you evacuated it to open world. In this case, you will have to wait until she spawns .

7. The interrogation of all 4 prisoners was heard.

The problem is that any alarm will cause the script to break and you will not be able to listen to all conversations. The first three interrogations will not be difficult, just follow the commander and translator and eavesdrop on conversations. The final interrogation will take place at night in the house.

Mission 15. Traces of ghosts

1. AllWalkerGear destroyed.

2. 2 prisoners were evacuated from the abandoned village of Ditadi.

3. AllWalker Gear has been evacuated.

4. Foxglove (yellow) was collected in the abandoned village of Ditadi.

5. A truck has been evacuated from the abandoned village of Ditadi.

The truck will be parked at the edge of the camp near the road .

Mission 16. Caravan of traitors

1. The escort armored vehicle was found.

2. The truck has been found.

3. The truck has been towed.

4. The skulls have been destroyed.

For this, it is best to use Silent One with Sinful Butterfly. Just go out into the open and let her shoot all the skulls.

5.

6. Based on the reconnaissance, an approximate escort route was established.

7. All conversations between the truck driver and soldiers at outposts and guard posts were wiretapped.

There will be three conversations. The first one will be near the truck when a column of armored vehicles approaches it. The latter will happen in the Kiziba camp. To accomplish this, it is best to use Emmerich's stealth disguise.

8. 3 soldiers evacuatedZeroRiskSecurity.

Just evacuate any three soldiers of this group, the task will count at the end of the mission.

Mission 17. Rescue of scouts

1. A member of the reconnaissance squad who fled into the forest north of the Kiziba camp has been evacuated!

2. A reconnaissance squad member was evacuated from the Kiziba camp.

3. 2 employees evacuatedC.F.A.

4. A prisoner was evacuated from the Kiziba camp.

5. 4 reinforcement soldiers from the search group were evacuated.

Reinforcement soldiers from the search party will quickly find the second captive, who is hiding in the forest near the Kiziba camp.

6. The truck driver was evacuated.

Mission 18. Blood Ties

1. The former rebel of their army, Mbele, was eliminated.

2. 5 prisoners in the Kungeng mine were eliminated.

3. The captive child was evacuated.

4. A former rebel from Mbele's army has been evacuated.

5. The task was completed in such a way that the enemy did not notice the evacuation of 5 children.

It is best to complete this task using the children's fulton, which you will receive from Eli in the second fight.

6. The attack helicopter was destroyed.

7. 5 snipers near the northeast and southwest guard posts of the Kungenga mine were evacuated.

There is no point in debating for a long time; the problem is not in destroying snipers, but in finding them.

8. 3 armored vehicles were evacuated.

Mission 19. On the trail

1. A subordinate of the PMC commander nicknamed “Major” was found.

2. The PMC commander, nicknamed “Major,” has been discovered.

3. The PMC commander, nicknamed “Major, has been eliminated.

4. The PMC commander, nicknamed “Major,” has been evacuated.

5. Major's subordinate has been evacuated.

6. A prisoner has been evacuated from the north-eastern guard post of the Munko Ya Nioka station.

7. A conversation was overheard between a PMC commander nicknamed “Major” and his subordinates.

Just follow the commander and he will lead you to the final meeting point .

Mission 20. VOICES

1. Shabani has been evacuated.

2.

To successfully complete the task you will need a C4 charge.

Upon completion of all cutscenes, we run up to any remaining intact water tower. We attach a C4 charge to it and wait until “Man on Fire” comes to a sufficient distance to be doused with water.

We approach it as soon as it goes out. And who would know how in a sober mind one could guess such a thing - we cause the ammunition to be dropped on ourselves.

Ideally, Psycho Mantis spins over "Man on Fire" counterclockwise, and the supply drop in this particular mission has no time delay (literally 3-4 seconds). If you did everything correctly, the container will fall exactly on the flying boy's head.

3. The attack of the burning man is repelled.

4. Based on intelligence data, the route to the western guard post of the Ngumba industrial zone was established.

The intelligence is here and can also be easily found out by interrogating one of the soldiers.

5. A hyena-like dog was caught near the western guard post of the Ngumba industrial zone.

The dog is located near the post across the river. Just follow the river to the waterfall and turn to the right, there you will come across a dog.

6. Overheard talking about corpses at Munko Ya Nioka Station.

The goal of the task does not correspond slightly to its name, so you can fight in hysterics for a very long time, trying to eavesdrop on a conversation between local soldiers from the station. But everything turns out to be much more prosaic...

Almost at the very beginning of the mission, about 200 meters from the starting point, is the Munko Ya Nioka station. The most important thing in this additional task is not to raise the alarm, because the script for moving targets may break, which is why you will have to go through the mission again.

In the far (from us) part of the station, behind the fence, there is a truck. But it won't last long. Therefore, from the very beginning, we find the way to the car and lie down in the back.

Our first stop will be near the camp, where the driver will talk to the guard. You can overhear this conversation without getting out of the back, since the truck will be parked very conveniently for this event. After the end of the conversation, the black man will go look for some documents, so you can continue to lie down and wait for the next departure.

The second stop will be the last of the trip, but not the last of the task. We approach the second outpost, which is guarded by three mercenaries. A second dialogue will take place with one of them, after which the driver will slowly go to recess. He will descend into a foggy territory, which the locals call “the abode of evil spirits.” Follow him to the end of his route, and near the stone tunnel there will be a final conversation that you need to listen to.

Mission 21. War economy

1. Arms dealer discovered.

2. EmployeeC.F.A. discovered.

3. EmployeeC.F.A. liquidated.

4. EmployeeC.F.A. evacuated.

5. The arms dealer has been evacuated.

6. All conversations between the arms dealer and the employee were wiretappedC.F.A.

A task with broken scripts. This means that any distraction of the scripted objectives from their task may break the script and you will not be able to complete that additional objective!

The mission is long and tedious. Listening with binoculars does not count towards completing this task.

After the first conversation in the office, they will go to the nearby hangar. So follow them, but don't go down to the street. Lie down on the floor and look with binoculars. You can listen to this conversation while lying on your belly.

After a second short conversation in the hangar, the targets will board a truck and travel to the second hangar across the airport. We turn around and go through the entire office and exit on the other side. You need to walk carefully so as not to attract attention, since the slightest suspicion can lead to the script breaking. We lie down and eavesdrop on the third, longest, dialogue.

After three dialogues they will go back to the office, so we return to the position described in the second paragraph and wait for the last dialogue.

7.

To get the drawings you need to shoot down a helicopter and there will be drawings at the place where it fell.

8. A container with materials was evacuated from a hangar at Nova Braga airport.

The catch is that the containers are located under the bunker and the roof prevents them from evacuating. This task cannot be completed without exploring the portal of retribution. Simply put, you need to pump the Fulton to the teleport, then the containers can be evacuated without hindrance.

Mission 23. White Mamba

1. White Mamba has been evacuated.

2. A prisoner was evacuated from the village of Masa.

3. The White Mamba is evacuated, unable to resist.

There are two options to complete this task:

Execution at night: Shoot all the children without raising an alarm or getting noticed by any means, preferably with a sniper rifle with tranquilizers. Sneak up unnoticed to the sleeping Eli and carefully shoot him in the head with a tranquilizer. It is advisable not to hesitate when approaching; it happened that he woke up from simple aiming.

Execution at any time of the day: Climb to a convenient place from which you can see the ship's porthole, where Eli's head sticks out. He will sit leaning back in his chair, resting his head on his hands. When aiming for a long time, it can raise the alarm.

Use a silencer and choose the greatest possible distance so as not to scare away the White Mamba with the sound of the shot.

4. Rough diamonds were captured near the village of Masa.

Interrogate one of the children and he will show you the place where the diamonds are hidden.

5. 20 child soldiers were evacuated.

Mission 24. CLOSE CONTACT

1. The male engineer was evacuated.

2. The female engineer was evacuated.

3. 6 Nubians were evacuated near the southwestern guard post of the Ngumba industrial zone.

4. 2 SUVs were evacuated.

5. 4 containers were evacuated from the north-eastern guard post of the Munko Ya Nioka station.

6. An African peach is collected near the Munko Ya Nioka station.

The location of the peach can be easily found with the help of a dog.

7. A martial eagle was caught near the Munko Ya Nioka station.

The task is quite simple, since there is not just one eagle, there are many of them flying around the station. To complete the task, it will be enough to put only one to sleep and pick it up.

Mission 25. The faithful hand of the avenger

1. The militants' chief of staff has been evacuated.

2. The child soldier commander has been evacuated.

3. A prisoner who escaped from the north-eastern guard post has been evacuated.

The prisoner is here.

4. 12 child soldiers were evacuated.

5. The chief of staff and the commander of the child soldiers were simultaneously evacuated by transport.

Don't even try to evacuate both targets with a Fulton, no matter how hard you try, the wounded prisoner will fall out even from the van with the doors closed. So grab the child and the commander and leave by land using transport.

6. Foxglove (purple) was collected at the northeast guard post of Munka Ya Nioka Station.

Foxglove is here.

Mission 26. Hunt

1. Based on intelligence data, the escape route of the slave trader was determined.

2. The slave trader has been liquidated.

3. The slave trader was eliminated before arriving at the Kiziba camp.

4. The slave trader was evacuated along with the 5 soldiers accompanying him.

5. 4 prisoners were evacuated from the abandoned village of Ditadi.

6. A striped jackal was caught near the Kiziba camp.

Finding a jackal is quite a difficult task; the easiest way to find it is to use a dog as a partner.

Mission 27. Root Cause

1. The reconnaissance squad member has been evacuated.

2. The reconnaissance squad member was evacuated before he could be harmed.

It would be best to take a horse and run towards the road along which the prisoner will ride. You don't have to stop him; when he sees you, he will automatically fall out of the truck cab and won't get hurt.

3. The danger zone has been abandoned by land.

Mission 28. Code Talker

1. Contact withCodeTalker took place.

2. CodeTalker has been evacuated.

3. CodeTalker was evacuated unharmed.

4. The skulls have been destroyed.

5. The skulls have been evacuated.

6. The armored vehicle blocking the valley was evacuated.

The armored vehicle will be located behind the bridge. Here you need to take into account that if you avoid the battle with the skulls, the armored vehicle will not appear. To complete this task, it is imperative to destroy the skulls here.

Mission 29. Metal Archaea

1. The skulls have been destroyed.

2. Code Talker has been evacuated.

3. Mission completed without being captured by a puppet soldier.

You need to complete the mission without the puppets causing you damage. .

4. The skulls have been evacuated.

The thing to remember here is that when you kill all the skulls, you won’t have time to pick them all up, because they will disappear very quickly. It is recommended to kill three first and evacuate them, and then take on the last one.

Mission 30. Skull

1. Contact with the Skull took place.

2. Information has been received from the Skull.

3. Evacuated 4Walker Gear.

All four are located on the territory of the base, they will not be difficult to find.

4. An audio cassette was found at OKB Zero.

The tape is in the elevator that Skull and Boss will take down. Due to the complexity of the helipad design, this tape is very easy to miss.

5. 7 red containers were evacuated to OKB Zero.

6. 3 tanks were evacuated to OKB “Zero”.

Location of all tanks

Mission 31. Sahelanthropus

1. Sahelanthropus destroyed.

2. The head of the Sahelanthropus has been destroyed.

3. The flying boy is successfully attacked.

Mission 32. Too much knowledge

1. The CIA agent has been evacuated.

2. The CIA agent is evacuated before the search party arrives.

3. 4 soldiers of the search group were evacuated.

All 4 soldiers are searching, but sooner or later they will find the agent, so you can just wait until they all arrive at a certain location.

4. The driver of the vehicle was evacuated.

5. 2 prisoners were evacuated from the village of Shago and the Lamar Haate Palace.

It is better to find out the whereabouts of the prisoners by interrogating the soldiers.

6. A Soviet soldier who was planning an assassination attempt on a CIA agent has been evacuated.

Rather, this is not an assassination attempt, but a deliberate execution. At the beginning of the mission, the CIA agent will be lying in the desert. If you evacuate it immediately, then the task will not be completed. As with eavesdropping missions, the soldier movement script may be broken. Once enough time has passed, 4 D-Walkers will find the CIA agent and call for backup in the form of a motorist - the agent will be taken to Lamar Khaate Palace. As soon as you get closer to the Lamar Khaate Palace, Miller will report on the radio that an unknown vehicle is approaching you. A masked soldier will come out from there. He needs to be evacuated.

Mission 35. Damned inheritance

1. 2 containers were evacuated.

2. The mission is completed by leaving the danger zone on a container evacuated using the Fulton.

You need to climb onto the container, press the Fulton button and then hold down E (the action button) to evacuate.

You need to leave by grabbing all the containers.

3. The task was completed in such a way that the enemy did not notice the evacuation of the container.

It is best to neutralize the guards around the container. If there is no security, then no one will notice the loss.

4. Based on intelligence information, the soldier's location has been established.

5. Squad leader evacuatedZeroRiskSecurity guarding the mansion.

The commander moves inside the mansion, the best way to find him is to interrogate other soldiers.

6. Rough diamonds stolen by a raven near the northwest guard post of the Loufra Valley have been found.

It's easy to find out by interrogating the soldiers.

Mission 38. Unusual phenomenon

1. The film container is captured.

The translation doesn't sound quite right. The film is in a jar in the ruins.

2. The Spugmai fortress has been captured.

You just need to neutralize all the fighters in the area.

3. The container with the film is captured before reinforcements arrive.

Reinforcements will arrive quite quickly, so it’s better not to hesitate here. As soon as you disembark, take your horse and ride to the fortress, and use the camouflage device to grab the film.

4. A prisoner was evacuated from the eastern guard post of the Spugmay fortress.

It's easy to get confused here as there are two eastern posts on the map. The prisoner is located in the north eastern point (at the top of the map).

5. A griffon vulture was caught near the ruins of Spugmai.

Here you need to catch a bird. One task is very simple, because you don’t even have to look for the bird, they will circle in the sky on the ruins.

Mission 41. War by proxy

1. The attack helicopter was destroyed.

2. 2 tanks destroyed.

3. 2 armored vehicles destroyed.

4. The commander of the column armored vehicles was evacuated.

Columns military equipment coming from all directions. Don't waste your time destroying them. From the very beginning of the mission we go to Nova Braga airport. After some time, the entire military convoy will arrive there, and the event will be closed by a helicopter landing in the middle of the airport. The commander himself will emerge from the helicopter. There it will be possible to take it.

5. A rough diamond was found on the column commander.

To find out the location of the diamond, it is enough to find it and interrogate the commander. During the first interrogation, he will indicate the location of the diamond.

6. Blueprints captured from an attack helicopter.

To capture the drawings you need to shoot down the helicopter; at the place where it fell there will be a box with drawings.

Mission 45. Silent Exit

1. Contact with Silent One took place.

2. The Soviet mechanized unit was destroyed.

3. An audio cassette of Quiet was received.

4. Seven tanks and 7 armored vehicles were evacuated.

The tactics are simple. At the very beginning of the mission, it will be impossible to hide from the enemy, since the combat alarm is already on:

5. The task was completed without damage to Silent.

Mission 46. Truth: the man who sold the world

1. 6 soldiers at the entrance to the hospital were eliminated.

All 6 soldiers will be in the main hall.

2. Made 20 or more hits on a burning person.

Here you just need to shoot him when he is in the main hall.


DEMON GLASSES. The game has a hidden karma indicator. If you prefer to play aggressively, the shard in Snake's head will gradually grow, increasingly resembling a horn. Eventually you will reach the Demon Snake stage and Big Boss will be covered in indelible blood. The fastest way to gain demon points is to burn hostages, enemies and subordinates, finish off the wounded, deal critical damage to partners and develop nuclear weapons. Merciful acts like Fulton saving people and animals and destroying nuclear weapons take away demon points.


EASTER EGGS EVERYWHERE. In Africa, a recording from P.T., the famous interactive teaser for the canceled Silent Hills, can be heard on the radio. Also in the game you can upgrade an active “false target”, and then instead of a rubber Snake, it will take the form of Lisa from the same P.T.


CHICKEN HAT- one of the most easily accessible jokes. It is offered to be worn after three mission failures, but can be activated at any time in the settings. In this ridiculous hat, the player does not have to be afraid of detection: the enemy who notices Big Boss, instead of announcing the alarm, will begin to choke with laughter. But keep in mind that after the third discovery, the hat disappears until the next mission. Or attempts.


A GAME There are a lot of references to literature. For example, the pig's head on Eli's desk (and jacket) is a tribute to William Golding's Lord of the Flies. But it was George Orwell's 1984 that received the most attention.

REFLECTION in the helicopter window it shows not Big Boss, but the avatar that you created in the prologue of the game. To see it, zoom in on the camera from a certain angle. And think about what that might mean in the context of history.


OFTEN Hidden sound effects can be found. The running punch with the bionic arm references the movie The Six Million Dollar Man.


BIRTHDAY. If you return to the base on the day that you noted as your birthday in the prologue, you will see a cut-scene with congratulations from your subordinates. Snake will even receive a special gift.


SHOWER not only washes away the blood from Big Boss, it restores his strength and gets rid of dirt. If you don't wash for too long, Big Boss will start to stink - and enemies will notice his scent. Ultimately, the next time you return to base, you will be shown a video where Big Boss, covered in flies, comes out of a helicopter, his soldier turns away from the stench, and Ocelot pours a bucket of water on him.


TIKHONE got a lot of special cut scenes and hidden animations. In the helicopter, turning on the first person view, you can see how she tries to seduce Big Boss in different ways. And if you have won her full trust and take her with you on missions, then some of the videos will change. Let's say, the happy birthday scene will change, and instead of a bucket of water from Ocelot, you will get the opportunity to take a shower with Quiet.


QUIET not only hums Sins of the Father, but also listens to Snake Eater, the main theme of MGS 3, in his cell.

ELIMINATE the enemy can be attacked in a dozen non-obvious ways. Throw an empty machine gun magazine at his head, activate a decoy (inflatable Snake) near him, jump on him from a height, throw the body of another enemy (or hostage) at him, mark him as a landing point for supplies or transport. Even unnoticeably hang C-4 on his butt. Experiment!


IF YOU HAPPENED TO THE MISSION, in the helicopter, Wig Boss will have a catheter tube sticking out of his arm.

AIMING at the enemy point-blank, you will force him to surrender. He will put down his weapon and, on command, can lie down on the ground or tell you the necessary information - about hidden hostages, resources or routes of other soldiers (the same can be found out by capturing the enemy). Be careful: if you don't aim for a few seconds, enemies will jump up and draw their weapons. And some may immediately grab a knife to rush at Snake.

SENTINELS ADAPT to your tactics. As the game progresses, opponents will be better armed, planting inflatable decoys and mines. The more times you eliminate enemies with headshots, the more soldiers will appear with helmets that prevent one-shot kills and that send off paralyzing darts. If you prefer night, there will be more soldiers with infrared goggles. But by sending your soldiers on missions to destroy enemy supplies, you can reduce the number of equipped enemies to a minimum for several missions ahead.


KOJIMA loves to come up with explanations for game pieces. The phantom cigar speeds up time for a reason. but because it contains special psychoactive plants that affect the perception of time.

ENEMIES ARE PEOPLE TOO. In a sandstorm, soldiers cover their eyes with their hands; in rain, they try to find shelter. Shooting a tranquilizer dart will make them itch, and if you put a knocked-out enemy on a bed, other soldiers will not pay attention to him. If they see him in any other place, they can reprimand him for sleeping on duty. If a patrolman reports a suspicious box to headquarters, he will receive a scolding for stupidity. But another detail is especially interesting: sometimes a grenade thrown into a crowd can force one of the soldiers to cover it with his body in order to protect his comrades.


FULTON BALL You can burst with a shot. The enemies know this too - and will certainly prevent you from transporting their comrades to the base. Please also note that the Fulton does not work if there is an obstacle above the target (say, a roof), and bad weather reduces the likelihood that the target will reach the helicopter rather than crash. Also, enemies may notice the disappearance of a stationary weapon or a container with resources, but the disappearance of other patrols will not cause suspicion if you send them into the sky at least at a distance of thirty to forty meters.

EVACUATE QUICKLY You can also use Fulton, you just need to pump him up. When you can pick up vehicles and containers, you will be able to go into the sky with them - you just need to get used to it.


SOME SOLDIERS Snake has a special "badass" characteristic. Because of them, other fighters are sometimes sent to the medical bay.

SKILLS fighters give you access to new opportunities. For example, a recruited translator will allow you to interrogate enemies who speak a certain language, and a dog handler will help you design a combat suit for your dog. But there is also a special specialist - the legendary gunsmith. Once you have it in your army, you will be able to flexibly customize your weapon. To do this, you will need to perform a series of special side-ops. The remaining specialists can be identified by interrogating soldiers or upgrading binoculars, then when you point at a soldier, they will display his characteristics and possible skills.


IF EQUIPPED Snake has a silver shield, it will protect you from damage, even when resting on your back. Therefore, by climbing into the D-Walker with a shield, Snake becomes virtually invulnerable from any direction.

REINFORCEMENTS in alarm mode they come only if an enemy fighter contacts headquarters and requests help. To avoid this, you need to either have time to kill/put to sleep the soldier with the walkie-talkie, or destroy all communication dishes in the camp. To destroy plates quietly, without explosions and unnecessary attention, you will have to develop and take with you... a water pistol. If you eliminate the enemy when he managed to get in touch, but did not have time to report the situation, the nearest soldiers will be sent to search for him.

SPECIAL REWARDS The game gives out for fulfilling certain conditions. For example, you can develop a water pistol when you save the children in the 18th mission, completing side operation 143 will allow you to “develop” that same Boss bandana, and for capturing the legendary jackal you can create a Fulton portal: it cannot be interrupted, it will never fails and works even under the roof. Some rewards are unlocked for a specific play style - say, the Fulton's third upgrade will be available when you send 500 people into the sky with them.



Anyway, WATER GUN- a useless toy, which, however, can be successfully used on the battlefield. By approaching the enemy from behind with this “weapon,” you can force him to lie down on the ground. You can also use a water pistol to distract enemies - you simply spray water in a certain direction, the enemy hears the sound and goes to check what is happening there. With its help, you can put out fires, creating dark areas in which it is so easy to hide from clueless opponents. The water jet detonates the mines. Well, if you accurately spray it in the enemy’s face, the effect will be exactly the same as that of a stun grenade (the enemy will be disoriented for 3-4 seconds). And lastly, water destroys any electronics, so it is now possible to disable communication devices, radio transmitters and light switches without “noise and dust.” But this pistol is powerless against a fiery man.


IF DESTROYED communication dishes right before the C2W mission, it will end right after the opening credits.


LIKE THE FAMOUS BOSS The End from MGS 3. The quiet one can photosynthesize - and can fight a sniper duel with Snake as much as he likes. However, nothing prevents you from simply summoning a box of supplies on her head/

ADDITIONAL COSTUMES open as a reward option. Thus, Raiden's cyberninja suit will be available if you complete all main missions with an S rank. This condition does not apply to missions marked Extreme, Subsistence and Total Stealth. The Raiden suit will make Snake much faster and allow him to jump much further. The Gray Fox costume will unlock after completing the main missions on increased difficulty (available after completing the game for the first time). Other costumes (silver and gold Naked Snake) are unlocked by completing additional missions, and the cool Diamond Dogs leather jacket is unlocked by completing Secret Mission 46.

TRANSFER saving from the prologue of Ground Zeroes will give you access to the Solid Snake costume and the Big Boss costume from the prologue, and at the same time will allow you to replenish the base with new recruits. For example, Hideo Kojima, whose characteristics are turned to the maximum. It's a pity that he is assigned to a specific squad and cannot be played as him. By the way, if you didn’t save Kojima in Ground Zeroes, you will have this opportunity in The Phantom Pain - in one of the additional missions.


FOR THE QUIET The game also has a special costume in store. If you defeat her in a duel in Expert mode, you can dress the girl in the costume of Sniper Wolf - the most charming boss of the first part of Metal Gear Solid. Quiet's other costumes open by themselves, you just need to get her to agree.

YOU CAN PLAY NOT ONLY AS BIG BOSS. You are free to choose any fighter from the task force for any mission. Moreover, both men and women received voiceovers for interrogating opponents. But keep in mind, especially if you are storming another player's FOB, that only Snake has the ability to use the prosthetic dowser and that the insufficient skill level of the other fighter affects the gameplay for him. And only Snake will return from the mission alive in any case. An operative killed on a mission will die forever.

MANY OPPORTUNITIES You will have to figure out the controls yourself. For example, that some rocks have cracks that you can climb. Snake can also roll on the ground, pretend to be dead, and lower his head while sitting in a truck.


EVERY PARTNER brings its tactical benefits. The horse is the most secretive vehicle in the game, because Snake can slide onto its side so that enemies cannot see him. The dog is the best at marking surrounding enemies, can attack on command and help you out in close combat: if you take aim at an enemy and he pulls out a knife, the dog will not allow you to hit Snake and cause an alarm. D-Walker makes Snake faster and stronger without taking away his ability to sneak up on enemies. The quiet one marks enemies and can support with sniper fire: shoot at a selected enemy on command, take out a soldier who noticed you, and even shoot at a grenade thrown by Snake so that it detonates faster.


QUIET ORDERS CAN BE GIVEN via the iDroid menu. In the "partner support" section, you can send her to any sniper position in the area to reconnoiter the area or prepare for an attack.

TRUST OF PARTNERS increases if Snake takes them on main missions and uses them in battle. Increased trust allows them to develop new equipment and opens up new teams. For example, a horse can be trained to defecate on command - manure on the road will temporarily disable enemy vehicles, and the dog will learn to attack enemies and distract their attention by barking.


AUDIO CASSETTES are responsible for half of the game's plot. Only there can you find out that Ocelot’s nickname, Shalashaska, came from his two other nicknames - Shashka and Sharashka. You can listen to story recordings at any time. The game also has a player, and in order to add new songs to the playlist, you need to find them on tape recorders scattered throughout enemy camps. PC players are free to load any audio files from their hard drive into the player, be it a favorite song or a recording of a legendary scene from the movie “Blood and Concrete” - they just need to drop the files into the CustomSoundtrack folder located in the game folder.

FOR HELICOPTER you can develop a loudspeaker, after which the “put a track on a helicopter” function will appear in the player menu. Then the loudspeaker will constantly broadcast your chosen track (including custom ones) to the entire area. This will not affect the gameplay in any way, but will cheer you up.

Developing a loudspeaker for a helicopter (Droid > Mother Base > Development > Helicopter):


Turn on the music (iDroid > Missions > Cassette Tapes):


SOME AUDIO RECORDINGS ARE USEFUL. If you have at least 60% trust in Tikhoni, after completing any mission with her you will receive a cassette on which she sings the song Sins of the Father. As long as you play this tape, Snake's hands will not shake when aiming. In some places you can find a tape with the sounds of a soldier defecating (Johnny Sasaki's father?). If you lock yourself in the toilet and turn it on, enemies who notice you will stop searching (unless they are in alarm mode). African and Afghani music causes nearby opponents from their respective regions to go to sleep. You can also find tapes with the voices of soldiers - they can stop the alarm. All useful cassettes break over time, but can be found again.

CASSETTES WITH ANIMAL SOUND allow you not to scare away animals of the same species as in the recording. To get them, send an animal with a Fulton, and at the base on a special platform you can find the corresponding cassette. The animal platform is located separately and can only be accessed from a helicopter. In the menu for selecting a landing point at the base, you will need to press a special button that will appear on the screen. By the way, an audio recording of a bear roaring scares away enemy soldiers.

ANIMALS CAN BE USED IN BATTLE. You just need to develop a bait and use it near the enemy base. If she attracts aggressive beasts, they will occupy the soldiers for some time. Snake's pets are not far behind: the dog can be taught the "front" command, and the horse can be left in the middle of the road. At the sight of a horse, the enemy vehicle will stop, and the driver will try to drive the animal away.

BASED ON A LOT OF INTERESTING, but no one will lead you by the hand. For example, on the main platform you will eventually be able to find posters of Paz Ortega, drawn in an anime style, and use them as box stickers. Each platform has a side quest with a shooting gallery, and by exploring the base you can find diamonds and emblems to customize your own logo. The patrol officers can help you with this: interrogate them, they will tell you where they saw the good. Interrogation, like beating, will only increase the morale of your soldiers, because Big Boss himself blessed them with his attention!


MANY OPTIONAL SCENES appear on the base in random order. For example, a cutscene in which Ocelot teaches the fighters what Big Boss explained to him in Metal Gear Solid 3. But some episodes will have to be found. So, at the very top of the medical platform you will find a door with a blue lamp above it. Enter there and you'll be treated to one of the most powerful optional scenes in the game. If you have played previous games in the series, you will be impressed for a long time.

HIDDEN REPLICAS There's a lot in the game too. For example, when you save Kaz in the first mission, he will ask you to say the words he has been waiting for nine years. If you press the right button, the Boss will say his signature “Kept you waiting, huh?”, and if you shoot Ocelot with a tranquilizer at the base, he will mainly say that he is trained to resist its action, but sometimes he can react differently: for example, to name a few Japanese names, say “2+2=5” (a reference to Orwell’s “1984”) or the famous “La-Li-Lu-Le-Lo” - the code name for the Patriots.


SPECIAL HIDDEN CUT SCENE will only appear if all players in The Phantom Pain get rid of nuclear weapons. But this is such a utopian condition that it was found only in the game files.


FASTEST The way to move around the base and enemy camps is a box. To use it in the game, there are special transport platforms located at the very edge of the camps. But in order to get to the desired platform, you must first take the corresponding sticker from it. Then you can return to it from any other platform: just stand on it, put on the box and hold down the button that will appear on the screen. You can only move within the biome (it’s impossible to get to Afghanistan from Africa or from the base) and only if the alarm is not turned on at the base.


It’s a pity that the enemies in the fifth part have forgotten how to see traces of blood and prints of wet feet, but in general their level of intelligence has increased. If you activate the alarm, the soldiers will not finally calm down until the end of the shift


BOX- An indispensable tactical tool, master it as soon as possible. It will allow you to hide in plain sight and take aim at the enemy at the most convenient moment. If you are noticed from afar, turn your back to the enemy and jump: Snake will fly out of the box and will be able to crawl away. But keep in mind - you have a limited supply of boxes, and once you jump out of the box, you will not return back to it. And beware of the rain.


Volgin's rage, The Boss' influence on the world. photographs of little Hal Emmerich. the shadow of doom over Outer Heaven - many plot elements cannot be understood or experienced without knowledge of the previous parts of MGS


THE CLIMBEST TRICK. As you play, you can not only design boxes with different types of camouflage, but also sculpt posters on them. Posters with images of various soldiers and women are scattered throughout the game world. They can be stuck in the box selection inventory by pressing a special button. Stick it on, stand in a box facing the enemy, and he will mistake you for either a soldier or a woman. In the second case, he will come up and admire, becoming completely vulnerable to the crown CQC. Hit him in the jaw, grab him by the throat - he's all yours.

SOLDIER OF THE PAST ARMY Snake can be brought back to his senses. The first option is to get an audio cassette from the medical platform (yes, in that room) with a “special cover” of the song Love Deterrence straight from the MGS: Peace Walker soundtrack. Another way is to approach the fighter in the box. He will look at it for a long time until he recognizes you as Big Boss, after which he will salute.

CARDBOARD ALLOWS even roll down a hill. Just run up to the slope and jump. Are there things in the world that a box can't do?!

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not quite similar to its predecessors. So, unlike previous parts, some mobs in most locations move chaotically. Therefore in this walkthrough you will not find a step-by-step guide that will lead you to success and obtaining an S rank. On the other hand, as in all games in the series (with the exception of Risen), in each episode you are asked to complete 5-7 tasks that affect the rank level and reward . But you don’t know what these tasks are. In the walkthrough at the beginning of each episode these tasks will be indicated in advance. Therefore, if you do not want to know them all, then do not rush to study the article thoroughly.

Plus, you'll learn how to find all the photos.

How Snake grew up and aged.


Let's start.

Prologue. Awakening

While the credits roll, you can move your gaze. The video can be skipped if desired.

3 days after waking up

Nod your head, look up. When the doc asks you what your name is, choose a name. Watch the cutscene, then select Snake's new face.

When control passes to you, then crawl to Ishmael standing at the door. Continue forward until an explosion occurs. Run into the room and lie down on the ground. Follow the corridor, avoiding the spotlights. Run to Ishmael.

In a room with several screens, hide behind one of them, closer to the enemy. When the enemy checks the next bunk, quickly crawl there so as not to be noticed.

Return to the corridor and freeze. When the enemy leaves, straighten your leg. Go back to the landing and go down. On the floor below you will see burning steps. Follow Ishmael and you will soon receive a weapon. The room will start to burn. Aim and shoot at the indicated fire extinguisher. Kill the first enemies and move on.

Ishmael will distract the enemy. Shoot him in the head, then move along the balcony without getting up and kill the remaining opponents. Even from a distance you can hit them in the head and kill them with one shot. If you are noticed, the task will simply become more difficult. After the cutscene, run away from the burning enemy and jump into the rubble. While everyone is distracted, run to the exit.

While you are riding your horse, shoot back at the approaching enemy.

Ocelot (left) and Snake (right) after escaping from the hospital.


Chapter 1. Revenge

Kazuhira Miller has been located
- Kazuhiro Miller evacuated
- The commander was evacuated from the Wah Sind barracks
- The task was completed in secret from the “Skulls”
- Captured rough diamonds from Spugmai fortress

Click on the button to enter iDroid (hereinafter referred to as PDA). The village you need is marked on the map - Gwandai Khar. Close the PDA and open the binoculars. The ocelot will tell you where to direct your gaze. Zoom in and look closely at everything. Request intelligence on the village of Vialo. After that, in binocular mode, place a mark on the village of Vialo.

Ride forward towards the village of Vialo. Ocelot will stop you in front of guard post. Examine it. There are two guards here, located far apart from each other. Deal with them. The post will be captured and you will receive a reward for this.

Approach the village. Ocelot will ask you to find an observation point. You can go to the nearby hills and explore the village through binoculars. Using binoculars, you can mark enemies, vehicles and various objects. Enemies are marked automatically when hovering.

Go to the main building of the village, on which the red flag hangs. To get into it, find the open blue gate and go upstairs. In the room on the table, examine the intelligence data to find out where Kaz is.

Rescue of Kazuhiro Miller.


Now ride your horse to the main village of Gwandai. There will be another outpost along the way. You can capture it or bypass it. For capture, an additional reward is given in the form of a part of the emblem. Check the location and mark all enemies. You need to move towards the yellow marker. Go into the building from any side and find Kaz in the room on the second floor. Throw Kaz on your shoulders and ride to the evacuation site. Zombies will appear. Try to stay out of their sight. But if this happens, then just jump away to the new evacuation point.

Episode 2. DIAMOND DOGS

Completed training on how to use the Fulton system
- Thanks to the evacuation of personnel, the level of the research department has been increased
- Cardboard box designed; The basic training course has been completed.
- Completed capture training
- Completed striking instruction

Approach Ocelot in front and listen to him. Ocelot will give you the Fulton Evacuation System. This device will help to instantly move captured soldiers. Ocelot, already at the base, will try to convince them to join Snake and his team. Shoot the arriving soldier, then approach him and evacuate him using the Fulton system.

Open the PDA and select the personnel management section. You will see that the captured employee has been assigned to a research center. Go back and go to the development section. Select weapons and items. Try to create a box. You need to raise the level of the research unit. Close the PDA, approach another soldier and melee him. Then it should be evacuated.

Hit the other soldier and approach him. See the percentages above the evacuation icon? This is the probability of whether Fulton will deliver the captured soldier to base. It all depends on whether the soldier is injured, as well as on weather conditions. Evacuate him too. Go to development again and create a box. Request it be delivered near Snake. A few seconds later the package will arrive. Get inside the box to try it out.

You can go on your next mission, or you can approach Ocelot to test your melee skills. Grab the soldier and press the same button several times to make him lose consciousness. Interrogate the next soldier, neutralize him and evacuate him. Now open the PDA and call the helicopter. To do this, you will need to go to the tasks tab and select a helicopter (rendezvous). Specify the landing zone and climb into it. Wait a few seconds and the helicopter will fly away.

From the helicopter you can select your next mission. Now three missions will be available at once. Find them below!

Open your PDA and go to the “Tasks” tab.

The entire Diamond Dogs team is assembled: Kazuhiro Miller (left) and Snake "Big Boss" (right).


Episode 3 – The Hero's Journey

Special forces commander eliminated
- Special forces commander eliminated from a long distance (100 m or more)
- The special forces commander has been evacuated
- Collected catfish that grew in the desert between the village of Shago and the Spugmai fortress
- Captured recycled materials from Shago village

Select one of two possible landing zones. In this case, a point east of Da Shago Kallai was chosen. Next, you can choose equipment, etc. Just before you start, indicate the time - right away, six in the morning or six in the evening. As you can imagine, it’s harder to notice you at night, but you don’t see very well either. During the day it's the other way around. Decide for yourself!

You need to eliminate the commander of the special forces squad. Jump from the helicopter and ride your horse to the indicated point. Look around the camp using binoculars. Ultimately, the special forces commander should come out from the building ahead. He is easily identified by his red beret. Mark all enemies and start eliminating them. First, deal with the enemy on the building in front of the outpost, a little to the right. You can eliminate the enemy at the farthest point to the right of the village. At the end of the village there is a tower with a soldier standing on it. There is also a tower to the left - eliminate them all.

Next, you can either kill the commander, or stun him, take him out of the building and evacuate him. Now leave the area with the enemies. When you are in the desert, the horse will stop on its own and the task will be completed. Call the helicopter to the landing point, which is marked on the map. Get into the turntable and wait. Start a new task.

Episode 4. Information war






Prepare for the mission and select a landing point (there is only one). Based on the mission, you need to find communication equipment. Move to the indicated point. So you will see the base. Climb to the top of one of the hills and examine the base through binoculars. You should find three satellite dishes. When they are found, the first part of the task will be completed.

Note that you can either destroy the three antennas or find the radio transmitter. The equipment is located in a building with one of the antennas located at the top. This building is closest to you. If you want, you can run inside and shoot the radio. Next, leave the hot zone until Ocelot reports the end of the mission.

Episode 5 – Behind the Fence





Evacuate a prisoner who was planning to escape from the Wah Sindh barracks

The Wah Sindh barracks are very well guarded, but there is one great way to get to the hostage without loss. There are two entrances to the barracks. The first entrance is in front of a tall tower with searchlights and soldiers. Behind the tower is the main road to the barracks. The other entrance is located on the opposite side, along the main road with a barrier.

This path is lightly guarded. So, first grab the intelligence from the hut with the guard, and then move to the barracks.

You can climb up to the guard station and crouch across the road to the guard tower. Climb the stairs and jump from the roof to the rock next to you. Don't worry, Snake will make it. Walk around the rock counterclockwise (to the right) to find a prisoner sitting on the edge. Evacuate him using the Fulton system.

Evacuate the captured engineer

After you go to the barracks along the path described above, move deeper and turn left towards the destroyed building. On the right you will see this building. Find the stairs leading down. A hostage, an engineer, will be hidden in one of the cells. Find him and free him. Without leaving the basement, find a hole in the ceiling. Place the engineer under the hole, then use the Fulton system. This will complete one more task. The stairs are on the left side of the stairs (if you go down).

Evacuate SUV

It is unlikely that you have the opportunity at this stage to evacuate vehicles using the Fulton system. The SUV is located on the lower levels of the area leading to the Wah Sindh barracks. Where there are soldiers, mortars, towers, etc. If you manage to sneak past a dozen soldiers and quietly evacuate an SUV under their noses, then it’s time to hand over gold medal. If not, then it seems that the time has come to have a lot of fun, sitting behind the turret to shoot all the opponents.

Episode 6 – Where is the sting hiding?

"Sting" system captured
- “Skulls” have been eliminated
- The “Sting” system was captured along with ammunition
- Prisoner evacuated, unable to speak
- Two snipers were evacuated from a mountain transit point

Capture the "Sting" system

The nearest landing site is located quite far from the mission goal. Be prepared to walk or ride several kilometers. When you enter the fort, move to the back, where you will find a cave with candles. The tunnel should lead you down. As a result, you will find yourself in a spacious hall with a pond on the floor. Go through the doors on the left side, get to the back room and find the Stinger system.

Eliminate the "Skulls" and capture the "Sting" system with ammunition

When you leave the cave, you will meet the good old Skulls. The best way defeat these opponents by using the “Stinger” against them. You need to shoot when they are close to each other. Luckily, these creatures love to crowd around. This will allow you to save ammo. Try to save at least one shell so as not to lose the bonus mission achievement listed in the list above.

You can try to kill enemies with a machine gun and grenades. You just need to always be on the move. Third option: try to escape from the battlefield without using the Sting. For these purposes, it is advisable to use a horse.

Evacuate the prisoner

The prisoner is located at the Mountain Relay Base location. It is hidden inside the car. He will be transported to that same Smasei fortress. Three soldiers will accompany him to the room where the “Sting” was (was) stored. Remember that as soon as the soldiers bring the prisoner into the room with the “Stinger”, after a minute or two they will kill him.

Destroy the helicopter

You will encounter a combat helicopter that will try to block your path to the base. It is unlikely that you will have any weapons in your arsenal that are suitable for combat with a helicopter. It's best to use the same "Sting" system if you don't want to come back another time to replay the mission and collect all the achievements.

Episode 7 – Bloody Copper

The company commander from the village of Vialo was eliminated
- The platoon commander from the village of Shago was eliminated
- The platoon commander from the Vah Sind barracks was eliminated
- The commander was evacuated along with his soldiers (4 in total)
- Three commanders were evacuated
- The conversation of the three commanders was listened to to the end
- 2 prisoners were evacuated from the city of Gwandai

Destroy or evacuate commanders

The meeting of commanders will take place in the village of Vialo. In theory, all you need to do is clear the village of enemy patrols. One commander will be here from the very beginning. You can kill him as soon as possible. Or take it out using Fulton. Now wait for the other two bosses to arrive. Eliminate or evacuate them. Be careful, because the commanders are necessarily accompanied by ordinary soldiers. It is very important that you do not cause alarm.

And with new system evacuation "Falton" and you won't see anything like that!


Commanders will arrive at the location separately, so you will have time.

Evacuate the commander and his soldiers by transport

Look down the road to see the commander and his buddies in the car. The commander put on a red beret. You need to find a way to stop the car without causing casualties. For example, you can shoot out a car tire. As soon as their journey is interrupted, run up and stun everyone who is there. At this time, it's unlikely your Fulton system will be upgraded to carry cargo, so simply take each soldier out of the vehicle and evacuate with it one at a time.

Listen to the end of the conversation between the three commanders

You need to wait until all three commanders are in the same tent, and then eavesdrop on their conversation.

Episode 8 – Occupation Forces

Deployment plans received
- Colonel eliminated
- All tanks destroyed
- Colonel evacuated
- The colonel and all his tanks were destroyed before arriving at the Smasei fortress
- A prisoner was evacuated from the village of Shahra Yeh
- All tanks have been evacuated

The task consists of two parts. There is a colonel in the village of Shahra Yeh who needs to be eliminated. There you need to find his plans. Afterwards you will need to destroy all the tanks.

To complete one of the optional tasks, enter the first building in the village and free the hostage. Evacuate him.

Approximately in the middle of the location, on the second floor of a tall building near the mountain, there is intelligence. Be careful, because if the alarm is raised, this part of the task will not be completed. The episode could be completed without her, but still. Open the map and you will see a red area behind the village. Move there so that the colonel goes to the fortress with tanks. You must do everything possible to prevent these tanks from reaching their destination.

One of the best options is to use an airstrike, which you can order through the PDA. Remember that the strike must be ordered at the place where the tanks will arrive in 15-20 seconds. When both tanks are destroyed, the mission will end. Leave the hot zone, after viewing the statistics, call a helicopter and evacuate.

Episode 9 – Help and Departure

The armored vehicle was destroyed



- The armored vehicle was evacuated
- 4 soldiers were evacuated while looking for an escaped prisoner
- 6 prisoners evacuated
- 3 tanks evacuated

Destroy Soviet armored vehicles

It is advisable to improve the artillery fire by the beginning of this mission. All appearing enemy vehicles will be indicated on the map. Usually there won't be more than two. Find the car and move towards it, trying to avoid the guard posts. At a minimum, they should be ignored since you have a limited amount of time. Destroy the tanks as you see fit: artillery fire, rocket launchers, mines, explosives, grenades, etc.

You must destroy the tanks quickly while they are still within the location. If they leave, then you will never be able to destroy them all again. By the way, according to the task you only need to destroy at least one vehicle. If you destroy five tanks, the goal “Eliminate several combat vehicles” will be completed.

To complete another objective, you must ignore fire support and supply drops. If your Fulton system is updated, then you can pick up the equipment and transport it to the main base.

Seize weapons transported on a truck

At one point, your partner will tell you that a truck with weapons has appeared at the location. Find him on the road or at the Yaho Obu supply base.

Evacuate four soldiers searching for an escaped prisoner

You will find soldiers east of point "12" (look carefully at the map). Ultimately, all the soldiers will split up in pairs. Use a tranquilizer gun against them. Try to spend as little time as possible.

Evacuate six prisoners

The prisoners are being held at the Yaho Obu supply base. Some of them are inside enemy vehicles, which will move around the location. Explore the area with binoculars to find all the hostages and free them.

Episode 10 – Angel with Broken Wings

Captured Mujahideen Malak evacuated
- The escort armored vehicle was evacuated
- 3 prisoners were evacuated from Lamar Haate Palace
- 2 prisoners were evacuated from the Yaho Ob supply base
- Listened to the last conversation between the driver and Malak

Go to the palace and clear out the dilapidated building. There are several hostages on the floors, but all of them are not the main target. Free one of them, evacuate, and only after that the task will be updated. Ocelot will tell you that Malak has been taken to another location.

Move to the top of the map, to the Yaho Obu supply base. Clear the building area. Go inside the fortress and search all the rooms around the perimeter. Red doors will lead into one of the rooms. Go there and get the hostage out. This is the Malak you need. Leave the base, call a helicopter using your PDA, and then move to the evacuation point. Place the hostage on the helicopter and jump in yourself.

Now take additional task"Contact with Emmerich." There will be no new one in the list of main missions! Move to the Yaho Obu supply base (approximately there you will land). From there you should climb up the map until you find yourself in the ruins of Aabe Shifap. It is worth noting that these ruins are not visible on the map until the mission is taken.

Episode 11 – Surrounded by Silence

The Silent One has been eliminated


So, a sniper should shoot at you. This is how the mission begins. You can destroy Silent, or you can simply get to another part of the location and leave it. Go to the end of the location and the episode will end.

So, if you decide to deal with Quiet, you can even attack her with a sniper rifle. When she has no lives left, she will move to the middle of the map.

How to neutralize the Silent One without lethal weapons

In order to neutralize the Silent One without firearms or lethal weapons, you need to be cunning. Do you know how to do this? Use binoculars to look for its position and mark it on the map. Now call for Snake's supplies to be delivered to the location where it is located.

Another alternative: wait for the Quiet One to jump in the water, bathing in the rays of the rainbow. Run up and put her to sleep using tranquilizers.

What to do with it?

You will have to decide what to do with it. Kaz says that she needs to be killed, Ocelot - to be left alive. By the way, if you leave her alive, you will have several advantages. Firstly, she will become your companion, and secondly, a storyline related to the girl will be available to you. Why refuse interesting tasks?

If you want to complete all mission tasks at once, then you will have to catch Quiet without using lethal or firearms. Periodically, the girl “baths” in the rays of the rainbow. This is your chance!

Kaz did not approve of Snake's decision to bring Quiet to the main base.


Side quest (with plot). Visit to Quiet

If you decided not to kill Silent and took her into your squad, a task will appear. Ocelot will say that he wants to meet you near Quiet's cell. Open the map while on the main platform and go to the medical bay. You need to open the map to place a marker or call a helicopter. This task is marked in yellow in side missions, just like “Contact with Emmerich”. If you remember, the quest “Contact with Emmerich” was necessary to continue the plot.

Upon arrival at the medical platform, leave the helipad and look opposite it for the stairs leading to the basement. Go down and approach Ocelot. Listen to him. The task will be completed. From now on, Silent One can be taken on missions.

Quiet, one of Snake's possible partners during missions.


Side quest. Contact with Emmerich

Without it side quest the storyline will not continue.

Drive to the indicated Serac Power Station. You need to quietly get to its end, where the red door is located. If you are noticed, you will have to fight your way through. Until you kill everyone, you won't be able to open the door. Finally, open the door and watch the cutscene.

Episode 12 – Road to Hell

Contact with Dr. Emmerich took place
- Dr. Emmerich has been evacuated
- 3 Walker Gear was evacuated from the central base
- Dr. Emmerich evacuated unharmed
- Captured a vertical poster with a fashion model from the central base
- Captured drawings from the central base

Go to the huge gate (don't accidentally go back to the red ones), kill the two soldiers on the left. You need to climb onto the iron platform to the right of the gate and scan all the documents. Now you need to move to the central base camp in Afghanistan.

Go back, you can clear the location again, or you can jump on your horse and ride away. Move towards the central base. The helicopter will appear here again. And the enemies in general will become stronger. You need to find the place where Emmerich will be captured. You will be able to go inside the specified hangar only if the alarm was not raised, or if after the alarm ALL opponents were destroyed. To destroy the helicopter you need to capture a mechanical robot. By the way, even robots standing without soldiers are considered enemies. Therefore, they will also need to be destroyed. Only after this will you be able to enter the hangar through one of the side doors.

Inside you will find Dr. Emmerich. Grab him and drag him to the evacuation point. First call a helicopter to this place. After the cutscene, run back and hide from the huge robot. Next, you will need to call a helicopter to another evacuation point, somewhere further away. After that, ride your horse to this point and jump on as quickly as possible. Find a machine gun on the right or left and pull it out. Shoot the Sahelanthropus to destroy it.

Episode 13 – Impenetrable Darkness






At the main base, call a helicopter and board it. Choose a new mission. It's time to leave Afghanistan and go on an adventure in Central Africa.

You must destroy oil fields. Move to the oil base. The path will not be close and quite difficult. At the base you will need to destroy a huge tank and turn off the pumps. First, move to the nearest marker. Open the grille and you will see a huge red tank. Throw a grenade in his direction or install explosives (depending on what you have available). After that, run away. Follow the other yellow marker, go higher and enter the room with the blue door. There will be a console panel here. Interact with it to turn off the pumps. Afterwards you will need to leave the danger zone. Mission complete.

Episode 14 – Common Language

Afrikaans translator found
- Viscount Found
- Viscount evacuated
- According to intelligence data, the location of 4 prisoners was established
- 3 prisoners were evacuated from the Kiziba camp
- A container with materials was evacuated from the Kiziba camp
- Listened to the interrogation of all 4 prisoners

Select the task in your PDA, then ride your horse to the specified point. There is no need to call a helicopter. There will be a suitcase here. A cutscene will play and the episode will begin.

You need to save the Viscount. Move to the point indicated on the map. Examine everything through binoculars and determine who of all is the translator. Follow the interpreter without raising any alarm. This is the only way you can find the hostages, among whom is the Viscount you need. Ideally, both the translator and the Viscount should be evacuated. Follow the translator. He and another soldier will enter the building. But there will be no one inside except them. The point is that the hostage is being brought here. You can go to the meeting to the northeast. Turn on your night vision to see one soldier leading the Viscount. Deal with him and save the hostage. Afterwards you can go to the translator’s hut, neutralize him and take him outside. The interpreter can be evacuated from the street.

“Chicken hat” is really a chicken hat!


By the way, you can evacuate the translator first. Ocelot will interrogate him and inform you that a hostage is about to be brought. You can wait, or you can, again, move towards the meeting.

Episode 15 – Ghost Traces





Select a new mission and move to the specified point. You can start the mission via a helicopter.

Move towards the abandoned village. You need to find and destroy (or evacuate) robots. Only four pieces. Try to make your way to the tents to the right of the village. There will be two robots there. There will be two more targets even higher. You can use them to destroy soldiers and other robots. When all four targets are destroyed or evacuated, leave the hot zone.

Episode 16 – Caravan of Traitors

Armored escort vehicle found
- Truck found
- The truck has been towed
- “Skulls” have been eliminated
- Truck driver evacuated
- Based on intelligence data, an approximate escort route was established
- All conversations between the truck driver and soldiers at outposts and guard posts were listened to
- 3 Zero Risk Security soldiers evacuated

Take the task and move to the indicated point to start the mission. Move to the guard post marked on the map. You have two options. Either you upgrade Fulton so that heavy cargo can be evacuated, or you deal with all the security and take the truck with the necessary goods outside the danger zone.

So, follow to the post and kill 5-6 guards. You can even make some noise. Inside one of the two dark tents, find information about the truck. A specific route will be highlighted on the map. Move from the end that is closest to you. There will be an airport in the middle of the route. A truck, tank and armored personnel carrier are on the premises. One of the options is like this. Raise the alarm and move away. The equipment will begin to move along the route. Get in the way of the equipment and quickly run up to the truck. If everyone has stopped, Skulls will jump out of the truck. Defeat the Skulls. Use an armored personnel carrier and a tank. When the Skull is left alone, it will be quite easy to deal with it. By the way, if the skulls attack with a saber, then you can counterattack them. Defeat everyone, get into the truck and take it outside the hot zone.

Episode 17 – Scout Rescue

Evacuated
- A reconnaissance squad member was evacuated from the Kiziba camp
- 2 C.F.A. employees were evacuated.
- A prisoner was evacuated from the Kiziba camp
- 4 reinforcement soldiers of the search group were evacuated
- Truck driver evacuated

Follow the closest point, in the middle of the forest. There's an escaped hostage hiding somewhere here. In the middle of the location, look for the “information” icon. Examine the dropped scout radio. He himself is located nearby, in the same area, between the stones on the ground. Find him and evacuate him. Move to the next point, clear the location. There will be a small yellow zone where you need to find the second scout. Find two cells in the location. Done? Not far from them there is a pit with wooden boards that serve as a roof. Go down and find a scout. It will not be possible to deliver it by tow truck. Hang your horse and jump away with the wounded scout outside the hot zone. The mission will be completed.

Episode 18 – Blood Ties

Former Mbele Army rebel eliminated
- 5 prisoners in the Kungeng mine eliminated
- Captive child evacuated
- Former rebel from Mbele army evacuated
- The task was completed in such a way that the enemy did not notice the evacuation of 5 child soldiers
- Assault helicopter destroyed
- Evacuated 5 snipers near the northeast and southwest guard post of the Kungenga mine
- 3 armored vehicles evacuated

Move to the indicated point to start the mission. You have six goals. All these prisoners must be killed. First, move to the nearby location. At the end of it there will be an ordinary soldier whom you were ordered to kill. Do so, then move to a new place. Move to the mountain opposite, destroying opponents. Enter the mine through the grate and find the children. Now you will need to take the children to the evacuation site. One child is injured and cannot walk, so you will have to constantly carry him. Kill the enemies in advance, and then order the children to walk. By the way, do not forget about the possibility of air support. Place all the children one by one on the helicopter.

Episode 19 – On the Trail

A subordinate of a PMC commander nicknamed “Major” was found
- PMC commander nicknamed “Major” discovered
- PMC commander nicknamed “Major” was eliminated
- PMC commander nicknamed “Major” was evacuated
- Major's subordinate evacuated
- A prisoner was evacuated from the north-eastern guard post of the Munko Ya Nioka station
- A conversation was overheard between a PMC commander nicknamed “Major” and his subordinate

At the main base, call a helicopter and select the next task. First, move to the checkpoint. Now examine the base through binoculars. You need to find the major's assistant. He and two soldiers are inside the tent, closer to you. Wait for the assistant to come out, then scan him with binoculars.

Keep an eye on his car. IN certain moment he will change to another car. After this, you will get to the very place where the meeting will take place. Kill the major and his assistant, or try to evacuate them. If the assistant notices you before he arrives at this place, then you will need to destroy the enemy helicopter. True, he appears on the outskirts of the hot zone and flies away from it. It is unknown whether it can even be blown up in time.

Shabani evacuated

- Attack of a burning man repelled
- According to intelligence data, the path to the western guard post of the Ngumba industrial zone has been established
- A hyena-like dog was caught near the western guard post of the Ngumba industrial zone
- Listened to a conversation about corpses at Munko Ya Nioka Station

Call the helicopter at the main base, then select a mission. When you land, jump to the indicated location. The control point is located over one and a half kilometers away, do not be alarmed.

You will need to go through the train station (that's the name of the place, in fact it doesn't look much like a train station). There will be a grate ahead. There is a door on the left side. Come on in. Move forward along the road that is as close as possible to the indicated location. After going through another door, you will find yourself in front of a destroyed bridge. Turn right, and when you get to the cliff with a waterfall, turn left. Get to the huge white building. On the left side there is opened door. Go through and find the boy. Watch the cutscene.

Now you need to neutralize the fiery creature. Get out of the building as quickly as possible, run to the tunnel through which you came here. The tunnel will be destroyed. After that, enter the PDA and call a helicopter at the farthest position from the current one. Follow through the building, which has several blue water tanks. Throw a grenade or shoot the tank next to which there will be a fiery creature. With these actions you will neutralize it. But this is temporary. Since you called the helicopter in advance, you must then have time to jump into it and fly away. Just in case, take out the helicopter's machine gun and shoot the huge tanks on the street.

Episode 21 – War Economy

Arms dealer discovered
- C.F.A. Officer discovered
- C.F.A. Officer liquidated
- C.F.A. Officer evacuated
- Arms dealer evacuated
- All conversations between the merchant and C.F.A employees were listened to.

- A container with materials was evacuated from a hangar at Nova Braga airport

Follow to the airport. Move towards the landing pads. On the other side, on the roof of the building there is a helipad. The merchant's aircraft will land there. You must track down the merchant, who will go approximately to the middle of the building, to the second floor, where he will meet the enemy you need. He is the one who needs to be killed. By the way, if you want, you can not wait for the merchant, but immediately get into that building.

Episode 22 – Liberation of the Platform

Enemy commander eliminated

Leave the room where the robot is being worked on. Call the helicopter to the nearest platform and select a mission. Move left along the second tier, to the control point. Go into the alley and go up until you destroy all the enemies. Be careful! Not all stairs lead to the very top of the platform.

Episode 23 – White Mamba

White Mamba evacuated
- A prisoner was evacuated from the village of Masa
- White Mamba is evacuated, unable to resist
- Rough diamonds captured near Masa village
- 20 child soldiers evacuated

As you understand, the White Mamba is a boy. You must find him and evacuate him. To begin, select a mission. After some time you will find yourself in place. Move to the active point. You cannot use a horse. The most important thing is that the White Mamba is the leader of the child bandits. Children will attack you, but you cannot kill them. When you find yourself in the desired location, use binoculars to find the wrecked ship. Move inside the ship.

It seems that Africa is still famous today for using children as soldiers.


There is a hole on its back through which you can sneak into the hold unnoticed. Climb to the top and meet the White Mamba. Run after him, counterattack. You need to repeat the procedure several times. The boy will sometimes go down to the floor below. Watch the cutscene. Call a helicopter to the nearest point, and then take Mamba there. Children will not attack.

Episode 24 – Close Encounter

Male engineer evacuated
- Female engineer evacuated
- 6 Nubians evacuated near the southwestern guard post of the Ngumba industrial zone
- 2 SUVs evacuated
- 4 containers were evacuated from the north-eastern guard post of Munko Y Nyoka station
- African peach collected near Munco Ya Nioka station
- A martial eagle was caught near the Munko Ya Nyoka station

Call a helicopter, accept the mission and select a landing point. You need to evacuate two civilians. Run along the marker. You will need to go through a familiar outpost. Clear it and move to another post. Look through the binoculars to see the first hostage in the car. After some time, the car will go back to the outpost that you managed to pass. Return for her and free the hostage. Go again to the post pointed to by the yellow marker. Walk a little north and you will see the second hostage lying among the stones. Evacuate him, get out of the hot zone and complete the mission.

Episode 25 – The Avenger's True Hand

The chief of staff of the militants was evacuated
- The child soldier commander has been evacuated
- A prisoner who escaped from the north-eastern guard post of the Munko Ya Nioka station was evacuated
- 12 child soldiers evacuated
- The chief of staff and the commander of the child soldiers were simultaneously evacuated by transport
- At the northeast guard post of Munko Ya Nioka Station, foxglove (purple) was collected

And again we need to fight with child soldiers. You must find and evacuate their commander, as well as their kidnapped chief of staff. Decide for yourself who to kidnap first. Each time after a kidnapping, you will need to call a helicopter and run back to land a boy or a wounded hostage who cannot survive the flight using the Fulton device. Get on the helicopter when both characters you want are on it. It is advisable to move one character to the evacuation point, then move after the other. When both are in place, call a helicopter and land both. If you land one and send the helicopter home, then call it again and land another, then the mission will not be completed.

Open the PDA and go to the “Human Resources Management” tab. Click on the top tabs where the red arrow points. Listen to the information. Now you can choose a new mission.

Episode 26 – The Hunt

Based on intelligence data, the escape route of the slave trader was determined
- Slave trader liquidated
- The slave trader was eliminated before arriving at the Kiziba camp
- The slave trader was evacuated along with 5 soldiers accompanying him
- 4 prisoners were evacuated from the abandoned village of Ditadi
- A striped jackal was caught near the Kiziba camp

Based on the mission, you need to eliminate a slave trader. Open the map and you will see two marked areas. Move to the small circle area. You will come to an abandoned village. Climb higher to the tent, to the left of which there is an antenna. There is a table near the tent where you must scan the information.

If the alarm was understood, the information could be scanned either when everyone was dead or when the alarm was turned off. The path along which the slave trader is moving will appear on the map. You should try to kill him before he gets to Kiziba's camp. Move approximately to the place where the slave trader's path goes to the right. In general, the path on the map is depicted in the form of a curved arrow. Here you need to go to the bend. Kill everyone, including the slave trader.

Episode 27 – Root Cause

A reconnaissance squad member was evacuated
- The reconnaissance squad member was evacuated before he could get hurt
- Danger zone abandoned by land

You need to save a member of the reconnaissance squad. Clear the first outpost the marker points to. Your fighter is not here. Move to the next mark. Eventually you should be on top, inside the circle (on the map). In this area, there is a scout lying tied up on the ground. If you mentally divide the circle into four equal parts, then the scout can be found in the first quarter (northwest). Grab the guy and take him to the helicopter.

Episode 28 – Code Talker

Contact with Code Talker took place
- Code Talker evacuated
- Code Talker evacuated unharmed
- “Skulls” have been eliminated
- "Skulls" evacuated
- An armored vehicle blocking the Lufwa Valley was evacuated

You need to find an old man living in his mansion and find out about the pathogen. In addition, if necessary, deliver him to the main base. Walk forward until the fog appears. You will need to kill four Skulls with sniper rifles. The skulls don't all aim at the same time. Periodically, one (more precisely, one) of them will jump down. You need to turn in the direction from which the Skull will try to attack, and press the key responsible for the attack.

A sniper skull that you will encounter on the way to the mansion of old Code Talker.


After killing one or two Skulls, move a little further. Kill the third one and follow even further. By the way, you can try to ignore the Skulls by wearing a chicken hat.

Move towards the marker and you will see a mansion. Go around it. On the back side, find the entrance to the first floor. Go down to the basement where there are barrels of wine. Move lower and lower until you open the door behind which the old man is sitting. If the alarm was raised, then first you will have to kill everyone. Watch the cutscene.

Grab the old man on his shoulders and go upstairs. Here zombies will start attacking you. Basically, these enemies are not as scary as the Skulls. You can simply throw them on the floor, attacking in close combat, then pick up the grandfather and run as fast as you can. At the top, don’t forget to call a helicopter in advance.

Episode 29 – Metal Archaea

- “Skulls” have been eliminated
- Code Talker evacuated
- Mission completed without being captured by a puppet soldier
- "Skulls" evacuated

Select your next mission. Before you start, stock up on the best weapons. A machine gun and assault rifle would be appropriate. You will have to fight four skulls. A little about mechanics. When the Skull is covered with stone, you destroy its protective layer. After it, you directly reduce the monster's HP. It's better to focus on one monster. When some monster has a machine gun, you better run. By the way, you can get away from the monsters among the buildings on the right or left. By doing this, you will be able to call on an additional weapon when you run out of ammo. If all four Skulls are dead, then go to Grandfather, pick him up and move him to a new landing site. And further. The stones fly “homing”, so before they fly past you, it is better to move around the field.

Episode 30 – Skull

Contact with the Skull took place
- Information received from Skull
- 4 Walker Gear evacuated
- An audio cassette was found in OKB “Zero”
- 7 red containers were evacuated from OKB “Zero”
- 3 tanks were evacuated from OKB “Zero”

Watch a series of videos, and then, as usual, select the thirtieth mission. The goal of the mission is as simple as ever: to take revenge on the Skull. Move through the fog and you will find yourself near the Skull's base.

Your worst enemy, the Skull.


You need to go through several locations before you can take revenge on the villain. Move to the end of the map, enter the large mine. There is a metal ladder in the far right corner. Climb it to the very top, where the Skull is waiting for you. Follow the Skull, and when you are at the bottom, get into the car. Watch the long cutscene.

Episode 31 – Sahelanthropus

Sahelanthropus destroyed
- Sahelanthropus' head destroyed
- Flying boy successfully attacked

Go down the road, shooting back from Sahelanthropus. With conventional weapons you will kill him long and tediously. Below there is something like a Katyusha and a tank. Use them to cause enough damage to the enemy. Shoot continuously and best of all from the Katyusha. If the robot quickly runs in your direction, then get away from there. You can drive between his legs. The fact is that one flamethrower salvo can destroy your vehicle. Around the moment when the robot has less than half its HP left, all the air will turn red. If you do not attack the enemy at this moment, he will incinerate ALL vehicles in the location. The transport will turn red and you will not be able to use it. By the way, take a machine gun and a rocket launcher with you. If you manage to attack the robot at this moment, then it will not ruin the entire transport. The robot will attack fatally with its last HP reserves. He will jump up the hill and sit down. An electrical capacitance will appear on your shoulder. He will begin to aim, showing the direction with two red rays. Run behind the rocks. With one hit, the robot can send you to the next world. Carefully shoot at him from behind the rock. Watch the final cutscene.

Chapter 2. Race

Episode 32: Too Much Knowledge

CIA agent evacuated
- CIA agent evacuated before search party arrives
- 4 soldiers of the search group were evacuated
- The driver of the vehicle was evacuated
- 2 prisoners were evacuated from the village of Shago and the Lamar Haate Palace
- A Soviet soldier who was planning an assassination attempt on a CIA agent was evacuated

Select a helicopter mission. Having arrived at the place, follow to the indicated point. Along the way, you can capture an outpost consisting of six mercenaries. At the marker you will meet four Walker Gears. You can destroy them, or you can wait for them to leave. The hostage, a CIA agent, is lying near the rocks in the grass. Evacuate him and return to base.

Side quest (with plot). Eli's Trial

Another side task, but with a plot. In one of the missions, you kidnapped the commander of child soldiers named Eli. After completing the main story and completing the mission "Too Much Knowledge". You can use your hand with the stun skill as a weapon. Run up and hit the boy until he is eventually stunned.

Episode 33. Information War (Autonomy)

Eastern communications point equipment found
- Equipment of the eastern communication point was destroyed
- Rough diamonds captured near the eastern communications point
- The transmitter of the eastern communication point was destroyed
- 2 prisoners were evacuated from the village of Vialo
- A container with materials was removed from the eastern communication point

This episode is different from the same one, but in storyline, only because the chicken hat is not available to you, and all weapons and items are obtained on the spot. Supply drop, partner drop, support helicopter and fire support are not available. Maximum level difficulties. You need to do everything the same as before. Find the radio point and destroy it.

Episode 34. Help and withdrawal (extreme)

The armored vehicle was destroyed
- Several combat vehicles or helicopters were eliminated
- All armored vehicles were destroyed without the use of supplies and fire support
- Weapons transported on a truck were seized
- The armored vehicle was evacuated
- 4 soldiers were evacuated while looking for an escaped prisoner
- 6 prisoners evacuated
- 3 tanks evacuated

This episode differs from the same one, but in the storyline, only in that the chicken hat is not available to you.

Side quest (with plot). AI capsule evacuation

You need to go to the central base in Afghanistan and evacuate the AI ​​capsule. Information from it may confirm suspicions regarding Emmerich.

Go to the location. Either kill all the enemies or carefully sneak into the building similar to where you found Emmerich. If the alarm was raised, then in order to get inside the building, you will need to kill everyone. Inside you will find a computer with red lights. Activate the capsule. You can now leave the area of ​​effect.

Side quest (with plot). Capturing the remains of a burning man

The task becomes available after the previous one additional mission. You need to find the remains of a burning man. There seem to be few buildings on the base, but it is difficult to find the body of a burning man. More precisely, it is located in plain sight. But it is not so easy to notice. Go to the base area. There are several rooms to the right and left, but you don't need them. There is a platform in the center. In its far right corner, the corpse of a burning man lies on the mat. Press the button to evacuate it. Watch the cutscene.

Episode 35. Cursed inheritance

2 containers evacuated
- The mission was completed by leaving the danger zone on a container evacuated using the Fulton system
- The task was completed in such a way that the enemy did not notice the evacuation of containers
- According to intelligence data, the location of the soldier was established
- The commander of the Zero Risk Security squad guarding the mansion was evacuated
- Rough diamonds stolen by a raven near the northwest guard post of the Lufwa Valley are found

The following episodes will not be described one after another. If any episode is missing, it means that it repeats one of the story levels, with minor complications. And so in this episode you can complete the task of the old Code Talker.

Move forward across the bridge to the old man's mansion. He is guarded by serious guys. Among the soldiers there are armored targets that are not so easy to kill. Killing everyone doesn't make sense. You must lure one of them out and interrogate him. They must know where the containers are hidden. If you don’t do this, you will wander through the jungle for a long time and tediously.

Inside the house on the ground floor there is information on the table. Sneak there unnoticed and study it. You will learn the location of two containers. Head there. If you interrogated the soldiers in the mansion, they will show you how many guards are near the containers. Try to act secretly.

After the first container is sent to the base, the countdown will begin until the helicopters appear. Nothing complicated if you don't make a fuss. Next, get out of the coverage area and fly away by helicopter. By the way, if the wooden bridge between the plots of land with containers was blown up, then look for a detour. He's there.

Side quest (story). Search for runaway children 01

Important! Complete at least one episode from the available ones (one that repeats the plot, but with special conditions). For example, episode 34. Only after this the next story mission will be available.

Get on the helicopter and take on the mission. Move towards the base. The task is easy if done correctly. Go down the cliff. Climb over the fence near the building where the child is located. You can send Silent One on reconnaissance to find out the location of all the enemies and the child. There will be boxes near the fence that will help you get over it.

Walk around the building counterclockwise. Keep an eye on the flying helicopter at all times. Do not approach the door that is guarded by a soldier. Stand at the other, inactive door. Now wait until two soldiers enter the child’s room. They will do this one by one, with a pause of 30-40 seconds. After that, wait for the helicopter to fly over Snake's head, run to the door and stun the soldier. Immediately go inside the room and stun the other two. Without relaxing, run back out into the street, pick up the first soldier and bring him into the room. Here it is advisable to kill three stunned soldiers with a weapon with a silencer. After that, grab the child and run away from the base. Behind this building, a little closer to the exit, there is a car. You can leave in an SUV. Now, if you leave the hot zone, the task will be completed automatically and the boy will disappear. Bug? If you don’t want this, then call a helicopter to the nearest evacuation point.

Side quest (story). Search for runaway children 02

Head to Code Talker's mansion. You must find the boy. You can interrogate several soldiers until one of them points to the child's location. Head there. It is best to clear the house in advance. Fortunately, there are no fully armored soldiers here. After that, pick it up and take it out of the hot zone. The boy will be automatically taken away.

Episode 40. Unusual phenomenon

The film container is captured
- Spugmai fortress captured
- The container with the film was captured before reinforcements arrived
- A prisoner was evacuated from the eastern guard post of the Spugmay fortress
- A griffon vulture was caught near the ruins of Spugmai

Take the task and you will find yourself there. Move to the fortress and clear it of enemies. You can make some noise. Next comes the most difficult stage. Open your PDA and go to the “Tasks” tab. On the right there should be a description of the current mission. Below the description there is a list of goals, and even lower - a photo is loaded. At the very beginning, the photo will be blurry. It will be difficult to understand where the cache is located. After a while, Ocelot will report that he has restored the photo. Open it again and you will see a clear image. You need to go through the ruins of the fortress to their southern part. You came here from the north, so go to the end of the ruins. There are several small destroyed columns here. On the side of one of them there is a small container with film. Take it and leave the hot zone.

Side quest (story). Search for runaway children 03

You will find yourself at the location where you met Silent. From this moment on, you MUST modify the Fulton device to the “Children” item. This requires the Research and Support departments to be level 24. Difficult, but possible.

Side quest (story). Search for runaway children 04

Move to the destroyed building and clear it. Find a large communications machine with a huge radar on the street near the building. Destroy the radar so that enemies cannot call for reinforcements. After this, enter the building in the place where this radar is located, and immediately go up the steps two flights (to the third floor). Go to another part of the building. You will see that the floor here is destroyed, but you can walk around it on narrow slabs. Move forward until you find the boy. You can send Silent One on reconnaissance. “Tasks” section, select partner help and the “Espionage” line. Take the boy and walk back just as carefully. Call a helicopter and put the boy on it.

Side quest (story). Search for runaway children 05

Go on a mission. You will find yourself in caves inside the rock. Silent One can scout the area and find zombie enemies, as well as the child. You need to get inside the cave and find a passage to the part where the small pond. From here there is a narrow tunnel leading up. Look for the boy on this tier. By the way, if you stand opposite the entrance to the cave, a camp will be set up here. At the right cliff there is a building with a small antenna. Just above this antenna on a large ledge there are both monsters and a child. Evacuate the guy by helicopter.

Episode 41. War by proxy

Attack helicopter destroyed
- 2 tanks destroyed
- 2 armored vehicles destroyed
- 2 tanks and 2 armored vehicles were evacuated
- The commander of the armored vehicle column was evacuated
- A rough diamond was found on the column commander
- Captured blueprints from an attack helicopter

This episode becomes available after completing the above. You must destroy the enemy army. Ocelot will tell you that their commander is a very experienced fighter who should not be underestimated.

But nothing particularly difficult awaits you. Use artillery fire and a rocket launcher to destroy moving enemy equipment. You don't have to destroy it as you go. You can wait for her to arrive and fire. At the end of the mission, when all the equipment is destroyed, an attack helicopter will fly to the location. Destroy it. You can call a support helicopter, or you can hide inside the tent, run around it and shoot at the helicopter. Don't forget that you can make requests for ammunition at any time.

Episode 40. Surrounded by Silence (Extreme)

The Silent One has been eliminated
- You decided what to do with Silent
- The Silent One was neutralized without the use of lethal weapons against her
- The Silent One was neutralized without the use of firearms

Since the rest of the side story missions are currently unavailable, go through this task again. The only thing that differs from the main story episode is that you can't use the chicken hat. Well, all shots are fatal. Play during the day so that Quiet is distracted by the rainbow. At the end of the mission, you will again be asked to decide whether to kill Silent or spare her.

Episode 36. Traces of ghosts (Invisible)

All Walker Gear destroyed
- 2 prisoners were evacuated from the abandoned village of Ditadi
- All Walker Gear evacuated
- Foxglove (yellow) collected in the abandoned village of Ditadi
- A truck was evacuated from the abandoned village of Ditadi

The episode is similar to the plot, but with one significant condition: you should not be noticed. Silence, shelling, etc. can be used in the same way as before. The main thing is that the enemies do not notice Snake. And even then, if Snake is still noticed, then there will be a few seconds to destroy the enemy by capturing him.

So, you can bombard the village with airstrikes and that’s it. The Silent One can explore the village for enemies and robots that need to be destroyed.

After completing this task, Ocelot will emphasize that the enemies have ordered new Walker Gear. There will also be a new side episode with a plot.

Episode 43

Message sender found
- The infected have been eliminated

You need to find out the truth about a new disease. Once again there is an epidemic on the platform. After landing, move to the indicated point. Ocelot will contact you again. Loading will complete. You will find yourself in an infected compartment. The atmosphere is somewhat reminiscent Dead Space, agree. Go through the corridors and climb to the very top until you have to open the doors. Watch the cutscene.

Kazuhiro Miller, Big Boss's right hand man.


Episode 39. Behind the fence (Invisible)

Captured engineer evacuated
- The engineer is evacuated using the Fulton through a hole in the basement floor
- A prisoner who was planning to escape from the Wah Sindh barracks was evacuated
- An SUV that was patrolling between outposts was evacuated
- Captured blueprints from Vah Sind barracks

In this episode you need to remain invisible. You can shoot the entire location up and down with a helicopter. Use artillery fire for this. In addition, Silent will help you find out the location of all enemies and the main target. However, you have already completed such an episode and know that the captive engineer is hidden in the basement.

After the episode ends, Miller will talk about the cause of the epidemic.

Episode 44. Impenetrable darkness (Invisible)

Oil transfer pump is disabled
- Oily water separator destroyed
- 4 child soldiers trained in Masa village were evacuated
- Leaving the danger zone was completed before the blockade of the Mfinda field
- An African long-eared vulture that flew into a burnt village was caught
- 4 Walker Gear blocking the Mfinda field were evacuated

Everything is the same as in story mission, you just need to remain invisible. Remember the main thing: in such missions, artillery fire and Silence come to the rescue.

And there's a riot at the main base. Everyone learned that Emmerich was involved in the ongoing epidemic.

Episode 46. The Truth: The Man Who Sold the World

The task was completed without using rapid
- The task was completed in such a way that the burning man would never be able to attack after the meeting with Ocelot

In this mission everything is the same as in the prologue. For completing it you will receive a huge reward and see something new.

Photos with memories

There are several missions in the game that involve evacuating some soldiers as part of side quests. So, you will have to evacuate the soldier, and not kill him. In total there are 10 photographs with memories that are given for this or that soldier. The groove is located on the first deck of the medical platform. You must take the photo from him each time to continue this line. You can only accept one photo from her and watch one video each time.

Tips for passing:

You cannot visit Paz until you have developed the first section of the medical platform, which unlocks these side quests.
- All side missions must be completed in numerical order, from 51 to 60 missions.

Each of the soldiers behaves very vigilantly. He will try to escape if you make any noise. You will definitely need to use stealth when sneaking up on each soldier, so make sure you have completed all the training. Partner D-Dog will help you find all the targets.

D-Dog, a tough wolf, is one of Snake's potential partners.


- Complete missions at night, because it will be harder to notice you.
- Choose a sniper rifle with tranquilizers as equipment and move towards the target. Try to hit the enemy's head. If you miss, the enemy will throw a grenade and disappear. You will have to find the target again and try to hit it in the head again.
- Remember that your friend is a cardboard box. She will help you get as close as possible to the desired soldier.

How to get photos with memories

1. Miller and Paz: Side Mission 51.
2. Professor Galvez: Side Mission 52.
3. Swimsuit Paz: Side Mission 53.
4. Nuclear Weapons: Side Mission 54.
5. Fishing: side mission 55.
6. Gallo Pinto: Side Mission 56.
7. Birthday Party: Side Mission 57.
8. Costa Rica: Side Mission 58.
9. Chico: Side Mission 59.
10. Football: Side Mission 60.

And one more photo becomes available after you have collected all 10 previous pictures. It's called "Butterfly". You can find it outside the room, on the wall. For this you will receive part of the emblem.

And now more details.

Side Mission 51

Location: South-eastern region of Afghanistan.

Requirements: Complete Beat Mission 06.

Reward: 30,000 GMP.

Notes: You will find this soldier on the hill northeast of the eastern communications post.

Side Mission 52

Location: Southwestern region of Afghanistan.

Requirements: complete Beat Mission 08 and side mission 51.

Reward: 60,000 GMP.

Notes: You'll find this soldier southwest of Da Shago Kallai Village, but be careful because if he spots you, he'll use a smoke grenade.

Side Mission 53

Location: Northern region of Africa.

Requirements: Complete Beat Mission 16 and Side Mission 52.

Reward: 80,000 GMP.

Notes: This guy is located east of Bwala Ya Masa. If he notices you, he will use a sleep grenade.

Side Mission 54

Location: Southern region of Africa.

Requirements: Complete Beat Mission 20 and Side Mission 53.

Reward: 90,000 GMP.

Notes: This guy is located west of Nova Braga Airport. If he sees you, he will use a stun grenade.

Side Mission 55

Location: Northeast Africa.

Requirements: Complete Beat Mission 23 and Side Mission 54.

Reward: 100,000 GMP.

Notes: This soldier is inside the Kungeng Mine. There is a shield on his back. He'll throw a stun grenade if he spots you.

Side Mission 56

Location: Southeast region of Africa.

Requirements: Complete Beat Mission 31 and Side Mission 55.

Reward: 120,000 GMP.

Notes: This soldier is located east of Munoko Ya Nyoka Station. It's quite difficult to catch him. He has a cloaking device. He will use it constantly, so go there at night and use your night vision.

Side Mission 57

Location: Western region of Afghanistan.

Requirements: Complete Beat Mission 31 and Side Mission 56.

Reward: 140,000 GMP.

Notes: This soldier is standing under the bridge south of Yaho Obu's supply base. He is armed with smoke grenades and a cloaking device.

Side Mission 58

Location: Eastern region of Africa.

Requirements: Complete Beat Mission 35 and Side Mission 57.

Reward: 180,000 GMP.

Notes: Explore the southern part of the Lufwa Valley. If this soldier spots you, he will use sleep grenades and a cloaking device.

Side Mission 59

Location: Eastern region of Afghanistan.

Requirements: Complete Beat Mission 38 and Side Mission 58.

Reward: 200,000 GMP.

Notes: The soldier is located on top of the hill east of Shahr Yeh. He has a cloaking device and stun grenades at his disposal.

Side Mission 60

Location: Northwestern region of Afghanistan.

Requirements: Complete Beat Mission 38 and Side Mission 59.

Reward: 300,000 GMP.

Notes: This soldier is located in the ruins of Aabe Shifap. He has a cloaking device and stun grenades.



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