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Full Strategy Guide by Absolute Steve

Introduction
An enhanced guide with video support can be found at:
http://www.supercheats.com/metal-gear-solid-v-the-phantom-pain/walkthrough/

Metal Gear Solid 5 is the long awaited finale of the great series you've come to love. The year is 1984
and the game follows Big "Venom Snake" Boss as he travels to Africa and Afghanistan to search to
search those who are responsible for almost wiping out his forces as seen in the ending scene of Ground
Zeroes. The gameplay elements of Phantom Pain are similar to Ground Zeroes and players will have to
sneak into key locations while roaming a vast open world map, and simultaneously build an army and
their own advanced military base.

MGS5 is a complex and dynamic game, definitely deserving of a guide. Due to the sheer dynamic
gameplay, this guide has an extensive basics section. Even if you plan on playing the game without a
walkthrough on your first playthrough, it is highly recommended to take in these general tips, some of
which may actually teach you new, lifesaving abilities.

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Basics
General Basics
Game Difficulty
Metal Gear Solid 5 features a dynamic difficulty with intelligent AI - enemy movements and patrols are
never entirely fixated to preset paths. To make this a little more concrete and comprehensible, it also
means the game will adapt depending on your (consequent) actions. If you continuously opt for high-
power Rambo-style action strategies, you may face guards and enemies with better protective armor, to
name just one example. If you're very good at headshots and utilize the option often, guards could end up
wearing protective headgear more often.

Dynamic Walkthrough:
Directly related to the dynamic difficulty of the game, a full step-by-step walkthrough simply isn't feasible.
Instead, this guide provides a more dynamic approach to the game, where bullet points, general
strategies and directions, and key item highlights are favored. For the first few missions, more prescriptive
instructions are given to help you get on your way, but as you advance through the game, it simply isn't
necessary (nor possible) any longer to guide you step-by-step through small enemy outposts, as you'll
have captured them in the time it took to read those very paragraphs prescribing how to do it. In short;
prescriptive details in the early stages of the walkthrough, and much more descriptive and informative
approaches going forward.

Don't Stress It!


There are two very important points to be made that might just help you relax more while playing MGS5.
First of all, there is no ultimate reward or trophy for completely beating the gaming in full stealth. Yes,
mission ratings are affected by Alert or Combat statuses, but it's entirely possible to even beat missions
with such negatives, simply by speeding through and making no casualties, to name just the most
important beneficial factors here. In short, don't stress out if you do something wrong. Instead try and
make the best out of the mission when something goes wrong anyway. Trust your intuitions.

The second point is: you often cannot complete all mission objectives during your first try. Indeed, some
mission targets only appear after completing a mission (only mandatory mission objectives appear
initially). Furthermore, some objectives require special upgrades that are obtained later in the game, such
as an upgraded Fulton device (a parachute device for extracting not only people, but for example also
heavier objects such as vehicles). This guide will however provide notes when an initially hidden optional
mission objective can be done right away. Nonetheless, many optional objectives are truly hard without
the proper gear and equipment. It is sometimes better to wait and progress a little to avoid wasting
precious time.

Mission Preparation:
When you depart for a mission (apart from the first two) you can select your loadout. You can hold two
Primary Weapons (one on the hip such as Shotguns, Grenade Launchers and Assault Rifles; plus one on
the back such as Sniper Rifles, Rocket Launchers and Machine Guns). You can only hold one Secondary
Weapon (Gun) plus a Prosthetic Arm. Support Weapons have eight slots, as do Items. The access
controls on the D-pad for weapons are Up for Primary, Down for Secondary, Right for Support, and Left
for Items. Holding the direction allows you to select a slot, tapping will perform a quick swap.

- It's wise to always have a Tranq. Gun as Secondary Weapon. As Primary Weapon, an Assault Rifle with
suppressor is usually a good idea, as is having a Sniper Rifle (a little further on in the game). Switching
your Assault Rifle for a Shotgun can be wise if you expect tricky combat situations. As a side note, it's
good to know you cannot use your Primary Weapon while holding a body (of an enemy, a prisoner, and
so on), but only your Secondary Weapon.

- Later in the game you can also deploy vehicles. Furthermore, your relation with buddies such as D-
horse becomes more important, and equipment can be bought for them, gaining them protective
advantages.

Mission Ratings:
Although this guide will delve deeper into the exact mechanics of mission ratings, for starters it's very
useful to know that the most important factor by far is speed, meaning a fast completion time of the
mission. This outranks almost all other factors. Another important factor is how many optional mission
objectives you complete; but these aren't always possible during a first playthrough (which is fine).
Besides these factors, it definitely helps if you're stealthy too, triggering no enemy alerts. Lastly, an
important factor is non-lethality. Stun enemies or put them to sleep with tranquilizer darts instead of
brutally wasting them. Besides, aren't you supposed to build your own army in MGS5? Indeed you are,
and what good are dead bodies to you in that regard? In any case, don't pay too much attention to
mission scores and just try and do your best. You, or the perfectionists among you (and I know you're out
there), will come back to master all missions eventually anyway. Won't you?

Exploration:
During but especially outside of missions you're free to explore large portions of the map. Your iDroid
marks outposts and other points of interest with numbers. Be sure to explore these areas as you pass
them. Usually some loose materials can be found, sometimes even more valuable items. Any enemies
you defeat can be extracted with a Fulton device, so it's a good way to build your army too. In fact, as
long as you explore outposts you normally come across while travelling between mission objectives, your
item supplies should sufficiently be restocked at all times. This is vital for upgrading your equipment and
the Mother Base. There's usually an outpost or something else between mission objectives, simply due to
there being various placements alongside main roads. Speaking of enemies, keep your eyes open for
vehicles or sole wanderers, usually near main roads; they can often be taken out with great ease
approaching them from behind.

- Whenever you're riding your horse or vehicle on the vast map in MGS5, keep your eyes open for
anything colorfol that shoots by, and let your intuitions do their work. Think you saw a colorful plant? Go
inspect it.

Fast Travel:
Like with previous games, again you can board vehicles by using a cardboard box and placing yourself
on a so-called delivery point. For this to work you also need an invoice, a special item that you should
look for when infiltrating enemy bases. The more you've collected, the easier it becomes to travel around;
in fact, truck delivery is the fastest way of transport. The second fastest is calling a chopper, which takes
a few minutes, but will still outbeat riding to far off places yourself.

Recon:
It's almost always essential to try and find a high vantage point overlooking an enemy base allowing you
to scan the vicinity and mark enemies (see also Marking People).
Side Ops:
In contrast with at least some optional (initially hidden) main mission objectives, Side Ops are small mini
missions (often extraction related ones) that are unlocked as you progress, and can almost always be
done fairly easily. In short, try to tackle as many of them as they become available. Why wait when you
don't have to? Better yet, keep track of where Side Ops are located on your iDroid Map and complete
them when you're already nearby, or alternatively, when you're roughly headed in their direction for your
next main mission objective. This can save you precious (real life) time.

Mother Base:
Again, this is a subject that will be covered in much greater detail of this guide. For now it is important to
know that the Mother Base Management Game is actually a vital part of the game as a whole. You will
need specialised equipment for later missions, so (virtually) attend the Mother Base via your iDroid
regularly after you've completed mission 2.

Health System:
The healthy system in MGS5 is different from earlier games in the series. Instead of a health bar, the
developers have opted for 'Call of Duty' approach, where the screen is covered with blood around the
edges and becomes distorted in general as you take damage. To heal, find some cover so enemies can
not longer hit you, and stay still to regain strength. You can always heal back to 100% health.

Swapping Weapons & Items:


In the lower right of the screen, your currently equipped weapon is shown. You can switch weapons by
using/tapping the directional pad (D-pad). Up is for primary weapons, down for secondary weapons, left is
for items and right is for support weapons such as grenades, throwable magazines, etc.

Marking People:
MGS5 features an entirely new system of marking people, mostly enemies but also friendlies, animals
and heavy weaponry or vehicles, allowing you to keep track of all important persons and objects in your
surroundings. In order to mark someone or something, simply look at them through your binoculars (you
must be properly zoomed in if the enemy or object in question is very far away, since you wouldn't
factually 'see' them otherwise).

- Once marked, a red triangle appears over enemies' heads (green for friendlies), or a white square
above objects, along with the distance in meters that they are away from you (yes, the Metric System
owns, deal with it). You'll also be pleased to hear that marked enemies/objects/etc stay marked even
when you restart the game from a checkpoint. Marked enemies can be spotted even through walls,
potentially even observing which direction they're facing greatly allowing you to plan your next stealth
moves. Whenever a guard spots Snakes' suspicious movements, he'll go investigate. During this time, the
red triangle will blink until they are done with their investigation, lost their suspicion and went back to their
regular patrol or guardpost.

Collecting Resources:
MGS5 values the economic sphere so much, that everything natural has become a 'resource' - pretty
much as in real life, then. Even people, animals and plants (for example Golden Crescent, to turn into
tranquilizer rounds) have economical value and you can 'extract' them whenever you want, using a Fulton
device in the case of larger animals and people. With an upgrade later in the game you can even extract
vehicles and large containers with raw materials. In the field you'll also often find processed materials
(metal, fuel, biological material), which are also found by your troops when they're sent on virtual Combat
Deployment missions, so you should always have recruits do two missions - the maximum allowed - at all
times.. Sometimes you'll also find Casette Tapes in the field, which are usually music tapes. It's a smart
idea to play storyline tapes when you're making a long journey or fiddling with iDroid's endless menu
options, because you're never going to get through the heap otherwise.

- The currency in MGS5 is GMP (Gross Military Product). You get more of it by completing missions,
finding Rough Diamonds, or sending recruits on Combat Employment missions. GMP is used in Mother
Base operations, and you need it for expansions, equipment upgrades, field deliveries and so on.

Time in MGS5:
One minute in-game takes three seconds in real life. You do the math; that's 36 minutes real life time for
12 hours (or a full switch to day/night). Daytime starts at 06:00 and ends at 18:00 when the night kicks in.
You can manipulate time and speed it up with the Phantom Cigar - what's in that thing!?

'Cheating' is Allowed:
If you can't seem to get past that annoying sentry, or really want to burn a place down after being killed
for the n-th time, you can use the Chicken Hat or call for air fire support respectively. The Chicken Hat is
available after restarting from a checkpoint three times. It gives you invisibility for up to three times,
meaning you can walk into an enemy's line of vision three times during a mission and you won't be seen.
This automatically reduces your mission's rank to a maximum of A, but hey, you'll max it to S later, right?
The same applies for fire support. You can change the weather, bomb an area, use sleeping gas or
smoke, but again, the max score will be an A.

Field Objects and Miscellaneous:


There are various objects and interesting field cues that are worth going over briefly. For example, many
objects can be destroyed such as Radio Transmitters (inside buildings, various devices with blue lights -
shoot them with a regular weapon to interfere radio signals), Communication Equipment (sattelite dishes,
destroy with explosives to again interfere with radio contact), Anti-Air Radars (unlocks new landing zones
for your chopper), Power Generators (either turn off or destroy to cut electricity to lights and security
camera's - destroying it will trigger an alert), or Lights (most of them can be shot, but not with tranq.
darts).

- Be on the lookout for red explosive barrels. You'll want to stay away from these in heavy combat
situations, but you can use them to your advantage if all hell has broken loose already.

- Rough Diamonds come in two versions, 10000 GMP and 100000 GMP. They can be found on various
locations and can be spotted by their glimmer. If you're lucky, guards tell you where they can be found
during interrogation.

- Be on the lookout for cracks in rocky places; you can climb these, often allow you to reach a place
faster, or at least giving you a nice vantage point.

- Items you can find are Casette Tapes (collectibles), Blueprints (for specific development projects),
Posters (collectibles), Invoices (for fast travel), Intel Files (mission objectives), Medicinal Plants, Weapons
and Ammunition, Processed Materials, Raw Materials (in huge containers) and the aforementioned
Rough Diamonds.

Fulton Extraction:
As mentioned at various other points, the Fulton extraction device is your primary means of building an
army, but also for extracting large wild animals and even vehicles and heavy weaponry (after an essential
Fulton extraction device upgrade). Small animals can be captured with cages.

Stealth Ops

Sneaking around:
Your basic stance and way of movement whenever there's a possibility that enemies are nearby - such as
during missions or near or in enemy villages or outposts - should be crouched/crouch-walking. Take as
an indicative radius 85 - 115 meters. If enemies are below that, definitely adopt a crouched stance,
especially at daylight (the night is somewhat more forgiving). This significantly reduces the risk of
enemies immediately spotting you. If they notice your presence at all, it'll be a minor or major suspicion
(see below, under white suspicion icon). Obviously you can improve stealth even further if you crawl,
especially when you're in shadows or grass. Especially during daytime it is an important way of getting
around enemy territory. The ultimate stealth move is playing dead while laying in a grassy area.

- Needless to say, sprinting is the most visible and loudest way of getting around. Only do so when you
know you're alone with no one around, or if you're in Reflex Mode (see below) to try and reach a guard in
a swift movement. Regular running is best when you are approaching an enemy base, but are still
sufficiently far away. Do be careful; snipers or enemies on high vantage points might be able to spot you
running.

- Enemies you knock out or put to sleep can and will wake up after a while, but as long as you've moved
on to the next area, this shouldn't be much of a problem, provided the awoken enemies don't spot any
bodies of their friends.

- Don't place knocked-out/sleeping enemies' bodies next to each other. One of them will likely wake up
sooner than the other(s) and notice their ally/allies' bodies, immediately prompting an alert status. To
prevent this, hide bodies separate and relatively far away from each other, at dark places behind rocks or
other things; as long as they're out of sight. The best way to hide bodies is inside portable toilets or
dumpsters. Enemies hidden there will not wake up unless you get them out.

Stun/Sleep Duration:
Despite being somewhat counter-intuitive, and somewhat in contrast with earlier installments of the Metal
Gear Solid series, tranquilized enemies don't stay down the longest. In fact, there's a hierarchy for the
duration of how long enemies stay out. A throw on the ground, followed by a throw against a wall will
leave an enemy out for a fairly short time. After this comes the tranquilized/sleeping enemy. Guards that
are choked stay out a little longer than that, but the longest incapacitation period comes from a full five-hit
close quarters combo, knocking out your opponent for quite some time.

- A tranquilizer hit to an unprotected head guarantees an immediate takedown. If you hit an enemy's
body, it takes several rounds. Firing your darts in rapid succession speeds up the takedown process and
does not involve any risk in raising the alert status (unless you are literally seen, but not by the darts
themselves). Do be careful with regards to your suppressor (indicated by the bar under your weapon),
which early on will break quite fast.

- Even through tranquilizer darts don't provide the longest incapacitation period, they have one distinct
advantage over stunning enemies: when they come by, they won't report in (if they haven't seen you prior
to the takedown). This makes sense. A stunned enemy, no matter how you put it, has noticed your
presence. A tranquilized guard hasn't necessarily seen you, although if he has (as in, triggering Reflex
Mode, not a mere suspicion), they too will of course call in an alert status when they come by.
Nonetheless, it's something to keep in mind.

- If you need to wake an enemy (for interrogation, or to repeat the process of stunning him anew), press
R2 (PS4) or RT (Xbox) (or R1 on PS3) when standing near their body. For interrogation, aim your weapon
at them.

Day/Night:
It matters a great deal whether it's day or night. For starters, more guards are asleep during the night, so
enemy patrols are lighter. Of course, initially enemies will see you less well in the night, but due to the
adaptive difficulty, they will often wear nightvision later in the game if you mostly operate at night (so it's a
good idea to do the first few missions, which are relatively easy, at day). In general, don't wait for the
night to fall for a mission, unless this guide explicitly tells you to or if you think you have reasons to do so
(if you keep failing a certain tactic you want to get right).

Field Movements:
There are various ways to get around in MGS5, some of which are very obvious, such as taking cover
(simply hug walls or flat surfaces), stepping over small obstacles, hanging from ledges, unlocking doors
and so on. More advanced moves are the quick dive (Square on PS, X on Xbox; it's good for quick stealth
when you're about to be noticed), sliding down ladders (X on PS, A on Xbox), using cardboard boxes, or
luring enemies through locked doors (rarely useful). You should also learn to use the directional
microphone on your binoculars to your advantage. It allows you not only to overhead conversations every
now and then, but can also pinpoint sounds (and thus enemies) behind walls or buildings.

White Suspicion Icon:


Whenever Big Boss raises an enemy's suspicion (whether by visual contact or noise), a white halo-like
shade or icon appears onscreen, indicating from which direction your opponent is looking at or hearing
you. If the icon is at the top of the screen, your opponent will be somewhere in front of the screen, if it's to
the sides or bottom the enemy will probably not be visible onscreen but to the (far) side or behind you.

- There are two types of suspicion, small ones and big ones. Small suspicions arouse an enemy's
attention, but they will not investigate your location. The white suspicion icon only appears momentarily.
Big suspicions are far more serious, as enemies will actively search for something (you), using their
flashlight in the dark, and so on. The red marker indicating them will blink during this investigation period.
Don't take out guards if they've had radio contact, unless they've called in that everything is in order.

- You can actually exploit enemy suspicions, or even intentionally arouse them. For example, showing
yourself and quickly ducking back into cover allows you to frustrate and manipulate enemy patrol routes
that would normally not allow you to pass. You can usually circle around the suspicous guard to take
them out from behind, but be careful when doing so. Especially be wary of situations in which the
suspicious guard has used his radio to call in a suspicious movement, and only take him out when he's
called in that everything is alright - not sooner!

- There are various other ways to divert attention or raise (wanted) suspicions. Leaving a
sleeping/tranquilized (ZZZ) body will attract the attention of bystanders, but you'll want to avoid using
stunned enemies for this tactic; when they notice a knocked-out friend, guards will radio in, causing an
alert status. A sleeping friend, on the other hand, could also - perhaps - mean a drowsiness-inducing
sting from an insect? Perhaps not; let your own interpretations run loose on the matter. But in any case,
this is how the game's mechanics work.

- Shooting at a wall where guards are standing near will arouse suspicion, but don't shoot too close to thei
position, or they'll radio in an alert (which will more often than not happen). You can, of course, also use
magazines or decoys to draw the attention of guards. Even strategically placed buddies (such as D-horse
on the middle of a road) can help you in certain situations. You'll want to avoid using explosives as a
distraction in general, but in rare situations it can be helpful to lure a great amount of guards toward an
outer perimeter, to name one example.

Alert and Combat Status:


If an enemy notices something completely out of the ordinary, such as destroyed gear, stunned guards,
missing prisoners, switched-off power, loud gunfire, or a bullet hitting a wall nearby them just a little too
close for comfort. The alert status lasts over a minute, but is actually comparable with the 'caution' status
in previous installments. The enemy doesn't necessarily know where you are, but they're on the lookout.
This changes with full combat mode, in which you won't last long. Combat status appears when an enemy
spots Snake (failing and losing Reflex Mode, see below). All enemies will engage you with gunfire, so
quickly dash to a safer location. When you're out of the clear, enemies will fall back to alert mode, and
after that, search mode, again similar to 'caution' modes of earlier installments, where enemies will have
heightened awareness and mainly search at your last known location.

- Note that triggering an alert status in one base may have an effect on other bases and outposts in the
vicinity, who might be put into alert status as well.

Reflex Mode:
Whenever you're spotted by an enemy - as indicated by a white shade glowing over the screen (also see
above), pointing in the direction you're being seen - you're given the opportunity to take your opponent(s)
out before they can fire at you or even trigger an alert status. Gameplay will slow down during this phase
a few seconds - which is called Reflex Mode. If you're carrying a regular gun, taking out your opponent
isn't that hard. If you're equipped with a tranquilizer gun, however, you'll have to aim at your opponent's
head in order to take them out (a hit at their body will not stun them in time, causing an alert status). If
you're standing close by your opponent, taking them out with close quarters combar (CQC) is also an
option. If you fail Reflex Mode and let your opponent call for help, full combat mode is triggered, in which
Reflex Mode is not available.

Interrogation:
You can interrogate an enemy (once you've extracted a Russian language specialist, despite Ocelot
speaking Russian and "wanting to help you with whatever necessary") by choking them or by aiming a
gun at their backs while approaching them from behind. If an enemy is on the ground (when you've
awoken them), you can tell them to stay down, which leaves them there until an alert status cancels this
out, making it an effective strategy for missions with longer durations (just be sure the enemy's position is
out of the way for his friends). Interrogation allows you to gather intel on various themes, such as
collectibles, optional objectives, prisoners or other points of interest. It's also intrinsically worthwhile to
interrogate, since it increases your heroism.

Security Cameras:
These should be avoided by walking underneath them or out of their direct line of vision. You can shut
them off altogether by turning off or destroying power generators, but that's tricky business. Shooting a
single camera (with regular bullets is also possible, but not often advisable as it will lead to an alert status.

General Combat Tactics

Shooting & Escaping:


As a rule of thumb, and similar to other action games, it is advisable only to shoot with short, controlled
bursts of fire. This not only improves your accuracry (and thus your mission rank), it also helps you save
ammunition. If you need improved accuracy, use the first person view. Your movement is much slower
during first person view, however.

- In general, always reload your gun so your clip is fully maxed. This can save you precious time during
crucial moments.

- Never shoot from out of the open. Always take cover behind a wall, sandbags, or a building. If all hell
breaks loose, you'll ideally want to position yourself (temporarily) behind a low wall or sandbags, and
behind you a building preventing easy ambushes.

- If you've escaped combat succesfully, your last known location will be shown on your iDroid as an
orange circle. Enemies will be focusing their search activities around this area, allowing you to circle
around a base and find the other side mostly unmanned.

Close Quarters Combat (CQC):


We've already touched down on interrogation procedures, which follow the choke technique, an essential
CQC maneuver that saves tranq. rounds and suppressor health. You can, however, also throw enemies
(tilt the left stick in the direction you want to throw), or simply tap the CQC button when near an enemy to
perform up to five hits. Alternatively you can use guards as human shields, but this is only useful in direct
combat situations, and not for long. If lethal takedowns are your thing, it's possible to slit throats, but it
isn't really necessary and destroys any possibility for you extracting said guard with a Fulton device at
some point.

Heavy Field Equipment:


You'll often encounter turrets, mortars or anti-air artillery in the field. Although these can come in handy in
a full combat situation that has gotten ouf of hand *anyway*, they're not the best choice when you're
aiming for a higher mission score, considering deaths have a negative impact on this. You can and
should extract them later in the game when you've upgraded your Fulton extraction equipment, because
heavy equipment can be used to better defend the Mother Base.

Armored Enemies:
As mentioned before, depending on how you play, enemies will start wearing more protective gear.
Unprotected faces can be hit with a well-landed tranquilizer dart all the same, but this is considerably
more difficult. Regular handguns and submachine guns have the lowest penetration, followed by assault
rifles and machine guns with somewhat better penetration (not through thick armor, but they can remove
a helmet). A sniper rifle blasts right through everything but walls.

The iDroid

General Features:
The iDroid is, especially for 1984, a versatile device that allows you to manage Mother Base, view maps,
look at statistics and so on. Here we'll only go over the most obvious things that could be useful for
navigation. One important thing to take note of right away is that time does not stop in-game when you
pull out the iDroid; the game is not paused and mission time will continue to flow away, or worse, enemies
can spot you and trigger alert or combat statuses. Keep this in mind.

The iDroid Map:


You can place markers at any place of the map. These will appear in-game with a distance counter,
which can be very useful to navigate both larger and smaller areas. When you arrive at the marker, it's
automatically removed. The map also shows you geographical details such as elevation, allowin you to
plan routes through rocky areas without having to go back due to bumping into dead ends.

- The map icons are quite straightforward, but an additional description could be useful. The player is
depicted by a white triangle, followed by white dots indicating where you've just walked. Green and red
upside down triangles depict friends and enemies respectively. Blue and yellow circles mark regular or
important side ops missions, while a small orange circle depicts your last known position to enemies. A
chopper icon speaks for itself, being a heli landing zone. A small flame depicts resources, usually added
to your map thanks to interrogation intel. Marked objects are white squares, and mission objectives are
yellow squares.

Extraction by Chopper:
You can use the iDroid to call in a chopper to pick you up. Select a landing zone close by and make your
way over. Since it takes at least a minute for the chopper to arrive, anticipate the future and call in
extractions on time. The same goes for supplies (see below).

Ordering Supplies:
You can order supplies from Mother Base at any time while in the field, and you should definitely use the
option whenever you feel it's required; that's what the whole infastructure is essentially for! It does cost
some GMP and impacts your mission score, but the benefits are so high that it's silly to sit around with
empty guns, which will impact your mission score all the same. The package will arrive in about one
minute after you order it.
Mother Base-ics

Basics:
The Mother Base becomes available in and after 'mission' 2. You can manage your staff, send troops on
missions, develop near essential gear and weapons, or expand the base itself. It's not necessary to be on
the physical Mother Base to manage everything, which can be done on your iDroid in the field. In this
section we'll go over some basics.

- Besides completing mission, side ops, and collecting items in the field yourself, Mother Base will in fact
allow you to gather many more resources once you expand the base. Most important are of course the
Combat Deployment assignments, from where the rewards really do add up. This allows you to re-invest
in the Mother Base, spiralling everything up. Use the reaped rewards to unlock new possibilities
(fundamental research deserves priority).

Staff:
Most staff will be people you've extracted from the field with Fulton devices, but sometimes volunteers
also apply, especially if The Boss' heroism grows. Early on, most recruits have quite poor stats. You'll
want to upgrade your Int-Scope binoculars at some point, allowing you to read recruit stats and be a little
bit more selective and filter the worst from the not-so-bad ones. Early on in the game you'll want to be
less picky, however. Simply extract everyone you possibly can and go for quantity. Later on, be a little
more selective. Once your staff arrives on Mother Base, it generally suffices to automatically assign them
to one of the various facilities.

Combat Employment:
As mentioned elsewhere in this guide, Combat Employment allows you to reap benefits while virtually
doing nothing, or alternatively put, by virtually sending your men on missions. You should always have
two active missions to maximize profits (and more once the max has been increased with Forward
Operation Bases). Needless to say, aim for 95% chance of success whenever possible.

Development:
Here you can spend your hard earned GMP and resources to build new things, so it's essentially a shop.
Many developments can be started as long as you have the required means, though sometimes they
require a blueprint as well, which are key items found at specific locations on the map, often - naturally -
in guarded areas. There are too many developments to describe here for an introductory section, but
things like Stealth Camouflage are among the more interesting things. Most important is however an
upgrade to your Fulton device, allowing for wider extraction possibilities (vehicles and such). As
mentioned elsewhere, an upgrade to your Int-Scope is also vital, since it allows you to scan enemies'
statistics, allowing you to be a little more selective, in turn leading to better development due to higher
staff stats. Another good upgrade would be a solid suppressor on your favorite weapons. Naturally you'll
want to be good to your buddies, or alternatively, if you're someone who only thinks in terms of self-
benefit, protecting buddies is a good way to prevent them from getting killed and thus granting you the
corresponding mission bonus.

- The above developments aside, expanding Mother Base is extremely important as it literally drives your
progress. Building new facilities unlocks other research possibilities, and early on it's advisable to split at
least half of your GMP towards building and expanding Mother Base, if not more. Of course, you'll still
want to focus on key upgrades for Snake, but don't go purchasing nonsensical or marginal upgrades just
because you can, because you'll only stall your own progress.

Walkthrough
Prologue
# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

Complete the mission without triggering Exit the entrance hall without
1 Optional
Reflex Mode being seen

Complete the mission without allowing Man During the chase, prevent Man
2 Optional on Fire to attack even once after meeting up on Fire from using his regular
with Ocelot attack

First you'll have to enter your name', then after a few more moments, alter your appearance. When you
finally gain control of Snake after various events, crawl to the hall and make your way to the end. Follow
your mysterious friend around the corner to trigger a scene. After this, continue down the hall and
approach the windows. After a short scene, follow your friend through the nearby door and crawl over the
floor to the other side of the room where some more scenes occur. In the next hall, make your way to the
end, but watch the windows; you can't be spotted by the helicopter's searchlight or it'll be instant game
over. Besides, especially if you're aiming for an S Rank, it is important to have as few enemy combat
alerts. (Zero alerts isn't strictly required for an S-rank, since you can compensate with other factors,
mainly a fast mission time, but an alert does cut down your score by 5000 points, which is quite a lot.)

Head down one floor and check the iron-bar door in the corner, then wait for your friend to open it up.
Make your way to the front to trigger a scene. In the next room, hide underneath one of the beds directly
to your left and wait for the guys to pass, then exit the room by the door on the other side. Lay on the
ground and lay still next to the bodies until a scene plays. Heal your injured leg after this and follow your
friend downstairs, where he'll open a door for you. Immediately move to the right and stay out of sight.
When you have the fun, shoot the fire extinguisher, then follow your friend. If you don't want to kill the
next two enemies, you don't have to; simply wait for your friend to take them out.

Once you're in the main hall, shoot the enemy in front of you (located on the stairs) a couple of times. If
you don't want to kill him, shoot him three times in his torso and he'll stay alive; the same basically applies
to the others as well. Quickly move to the left side of the area (which you are facing initially) and shoot
some enemies downstairs. You can also take out the ones that come searching for you. When you've
taken them all out, approach the exit and dive out of the way. After the scene, ignore Major Blaze and
approach the exit once again.

After the scenes, a chase ensues. Shoot at your foe whenever he gets close and be sure to reload only
when he's further away from you. If you find the chase hard due to your aiming settings (perhaps you
switched to manual), you might want to put them back to auto-aim for this part of the game.
Mission 1: Phantom Limbs
# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

Intel file is at Da Wialo Village and at Eastern


Pinpoint Kazuhira Miller's
1 Optional Communications Outpost (only one is required; this
whereabouts
guide aims for the one at Da Wialo)

Obligatory extraction within 4 in-game days (4 x


2 Required Extract Kazuhira Miller
36 mins)

Extract the commander


3 Optional The commander wears a red beret
from Wakh Sind Barracks

Complete the mission


Follow the walkthrough instructions, or replay the
4 Optional without being discovered
mission and choose a different landing zone
by the Skulls

Secure the rough diamonds


5 Optional Follow walkthrough instructions
hidden in Spugmay Keep

Extract the transport truck


6 Optional Requires Fulton device (obtained after Mission #2)
driver

Video Support: http://www.supercheats.com/metal-gear-solid-v-the-phantom-


pain/walkthrough/mission-1-phantom-limbs

Once you've watched all scenes, head down the trail. After hundred meters or so you can spot a yellow
plant (Wormwood) that you can pick up. This guide won't cover all these items (at least not right now), but
you should as a general rule of thumb be on the lookout for any colorfol plants. If you think something has
a little bit too much color for the desert, it probably can be picked up.

The first outpost


- Continue down the trail galloping (Square on Playstation, X on Xbox) until you come across a small
outpost (#23 on your map). Indeed this is a good time to practice your sneaking skills, so dismount your
horse and grab out your binoculars.

- There's one guy standing near the path, somewhat on the left side of the outpost. Then there's a guy at
the far end, looking away from you. You can sneak behind the first hostile (just be sure to sneak very
slowly the last few meters, or you'll be heard) and as the hand icon appears, grab him and knock him out.
Look around you to spot a portable toilet. You can drag his body inside (toilets can also be useful to hide
in, if necessary).

- If it's night by now, you should easily be able to spot a glittering glimmer below the small table nearby.
This is a Rough Diamond you'll want to collect. If it's day, you can still collect it, but it might be a little
more difficult to spot. The table is around the right corner of the building when you're facing the portable
toilet.

- Check the other building across the road to find some generic materials, then be on your way. You'll
have conquered the outpost, as it's called, since you've defeated all (key) enemies.

Da Wialo Village
- Continue down the trail until you reach the village of Da Wialo. Ocelot recommends that you first find a
place to look out on the site. Lucky for you, on the left/west side is a rocky outcrop that grants you a good
overview of the area.

- Grab out your binoculars and spot two hostiles standing guard down below on the west side. There are
also (static) guards posted at firm positions on the north and south side of the main road passing through
the village, and they are behind heavy turrets.

- Check your map on the iDroid (select the 'Map Mode (North Top)' option for easier reference) and spot
the largest building in the middle of the village, just west of the main road. Intel on Miller is being held
here, and the goal is to collect it. The building is illuminated (at night), and there's a red (Russian) flag and
a radio antenna on top.

- There are various ways to sneak into the village, but starting from the west side you'll want to start
taking out one of the guards here when the other is walking away. Always hide bodies out of sight, so for
example in a grassy area behind sandbags or low walls (or inside dark rooms/buildings).

- A good way to tackle the area is to start in the northwest part of the village, which is free from patrolling
guards. There's an illuminated building here, and south from here are several rooms with minor items and
metals.

- From here you take out the guard stationed near the main road, close to a burning barrel.

- You should now be able to move towards the main building, although there's still a guard circling it. If
you can take him out and hide his body elsewhere, it does help.

- There are usually two to three guards near or even inside the main building. You can point your
binoculars at the building to check if you can hear snippets of conversation. In any case, the ground floor
contains a Casette Tape, the first floor contains the intel on Miller you were looking for.

- If you want to capture the village, you'll have to take out the remaining guards. When you've collected
the intel, usually one or two guards will close in on your position. Drop down the roof by the northeast (if
possible) and approach these guards from the back or simply take them out with tranquilizers.

The next outpost (#18)


- Wait for the guards to stop conversing, then take out the guard on the east side with a tranquilizer
round. You can also shoot the guard to the far west, but this will most likely be noticed by the third guard,
who you'll then need to quickly take out with another round. The last guard on the far north can be taken
out with a stealthy strangle. Collect the Casette Tape (She Blinded Me With Science)and regular
materials from the middle of the tent, then be on your way.

Ghwandai Town (Rescuing Miller)


- Depending on whether you come from the southwest or southeast path (the latter is preferrable), you
should move towards the cliffs to the east regardless. If you come at night, a Rough Diamondcan be
spotted more easily near a rocky edge of one of the hills here (see screenshot).

- Mark the three guards behind the searchlights and try to spot any other guards near the main road. Also
open up your iDroid and mark the main building in the center of the larger market (which only roughly
marks Miller's location).

- Enter the village from the east side. In fact, check the corners of the small building on the far east to find
another Rough Diamond.

- From here, take out the closest guard behind the searchlight, but beware of any guards down below
who might be able to spot you.

- You should already be close to the main building by now. There's a guard out on the road, and another
around the corner. They don't need to be taken out right now. Enter the door (slowly and quietly!) of the
building, head upstairs and carefully enter the other room; there's likely a guard inside, so quickly put him
to sleep. If any other guards are alarmed by this, be sure to take measures.

- Be sure to collect the Secondary Weapon Ammo and Supressor from the table, along with
the Casette Tape [Koi no Yokushiryoku (Love Deterrence)] and some minor materials.

- Free Miller from one of the adjacent rooms; he's chained to the wall with handcuffs. Carry him and
quickly make your way out of the village unseen, the way you came.

Avoid or escape from Skull Squad


- Make your way to the extraction point with D-horse. Unfortunately some vague, ethereal mist-like gas
appears, along with Skull Squad. Despite not being properly introduced into this game, Kojima just
assumes you know who they are. In any case, they are four lame *** undefeatable zombies that just
avoided you taking off with the chopper.

- Avoiding the Skull Squad is easy, but you need to know how to do it. First scan all four of them with your
binoculars. After doing so, calmly ride down underneath the bridge, and stand on the right side of it. The
two Skulls on top of the bridge will automatically be lured towards your position. Stand underneath the
bridge so you can't be seen by either of them. When both are roughly 13 - 15 meters away from you,
move back to your original position and cross the bridge. Stay as far away from the Skulls on either side
and you should be fine.

- If avoiding the Skulls fails, either try again or try to outrun and avoid them. Be sure to continuously dash
with your horse (Square on Playstation, X on Xbox) and zigzag. This will make the Skulls dash in one
direction while you're already going into another. The second they get in front of you, gallop in another
direction. When the chopper is only roughly 375 meters away, the gas-mist disappears and it's finally -
sort of - explained who these guys were in the first place.
- At the end of the mission you get the Afghanistan Today and Ocelot's Briefing Casette Tapes.

Mission 2: Diamond Dogs


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

1 Required Complete the Fulton extraction training ---

2 Required Extract staff, raise your R&D Team's level ---

3 Required Develop the cardboard box and complete basic training ---

4 Optional Complete restrain training ---

5 Optional Complete strike training ---

Video Support: http://www.supercheats.com/metal-gear-solid-v-the-phantom-


pain/walkthrough/mission-2-diamond-dogs

- This 'mission' is kind of an oddball. You're basically following some instructions so your learning curve
goes up. Talk to Ocelot and follow his instructions.

- Instead of taking out the first guard with a tranquilizer round, knock him out by strangling him and save a
round. Whenever you 'extract' personnel they'll be assigned to a team that fits their skills and abilities
best. Under Staff Management on your iDroid you can find where the guy went.

- Go do Weapons/Items under Development on your iDroid. Development on a Cardboard Box can only
be started when you've extracted enough personnel to R&D.

- Extract two more people and develop the Cardboard Box. After this, practice Close Quarters Combat
(CQC) by approaching Ocelot again. Grab the frst guard, and repeatedly punch a second to knock him
out in alternative fashion. Enemies thrown on the ground don't stay stunned very long, so it's not the
preferred way for take-outs. Extract both guys.

- You can optionally take a shower to clean off any blood, sweat and dirt (or tears) from the previous
mission. Simply enter the blue box on the floor you're already on (check your map). You can also scan
your personnel after calling the chopper to the helipad.

- When you're all set - and you are, at this point - enter the helicopter and prepare for the next few
missions.

- TIP: You can select a rather useful HELP screen when you're accessing your iDroid, by simply pressing
the pause button when already inside the iDroid. (Select for Playstation, Back Button for Xbox).
- You can select any mission you want. We'll start doing them in order for this guide.

Mission 3: A Hero's Way


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

1 Required Eliminate the Spetsnaz Commander Non-lethal fulton extraction is allowed

Neutralize the Spetsnaz


2 Optional Commander from a long distance Use a sniper rifle
(100+ meters)

Preferably neutralize guards within close


3 Optional Extract the Spetsnaz Commander
range

Pick a Haoma in the desert between Found in the middle of the desert, southeast
4 Optional
Shago Village and Spugmay Keep of the base, near a big rock

Under the viaduct to the west of the village,


Secure the processed materials
5 Optional near the southeast portion of where the
hidden in Shago VIllage
viaduct starts

Video Support: http://www.supercheats.com/metal-gear-solid-v-the-phantom-


pain/walkthrough/mission-3-a-heros-way

D-Dog (Potential New Buddy): It may be a while before you actually encounter this, but it's good to
know up front. During the starting deployment areas of mission 3, 4 or 5 (or during free roaming at the
same places, being Shago Kallai, Eastern Communication Post, Wakh Sind Barracks) you may hear a
puppy bark at some point. You'll also get a comment about this, along the lines of: "This is no time to be
playing with animals." If you search for the puppy (at nighttime, night vision goggles helps, otherwise go
by the strength of the sound), extract him. Once you get back to Mother Base, a cutscene will play. After
this, you'll need to play six missions of which three are from missions 7-10. When you return to Mother
Base after this, D-Dog becomes an ally.

- Choose the northern landing zone (this walkthrough will use this as starting point). You'll also get to see
the mission preparation menu for the first time. Right now, you've got everything equipped you need (and
essentially have), so just continue. Select drop time 0600.

- You'll come across a small outpost as you ride towards your destination. You can take out the guards if
you wish, and collect some materials from the crates in the center of the outpost camp.

- When you reach Shago Village, you should first secure the surroundings. This means the following.
Take out your map (with north facing top) and check out the village. There are three smaller buildings (to
the north, northeast, and southeast) and one larger building with an large watchtower next to it. You'll
want to take out the guards on top of these buildings, then take out one or two guards in the field,
allowing you to move towards the main building much more easily. Although you can extract various
soldiers, most of them are fairly poorly skilled.

- Approach the main building from the south and snear around the east side; a guard is watching the
north side (facing north). You can take him out quite easily; hide his body around the corner between
some grass.

- Enter the courtyard and ignore the power generator. Mark the guard at the other side of the gate and
approach that wall; another soldier will converse with the guy. Now's a good time to hop through the
window of the main building and loot the place, but be sure to sneak very quietly around here, as there
are more guards on the floor above you that might hear your footsteps. There are various materials and
most importanty the Kids in America Casette Tape in the living room.

- Go back outside and take out the guard near/outside the gate, provided he's done conversing, and hide
him. Now climb the wooden stairs., sneak towards the ladder and take out the guard at the watchtower.
Also tranquilize the guard down below that was conversing a minute ago.

- Head down the ladder and open the door; the target is inside, so immediately tranq him, drag him
outside, and extract him. The only thing left to do now is to get out ASAP, preferably unseen. Call D-horse
when you're far enough away from the guards, or alternatively look for a jeep to the northeast. In any
case, race out of the area and keep going for a while until the mission will automatically be over.

Side Ops 1: Extract Interpreter (Russian):


If you haven't done this Side Ops yet, now is a good time to do so. Select it from your iDroid and head
towards the guard post east of Spugmay Keep. Neutralize all guards and Fulton extract the interpreter
(with the beret). You can now understand Russian.

Mission 4: C2W
# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

Identify the comms equipment at the


1 Optional There are 3 satellite dishes
Eastern Communications Post

Required (Optional if you do Destroy the comms equipment at the There are 3 satellite dishes; use (for
2
#4) Eastern Communications Post example) C4

Located at the near-end of the


Secure the rough diamonds hidden
3 Optional mountain trail accessible southeast
near the Eastern Communications Post
from the base

Required (Optional if you do Destroy the transmitter at the Eastern


4 Can be done with a regular gun
#2) Communications Post
Extract two prisoners held at Wialo They're held in the small buildings on
5 Optional
Village southwest edge of the village

Extract the materials container from Obligatory Fulton upgrade required


6 Optional
the Eastern Communications Post (later in game)

- If you've been keeping up with collecting materials, you should now be able to develop some C4. This
isn't required to complete the mission, but for one objective it is mandatory. Go to your iDroid and head to
the Mother Base tab, then to Development.

- Note: If you want to complete an optional objective (initially hidden), initiate the mission, then travel to
Da Wialo Village to extract two prisoners. Interrogate guards or simply search the smaller buildings on the
southwest of the Village (one next to the main road, the other to the west from there) to find the two
prisoners; drag them outside to Fulton extract them. Head back to the Eastern Communications Post via
the south road.

- Your goal is to destroy equipment at the Eastern Communications Post, which can either be three
satellite dishes or the radio transmitter (inside one of the buildings), or both, if you want to complete all
mission objectives.

- Approach the post from the east and look for a mountain trail to the west side of the road (before the
main road curves off to the west/to the base). Be careful of loose patrols and wolves. This trail leads you
to the hidden rough diamonds from one of the (initially hidden) optional mission objectives. The Rough
Diamonds are found in a rock wall.

- At the end of the trail, recon the enemy outpost entirely, and mark the three satellite dishes (an
objective). After this, place C4 at them while carefully making your way through the base, neutralizing any
enemies you deem necessary.

- If you also want to destroy the radio transmitter, head inside the building in the center of the base and
shoot it with a regular weapon. This will most likely attract the attention of guards, unless you've
dispatched them.

- S-Rank Tips: Speed and stealth are as usual most vital for securing the highest mission rank. An easy
way to achieve this is to plant some C4 on the radio transmitter; sneak in, plant it, sneak out, detonate the
explosive and exfiltrate the hot zone.

- General Tip: From now on forward, you should focus on developing Mother Base platforms whenever
they become available. Inbetween missions, always reassign your staff by going to the Staff Management
menu and pressing the right analog stick, so they're on their best possible positions. Under the Base
Management menu, focus on developing the R&D Platform, Base Development Platform, Support
Platform and Intel Platform.
Mission 5: Over The Fence

# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

1 Required Extract the captive engineer Inside the largest building

Fulton extract the engineer


2 Optional through the hole in the Only extract with 100% chance
facility's basement ceiling

Extract the prisoner plotting to


Might alert nearby guards; neutralize them
3 Optional escape from Wakh Sind
first
Barracks

Extract the four wheel drive Requires a Fulton extraction device


4 Optional
patrolling between outposts upgrade gotten later on

There are several small buildings in the


Secure the blueprint at Wakh northeast corner of the base (east of the
5 Optional
Sind Barracks prison). The blueprint is inside the
northwest building.

Video Support: http://www.supercheats.com/metal-gear-solid-v-the-phantom-


pain/walkthrough/mission-5-over-the-fence

- Take the west helicopter landing zone, directly south of the base.

- Continue north, cross the main road and head further north/northeast, crouch-walking until you reach a
climbable crack. From here, continue into the base and get more recon.

- You should be able to spot a small outpost nearby as you're making your way to the large building (the
main prison facility). If you follow rocky path east/northeast from here you can extract a second prisoner
sitting around near the end of this rocky mountain. It's better to first extract the main target.

- Head down and take out one or two guards as you move into the main building, either by dropping down
a hole or by the stairs. Take out the guard in front of your target's cell and see if the coast is clear, then
extract the target by putting him underneath the hole in the ceiling in the nearby room (where you can
also find various minor materials). Extract him and any soldiers through the hole, then head back for the
other prisoner.

- The UN-ARC BLUEPRINT is to be found in one of the small buildings east of the prison. More
precise, it's inside the northwest building of this set of smaller buildings (mark it for your convenience, as
always). You can find Rough Diamonds (Small) in the small building east from here.
- You cannot yet extract the four-wheel drive patrolling the main road - you'll need to upgrade your Fulton
extraction device. Once you have that upgrade later in the game, simply dismount D-horse in the middle
of the road to make the driver stop. Neutralize him and extract the vehicle.

Mission 6: Where Do The Bees Sleep?

# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

1 Required Secure the Honey Bee ---

Only one of the Skulls needs to be


2 Optional Eliminate the Skulls
dispatched

Secure the Honey Bee with its Simply don't use the Honey Bee during
3 Optional
ammunition intact the mission

Extract the prisoner who cannot


4 Optional There are multiple opportunities for this
speak

Extract two snipers at the


5 Optional Found on the bridge
Mountain Relay Base

Use your own launcher to keep the


6 Optional Eliminate the gunship
mission bonus (on a retry)

- From the Landing Zone (LZ), head south; the north is blocked off by your mission radius.

- Avoid the first enemy outpost by moving past it to the right. Continue down the long road until you reach
the Mountain Relay Base, which you'll notice is located in a vast ravine and essentially consists of a large
bridge with snipers, plus various guards at several camps.

- First scan the area and spot several guards with a prisoner at the far end of the bridge. It's possible to
rescue and extract him right away, but it's more likely that you're too slow, requiring an (optional)
extraction later on.

- There are various ways to approach the base, but by far the easiest is to crouch-walk to the northwest,
then crawl to get behind the two guards stationed here, taking them out, and then walk to the far north
over the rocky terrain to bypass the main road entirely. Around halfway you'll want to be sure to climb
some rocks instead of sliding down, because the latter is irreversible and only gets you back to the main
bridge.

- Continue to Da Smasei Laman, which can be approached by a south or a north entrance. Take the
latter; it allows for a better recon vantage point and shortens your sneaking route.
- After reconning the base, particularly note the anti-air radar. Destroying it unlocks a landing zone, but
there's no need for you to attempt this right now; it's quite difficult to reach.

- Instead, curve around the base via the northwest side, crawling the last 40 meters as you get closer to
the prisoner. Take out any enemies along the way when required, and place them in the nearby
dumpsters or portable toilets. Extract the prisoner when you reach him.

- The Smasei Laman tunnels have two main entrances, one on the east (largest) and one on the west.
Various Rough Diamonds can be found inside the tunnels. Take the one on the west/left to reach the
first floor. From here head east, then follow the tunnel to reach the Honey Bee, which is also marked if
you extracted the prisoner. In any case you will reach a small creek. Head left and continue to the small
rooms at the far back; the Honey Bee is located in the one at the end.

- Head back outside to trigger several scenes. Afterwards it's boss time.

The Skulls (Boss Fight):


- There are various ways you can deal with the Skulls. In fact, if you're attempting an S-Rank, fleeing is a
wise option.

- If you choose to fight, first mark all four Skulls. In case you were wondering, yes, using the Honey Bee
will easily allow you to defeat the Skulls, but unfortunately it reduces your mission ranking as you're
supposed to retrieve the Honey Bee without using any ammunition.

- Retreating to the first floor of the tunnels allows you to use Grenades more effectively, especially if you
manage to lure the Skulls into the tunnel. On the ground level they won't follow you, but you can still shoot
them, albeit this is a slow process.

- If you're daring, counterattack The Skulls' dash attack (a prompt will appear on-screen) and empty your
regular gun at the Skull that attempted the attack, who will be temporarily dazed (and dead afterwards -
unless they're (un)dead to begin with).

- Exfiltrate out of the hot zone after the fight.

- S-Rank Tips: Speed is of the essence. Rush over to the Mountain Relay Base, preferably extract the
prisoner there. At Da Smasei Laman, don't use the Honey Bee and preferably destroy the anti-air radar,
then defeat the Skulls by exploiting the counterattack move; immediately order the chopper and exfiltrate
with it. Not using the Honey Bee, defeating the Skulls, and exfiltrating immediately by chopper will give
you huge bonuses that will almost guaranteed grant an S-rank.

Between Mission 6 and 7: Side Ops and Upgrades


Video Support: http://www.supercheats.com/metal-gear-solid-v-the-phantom-
pain/walkthrough/between-mission-6-and-7-side-ops-and-upgrades

Now is a good time to go a little more indepth about several Side Ops you can do at this point. Right now
you can do the following Side Ops: 1, 5, 11, 12, 13, 27, 47, 51, 61, 152-155. Some of these will only
appear after you've completed Side Ops that have to be done first. Although the GMP rewards aren't that
high, doing these missions now will unlock more Side Ops later on that are increasingly more rewarding.

- Side Ops 1 - Extract Interpreter (Russian): You'll most likely have done Side Ops 1 already,
where you needed to extract a Russian interpreter from a small outpost east of Spugmay Keep, but if you
haven't done so yet, get to it immediately, as understanding Russian is a very important perk.

- Side Ops 5 - Secure the [RIOT SMG] Blueprint: You're simply required to located this
blueprint in a building on the relatively south side of Da Wialo (see video support). Neutralize any nearby
guards if required.

- Side Ops 11 - Extract the Highly-Skilled Soldier 01: This is a sniper with two colleagues
located on a top of a cliff south of Yakho Oboo. Don't approach them head-on by going over the bridge.
Instead, cirlce around and head for a back attack, allowing you to neutralize all three with relative ease
(tranq. headshots).

- Side Ops 12 - Extract the Highly-Skilled Soldier 02: This is a guard patrolling the east side
of Da Wialo. Enter the village from the east, mark and neutralize everyone you come across until you
reach the masked target.

- Side Ops 13 - Extract the Highly-Skilled Soldier 03: This extraction mission is a bit harder
compared to the previous two, hence the greater reward (60000 GMP). The soldier is stationed at Da
Smasei Laman and is accompanied (if not 'guarded') by at least five other soldiers (mark them all). Crawl
towards the entrance of the tunnels and curve towards your target to the east from there. If you can
manage to neutralize them with tranq. headshots, all the better, but if that doesn't work out, simply waste
the rest after tranquilizing your target.

- Side Ops 27 - Prisoner Extraction 01: This prisoner is located inside the main building (with
radio transmitter you head to destroy in main mission 4). Use the mountain trail to the south of the outpost
to infiltrate it stealthily and drop down until you reach the building. Neutralize the soldier guarding the
prisoner, head through the window and drop the prisoner outside, the Fulton extract him and get out of
the outpost.

- Side Ops 47 - Extract the Little Lost Sheep: This is indeed a sheep, located somewhere in
the northeast region of Da Wialo. Clear the area and extract the critter.

- Side Ops 51 - Extract the Wandering Mother Base Soldiers 01: This is the first of a
series of somewhat strange and (depending on your approach) relatively difficult Side Ops. It requires you
to extract a bewildered former Mother Base Soldier. To do this you must locate him first. This can be very
tricky if you don't at least have upgraded your Mother Base intel to detect enemy presences, or
alternatively have D-Dog. You'll probably should have access to the first right now, so we'll roll with that.
The current target can be found between outposts 16 and 20 and is usually found in the hills, away from
the main road. Doing this mission during the night improves your stealth and allows you to use nightvision
goggles. Keep in mind only a tranq. headshot will do anything to this bewildered soldier, so be sure to
land it on your first try (if you fail, the soldier will go on a frenzy and run away). You can still take down this
particular soldier when he runs away, but it does complicate things. Your melee moves have to be fast
and you need to restrain him immediately afterwards. If you want to be sure the nearby outposts don't
interfere with this mission, neutralize all guards there beforehand.
- Side Ops 61 - Unlucky Dog: This prisoner is located in a cell at the north portion of the Yakho
Oboo Outpost. There are, as always, various ways to go about this. The hard way is to systematically
neutralize all guards and infiltrate the outpost regularly. An alternative way is to set some C4 near the
entrance, then head down the east trail and use the hole in the ground at the end to reach a vent,
crawling through to enter the base. Trigger the C4 fot a diversion effect, then neutralize any remaining
enemies if required and enter the cell too carry the prisoner outside to extract him.

- Side Ops 152-155 - Target Practice: These Side Ops are target practice shooting missions
done at mother base. Most of them are quite easy, with the exception of #152 (video in preparation). For
#153, don't miss the three targets at the back corner of the area. For #155, note that there are three
targets outside as well.

Upgrades: Some very useful upgrades that should ideally be available to you at this point are the
following listed. If you want to know the requirements for these upgrades, simply select the item in your
iDroid Development Menu. Keep in mind that you should have created several Mother Base platforms for
these upgrades already at an earlier time. If you lack some of the processed materials to do one or more
of the below upgrades, raid some outposts or return to one of the more familiar villages to see if you can
stock up there.

- Useful upgrades are: Int-Scope 2 (Allows analyzing soldier skills up to B-ranks), Fulton Cargo 1 (allows
vehicle extraction), Fulton Device 2 (Ammo up from 12 to 24), iDroid 2 (Speaker function, allows playing
of tapes), Prosthetic Arm Mobility 1 (Extends Reflex Mode duration), WU S. Pistol 2 (improved general
functionality), AM MRS-4 (improved general functionality including scope and dot sight), C4, Flare
Grenade, Smoke Grenade.

D-Dog (New Buddy): A reminder. During the starting deployment areas of mission 3, 4 or 5 (or
during free roaming at the same places, being Shago Kallai, Eastern Communication Post, Wakh Sind
Barracks) you may hear a puppy bark at some point. You'll also get a comment about this, along the lines
of: "This is no time to be playing with animals." If you search for the puppy (at nighttime, night vision
goggles helps, otherwise go by the strength of the sound), extract him. Once you get back to Mother
Base, a cutscene will play. After this, you'll need to play six missions of which three are from missions 7-
10. When you return to Mother Base after this, D-Dog becomes an ally.

Mission 7: Red Brass

# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

Eliminate the commander of the


1 Required company stationed at Da Wialo ---
Village

Eliminate the commander of the


2 Required platoon stationed at Shago ---
Village
Eliminate the commander of the
3 Required platoon stationed at Wakh Sind ---
Barracks

Northern vehicle (from Wakh Sind) is


Extract the commander and all
4 Optional the one you need to extract with Fulton
soldiers riding in his vehicle
2 extraction upgrade

5 Optional Extract all three commanders ---

Listen to the end of the Aim your Int-Scope microphone at the


6 Optional
commanders' conversation house where the meeting takes place

Extract two prisoners held at At the middle and middle-northwest


7 Optional
Ghwandai Town portions of town respectively

- You are to eliminate (or extract) three beret-wearing commanders, two of which are on their way to meet
a third at a meeting in Da Wialo Village. How you do this mission is up to you. The meeting will take place
in a small house to the east of the village's main building, but it's not required to wait for the commanders
to arrive at the base. With your intel, it's entirely possible to head straight for one of the two vehicles,
dismount D-horse on the road, and neutralize the soldiers inside.

- Completing all optional mission tasks in one go isn't too feasible. Head for the prisoners in Da Ghwandai
Khar first, then go back to Da Wialo to extract the commanders. On another attempt, leave the prisoners
and aim for everything Da Wialo related.

- S-Rank tips: Simply complete the mission as fast as you can. Start to the north of Da Wialo, extract the
entire vehicle (preferably with all soldiers plus commander in it for the optional score bonus), then ride D-
Horse to the southern vehicle, again dismounting him on the road and extracting the second commander.
Rush back to Da Wialo for the last one and you should definitely get an S-Rank.

Mission 8: Occupation Forces

# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

Optional intel file inside large , high-


1 Optional Secure the deployment plans up, middle-north building Qarya Sakra
Ee

The colonel is inside the covoy's truck,


2 Required Eliminate the colonel
extraction allowed (see #4)
3 Required Eliminate all tanks Extraction also allowed

4 Optional Extract the colonel Requires Fulton Cargo 2

Eliminate the colonel and all tanks


5 Optional ---
before they reach Smasei Fort

Extract the prisoner held at Sakhra


6 Optional ---
Ee Village

7 Optional Extract all tanks Requires Fulton Cargo 2

- For this mission C4 and a Rocket Launcher are essential means, so be sure to research them if you
haven't already done so, and take them with you on this mission.

- The goal is fairly straightforward; destroy a convoy with a truck guarded by two tanks (one on the front,
one behind the truck). You'll trigger the convoy's departure if you collect the intel file in Qarya Sakra Ee,
although you can also continue east to trigger this.

- The prisoner extraction from one of the houses in the village is optional. He is located in one of the
houses on the northeast of the village (not the most northeastern, but the one slightly west from there -
check your map).

- To take out the convoy, place D-Horse on the road, at a place where you can hide behind large builders.
One such place is, for example, to the east of Qarya Sakra, just outside the village. With D-Horse
positioned on the road, stand 15 meters to the west of him (the direction where the convoy is coming
from) and plant three to four C4 charges close to eachothers, then sit behind a large rock and wait for the
convoy to arrive. Destroy the first tank with the C4 charges (hold aim, press Triangle on Playstation, or Y
for Xbox to detonate), then pull out your Rocket Launcher and destroy the truck with it. Quickly fire
another round at the second tank, then take cover and repeat until the last tank is also to shreds.

- S-Rank tips: Later in the game, when you have Fulton Cargo 2 and can extract vehicles, put D-Horse on
the road, sneak behind the vehicles, and simply extract them for ultra-fast speed.

Mission 9: Backup, Back Down

# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

1 Required Eliminate an armored vehicle Destroying just one already suffices

Eliminate multiple fighting


2 Optional 'Multiple' translates into 2+
vehicles or gunships
Eliminate all armored vehicles Extract the first seven vehicles to
3 Optional without receiving a resupply or fire fulfill this condition (requires Fulton
support Cargo 2)

Secure a weapon carried by a


4 Optional
transport truck

5 Optional Extract an armored vehicle Requires Fulton Cargo 2

The location for this is at the (second)


Extract the four soldiers searching
6 Optional road fork to the far east of Lamar
for the escaped prisoner
Khaate Palace

7 Optional Extract six prisoners

8 Optional Extract three tanks Requires Fulton Cargo 2

- This mission features various objectives, which you should not attempt to fulfill all in one sitting. Stick
with the main mission objectives first on one playthrough, and do various optional objectives in
subsequent playthroughs. Start the mission at the northern LZ for your first playthrough, and be sure to
bring some C4 and a Rocket Launcher along.

- The mission's main objective is to destroy one armored vehicle (or alternatively, as many armored
vehicles as you can), which are marked automatically on your map with red triangles. The easiest way to
do this is by using D-horse as roadblock and planting C4 (roughly 15 meters away, in the direction the
vehicles are coming from). A good spot to do this is just north of Yakho Oboo Supply Outpost, since all
vehicles ultimately have to pass through there. Should a tank survived a poorly placed batch of C4, resort
to your Rocket Launcer for the final blow.

- If you want to fulfill mission objective 3, this requires the Fulton Cargo 2 upgrade so you can extract the
vehicles without requesting supply drops. This is also an excellent way, later in the game, to gather tanks
for Mother Base. In any case, once you've destroyed the vehicle(s), leave the hot zone to finish the
mission.

- You'll notice a total of two vehicles driving south (coming from the far north), going towards the Wakh
Sind Barracks. The first jeep transports a prisoner that you can extract by shooting the vehicles
tires/driver after blocking the road (once again) with D-Horse. The second vehicle has a Rocket Launcher
you can snatch, which can come in handy for destroying the gunship (see below).

- There are a total of 6 prisoners that can be rescued in this mission. The one from the jeep is indeed the
first, but there are five others. Their locations are as follows: 1. Confined in a subterranian cell at Wakh
Sind Barracks. 2. The dunes east of Lamar Khaate Palace. 3. Near the river north of Lamar Khaate
Palace. 4. A small building near Lamar Khaate Palace. 5. Canyon east of Lamar Khaate Palace, soldiers
are in pursuit of the prisoner; be quick. (Also extract all soldiers for objective #6). 6. The prisoner from the
jeep.
- When you've destroyed the initial seven armored vehicles, three more appear, plus an additional
gunship. Look at your map to locate these vehicles and use the same approach as above (except this
time you'll have to move in towards them first). The gunship must be destroyed with a Rocket Launcher,
preferably by one that has homing missiles (for example from the truck, or by three special supply drops,
one of which is located near the north of Yakho Oboo).

- S-Rank tips: For a change, speed matters less in this mission. The main objective should be to use the
Fulton Cargo 2 upgrade to extract all vehicles, preferably in stealthy fashion.

Mission 10: Angel With Broken Wings

# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

Extract the Mujahideen prisoner called Fulton extraction not possible


1 Required
Malak due to severe injuries

2 Optional Extract the armored escort vehicle Requires Fulton Cargo 2

Extract the three prisoners held at Lamar Quick extraction required due
3 Optional
Khaate Palace to impending execution

Extract the two prisoners held at Yakhoo


4 Optional Fulton extraction possible
Oboo Supply Outpost

Listen to the last conversation between Takes place at Yakho Oboo


5 Optional
the transport truck driver and Malak Supply Outpost

- This mission is about rescuing various prisoners, one mandatorily, three others at Lamar Khaate Palace
and two others at Yakho Oboo Outpost optionally. On your first playthrough, it suffices to only save
Malak, the prisoner taken away in a vehicle at the start of the mission, once you arrive at the palace.

- If you want to extract the other prisoners at Lamar Khaate, give priority to this before following Malak to
Yakho Oboo. There are two prisoners in the palace itself, the last is in one of the cabins north of the
palace. The most northern cabin contains an intel file on Malak's next location. D-dog, should you have
access to him as a buddy, is very helpful in general for pinpointing prisoner locatios, and can be a
valuable help in the palace; those prisoners will be executed if you're not fast enough. Head up the
northeast staircase to reach them.

- If you're quick to follow Malak, you might find the convoy stopped about halfway between Lamar Khaate
and Yakho Oboo, on a bridge, where a herd of sheep is blocking the road. This is a great place to extract
the armored vehicle with Fulton Cargo 2 (when you have it, later in the game) or to even free Malak.

- Should this not work out for you, there's always the option to save Malak from Yakho Oboo Outpost. He
is located on the west corner of the outpost, while the other (optional) two prisoners are located in the
northern corner of the building.

- Although there are various ways to get inside the base (a ladder on the outside wall of the east corner of
the outpost; two holes to the north - one inside the base, the other outside - with tunnels leading to the
two optional prisoners or Malak respectively), it is a better idea to choose an alternative strategy,
considering stealth requires a great deal of skill once inside the base, due to the sheer amount of guards.
Thinning them out is a better idea.

- There are a lot of guards patrolling this large outpost, so you'll want to either distract them or
systematically take as many of them out as possible. There is a good vantage point to the northwest of
the base in any case. One way to distract guards is to plant some C4 on the south corner of the base,
then proceed to the northwest and trigger the explosion, sending many guards to check out the noise.
Perhaps an even better approach, one that doesn't necessarily trigger an alert, is to tranquilize guards at
the northwest entrance of the outpost, luring them towards it one by one, simply shooting darts with clean
headshots. When you've pretty much put the entire outpost to sleep, Fulton extract them, then save the
two prisoners on the north, and Malak on the west. You'll need to carry him to the helicopter due to his
bad injuries (preventing Fulton extraction).

- If you optionally want to listen to Malak's conversation with the truck driver, use your Int-Scope and aim
it at the western corner of the outpost in order to easvesdrop. Do note that you must actually see subtitles
on the screen to officially fulfill the mission objective.

- S-Rank tips: Speed towards Lamar Khaate Palace, stealthily Fulton extract the armored vehicle and
jeep (requires Fulton Cargo 2), neutralize any opposition whenever required, and carry Malak to the
chopper. This should guarantee an S ranking.

Mission 11: Cloaked In Silence

# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

1 Required Eliminate Quiet Either by killing or stunning her

Occurs during the scene after the


2 Required Determine what to do with Quiet
battle

Neutralize Quiet without hitting her Order two supply drops on Quiet's
3 Optional
with lethal weapons exact position to stun her

Neutralize Quiet with non-firearm Order two supply drops on Quiet's


4 Optional
attacks exact position to stun her

- In order to start mission 11, either approach Aabe Shifab Ruins during freeroaming, or mandatorily when
you choose to do Side Ops 82 (Make Contact With Emmerich). Mission 11 is essentially a traditional boss
battle against Quiet, the deadly and stealthy female sniper.

- The first thing you should do is mark Quiet by pulling out your Int-Scope and locate her (look from where
the gunfire is coming from).

- Although this guide will in a future update return to more strategic options, for now simply resort to a trick
that makes the battle considerably easier. Once you've marked Quiet's location, open your iDroid while in
a cover position and order a supply drop at he exact position. Simply wait until the package drops on her
head and drains half of her stamina bar. She'll move to another position, so walk around a bit and locate
her again, then perform the same trick to end the battle. Move to the mission marker to trigger a scene.

- Do NOT choose to kill Quiet, she can become a buddy later on.

- S-Rank tips: Performing the supply drop trick should make a S ranking easy.

Mission 12: Hellbound

# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

1 Required Make contact with Dr. Emmerich ---

Emmerich must be carried to


2 Required Extract Dr. Emmerich
the chopper

Extract three Walker Gears from Central


3 Optional Requires Fulton Cargo 2
Base Camp

Extract Dr. Emmerich without him taking


4 Optional
damage

Secure the Glamor Model poster at


5 Optional
Central Base Camp

Secure the blueprint at Central Base Interrogate guards for its


6 Optional
Camp location

- This mission is a continuation of Side Ops 82 (which was in turn interrupted by Mission 11). First you'll
need to sneak through Serak Power Plant, which is best done by taking the route on the left (northwest)
side of the road, which allows for relatively easy sneaking past the various guards. Once you reach the
main gate at the end of the main road, sneak through (alert status is not allowed) to trigger some scenes.
Mission 12 automatically begins afterwards.

- There's not much to do in the bunker, but you can take out the two guards (and even extract them) and
loot the place. The most important item around is an intel file that holds the location of Dr. Emmerich. It
can be found on one of the platforms.

- You'll have to make your way back out of the Serak Power Plant. This is best done by hugging the east
rock walls continuously (which is to the left as you make your exit). Be extra careful as you pass from
building to building and take out nearby enemies with your suppressed tranquilizer gun. Near the far exit,
move over the rocks and pipe to reach the main road safely and unseen.

- You're now set for Afghanistan Central Base Camp, which you can travel to with D-Horse. Either avoid
or 'capture' and loot the outposts you come across during your journey towards the Base Camp.

- Once you reach the Base Camp, take the rocky lower right path instead of going over the main road.
Ignore the gunship patrolling the area and only focus on enemy soldiers directly in your way. Move
underneath the main road viaduct and continue north.

- When you're about to pass the large, half-destroyed hangar, take note of the sniper standing on top of it.
Climb the building and take him out, then continue towards the north/northwest part of the base.

- Optionally you can collect a blueprint for one of the optional mission objectives by checking out the
hangar to the east of the one you just passed (the main road leads to this eastern hangar). The blueprint
is found inside.

- Again optionally, but on your way towards the main mission objective, is a Glamor Model Poster stuck to
a wall of the relatively small warehouse you cross by as you continue north/northwest from the main road.

- From this small building, continue north and take out any nearby hostiles if required. Try to avoid the
Walker Gears altogether, unless you're feeling particularly comfortable with taking out the soldiers
controlling them (with tranquilizer headshots).

- Emmerich is found inside the hangar to the northeast of the whole base camp, which you've reached by
now. Enter via the door on the east side.

- After the scenes, ignore Emmerich's suggestion to take the Walker Gear (unless, much later on in the
game during a replay, you wish to extract it with Fulton Cargo 2) and head back the way you came. Once
you've passed underneath the road again, stick close to the main road's side and head for the fenced
generators towards the end. As you exit the camp entirely, a scene will play.

- Quickly rush underneath Sahelanthropus' legs and immediately take a right turn to temporarily hide
behind the wall here. Chances are that Sahelanthropus has already seen you, so keep dashing towards
the large builders and rocks in the distance. This is a good place to lose the Gear's attention - it will send
out some pods with search lasers to pinpoint your exact location, but as long as you manage to avoid
being pinpointed for too long (while staying out of Sahelanthropus' main vision), it will lose track of you. A
very good trick to lure Sahelanthropus away from you and the extraction helicopter is to send the chopper
to the second (further away) landing zone. The Gear will soon follow it to see what's going on over there.
Simply head to the closeby landing zone and call the chopper back for exfiltration. Although
Sahelanthropus will indeed come back running, this should grant you just enough time to at least get in
the chopper with Emmerich.
- Inside the chopper, you're not there just yet. Quickly grab hold of the gatling gun to the side and
target/destroy the pods Sahelanthropus sends your way. Let the gatling gun cool down a bit after
destroying them, then unleash its full power at the Gear's head as it leaps towards you to smash it back
down.

S-Rank Tips: As usual, speed and stealth are key to a superior ranking. During your travel from Serak to
the Base Camp, rush by all outposts without being seen, and quickly head towards Emmerich once you
reach the Afghanistan Central Base Camp. Extract him unseen and without him taking damage. Do the
optional mission objectives on a different playthrough.

Mission 13: Pitch Dark

# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

1 Required Shut down the oil transfer pump

Destroy the oily water separator


2 Required For example by using C4
tank

Requires carrying them to the chopper


Extract four child soldiers being
3 Optional (or much later in the game, with a
trained at Masa Village
special Fulton upgrade)

Exfiltrate the hot zone before


4 Optional
Mfinda Oilfield is sealed off

Extract the lapped-faced vulture


5 Optional that wandered into the burned-
down village

Extract four Walker Gears sealing


6 Optional Fulton Cargo 2 required
off Mfinda Oilfield

- This is your first mission in Africa. For a first playthrough it's quite possible to skip the first village (Bwala
Ya Masa) altogether and just head straight for the Mfinda Oilfield. If you want to skip the first village, take
the southeast road. If you want to stock up on supplies, go through the village taking out guards on the
way.

- Ignore the optional mission objective concerning the children's extraction. This takes a LOT of time
considering they all have to be carried (or driven) to a helicopter. It's wiser to wait with doing this objective
until you've unlocked a children's Fulton extraction device much later in the game. When you then choose
to extract the children, neutralize all enemies by luring them to a specific spot or by using equipment such
as sleep grenades. Should they notice you, the children will attempt to escape along the river, heading
northeast.

- Once you're past the first village, ride D-Horse towards the oil field in the north. When you approach
from the west side, briefly stop at the burned down village just southwest of your final destination. If you
bring in D-Dog, he can easily identify a vulture; tranquilize and extract it to complete an optional mission
objective.

- As for the main mission, infiltrate the heavily guarded facility (preferably via the southwest) and make
your way to the red oily water separator tank, neutralizing any guards you come across. Place some C4
and do NOT trigger it. Continue along the way, heading east towards the middle of the base, climbing a
set of stairs and move over the catwalk here to reach a small room with a control panel inside. Hit the
button, quickly move out of the base via the east (main) entrance and detonate the C4. Quickly exfiltrate
the area (if you're quick you can do this before the Walker Gears show up).

- S-Rank Tips: Skip Bwala ya Masa, ride D-Horse towards Mfinda Oilfield, hit the control panel button,
detonate the red tank outside with a rocket launcher and exfiltrate immediately. Speed and stealth should
suffice for an S-Ranking.

Mission 14: Lingua Franca

# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

1 Optional Identify the Afrikaans interpreter Mark with the Int-Scope/Binoculars

2 Optional Identify the Viscount

3 Required Extract the Viscount

Pinpoint the locations of the four


4 Optional
prisoners from an intel file

Extract three prisoners held at


5 Optional Timely prevent their execution
Kiziba Camp

Extract a materials container at


6 Optional Fulton Cargo 2 required
Kiziba Camp

Do this at night to get all


Listen to all four prisoner
7 Optional conversations (especially the
interrogations
viscount's)

- The main mission's mandatory objective is actually very easy to fulfill - it is the optional objectives that
add up. To rescue the viscount, start the mission at 06:00 and simply move to the area to the far
northeast of the camp to find the prisoner under a small canopy with a guard. Neutralize the latter and
Fulton extract the viscount. During the night (more specifically between 18:00 and 23:00) the viscount is
take to the camp's main building to the north, where he is interrogated and executed unless you
intervene.

- If you bring D-Dog, he can mark prisoners for you, making it easier to find their locations. Interrogating
soldiers can also work.

- There are three additional prisoners to be found in the camp. One of them is found underneath a canopy
near the main road, to the north of the camp. A second one can be found in the cages of the camp, to the
south. The third one is roaming the road but is brought to the cages too after a while. You can follow them
to the main building to eavesdrop on the interrogations. Quickly rescue them afterwards (one by one), but
in a stealthy fashion, so the other prisoners are also interrogated (listening to all conversations will
complete the corresponding optional objective). Truth be told, this is in fact quite hard. An easier method
is to simply use your binoculars froma distance to overhear the conversations, and simply let the
prisoners be executed.. You'll rescue them on a reply then, right? Only rescue the viscount at the end,
obviously, to finish the mission.

- S-Rank Tips: It's very easy to score a superior ranking on this mission. Simply move (during day) toward
the position of the viscount, to the far northeast of the camp, neutralize the guard, and extract the
viscount prisoner, then quickly exfiltrate the hot zone.

Mission 15: Footprints of Phantoms

# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

Fulton Extraction (with Cargo 2) is


1 Required Eliminated all Walker Gears
also allowed

Extract two prisoners held at


2 Optional
Ditadi Abandoned Village

Preferably with Fulton Cargo 2


3 Optional Extract all Walker Gears
upgrade

Pick a Digitalis plant at Ditadi Near top of the hill, bring D-Dog for
4 Optional
Abandoned Village specific location on your map

Extract a truck at Ditadi By land or with Fulton Cargo 2


5 Optional
Abandoned Village upgrade

- This is an important mission in the sense that you will unlock the ability to develop Fulton Cargo 2 upon
completion, since you (optionally) have to extract a transportation specialist. The Fulton Cargo 2 allows
you to extract containers and vehicles, allowing many optional mission objectives to be completed.
Besides that, it's actually valuable and useful to have such vehicles, if only for important (yellow-dotted)
virtual dispatch missions in the future, not to mention the value of materials from containers.

- The main goal of this mission is to destroy (or extract, ona replay) the Walker Gears atop of the village
hill. By far the easiest way to do this is to take a long curve around the village and circle around it,
approaching the hill from the east. This almost immediately brings you to the Walker Gear positions. You
can neutralize as many enemies as you can first, then plant some C4 at the Walker Gears (four in total, 2
x 2) and destroy them.

- There are two prisoners in the village, one of whom is a transportation specialist. Be sure to extract
them; one of them is located in a green tent near to some of the Walker Gears, the other is located on the
lower ground in a destroyed house on the west side of the hill.

- You can pluck a Digitalis (Lutea) plant from near the hill's peak. Bring D-Dog to pinpoint its exact
location.

- Extract the Walker Gears (and the truck to the south) on a replay.

- Destroy the anti-air radar to the northwest of the hill to unlock a new landing zone for your helicopter
(also useful for an S-Rank).

- S-Rank Tips: If you have unlocked the landing zone on top of the village, simply fly there and use the
gunship's gatling gun to dispose of the Walker Gears. Alternatively you can quickly move in from the
(east) side of the village and extract all four Gears as quickly as possible.

Between Mission 15 and 16: Side Ops and Upgrades


- Upgrades: By far the most important upgrade you should develop after doing main mission 15 (and
extracting the transportation specialist prisoner during it) is Fulton Cargo 2. This Fulton upgrade allows
you to extract vehicles and materials containers, both which are very important for steady progress (and
often required to fulfill optional main mission objectives or side ops).

- Other important or otherwise useful upgrades that you might be able to develop now, or after doing most
or all of the Side Ops listed below, are the following ones: Sleep Grenades, LLG-Mine (Sleep Mines),
Fulton 3 (capacity up). For buddies, consider everything that you think might be useful, but don't
overspend your GMP. Be sure you save enough cash to continuously develop your Mother Base
Platforms (and keep them at the same levels - it doesn't make sense to spend huge sums of cash and
resources on just one platform when the others are much cheaper to develop).

- You can now do the following Side Ops: 3, 16, 17, 32, 33, 69, 70, 72, 85, 96, 107, 108, 109, 110, 111
(important), 116.

- Side Ops 3 - Extract Interpreter (Afrikaans): This is an easy extraction from a small guard
post; simply neutralize all soldiers and extract the intepreter.

- Side Ops 16 - Extract The Highly Skilled Soldier 06: For this mission, first neutralize the
snipers (two are nearby the outpost, two others are stationed on the other side of the road) before you
approach the guard post. Neutralize any soldiers here including your target, and extract him plus anyone
you deem alright.

- Side Ops 17 - Extract The Highly Skilled Soldier 07: There are two snipers on the west-
side hill, so approach the area from the west to dispatch them first. Neutralize the soldiers patrolling the
road at a convenient point (out of sight), then sneak up behind the vehicle, neutralize any nearby
enemies, extract them and plant some C4 on the vehicle (or alternatively, simply extract it too).

- Side Ops 32 - Prisoner Extraction 06: This is a fairly easy prisoner extraction mission. What
you'll definitely want to do before rushing into the outpost is take out the sniper positioned on the
southwest hill; approach him from behind. With him taken care of, simply mark all targets in the village
(bring D-Dog as usual) and go after them one by one, then extract the prisoner.

- Side Ops 33 - Prisoner Extraction 07: This is another easy prisoner extraction mission at
Spugmay Keep, the very start of the (open world) game. The prisoner is located on the hill to the east of
the Keep; sneak over and extract him to complete the mission. Neutralize the soldiers if you think any of
them fit your Mother Base army.

- Side Ops 69 - Eliminate The Heavy Infantry 04: Bring D-Dog along to split up patrols, and
beware of the nearby outpost and potentially even some wolves in the vicinity. Other than that, splitting
them up and taking out targets one by one, sneaking up on them, is a good idea.

- Side Ops 70 - Eliminate The Heavy Infantry 05: This time around you'll need to defeat four
heavy infantry soldiers. Taking out the ones on the ground first is a good idea.

- Side Ops 72 - Eliminate The Heavy Infantry 07: These guards are patrolling west of
Mountain Relay Base. Bring D-Dog for barking tricks and splitting up patrols, allowing for takedowns from
behind and Fulton extraction afterwards.

- Side Ops 85 - Mine Clearing 03: As with all other mine clearing missions, bring D-Dog to mark
the mines for you on your map, then manually mark a few; avoid the lasers and pick them all up. This
batch is located at the burned-down village near Mfinda Oilfield.

- Side Ops 96 - Eliminate The Armored Vehicle Unit 04: Approach the area from the west
and take care of the sniper and any other nearby soldiers, then continue towards the vehicle and extract
it, taking out any remaining troops before or afterwards.

- Side Ops 107 - Extract The Legendary Gunsmith: Approach the village via the hills and
wait for a group of soldiers to escort the prisoner along the road. Neutralize all soldiers in the vicinity and
extract the prisoner. Return to the chopper to trigger the next gunsmith extraction mission.

- Side Ops 108 - Extract The Legendary Gunsmith Again: This time the gunsmith prisoner
is located in one of the tents on the east side of Afghanistan Central Base Camp, just south of the eastern
hangar. You will want to neutralize the sniper to the west, then switch your focus on the remaining guards
near the tents.
- Side Ops 109 - Extract The Legendary Gunsmith Yet Again: This time the
prisoner/gunsmith is located in the western part of Yakho Oboo Outpost. Enter via the back, lure various
guards to the back exit and neutralize them, then head in for the prisoner's extraction. Don't forget to loot
the outpost's various rooms (ground level and first floor) to stack up on resources.

- Side Ops 110 - Extract Materials Container: This Side Op seemingly functions just to show
you that extraction of containers is indeed possible (or perhaps it functions as a reminder). In any case,
once you've developed Fulton Cargo 2 after Main Mission 15's optional transportation specialist
extraction, this side op is a breeze. Simply neutralize the guards at the outpost and extract the container.

- Side Ops 111 (IMPORTANT) - Visit Quiet: This mission can be done when you let Quiet live
(redo mission 11 if you have to) and have finished mission 14. Go back to Mother Base and visit the
Medical Platform, going down the stairs. Listen to Ocelot's ramblings and when he's fully done, exit the
base to trigger a scene. You can now take Quiet with you on missions.

- Side Ops 116 - Eliminate The Tank Unit 03: For this side op, do NOT use the closest landing
zone. When you reach Aabe Shifap Ruins by foot, stay out of the gunship's sight and move in to the two
pairs of soldiers - take these out silently, extract (or destroy) the tank, then take out (or order) a rocket
launcher and use it to down the gunship.

Mission 16: Traitor's Caravan

# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

Mark with the Int-


1 Optional Identify the armored escort unit
Scope/Binoculars

Mark with the Int-


2 Optional Identify the transport truck
Scope/Binoculars

3 Required Extract the transport truck Fulton Cargo 2 upgrade required

4 Optional Eliminate the Skulls Fulton extraction is allowed

5 Optional Extract the transport truck driver

Pinpoint the escort unit's estimated


6 Optional
route by recovering an intel file

Liston to all conversations between the There are 3 conversations to be


7 Optional transport truck driver and outpost/guard overheard via the Int-
post soldiers Scope/Binoculars
Extract three Zero Risk Security These soldiers have blue
8 Optional
soldiers uniforms

Video Support: http://www.supercheats.com/metal-gear-solid-v-the-phantom-


pain/walkthrough/mission-16-traitors-caravan

- It helps to develop Fulton Cargo 2 before doing this mission. This makes the extraction of the truck
much easier. You'll want to bring along some C4, Grenades and your most powerful Rocket Launcher,
plus, if you have one, a Machine Gun.

- To finish one of this mission's optional objectives, first head towards the east marker and secure the
intel file from one of the tents. This reveals the estimated route of the transport and the location of the
transport truck.

- Head towards Nova Braga Airport now, more specifically the west corner. Hop over the half-destroyed
fence, but be sure not to be seen by any of the guards. Since you will trigger a boss fight with the Skulls
as soon as you approach the truck, now is a good time to head to the left and place some C4 in this area
so you can lure the Skulls towards it soon. It's also a good idea to lure the three guards away from the
truck and extract them.

- The Skulls aren't too hard if you lure them to the northwest corner (to the left from where you hopped
over the wall). Trigger any C4 when they're close to eachother and pull out your Rocket Launcher to finish
them off in batches. Should that not suffice, use your Assault Rifle for the last stretch. Of course, you can
also counter their sword attack, leaving one of them stunned, allowing you to empty a full clip on them,
one at a time.

- Tip: If you want to extract the truck in the heat of the battle (with Fulton Cargo 2), you must lure the
Skulls away first, or they'll simply smash the balloon. Note that there's no need to extract the truck during
the battle, unless you're afraid that you might blow it up with explosives somehow.

- The 'eavesdrop' optional mission objective is best done on a different playthrough. Collect the intel, head
for the airport's northwest corner as usual, and overhear the first conversation there (use your mic with
the binoculars). Then follow the convoy along the designated route (but keep your distance) to catch the
other two conversations, one halfway down the road, the other at Kiziba Camp.

- S-Rank Tips: Simply dash to the airport with D-Horse, defeat the Skulls as fast as possible (with a rocket
launcher), extract the truck, and exfiltrate the hot zone.

Mission 17: Rescue The Intel Agents

# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

Extract the Intel Team member escaping Execution imminent, Fulton


1 Required
through the forest north of the camp extraction allowed
Extract the Intel Team member being held Execution imminent, no
2 Required
at Kiziba Camp Fulton extraction allowed

3 Optional Extract two CFA officials Fulton extraction allowed

4 Optional Extract the prisoner held at Kiziba Camp Fulton extraction allowed

5 Optional Extract four search team reinforcements

6 Optional Extract the transport truck driver

Video Support: http://www.supercheats.com/metal-gear-solid-v-the-phantom-


pain/walkthrough/mission-17-rescue-the-intel-agents

- This mission's main objectives are to rescue two Diamond Dogs intel staff members. The first target is
located in the forest north of Kiziba Camp. Neutralize the guards searching for him - bring D-Dog along to
mark all soldier positions along with the staff member's location - then Fulton extract him.

- The fourth (optional) mission objective can actually be done fairly easily. Simply search the house
southwest of the forest to locate him. A Fulton extraction is possible here as well.

- The last person you need to rescue is the second DD intel member, who is located on the far south of
the camp. It's a good idea to not go directly through the camp itself, but to circle wide around it,
approaching it from the south. The intel member can be found in a hole in the ground covered by some
wood. Neutralize any nearby soldiers, then call the chopper and carry the intel member to the closest
landing zone. Either drop him off in the chopper and attend other optional objectives, or exfiltrate by the
heli yourself.

- The two CFA officials you need to optionally extract are found on the road west of the forest (where the
first wounded intel team member is located). If you're quick, you'll find them inside a jeep. Wait too long
and they'll start searching for the first intel member, meaning you must take them out in the forest.

- The four search team reinforcement soldiers you optionally need to extract are located at the road fork
to the far north of the entire camp, but since they soon start moving in pairs, with two jeeps, they'll often
be near or in the forest looking for the first intel team member. Extract them anywhere you see fit. One of
them can usually be found near the jeep west of the forest. The jeeps are a nice bonus extraction by the
way, but are not required.

- The last optional objective requires you to extract the truck driver from Kiziba Camp. Wait around for a
while and he'll show up eventually. Taking him out from behind is an efficient method; Fulton extract him
to fulfill this objective.

Mission 18: Blood Runs Deep


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

Eliminate the former rebel Mbele


1 Required
soldier

Eliminate the five prisoners held at


2 Required Occurs during a cutscene
Kungenga Mine

One extraction does the trick, but


3 Required Extract a child prisoner
you might as well do all five

4 Optional Extract the former rebel Mbele soldier

Complete the mission by extracting Neutralize ALL enemy forces in


5 Optional five child soldiers without the enemy the entire Kungenga Mine area to
discovering their escape accomplish this

Do so out of sight, early on in the


6 Optional Eliminate the gunship
mission, with a rocket launcher

Extract the five snipers from areas near Located east of Kungenga (3
7 Optional
Kungenga Mine snipers) and far south (2 snipers)

8 Optional Extract three armored vehicles Requires Fulton Cargo 2

Video Support: http://www.supercheats.com/metal-gear-solid-v-the-phantom-


pain/walkthrough/mission-18-blood-runs-deep

- This mission has a lot of optional objectives, some of which you'll want to postpone for later
playthroughs. The main objectives are to eliminate (or extract) a former rebel Mbele soldier stationed in
Bampeve Plantation, followed by rescuing at least one child prisoner. It isn't too demanding to opt for
rescuing all five children, however.

- You can bring either Quiet or D-Dog as buddies for marking enemies. Bring along a rocket launcher if
you intend to destroy the gunship that hovers around the mission area most of the time. It's best to
destroy it when you're far outside of enemy camps, but it might be difficult to do so without a homing
missile, something which is only unlocked later in the game (so you might just want to skip this optional
objective for now if it turns out to be too difficult). One way to do it with a regular rocket is to shoot one at
the chopper, most likely missing but possibly luring attention - it will then come flying straight towards you.
Immediately reload and take a steady aim, then fire. It's tricky, but not impossible.

- From the landing zone south of Bampeve, move towards the plantation and move along the higher
ground to the east of the entrance. From here you can mark (and stealthily take out) various soldiers
already. The Mbele soldier you need to extract is located further north. If you haven't done so yet, be sure
to also destroy the anti-air radar dish near the north exit to unlock a new LZ.

- Optionally, you can Fulton extract three armored vehicles (with Fulton Cargo 2). This can wait for a
future playthrough, but they are found at the following places: 1. Drives in circles between outposts south
of Bampeve Plantation. 2. Moves from the north of Kungenga Mine towards the outpost far south. 3.
Starts from Bampeve Plantation (north exit) and drives south/southwest to the first outpost (roughly at the
same longitude as Kungenga Mine).

- After extracting the former rebel Mbele soldier, move towards Kungenga Mine. There are two ways you
can approach the mine; from the east/northeast, or from the south. The latter is a much easier path with
less opposition from enemy soldiers, so it is to be preferred.

- Note: Two of the five snipers you need to optionally eliminate are stationed to the far south of Kungenga
Mine (and even a little bit south from the gorge's south entrance). The others are stationed at a second
spot to the east of Kungenga Mine (three in total). Leave this objective for a different playthrough, unless
you want to pretty much clear out the entire area of soldiers (as it requires quite a lot of travel).

- If you choose to move in by the south, do as follows. Make your way through the green gorge until you
reach Kungenga Mine. The tunnel on the east (you should be close already) has a locked door.
Neutralize any nearby soldiers - don't forget the one in the nearby watchtower - then unlock the door of
the tunnel and head inside to find the children behind the next door.

- Note: If you want to fulfill the optional objective where the enemy doesn't even notice that you rescue the
children, neutralize ALL enemies in the entire Kungenga Mine until you have 'captured' the area. This
takes quite some time, needless to say.

- The children will follow you to the other side of the tunnel, with the exception of one wounded child
whom you'll have to carry. From here you'll have to travel all the way back south, out of the gorge,
towards a landing zone. Neutralize any enemies in advance and order the kids (with the command on the
left of the display) to either wait or go. You must be relatively close to the kids to given them orders. When
taking out enemies, put the wounded child aside in a cover position and have the group wait while you
move your moves. Proceed when the area directly up ahead is safe and sound.

- If you haven't eliminated the gunship, there's a chance it'll notice Pequod's chopper at the end. If this
happens, pull out your rocket launcher and dispose of it ASAP. Alternatively, some enemy soldiers will
show up should they have noticed the children's escape.

- S-Rank Tips: Again, speed and stealth are imperative. Extract the former Mbele rebel from the
Plantation as quickly as possible, then use D-Horse to ride towards the children. Preferably you to try to
get an S-Rank when you have the Fulton children extraction upgrade, allowing you to immediately float
them to safety outside the tunnel. Destroying the anti-air radar allows you to exfiltrate the mine by
chopper immediately - eliminate any nearby enemies the old-fashioned way.

Mission 19: On The Trail


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

Identify the subordinate of the PF


1 Optional Use the Int-scope (binoculars)
commander (the Major)

Identify the PF commander (the


2 Optional Use the Int-scope (binoculars)
Major)

3 Required Eliminated the Major Preferably extract him (see #4)

Use Sleeping Grenades to put the group to


4 Required Extract the Major
sleep

Use Sleeping Grenades for an easy


5 Optional Extract the Major's subordinate
extraction

Extract the prisoner held at Munoko Found in the outpost the subordinate
6 Optional
ya Nioka Station passes by in the jeep

Listen to the conversation between Use the Int-scope (binoculars) from the
7 Optional
the Major and his subordinate hill close south of their meeting point

Video Support: http://www.supercheats.com/metal-gear-solid-v-the-phantom-


pain/walkthrough/mission-19-on-the-trail

- This is a short mission that actually only requires you to kill the PF commander (the Major). Of course he
has good skills, so extraction is in fact preferable. Develop and pack some Sleep Grenades to make his
extraction much easier.

- From the landing zone, move to the nearby guard post and mark all targets until you've located the
subordinate. Do not enter the guard post, instead, move to the far east of the area until you hit the main
road; indeed the subordinate will stop at an outpost a little to the south first (where you can optionally
rescue a prisoner), but he will move onward to meet the Major further up north.

- An enemy gunship hovers above this part of the mission area. Do not engage it but stay out of its sight
when it moves closer (lie down flat) and only continue when the coast is clear. Do not keep your eyes of
the gunship as you move to the east of the mission area.

- When you've located his final destination (just northeast of this main road to the far east of your starting
position), quickly move up the nearby hill and pull out your binoculars, marking all soldiers and keeping
your eyes on the Major; overhead his conversation with the subordinate to complete an optional objective.

- Immediately hurl four Sleep Grenades at the group and tranquilize any stragglers, then extract both the
Major and his subordinate. Take any soldiers with good stats plus the vehicles if you wish.
- S-Rank Tips: Once you know where the Major is located, simply move there immediately with D-Horse
(beware of the enemy chopper, however). Dismount at a safe distance, climb the hill and kill or extract the
Major, then quickly exfiltrate the area.

Mission 20: Voices


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

1 Required Extract Shabani Completed upon triggering a mandatory story scene

Hit the floating boy with Stun the Man on Fire to make the boy appear - then
2 Optional
an attack shoot him

Defeat him by either blasting him in the water


3 Optional Fight off the Man on Fire reservoir or from the cliff (with jeep), by extracting
him or by using the stun arm

Pinpoint the route to


Ngumba Industrail Zone, Move through the passage north of Nioka Station
4 Optional
West Guard Post from an and look in the tent east of the main road
intel file

Extract an African wild


dog near Ngumba Bring D-Dog along to mark wild hounds near
5 Optional
Industrial Zone, West Ngumba
Guard Post

Truck starts at south exit of Nioka Station - do not


Listen to the conversation raise any suspicions of anyone, then hop in the back
6 Optional about the "bodies at of the truck and overhear all three conversations
Munoko ya Nioka Station" with the Int-Scope (for the last one, follow the truck
driver)

Video Support: http://www.supercheats.com/metal-gear-solid-v-the-phantom-


pain/walkthrough/mission-20-voices

- This mission requires you to extract a child held in the Ngumba Industrial Zone to the far east. You're
required to access the gorge leading there via either the Munoko ya Nioka Station or via the smaller
passage just northeast of this station. The latter bypasses all guards at said station, so it's a preferred
option, especially when you're aiming for an S-Rank.

- Optionally secure the intel file in the tent to the east of the main road as you come from the passage.
Otherwise stay clear from any enemies.
- Move to the far northeast of the area and neutralize the two guards at the outpost. A little further ahead
you'll come across a destroyed bridge. There are two paths forward. The first is quite obviously to the
right/east, down the misty gorge. You'll face several guards posted here. The other option is to climb the
cliff to the left/west of the bridge and then, a little further to the northeast climb another cliff to bypass the
lower ravine entirely, leading you almost straight to the tunnel at the far east of the area.

- Optionally you should keep an eye out for any dogs in the area (before going through the tunnel). Fulton
extracting one of them fulfills an optional objective. Bringing D-Dog helps immensely as he'll notice their
presence with ease, marking them for you as usual.

- Beyond the tunnel lies an abandoned industrial zone. Recon the area and particularly note the small
blue water tanks in the abandoned factory building, the two large and high water tank structures out in the
open, and the water pool/reservoir, plus the explosive tank nearby that pool. Lastly, note the jeep
standing relatively close to the cliffs.

- Having taken in all that information, move towards the large building with the various bloodstains leading
to the entrance. Move through the creepy halls until you trigger a cutscene and the Man on Fire shows
up. Quickly exit through the halls the way you came (taking right corners). Once outside, immediately
head back to the tunnel, which collapses as soon as you approach. This does have the advantage that
the Man on Fire can no longer wildly teleport towards you, making the battle slightly easier. The boss
battle now really begins.

THE MAN ON FIRE


- There are several ways to tackle this fight. The first option is to wait it out; after roughly 10 minutes it
starts to rain, ending the battle instantly.

- Your second option is to try and escape via helicopter. To do this without Man on Fire burning Pequod
down to ashes, first stun him by either luring him underneath one of the large water tank structures
outside, or one of the smaller blue tanks inside the abandoned factory. Shoot the smaller tanks, or blow
up the larger water tanks outside when Man on Fire is close enough and the splash will stun him for
roughly 30 seconds. You can also stun the Man on Fire with roughly 50 hits from the water pistol. Be sure
to have called the chopper slightly in advance to this so you can timely escape the zone.

- Since the escape method is in fact quite demanding and not too satisfactory, consider the last option:
taking the Man on Fire out. There are various ways you can achieve this. The easiest is to propel him into
the water reservoir/pool. You can achieve this by either placing some C4 at the explosive tank near the
pool (or using a rocket launcher) and blowing it up as Man on Fire walks by (stand near the tank/reservoir
yourself and wait for Man on Fire to pursue you). If timed well, the blast hurls him into the reservoir,
instantly ending the battle. You can also achieve this by aiming your rocket launcher on the ground next
to him (NOT directly at him; he'll simply absorb the blast). Several shotgun blasts also work, as does
driving the nearby jeep into him when he stands in front of the water reservoir (although this is a
somewhat advanced method).

- The second way of disposing the Man on Fire is by upgrading your Stun Arm fully and charge the shock
attack by three bars. This is a handy approach later in the game, but not too feasible on a first attempt.

- A third way of disposing of the Man on Fire is the use the jeep near the cliffs. Lure the Man on Fire near
the cliff, quickly hop into the jeep, drive it towards him and leap out just before it hits him. This is quite an
advanced strategy, but a fun one nonetheless. Alternatively you can try your luck with various Shotgun
blasts.

- The final way of tackling the Man on Fire is to Fulton extract him. To do so you'll have to defeat the
floating boy by stunning the Man on Fire and hitting the boy (who appears only then) with about 20
bullets. Alternatively you can order a supply drop on him, which can be tricky. Mark the boy, order the
supply drop, immediately lure the Man on Fire to a water tank, stun him so the boy appears, and watch
him getting knocked out. With the boy out of the way, extract the perma-stunned Man on Fire, who's not
much more than an artifact. Looks like you two won't become buddies after all! And here I was, thinking
there was a *spark* between the two...

- Note: Alternatively, and only much later in the game when you've unlocked the Wormhole Fulton
extraction method, can you simply stun the Man on Fire and extract him immediately without having to
deal with the boy.

- S-Rank Tips: Avoid Munoko ya Nioka Station entirely by going via the northeast passage. At the far
northeast of the mission area, when you reach the destroyed bridge right before the misty gorge, climb
the rocks to the left of the bridge, then climb up ahead to the northeast again to avoid all enemies. Take
out the Man on Fire as quickly as possible by luring him to the water reservoir and blasting him in it with a
rocket launcher, then immediately exfiltrate by chopper.

Mission 21: The War Economy


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

1 Optional Identify the arms dealer Use the Int-scope (binoculars)

2 Optional Identify the CFA official Use the Int-scope (binoculars)

Preferably extract him (see #4). He is well


3 Required Eliminate the CFA official
armored.

4 Optional Extract the CFA official

5 Optional Extract the arms dealer

Listen to all conversations between Advanced mission objective; there are four
6 Optional
the arms dealer and the CFA official conversations in total

Secure the blueprint carried by the Blow it up with a rocket launcher and
7 Optional
gunship inspect the crash site for the blueprint

8 Optional Requires the (very advanced) Wormhole


Extract the materials container inside
Fulton upgrade (gotten much later in the
the Nova Braga Airport hangar game)

Video Support: http://www.supercheats.com/metal-gear-solid-v-the-phantom-


pain/walkthrough/mission-21-the-war-economy

- At the start of your first playthrough of this mission, you'll get a message that Mother Base is under
attack. Immediately accept mission 22 and return to mission 21 when you've completed this priority
mission.

- Depending on what you wish to accomplish during your playthrough of this mission, it is either rather
easy or quite complicated. The hardest objective by far is listening to all four conversations between the
CFA official and the arms dealer. If you skip that, the other objectives are pretty much a breeze.

- You can bring Quiet along to mark targets for you.

- From the east LZ, make your way to the northwest corner of the airport and unlock the gate/door here.
Immediately take out the Walker Gear here by using your tranquilizer gun (or if you're skilled enough, by
grabbing/strangling the soldier from behind. There is a second Walker Gear on the other side of the
hangar, but you can leave it alone.

- Make your way to the main building to the south, staying close or in shadows. Mostly crawl and move
behind objects, especially as the gunship with the arms dealer arrives; lie completely still in the shadows
as it appears. Mark the enemies on the main building and keep your eyes out for a soldier patrolling the
containers to your left as you draw closer to the stairs. When the arms dealer moves out of the chopper,
identify him, and when the coast is clear, take out the soldier on that level of the main building. Beware of
the two snipers on the main building, though they shouldn't be able to spot you coming from this angle.

- If you just want to identify/neutralize/extract the CFA official and the arms deal, simply move up the
stairs and tranquilize them both. The CFA official has full body armor, so aim for his head; otherwise he'll
(try to) escape. Drag their bodies outside to extract them.

- Take down the gunship at an other playthrough; doing so right now is rather difficult unless you have
access to homing missiles.

- If you want to listen to all conversations between the CFA official and the arms dealer, instead of going
inside the building, overhear their first conversation by aiming your binoculars at their respective positions
(be sure to have marked the arms dealer beforehand). Back away from the building and hide behind one
of the containers; they'll move to the north hangar for their second conversation. After that they move to
the south hangar for their third conversation. Lastly, their final conversation is back in the main building;
you can extract them afterwards. The chopper will land at its original position too after their fourth
conversation ends, so you can easily take it out with a rocket launcher.

- S-rank Tips: Simply ignore the (arrival of) the arms dealer completely and head for the CFA official;
neutralize and extract him, then exfiltrate the area ASAP.
Mission 22: Retake The Platform
# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

Eliminate the enemy Mosquito (the commander) is located on top of the


1 Required
commander last platform

Video Support: http://www.supercheats.com/metal-gear-solid-v-the-phantom-


pain/walkthrough/mission-22-retake-the-platform

- This mission automatically starts when you arrive to do main mission 21. Select it from your iDroid -
priorities and such. There is no official ranking for this mission, and you cannot order any supply drops
either. Worse, you have no buddy available for this mission, so you really are on your own. Pack your
tranquilizer gun, a regular machine gun (with suppressor) and perhaps a tranquilizer sniper rifle. If you
have developed sleeping gas grenades, those may come in handy too.

- The mission's goal itself is straightforward; move from platform to platform and climb the last one to the
top. There, neutralize Mosquito, the enemy leader, to automatically finish the mission. That's easier said
than done, of course. A few tips:

- You'll want to take it slow and easy for this mission. There are no checkpoints whatsoever, so if you die,
it's back to the drawing table (and back to the start of the mission). There's no mission ranking, so speed
isn't important. Stealth IS important, however, and makes it much easier to advance.

- Since you lack buddy support, you'll want to interrogate some soldiers at the beginning of the mission
and when you enter a new platform. This can help you immensely as they locate other enemy positions.

- Fulton extract most enemy soldiers after taking them out. This removes them from the battlefield entirely
(as usual), preventing other soldiers from waking them up. Save at least one Fulton device for the enemy
captain's extraction.

- On the first platform, rescue the several prisoners in the middle of the platform after taking care of most
enemy forces.

- When crossing bridges between platforms, always take the lower route via the stairs for a stealth
approach. If your suppressor runs out, switch to sleeping gas grenades or your regular machine gun (with
suppressor).

- At the final platform, take the grey stairs up and neutralize the enemy commander at the top platform.

Mission 23: The White Mamba


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS
Defeat him and extract manually via
1 Required Extract the White Mamba
helicopter

Extract the prisoner held at Masa Located in a small building in the northern
2 Optional
Village part of Masa Village

Extract the White Mamba Use a tranq sniper rifle from the pier for a
3 Optional without giving him the headshot, or VERY carefully approach from
opportunity to resist the back of the deck

Secure the rough diamonds near Located in a green tent at the north guard
4 Optional
Masa Village outpost

Don't bother until you have the Fulton child


5 Optional Extract 20 child soldiers
extraction upgrade

Video Support: http://www.supercheats.com/metal-gear-solid-v-the-phantom-


pain/walkthrough/mission-23-the-white-mamba

- This is a fairly short mission with an interesting boss battle at its conclusion. Bring a tranquilizer sniper
rifle and your regular tranquilizer gun, plus sleeping grenades if you have them.

- From the landing zone northeast of Bwala ya Masa, move to the guard post west of the landing zone
(this guard post is near the main road leading to Bwala ya Masa; it is located to the north of Bwala ya
Masa). Tranquilize a few child soldiers here and search the green tent for rough diamonds to complete an
optional mission objective.

- Continue to Bwala ya Masa and tranquilize any child soldiers you come across. Search the north part of
the village (perhaps with the help of D-Dog) to find a prisoner, fulfilling another optional objective.

- Clear the village as much as you can, then approach the boat, or preferably, check out the pier to the
north of the boat. From the far end you can use a tranquilizer sniper rifle to spot (just barely) the head of
the White Mamba, leader of the childe soldiers. You have one shot, so make it count. You can use
Pentazemin for a steady hand.

- Alternatively you can sneak up on the White Mamba by moving to the south of the ship and climbing the
deck from there. Do NOT try to directly hit the White Mamba with a headshot; this will not work. Instead
throw a magazine to lure him away from his chair and go for a headshot from here. This fulfills an optional
objective.

- Should you alert the White Mamba by regularly taking the stairs or failing one of the above methods, a
boss fight starts with the White Mamba. It consists out of three phases.

1. The White Mamba will agressively attack you. Fully focus on timing counterattacks at the right time until
phase two starts.
2. The White Mamba will back away and hide from you, sometimes attempting to attack you. Try to
counterattack whenever possible and actively seek out his hiding spots. It helps immensely if you bring D-
Dog along to focus on the Mamba's position. You can try to sneak up on the Mamba and shoot him, or
rush towards him and throw/punch him on the ground.

3. The third phase adds molotov cocktails in the mix (no pun intended), which the White Mamba throws at
you every now and then. When you've defeated the White Mamba, a helicopter is automatically called to
near your current position. Quickly extract your target.

- S-rank Tips: Rush towards the White Mamba and hit him with a tranquilizer sniper rifle from the pier to
the north of the boat, then extract him immediately.

Mission 24: Close Contact


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

1 Required Extract the male engineer Execution imminent; extract swiftly

2 Required Extract the female engineer Execution imminent; extract swiftly

Extract six Nubian goats near


3 Optional Often found east of the outpost with the prisoners
Ngumba Industrial Zone

Extract the two four-wheel Fulton Cargo 2 required; two jeeps arrive
4 Optional
drives (separately) at the guard outpost with prisoners

Found at the outpost north of Nioka Station (not


Extract four containers from
in the east valley). Do this quickly, before
5 Optional Munoko ya Nioko Station
extracting the prisoners (otherwise it'll lie outside
northeast guard post
the hot zone)

Pick an African Peach near Located on an rocky ledge near the southeast exit
6 Optional
Munoko ya Nioka Station of Nioka Station (the ledge is on the west)

Extract a Martial Eagle near Found close the Nioka Station; tranquilize and
7 Optional
Munoko ya Nioka Station extract one

Video Support: http://www.supercheats.com/metal-gear-solid-v-the-phantom-


pain/walkthrough/mission-24-close-contact

- This is a relatively straightforward mission in which you must rescue and extract two prisoners from the
guard post to the northeast of Nioka Station. You can reach it from the passage northeast of Nioka
Station - the outpost is just straight ahead from there. Bring D-Dog along to locate mines (if any), soldiers
and the prisoners, which are located in a tent up ahead.

- Neutralize two or three soldiers close to the road and in the watchtower, then move closer to the tent
with the prisoners. A jeep with two more soldiers will soon arrive, and another jeep with yet two more
guards arrives from the north soon (if you're quick you can place a sleeping gas mine on the road to the
north).

- When the group is packed close to each other, hurl a few sleeping gas grenades towards them and
neutralize and stragglers, then extract the two prisoners. You can now attent other optional mission
objectives.

- One such objective is to extract a few goats - six in total. These are found rather close to the outpost,
usually east from there. Bring D-Dog along for their exact locations.

- Extract the two jeeps to complete the next optional mission objective. This requires Fulton Cargo 2, of
course.

- Another objective is to collect an African Peach. This can be found at the southeast exit of Nioka
Station, on a rocky ledge to the west.

- Yet another optional mission objective is to extract a martial eagle. These are flying around Nioka
Station but will sometimes land on the ground. Simply tranquilize and extract one to fulfill the objective.

- The last optional objective is best done on a new playthrough - start with it (otherwise, after extracting
the prisoners, it falls out of the 'hot zone' you need to exfiltrate). Simply Fulton extract four containers in
the outpost (far) north of Nioka Station (not in the valley).

- S-Rank Tips: Move immediately towards the outpost via the northeast passageway, extract the
prisoners and jeeps (use sleeping gas grenades to neutralize the large group of soldiers), then exfiltrate
the hot zone ASAP.

Mission 25: Aim True, Ye Vengeful


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

1 Required Extract the militant XO Requires manual extraction via jeep

Place him in the jeep as well (unless you


Extract the commander of the child
2 Required have the advanced Fulton child extraction
soldiers
upgrade, unlocked later in the game)

Extract the prisoner who escapes


Extract relatively quickly; attack by wild
3 Optional from Munoko ya Nioka Station
animals imminent
northeast guardpost
Wait with this until you have the Fulton
4 Optional Extract the12 child soldiers
child extraction upgrade

Use a vehicle to extract the


5 Optional commander of the child soldiers and Use the nearby jeep
the militant XO simultaneously

Pick a Digitalis (Purpurea) plant at Found on the hill west of the outpost,
6 Optional
the outpost approachable from the north

Video Support: http://www.supercheats.com/metal-gear-solid-v-the-phantom-


pain/walkthrough/mission-25-aim-true-ye-vengeful

- This is another relatively short mission in which you must extract a prisoner and a child commander.
This is best done simultaneously and via the jeep in the camp to fulfill an extra mission objective.

- Approach the guard post from the north/northeast and start looking for the commander boy with a red
beret and tranquilize him immediately. If you bring D-Dog along you can also spot the prisoner nearby
underneath a canopy. Quickly tranquilize as many child soldiers in the vicinity, then put both the prisoner
and the commander child into the jeep near the main road and drive south.

- You should arrive just in time to rescue a second prisoner here, who might be attacked by wild animals
otherwise. Exfiltrate the hot zone (attend to other objectives on a subsequent playthrough).

- The Digitalis (Purpurea) can be found on the rock west of the camp, approachable from the north. There
are three to be collected; bring D-Dog for exact locations.

- Wait with extracting 12 child soldiers until you have the child upgrade for Fulton devices.

- S-Rank Tips: Speed towards the guard post and extract the prisoner and child commander ASAP (with
the jeep).

Outbreak at Mother Base


- Upon completing mission 25, a disease breaks out among your staff on Mother Base, decimating your
men and women. You'll want to take a good look at your staff via your iDroid and place any suspicious or
potentially infected members in quarantine.

- Remember the creepy earplugs inside the bodies right before the Man on Fire boss fight? This is
actually a hint on what to look for.

- You should switch from the manual staff display to a more detailed one, where you can see which
specific stats and languages a staff member has/speaks.

- Quarantine all members who speak the Kigongo language. This is how the disease spreads somehow.
It will probably take several minutes at least to quarantine all that staff, but it's worth containing.

- Consider doing only main missions until you've found out everything there is to know (main story-wise)
about the disease and have found a cure.

Mission 26: Hunting Down


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

Pinpoint the trafficker's escape route Locate the intel at Ditadi Abandoned
1 Optional
from an intel file Village (approach from east)

2 Required Eliminate the trafficker Elimination or extraction are both allowed

Eliminate the trafficker before he Speed your way to the intel, then to his
3 Optional
reaches Kiziba Camp location

Extract the trafficker and five escort


4 Optional Tranquilize them all
soldiers

Extract four prisoners held at Ditadi


5 Optional Bring D-Dog for marking
Abandoned Village

Extract a side-striped jackal near Found near/on the trafficker's estimated


6 Optional
Kiziba Camp route

Video Support: http://www.supercheats.com/metal-gear-solid-v-the-phantom-


pain/walkthrough/mission-26-hunting-down

- This is a fairly easy and straightforward mission - bring D-Dog for marking prisoner locations. First make
your way to the east side of Ditadi (from the landing zone to the southeast) and collect the intel file from a
canopy fairly high up the hill.

- Also search the village for four prisoners you can optionally extract. Bringing D-Dog obviously speeds up
the process.

- After this, quickly rush towards the estimated route of the trafficker and his escort, who are scrambled
across the area and never move very close to each other.

- Approach the group from the south and silence them one by one with tranquilizer rounds, then extract
them all.

- You should also search for jackals in this area (somewhere along the trafficker's estimated route).
Extracting one of them completes the final optional mission objective.
- S-Rank Tips: Since you know the rough location of the trafficker after a first playthrough, skip the intel
file and head straight for your target. Extract him and all his bodyguards and exfiltrate the area.

Mission 27: Root Cause


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

1 Required Extract the Intel Team member Carry him outside of the hot zone

Extract the Intel Team member


Simply speed to his location and prevent him
2 Optional before he is involved in an
from driving away in the truck
accident

Can be done by carrying him to the closest


Exfiltrate the hot zone with the
3 Optional border point of the hot zone (check map at
Intel Team member by land
that time)

Video Support: http://www.supercheats.com/metal-gear-solid-v-the-phantom-


pain/walkthrough/mission-27-root-cause

- This is a very short mission which can be done with all optional objectives and an S-Rank in just one go
if you do everything right.

- From the landing zone, rush towards the north/northeast and continue northeast via the main road.
When you reach the camp (to your left/west), move towards the prisoner at the north part of the village,
taking out any opposition stealthily.

- If the prisoner is already in the truck here, at the northwest part of the outpost, stand in front of the truck
and he'll drop himself out. Grab him and carry him to the northeast, which is the closest border of the hot
zone. This should grant you an S-Rank.

Mission 28: Code Talker


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

Make contact with Code


1 Required ---
Talker

Must be done manually by carrying him to the


2 Required Extract Code Talker
chopper
Leave one Skull alive at first encounter; move with
Extract Code Talker
3 Optional relative ease past zombie/puppet soldiers when
without him taking damage
extracting Code Talker

Only one of them needs to be defeated for this


4 Optional Eliminate the Skulls
objective

Requires an advanced Fulton upgrade. Only one


5 Optional Extract the Skulls
Skulls extraction required

Extract the armored vehicle


6 Optional ---
sealing off Lufwa Valley

- This is a fairly lengthy, story driven mission in which you should bring Quiet for the first portion and D-
Dog for the second. Also bring your most powerful (suppressed) sniper rifle, and some sleeping gas
grenades/mines.The first part consists of moving to the valley until you encounter four sniper Skulls.
Although you can escape from the battle, it is advisable to at least kill three Skulls. This indeed allows you
to extract Code Talker in a much less tedious way than you would should you kill all four (or let all four
live). Middle ground it is; leave only one of them alive.

THE SKULLS
- How to approach these sniper Skulls? Quiet can provide excellent backup, although the Skulls can take
her out if you push it too hard.

- Be sure to mark all four Skulls. Quiet can help you with this.

- It's important to stay out of sight at all times. Sneak and crawl behind rocks and preferably only fire if you
have a clear headshot. You can use Pentazemin for a steady hand.

- When you hit a Skull, they'll move to a different position. This usually means you lose sight of that Skull,
so look for visual cues, mainly the laser sight of their sniper rifle to relocate them.

- If one of the Skulls warps to your location, you can counterattack their close range melee attack.

- After dealing with the Skulls, bring in D-Dog and continue to make your way through the valley until you
reach a mansion. There are various guards here, so use sleeping gas grenades and your tranquilizer
pistol (or sniper rifle, if you have a suppressor) and start taking them out systematically.

- Your goal is to reach the back of the mansion. Enter through the door, move to the left and head down
the stairs. Code Talker can be found at the end of this hall.

- After the scene, carry Code Talker all the way back the way you came. This is easier said than done,
but not all too hard if you've chosen to leave only one of the Skulls alive. Normally the valley would be
swamping with regular soldiers, but now they will all have been turned into zombie/puppet soldiers, which
are by far the easier targets (and it is much simpler to avoid them altogether). The remaining Skull can
just be avoided. If you manage to extract Code Talker without him taking any damage whatsoever, you
automatically complete an optional mission objective.

- One of the other optional mission objectives (extract a Skull) is impossible on a first playthrough. Wait
until you have the right Fulton upgrade.

- The last optional mission objective - extract the armored vehicle - requires you to move to the west of
the mansion and look for it at the main road. You may have to neutralize any nearby enemies first.

- S-Rank Tips: Speed and (total) stealth are, as usualy, key. Leave one Skull alive, and rush towards the
chopper with Code Talker. Be sure to not be seen by any guards, and only tranquilize your targets.

Mission 29: Metallic Archaea


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

1 Required Eliminate the Skulls ---

Leave him be and return to him


2 Required Extract Code Talker
when the battle is over

Complete the mission without being Simply rush away from your starting
3 Optional
grabbed by a puppet soldier position

4 Optional Extract the Skulls ---

- This is a mandatory boss fight against the four regular Skulls, who are blessed with tough, regenerating
armor this time around. Their armor is marked by a pink bar on top of their regular bar; you cannot inflict
damage (regular nor stun/sleep) until you drain their armor first. Worse, the Skulls will regenerate their
armore relatively quickly after you fully destroy it, so be sure to get some damage in before they get a
chance to do this.

- Move away from Code Talker immediately. He'll be fine, since enemies do not attack him directly, but he
can indeed die from explosions, crossfire, and so on. Taking the battle elsewhere will not put him in
danger, if anything, the opposite.

- The battle can be hectic, but the key to winning is to stay on the move and to learn how to anticipate the
Skulls' attacks. Their regular gunfire is annoying, but you can heal by taking cover behind obstacles or
walls every now and then. Their rock attack, summoning an explosive rock from the ground at your
position, is more harmful. It first trips you, then explodes shortly after that. If it trips you, quickly get back
on your feet and rush away from your previous location.

- Hurting the Skulls with a powerful rocket launcher works well, but be sure to keep your distance to not
get hurt yourself by the blast. The Skulls will summon a rock wall shortly after being hit, so move around
them to get another blast in. Before you run out of ammo, quickly order a supply drop to refresh your
stock of rockets.

- You can also counter their close range sword attack, leaving one of them stunned, allowing you to
empty almost a full clip on them.

- Once you've defeated all four Skulls, rush back to Code Talker and extract him, or alternatively, first loot
everything from the base, well-skilled soldiers included.

- S-Rank Tips: Wait until you have the Fulton upgrade that allows you to extract the Skulls, and try to
defeat them as quickly as you can with a powerful rocket launcher or piercing sniper rifle.

Mission 30: Skull Face


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

1 Required Make contact with Skull Face ---

Acquire information from


2 Required ---
Skull Face

3 Optional Extract four Walker Gears ---

Obtain the casette tape at OKB Found at the elevator right before moving to
4 Optional
Zero Skull Face's helipad at the end

Extract seven red containers


5 Optional ---
from OKB Zero

Extract three tanks from OKB


6 Optional ---
Zero

- This mission takes place in a completely new area, OKB Zero. The only thing you have to do in order to
complete the mission is to make it to the very end of the base. It's advisable to bring D-Dog along so he
can spot enemies for you up ahead in this unfamiliar area.

- There are roughly two paths you can take, hugging either the left or right (northwest or southeast) walls
of the area respectively. We'll take the left/northwest path for now.

- At the start of the mission, hug the walls to your left and continue, curving around a rocky ledge to the
far left. Climb some rocks at the end, then mark all enemies in the distance. It's not necessary to take out
any of them (unless you want to fulfill all extraction objectives, in which case you'll essentially have to
clear out the entire base); when the Walker Gear moves away from you, crouch and then crawl towards
the wall and climb the crack, then climb the nearby stone ladder.
- From here you should continue the way you've been approaching the base; keep hugging the left wall.
Should you raise a guard's suspicions, be sure to take them out with a suppressed headshot ASAP and
hide their bodies. You should arrive at archways sooner or later.

- Stay on the left/northwest side and head through the red door, but beware of the camera (both at the
entrance and exit). If it spots you (or is about the trigger a combat alert), shooting it is a last resort
measure, but it is best if you avoid being seen altogether.

- Try making your way to the stairs at the far end of the area via the upper walkways, taking down guards
only when required.

- When you've reached the long steel staircase, head up all the way. (Should you have a combat status,
enemies will not pursue). At the top, before going to the helipad right away, check out the elevator down
below to find an optional cassette tape.

- Once you step up the helipad, the mission is essentially over.

- S-Rank Tips: Skip the scenes at the end of the mission to save time, and infiltrate the base at night to
stay completely stealthy. The Sneaking Suit can help in that regard.

Mission 31: Sahelanthropus


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

1 Required Destroy Sahelanthropus ---

2 Optional Destroy the head of Sahelanthropus ---

Successfully hit the floating boy with an Easily done near the end of the
3 Optional
attack fight

- This is essentially the ultimate boss fight in the game bar none (other than the 'extreme' version). You'll
definitely want to pack your most powerful rocket launcher - homing missiles aren't necessary, and those
are much weaker.

- Sahelanthropus has various attacks:

- Machine Gun: A regular machine gunfire which can and will be used by Sahelanthropus quickly and
often. If you stay on the move, dashing at all times (except when healing or firing), this attack shouldn't
pose too much threat.

- Four Homing Missiles: Sahelanthropus launches four homing missiles which will attempt to track you
down. Rushing away (if possible even between Sahelanthropus' legs) is often the best option, although
the missiles can also be destroyed by shooting them.

- Four Pods: Similar to the homing missile attack, the Gear releases pods that effectively function as
homing missiles as well, potentially destroying helicopters. Your best bet is to aim for them ASAP and
destroy them one at a time.

- Flamethrower: This is used at relatively close range. Circle around Sahelanthropus and simply rush
away if you see it is about to use this attack.

- Whip: A rather powerful and annoying attack, especially if you're quite far away from Sahelanthropus. It
causes a series of rock spikes to burst out of the ground. There are two variants; the straight lined one
and a second one that surrounds Big Boss. The latter is especially annoying, so you''ll want to make a run
for it when Sahelanthropus prepares the attack. Should you find yourself surrounded anyway, shoot one
of the spikes and escape ASAP.

- Red Mist: Perhaps not inspired by the Peter Gabriel song Red Rain. It doesn't matter. Freudian
associations, damnit. This is simply a mist that blocks your vision - equip your night vision goggles to
counter this effect.

- Laser Cannon: In the later phase of the fight, the Gear will move steady to one position and use a laser
to mark you. The beam fired is instantly at your position, so you'll want to move behind a very large rock
wall or avoid it entirely. This isn't too hard, in fact.

- Floating Boy Charge: The Gear tries to ram you, but this is prestaged by a slowing down of time.
Immediately pull out your regular gun and shoot the floating boy to prevent this attack from being
executed. Sahelanthropus will be stunned afterwards, so use this to your advantage and hit it either on
the head (if you have yet to destroy it) or its weak spot in the middle of its body.

- Essentially, the fire revolves around you dashing around, learning how to dodge its attacks in the best
way you can, perhaps even staying relatively close (try to find the right distance) to avoid the most
powerful attacks - both close range and long range - from being executed, and blowing missiles at it all
the time. Order supply drops when you have 2-3 missiles left, so you're always restocked.

Mission 32: To Know Too Much


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

1 Required Extract the CIA agent ---

Extract the CIA agent before his discovery by the Rush towards his location
2 Optional
research team with D-Horse

3 Optional Extract four search team soldiers ---


4 Optional Extract the driver of the transport vehicle ---

Extract two prisoners held in Shago Village and


5 Optional ---
Lamar Khaate Palace

Extract the Soviet soldier planning to execute the


6 Optional ---
CIA agent

- This mission isn't too hard. Bring D-Horse and immediately start rushing to the mission are (the desert).
The CIA agent you're looking for is close to the rocky hills on the west; four soldiers controlling Walker
Gears are searching for him. If you reach him before any of them discover him you'll automatically
complete an additional optional objective.

- To (optionally) extract the search team soldiers you'll have to make them leave their Walker Gears.
Tranquilize them, use Sleeping Gas (Grenades or Mines), Decoys (and approach them from the back with
close quarter combat). You can use Stealth Camo just for this objective on a different playthrough to
make it more manageble; you can then try for an S-Rank on a different playthrough.

- If you're too late and the CIA agent is discovered, he'll be brought to Lamar Khaate Palace, where his
execution is imminent. Quickly rush over there and locate him with D-Dog once there to rescue him.

- The two prisoners you need to (optionally) rescue are located at: 1. One of the smaller cabins to the
north of Lamar Khaate Palace. 2. In the main building at Da Shago Kallai.

- The driver of the transport vehicle can be found at Lamar Khaate Palace if you found the agent before
anyone noticed. The executioner can also be found at Lamar Khaate.

- S-Rank Tips: Simply rescue the CIA agent in record time with D-Horse.

Mission 33: [Subsistence] C2W


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

Identify the comms equipment at the


1 Optional There are 3 satellite dishes
Eastern Communications Post

Required (Optional if you do Destroy the comms equipment at the There are 3 satellite dishes; use (for
2
#4) Eastern Communications Post example) C4

Located at the near-end of the


Secure the rough diamonds hidden
3 Optional mountain trail accessible southeast
near the Eastern Communications Post
from the base
Required (Optional if you do Destroy the transmitter at the Eastern
4 Can be done with a regular gun
#2) Communications Post

Extract two prisoners held at Wialo They're held in the small buildings on
5 Optional
Village southwest edge of the village

Extract the materials container from Obligatory Fulton upgrade required


6 Optional
the Eastern Communications Post (later in game)

- This is your first mission on 'Subsistence' mode; you have no buddy, no equipment other than the Int-
scope binoculars and Fulton devices, and there are no supply drops. Worse, there is also no Reflex
Mode. You'll have to stay unseen and use things you find in the field.

- Fortunately the mission is familiar to you. Approach from the south passage up above to secure the
rough diamonds.

- Move to the radio transmitter in the main building, strangle one of the guards, grab their gun and destroy
the transmitter. Alternatively you can first try and take out all enemies at the outpost. This makes
extracting the container easier.

- S-Rank Tips: Destroy the anti-air radar before starting the mission, then accept it. Land at the landing
zone near the outpost and use the gatling gun to destroy the three satellite dishes, instantly completing
the mission.

Mission 34: [Extreme] Backup, Back Down


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

1 Required Eliminate an armored vehicle Destroying just one already suffices

Eliminate multiple fighting vehicles


2 Optional 'Multiple' translates into 2+
or gunships

Eliminate all armored vehicles


Extract the first seven vehicles to fulfill
3 Optional without receiving a resupply or fire
this condition (requires Fulton Cargo 2)
support

Secure a weapon carried by a


4 Optional
transport truck

5 Optional Extract an armored vehicle Requires Fulton Cargo 2


The location for this is at the (second)
Extract the four soldiers searching for
6 Optional road fork to the far east of Lamar Khaate
the escaped prisoner
Palace

7 Optional Extract six prisoners

8 Optional Extract three tanks Requires Fulton Cargo 2

- This mission features various objectives, which you should not attempt to fulfill all in one sitting. Stick
with the main mission objectives first on one playthrough, and do various optional objectives in
subsequent playthroughs. Start the mission at the northern LZ for your first playthrough, and be sure to
bring some C4 and a Rocket Launcher along.

- The mission's main objective is to destroy one armored vehicle (or alternatively, as many armored
vehicles as you can), which are marked automatically on your map with red triangles. The easiest way to
do this is by using D-horse as roadblock and planting electronic anti-vehicle mines. You could also just
sneak up on the vehicles and extract them with Fulton Cargo 2.

- If you want to fulfill mission objective 3, this requires the Fulton Cargo 2 upgrade so you can extract the
vehicles without requesting supply drops. This is also an excellent way to gather tanks for Mother Base.
In any case, once you've destroyed/extracted the vehicle(s), leave the hot zone to finish the mission.

- You'll notice a total of two vehicles driving south (coming from the far north), going towards the Wakh
Sind Barracks. The first jeep transports a prisoner that you can extract by shooting the vehicles
tires/driver after blocking the road (once again) with D-Horse. The second vehicle has a Rocket Launcher
you can snatch, which can come in handy for destroying the gunship (see below).

- There are a total of 6 prisoners that can be rescued in this mission. The one from the jeep is indeed the
first, but there are five others. Their locations are as follows: 1. Confined in a subterranian cell at Wakh
Sind Barracks. 2. The dunes east of Lamar Khaate Palace. 3. Near the river north of Lamar Khaate
Palace. 4. A small building near Lamar Khaate Palace. 5. Canyon east of Lamar Khaate Palace, soldiers
are in pursuit of the prisoner; be quick. (Also extract all soldiers for objective #6). 6. The prisoner from the
jeep.

- When you've destroyed the initial seven armored vehicles, three more appear, plus an additional
gunship. Look at your map to locate these vehicles and use the same approach as above (except this
time you'll have to move in towards them first). The gunship must be destroyed with a Rocket Launcher,
preferably by one that has homing missiles (for example from the truck, or by three special supply drops,
one of which is located near the north of Yakho Oboo).

- S-Rank tips: For a change, speed matters less in this mission. The main objective should be to use the
Fulton Cargo 2 upgrade to extract all vehicles, preferably in stealthy fashion.

Mission 35: Cursed Legacy


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

1 Required Extract two containers ---

Complete the mission by riding a


Stand on top of the container and hold
2 Optional Fulton extracted container out of the
the extraction button
hot zone

Complete the mission without the


Take out any nearby soldiers or distract
3 Optional enemy discovering that a container is
them/lure them away
missing

In mansion (first room at the front), or


Pinpoint the soldier's location from an
4 Optional alternatively in the tent near the
intel file
waterfall north of the second container

Extract the commander of the Zero


5 Optional Risk Security force guarding the Located at the mansion in the northeast
mansion

Recover the rough diamonds snatched


6 Optional by the common raven near Lufwa Found to the far west of the mansion
Valley, northwest guard post

- Note: To unlock this mission, first do any important/yellow-dotted Side Ops, in particular #143 (extract
the AI Pod) and #144 (extract the remains of Man on Fire - both are easily done with a Stealth Camo
prototype; there are no rankings on Side Ops anyway, so the usage of it doesn't affect anything).

- This mission only requires you to extract two containers in the jungle of Lufwa Valley.

- The containers are guarded by armored soldiers, so lure them away one by one and take them out from
behind with close quarters combat.

- The second container is also heavily guarded. Either distract the soldiers with an explosion far away (C4
works), or take them out with gas grenades, close quarters combat or tranquilizer darts (aim for their
unprotected body parts, such as legs or arms, and hit them multiple times there).

- If you hold the extraction button while standing on top of the second container, you can extract the area
immediately.

- The other optional objectives can be done on a second playthrough. The intel file can be found at two
locations, one is inside the tent near the waterfall north of the second container's position, the other is
inside the mansion, in the first room coming from the front.

- The commander you optionally need to extract can be found in the mansion. Drag him out and Fulton
extract him.

- The rough diamonds you need to optionally secure are found near a cliff to the far, far west of the
mansion, but east of the outpost you'll eventually come across.

- S-Rank Tips: Speed and stealth suffice; extract and exfiltrate on top of the second container.

Mission 36: [Total Stealth] Footprints Of Phantoms


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

Fulton Extraction (with Cargo 2) is also


1 Required Eliminated all Walker Gears
allowed

Extract two prisoners held at Ditadi


2 Optional
Abandoned Village

3 Optional Extract all Walker Gears Preferably with Fulton Cargo 2 upgrade

Pick a Digitalis plant at Ditadi Near top of the hill, bring D-Dog for
4 Optional
Abandoned Village specific location on your map

Extract a truck at Ditadi Abandoned


5 Optional By land or with Fulton Cargo 2 upgrade
Village

- Total stealth mode means exactly what it says: you cannot trigger a Combat Status at ANY time. Of
course Alert Status is fine (as are the white arcs of suspicion), but a blown cover is unacceptable in this
mode and will lead to a game over.

- The main goal of this mission is to destroy (or extract, ona replay) the Walker Gears atop of the village
hill. By far the easiest way to do this is to take a long curve around the village and circle around it,
approaching the hill from the east. This almost immediately brings you to the Walker Gear positions. You
can neutralize as many enemies as you can first, then plant some C4 at the Walker Gears (four in total, 2
x 2) and destroy them.

- There are two prisoners in the village, one of whom is a transportation specialist. Be sure to extract
them; one of them is located in a green tent near to some of the Walker Gears, the other is located on the
lower ground in a destroyed house on the west side of the hill.

- You can pluck a Digitalis (Lutea) plant from near the hill's peak. Bring D-Dog to pinpoint its exact
location.

- Destroy the anti-air radar to the northwest of the hill to unlock a new landing zone for your helicopter.
- S-Rank Tips: You can quickly move in from the (east) side of the village and extract or destroy all four
Gears as quickly as possible.

Mission 37: [Extreme] Traitor's Caravan


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

1 Optional Identify the armored escort unit Mark with the Int-Scope/Binoculars

2 Optional Identify the transport truck Mark with the Int-Scope/Binoculars

3 Required Extract the transport truck Fulton Cargo 2 upgrade required

4 Optional Eliminate the Skulls Fulton extraction is allowed

5 Optional Extract the transport truck driver

Pinpoint the escort unit's estimated route


6 Optional
by recovering an intel file

Liston to all conversations between the There are 3 conversations to be


7 Optional transport truck driver and outpost/guard overheard via the Int-
post soldiers Scope/Binoculars

8 Optional Extract three Zero Risk Security soldiers These soldiers have blue uniforms

- You'll want to bring along some C4, Grenades and especially your most powerful Rocket Launcher.

- To finish one of this mission's optional objectives, first head towards the east marker and secure the
intel file from one of the tents. This reveals the estimated route of the transport and the location of the
transport truck.

- Head towards Nova Braga Airport now, more specifically the west corner. Hop over the half-destroyed
fence, but be sure not to be seen by any of the guards. Since you will trigger a boss fight with the Skulls
as soon as you approach the truck, now is a good time to head to the left and place some C4 in this area
so you can lure the Skulls towards it soon. It's also a good idea to lure the three guards away from the
truck and extract them.

- The Skulls aren't too hard if you lure them to the northwest corner (to the left from where you hopped
over the wall). Trigger any C4 when they're close to eachother and pull out your Rocket Launcher to finish
them off in batches. Should that not suffice, use your Assault Rifle for the last stretch. Of course, you can
also counter their sword attack, leaving one of them stunned, allowing you to empty a full clip on them,
one at a time.
- Tip: If you want to extract the truck in the heat of the battle (with Fulton Cargo 2), you must lure the
Skulls away first, or they'll simply smash the balloon. Extracting the truck during the battle fulfills the main
mission's mandatory objective, so you can technically just escape the area. The Skulls will follow you, but
if you dash zigzagging around the area and fields you'll eventually have exfiltrated the area anyway.

- The 'eavesdrop' optional mission objective is best done on a different playthrough. Collect the intel, head
for the airport's northwest corner as usual, and overhear the first conversation there (use your mic with
the binoculars). Then follow the convoy along the designated route (but keep your distance) to catch the
other two conversations, one halfway down the road, the other at Kiziba Camp.

- S-Rank Tips: Simply dash to the airport with D-Horse, defeat the Skulls as fast as possible (with a rocket
launcher), extract the truck, and exfiltrate the hot zone. If you can also extract the Skulls (with a special
upgrade gotten later), all the better.

Mission 38: Extraordinary


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

1 Required Secure the film canister There are three possible locations

2 Optional Capture Spugmay Keep Neutralize all soldiers

Secure the film canister before Blow up the reinforcement vehicles


3 Optional
reinforcements arrive after capturing the Keep

Extract the prisoner held at Spugmay


4 Optional ---
Keep, east guard post

Extract a griffon vulture near Spugmay Found at the Keep; bring D-Dog for
5 Optional
Keep marking.

- Rush to Spugmay Keep and start neutralizing enemies. Some are armored; use takedowns or gas to
facilitate the process.

- Wait for the reinforcements (from both sides of the Keep) to arrive, or better to attempt to arrive. You can
blow up their vehicles before they actually reach the Keep. You can then start searching for the film
canister (after extracting or killing everyone).

- There are three positions the canister can be at (see video for one). 1. At some small stones and bricks
a little bit south of the main arch to the north. 2. Southeast part of Spugmay Keep, near one of the low
brick pillar structures. 3. Found at the westernmost archway. You can equip your nightvision goggles
(especially at night) to look for a small glow emitted from the canister.

- Extracting an eagle is easy; there are plenty at the Keep. Tranquilize one when it sits still.

- The prisoner is best rescued on a second playthrough. Simply head to the outpost at the far northeast of
the Keep.

- S-Rank Tips: Play at night, neutralize all enemies ASAP and search for the canister with night vision
goggles.

Mission 39: [Total Stealth] Over The Fence


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

1 Required Extract the captive engineer Inside the largest building

Fulton extract the engineer


2 Optional through the hole in the facility's Only extract with 100% chance
basement ceiling

Extract the prisoner plotting to


3 Optional escape from Wakh Sind Might alert nearby guards; neutralize them first
Barracks

Extract the four wheel drive Requires a Fulton extraction device upgrade
4 Optional
patrolling between outposts gotten later on

There are several small buildings in the


Secure the blueprint at Wakh
5 Optional northeast corner of the base (east of the prison).
Sind Barracks
The blueprint is inside the northwest building.

- Again, total stealth means you cannot trigger a Combat Status.

- Take the west helicopter landing zone, directly south of the base.

- Continue north, cross the main road and head further north/northeast, crouch-walking until you reach a
climbable crack. From here, continue into the base and get more recon.

- You should be able to spot a small outpost nearby as you're making your way to the large building (the
main prison facility). If you follow the rocky path east/northeast from here you can extract a second
prisoner sitting around near the end of this rocky mountain. It's better to first extract the main target
though.

- Head down and take out one or two guards as you move into the main building, either by dropping down
a hole or by the stairs. The guard(s) is probably armored, so circle around him and take him out with close
quarters combat. Take out the guard in front of your target's cell stealthily and see if the coast is clear
(you can place a gas mine in the hall to be safe), then extract the target by putting him underneath the
hole in the ceiling in the nearby room (where you can also find various minor materials). Extract him and
any soldiers through the hole, then head back for the other prisoner on top of the hill (carry him away a bit
to a safe distance, a little to the west, then extract him safely).

- The blueprint is to be found in one of the small buildings east of the prison. More precise, it's inside the
northwest building of this set of smaller buildings (mark it for your convenience, as always). You can find
Rough Diamonds (Small) in the small building east from here.

- (Optionally) extract the four-wheel drive patrolling the main road. Simply dismount D-horse in the middle
of the road to make the driver stop. Neutralize him and extract the vehicle.

- S-Rank Tips: Speed suffices. On you way back out of the base, extract the second prisoner too.

Mission 40: [Extreme] Cloaked In Silence


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

1 Required Eliminate Quiet Either by killing or stunning her

2 Required Determine what to do with Quiet Occurs during the scene after the battle

Neutralize Quiet without hitting her Order two supply drops on Quiet's exact
3 Optional
with lethal weapons position to stun her

Neutralize Quiet with non-firearm Order two supply drops on Quiet's exact
4 Optional
attacks position to stun her

- This is a replay of mission 11, but a much harder version of it. Quiet is faster and more powerful. The
supply drop trick won't work this time either.

- The first thing you should do is mark Quiet by pulling out your Int-Scope and locate her (look from where
the gunfire is coming from).

- The most important tactic is to play peekaboo with Quiet; show yourself by aiming at her (coming from
behind cover for a split second) and immediately move back into cover position. Quiet will shoot, miss, so
you can immediately take aim and fire at her. You have about two seconds to do this.

- Alternatively, move to the middle of the area, relatively close to Quiet's current location (60 meters or so)
and use the Rocket Arm to hit her. You can repeat this trick until you've defeated her.

- If you know Quiet's sniper locations you can use gas mines to defeat her this way (without firearms,
fulfilling the optional objective). You can also order your chopper to use sleeping gas, but this reduces the
mission rank to an A max (you can get an S-Rank on a different playthrough).

Mission 41: Proxy War Without End


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

Use a powerful rocket launcher


1 Required Eliminate the gunship
when it lands

2 Required Eliminate two tanks Extraction allowed

3 Required Eliminate two armored vehicles Extraction allowed

4 Optional Extract two tanks and two armored vehicles ---

5 Optional Extract the armored column's commander ---

Secure the rough diamond hidden by the


6 Optional ---
armored column's commander

- To unlock this mission, first complete important/yellow-dotted Side Ops (child rescue missions).

- Bring your most powerful rocket launcher (thus not with weaker homing missiles) for this mission, plus
D-Dog for marking targets. Choose the landing zone in the middle of the area and move to the outpost to
the west.

- Neutralize a few targets and (unless you have brought D-Horse), kill one of the soldiers to use his body
as a roadblock at the main road. Alternatively you can also use electronic mines, but that is a bit
unwieldy.

- As the vehicles stop, approach them from the side and extract them.

- Leave the gunship alone until it attempts to land at the outpost, then blow it up with your most powerful
rocket launcher. Collect the blueprint it leaves behind at the crash site.

- On a second playthrough, follow the last/fourth armored vehicle to Nova Braga Airport to the southwest.
You can find the commander and rough diamonds in the main building on the west side of the airport, so
it makes sense to bypass security and enter the airport from the west gate.

- S-Rank Tips: Destroy the vehicles ASAP, gunship included, and exfiltrate as quickly as you can
afterwards.
Mission 42: [Extreme] Metallic Archaea
# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

1 Required Eliminate the Skulls ---

Leave him be and return to him


2 Required Extract Code Talker
when the battle is over

Complete the mission without being Simply rush away from your starting
3 Optional
grabbed by a puppet soldier position

4 Optional Extract the Skulls ---

- This is a repetition of the mandatory boss fight against the four regular Skulls, who are blessed with
tough, regenerating armor. Their armor is marked by a pink bar on top of their regular bar; you cannot
inflict damage (regular nor stun/sleep) until you drain their armor first. Worse, the Skulls will regenerate
their armore relatively quickly after you fully destroy it, so be sure to get some damage in before they get
a chance to do this.

- Move away from Code Talker immediately. He'll be fine, since enemies do not attack him directly, but he
can indeed die from explosions, crossfire, and so on. Taking the battle elsewhere will not put him in
danger, if anything, the opposite.

- The battle can be hectic, but the key to winning is to stay on the move and to learn how to anticipate the
Skulls' attacks. Their regular gunfire is annoying, but you can heal by taking cover behind obstacles or
walls every now and then. Their rock attack, summoning an explosive rock from the ground at your
position, is more harmful. It first trips you, then explodes shortly after that. If it trips you, quickly get back
on your feet and rush away from your previous location.

- Hurting the Skulls with a powerful rocket launcher works well, but be sure to keep your distance to not
get hurt yourself by the blast. The Skulls will summon a rock wall shortly after being hit, so move around
them to get another blast in. Before you run out of ammo, quickly order a supply drop to refresh your
stock of rockets.

- You can also counter their close range sword attack, leaving one of them stunned, allowing you to
empty almost a full clip on them.

- Once you've defeated all four Skulls, rush back to Code Talker and extract him, or alternatively, first loot
everything from the base, well-skilled soldiers included.

- Additional Extreme Tips: You should upgrade your rocket launcher to the most powerful version you
can. The same applies for your sniper rifle. Rushing towards the main building's lower rooftop near the
anti-air radar (it is the northeast rooftop corner of the main building) helps; this is a decent vantage point
to snipe the Skulls one at a time.

- S-Rank Tips: Wait until you have the Fulton upgrade that allows you to extract the Skulls, and try to
defeat them as quickly as you can with a powerful rocket launcher or piercing sniper rifle.

Mission 43: Shining Lights, Even In Death


This is mostly a cinematic mission without ranking, and what you have to do speaks for itself.

Mission 44: [Total Stealth] Pitch Dark


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

1 Required Shut down the oil transfer pump

Destroy the oily water separator


2 Required For example by using C4
tank

Requires carrying them to the chopper (or


Extract four child soldiers being
3 Optional much later in the game, with a special
trained at Masa Village
Fulton upgrade)

Exfiltrate the hot zone before


4 Optional
Mfinda Oilfield is sealed off

Extract the lapped-faced vulture that


5 Optional wandered into the burned-down
village

Extract four Walker Gears sealing


6 Optional Fulton Cargo 2 required
off Mfinda Oilfield

- Do this total stealth mission at night and bring a suppressed tranquilizer sniper rifle.

- It's quite possible to skip the first village (Bwala ya Masa) altogether and just head straight for the Mfinda
Oilfield. If you want to skip the first village, take the southeast road. For the optional mission objectives
you'll need to visit Bwala ya Masa on a second playthrough.

- Only extract the children (optionally) at Bwala ya Masa if you have the children fulton extraction upgrade
already.

- Once you're past the first village, ride D-Horse towards the oil field in the north. When you approach
from the west side, briefly stop at the burned down village just southwest of your final destination. If you
bring in D-Dog, he can easily identify a vulture; tranquilize and extract it to complete an optional mission
objective.

- As for the main mission, infiltrate the heavily guarded facility (preferably via the east) and make your
way to the red oily water separator tank, neutralizing any guards you come across. Place some C4 and
do NOT trigger it. Continue along the way, towards the middle of the base, climbing a set of stairs and
move over the catwalk here to reach a small room with a control panel inside. Hit the button, quickly move
out of the base via the east (main) entrance and detonate the C4. Quickly exfiltrate the area (if you're
quick you can do this before the Walker Gears show up).

- S-Rank Tips: Skip Bwala ya Masa, ride D-Horse towards Mfinda Oilfield, hit the control panel button,
detonate the red tank outside with a rocket launcher and exfiltrate immediately. Speed (and obviously
stealth) should suffice for an S-Ranking.

Mission 45: A Quiet Exit


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

1 Required Make contact with Quiet ---

Eliminate the Soviet mechanized This is a large unit that includes a gunship
2 Required
unit and many vehicles

3 Optional Obtain Quiet's cassette tape ---

Extract seven tanks and seven


4 Optional
armored vehicles

Complete the mission without Quiet


5 Optional
taking damage

- To unlock this mission in the first place, you'll have to complete Main Mission 43, have a maximum bond
with Quiet (bring her along on many missions to achieve this), and complete Side Op 150. To unlock that
particular Side Op, you'll need to have Quiet as a buddy (duh) available, with maximum bond, you must
have seen the cutscene at Mother Base in which a certain scientist is told to leave, and you cannot use
the 'Butterfly' design in your emblem (small chance that you would've, anyway).

- In this mission you must protect Quiet against .. well, essentially a small army of troops and vehicles.
The main objective is to destroy (or extract the vehicles), which is best done with your highest-upgraded
rocket launcher (not the Honey Bee though, it is quite weak). If you have the CGM 25 that'll help.

- Fulton extracting vehicles is pretty much only possible if you neutralize or eliminate all troops near it
(otherwise they'll pop the balloons). One way around this (for a future, easier playthrough of the mission)
is to use the Wormhole Fulton upgrade (gotten after Side Op 50).
- It can help to plant ATB or EMN mines at the key roads up ahead; don't place them too close together
but line them up so that multiple vehicles can be stopped one at a time.

- Destroy (or extract) the rest of the vehicles as soon as possible with your rocket launcher.

- S-Rank Tips: Skipping cutscenes is always a good idea. Other than that, you'll want to Wormhold/Fulton
extract all vehicles ASAP, so quickly approach them one by one.

Mission 46
This is a spoiler-laden replay of a previous mission.

- Unlock conditions: 1. Complete all main missions. 2. Complete all important/yellow Side Ops. 3. Keep
upgrading Mother Base's platforms and check back at the 'Aerial Command Center (ACC)'/The Helicopter
frequently to see if the mission has appeared (this is how the mission list refreshes).

Mission 47: [Total Stealth] The War Economy


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

1 Optional Identify the arms dealer Use the Int-scope (binoculars)

2 Optional Identify the CFA official Use the Int-scope (binoculars)

Preferably extract him (see #4). He is well


3 Required Eliminate the CFA official
armored.

4 Optional Extract the CFA official

5 Optional Extract the arms dealer

Listen to all conversations between Advanced mission objective; there are four
6 Optional
the arms dealer and the CFA official conversations in total

Secure the blueprint carried by the Blow it up with a rocket launcher and
7 Optional
gunship inspect the crash site for the blueprint

Requires the (very advanced) Wormhole


Extract the materials container inside
8 Optional Fulton upgrade (gotten much later in the
the Nova Braga Airport hangar
game)

- It is best to attempt the various optional mission objectives during multiple playthroughs, completing
them one at a time (sniping down the official whenever you've completed an important objective). Details
for overhearing the conversations are below.

- Depending on what you wish to accomplish during your playthrough of this mission, it is either rather
easy or quite complicated. The hardest objective by far is listening to all four conversations between the
CFA official and the arms dealer. If you skip that, the other objectives are easier to get, especially during
multiple playthroughs.

- You can bring Quiet along to mark targets for you.

- From the east LZ, make your way to the northwest corner of the airport and unlock the gate/door here.
Immediately take out the Walker Gear here by using your tranquilizer gun (or if you're skilled enough, by
grabbing/strangling the soldier from behind. There is a second Walker Gear on the other side of the
hangar, but you can leave it alone.

- Make your way to the main building to the south, staying close or in shadows. Mostly crawl and move
behind objects, especially as the gunship with the arms dealer arrives; lie completely still in the shadows
as it appears. Mark the enemies on the main building and keep your eyes out for a soldier patrolling the
containers to your left as you draw closer to the stairs. When the arms dealer moves out of the chopper,
identify him, and when the coast is clear, take out the soldier on that level of the main building. Beware of
the two snipers on the main building, though they shouldn't be able to spot you coming from this angle.

- If you just want to identify/neutralize/extract the CFA official and the arms deal, simply move up the
stairs and tranquilize them both. The CFA official has full body armor, so aim for his head; otherwise he'll
(try to) escape. Drag their bodies outside to extract them.

- Take down the gunship on an other playthrough, preferably when it has not yet arrived at the base. Do
so with (a fully upgraded) CGM 25 rocket launcher.

- If you want to listen to all conversations between the CFA official and the arms dealer, instead of going
inside the building, overhear their first conversation by aiming your binoculars at their respective positions
(be sure to have marked the arms dealer beforehand). Back away from the building and hide behind one
of the containers; they'll move to the north hangar for their second conversation. After that they move to
the south hangar for their third conversation. Lastly, their final conversation is back in the main building;
you can extract them afterwards. The chopper will land at its original position too after their fourth
conversation ends, so you can easily take it out with a rocket launcher.

- The container you need to extract is at the south hangar. This requires the Wormhole Fulton upgrade
(unlocked with Side Op 50).

- S-rank Tips: Simply ignore the (arrival of) the arms dealer completely and head for the CFA official;
neutralize and extract him, then exfiltrate the area ASAP. You can indeed take out the official with a
sniper rifle from a long distance if you position yourself somewhere on the northeast of the airport; his
head should be visible from the main building's window. Exfiltrate the area immediately afterwards.

Mission 48: [Extreme] Code Talker


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

Make contact with Code


1 Required ---
Talker

Must be done manually by carrying him to the


2 Required Extract Code Talker
chopper

Leave one Skull alive at first encounter; move with


Extract Code Talker
3 Optional relative ease past zombie/puppet soldiers when
without him taking damage
extracting Code Talker

Only one of them needs to be defeated for this


4 Optional Eliminate the Skulls
objective

Requires an advanced Fulton upgrade. Only one


5 Optional Extract the Skulls
Skulls extraction required

Extract the armored vehicle


6 Optional ---
sealing off Lufwa Valley

- This is a fairly lengthy, story driven mission in which you should bring Quiet for the first portion and D-
Dog for the second. Also bring your most powerful (suppressed) sniper rifle, and some sleeping gas
grenades/mines.The first part consists of moving to the valley until you encounter four sniper Skulls.
Although you can escape from the battle, it is advisable to at least kill three Skulls. This indeed allows you
to extract Code Talker in a much less tedious way than you would should you kill all four (or let all four
live). Middle ground it is; leave only one of them alive.

THE SKULLS
- How to approach these sniper Skulls? Quiet can provide excellent backup, although the Skulls can take
her out if you push it too hard.

- Be sure to mark all four Skulls. Quiet can help you with this.

- It's important to stay out of sight at all times. Sneak and crawl behind rocks and preferably only fire if you
have a clear headshot. You can use Pentazemin for a steady hand.

- When you hit a Skull, they'll move to a different position. This usually means you lose sight of that Skull,
so look for visual cues, mainly the laser sight of their sniper rifle to relocate them.

- If one of the Skulls warps to your location, you can counterattack their close range melee attack.

- Tip: You can actually try to defeat the Skulls by ordering a tank to the battlefield. This should provide
you with a relatively safe spot and you can probably defeat two, perhaps three Skulls this way. Leave the
last Skull alive at all times though.

- After dealing with the Skulls, bring in D-Dog and continue to make your way through the valley until you
reach a mansion. There are various guards here, so use sleeping gas grenades and your tranquilizer
pistol (or sniper rifle, if you have a suppressor) and start taking them out systematically.

- Your goal is to reach the back of the mansion. Enter through the door, move to the left and head down
the stairs. Code Talker can be found at the end of this hall.

- After the scene, carry Code Talker all the way back the way you came. This is easier said than done,
but not all too hard if you've chosen to leave only one of the Skulls alive. Normally the valley would be
swamping with regular soldiers, but now they will all have been turned into zombie/puppet soldiers, which
are by far the easier targets (and it is much simpler to avoid them altogether). The remaining Skull can
just be avoided. If you manage to extract Code Talker without him taking any damage whatsoever, you
automatically complete an optional mission objective.

- One of the other optional mission objectives (extract a Skull) is impossible on a first playthrough. Wait
until you have the right Fulton upgrade.

- The last optional mission objective - extract the armored vehicle - requires you to move to the west of
the mansion and look for it at the main road. You may have to neutralize any nearby enemies first.

- S-Rank Tips: Speed and (total) stealth are, as usualy, key. Leave one Skull alive, and rush towards the
chopper with Code Talker. Be sure to not be seen by any guards, and only tranquilize your targets

Mission 49: [Subsistence] Occupation Forces


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

Optional intel file inside large , high-up,


1 Optional Secure the deployment plans
middle-north building Qarya Sakra Ee

The colonel is inside the covoy's truck,


2 Required Eliminate the colonel
extraction allowed (see #4)

3 Required Eliminate all tanks Extraction also allowed

4 Optional Extract the colonel Requires Fulton Cargo 2

Eliminate the colonel and all tanks


5 Optional ---
before they reach Smasei Fort

Extract the prisoner held at Sakhra


6 Optional ---
Ee Village
7 Optional Extract all tanks Requires Fulton Cargo 2

- This mission's 'Subsistence' mode entails that you literally only have your binoculars and fulton
extraction devices. Cargo 2 is required for this mission obviously - it is impossible without it. Fortunately
you'll most likely have developed this already.

- Take the western landing zone and sprint to the west until you reach an abandoned house to your right.
This in fact triggers the convoy's departure. Hide inside the house and wait until the tanks arrive. Now for
the somewhat tricky part: Rush in front of the tank to make it stop, immediately fulton extract it, then rush
over to the other two vehicles and extract them as well. You can then exfiltrate the area. Doing the
mission this way should grant you an S-Rank as well.

- On a subsequent playthrough, extract the prisoner from Qarya Sakhra Ee village from one of the
buildings at the northeast part of the town. The intel plans can (optionally) be found in the main building
with the red flags.

Mission 50: [Extreme] Sahelanthropus


# REQUIRED/OPTIONAL OBJECTIVE SPECIFICS

1 Required Destroy Sahelanthropus ---

2 Optional Destroy the head of Sahelanthropus ---

Successfully hit the floating boy with an Easily done near the end of the
3 Optional
attack fight

- This is essentially the ultimate boss fight in the game bar none. You'll definitely want to pack your most
powerful rocket launcher, preferably a FULLY upgraded CGM 25. This should allow you to at least chip
away some of the Gear's health per hit. Your most powerful Assault Rifle should fill the first slot of your
primary weapons. Consider equipping the Battle Dress, or alternatively play as Cyborg Ninja or Raiden if
you have unlocked/developed them (requiring you to complete all regular missions - Total Stealth,
Subsistence and Extreme versions not included; for Raiden you even need an S-Rank on all 'normal'
main missions). Nonetheless, Cyborg Ninja or Raiden increase your speed by 30% to 50% respectively.
Alternatively, equip the Mobility arm for +20% increased movement speed, plus the Battle Dress for
increased defense.

- Sahelanthropus has various attacks:

- Machine Gun: A regular machine gunfire which can and will be used by Sahelanthropus quickly and
often. If you stay on the move, dashing at all times (except when healing or firing), this attack shouldn't
pose too much threat.
- Four Homing Missiles: Sahelanthropus launches four homing missiles which will attempt to track you
down. Rushing away (if possible even between Sahelanthropus' legs) is often the best option, although
the missiles can also be destroyed by shooting them.

- Four Pods: Similar to the homing missile attack, the Gear releases pods that effectively function as
homing missiles as well, potentially destroying helicopters. Your best bet is to aim for them ASAP and
destroy them one at a time.

- Flamethrower: This is used at relatively close range. Circle around Sahelanthropus and simply rush
away if you see it is about to use this attack.

- Whip: A rather powerful and annoying attack, especially if you're quite far away from Sahelanthropus. It
causes a series of rock spikes to burst out of the ground. There are two variants; the straight lined one
and a second one that surrounds Big Boss. The latter is especially annoying, so you''ll want to make a run
for it when Sahelanthropus prepares the attack. Should you find yourself surrounded anyway, shoot one
of the spikes and escape ASAP.

- Red Mist: Perhaps not inspired by the Peter Gabriel song Red Rain. It doesn't matter. Freudian
associations, damnit. This is simply a mist that blocks your vision - equip your night vision goggles to
counter this effect.

- Laser Cannon: In the later phase of the fight, the Gear will move steady to one position and use a laser
to mark you. The beam fired is instantly at your position, so you'll want to move behind a very large rock
wall or avoid it entirely. This isn't too hard, in fact.

- Floating Boy Charge: The Gear tries to ram you, but this is prestaged by a slowing down of time.
Immediately pull out your regular gun and shoot the floating boy to prevent this attack from being
executed. Sahelanthropus will be stunned afterwards, so use this to your advantage and hit it either on
the head (if you have yet to destroy it) or its weak spot in the middle of its body.

- Essentially, the fire revolves around you dashing around, learning how to dodge its attacks in the best
way you can, perhaps even staying relatively close (try to find the right distance) to avoid the most
powerful attacks - both close range and long range - from being executed, and blowing missiles at it all
the time. Order supply drops when you have 2-3 missiles left, so you're always restocked.

Version History
04 September 2015 - [Version 0.30] - Initial release. Heavy focus on indepth basics section. Walkthrough
started.
07 September 2015 - [Version 0.40] - Update to the walkthrough.
11 September 2015 - [Version 0.45] - Updated walkthrough. Ran into a game-breaking glitch that
corrupted my save file, delaying guide progress. Only allowing one save file is never a good idea...
28 September 2015 - [Version 0.65] - After a few major external delays (corrupted save file, two
Playstations crashing due to lens problems, and various problems with the newly installed lenses - you
don't make this up) I have finally been able to make some progress with this guide. Various main
missions and side ops are integrated into the main walkthrough. Thank you for your patience; the rest is
soon to come.
30 September 2015 - [Version 1.00] - Main walkthrough missions complete.

Copyright
This may *not* be reproduced under any circumstances except for personal, private use. It may *not* be
placed on any web site or otherwise distributed publicly without advance written permission. Use of this
guide on any other web site or as a part of any public display is strictly prohibited, and a violation of
copyright. Do *not* copy or alter information slightly from this guide, and do not present it as your own.
The creation of this guide took a lot of time, please respect that. Below is a list of sites that are allowed to
host this document. The latest update of this file can always be found at GameFAQs.com. Allowed sites
are: supercheats.com, gamefaqs.com.

*NOT* allowed: CheatCC or Cheat Code Central, nor any other cheat websites owned or affiliated with
David Allison (Dave), owner of CheatCC. Dave/CheatCC has infringed the copyright of countless
FAQs/guides and cheats and has altered the copyright sections of countless more FAQs/guides, often
removing 'GameFAQs' and other trusted websites from the list while adding 'CheatCC'. This is a serious
violation of simple authorship rights and it has been going on for over a decade and a half. If you ever
receive an email from CheatCC regarding the hosting of your guide, I would *highly* recommend you to
friendly decline the offer and check the CheatCC website within a week to see if they have taken your
guide (or someone else's guide) without permission. If you have given permission to CheatCC before, I
would recommend that you revoke your permission and have your guides removed from that site;
otherwise you are indirectly supportive. Dave, if you're reading this; you should be in jail for at least three
years, and deep inside you know it's true.

Credits/Contact Info/About The Author


Credits
This guide has made reference use of data in the OSG by Piggyback Interactive. Great job by the way
guys.

Contact Info
You can say 'hi' or thanks via email (preferred): faq[at]shillatime.org. Alternatively you can drop by at the
(in Big Brother fashion, but hundred times more efficient and omniscient) Big Data
gathering/profiling/selling, omnipresent, neoliberal, semi-unescapable, quasi-religious facebook
corporation: facebook.com/absolutesteve

About the author


Absolute Steve (1987) is a dutch author and has been publishing game guides for over 13 years. He
holds a BSc and Msc in Clinical Psychology and a BA and MA in Philosophy. He enjoys a great game
every now and then and loves all sorts of music (Radiohead, The Flaming Lips, see my other guides for
more examples). He also loves to read, think, and write. He's absolutely not absolute (except in absolute
cases), but relatively absolute, which is of course absolutely relative, or is it? He's thinks it's wise to stop
talking about himself in third person now.

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