Guide for the passage of the additional mission "Deja Vu. What's in Metal Gear Solid V: Ground Zeroes

General information:

Achievement difficulty: 4/10

Offline: 15/15 (1000 ); (13 , 1 , 1 )

Online: 0

Estimated time to get 1000 or 100%: 8-12 hours

Minimum number of passes: You need to play each mission several times on different difficulty levels. Cm. "Unlocked / Unlocked”.

Missable Achievements: No (Mission Selection)

Does difficulty affect achievements: Yes, you need to play on normal or hard difficulty to unlock challenges/cassettes.

Non-Knockable/Glitchy Achievements: Not

Optional equipment: Not required

Step 1: Main MissionGroundZeroes

To access the rest of the missions, you will first need to complete the main mission in Ground Zeroes. Once you are done with it, you will have access to 4 side quests. All of them take place in the same camp, but at different times of the day. There are also additional missions Jamevu on Xbox and Deja Vu on PlayStation, which are unlocked by collecting all of the XOF patches in the Ground Zeroes main mission. XOF patches can only be found here, they are not in side quests. In addition, you have to reach the S rank in each mission, and for this you will have to act quickly and discreetly. In addition, you need to complete challenges by fulfilling certain requirements, such as marking all the enemies in the mission (aim at them for a few seconds or look at them through binoculars so that a marker appears above everyone's head). Cassettes are also hidden in missions.

A total of 4 achievements are associated with the main mission. Two of them are story-driven, so you don't have to worry about getting them ( "Reunion" and "Downfall"). For achievement Rescue / Rescue” you have to rescue a certain prisoner and evacuate him from the camp by calling a helicopter. And of course, Insignia / Insignia”, which requires you to collect all 9 squad patches XOF.

Once completed, you will be able to replay the mission to complete the challenges and earn an S rank while you still remember the mission's location and objectives, and before continuing on to side missions. Earning your first S rank will unlock the achievement “ Skilled”.

Step 2: Four Side Quests

After you complete the main mission, 4 side missions will open for you: “Destroy Traitors”, “Scout Rescue”, “Intel Gathering”, and “Destroy Air Defense Points”.

After completing any of them, you will receive the achievement “ Genesis”.

Each side mission has its own achievement. In Intelligence Gathering, you need to complete the mission while sitting in the back of a truck ( Infiltration / Penetration). In Scout Rescue you will have to avoid killing enemies ( Pacifist / Pacifist). In Destroy Traitors, you must evacuate both targets instead of killing them ( Depth / Depth). In "Destruction of air defense points", you have to evacuate all 4 prisoners by helicopter ( Extraction / Evacuation). As with the main mission, you will need to achieve an S rank and find tapes in side missions.

Step 3: Additional tasksJamaisvu(Xbox) and Dj-Vu (PlayStation)

Once you've found all 9 XOF patches in the main quest, you'll unlock additional task Jamevu on Xbox and Deja Vu on PlayStation.

For the Jamevu mission, there is one achievement that will unlock if you complete the mission without killing anyone or raising the alarm.

Just like Jamevu on Xbox, Sony's consoles also got an exclusive mission. For deja vu missions, you have to restore all the scenes from the original Metal Gear Solid.

If you have completed all the missions, you will receive the achievement "Accomplished" for completing all tasks.

Just like with the rest of the missions, you will have to complete this one with an S rank.

Cleanup:

All you have left is to find the missing cassettes if you missed ( Information / Information), replay all missions on hard twice, and tag all enemies on normal difficulty ( Unlocked / Unlocked), and earn S ranks if you haven't already ( Hero / Hero). It may seem like a daunting task, but remember that all missions take place on the same map. You have to remember all the locations and features that will help you get through each mission quickly with enough practice.


Reunion / Reunion 50

Reunite with Chico or Paz.

Ground Zeroes , and it's impossible to miss. Once you find Chico or Paz, a cutscene will play. After completing the cutscene, the achievement will unlock.


Downfall / Fall 50

Complete the mission" Ground Zeroes".

This is a story achievement related to the main mission. Ground Zeroes , and it's impossible to miss. The achievement will unlock after completing the mission, before the scoreboard appears.


Genesis 50

Complete a side or side mission.

You need to complete the main mission Ground Zeroes to unlock 4 side missions.

If you want to complete an additional mission before proceeding with side missions, then collect all the stripes of the squad XOF in the main mission Ground Zeroes (achievement Insignia / Insignia). You won't find the patches in any of the side missions.


Accomplished 50

Complete all missions (including side and optional).

Cm. Hero / Hero for details.

You will unlock this achievement when you complete all the missions. There are six in total.

Main mission:

  • Ground Zeroes

Side missions:

  • Destroy the traitors
  • Scout Rescue
  • Intelligence Gathering
  • Destruction of air defense points

Additional tasks:

  • Jamevu (Xbox)
  • Deja vu (PlayStation)

Skilled 100

Complete any mission (including side missions or side missions) with a rating S.

Cm. Hero / Hero for details.


Hero / Hero 250

Complete all missions (including side missions and side missions) with a rating S.

Do your best to avoid getting killed and not disturbing any enemy throughout the mission. Play smart and use Wu's Silent Pistol when needed. Take your time and shoot accurately in the head so that the enemy falls asleep instantly.

You can complete all 6 missions on normal difficulty with a rank S get the achievement and you don't have to worry about it on hard difficulty.

After completing the mission, you will be taken to the results screen. Some of the results will be listed here depending on your progress. The lion's share of missions will require you to earn 50,000 or more points to get a rank S . The only exceptions to this are the side quest "Rescue the Scout" and the side quest " Jamevu" (and "Dejavu "), since neither is more action oriented (you'll need to get approximately 20,000 points to rank S when fulfilling the tasks set). Points are not summed up for repeated passages; points are valid only for the current passage. Keep the following in mind:

1. Be fast and efficient. If you want to replay the mission, then remember the locations of the targets and complete them. Do not wander around, but stick to the goals. Remember the places where the guards stand still.

2. Enemy combat alert. If you put someone to sleep with Wu's Silent Pistol and another patrol sees them "asleep on the job", then you don't have to worry about it until you've been spotted. If the white detection line fills up on the screen, then you automatically enter reflex mode and you can quickly take care of the enemy. Don't go into reflex mode too often!

3. Kills deduct points from the final result of the mission. If you killed a guard, then you will get 200 points less (if two, then 400 points, and so on).

4. Rescue the prisoners. For each prisoner rescued, you will be rewarded with an additional 3500 points towards the final score of this mission.

5. Don't lose the helicopter when calling it. If the enemies see it, they will start shooting. Choose a safe place that is isolated from enemy eyes. I usually call him to the rock east-northeast of the cages where you find Chico in the main mission (where you take him to evacuate).

6. If you made a small mistake, for example, spent one tranquilizer round, then you should not immediately replay the mission. Restart from checkpoint subtracts 300 points from the final result.

7. Turn off the reflex to get a bonus to the final result score (doesn't have to do this as I was getting ranks S in all missions on normal difficulty and with reflex enabled). To receive the bonus, you must turn it off before starting the mission.


Rescue / Rescue 50

In the mission "Ground Zeroes" "Release and evacuate by helicopter the prisoner who is to be executed.

After the main mission Ground Zeroes, you will encounter a prisoner in a small area with a campground. He sits in a small wooden shed in the northwest of this fenced area. Study the location of all guards, especially on the towers with searchlights.

While you're putting down most of the guards in the area, don't forget to call the helicopter to the cliff where you started the mission. Put the prisoner in the helicopter and the achievement will unlock.


Depth / Depth 50

Complete the "Destroy the Traitors" side mission by evacuating both targets.


Kaz will give you a task in this mission to kill two targets, the Eye and Palitz. To get this achievement, you will need to evacuate them, not kill them.

Isolate targets from two guards and put them to sleep with Wu's Silent Pistol. Then take them to the extraction point and call the helicopter.

When you start, the Eye will be in the clock tower by the administration building (you found the groove in the main mission in the dungeon behind the administration building). Palitz tends to roam the open area south of the Eye. However, while you are doing the Eye, Palitz will already change position (or vice versa). Try to find both of them first and mark them with binoculars before engaging with either of them.

Kaz will update your map to iDROID , and will mark places where targets can spawn if you lose them. Be careful and listen to messages from Kaz.

Below is a picture of these two. Eye on the left, Palitz on the right.

You can watch the video guide.


Pacifist / Pacifist 50

Complete the Scout Rescue side mission without killing any enemies.

It's quite difficult. You can only use the Uragan-5 pistol, as it is the only non-lethal weapon. Most of the level is “linear,” and the helicopter follows a set path while you cover an undercover agent who is running towards the extraction point.

In the end, you will have to jump out of the helicopter and run to save the scout, as he will fall unconscious during the mission. Once you get to it, don't forget to grab the FB MR R -Launcher that is behind it.

An armored car will roll out near the main gate of the Administration building. Don't worry about killing the soldiers that are inside the armored car, but using the rocket launcher, make sure there are no enemies nearby that you neutralized with the pistol. The shockwave from the explosion can kill them.

Use the Hurricane 5 again on the enemy who will be on your way to the helicopter at the end.

You can watch the video guide.


Infiltration / Penetration 50

Complete the "Intelligence Gathering" side mission while sitting in the back of a truck.

This mission starts already in the back of the truck. Don't jump out of it, just lie down. The truck is heading towards the Omega Camp Administration building and will arrive there in a minute or so. When you get to the big gate, it will open and the truck will drive inside. After passing the gate, the truck will park on the left. We quickly get out of it, and go to the left to the place where the “off limits” sign hangs. Do not shoot or do anything to the truck driver when he gets out of the car.

Crawl and move on. Next, you can meet a guard who patrols the area. Eliminate him with Wu's Silent Pistol. Climb up the ladder on the left that leads to the watchtower. Move towards the tower carefully, as there is a surveillance camera hanging inside. Switch to the AM MRS -4 rifle and shoot it.

Then go inside the tower and take the cassette. Return to the back of the truck and lie down and wait for the driver. Mission accomplished. The driver will come back and help you escape.

You can watch the video guide.


Extraction / Evacuation 50

In the side mission "Destruction of air defense points", evacuate all prisoners by helicopter.

There are four prisoners in total. Three are in the cages where you found Chico, and the fourth is in the Administration building where you found Paz. Call in a helicopter and set the evacuation point you see fit. I usually call him to the rock east-northeast of the cages where you find Chico in the main mission (where you take him to evacuate).

You can watch the video guide.


Hidden / Hidden 50

Complete the Jamevu side mission without raising any alarms.


You can only kill soldiers captured by the Body-Snatcher, and you cannot kill regular soldiers. Eliminate normal soldiers only with non-lethal weapons such as Wu's Silent Pistol. You can't raise the alarm. You can determine if a Body-Snatcher is inside a soldier or not by marking them. An ordinary soldier, as a rule, turns blue when a mark is placed, and a Body - Snatcher turns green.

Right after you take care of 12 enemies, head to the main gate and first run into the locked container opposite the gate with the red door. There you will find a rocket launcher. Later in this mission, I used a rocket launcher on the soldiers with the Body-Snatcher inside when they ran out of the main gate of the Administration building. Remember that you must not be seen. Be careful when entering reflex mode, because if you use it for too long, sometimes the entire camp can go into full combat readiness, even if you barely managed to get rid of the enemy that discovered you.

You can watch the video guide.


Reminiscence / Memories

Restore all scenes in the Deja Vu side mission.

There are seven references from the original Metal Gear Solid , which can be recreated in GZ . If you follow video guide to get a rank S you will get this achievement as well.

  • Liquid's HIND-D - Sneak up to the nose of the helicopter on the helipad. Both guards should be there.
  • Chaff grenades - West of the helicopter, there is another helipad with a box of grenades in the middle. Don't go out into the world. Wait until the light of the projectors disperses and take the grenades.
  • Surveillance camera - Get close to the cell at the easternmost door of the Administration building. The light of the camera should be green, i.e. you should not be detected and there should not be dead bodies in front of it.
  • Moai - The statue can be found in the basement of the Administration building.
  • Ravan's tank - Throw a grenade at the armored car located in the western campground (where you found the escaped prisoner).
  • Jeep chase - Take the jeep east of the helicopter and drive under the bridge.
  • Mantis's blackout – Click on the switch transformer in the Administration building.

Unlocked / Unlocked 50

Unlock all challenges.

This is the hardest achievement in the game. To get started, you'll have to complete the mission on normal difficulty to unlock the first challenge. You will then have to replay the mission again to complete the first challenge, and then complete the mission and unlock the new one. There are various challenges, both on normal and hard difficulty, and you will need to open them all. Keep in mind that you will need to complete the mission on normal difficulty in order to access the hard difficulty for the same mission.

The test for setting "tags" may vary. For example, you start the test "quickly mark all enemies" in the main mission Ground Zeroes , a notification about the progress of the test will appear at the bottom (Marked enemies). The test says that you need to mark 40 opponents, but some of them may leave the Omega camp, which means that there will not be that many of them. When you raise an alarm, the opponents will call for backup, which means you can mark these opponents as well to complete the challenge. Don't forget to mark all the enemies inside the administration building. Comb the entire map. Don't kill anyone until you mark.

After completing the mission on normal difficulty, play it again, but mark all opponents (if you chose a challenge with marks), then complete it on hard, and then replay it again on hard. You will have to complete each mission 4 times. Twice on normal and 2 on hard difficulty.

On a mission" Scout Rescue"All trials are unlocked after you beat them once on normal difficulty and then again on hard difficulty. You don't have to worry about finishing the mission quickly and neutralizing all opponents.

You can view Challenge records in the main menu. Closed trials are displayed like this - ??? and you don't see their names. Remember that you do not need to complete them, you only need to open them, and for this you should not have such questions in the table of test records ???.


Information / Information 50

Collect all cassette tapes.

There are 12 cassettes in total. The game doesn't keep track of the progress of the collected cassettes until you complete the mission, so it's not recommended to leave the game in the middle of a mission, otherwise you will have to start collecting them all over again.

Cassette Chico 5

Main Mission “ Ground Zeroes ”: On the trash can, behind to the left of the stairs down with yellow railings that leads to the Paz. This ladder can be found from the back of the Administration building, where you will find the control box that turns off the power. The cassette can only be obtained before saving Chico.

Cassette Chico 2

Main Mission “ Ground Zeroes ”: In the watchtower of the Administration Building, on a table.

metal gear Solid V: Ground Zeroes Music Tape

Main Mission “ Ground Zeroes ”: In a cage behind Chico.

Cassette Chico 3

Main Mission “ Ground Zeroes ”: Received from Chico when you save him.

Cassette Chico 4

Main Mission “ Ground Zeroes ”: Evacuate a prisoner about to be executed ( achievement "Rescue" )

Cassette Chico 6

Side mission “Destroy the traitors”: In a locked armory on the side of the warehouses, in the area where Palitz usually walks. This location is near where you start the main mission. Ground Zeroes and if you go straight to the main goal. On the way to your right should be an armory with a red door.

Cassette Chico 1

Complete the Scout Rescue side mission.

Agent Record

Side mission "Intelligence gathering": In the watchtower of the Administration building, on the table.

Intelligence Gathering

"Intelligence Gathering" side mission: After obtaining the Agent's tape, find a soldier who will tell you information on how to get this cassette.

Cassette Chico 7

Side mission "Destroy the air defense points": Rescue the hostage that can be found in the place where you find Paz in the mission “ Ground Zeroes ” (part of the achievement “Extraction / Evacuation”).

Music cassette Dejavu / Jamevu

Side mission "Deja Vu / Jame Vu": Not far from the place where the mission begins, near the extraction point at the cliff. Use your night vision to find the cassette and nearby mines!

Song fromzoneoftheEnders: The 2 ndrunner

Just complete all the missions on hard difficulty.

You can watch the video guide.


Insignia / Insignia 50

Collect all of the squad's patches XOF.

In total, you have to collect 9 stripes of the XOF squad. All of them can only be found in the main mission Ground Zeroes.

To get the achievement, you not only need to collect all 9 patches, but also complete the mission by evacuating Chico and Paz. If you die before a checkpoint and you collect several patches before reaching the next checkpoint, you will have to collect those patches again. The achievement will unlock after collecting all 9 patches once you complete the mission and reach the reward screen after the cutscene. You can skip the video by pressing back or select and selecting "skip".

Use Night Vision to make it easier to find the XOF Squad patches if you can't see them.

Patch #1

Got into Big Boss's bag. Just roll on the ground to make it fall out and you can pick it up.

Patch #2

On the edge of the cliff where the mission begins.

Patch #3

On the garbage heap in the western camp, where you will find a prisoner who needs to be evacuated and saved from execution.

Patch #4

Just outside the gate leading to Chico's cage.

Patch #5

On the roof of the white guard house north of Chico's cage; there you will hear the soldiers talking about the escaped prisoner.

Patch #6

Northern part of the base, behind bars in an underground tunnel near the eastern door to the administration building.

Patch #7

Enter the territory of the Administration building through the east door. Climb onto the generator and then onto the roof on the left. The patch will lie on the ventilation shaft on the left.

Stripe #8

Between two helipads.

Stripe #9

Go south from the helipad and make your way through the westernmost hole in the fence and you'll see three generators. Take it to the western generator and you will find a stripe.

You can watch the video guide.

We refused to rate for a simple and obvious reason: this is not a finished game. Evaluating it separately is like giving a separate rating to each level. It's not a full release, but it's not just a "demo" either. This is a training ground, a "sandbox" in the truest sense of the word. You can run it in a couple of hours, but then you will probably not see even a third of what is included in it. But if you are ready to squeeze the maximum out of the game, then you won’t be offended: already now Ground Zeroes is almost the “last of the Mohicans”, a real stealth action movie worthy of its predecessors and easily beating competitors.

Ground Zeroes cannot be called a separate game. From it you can not expect an independent story, a vast world and other components of "full-fledged" games. But you can buy it now to see the shadow of the coming. Is it good or not? Is she worth her money? We will try to help you with a decision. While we didn't rate Ground Zeroes, that didn't stop us from taking a close look at everything the odious prologue to The Phantom Pain so distant and so mysterious.

Take my money!

You've all heard the main complaint about Ground Zeroes more than once: it's terribly short. It couldn't be long, because it's just a prologue, like Tanker Incident from and Virtuous Mission from . Let's immediately dot the e: the passage of the plot task takes an average of an hour or two, but during this time you will have time to visit the spy paradise. A more beautiful, pleasant to drive and tactically diverse stealth action movie in nature simply does not exist.

The finale of the prologue can shock you both with what is happening on the screen and with a sudden finish. "What? Everything?! I want more! Wouldn't want to. Everyone wants! This is where the main trap lies: the prologue is an opportunity to scratch your teeth, somehow brighten up the expectation of the full Metal Gear Solid V. This is one of the craziest publicity stunts the industry has ever dared: fans were offered to buy a demo version and managed to leave many of them are delighted. Hideo Kojima is cunning and complex, as are his ideas.

Faithful to the mission

Despite the meager duration of the main task, the small Ground Zeroes does not dare to name the language. After end credits you are thrown into the main menu, and a progress indicator appears in the corner on the left. Eight percent. And these figures did not fall from the ceiling: in addition to the main mission, the game has a number of side missions. They open after completing the story and allow you to see the same location in different weather and at different times of the day. Side quests are tailor-made for different playstyles, and this helps to appreciate everything that Ground Zeroes is capable of. On one task you will be asked to find and interrogate an informant, on the other - to save a very important person, on the third - to eliminate two especially dangerous soldiers, on another one - to blow up anti-aircraft machine guns.

How and where to catch a spy is up to you. Already at the beginning of the mission, Kaz will throw a couple of options.

Ground Zeroes is constantly coming up with some way to make your life harder. For example, targets to eliminate do not stand still, and if you do not have time to identify them, the zone marked on the map will lose its meaning - you will have to track it down yourself. In the demolition mission, the soldiers are initially on high alert, and the mission with the informant... in general, it contains a particularly nasty gift.

Of course, surprises can also be pleasant. For example, in a mission with the same informant, Snake finds a tape that sheds light on the past of one of the main characters in MGS V. If you interrogate them before killing two commissioned marines, you can hear something intriguing. And you'll never guess what important person we have to pull out of hell.

Some missions require stealth, others require accuracy, others require nothing - do whatever you want. Yes and just story mission pulls to replay over and over again, exploring possible routes and tactics. The main task in the prologue is to save two captives, but in addition to them, Snake can rescue the others from hell. In addition, you can find and collect audio cassettes and nine XOF emblems thrown from the helicopter by the owners - they will give you access to a bonus mission: for fans of Sony and for supporters of Microsoft consoles.

To complete Ground Zeroes one hundred percent, you will need an entire evening - and maybe more than one. It has more than enough content to justify the price. It is a pity that many people forget about this when they complain about the duration. Before you is still not a one-time rail shooter - you can and should experiment with Metal Gear Solid.

Who is shorter?

People familiar with the series know that any Metal Gear Solid... is short. For example, in MGS 3, the highest rating is given if you complete the game on maximum difficulty without alarms, without killing, without damage - and in less than five hours. Why has such a duration never bothered anyone? It's just that few people noticed it.

First, Metal Gear Solid is not fast food, it has to be savored. Then it takes an average of fifteen hours. And secondly, in order to achieve a record result, you must first study each pixel in the game. Does anyone really think that you can just sit down for Ground Zeroes - and the first time, without restarting and viewing other people's walkthroughs, run through it in the notorious ten minutes? And does it need to be done?

Tactical Espionage redefined

Who would have thought that one day we would see this in MGS. However, the APC makes you the center of everyone's attention, and sobering shots from a recoilless gun are a matter of time.

The base where Chico and Paz are being held captive is not large - but after walking through it with locations from previous parts claustrophobia can be treated. Players experienced something similar when they first launched Metal Gear Solid 3, which created a captivating illusion of open spaces. " This place is huge!”- a soldier from the Grozny Grad fortress told us during interrogation. But the Volgin fortress did not evoke a real feeling of a military base swarming with patrols - the iron did not allow it. But penetration into the camp of the enemy is the cornerstone of any part of the series.

And only now we have a real "sandbox" where you want to experiment again and again, where you really feel that you are in the middle of a huge protected area, in the very heart of a hornet's nest. And it's just a prison camp - and what a difference in sensations! There are towers with searchlights everywhere, guards patrol every corner, jeeps and trucks drive along the roads.

Interrogating enemies is now more useful than ever, but for some reason their lines are not voiced. Reminds, only instead of eight-bit noise - stifled groans. But the poor fellow's comrades are called at the top of their lungs.

And where before the player saw only obstacles, Ground Zeroes gives capabilities. Transport can be captured, mined, used to sneak into the desired area, to escape. If you climb the tower and remove the soldier, you can control the searchlight - this allows you to both mark enemies and direct the hated light somewhere into the sky. The enemies themselves can be used as bait, as a source of information, and even as a weapon: for example, you can put a body on the road to stop a patrol car, and if you capture an enemy with the classic CQC, Snake can both extort information and force the prisoner to call the nearest comrades. Information from interrogations is now really useful: this way you will find out where weapons, supplies, hostages and even XOF emblems are stored. Well, no one bothers to mine the bodies - you just need to find explosives.

Of course, we are free to go through the game without any contact with opponents, and even here there is room for research. Each point can be penetrated in many ways: ride in the back of a truck, crawl through the drainage system, climb onto the roof - and so on. If the soldiers interfere, they can be distracted, if the cameras - find and cut down the generator.

charm open card is that even the tricks from the previous parts of the series are perceived in a new way.

To emphasize the dark tone of MGS V, Kojima took a lot of toys away from us - or just decided to save for the main game. No radar, no box, no camouflage. As Ocelot said in trailer from E3, Snake will have to make close friends with binoculars. If earlier there was almost no point in using it, now it is our main tool for survival: looking at enemies, the protagonist can remember their location and even “see through walls”, as soon as he stops and concentrates. Oddly enough, here this little trick is not at all annoying, in local conditions it does not give much advantage.

The new trend could not but affect the inventory: you can no longer carry all the weapons that come to hand - you have to choose. In this, Ground Zeroes is reminiscent of portable and MGS: Peace Walker, where before each mission we chose weapons and gadgets in a limited amount - and until the end of the task we either danced with them or exchanged them for the ones we found.

The entire inventory was hung on arrows: large barrels on top, a pistol on the bottom, throwing weapons on the right (grenades, empty magazines to distract enemies), on the left ... well, so far only a night vision device. If you hold the desired arrow, you can safely select the desired item with the stick. Such an innovation may disappoint someone, but in fact it is much more convenient.

Regardless of the quality of innovations, someone will be dissatisfied. You can't help but find fans yelling, "Where's my old interface?! Where is my box?! I want to hide in a box!” However, the essence of MGS is hardly in the notorious box. If she appears in The Phantom Pain, then obviously not in her previous form. And it's even better this way: the atmosphere of Ground Zeroes makes it clear that the jokes are over.

True to yourself

Of course, it cannot be said that the game has completely lost its irony. The device on Snake's belt is unambiguously called the iDroid, and one of the side missions continues the theme "Kojima, kaminandesu". In addition, Ground Zeroes is full of easter eggs and absurd situations - mainly bonus tasks. The Jamais vu must destroy the monstrous body snatchers to save the world from their invasion. In return, he will receive the collected XOF insignia.



Back in the helicopter, Raiden will ditch his sword in favor of a more standard weapon. The game atones for this sin with cheerful delirium, which has no place in the story mission.

In turn, Déjà vu allows fans of the series to remember the past: the entire base is turned into a theater to recreate scenes from the original. Compiling all the scenes from the "mystery photos" allows you to open a special quiz on the knowledge of the MGS plot. As a reward, you can stylize the game after the first MGS or open a costume gray fox. If you explore the location in Déjà vu, you can find a lot of other jokes for fans of the series, whether it's a minefield (a fan call is guaranteed), an occupied toilet stall (judging by the sounds, Akiba is still the same) or prisoners dying from FoxDie - and it's far Not all. Déjà vu contains so many easter eggs that the search for XOF emblems pays off a hundredfold.



Old man Frank Yeager, nicknamed Gray Fox, still will not get his own offshoot - the developers prefer more fashionable cyberninjas. It is to be hoped that the situation will change in the future. In the bonus mission, you can find a rifle with a special flashlight on the barrel, and textures with logos of games in the series are scattered throughout the location. How is this related? Find out for yourself!

But otherwise, the trend is obvious - it is unlikely that we will have many reasons to laugh in The Phantom Pain, and Ground Zeroes shows in advance what to prepare for. Snake finds Chico in a cage, with bolts screwed into his feet, but Paz's fate finally cuts the ground from under his feet. Where Kojima used to describe the real face of war with allegories and metaphors, now there are naked details. Like everything else in the game, the theme of war is taken to a new level in MGS.

The change of voice forces us to draw a parallel with the latter. But if Blacklist's ears were bleeding from Sam's new voice, then Kiefer Sutherland fit perfectly into the atmosphere of MGS V. With all due respect to David Hayter, this cannot be denied.

True to your ideals

And the evolution of the series cannot but rejoice - no matter how many changes the player sees, Kojima's handwriting is unmistakably recognizable. It's still the same Metal Gear that only gets prettier with age. The graphics of the new generation are mesmerizing, it is now a pleasure to control Snake, the enemies have become wiser, and their eyesight has noticeably improved.

IDroid is a surprisingly useful thing. Navigator and audio player in one bottle. But keep in mind, when you use this miracle of technology, time around does not stop. Make sure you can't be found.

Of course, in order to notice the abilities of AI, you need to play on a high level of difficulty. No sneaking suit will help you, even at night Snake can be seen from an impressive distance. Against the backdrop of disappointing trends in the genre, this is just a balm for the soul. Once again it is more expensive to switch to running, even if the downpour muffles the steps, and the night hides from prying eyes.

Although she covers regularly: once you go out into the light or start a “daytime” task, the difference becomes noticeable instantly - Big Boss turns into a decorated Christmas tree, which can be seen almost through the entire level. And although the aggressive manner of passing is now a viable alternative to stealth, it’s better not to stick out once again, otherwise the Christmas tree will be cut down in an instant by automatic bursts.

This, of course, comes with a couple of caveats. Firstly, it is recommended to play only on Hard. If at first normal difficulty is enough (besides, there is no choice during the first passage), then you will sharpen up, and this will not be enough. Secondly, if Ground Zeroes is found, it gives a few seconds of a head start: time slows down, and the enemy can be removed before he makes a noise. If this element seems cheating to you, disable it in the settings.

Combat system has become much deeper: sluggish and clumsy strikes are a thing of the past, fashionable attacks from behind cover have appeared. The ability to scatter at least five soldiers at a time has passed from Peace Walker. Animation from a technical point of view may cause some criticism, but a leap forward is still made by leaps and bounds. It seems that in a year we will see the CQC system in all its glory.

Opponents turned out not only sighted, but also believable. Patrolmen cough, sneeze and yawn in the night rain, and during the day they can afford to get a cigarette. They look in different directions, blink, you can learn something useful from their chatter, and the talks on the radio have not gone away. In general, the guards behave convincingly - to the point that if you shoot one of them with a tranquilizer, the victim will immediately scratch the place where you hit.

After the first demonstrations of the gameplay, many were perplexed by the ability to move around the base on ground vehicles and call a helicopter. After all, we have an enemy base here - it attracts too much attention. Well, if Snake is seen on the truck only at close range, then the jeep does not give such concessions, and the helicopter landing zones are limited and marked on the map in different colors depending on the number of opponents nearby. If you want to call a helicopter into a dangerous area, be kind enough to clear it first - otherwise it may be shot down.

Probably, the idea with the helicopter had been in store for Kojima for a long time. In MGS: Peace Walker, you could listen to an entertaining argument between Snake and Miller about the advisability of using the Fulton recovery system (a small ball with which we sent people into the sky). Snake was a supporter of the helicopter.

As a stealth action movie, Ground Zeroes is wonderful, but against the background of the worked moments, they begin to catch the eye weak spots. For example, there are big problems with blood. It looks great: if you shoot at the enemy, the clothes are soaked in red, the face, if hit, is splashed (there is no meat and dismemberment here, however). But if you hide the body and draw the attention of the enemy to a bloody pool, he will not see it even during the day. Needless to say, there is no need to be afraid to step into this puddle - Snake does not leave bloody stains, although even in the first Metal Gear Solid opponents noticed our footprints in the snow.

Another drawback is hearing. Of course, I am glad that you can quickly sneak up on the patrol only under a downpour - clear weather or a roof over your head make you slow down. But nothing prevents you from crawling on your stomach even a meter from the enemy's back - they won't hear.

Well, and one more thing: if you sneak up on the enemy and point the weapon at close range, he will “surrender” in the old fashioned way. Then he can be interrogated, forced to lie down, and then ... calmly move on. He will lie there peacefully. How obedient!

One way or another, The Phantom Pain will not be released until next year. The developers still have plenty of time to make the interaction with the world flawless, and I really hope that Kojima and his team will use it for that as well.

The ability to play dead was taken away from us, but Snake learned to roll on the ground. Not very convenient to perform, but the benefits are huge.

Faithful to the end

Metal Gear Solid has always focused on intricate and deep storytelling. If you think that two full-fledged cut-scenes are not enough and the prologue does not shine in terms of plot, then Ground Zeroes has a second bottom here too. Here you can listen to more than a dozen audio cassettes with Paz's diaries, several recordings of Chico, and the heroes' conversations about the situation at the MSF base. Many cassettes come to you only for services to the game, which provides another incentive to replay and study it.

Of course, for real immersion, knowledge of the events of at least Peace Walker is necessary: ​​although a brief “background” is set out here, it will not allow you to feel Ground Zeroes. And there is something to penetrate. Audio cassettes are already good, but the events of the game itself will not leave the player indifferent. On a simple condition: you must know who all these people are.

The codec has been simplified: now a conversation is called up by pressing a single button. Moreover, full-fledged dialogues remained only on iDroid cassettes. We suspect that in The Phantom Pain it will be possible to delay the codec button in order to contact the desired character.

MGS has never been lenient with newcomers: it's almost impossible to grasp the drama of any set without knowing what happened in the previous ones. For many Russian players, this is a serious barrier - not only did the series never favor the PC, it also did not provide for an official translation. Perhaps someone was delighted to learn that 1C would release Ground Zeroes with Russian subtitles. Indeed, such a good reason to join.

So here it is learn English. Good localizers this time distinguished themselves not only by fraud with the price tag (60 dollars instead of 30), but also by an extremely disgusting translation. Playing Ground Zeroes with Russian subtitles is impossible - unless you want to laugh. Names are mutilated as they please (Cipher, for example, can be both Cipher, and Keeper, and anyone else), the meaning of sentences is distorted, gears of machine translation stick out everywhere. Already at startup, you will be asked “do not turn off the system”, “press the start button”, and in the game itself, it happens that you don’t understand what kind of heresy the characters are carrying. It may be a lesson to publishers as well as developers, but at this rate, The Phantom Pain is in danger of hitting the shelves with a title like Metal Gear Solid: Phantom Pain.

* * *

In any case, if you are waiting for MGS V, want to look at it at least out of the corner of your eye and are ready to accept the fact that Ground Zeroes is not an independent numbered part, but only a part of a future masterpiece, by no means pass by. We got a lucky ticket to the MGS V exhibition - and the exposition is mesmerizing. Fans of the series and stealth enthusiasts will kill here much more than a duty hour, the main thing is not to rush through Ground Zeroes to put an extra checkmark in the list of completed games. Experience all the possibilities that the prologue provides. That's what he needs.

At the beginning, you will be asked to pick up binoculars and explore the area around you. You will immediately find three enemies - one on the tower, two more - near the gate. To get to the base, you need to neutralize the one on the tower. Only in this way will you have a chance not to be noticed.

On the right, you can climb up to a spot where you can easily use your tranquilizer gun. Meanwhile, beware of the spotlight. Having sent the guard to a knockout, you can easily make your way to the base.

Inside, hide so you won't be spotted by the driver of the jeep driving down the road. Next - turn right and go east to the place where the prisoners are. In front of the "prison" another ambush is discovered. There are three guards, two inside the building and one outside. Knock out all three with a tranquilizer, hide the bodies and make your way further carefully, still avoiding the spotlight.

Keep moving east. Here you will find the enemy again. Another tranquilizer and hide the body again. A little further they hold Checo. It is guarded by two - one behind the gate, the other in front. We use the tranquilizer again. If you do everything right, you will go unnoticed.

Metal Gear Solid 5: Ground Zeroes - Rescue Paz

You saved Cheko. There is also a path to the beach. Call a helicopter, he will pick up Cheko. After examining the film given to you by Checo, go back - you need to save Paz. On the way back you will see a truck. Climb into it, it will take you to a well-guarded section of the "fortress", where Paz is located. Have time to leave the body before he finishes the turn, and immediately hide from the guard. You can either knock him out with a tranquilizer, or use CQC melee attacks, or even leave him alone - he won’t interfere much.

The guard went out around the administrative building not so much, but there are plenty of cameras. Go behind the building in front of which the truck is parked - this way you won't get caught on camera. There is an enemy in front of small buildings - CQC to help. Drag the body into the shadows - here you can interrogate it, then kill it or just knock it out. Further you will see two more guards.

Walk down the yellow steps and you'll be right next to where Paz is being held. There is one guard in front of the entrance, and two more inside. Hide and take them out with tranquilizers. No more enemies! At the end of the path, turn right, then left. Here you will find Paz.

After freeing your comrade, be careful - on the way back you will meet at least three guards. Put Paz in a dark corner, deal with the first enemy, then hide behind the boilers and take out two more before exiting.

Next, you have to walk with Paz on your back along the main street, trying not to get caught on cameras and cracking down on enemies with a tranquilizer. Behind the gate, call the helicopter in a place where it is safe, as in a dangerous place there is a chance that it will be destroyed. It's better to call Paz's spinner in the same place where you did it for Checo, or, well, where you started the game. When Paz is in the helicopter, shoot back for about 15 seconds. All the end! you passed Metal Gear Solid 5: Ground Zeroes.

Complete all missions (including side missions and side missions) with an S rating.

Do your best to avoid getting killed and not disturbing any enemy throughout the mission. Play smart and use Wu's Silent Pistol when needed. Take your time and shoot accurately in the head so that the enemy falls asleep instantly.

You can complete all 6 missions on normal difficulty with an S rank to get the achievement and you don't have to worry about it on hard difficulty.

After completing the mission, you will be taken to the results screen. Some of the results will be listed here depending on your progress. The lion's share of the missions will require you to earn 50,000 or more points in order to get an S rank. The only exceptions here are the side mission "Scout Rescue" and the side mission "Jamevu" (and "Deja Vu"), since neither are more action-oriented (you you will need to get approximately 20,000 points for rank S when completing the set). Points are not summed up for repeated passages; points are valid only for the current passage. Keep the following in mind:

  • Be fast and efficient. If you want to replay the mission, then remember the locations of the targets and complete them. Do not wander around, but stick to the goals. Remember the places where the guards stand still.
  • Enemy combat alert. If you put someone to sleep with Wu's Silent Pistol and another patrol sees them "asleep on the job", then you don't have to worry about it until you've been spotted. If the white detection line fills up on the screen, then you automatically enter reflex mode and you can quickly take care of the enemy. Don't go into reflex mode too often!
  • Kills subtract points from the final score of the mission. If you killed a guard, then you will get 200 points less (if two, then 400 points, and so on).
  • Rescue the prisoners. For each prisoner rescued, you will be rewarded with an additional 3500 points towards the final score of this mission.
  • Don't lose the helicopter when you call it. If the enemies see it, they will start shooting. Choose a safe place that is isolated from enemy eyes. I usually call him to the rock east-northeast of the cages where you find Chico in the main mission (where you take him to evacuate).
  • If you make a small mistake, such as wasting one tranquilizer round, then you should not immediately replay the mission. Restarting from a checkpoint deducts 300 points from the final score.
  • Disable reflex to get a bonus to the final score (not necessary, as I got S ranks in all missions on normal difficulty and with reflex enabled). To receive the bonus, you must turn it off before starting the mission.

Complete any mission (including side missions or side missions) with an S rating.

The task is to complete the mission without ever revealing yourself and without killing anyone. The maximum you can cut down the enemy.

Passing the mission "Ground Zeroes" with an "S" rank


Passing the mission "Deja-Vu" with an "S" rank


Passage of the mission "Destruction of air defense points" with the rank "S"


Passing the mission "Intelligence Gathering" with an "S" rank


Passage of the mission "Scout Rescue" with an "S" rank


Passage of the mission "Destroy the traitors" with an "S" rank


For the passage of the mission "Zhamevu" with the rank "S", see the achievement "Hidden"


How to complete the mission with anti-aircraft guns (Destroy the Anti-Air Emplacements) on hard difficulty, spending 4-5 minutes, getting S rank and making a minimum of effort?

reunion

Origin

Performed

Pacifist

Complete the Scout Rescue side mission without killing any enemies.

Choose "Hurricane", which is initially in the secondary weapon slot: it only knocks out enemies. Destroying an APC at the end of a mission does not count as a kill. Pursuers in jeeps (if it's hard to hit from the Hurricane) can be removed from the machine. Just shoot at the jeep until it lights up and stalls. Be careful not to hit the driver.

Penetration

Complete the "Intelligence Gathering" side mission while sitting in the back of a truck.

To receive it, it is enough to take the film, and then leave the base while sitting in the starting truck, which itself goes to the exit. The truck does not always leave the base immediately, and you may have to wait either inside the base, outside the main gate, or at the checkpoint. You can get behind the wheel of a truck yourself and go to the starting point.

Evacuation

In the side mission "Destruction of air defense points", evacuate all prisoners by helicopter.

Only 4 films. The first 3 are located where we save Chico. The last one is where we save "Paz". It is advisable to free the landing site in front of the gate, since after the destruction of the air defense there will be 3 minutes to leave.
PS. Use "C4" to detonate the air defense at the same time.

Memories

Restore all scenes in the Deja Vu side mission.
To open this mission, you need to collect all the X.O.F.

Answers to the quiz at the end of the mission

Normal (Snake MGS1)
1. Shadow Moses
2. Nikita
3. Mai Ling
4. Gene therapy
5. 2nd floor basement
6 Frank Jaeger
7. Musher
8. 300 kg (650 pounds)
9. Optical disc
10. The Best Is Yet to Come

Hard (Grey Fox)
1. Stockholm syndrome
2. Level 6
3 Cyborg Ninja
4. KCE Japan
5. Sniper Wolf
6. Pixelation
7. 0.45
8. Caribou
9. 5
10. Permissive action link
FOXDIE

Complete the Jamevu side mission without raising any alarms.

If the alarm is raised, choose the last "save point".

Unlocked

Unlock all challenges.

To unlock all challenges you need:

  • complete all tasks on normal difficulty;
  • complete all tasks on high difficulty;
  • in all tasks, complete the first test on normal difficulty, for this, mark all enemies. To mark an enemy, you need to look at him for a short time from a short distance or from afar through binoculars;
  • in all tasks, complete the first test on high difficulty (passing for speed), i.e. just do the task again.

Attention!

  • Items 3 and 4 are not required for the mission "Scout Rescue";
  • If you kill an enemy without marking him by completing point 3, then the test is considered failed and you need to start over. A message about this will be on the screen and the counter of marked enemies will stop;
  • To get a trophy, it is not necessary to complete all the tests, it is enough to unlock them. The main menu has a section with lists of all unlocked challenges for each task. If a challenge is locked, it cannot be completed, and the list will show questions instead of its name.


Normal Difficulty:
  • Ground Zeros
  • Quickly mark all enemies*
  • Quickly mark all enemies*
  • Quickly neutralize all enemies
  • Intel Operational Rescue
  • Quickly neutralize all enemies
  • Classified Intel Acquisition
  • Quickly mark all enemies*
  • Quickly neutralize all enemies
  • Quickly mark all enemies*
  • Quickly neutralize all enemies
  • Deja Vu
  • Quickly mark all enemies*
  • Quickly neutralize all enemies
  • Quickly collect all the mines (it is enough to collect one mine they are located in starting location to your right, in order to pick it up you need to crawl to it and hold down the button)
  • Quickly destroy the crows (starting location, just kill one, they fly there nearby, sometimes one sits on the ground near the truck)
  • Quickly pick the locks on the doors (open red doors where weapons or others that open in the same way, one door is enough)


Hard Difficulty:

  • Ground Zeros
  • Quick Job Completion*
  • Get Paz to the helicopter quickly*

  • Eliminate the Renegade Threat
  • Quick Job Completion*
  • Quick quest completion (stealth, no kills)
  • Quick completion of the task (do not use weapons)
  • Quickly kill both targets* - you need to evacuate them alive! Not just kill.
  • Intel Operational Rescue
  • Quick Job Completion*
  • Quickly destroy all Moai stone statues (these are such stone heads)
  • Classified Intel Acquisition
  • Quick Job Completion*
  • Quick quest completion (stealth, no kills)
  • Quick completion of the task (do not use weapons)
  • Quickly find the second cassette (video guide on cassettes will help you)
  • Destroy the Anti-Air Emplacements
  • Quick Job Completion*
  • Quick quest completion (stealth, no kills)
  • Quick completion of the task (do not use weapons)
  • Rapid destruction of wooden watchtowers (on which searchlights)
  • Deja Vu
  • Quick Job Completion*
  • Quick quest completion (stealth, no kills)
  • Quick detection of all brands (you can find the brand in the armory behind the red door on the way to the place where Paz was held, provided that you go from the side of the power plant (where you can turn off all the lights) you just need to pick up the machine gun standing next to it and shine on the brand flashlight)
  • Quick completion of the task (do not use weapons)
  • Fast recovery of FOX logos (there are only 2 of them; it’s easier to find a tower in which the spotlight shines not in blue (white), but in red, then shine this spotlight on the FOX logo (it will be on the next building where the room in the armory is on the right)
  • Destroy the mice quickly (just shoot one)

  • Mixed Challenges (can be completed anywhere):
    • Overall Trial Records
    • Long range headshot (lethal weapon)
    • Long range headshot (tranquilizer)
    • Send the enemy flying (a grenade under your feet, a rocket launcher, blow up a barrel or you can try to throw him off a cliff)
    • Time rolled on wheels (ride any vehicle for a bit)


    * tests that will open automatically upon completion of the mission.

    P.S.: It doesn't seem very simple, does it? It's actually harder than it looks :)
    When doing the test "Quickly neutralize all enemies" - you cannot kill anyone otherwise the test will not open and they will stand???(thanks to the hint above).
    The same applies to "Quickly mark all enemies" because. if you killed someone and did not mark, then you will have to start over. However, it is worth mentioning here that this will most likely only happen if you run through the mission as Rambo and especially use grenades and a rocket launcher, so I think there should be no problems and this challenge will open automatically.

    ATTENTION!
    To open tests on normal difficulty, where do you stand ??? you need to complete one test completely (usually this is marking opponents) and only then will you open the second test (it is no longer necessary to complete it)
    In order to open tests on difficult difficulty where you usually don’t have two tests open and stand instead of them ???, you need to complete 1-2 tests in full (which you already have open, which means the mission will have to be completed more than once or twice) and then the remaining tests will appear (which are also not necessary to complete)
    Good luck!

    Hello rookie! Did you buy a prequel to Metal Gear Solid 5 called Ground Zeroes? Our command fully approves your choice and is ready to help you in any way possible in the passage. For example, an additional secret episode "Deja Vu". To begin with, know the soldiers that in order to open this chapter in the life of Naked Snake, you will need to collect all the XOF patches (you can easily read how to do this).

    And now the most interesting: the passage of the mission consists of two stages. In the first stage, you will need to restore several moments from the life of Solid Snake (Naked's genetic son) that happened to him in Metal Gear Solid 1. The second stage is to participate in a quiz on the knowledge of this very Metal Gear Solid 1, and you will need tips even in if you went through this great game literally yesterday. Let's get started.

    We're in the ass, soldier! We landed on a military base on an island off Alaska, but the only weapons we have are bad breath and a lactose allergy. Oh well, let's break through. There are not many people here, so you don’t even have to shoot. Maybe.

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Optional task #1: There is a truck to the left of the landing site, under it you can take an UZI with a silencer in case you find it hard to pass the game without gently hugging the smooth handle of a large, solid and trouble-free firearm. And if you want a King Size barrel, then get into the back, there was a gun hidden there.

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Optional task #2: Behind the truck there are cells with a single prisoner and, if you wish, you can watch how he dies in one of the videos.

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Mandatory task #1: First things first, look at the task list (TAB). There are several shots that will need to be restored by performing the same steps that Snake did in Metal Gear Solid 1. In the first photo we see a helicopter and two guards. It'll be easy, soldier. Even easier than beating the general with a smelly footcloth. We crawl to the central helipad, approach the helicopter as close as possible and wait until the cutscene starts.

    Important: In no case do not raise the nix, otherwise the two soldiers will scatter and make a cool photo for instagram will not work.

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Mandatory task #2: We will do the second “selfie” in the same place. A soldier is standing near the red door, and a camera is hanging above him. We crawl closer, stand behind the boxes against the wall, look out from behind the container and the video begins.

    Important: Don't break the camera or get caught in the lens! You are not wearing makeup, do not injure the psyche of the operator!

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Mandatory task #3: Near the same place where you are now standing, there is a parked military vehicle. Get in there and drive under the only bridge. The video should play there.

    Important: If you didn’t knock anyone out, then it’s better not to go further than the bridge - you will be set on fire. It is also better not to blow up the machine before this task is completed.

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Mandatory task #4: Now it will be more interesting, soldier, so roll up the valerian. Crawl in the direction of the refugee camp, there is a small barn model "Tajik Construction Communal" with a proud big black flag "Kojima Productions" at the red doors. Come in there, take the grenades. Literally opposite, in the camp itself, there is an armored personnel carrier. You need to accurately calculate the throw of the grenade so that it falls into the open hatch of the armored vehicle. If you hit it, great, now the video will go.

    Important: It's just a dead idea of ​​protection! More than the command center and bunker combined. Calculate your strength, soldier. On your side, the deafness of the guards - no one will hear the explosion of an armored car.

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Mandatory task #5: My next favorite is BOXES, BOXES! - so try not to screw up anything, soldier. Did you see two men with searchlights next to the main observation tower near the closed building of the base? You there. Enter the red door that has no guards, go along the wall and the fence. There will be a ladder on the right, crawl up it, and then carefully sneak up and knock out two men with spotlights. Next, take the spotlights and direct the beams of light so that they illuminate the helipad, but do not touch the small box in the center. Then go down and take the box.

    Important: These two sleepers can wake up at any moment, so you better knock it out for sure. And don't forget to slow down your sneaking speed (with the gamepad stick, Ctrl with the keyboard) so as not to scare the poor unfortunate soldiers with your unexpected appearance.

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Optional task #3: If you knocked out these two with lanterns, then you can go further and climb the tower. There you will find a good old tranquilizer gun.

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Mandatory task #6: Now we need a statue from the island where they bake Easter cakes all the time. Everything is very simple, you will need to go down to that small bunker where Paz was kept, and you will find the figurine there without any problems.

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Optional task #4: In the cage where Paz was kept, you can find another prisoner. Saving him is not our concern, but why not watch the video?

    Important: after this video, you may start to pin

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Mandatory task number 7: Sometimes you want to take Kojima for a causal place, but squeeze it to bloody tears, because he is an asshole. In this game, he forgot to put the last frame of memories and invites us to look for it on the cover of the disc or in the user manual. Let's say we took Steam game and generally no idea where the cover and manual. We just go to the power generators, which is opposite the stairs leading to the main observation tower, and look for a shield there. Chik-chik, the lights went out, the video is running, all the soldiers are panicking.

    Important: Don't crap one's pants when the cutscene plays or Kojima won't give you the lollipop.

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Mandatory task #8: The main thing in all missions is to make legs correctly. In this one, you don’t even have to wait for a helicopter. We go to the large steel gate and next to the place where the truck brought us in the mission to find the intelligence cassette. There's a hole in the wall down there. We lay down and crawl.

    Important: While crawling, do not talk to rats, they can be KGB agents.

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    As you know, Kojima is a big fan of selected shmals to insert something like that into his games. The tip of the iceberg is Easter eggs, a couple of sets of which I will now present to you.

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Easter eggs of the first type are the logos of the games in the series. There are about 15 of them scattered throughout the mission, but you only need to find eight to complete the challenge. How to determine the right ones? Well, for starters, these are the logos of the main games in the series, and all sorts of spinoffs, social programs and other products of the vital activity of the Konami publishing house are not taken into account. Logos can be taken in any order, not just the one I'll talk about.

    To begin with, you will need a barrel, but not an ordinary one, but with a special lantern. You can find him in the barracks with the red door in the main base. Upon entering, a voice on the walkie-talkie will tell you that the rifle standing against one of the walls has a very strange flashlight. Take her.

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Logo-1: In the same place where you took the rifle, there is a logo hanging on the wall. Aim at him with your rifle. The logo will be "taken" only when it disappears from the wall, so choose the best aiming angle. When you leave the premises, don't be fooled by the Raiden spin-off logo. It's Hideo trolling you.

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Logo-2: Go back to the very beginning, to the place where you were dropped off. Approach one of the walls of the prison camp. See the white MGS: Touch logo? Forget about him. Instead, look at the roof of the nearby shed and scan the little logo you find there.

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Logo-3: Don't run away. Go down a little lower towards the evacuation zone. There will be another road leading to the base, and she has a small booth. In it you will find the MG Ghost Babel logo. Get over the stomach cramp and forget you saw it. Climb onto the booth itself and you will see the real logo on top of the roof. Feel better?

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Logo-4: It's time to call the helicopter. Call him and, carefully, bypassing the mines, go down to the evacuation zone. When the helicopter arrives, do not sit on it, but rather look at its tail. Well, are you happy, soldier?

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Logo-5: Send the helicopter to hell and return to base. Walk along the mountain range to the place where you started your journey in the main Ground Zeroes campaign. There, on the fence, you will see a sign in a foreign language that says "WARNING". To the left of it there will be another fake logo, but if you go to the side of the plate, you will see that another, already real logo is hidden behind it.

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Logo-6: Do not go far, because opposite, literally two steps away, a white and blue logo hangs on the building next to the stairs. Take him. And if you want to mock yourself, then climb the stairs up. There will be another one on the roof, but you will not be able to take it, because it is not kosher.

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Logo-7: Go deep between the buildings, and you will see two red and white logos at once on the left side of one of the warehouses. Fake and real. Which one is which, you will figure it out yourself.

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"

    Guide for the passage of the additional mission "Deja Vu"


    Guide for the passage of the additional mission "Deja Vu"