You are on page 1of 16

Hello and thank you for checking out this guide!

I produced this guide for a


few reasons, mainly which is that I enjoyed this game and want to help others
enjoy it too. The objective of this guide is to lay out what will be needed to
finish each of the missions, get S rank on each mission, finish all mission
objectives and other miscellaneous things that will help get as much of this
game finished as possible. I will do this with very few spoilers except things
you really need to know.
This guide was written by dazedorblazed (PSN ID) and is copyrighted by Magic
Jar Publishing. I played the PS4 version of this game.
I don't mind if this guide is posted elsewhere, but please keep it intact and
give credit where credit is due. If you have any questions or comments feel
free to send me an email at:
magicjarpublishing@gmail.com
This guide supports searching via ctrl+F. Refer to the Content guide above for
the necessary shortcuts.
*** Support This Author *** [SUPPORT]
This part is completely optional of course!
Writing a guide like this takes work, so any support is always appreciated. The
best way you can support this particular guide's author is to look up a book
series called Rift of Askrah, available at most ereading retailers. By
purchasing these books you are giving the best support imaginable! Well, that
and sharing this guide and/or books with others of course. Additionally, the
first one is free at most retailers, so you can check out the series with no
risk.
With that said, let's get things moving...
*** Getting Started *** [START]
MGSVTPP is a vast and complex game that requires a touch different from most
previous metal gear games, with the exception of Ground Zeroes, which was an
introduction to the new FOX engine MGSVTPP is using.
If you have previous Metal Gear Solid experience, the changes will be pretty
noticeable. Of course, not so much that that experience is no good, but enough
that it is like driving a car you've never driven.
Some key things to keep in mind:
***My map is always set to North, not Heading, so all directions given will
assume the map is set to this setting.
***Money in this game is called GMP, and it is needed to do practically
anything, and I mean ANYTHING. Equipping your character with weapons, items,
and accessories costs money. The better the gear the more money. Having your
helicopter pick you up costs money. Getting ammo sent costs money. It's very
important that you keep an eye on your GMP at all times, and never let it get
anywhere near zero! If it goes below zero you can loser base personnel or have
their morale drop.
***Resources are just as important!! You can't develop or use many of the best
or upgraded items without them. For that reason, do not use them just because.
Use the bare minimum equipment you will need to get the job done, preferably

with weapons that only cost GMP to deploy.


***There are two types of resources; medicinal plants and mined resources.
***Medicinal plants are found out in the world and can be picked, or are
received through some of the online interactions with other players. Also can
be received through mission bonuses. Luckily these will appear on your map
under certain conditions and are renewable. Some are more rare than others, and
some only appear in one of the two main open world areas (Afghanistan and
Africa).
***Mined resources are received periodically through automatic mining at Mother
Base. They can also be received by extracting cargo containers (requires
upgrades, more on this later). It can be stolen from other players online in
the same fashion, and small bits are received from mission bonuses. Finally,
there are small cases through the various camps and bases of processed
materials. See next paragraph for this.
***Processed/Unprocessed Materials - Materials are mined unprocessed. You can't
do anything with them in this form except sell them. What you have to do is
wait for the Base Development platform to process them, which happens
automatically like mining.
Please note that I don't know the exact mechanics for how many materials are
processed and how often. From my observations it is impacted by leveling up
your Base Development team, but overall it is a slow process. Even with a fully
upgraded unit and all A++ or higher soldiers I don't process what I would call
a ton, and I don't always process some of every material. This is a big part of
why I stress NOT TO WASTE RESOURCES!
Why is this so important? Because it takes quite a long time to get the
necessary materials to upgrade your base, which is very important for both
single player and online play. Many pieces of equipment use resources when you
deploy with them that are needed for expanding the base and upgrading said
equipment, so you must find a balance. I personally recommend using the W.
Silent pistol as much as possible, as it only costs GMP to deploy with, and
you can keep enemies alive to extract.
You can also do yourself a favor and steal resources from an online opponent,
that way you have a surplus to process even at the beginning when mining is
providing even less than it will later on.
***Mother Base is your headquarters, and where you and the Diamond Dogs will
call home. Developing it (both the offline and online ones) will be crucial to
succeeding, as upgrading the different platforms gives you space for more
personnel, which in turn means you can get their levels higher. More on that
below, but just know for now upgrading the base should be priority one!
Note that you should start with upgrading the Base development platforms so
you can process more materials faster, saving you time through the game. It's
your call, but I highly recommend it.
***Return to Mother base frequently. There are many things that happen here in
different areas, plus returning to mother base allows you to shower down and
visit staff to increase morale. I try to return after every mission or sideop
or two, and at the beginning of the game you want to go as often as you can so
you're sure not to miss anything.
***There's a special guest in the medical wing. You can visit that person on
the third floor behind a door you have to press a button to open. Give this

person photos whenever you can!You'll unlock the photos as you play the game
and by doing certain side ops...
***Soldiers in Mother Base can be obtained a number of ways. The first and most
reliable method is to extract enemies out of the open world zones or from
missions. At first you won't' know a soldier's stats until you get them back to
Mother Base, but in time you can fix that. It is very important to get Mother
Base full regardless of the skill of soldiers, because as you get better
personnel, the inferior ones will be replaced automatically.
The second method is through volunteers. You can get soldiers who will
volunteer to join Diamond Dogs at the ends of missions and online interactions.
This is controlled via Heroism, which is covered in the next paragraph.
***Heroism is the numerical value of Snake's standing in the world. The higher
it is, the more soldiers will want to volunteer to join Diamond Dogs. Heroism
is increased through a variety of ways, which include completing missions and
sideops, saving prisoners and numerous other positive actions Snake can take
at any given time.
Be warned however that Heroism can fall for a number of reasons, such as being
attacked by a wild animal, being spotted by guards, or killing soldiers in an
online opponents FOB (online mother base)
It is very important to note, and I haven't seen this listed anywhere else,
that killing soldiers online costs you heroism, but killing soldiers single
player, like in missions, sideops, or free roaming does NOT cause you to lose
heroism, so feel free to use a lethal weapon single player if it will help you
clear a mission. As for killing online soldiers (not the players, but their
soldiers) it will cost you heroism, but if you succeed you will probably gain
more than you lost. Plus it's hard to get through without killing some, but
there will be more on this later.
Don't confuse Heroism with Espionage or PF Rank. You aren't ranked by Heroism
like those two, and the stat is more for single player and recruiting
volunteers. More on Espionage and PF Rank below.
***When starting the game you should focus on just completing the core mission
objectives. Don't get bogged down by all the side objectives within the
missions themselves, as many of them are hard or impossible to accomplish
without upgrades. Now if you see the chance to complete a side objective by
all means do, but it's going to make your life a lot easier to just replay the
missions later and get those objectives done when you have better stuff and
upgrades.
There are some important exceptions to the above though. First, if you are told
to kill someone, try extracting them instead. It may be a side objective, or
they may have a useful skill (more on skills later). This is the same for
rescuing prisoners. Replay the missions and rescue the prisoners if you can,
because they usually have unique skills you'll want to utilize back at mother
base.
Another exception is blueprints. Always go back and do the mission again if you
didn't get any blueprints listed. Interrogating enemies in areas where the game
says there are blueprints should eventually reveal their location.
***Marking is very important. It allows you to see enemies even through walls
as well as on your map. To mark an enemy just get them in the center of your
binoculars.

***Sneaking is going to be your best friend. As such you'll spend a lot of time
crawling around on your stomach, which makes it hard for enemies to notice you.
Other things you can do to help are wear certain clothes, move slower, and stay
in the darkest areas you can find. You can do things like shoot out lights,
turn power to lights off and a myriad of other things to hide. Also, as long as
you don't approach a guard from the front they pretty much can't see you.
Finally, unless you are wearing certain clothes your footsteps will also make
noise (unless it's raining, then crouched stance will be silent).
***There are three different stances your character can take, which are
standing upright, crouched and crawling. Upright is the least stealthy but the
fastest, and crawling is the reverse. Unless you like to play gunner style
you'll be crouched or crawling a lot.
***Health and Damage are not present on the screen as constant bars. As you
take damage holes will rip in the screen and it will start to turn red. Too
much damage and you die. Damage disappears over time, but total damage is
cumulative, so every time you get injured it will take a little less damage to
kill you even if you let your current damage fade. To restore yourself shower
down at Mother Base.
***Reflex mode engages when an enemy spots you but they aren't already alerted
to your presence. Time will slow, and if you shoot them or take them out before
the slow motion ends they will not raise an alert. The amount of time reflex
mode lasts is reduced each time you use it until you return to mother base and
shower down.
***Day vs. Night is very important. You are many times harder to see at night.
It's also easier to evade curious enemies as their LOS is much shorter at
night. I advise doing missions at night whenever possible.
***Buddies are combat helpers who will join you on most missions. By the end of
the game there are four you can choose from. I personally recommend D-Dog about
90% of the time, and the others the other 10%. Now, I know many people would
say use Quiet pretty much all the time, and to be honest I did for a long time,
but I realized that there is one crucial thing that makes D Dog better, and
that is his scouting ability vs. Quiet's. Quiet can scout, but she usually
won't reveal 100% of the personnel, weapons, etc in any give area before taking
up her sniper post. Secondly, she is limited by those very posts. If you are
outside a settlement proper her usefulness plummets. D dog on the other hand
moves with you and reveals all enemies, prisoners, etc within a certain radius,
regardless of walls and such, making completing many optional and main
objectives MUCH easier. As for the horse there are a couple of missions where
it is useful, and same with the D walker. If you want my opinion then you
should use D-Dog most of the time, unless there is a good place for Quiet to
cover or you want her help fighting. I didn't really need her help for that as
I snuck around and took care of stuff myself.
***A spoiler involving Quiet. I don't like giving spoilers, and even here I'm
not going to give all the details, but it's important to note that toward the
end of the game you can lose Quiet as a buddy through what happens in the
story. If you want to avoid this you must unlock the butterfly emblem, which
I've heard is earned by having Quiet kill more soldiers than you in a mission
3 times. I haven't verified this because I lost Quiet since I had no idea about
any of this on my own save. From my understanding that emblem will suspend the
mission where you lose Quiet, and you can save it for the very end if you want,
or never do it and never lose her (but not get 100% either). It was actually
only after losing her I saw the real value of D dog anyways.
***A tip for missions - If you want to be free to wander a mission area, but

don't want to worry about a target being killed or lost, then grab it and put
it somewhere safe. For example, if you are saving a prisoner, but there are
other objectives you want to work on, then go get the prisoner, move them
somewhere safe, take care of other business, then come back for them. This can
be useful when you need to complete secondary objectives that will be outside
the hot zone if you extract a target
What clothing to wear - Most of the time you should be wearing the Sneaking
Suit as soon as you have access to it. It muffles your footsteps and offers
pretty good blending on most surfaces. Really the only exception, at least
until you've completed most of the game and get some of the special outfits, is
the Battle Dress. This makes you harder to kill, and is great for missions
where you have no choice but to fight.
*** Mission List *** [MISSION]
A quick note on suggested progression. I highly suggest you focus on completing
the core objectives of each mission so you can move through the story and
finish the core game. After you have completed all the missions with some kind
of rank, go back and start trying to get an S rank on all of them. After you
have all the S ranks, go back again and start doing any optional objectives you
skipped.
Some people may suggest doing all the side objectives and then trying to get S
ranks, and this is a perfectly legitimate way to go about it. However, getting
the S ranks out of the way first gives you the chance to approach each mission
without worrying about time or rank. Also, you can then use special equipment
that limits your mission completion rank to A without feeling bad because you
already have the S rank.
Either way, completing the main game comes first.
Take note that you don't start the game with all the platforms or units. They
will be unlocked as you progress through the story, so don't panic about not
having all the stuff for the base. You're eased into it through the first part
of the story.
Finally, be sure to realize that some objectives must be completed in certain
orders, before you complete the main objective for a mission, or other special
parameters. For example, if you complete the main objective of a mission, it
usually creates a Hot Zone that, if you leave, the mission will end. This is
significant because some optional objectives will be outside of this Hot Zone,
therefore you must travel to these places before completing the main mission
objective, or play the mission again and go there before doing the main
objective(s).
The Hot zone isn't to be confused with the white border around the mission
area. That is the boundary for the entire mission. Going outside the white
barrier results in failing the mission. The Hot zone is an area that appears,
usually around you or your final target, that exiting will count as completing
the mission the same as if you took a helicopter out. It is red, and not as
big as the entire mission area. However, there area couple of missions where
the game treats the mission zone like the hot zone...
*** Mission 0 [Flashback] Prologue: Awakening *** [MISS0]
***Mission tasks:
1. Completed the Mission without triggering Reflex Mode

2. Completed the mission without allowing the Man on Fire to attack even once
after meeting with Ocelot
Welcome to the beginning of the game! After everything goes down and you have
control, just crawl along. Your route for this whole mission is pretty much
set. Follow Ishmael and do what he says. There's only a couple parts you can
mess up, and even if you do and have to start over at the checkpoint, no big,
we'll worry about rankings later after all (plus you can still get S ranks even
if you have to use checkpoints, so don't worry too much about dying. Time is
usually the most important factor for S rank).
Eventually Ishmael will cover for you, leaving you in the front atrium of the
hospital alone with some armed guards. Dispatch or avoid them and head toward
the door across from the main stairs. After the cinematic run outside. More
scenes and you'll be with Ocelot. Use the shotgun to keep the Man on Fire at
bay until you escape.
As the first mission this one is pretty hard to get lost in.
***Getting S Rank
Hurry though and you should be fine. Complete the objectives if you can for
extra points. Should be no trouble with a little practice at the game, if you
don't get it on your first try anyways.
***Completing all Mission Objectives:
Both of the objectives in this mission are optional.
Easiest way to get 1. is to turn reflex mode off in the menu for the duration
of the mission.
Getting 2. is just matter of shooting at the right time. I pretty much just
shot him whenever it looked like he might do something, though Ocelot also
gives some cues as to when to fire at him.
*** Mission 1: Phantom Limbs *** [MISS1]
***Mission tasks:
1.
2.
3.
4.
5.
6.

Pinpointed Kazuhira Miller's whereabouts


Extracted Kazuhira Miller
Extracted the commander from Wakh Sind Barracks
Completed the mission without being discovered by the skulls
Secured the rough diamonds hidden in Spugmay Keep
Extracted the Transport truck driver

Your first solo endeavor brings us out to the deserts of Afghanistan to rescue
Miller, who seems to have gotten himself into a bit of trouble. Our main goals
are just to get to where Miller is, get him out, and escape, so let's do it.
The game is nice enough to put a way point toward your ultimate objective, but
it also puts an objective circle over Da Wialo, where you can find the intel
file that will pinpoint Miller's whereabouts. You can also interrogate guards
at Da Ghwandai to find his location. If you don't want to do either you can
find Miller confined in a house toward the back of the village, once again the
biggest one. Go inside and free him, then it's time to go.

However, something will get in your way. Try to sneak past the enemy, but if
they discover you jump on that horse and ride like the wind toward the new
extraction point until they give up. Call in a chopper and head back home to
complete the mission.
***Getting S Rank
It's all about time. If you've played the mission and know where Miller is, go
straight there to save time. Get in and get him out as quick as possible and
the time bonus alone should get you an S rank.
***Completing all Mission Objectives
1. Is completed in Da Wialo. The intel file is in the big building with
soldiers outside and a big Russian flag on a pole. It's on the second floor.
2. Is completed when you get Miller out of the mission zone. He's in a building
toward the back of the village cuffed to a wall.
3. Is completed by going to Wakh Sind Barracks and capturing him. Interrogate a
guard for his location, which is past the big fence in the back left house-type
structure. You can also recognize him by the red beret (a common thing for
commanders in this game so remember it!)
4. Is just a matter of patience, the skulls will wander toward you, carry
Miller under the bridge and sneak behind them once they go far enough forward.
Get a ways away and the mist disappears. I left the horse behind to sneak.
5. You can go to Spugmay and find the diamond on top of a cliff to the north,
about equal height to the tallest structure there. You have to go around the
side up the hill to reach it.
6. Drives around the area, I captured it at the same time as capturing the
commander from 3. Just follow the roads between the different outposts and
you'll spot it parked or driving. Extract the driver to complete. Truck is not
objective, but you can take it if you have the upgrades.
*** Mission 2[Flashback]: Diamond Dogs *** [MISS2]
***Mission tasks:
1. Completed the Fulton Extraction training
2. Extracted staff, raising your R&D Team's level
3. Developed Cardboard box, and completed basic training
4. Completed Restrain Training
5. Completed Strike Training
There's not much to tell about this one, it's a training/guided mission so
it'll hold your hand. Objectives 4 and 5 can be completed when Ocelot says you
can go by sticking with him and doing what he says about the two of them. No
problem.
***Getting S Rank
No ranks on this mission.

***Completing all objectives.


1.-3. are completed through the mission. 4 and 5 can be done by sticking with
Ocelot and doing what he says.
*** Mission 3: A Hero's Way *** [MISS3]
***Mission tasks:
1. Eliminated Spetsnaz commander
2. Neutralized the Spetsnaz commander from more than 100m
3. Extracted the Spetsnaz commander
4. Picked a haoma in the desert between Shago village and Spugmay Keep
5. Secured the processed materials hidden in Shago village
Now we get to a mission where even if you want to you can't complete all the
objectives in one go. You can't do both 2 and 3 in one go, so you'll have to
pick. I recommend extracting him the first time, as we can do 1, 2 and the S
rank together.
So assuming you follow my instruction head toward your destination from the
eastern Landing Zone (LZ). Once you can see the village look through your
binoculars. The main building in the middle is where the commander is. He's
inside on the first floor, but if you watch the truck with three or four guys
park and walk inside the main middle area you will see the target come out of
a door to greet them. Once you have marked the target move carefully into the
village, subdue any guards in the way, and knock the target out or tranq him,
then you can either Fulton him, or carry him with you toward whichever LZ you
want to extract from.
Do this successfully and the mission is finished.
***Getting S Rank
This mission is one of the easiest to S rank on. All you need is a sniper
rifle. Land at the eastern LZ just like the first time, and go to the same
vantage point where you can see the target exit through the door to the
outside. Shoot him from here and he should die even if it's not a headshot.
This is probably a good time to point out that if you shoot a soldier and he
falls on the ground and doesn't get back up, but instead just rolls around in
pain, he will eventually die and none of the other soldiers can save him. You
can extract soldiers in this state and save their lives too. If you him him in
the head it's instant death, but even if you wing him he should die, and you
are far enough away not to get caught. Call in the helicopter and leave and you
should have an S rank for this one no problem.
***Completing all Objectives
1. and 2. are completed via S rank way above.
3. you sneak in and get him to complete the mission the first time.
4. you should Bring D dog and head out into the desert between the two towns.

Pick any Haoma you find until it gives you the cleared message.
5. pick up all processed materials in this area until you get the complete
message. Guards can reveal their locations if you interrogate them.
*** Mission 4: C2W *** [MISS4]
***Mission Tasks
1. Identified the comms equipment at the Eastern Communications Post
2. Destroyed the comms equipment at the Eastern Communications Post
3. Found the hidden diamond stash near the Eastern Communications Post
4. Destroyed the transmitter at the Eastern Communications Post.
5. Extracted 2 prisoners being held at Wialo Village
6. Extracted the materials container from the Eastern Communications Post
This mission is pretty simple. Follow the road east from the LZ and it will
lead you to the Eastern Communications post. You should be approaching from the
South. If you look at your map, you should see another, smaller dotted road
going west by north west into the mountains behind the facility. Follow it and
watch to the left. You will see a rock you can climb that is kind of steep. At
the top are the diamonds for objective 3.
That accomplished look around at the outpost below you. You should be able to
see 3 satellite dishes, but maybe only two if your view is obscured. Mark all
three of them with your binoculars to clear objective 1. Now you have two
options. Blow up the dishes individually, or go into the largest building in
the middle and blow up the main console. You'll need explosives for either, but
I recommend c4 as you can set them off after you've removed yourself from the
village.
Once it's blown off run out of the hot zone and you win.
***Getting an S rank
Nothing too special to it except to hurry. Time bonus should get you there
fine.
***Completing all Objectives
1. and 2. are the result of finishing the mission. 1. you identify the
satellite dishes with your binoculars and 2. you blow them up.
3. is found up in the hills just behind the outpost on a steep rock to the
left. See the mission walkthrough for this mission for a detailed explanation.
4.is completed if you destroy the main console in the largest building instead
of the three dishes individually.
5. you just need to head to Wialo and either interrogate guards or bring D dog
to find 2 prisoners.
6. you have to extract the container closest to the little building in the
middle of the outpost.

*** Mission 5: Over the Fence *** [MISS5]


***Mission Tasks
1. Extracted the captive engineer.
2. Fulton extracted the engineer through the hole in the facility's basement
ceiling.
3. Extracted the prisoner plotting to escape from Wakh Sind Barracks.
4. Extracted the four-wheel patrolling between outposts.
5. Secured the blueprint in Wakh Sind Barracks.
It doesn't matter what LZ you start from on this one, but the western most one
puts you in a better position in my opinion. From there head to the nearby
Wakh Sind and move cautiously up the hill toward the big fence. Keep right as
you approach the gate and instead of trying to sneak through it go up the rocks
and along the top. If you have D dog he will identify a prisoner who if you
extract you will complete 3. He's not our main target so you'll have to keep
going.
If you've found the above prisoner you're almost there. Go across the road and
into the back of the facility. There are some stairs leading down inside, and
you'll find the prisoner behind a locked door here.
Now you have two options. Carry him outside to extract him, or complete 2.
Might as well complete 2, so go into the other set of rooms across from where
the prisoner was and you should see a hole in the ceiling. Put the prisoner
down so he is below the hole and you should be able to extract him now.
Do this and you just need to escape the base and leave the hot zone on foot or
via chopper to complete the mission.
***Getting S rank
Once you know the layout and where the prisoner is, you can be in and out in a
matter of minutes, securing enough of a time bonus to earn the S rank.
***Completing all Objectives
1. is completed by finding and extracting the target.
2. is done by extracting through the hole in the ceiling in the rooms across
from where the prisoner is originally being held at.
3. is found on the rocky path that runs over the top of the large gate for the
main fence that leads to the back part of the base.
4. is found driving around the outposts. It should show up at Wakh Sind pretty
quickly, parking on the road near a guard post. You can grab it before heading
up toward the main part of the mission if you want to wait.
5. is found by interrogating guards in the area. Eventually one will mark it on
your map.

*** Mission 6: Where do the Bees Sleep? *** [MISS6]


Mission Tasks:
1. Secured the Honey Bee.
2. Eliminated the Skulls.
3. Secured the Honey Bee with its ammunition intact.
4. Extracted the prisoner who cannot speak
5. Extracted 2 snipers at the Mountain Relay Base
6. Eliminated the Gunship
This mission can be challenging at first, but as long as you know where to go
and are cautious, clearing it shouldn't be a problem. You've got quite a trek,
but I advise using D-dog instead of the horse. There are several obstacles
between you and Da Smasei Laman, and being able to see the enemies and avoid
or deal with them easier will help.
Follow the road to the mountain relay base. I recommend you sneak through here
even though 4. can be completed here. He's surrounded and you may want to wait
until a replay to try that objective, but it's your call. If you save him he
helps you locate the Honey Bee better, but I can do that too.
Continue past the relay base and head for Smasei. There is a base type area
outside, and across from where you enter there are entrances to a system of
caves. You need to head for the caves. Once inside, follow the path up to the
second floor of the caves, and look around until you find some more entrances
that lead further back into the second floor of the caves.
Here you will find a kind of living area with some soldiers patrolling. Avoid
them and keep making your way in until you find a tunnel that leads even
further back into some more rooms/living areas. In one of these rooms you will
find the Honey Bee on the floor. Pick it up and start heading outside.
Some tough enemies will get in your way, so for now I advise trying to outrun
them and keeping the honey bee intact. There are much easier ways to kill these
enemies and clear the objective that calls for their defeat.
Once you escape and the mist disappears you can extract yourself in whatever
fashion you prefer for a mission complete.
***Getting an S rank
This one you may be able to do on time alone, but getting the no stealth, kills
and those type of bonuses can help make up any lost ground. Fighting the skulls
is not required at all for an S, and their discovering you does not count
against you.
***Completing all Objectives
1. is completed by finding the Honey Bee in the cave. The prisoner from 4. can
help narrow it down.
2. is completed if you fight and defeat the skulls. I suggest waiting until you
have the inifinity bandana and/or a strong rocket launcher, or D walker with
gatling gun, preferably max level.

3. is completed by getting the Honey Bee and not firing it at all.


4. is completed by saving the guy at the mountain relay base, he is surrounded
by guards toward the east end.
5. is completed by extracting 2 snipers. They aren't identified by marking,
instead you have to check if they are holding a sniper rifle, either before or
after you take them down. Have to be alive to extract, so don't kill them.
6. is completed by bringing a rocket launcher and shooting down the gunship.
*** Mission 7: Red Brass *** [MISS7]
Mission Tasks:
1. Eliminated the commander of the company stationed at Wialo village.
2. Eliminated the commander of the company stationed at Shago village.
3. Eliminated the commander of the platoon stationed at Wakh Sind Barracks.
4. Extracted the commander the soldiers riding in his vehicle (4 total)
5. Extracted the three commanders
6. Listened to the end of the three commanders conversation
7. Extracted 2 prisoners being held at Ghwandai Town
This mission is a hurry up and wait type. Your goal is to take out three
different commanders who are meeting in the village of Da Wialo. Choose an LZ
close to that village and then head that way, preferably with D dog in tow.
The commander already stationed here is located toward the center of the
village inside a building with a couple different entrances. D dog is very
helpful for this part as well as staying undetected as you choose how to
Author's Foreword

Welcome to the Destiny guide! Thank you reading. This game is one of the most
popular out right now and it's incredibly intriguing. This guide will aid you
through the Story Missions, Strike Missions, and acquiring the Dead Ghosts and
Gold Loot Chests in each world. This is a work in progress and any additional
information is welcome. If you are looking for a more detailed guide with video
and pictures, then check out the upgraded version at GamerGuides.com
The Story

Our destiny lies above us, in the stars.


From beyond our tiny pale blue dot in the night sky, the Traveler came to us,
lifted us. We reached out across the solar system and beyond.
We built cities on Venus, Mars, and beyond; we explored the depths of the
planets and the edges of our solar horizon. The brightest Golden Age of our
species history, we learned so much, we saw so much. But we were not alone.
The Traveler did not come to us unnoticed.

Something pursued the Traveler, a vast and terrible Darkness. It found the
Traveler. It found us.
Our civilization was ruined, cast down. Humanity was nearly extinguished. The
Traveler gave everything to stop the Darkness, to cast it back into the yawning
black spaces between the stars. We did not perish. But we lost so much. And the
Traveler fell silent, floating above our last city.
Fragments of the Traveler s Light, Ghosts of its former glory awakened, sought
out those among us who could protect us, defend us, and give us hope for the
future.
They are Guardians. You are a Guardian.
Rise, Guardian, and look up. To the stars.
Our destiny awaits.
___________________________
________________________//\\________________________
________________________
Classes
________________________
\\_________________________//
[0200]

Character Design

Before choosing a class you'll want to create a character. The races -- Exo,
Awoken, and Human -- don't really matter nor does the gender. There are no
benefits to picking whatever you want so do exactly that, make the character
that you want to play as.
Class Overview

As a Guardian of the City you'll be organized into one of three classes:


Hunter, Warlock, or Titan. Each class has two different sets of skills, one is
the primary and another being a subclass. The subclass is unlocked at Level 15
and once any character you have reaches Level 15 all other characters will have
their subclasses unlocked, allowing you to choose another class while starting
as the subclass should you prefer it. Before making a choice, understand that
all classes can wield the same weapons but certain armor is specific to the
class since upgrades to the armor can grant bonuses.
Grenades

Every subclass can have three grenades and they have varying uses. The base
recharge time is 50 seconds and it can be lowered to 25 based on the amount of
Discipline you have from equipment. For the most part, grenades deal full damage
from the epicenter of the blast and damage tapers off from there. Some grenades
don't simply explode and deal damage in other ways though. The damage below is
based on PvE enemies at equal level on Normal difficulty without any upgraded
bonuses to your gear. The damage below is also reflective of PvP where the
leveling bonuses are negated. For in-depth information check each grenade
individually beneath the chart.
||||||
| Grenades
| Class | Subclass
| Damage
| Radius |
|====================|=========|=============|=============|========|
| Flashbang Grenade | Titan | Striker
| 140
|
7m |
| Pulse Grenade
| Titan | Striker
| 200 (50x4) |
5m |
| Lightning Grenade | Titan | Striker
| 400 (100x4) |
12m |

| Magnetic Grenade | Titan | Defender


| 180(245)
|
5m |
| Spike Grenade
| Titan | Defender
| 400
|
12m |
| Suppressor Grenade | Titan | Defender
| 140
|
7m |
| Incendiary Grenade | Hunter | Gunslinger | 115 (140) |
7m |
| Swarm Grenade
| Hunter | Gunslinger | 245
|
7m |
| Tripmine Grenade | Hunter | Gunslinger | 160(225)
|
12m |
| Flux Grenade
| Hunter | Bladedancer | 100(165)
|
5m |
| Skip Grenade
| Hunter | Bladedancer | 120
|
7m |
| Arcbolt Grenade
| Hunter | Bladedancer | 80
|
8m |
| Vortex Grenade
| Warlock | Voidwalker | 350
|
4m |
| Scatter Grenade
| Warlock | Voidwalker | 120-160
|
~9m |
| Axion Bolt
| Warlock | Voidwalker | 90
|
10m |
| Solar Grenade
| Warlock | Sunsinger | 350
|
4m |
| Firebolt Grenade | Warlock | Sunsinger | 80
|
8m |
| Fusion Grenade
| Warlock | Sunsinger | 100(165)
|
5m |
|____________________|_________|_____________|_____________|________|
Titan Grenades

Flashbang
- Blinds the opponent in PvP and disorients enemies in PvE
Pulse Grenade
- Deals damage in pulses. There is no falloff and Aftershock can add a pulse.
Lightning Grenade
- Deal four pulses of 100. Aftershock adds a pulse. No falloff of damage.
Magnetic Grenade
- Two explosions of 100 then 80. 65 added damage if target is stuck.
Spike Grenade
- Rapid pulses for 100 damage per second. Last 4 seconds with no falloff.
Suppressor Grenade
- Shuts down player abilities for 10 seconds. Disables enemies in PvE. Ultra
enemies are not affected.
Hunter Grenades

Incendiary Grenade
- 115 Damage initially and 5 ticks of 5 damage over 5 seconds.
Swarm Grenade
- Releases 5 seeker drones that deal 7 damage per hit. Hits twice and explodes
for 7 additional damage. Maximizes at 245 damage.
Tripmine Grenade
- This is a proximinity grenade. Explodes instantly if target is stuck.
Flux Grenade
- Deals an additional 65 damage if target is stuck.
Skip Grenade
- Four bouncing drones attack twice for 7.5 damage each then explode for another
15. Maximizes at 120 damage.
Arcbolt Grenade

- Deals 80 damage to up to three targets. Bolts may arc to additional targets.


Warlock Grenades

Vortex Grenade
- Deals damage in rapid pulses for 100 damage per second. Last for 3.5 seconds
but can be modified by Vortex Mastery to 6 seconds.
Scatter Grenade
- Detonates on impact and releases a cluster of Void bomblets.
Axion Bolt
- Releases a Void Seeker at two enemies dealing 90 damage.
Solar Grenade
- Rapid damage in pulses for 100 damage per second. Lasts 3.5 seconds and has no
falloff damage.
Firebolt Grenade
- Deals 80 Solar damage to four targets.
Fusion Grenade
- Deals 65 additional damage if the target is stickied.
Melee Abilities

Each class has a unique melee modifier as well. Titans and Hunters will lunge
forward at full distance to strike but Warlocks will only step then project a
wave of Solar or Void energy. Hunters have a unique modifier in that their
melee ability will use Knife Throw. When in close proximity for a melee attack
the knife will not be thrown and the modifier is saved. Both Titan and Warlocks
will use a regular melee attack when the modifier is down. These attacks deal
100 damage each. The Throwing Knife has a chance for precision however and can
deal 130 damage at this point.
Jumping Abilities

Each class has the ability to jump off the ground. It's a basic feature but
the classes have different secondary jumping skills. Hunters will gain the
ability to Double Jump and even Triple Jump while Warlocks and Titans have the
ability to Glide and Lift respectively through the air. It is possible to cancel
the latter, Hunters cannot cancel a Double Jump but have the benefit of being
able to rapidly change direction in mid-air. Jumping is a crafty way to get
around the terrain but in PvP you want to avoid simply jumping in the open, it
makes for an easy target.
Super Abilities

This ability is unique to each subclass and allows the Guardian to channel
raw Light into Arc, Solar, or Void energy to unleash devastating powers. They
aren't all about simply destroying your enemy, some are about aiding others and
yourself. When activated you will gain a resistance bonus, some Supers allow
persistent resistance, the Arc Blade and Radiant Skin. These abilities can take
up to 4 minutes to charge normally, though defeating enemies will decrease the
time it takes to charge, exponentially increasing for numerous kills rapidly.

Using a Super Ability to defeat an enemy will result Orbs of Light dropping
that other players can pick up. You will not be able to see these unless they
are dropped from another character. Picking these up will greatly boost your
Super Meter in comparison to just killing enemies or waiting. More Orbs of Light
can be generated if the attack defeats a Major, generally 4 instead of 1. It
takes about 6 Orbs of Light to completely refill your Super and that's wonderful
if you are in a team because you can almost cycle Supers very rapidly
proceed from here

You might also like