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Includes 14 items: METAL GEAR ONLINE "BASIC APPEAL PACK", METAL GEAR ONLINE "BATTLE APPEAL PACK", METAL GEAR ONLINE "DANCE APPEAL PACK", METAL GEAR ONLINE "HERO APPEAL PACK", METAL GEAR ONLINE EXPANSION PACK "CLOAKED IN SILENCE", METAL GEAR SOLID V: GROUND ZEROES, METAL GEAR SOLID V: THE PHANTOM PAIN, METAL GEAR SOLID V: THE PHANTOM PAIN - Fatigues (Naked Snake), METAL GEAR SOLID V: THE PHANTOM PAIN - Jumpsuit (EVA), METAL GEAR SOLID V: THE PHANTOM PAIN - Parade Tack, METAL GEAR SOLID V: THE PHANTOM PAIN - Sneaking Suit (Naked Snake), METAL GEAR SOLID V: THE PHANTOM PAIN - Sneaking Suit (The Boss), METAL GEAR SOLID V: THE PHANTOM PAIN - Tuxedo, METAL GEAR SOLID V: THE PHANTOM PAIN - Western Tack
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Includes 7 items: METAL GEAR SOLID V: THE PHANTOM PAIN - Fatigues (Naked Snake), METAL GEAR SOLID V: THE PHANTOM PAIN - Jumpsuit (EVA), METAL GEAR SOLID V: THE PHANTOM PAIN - Parade Tack, METAL GEAR SOLID V: THE PHANTOM PAIN - Sneaking Suit (Naked Snake), METAL GEAR SOLID V: THE PHANTOM PAIN - Sneaking Suit (The Boss), METAL GEAR SOLID V: THE PHANTOM PAIN - Tuxedo, METAL GEAR SOLID V: THE PHANTOM PAIN - Western Tack
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Includes 4 items: METAL GEAR ONLINE "BASIC APPEAL PACK", METAL GEAR ONLINE "BATTLE APPEAL PACK", METAL GEAR ONLINE "DANCE APPEAL PACK", METAL GEAR ONLINE "HERO APPEAL PACK"
About This Game
- OS: Windows 7x64, Windows 8x64, Windows 10x64 (64-bit OS Required)
- Processor: Intel Core i5-4460 (3.40 GHz) or better; Quad-core or better
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce GTX 650 (2GB) or better (DirectX 11 card Required)
- DirectX: Version 11
- Storage: 28 GB available space
- Sound Card: DirectX 9.0c compatible sound card
- Processor: Intel Core i7-4790 (3.60GHz) or better; Quad-core or better
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 760 (DirectX 11 graphic card required)
- Sound Card: DirectX 9.0c compatible sound card (Surround Sound 5.1)
©2015 Konami Digital Entertainment
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METAL GEAR SOLID V: THE PHANTOM PAIN
+Offers in-app purchases.
Online multiplayer on console requires Xbox Game Pass Ultimate or Xbox Game Pass Core (sold separately).
Konami Digital Entertainment continues forth the ‘METAL GEAR SOLID V Experience’ with the latest chapter, METAL GEAR SOLID V: The Phantom Pain. Ushering in a new era for the franchise with cutting-edge technology powered by the Fox Engine, MGSV: The Phantom Pain, will provide players a first-rate gaming experience as they are offered tactical freedom to carry out open-world missions. Nine years after the events of MGSV: GROUND ZEROES and the fall of Mother Base, Snake a.k.a. Big Boss, awakens from a nine year coma. The year is 1984. The Cold War serves as the backdrop as nuclear weapons continue to shape a global crisis. Driven by revenge, Snake establishes a new private army and returns to the battlefield in pursuit of the shadow group, XOF. The METAL GEAR SOLID team continues to ambitiously explore mature themes such as the psychology of warfare and the atrocities that result from those that engage in its vicious cycle. One of the most anticipated games of the year with its open-world design, photorealistic visual fidelity and feature-rich game design, MGSV: The Phantom Pain will leave its mark as one of the hallmarks in the gaming industry for its cinematic storytelling, heavy themes, and immersive tactical gameplay. Key Features: - Open-World game design allowing players ultimate freedom on how to approach missions and overall game progression - Fox Engine delivers photorealistic graphics, thoughtful game design and true new-generation game production quality - Online connectivity that carries the experience beyond the consoles to other devices to augment the overall functionality and access to the game.
Developed by, release date, playable on.
- Xbox Series X|S
- Online multiplayer (2-16)
METAL GEAR SOLID V: THE DEFINITIVE EXPERIENCE
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Metal Gear Solid V: The Phantom Pain Review
- First Released Sep 1, 2015 released
As it was in the beginning, so shall it be in the end.
By Peter Brown on October 18, 2015 at 8:26PM PDT
The Metal Gear series has always delivered complex plots, with unexpected twists and revelations altering your perception of people and events you thought you understood. Though Metal Gear Solid V: The Phantom Pain continues this tradition, the majority of its plot focuses on the events at hand. Fans of the series will find their diligence rewarded in ways that newcomers can't begin to imagine, but such loyalty and knowledge isn't a prerequisite. Top-notch cinematography and voice acting echo--and at times exceed--contemporary standards for film and TV, carrying extraordinary characters into the realm of believability. Though you will cross a few elements in the world that illicit a chuckle, there's very little humor in The Phantom Pain's story; the dark themes and subject matter like disenfranchised youth being forced into combat call for a serious tone, after all. The gravity of the game's encounters leaves you on the edge of your seat, with a racing pulse.
As Big Boss, the leader of a private military group The Diamond Dogs, you go behind enemy lines to carry out recon and assassination contracts, as well as infiltrate the hideouts of your enemies. These include world powers and military leaders, many of whom work in the shadows. The Phantom Pain mixes historical events from the 1980s with a pinch of James Bond villainy and an exciting dollop of sci-fi dressing. There are times when it feels grounded in reality, but there are also just as many moments when it goes off the deep-end to great effect. Impossible technology and super-human abilities accompany almost every beat of the story. These oddities surprise you and instill wonder in the crazy, mixed-up world that you're meant to save.
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Now Playing: Metal Gear Solid V: The Phantom Pain - Video Review
Metal Gear Solid V: Ground Zeroes gave us a taste of the series' new mechanics, which feel as excellent now as they did then, but the freedom of choice in Ground Zeroes pales in comparison to the possibilities that await you in The Phantom Pain. Instead of roaming around a small base as in Ground Zeroes, you have the freedom to explore entire countrysides. You crawl, walk, and sprint to and fro, and each action feels spot on thanks to responsive controls that shed the stiff nature that plagued some of the earlier games in the series. You can even learn to climb up cliff faces, instilling a refreshing sense of verticality. You don't always have to sneak, and in some cases, you must attack head-on. Both types of scenarios instill a nerve-wracking sense of tension that either gives way to crushing defeat, or a resounding sense of victory.
You also have the opportunity to react on the fly in numerous ways when spotted by an enemy. The game's Reflex systems gives you a momentary advantage as time slows down, allowing you to pinpoint the perfect head shot. If you're quick enough, you can dive out of your enemy's sightline, roll onto your back, and fire from the ground, all before alerting others in the vicinity. If you want something really challenging, this can be disabled at any time. The Phantom Pain encourages you to be active, but you have more than enough tools to tip the scales in your favor. If you think all is lost, you can also call in an airstrike, though it's only suitable for some missions and will limit your ranking at the end of the mission, and thus the rewards you receive.
One mission in particular put all of my skills and tools to use, and stands out as a perfect example of how playing The Phantom Pain is such an engrossing and varied experience. While searching for a secret weapon developed by the US government, I had to infiltrate a series of caves in the Afghan countryside. The problem: there's a heavily guarded area in front of the caves. Even worse: the caves are like a maze that's nearly impossible to navigate logically. In order to acquire the weapon, I had to sneak through the shadows, creep up to soldiers and incapacitate them one by one, without alerting guards near the mouth of the cave. They held a prisoner who knew where the weapon was hidden. Throwing empty bullet cartridges to distract them, I choked out the guard in the rear, and then followed suit to his friend in the front. The prisoner spoke the local tongue, but because I had previously captured an interpreter who was listening over my radio, I was able to understand his instructions. I then searched the caves, inch by inch, taking out threats until I found the weapon. Afterwards, I charged out, hoping for freedom, but I was confronted by never-before-seen enemies that couldn't be taken down with conventional weaponry. I was initially ordered not to use the weapon by the person who gave me the contract, but I had no choice but to blast my way out while I ran to freedom. It was an exhilarating mission that I won't soon forget as it took every ounce of skill I had to move in undetected, and then it bombarded me with a full-on action sequence that fueled a massive rush of adrenaline. Thankfully, there are plenty like it to go around.
Your tools, though optional, are so varied and interesting that you'll want to explore them out of curiosity, if not necessity. You have a prosthetic arm, for example, that can be configured in multiple ways. Consider the Sonar upgrade, which allows you to punch the ground, sending out a shockwave that pinpoints nearby enemies for a short period of time. You also have numerous weapons to choose from, which have slight variations that make subtle but important differences. If you prefer low recoil in your machine gun, there's an option for that, but you may want to consider the grenade launcher attachment, because you never know when a tank might roll into battle.
Your mission in The Phantom Pain is twofold: build a military force free from the whims of narrow-minded world powers, and destroy those who wish to take advantage of fractured global politics for their own selfish ideals. There are numerous sub-plots within, and during your long and extensive journey, you face topics rarely seen in gaming: torture, child soldiers, and the human cost of nuclear proliferation. The Phantom Pain depicts such subject-matter head-on but presents them with unveiled brutality, reminding you that any order we know today came at the cost of someone else's freedom and happiness.
The Phantom Pain's story missions are enthralling, and carry you forward at an even pace for most of the game, but over 100 side-operations also vie for your attention. There's so much to do that I often wondered if I'd ever complete it all, but at the same time, I was pleased to know that the open-world always had more for me to do beyond the main story missions. It's a game that lavishes in tugging your attention in multiple directions, but as you mull over which prescribed missions to undertake, you more often than not find emergent scenarios that serve as the third pillar of The Phantom Pain's open-world gameplay experience. Both Africa and Afghanistan are replete with small military outposts, massive compounds, and threats from nature--all opportunities for action and reward. An outpost may contain a vehicle worth stealing, or a soldier that will provide useful information if you can quietly detain and interrogate him.
Success in The Phantom Pain isn't just measured by getting from point A to point B, or by defeating a notorious bad guy. Remember, you're trying to build a private army. While convincing enemy troops to join your ranks would require expert coercion in the real world, in The Phantom Pain, you simply attach a balloon to your new friend's waist, and they float into the arms of an awaiting chopper. It's a ridiculous concept, but one that is satisfying because it feeds into Big Boss's goal of expansion and provides the player with more resources and, thus, tools and options to work with. Of course, dead soldiers aren't good to anybody, so you're motivated to tread carefully--and quietly-- to incapacitate your enemies without raising alarm in order to capture your prey alive. Moving undetected has forever been a pillar of the Metal Gear series, but it feels far more tense in the wild, open-world of The Phantom Pain, where a hungry coyote can upset your mission just as easily as an unseen enemy. Unlike previous Metal Gear games, many of which placed players in enclosed spaces, a threat can come from miles away and appear next to you when you least expect it. Nothing is confined, and no place is safe.
All of your hard work capturing soldiers, in addition to resources, wildlife, and vehicles, pays off back at Mother Base, your offshore sanctum. Here, soldiers you've captured can be assigned to different research fields. It's important to organize them properly because soldiers excel in different pursuits, and their skills allow you to unlock new weapons and technology for you and Mother Base. As you add soldiers to different research factions, their ability points add up, and you earn new levels of proficiency in those fields. Once your team hits certain levels, and you possess the right amount of materials that you source from the field, you then earn the right to develop new equipment. There are dozens of items and pieces of equipment to unlock, and you may spend upwards of 100 hours searching for top-notch recruits and gathering resources while infiltrating enemy bases if you hope to unlock them all, but you can also narrow your focus to items that suit your particular play style if you prefer to sneak--rather than blast--your way behind enemy lines. Ultimately, you could also play with the bare minimum, but your job is easier and more varied when you carry new technology and abilities into battle. The bigger the base, the more soldiers you can support, and the faster you can move development forward, so it's a relief that the resource recovery system is integrated so seamlessly into The Phantom Pain. At one point, you can even send troops out on missions to fulfill contracts and gather resources, allowing you to focus on the more important tasks at hand.
You watch Mother Base expand over the course of the game, from a single platform to a collection of platforms, connected by bridges that take over a minute to cross by car. There are some minor activities to engage in while on base, but being there feels like home, free from the threats that surround you during missions. Staring out over the ocean gives you a moment of solace from the horrible events that surround you on the battlefield, and you get a similar feeling when riding into battle, seated on the edge of a chopper. With the camera behind Big Boss, creating a strong silhouette against the outside world, you experience something you're rarely afforded in video games, self reflection.
Once on land, deep thoughts take a backseat as you charge into battle. You often need to cover large tracts of land to get to your objective, and while running on foot is surprisingly enjoyable, with the sound of swishing fabric and pounding footsteps lending credence to your virtual trek, you eventually earn the right to call in a transport, be it a horse, a truck, or even a small robotic Walker, which is as charming and expressive as R2-D2 from Star Wars. The Walker and your horse are known as Buddies, and for the majority of missions, you can take one with you. Buddies aren't limited to transportation assistants, either. If you play your cards right, you can also take a dog into battle that will sniff out and distract enemies. Later on, you have the option to acquire a human companion, who ultimately becomes the most useful sidekick of the bunch thanks to their unrivaled sneakiness. Metal Gear has always been about fighting solo, but one of the reasons The Phantom Pain excels is because it bucks that trend. The new open world and the Buddy system add welcome layers of depth that ultimately set The Phantom Pain's gameplay apart from other games in the series.
It's difficult to separate The Phantom Pain from its legacy, because the story here precedes the very first game in the series, 1987's Metal Gear. Metal Gear games never come in sequence, either, so while this is a pseudo prequel to the original game, it's also the missing chapter in the middle of the entire timeline. We know what's come before, and we know what happens after, but the middle, where Big Boss undergoes an important transformation, has been a mystery until now. Though The Phantom Pain's story is impressive enough to enjoy on its own, when linked to other games in the series its importance is elevated for fans who have followed the journey for the last three decades. It delivers on its promise, revealing how Big Boss came to be the man many people know him to be, but the path is one nobody could have seen coming. Getting to this part of the story takes time, and requires patience. In the lead up to the finale, you need to spend an hour or two replaying older missions on a higher difficulty setting in order to unlock the last story missions. This is the only aspect of The Phantom Pain that feels off. The gameplay is near impeccable, and the story and characters are captivating, making for an experience that's unlike any other game I've played, but this part of the Phantom Pain felt mundane.
Fortunately, that moment is fleeting. The Phantom Pain's final strokes cast deep, dark shadows over the world. Woe and despair fill your heart, but you can't look away and you must act. Your actions don't align with your desires, but your hands are tied. For anyone just joining the tale of Big Boss with The Phantom Pain, the conclusion of these events will leave you with plenty to think about. The thing you tried the hardest to fight ultimately proved to be in effect the whole time, and the relationships you made and fought for along the way are impacted as a result, including your relationship with your identity as a military leader. Everything is questionable, and nothing is as it seems. For fans of the series, the ultimate payoff is one that answers questions, but also one that raises unforeseen implications.
After dozens of hours sneaking in the dirt, choking out enemies in silence, and bantering with madmen who wish to cleanse the world, The Phantom Pain delivers an impactful finale befitting the journey that preceded it. It punches you in the gut and tears open your heart. The high-caliber cutscenes, filled with breathtaking shots and rousing speeches, tease you along the way. Your fight in the vast, beautiful, and dangerous open world gives you a sense of purpose. The story is dished out in morsels, so you'll have to work for the full meal, but it's hard to call it "work" when controlling Big Boss feels so good, with so many possibilities at your fingertips.
Every fan of Metal Gear has their favorite game in the series. For some, it's the unique gameplay quirks, memorable set pieces, or specific plot points that dictate their adoration for one game over another. When defining the best Metal Gear game, things get trickier, but with The Phantom Pain, that problem is finally resolved. There has never been a game in the series with such depth to its gameplay, or so much volume in content. The best elements from the past games are here, and the new open-world gameplay adds more to love on top. When it comes to storytelling, there has never been a Metal Gear game that's so consistent in tone, daring in subject matter, and so captivating in presentation. The Phantom Pain may be a contender for one of the best action games ever made, but is undoubtedly the best Metal Gear game there is.
Editors note: This story will be updated on September 1 with a video review composed of never-before-seen footage. We will also update the review with analysis of the game's online components at a later date.
- Leave Blank
- Tells a complex, unusual story that holds your attention from start to finish
- The world and characters are captivating in their presentation
- Tackles taboo topics with grace
- Features a massive open world that's dense with exciting possibilities
- Delivers best-in-class stealth gameplay
- The Mother Base aspect is rewarding and engrossing, extending the scope of the game beyond the battlefield
- A perfectly fitting piece to the twisted Metal Gear saga
- Pacing issues towards the end of the game momentarily halt your momentum
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Summary Following the prologue METAL GEAR SOLID V: GROUND ZEROES, METAL GEAR SOLID V: THE PHANTOM PAIN concludes the METAL GEAR SOLID V experience by following the story of the protagonist of the series, Big Boss (a.k.a. Snake). The METAL GEAR SOLID V experience is Creator and Director Hideo Kojima's first time incorporating open world gameplay ... Read More
- PlayStation 3
- PlayStation 4
- Kojima Productions
- Moby Dick Studio
- Open-World Action
The Legend of Zelda: Ocarina of Time
Grand Theft Auto IV
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Red Dead Redemption 2
Grand Theft Auto V
Grand Theft Auto III
The Legend of Zelda: The Wind Waker
The Legend of Zelda: Tears of the Kingdom
Grand Theft Auto: San Andreas
Grand Theft Auto: Vice City
The Legend of Zelda: Majora's Mask
The Legend of Zelda: A Link to the Past / Four Swords
The Legend of Zelda: Twilight Princess
Red Dead Redemption
Batman: Arkham City
The Legend of Zelda: Ocarina of Time 3D
Grand Theft Auto: Chinatown Wars
Metal Gear Solid V: The Phantom Pain
The Legend of Zelda: Skyward Sword
The Legend of Zelda: Ocarina of Time / Master Quest
The Legend of Zelda: A Link Between Worlds
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METAL GEAR SOLID V: THE PHANTOM PAIN
- PS Plus required for online play
- In-game purchases optional
- Supports up to 16 online players with PS Plus
- Online play optional
- Remote Play supported
- PS4 Version DUALSHOCK 4 vibration
Ushering in a new era for the franchise with cutting-edge technology powered by the Fox Engine, MGSV: The Phantom Pain, will provide players a first-rate gaming experience as they are offered tactical freedom to carry out open-world missions. Taking place nine years after the events of MGSV: Ground Zeroes and the fall of Mother Base, Snake a.k.a. Big Boss, awakes from a nine year coma. The game resumes the story in 1984, with the Cold War still as the backdrop, which continues to shape a global crisis. Snake’s journey takes him into a world where he is driven by a need for revenge and the pursuit of a shadow group, XOF. One of the most anticipated games of the year with its open-world design, photo-realistic visual fidelity and feature-rich game design, MGSV: The Phantom Pain will leave its mark as one of the hallmarks in the gaming industry for its cinematic storytelling, heavy themes, and immersive tactical gameplay.
Metal Gear Solid V: The Phantom Pain
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Metal Gear Solid V: The Phantom Pain
After awakening from a nine year coma, Big Boss forms a new mercenary group called, Diamond Dogs, and teams up with his former rival, Ocelot, to track down the men responsible for the destru... Read all After awakening from a nine year coma, Big Boss forms a new mercenary group called, Diamond Dogs, and teams up with his former rival, Ocelot, to track down the men responsible for the destruction of MSF. After awakening from a nine year coma, Big Boss forms a new mercenary group called, Diamond Dogs, and teams up with his former rival, Ocelot, to track down the men responsible for the destruction of MSF.
- Hideo Kojima
- Shuyo Murata
- Hidenari Inamura
- Kiefer Sutherland
- Robin Atkin Downes
- 32 User reviews
- 11 Critic reviews
- 7 wins & 17 nominations total
- Venom Snake
- Kazuhira Miller
- Huey Emmerich
- Code Talker
- Man on Fire
- Paz Ortega Andrade
- (as Philip Anthony Rodrigues)
- (as Matt Mercer)
- Soviet Officer
- Russian Soldiers
- All cast & crew
- Production, box office & more at IMDbPro
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- Trivia In the first few minutes of the game, Snake's vision slowly un-blurs as a nurse enters the room to check on him. The player will briefly see her trimming some flowers. These flowers are the "Star of Bethlehem" lilies that appeared during the final boss battle of Metal Gear Solid 3: Snake Eater, in which Naked Snake eliminated The Boss in a field of said lilies.
- Goofs At a certain place in the game, "qarya Sakhra Ee", there is a tape playing Europe's "The Final Countdown". As the game is supposed to be set in 1984, this would be incorrect as the track was not released until 1986.
Kazuhira Miller : Why are we still here? Just to suffer? Every night, I can feel my leg... And my arm... even my fingers... The body I've lost... the comrades I've lost... won't stop hurting... It's like they're all still there. You feel it, too, don't you? I'm gonna make them give back our past!
- Crazy credits After completing the Truth ending, a time line appears and shows all the events that happened in the Metal Gear Universe from 1942-2014. It also reveals that, in 1995, the Outer Heaven uprising occurs, but is stopped by Solid Snake, who kills Big Boss's phantom; Punished 'Venom' Snake. The time line ends with 'Big Boss dies'.
- Connections Edited into Metal Gear Solid V: The Definitive Experience (2016)
- Soundtracks The Man Who Sold The World Written by David Bowie Performed by Midge Ure
User reviews 32
- Sep 24, 2018
- I'm confused as to the order of the Metal Gear Solid games. Which game comes first and which comes last?
- is quiet a young Sniper Wolf?
- Who is Venom "Punished" Snake? Is he not Big Boss?
- September 1, 2015 (United States)
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Metal Gear Solid V: The Phantom Pain – Guide and Walkthrough
Playstation 4 pc playstation 3 xbox 360 xbox one.
Guide and Walkthrough (PS4) by AbsoluteSteve
Version: 1.00 | Updated: 09/30/2015 FAQ of the Month Winner: September 2015
- Page 1 of 4
Table of Contents
Introduction, donations/fanpage/stay up to date, general basics, stealth ops, general combat tactics, mother base-ics, walkthrough, mission 1: phantom limbs, mission 2: diamond dogs, mission 3: a hero's way, mission 4: c2w.
- Mission 5: Over The Fence
- Mission 6: Where Do The Bees Sleep?
- Between Mission 6 and 7: Side Ops and Upgrades
- Mission 7: Red Brass
- Mission 8: Occupation Forces
- Mission 9: Backup, Back Down
- Mission 10: Angel With Broken Wings
- Mission 11: Cloaked In Silence
- Mission 12: Hellbound
- Mission 13: Pitch Dark
- Mission 14: Lingua Franca
- Mission 15: Footprints of Phantoms
- Between Mission 15 and 16: Side Ops and Upgrades
- Mission 16: Traitor's Caravan
- Mission 17: Rescue The Intel Agents
- Mission 18: Blood Runs Deep
- Mission 19: On The Trail
- Mission 20: Voices
- Mission 21: The War Economy
- Mission 22: Retake The Platform
- Mission 23: The White Mamba
- Mission 24: Close Contact
- Mission 25: Aim True, Ye Vengeful
- Outbreak at Mother Base
- Mission 26: Hunting Down
- Mission 27: Root Cause
- Mission 28: Code Talker
- Mission 29: Metallic Archaea
- Mission 30: Skull Face
- Mission 31: Sahelanthropus
- Mission 32: To Know Too Much
- Mission 33: [Subsistence] C2W
- Mission 34: [Extreme] Backup, Back Down
- Mission 35: Cursed Legacy
- Mission 36: [Total Stealth] Footprints Of Phantoms
- Mission 37: [Extreme] Traitor's Caravan
- Mission 38: Extraordinary
- Mission 39: [Total Stealth] Over The Fence
- Mission 40: [Extreme] Cloaked In Silence
- Mission 41: Proxy War Without End
- Mission 42: [Extreme] Metallic Archaea
- Mission 43: Shining Lights, Even In Death
- Mission 44: [Total Stealth] Pitch Dark
- Mission 45: A Quiet Exit
- Mission 47: [Total Stealth] The War Economy
- Mission 48: [Extreme] Code Talker
- Mission 49: [Subsistence] Occupation Forces
- Mission 50: [Extreme] Sahelanthropus
- Version History
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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.
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.
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.
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?
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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 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).
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.
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).
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.
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.
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.
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.
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 Diamond can 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 .
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.
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.
- 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.
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Metal Gear Solid V: The Phantom Pain - PlayStation 4
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About this item
- Open-World game design allowing players ultimate freedom on how to approach missions and overall game progression
- Fox Engine delivers photorealistic graphics, thoughtful game design and true new-generation game production quality
- Online connectivity that carries the experience beyond the consoles to other devices to augment the overall functionality and access to the game
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*The DLC (Downloadable Content), Trials/Subscriptions may or may not be included and are not guaranteed to work* The new Metal Gear Solid V: The Phantom Pain trailer showcases the Fox Engine's exceptional level of photorealistic visual quality with seamless integration of gameplay and cut scenes. This title will introduce a new open-world game design featuring realtime weather, realistic passage of time and a variety of ways to navigate the vast new environments within the game. In addition to the franchise's returning characters, such as Snake, Kazuhira Miller, Ocelot, and Emmerich, Metal Gear Solid V: The Phantom Pain will introduce all new characters to the Metal Gear universe. The storyline will focus on dark themes that portray the ugliness and tragedy of war, as a legendary hero falls from grace.
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Metal Gear Solid V: The Phantom Pain
The Soviet invasion of Afghanistan has brought a new edge to the Cold War, and in 1984, a one-eyed man with a prosthetic arm appears in the country. Those who know him call him Snake; the legendary mercenary who was once swept from the stage of history and left in a coma by American private intelligence network Cipher. Snake is accompanied by Ocelot, an old friend who saved him from attack when he finally awoke.
Now, Snake's former partner Kazuhira Miller is being held by the Soviet forces in Afghanistan. Snake must undertake a solo mission to rescue Miller and prove to the world that the legendary mercenary is not dead and gone. That first step will lead to a path of vengeance against the very Cipher that slaughtered so many of Snake's men, and to a battle that will embroil the whole world...
What started in Ground Zeroes must finish with "V".
- MGS goes open world
- A new breed of stealth
- Unparalleled strategic freedom
- Deeper stealth action
- Realistic passage time
- Real-time weather
- Blistering action and CQC
- The cardboard box is back!
- Buddy system
- Procure a variety of resources
- Expand Mother Base
Metal Gear Online
Metal Gear Online (MGO) returns as the online multiplayer mode for Metal Gear Solid V: The Phantom Pain. Developed by Kojima Productions' studio in Los Angeles, MGO offers players the chance to conquer enemies in an online battlefield.
MGO represents the third iteration of the popular multiplayer game, redesigned with the familiar gameplay and aesthetic styling of its companion single-player campaign. With a focus on Tactical Team Operations, the game features a class system that more uniquely defines the strengths and abilities of player characters on the battlefield.
Key characters from the series, including Venom Snake and Ocelot, will also make appearances in the anticipated multiplayer feature.
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Wot I Think: Metal Gear Solid V - The Phantom Pain
Like Snake with the open expanse of Soviet-occupied Afghanistan stretching out before him, we've got a lot of ground to cover. Metal Gear Solid V: The Phantom Pain [ official site ] is a massive game, both in terms of the systems that drive it and the number of plot threads it feels obligated to weave together. This breadth is the game's triumph, as well as its downfall. The Phantom Pain is the best stealth-action game ever made, and one of the worst Metal Gear stories ever told.
There are two distinct narratives here. One is more easily accessible for those unfamiliar with the series. It's the story of a legendary soldier building a private army to track down a villain and save the world from his secret weapon. Behind that plot is an attempt to fuse together over 25 years of often nonsensical Metal Gear lore.
This is a series which has previously featured a man who shoots bees out of his mouth, a seemingly-immortal shirtless villain named "Vamp", and more retcons than almost any comic book continuity in existence. But here's the thing: I still invested in and actively enjoyed all of that - until now. To go into specifics would entail spoilers, but take it from me, a die-hard Metal Gear fan, that The Phantom Pain is where the series jumps the shark.
It's not just the narrative content that is nonsense, but often the way it's actually told. Snake (AKA "Venom Snake", AKA "Big Boss", AKA Jack, AKA John...are you still with me?) remains oddly mute for many of the game's pivotal dramatic moments. Characters continue to talk at him as though they've heard his imaginary responses, and nothing about the dramatic glances Snake returns make these cutscenes any less awkward. It's bizarre, in a way that does not feel intentionally Metal Gear.
And yet, for a Metal Gear game, these cutscenes are surprisingly rare. In a way, it's refreshing; rarely does The Phantom Pain's narrative interrupt your stealthy sorties. Much of the characters' lengthy exposition has been relegated to optional cassette tapes, which you can listen to while crawling on your belly through the underbrush. But this delivery from the backseat also results in a disjointed plot, the overt complexity of which does not benefit from this structure.
Dramatic pacing is shot to hell, too: the story moves along like a learner driver's first time behind the wheel, alternately slamming the accelerator and brake every few seconds. The Phantom Pain's less-linear, mission-based structure is responsible. You're tugging at multiple plot threads at once, with dramatic revelations repeatedly interrupted by your need to constantly exfiltrate from one mission and redeploy via chopper to the next.
Once your boots have touched the ground and your helicopter departs, leaving you vulnerable in a vast, open, and hostile world, The Phantom Pain offers a transcendent experience. While the game's plot collapses under the weight of 25 years of canon, the stealth systems at play are the result of just as many years of experimentation and refinement. You've seen many of these systems before, both in Metal Gear and in other open world games, but never before have they coalesced with such polish and purpose as they do here. Light and shadow, camouflage and stance, guards who get suspicious if their colleagues don't report in via walkie talkie, outposts which can call one another for reinforcements via radios which you can sabotage.
There is so much happening in The Phantom Pain, but it's never overwhelming. Every single interaction, from a single guard investigating a noise, to an entire fortress being sent into alert mode, is depicted with perfect clarity. Radial awareness markers on the interface, each guard's animations, and the radio calls they make between one another, provide enough information to play intentionally on the micro level. And yet, an intoxicating ambiguity underpins these interactions - for without such doubt, there would be little tension.
Camouflage is still important, but the percentage index which communicated how hidden you are on-screen is gone. Even still, as I held my breath and prayed that I was fading away into the terrain, there was never a moment that didn't play out entirely logically. When a guard hears a noise, you don't immediately know whether he'll investigate it himself, or broadcast on his radio that he's about to check it out. If it's the latter, and he doesn't report back, you can expect company.
As tense as these small interactions are, The Phantom Pain is all about scope. It's about climbing a ridge that overlooks a heavily-guarded compound, observing the area with your binoculars, and devising a plan on the macro level. Upon executing that plan, The Phantom Pain almost never tells you "No." The game's scope is not only incredible because of the size of the physical play area it takes place in, but because of the sheer range of complex possibilities the game actively supports. Sure, the more time you spend planning and preparing, the more rewarding the execution feels. Pulling off the perfect stealth infiltration is heart-pounding. But the game is at its best when those micro interactions, both perfectly clear and deliciously ambiguous, act as springboards for surprising or unexpected turns of events.
In one mission, I was tasked with pursuing an armoured convoy being led by a jeep which carried a prisoner. I dropped in at night, and galloped after the tanks on my horse, keeping out of sight by following a ravine by the road they were taking. Suddenly, the convoy came to a stop - the men in the jeep got out to shoo away some wild goats which were blocking the road. I leapt off my horse, crept up to the armoured vehicles, planted explosives and ran to the stationary jeep. As I detonated the bombs, the men turned back to their convoy - just in time to see me gunning the engine, running them both over and driving the prisoner to safety. "Mission complete - maybe you'll break a sweat next time, Boss."
Even when those unexpected events mean you get spotted and half the Soviet army starts bearing down on you, it never feels like you were cheated or the game was being unfair. Some of the most exciting experiences in The Phantom Pain are to be had upon crawling your way back from partial or total failure to a modicum of control over the situation. Once, after being spotted while attempting to sabotage some vehicles in an outpost, I was completely surrounded by tanks and well-armed men. I called in my chopper to provide air support - a risky move, considering the tanks would down it in a single volley.
As the helicopter arrived, blasting The Cure’s Friday I'm In Love from its onboard speakers, I began a one-man campaign of shock and awe to keep the tanks focused on me while the chopper picked them off with its rocket salvos. Smoke grenades, dramatic dives over hills with bullets and explosive shells impacting the ground around me, panicked calls from the chopper as it began to take damage. But it worked, and it fulfilled the objective. The fact that enemies from that point on started carrying rocket launchers to counter my attack chopper runs was just icing on the cake - a small example of how consequences can ripple through the rest of The Phantom Pain's systems.
They're felt throughout the Mother Base metagame, too, which sees you essentially kidnapping enemy soldiers (via balloon) and brainwashing them into joining your military outfit. Once there, they can be assigned to develop new items, provide intel or support in the field, or be sent on their own off-screen combat missions. Though you also collect resources, vehicles and other pieces of kit in the same way, people are your primary resource.
This solves one of the stealth genre's lingering questions: why would you bother pursuing a careful, non-lethal approach, when so many of your items can kill with greater ease? Because dead men don't deliver supply drops to you mid-mission. Though you can manually assign these minions in order to, say, go all-in on a big weapons development project, for the most part they can be left in their automatically-assigned positions and forgotten about. Regardless, the reward for running an efficient base is worth it, for every new item and upgrade expands your range of possible options in the field.
That scope almost never stops expanding. Entirely new game mechanics are introduced 20, even 30 hours in. I completed all story content after 55 hours, and I still don't feel like I'm done with the game. Never before have I played something that so confidently rests on its mechanics to provide the substance and context for purely emergent drama. In doing so, The Phantom Pain is the rarest of creatures: a Japanese immersive sim. Echoes of Thief and Deus Ex and Far Cry 2 meld with the series' own design to create something entirely unique. Unlike its po-faced Western brethren, The Phantom Pain revels in the often comedic and ridiculous results of its emergent interactions.
This is a game where you can defeat a boss by ordering a supply crate to drop on their head. It's bizarre in a way that feels completely, wholeheartedly, intentionally Metal Gear. I don't have nearly enough space to talk about all of these such moments, and I wouldn't want to - they're for you to discover.
Such player-driven drama, comedy, and action eclipses anything in the disappointing scripted narrative. The Phantom Pain is one of the worst Metal Gear stories ever told. It functions neither as a standalone narrative nor as worthwhile insight into the series overall. And yet, The Phantom Pain is the best stealth-action game ever made, one where playing flawlessly is just as thrilling as outright failure. And boy - what a thrill.
All Interactive Maps and Locations
48. Capture the Legendary Brown Bear
The pesky brown bear (which has a white coat of fur, oddly) can be found just north of guard post #6 in the valley. Head northwest form the guard post and look for the crack in the wall you can climb up.
The bear is a formidable foe and can kill Snake in one hit, so avoid getting in close contact with it (Snake can dodge the bear but the timing will be difficult). To avoid getting mauled, stand on top of a large rock and the bear won't be able to attack Snake.
Stay on top of the rocks and begin shooting Tranq rounds at it. It will take about 20+ Tranq rounds to put it to sleep.
Once the bear is in a deep sleep, extract him out of there to complete the mission.
Up next: 49. capture the legendary ibis, top guide sections.
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Metal Gear Solid V: The Phantom Pain secrets
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This article lists the secrets of Metal Gear Solid V: The Phantom Pain .
- 1.1 Save File Bonus
- 1.3 Alternate Debriefings
- 1.4 Meeting with Eli
- 2.1 Happy Birthday
- 2.2 Low Morale
- 2.3 Away Time
- 3.1 Pig's Head
- 3.2 ACC Drip
- 3.3 ACC Pictures
- 3.4 Tranquilizing Ocelot
- 3.5 Cardboard Box Defense
- 3.6 Falling Objects Sign
- 3.7 Water Pistol
- 3.9 Rescuing Miller
- 3.10 Magazine
- 3.11 Tranquilized Soldier
- 3.12 Power Lines
- 3.13 Butterfly
- 3.14 Hidden Camouflage Images
- 4 Notes and references
Bonus scenes/dialogue [ ]
Save file bonus [ ].
In the aftermath of Missions 3-10, and 12, if the player has both a save file of Metal Gear Solid V: Ground Zeroes , and had managed to extract certain key characters from the Main Mission and Side Ops, the Report screen for recruited soldiers will have a special volunteers banner flash and Miller calling in stating that some soldiers they had earlier extracted in Cuba have decided to rejoin them after hearing that "Big Boss was back."
Destroying the communications equipment prior to starting this mission will cause a stunned Ocelot and Miller to declare the mission complete only seconds after it starts.
Alternate Debriefings [ ]
Some missions have debriefings that are either unlocked completely or otherwise expanded upon by following certain criteria:
- Mission 7: Either extracting the Red Army brass or otherwise neutralizing them (ie, killing them) only after listening to their speech has Kazuhira Miller relaying to Snake the contents of their meeting.
- Mission 14: Rescuing at least one British POW in addition to the Viscount will have Miller reveal to Venom Snake the Viscount's duplicitous nature and imply that he intends to have the Viscount undergo more severe interrogation for his earlier actions to his comrades before reporting on the delivering of Walker Gears to the various PFs, CFA included.
- Mission 19: If the player either extracts the Major or otherwise neutralizes him after listening in on his conversation with his subordinate, Miller will relay to Venom Snake what the Major revealed on everything he knew about the events, including that ZRS was planning to kill an old man .
- Mission 21: If the player decided to extract the CFA executive instead of killing him, Miller will debrief Venom Snake by revealing that the CFA executive wanted to join Diamond Dogs and reveal that it was his higher-up's idea to prolong the fighting with the implication that he didn't necessarily support it. Similarly, extracting the arms dealer will have Miller reveal that he was headhunted by SANR and that he wasn't actually its president, only receiving his orders from a cutout.
- Mission 22: If the player extracts Mosquito , Miller will reveal Mosquito's past as a former Militaires Sans Frontières member.
- Mission 26: If the player extracts the Trafficker , Ocelot will relay what the trafficker told him about the Devil's House.
Meeting with Eli [ ]
When Venom first meets Eli , he'll speak Kikongo during the cutscene if you have an interpreter. If you don't, he'll use English.
Mother Base scenes [ ]
Happy birthday [ ].
A "Happy Birthday" scene can be triggered by returning to Mother Base on your birthday. It changes depending on which characters you have on the Mother Base.
Low Morale [ ]
A scene with soldiers fighting each other can be triggered by returning to Mother Base when your GMP is in the red or the morale of your soldiers is low.
Away Time [ ]
Five different scenes can be triggered by returning to Mother Base after going away for 5 real life days. If you don't have DD , a scene with your soldiers will be shown. If DD is still a puppy, a scene with a puppy will be shown. If DD is grown up, one of the three scenes will fully grown DD will be triggered depending on how good your bond with him is.
If Snake does not use a shower in a while, a special cutscene is triggered upon arriving at Mother Base; Pequod, DD and other Diamond Dogs soldiers are seen recoiling from your fly-covered presence, and Ocelot throws a bucket of water at you as punishment. However, if Quiet is present, she will take you to the shower with her. Showering with Quiet is the only bonding moment that can be used with the Medic model.
Easter eggs [ ]
Pig's head [ ].
Shooting the pig's head in Mission 23 will have it oink.
ACC Drip [ ]
Returning to the ACC while suffering from a serious injury, Venom will be hooked up to an IV drip. If you were seriously injured twice or more, it'll be replaced with a blood transfusion.
ACC Pictures [ ]
As you complete more missions, pictures are added or removed to the interior of the ACC. For example, intel files will be placed on the ceiling, pictures of Quiet are added as your bond grows with her, and as you Fulton extract more soldiers, you'll see pictures of your new army.
Tranquilizing Ocelot [ ]
When the opportunity to do so arises, shooting Ocelot with tranquilizer darts will make him say humorous lines, such as "Two plus two equals five", "That won't work, I've had drug resistance training" with a slur, the names of Nose Electric Railway train stations (a recurring gag in the series,) and " La Li Lu Le Lo ."
Cardboard Box Defense [ ]
Using a cardboard box or performing a quick dive will put out fires. Similarly, hiding inside a cardboard box after throwing a stun grenade will have the player avoid the effects of detonation.
Falling Objects Sign [ ]
While the Command Platform has less than four platforms there is a sign warning of falling objects near the location that Ocelot teaches the player CQC and fulton game mechanics. If the player stands in front of the sign then in a few seconds a supply box will drop from above, complete with cartoony sound effects. This can only be done once per Mother Base visit or reload.
Water Pistol [ ]
Using the water pistol on exposed internal components of power or radio equipment will short them out without causing the enemy to suspect an intruder nearby, though they will still come to investigate. It can also be used to destroy mines. Also, using the water pistol on either Quiet or one of the Skulls will have them briefly shake due to the parasites. Furthermore, using the water gun on a guard's face will stun him long enough for the player to take him out before he can raise the alarm. If a water "bullet" hits near a guard it will distract them but if the player shoots while a close guard is looking in their direction then the guard will likely spot them. Like with campfires, the Man on Fire can be neutralized with the water gun, though it will take quite a few shots.
Shooting the AI pod before and after retrieving it will have it spout lines from Metal Gear Solid 3: Snake Eater and Metal Gear Solid: Peace Walker , although the latter will require the player to have glass-piercing ammunition to do so.
Rescuing Miller [ ]
When rescuing Miller, you can actually have Venom Snake say "Kept you waiting, huh?" if you press the action button. Also, if the player takes 3 in-game days on the "Phantom Limbs" mission, Miller will be dead when you find him and the cutscene will change accordingly, leading to a Game Over screen.
Magazine [ ]
Throwing a magazine at the soldier's head in reflex mode will have him be stunned instantly, which works even with helmets.
Tranquilized Soldier [ ]
Putting a tranquilized enemy on the bed will make other soldiers ignore him, they will not attempt to wake him up.
Power Lines [ ]
Knocking over low-voltage overhead power lines while it is raining will cause it to discharge electricity in the vicinity, which will also shock and instantly stun any soldier in range.
Butterfly [ ]
Putting a butterfly on your emblem will stop Quiet from leaving. This way, however, her final missions can't be completed.
Hidden Camouflage Images [ ]
When using one of the camouflage patterns for Mother Base, there are images secretly painted in certain areas. They also seem to apply to some of the camouflage uniforms. Though some vary from Snake to mother base staff. For example Snake's Desert Fox and Woodland camouflages both have the Fox Unit symbol hidden on them. Where as for mother base staff it is only on the Woodland camouflage. All known camouflage uniforms with hidden images are Desert Fox, Woodland, Tiger Stripe, Tiger Green, Golden Tiger, Squares, APD, Splitter, and Urbans Gray and Blue. With all of them matching the same hidden images on the mother base camouflages. Splitter being the only one to apply to the ACC as well. Also of note is for the BDU camouflages Urban and Tiger have multiple different colored versions, where as for the Mother Base camouflages they have only one. But the hidden images all still remain the same amongst the different colored versions. :
- Base Color 001: A Fox Unit logo.
- Base Color 002: A snarling wolf.
- Base Color 004: A Diamond Dogs Logo
- Base Color 005: A dog face.
- Base Color 008: A running dog.
After customizing the ACC with the Splitter camouflage pattern there will be a dog's face, similar to the Diamond Dogs logo, on the port side of the tail boom. The same image can be seen on the back of Venom Snake's right shoulder blade when wearing the Splitter fatigue but for staff members will be enlarged and on their left. The imagery is hinted at in the preview box used when selecting the camouflage or player fatigue to use.
The Squares mother base staff BDU and MGO3 BDU have a cameo for the Cardboard Box in Metal Gear on the pattern, though it does not seem to apply to the Mother Base Squares camouflage version or Snakes Fatigue.  
Using the APD camouflage on Mother Base or Snake and staffs camouflage uniforms will have a hidden cameo of Snake infiltrating Zanzibar Land as well as a Zanzibar Land guard from Metal Gear 2: Solid Snake . 
Notes and references [ ]
- ^ https://twitter.com/HEITAIs/status/888017450515615744
- ^ https://twitter.com/HEITAIs/status/888021037287301120
- ^ https://twitter.com/HEITAIs/status/887699119782862848
- 2 Solid Snake
- 3 Venom Snake