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- Metal Gear Solid V: The Phantom Pain Walkthrough – Mission 15: Footprints of Phantoms
Footprints of Phantoms tasks you with either extracting or destroying a group of Walker Gears located at a remote base camp. The camp is laid out along a hillside in a roughly linear formation, making it susceptible to a flanking infiltration. Select one end of the village and start moving slowly along the line with your suppressed dart pistol. Take down enemies one by one. It's fine to leave sleeping enemies behind, but make sure not to leave any stunned foes, as they may wake up before you finish. If you get spotted, back away quickly until the Walker Gears are unmanned. Clear out the camp while using supply drops to resupply yourself. Once the entire area is immobilized, start extracting the Walkers and troopers.
- Reminiscing Mario Kart Throughout the Years
Mario Kart has been a beloved part of gaming culture since its debut in 1992 on the Super Nintendo Entertainment System (SNES). Initially combining familiar faces from the Mario universe with intense, competitive racing, the series quickly became iconic for its use of items like banana peels and Koopa shells to spice up the gameplay. The series has seen incredible evolution through various Nintendo consoles. The original Super Mario Kart introduced split-screen multiplayer and challenging courses, earning widespread praise as one of the Super Nintendo’s most popular titles. As the franchise grew, Mario Kart 64 brought 3D graphics, an analog control stick, and four-player races, setting new standards for multiplayer fun on the Nintendo 64. Nintendo’s innovation continued with the Game Boy Advance’s Mario Kart: Super Circuit , which, despite being portable, boasted impressive graphics and included classic tracks from previous games. Then, in 2001, the GameCube welcomed Mario Kart: Double Dash!! , a major update where two players could share one kart—one driving while the other used weapons, adding a new level of strategy. With the release of the Nintendo DS, Mario Kart DS allowed players to race wirelessly via the Nintendo Wi-Fi connection, further solidifying the franchise’s place in the gaming world. Each new entry in the series built on its predecessors, offering new courses, improved controls, and additional gameplay modes that kept both longtime fans and newcomers engaged. The Mario Kart series is more than just a racing game; it’s a cultural phenomenon that appeals to a wide range of players. Whether competing against friends or striving for personal bests in single-player mode, the games deliver fun, strategy, and high-energy action that have made them essential titles on every Nintendo console. Through its vibrant graphics, memorable characters, and iconic gameplay, Mario Kart has left an indelible mark on the world of video games.
- Final Fantasy Retrospective – Part 3: A Journey Through the Ages
The Sega Mega Drive made its debut in Japan on October 29, 1988, just two months ahead of the release of Final Fantasy II . This marked the beginning of an era that would revolutionize the gaming landscape, particularly in the realm of role-playing games (RPGs). While most Americans remained unaware of the Final Fantasy series for another two years, the 16-bit adventures available on Sega's new system, such as Phantasy Star II and Vermilion , sparked interest and anticipation among fans of the Nintendo Entertainment System (NES). The anticipation heightened with the impending arrival of the Super Famicom, which launched in Japan on November 11, 1990. This new console offered a remarkable leap in technology, capable of displaying thousands of colors, managing dozens of sprites on screen, and producing sound through eight channels in full stereo. The innovative Mode 7 graphics enabled dynamic backgrounds, allowing layers to be scaled and rotated, significantly enhancing the visual experience. Additionally, with the capacity for four megabytes of storage, developers could now create role-playing games featuring 40 to 50 hours of gameplay within a single cartridge. The Super Famicom’s success was bolstered by its passionate fanbase and strong relationships with third-party developers, including Square, making the release of Final Fantasy IV inevitable. Final Fantasy IV hit the Japanese market on July 19, 1991, and later made its way to America, where it was retitled Final Fantasy II . Despite American gamers skipping over the previous entries in the series, Final Fantasy IV was celebrated as a monumental leap forward. Directed by Hironobu Sakaguchi, designed by Yoshitaka Amano, and scored by Nobuo Uematsu, the game introduced a complex narrative and characters that would set it apart from its predecessors. At the heart of Final Fantasy IV was a compelling protagonist, Cecil, a conflicted dark knight from the kingdom of Baron. Tasked by his king to obtain powerful crystals, Cecil begins to question the morality of his mission, leading to his fall from grace and subsequent journey of redemption. Accompanied by a diverse cast of characters, including his dragoon friend Kain, his white mage lover Rosa, and the summoner Rydia, Cecil's journey weaves through themes of friendship, loyalty, and sacrifice. One of the significant changes in Final Fantasy IV was the removal of the interchangeable job system from the previous title, placing a greater emphasis on character development and relationships. Each character possessed a specific role related to the plot, and spells and summons were now learned through experience gained in battles. This allowed for unpredictable party dynamics, enhancing the narrative depth. The introduction of the Active Time Battle (ATB) system, crafted by Hiroyuki Ito, marked a pivotal moment in RPG gameplay. Instead of waiting for player inputs, battles unfolded in real-time, compelling players to make swift decisions to minimize damage. The battle screens became more dynamic, showcasing detailed environments that added to the immersion. The graphical enhancements made clear that Final Fantasy IV could not have been accomplished on the 8-bit Nintendo. Exploration in Final Fantasy IV expanded beyond the surface of the planet, including the underworld and the moon, with various flying machines facilitating travel to these new realms. The lunar whale and black chocobos, capable of landing only in forests, further enriched the game's world. Uematsu's score for Final Fantasy IV stood out for its melodic sophistication, becoming iconic within the gaming community. The themes of love and adventure resonated deeply, leading to performances by orchestras and bands worldwide. The narrative structure echoed elements from earlier titles while introducing a complex array of characters with interwoven backstories, including a romantic link between the protagonists, a recurring motif in future installments. Despite some criticisms regarding its English translation, Final Fantasy IV left a lasting impression on players. The game's script and graphics underwent several revisions as it was ported to various platforms, including the PlayStation, Wonderswan Color, and Game Boy Advance, with a 3D remake announced for the Nintendo DS in 2007. Overall, Final Fantasy IV achieved impressive sales, approaching three million copies across all systems. However, the success was not immediate. The next title in the series, Final Fantasy V , was released exclusively in Japan on December 6, 1992. Although American gamers were beginning to discover the RPG genre, the fifth installment wouldn’t reach U.S. shores until the late 1990s. The creative team behind the previous titles returned for Final Fantasy V , with Tetsuya Nomura joining as a character designer. Final Fantasy V broke new ground by introducing the job system from Final Fantasy III , refined with a multi-classing mechanic that allowed characters to gain abilities from different jobs. This system provided a more customizable gameplay experience, further deepening the strategic elements of the series. The narrative revolved around crystals and their impact on the world, requiring players to uncover a deeper mystery surrounding their disappearance. The return of Galuf, a character with a rich backstory, added emotional weight to the journey. Final Fantasy V also featured the first major character death in the franchise, a shocking moment that underscored the stakes involved in the heroes' quest. This dramatic turn led to a unique gameplay twist, where Galuf’s abilities were transferred to a new party member, Krile. As players traversed various realms, they encountered challenges posed by the primary antagonist, Exdeath, who sought to merge worlds and unleash chaos. The introduction of multiple endings based on player choices further enhanced the game's replayability. Initially meant to be Final Fantasy III in America, Final Fantasy V faced several localization challenges, leading to frustrated fans and the emergence of fan translations. Ultimately, it found new life on the PlayStation and Game Boy Advance, allowing a wider audience to experience the intricate job system that would influence future titles.
- Metal Gear Solid V: The Phantom Pain Walkthrough – Mission 14: Lingua Franca
This is a simple extraction mission. Carefully scout the village with stun weapons at the ready. Get close and use your binoculars to examine the faces of your enemies. Follow the outlying prisoner into the village to find the Viscount. You will find the Viscount inside this building. You can take out the guards protecting him with a dart pistol through this window. Once you've extracted him, make your escape.
- How to Change Your Name in Final Fantasy XIV
To get started, visit the official Square Enix web page—no surprises there. But instead of grappling with the overwhelming front page of the FF14 website, which is jam-packed with text and imagery regardless of your region, head straight to mogstation.com and log in to your Final Fantasy 14 account. Once logged in, navigate to 'Games & Additional Services' and seek out the 'Character Renaming Service', easily identified by the charming moogle picture. Clicking on this will prompt you to accept a user agreement—it's standard protocol, but it's always wise to skim through it to understand the terms. After accepting the agreement, Mogstation will display all your Final Fantasy 14 characters, whether you have just one or a whole legion of them. Simply select the character you wish to rename and click 'Next'. You'll then be directed to the payment screen, where each character name change carries a $10 USD fee. Payment options include Crysta, major credit cards, or Amazon Pay. If you happen to have a slew of characters awaiting new names—though it may be a bit out of the ordinary—just repeat the process for each character until all desired changes are made.
- Final Fantasy Retrospective – Part 2: A New Era of Role-Playing Games
After the surprise success of Final Fantasy , Square quickly moved forward with a sequel, and Final Fantasy II arrived on Japanese store shelves just 364 days later, on December 17, 1988. Since the original Final Fantasy wasn’t designed with a sequel in mind, Square took the opportunity to explore new directions in gameplay and story, resulting in a game that felt fresh and innovative compared to its predecessor. A New Direction for Final Fantasy II Final Fantasy II brought back key figures from the original development team, including Hironobu Sakaguchi, artist Yoshitaka Amano, and composer Nobuo Uematsu. The game’s story opened with four young survivors fleeing their hometown of Finn, which had been attacked by the Emperor of Palamecia. Unlike the original, there was no prophecy about saving the world. The heroes of this tale evolved into specific archetypes: a humble warrior, a cautious mage, a monk, and a morally conflicted dark knight. Importantly, the characters’ classes were now tied directly to their identities, offering no opportunity to upgrade or change classes as in the first game. A major departure from the original Final Fantasy was the removal of the traditional leveling system. Instead, Final Fantasy II introduced a more dynamic progression system. Characters leveled up individual attributes—such as hit points, strength, magic power, agility, and evasion—based on how frequently those abilities were used. This system allowed players to customize their characters’ growth more directly. For example, focusing on magic power could weaken a character’s melee abilities, forcing players to balance their strategies. However, this opened up possibilities to exploit the system by having party members attack each other to artificially boost stats in battle. Final Fantasy II also experimented with a new questing system. Players had to memorize key terms from NPC dialogues, which would later be referenced in conversations to unlock further story progression. Though the system could be time-consuming and prone to trial and error, it added a sense of interactivity and immersion to the gameplay. Memorable Additions to the Franchise While many of the new mechanics introduced in Final Fantasy II didn’t carry over into future games, some iconic elements first appeared here. For the first time, players could control less than four party members, with characters like the white wizard Minwu and the pirate Leila coming and going throughout the story. Several characters even died throughout the game, raising the emotional stakes in a way that was new to the series. The game also introduced the now-famous Chocobo, a bird-like companion that helped players travel across the map without enemy encounters. Cid, a character who would become a recurring name and face in the Final Fantasy series, made his debut here as an airship pilot. These additions—Chocobos, Cid, and airships—would become staples of the franchise moving forward. The Rise of Final Fantasy III After the release of Final Fantasy II , fans had to wait 16 months for the next installment, Final Fantasy III , which debuted on April 27, 1990. Once again developed by the original team, the game built on the innovations of its predecessors while introducing new systems that would continue to influence the series. Final Fantasy III opened with four orphans from a floating island discovering the Wind Crystal, which bestowed upon them the ability to choose different job classes. Unlike previous games, where players were locked into specific classes, Final Fantasy III introduced a flexible job system. This allowed players to switch between various professions, including newcomers like the Archer, Geomancer, Viking, and Bard. Each job came with unique abilities, adding a deeper layer of customization. One of the most notable additions was the introduction of Summoner jobs, allowing players to summon powerful creatures such as Odin, Shiva, and Ifrit. These summons would go on to become a core feature of the series. Additionally, Final Fantasy III introduced the Moogle, another iconic creature that would appear in future games. Moogles helped players manage items and played a role in the game’s story. The story of Final Fantasy III centered around a balance between light and darkness, with the four orphaned heroes tasked with restoring equilibrium to the world. They faced a malevolent mage named Xande and a sentient entity known as the Cloud of Darkness, which threatened to consume the world. Final Fantasy’s Growing Legacy Although Final Fantasy III was overshadowed in North America by the release of Final Fantasy VI (renamed Final Fantasy III in the U.S.), it introduced several key elements that helped cement the series’ reputation as a leading RPG franchise. With a rich job system, summoning mechanics, and expansive world, Final Fantasy III represented the most ambitious RPG Square had made to that point. Both Final Fantasy II and Final Fantasy III pushed the boundaries of what was possible in RPGs, with innovative gameplay systems, character development, and world-building. These early installments solidified Final Fantasy as a franchise capable of both reinvention and consistency, laying the groundwork for its future success as one of the most beloved and enduring RPG series in video game history. As of July 12, 1990, the original Final Fantasy was finally released in North America, giving English-speaking gamers their first taste of the adventure that had captivated Japan. Little did they know, the franchise was only just beginning to take flight.
- Final Fantasy Retrospective – Part 1: The Game That Defied Its Name
In the late 1980s, long before the infamous in-game currency system of “gil” was ever a concern, a small Japanese game developer named Square was facing a more pressing problem—financial collapse. By 1987, Square had been struggling after a series of unsuccessful titles, including Cruise Chaser Blassty , Alpha , and King's Knight , alongside a failed side-scrolling shooter. Even North American releases like Rad Racer and 3D World Runner barely kept the company afloat. With their future hanging by a thread, Square's director of planning and development, Hironobu Sakaguchi, was tasked with creating one last game to save the company. When asked what type of game he wanted to develop, Sakaguchi responded, "I don't think I have what it takes to make a good action game. I think I'm better at telling a story." Drawing inspiration from popular RPGs of the time, such as Dragon Quest, The Legend of Zelda, and the Ultima series, Sakaguchi envisioned a video game with an expansive world and a rich narrative. Believing it might be his final project, he named it Final Fantasy. On December 18, 1987, Final Fantasy was released for the Famicom, just two days before Sega's Phantasy Star . Sakaguchi himself directed the game, while character designs were handled by rising manga artist Yoshitaka Amano. The soundtrack was composed by veteran video game composer Nobuo Uematsu, who brought his signature flair to the project, marking his 16th video game score. The plot centered around the four Warriors of Light, bearers of ancient elemental artifacts, who set out to save the land from darkness. The narrative's focus was on retrieving four orbs rather than the later series' iconic crystals. The game saw players battling four fiends—Lich, Kary, Kraken, and Tiamat—who had plunged the world into chaos. In a twist, these fiends were part of a time loop orchestrated by Chaos, a demonic entity born from Garland, the first boss the players encountered. Once the Warriors defeated Chaos, the world was restored to peace, and the heroes returned home. While the story of Final Fantasy was compelling for its time, the game truly shined in its deep, customizable RPG mechanics. Players could name their characters and choose from six different classes: White Mage, Black Mage, Red Mage, Thief, Fighter (later known as Warrior), and Black Belt (later known as Monk). This created 30 possible group combinations, allowing for various playstyles. As characters leveled up, players could unlock class upgrades—White Wizard, Black Wizard, Red Wizard, Ninja, Knight, and Master—each with enhanced abilities. The game also introduced innovations to the RPG genre. Unlike the one-on-one battles found in many RPGs at the time, Final Fantasy allowed players to face off against up to nine enemies at once in random encounters. These battles played out in a new side-view format, where players could see their heroes on the right side of the screen and enemies on the left. The battle animations were ground-breaking for the time, featuring advanced graphical effects. The magic system in Final Fantasy was also unique. Players could learn spells from eight levels of either black or white magic, but with only three spell slots per level, careful choices had to be made. Instead of the now-familiar magic point (MP) system, spells had charges, which could only be restored by visiting inns or using rare items like "houses." Exploration was another key feature, with players traversing a massive overworld map divided into three large continents. Along the way, they could enter dungeons, caves, and towns, stopping to rest or shop for items. The introduction of vehicles, such as a boat, canoe, and airship, greatly expanded the world. The airship, in particular, allowed players to explore the map without facing random enemy encounters, provided they could find suitable landing terrain. Final Fantasy also boasted an extensive musical score for its time, featuring almost 20 different tracks. Some of these compositions became iconic, such as the title screen arpeggio, the victory fanfare after battles, and the main theme that would evolve into an anthem for the entire franchise. The game wasn’t without its challenges. Saving could only be done at inns or with specific items, and it didn't cure status effects like poison. Fallen allies could only be revived with the Life spell or at clinics. Furthermore, enemies didn’t drop items, and certain spells were prohibitively expensive. Additionally, if one character killed an enemy before another got a chance to act, their attacks or spells would be wasted. The game's difficulty level could also spike unexpectedly, making for a punishing experience. However, players embraced these challenges, and Final Fantasy became one of the most popular RPGs of the 1980s. By the end of the decade, Final Fantasy had established itself as one of the most successful titles on the Famicom and Nintendo Entertainment System. It spawned a franchise that, as of last year, had sold over 180 million units worldwide. Since its original release, the game has been re-released on various platforms, including the MSX, WonderSwan Color, PlayStation, Game Boy Advance, mobile phones, and more recently, the PlayStation Portable. Despite its name, Final Fantasy was far from the end for Square, marking the beginning of one of the most beloved and enduring RPG franchises in gaming history.
- Metal Gear Solid V: The Phantom Pain Walkthrough – Mission 13: Pitch Dark
Pitch Dark is an extensive stealth mission divided into two stages. You can bypass the initial village, but taking a moment to familiarize yourself with the colors and terrain variations of Africa can be beneficial and rewarding. If you decide to clear the village, remember that the Child Soldiers cannot be attacked with lethal force, nor can they be captured and interrogated. If you take out the adult taskmasters without triggering an alarm, the Child Soldiers will escape from their captors. Once you move past the village and reach the refinery, you'll need to be particularly cautious. Your two objectives are a large tank located in the west wing of the compound and a pump control situated high up in the east wing. You can access the fortress through this passage on the southern face. Climb carefully to the pumping deck on the left to reach the tank. Once there, place plenty of C4. This area is teeming with guards, and they're positioned close enough to detect most Fulton extractions, so proceed with caution. After planting the C4, move across the back end of the facility and climb the structure to reach the top tier. Inside, you'll find the switch controls. Place your C4 explosives, then retrace your steps. You can escape through the undercroft or navigate the catwalk maze to the east. If you get spotted, dive indoors or take cover under pipes or pillars. Once you're a safe distance from the facility, detonate the C4 and make your extraction.
- Metal Gear Solid V: The Phantom Pain Walkthrough – Mission 12: Hellbound
Take cover right away. There are still two guards in the hangar who can raise the alarm. Neutralize them and retrieve the intel. Remember, you can drag them outside and use the Fulton to send them to Mother Base and strengthen your forces. Getting out of the Power Plant unnoticed is no easy task. Several guards are positioned right outside the door. Scan the grate to identify as many as possible. Use your silenced pistol to take them out, then proceed along the left side of the canyon, carefully neutralizing enemies as you move. Head toward the Central Base Camp next. You'll pass through three guard posts, so stay alert while driving or galloping down the road to the Base Camp! Upon reaching the Afghanistan Base Camp, you'll face an open-air base significantly larger than any infiltration area you've encountered so far in the game. Approach the hangar with extreme caution. If you're spotted in the open, the entire base will go on high alert, making the rescue much harder. Should you be detected, retreat behind one of the large hangars, sneak to a safe spot, and wait for the alarm to subside before proceeding. You can usually enter the base safely by sneaking along the right side of the gully, then crawling under the pipe to reach the field. The Walkers may look intimidating, but as long as you avoid their line of sight, they aren’t too much of a threat and can be easily disabled from behind. Emmerich is in the large hangar silo on the western side of the Base Camp. Enter through the blue door at the front (you can sneak past the guards), as the red doors on the rear and sides are locked. After the cutscene, loot the lab and grab Emmerich's prototype Walker gear. Then, pick him up and make a run for it—he can't be extracted using the Fulton, so you'll need to carry him. Do not escape through the north exit of the base, as this will result in mission failure. You must leave through the main entrance on the south side of the base to successfully complete the mission. As you head to the LZ, the chopper will come under fire from several soldiers near the entrance. Put Emmerich down temporarily and neutralize the soldiers before they can take down the chopper! Your rank will take a significant hit if the chopper is destroyed, so don’t overlook this threat. Once the area is clear, proceed to the LZ where you'll encounter Skull Face and Sahelanthropus. After the cutscene, rush to the LZ and call in the chopper. Use the stones to shield yourself from the mech, keeping solid rock between you and it as much as possible. Try to lure the mech away from the LZ, drawing its attention away from the chopper to ensure a safe extraction. Be cautious of the mech's pylon-hand, which can break through solid stone. Distract it to create an opening, then sneak onto the chopper with Emmerich. Once you're aboard, the mech will start firing rockets at the chopper, so quickly grab the mini-gun and start shooting to defend yourself and ensure a safe escape. After you take out the rockets, the robot will make a massive leap toward you, so be ready to unleash a barrage of bullets at it. Once the robot is down, the mission will be complete.
- Final Fantasy – iOS Review
Final Fantasy, a trailblazing RPG, has etched its place in gaming history with its robust gameplay, iconic visuals, and timeless replayability. With the recent release of the Pixel Remasters on iOS, this classic gem receives a fresh coat of paint, offering a myriad of quality-of-life enhancements that redefine the way you experience the series. At its core, Final Fantasy on iOS retains the simplicity that made it a standout RPG. Navigate through dungeons, embark on quests, collect key items, and engage in strategic turn-based battles. The game's visual appeal, even by today's standards, remains impressive, boasting distinctive sprites, captivating spell effects, and imaginative environments ranging from volcanoes to flying fortresses. Not to mention, the ambitious narrative sets Final Fantasy apart from its 1980s counterparts. What truly elevates Final Fantasy on iOS is its job system, allowing players to choose from up to six different roles for their four-party members. The Pixel Remasters enhance this aspect with quality-of-life tweaks that redefine the gaming experience. A run button streamlines dungeon exploration, automatic re-targeting keeps battles fluid, and a flattened experience curve minimizes the need for excessive grinding. The Pixel Remasters on iOS also introduce several noticeable improvements. A revamped pixel font enhances readability, while the option to switch between arranged and original soundtracks taps into the nostalgia of the NES era. Toggling off random encounters with a simple click of the analog stick and the inclusion of maps for easy navigation further enhance the gameplay experience. Yet, the real game-changer lies in the "boosts" menu. These enhancements allow players to modify experience and gil gain, injecting new life into the game. Whether breezing through with boosted rewards or adjusting difficulty on the fly, these options cater to modern players' preferences, offering a balance between challenge and convenience. Despite its brilliance, the Pixel Remaster isn't without its quirks. The color palette, seemingly tailored for mobile screens, may appear a bit flat compared to other remakes. Framerate issues and stuttering on the iOS version, absent on the PS4, may raise an eyebrow, but they don't significantly hinder the overall experience. In conclusion, the iOS version of Final Fantasy Pixel Remaster stands as the definitive way to experience this classic RPG. With invaluable quality-of-life changes, eye-catching visuals, and gameplay that retains its greatness, a few technical hiccups are a small price to pay for diving into this all-time classic. If you're a Final Fantasy fan or an RPG enthusiast, this is the way to play it on the go. Final Score:
- Metal Gear Solid V: The Phantom Pain Walkthrough – Mission 11: Cloaked in Silence
The mission is triggered under two circumstances: first, before Side Ops #6, the Side Op to obtain the Stun Arm blueprint becomes available early in the game after completing one of the missions between Missions 7 and 10. Second, before Side Ops #82, if Snake completes three of the four missions between Missions 7 and 10, the Emmerich Side Op is unlocked, temporarily setting aside the Stun Arm blueprint mission. Both Side Ops require passing through the Aabe Shipaf Ruins, which triggers the battle against Quiet. If you want to defeat Quiet the old-fashioned way, your best weapon against her is a sniper rifle, although she can also be hit by a launcher under the right circumstances. Don't worry about using stun weapons, as Quiet moves rapidly from perch to perch, usually staying in one spot for only a few moments. She will often run and then perform a leaping teleport, sometimes dropping a grenade if she passes over your position. The easiest way to take her down is by using the Fulton Supply Drop trick (details on the trick below) or by calling in a Sleeping Gas Strike. In either case, zoom in on her location and perform the action. The Sleep Gas attack can incapacitate her in one hit, while the supply drop will require two hits. However, be aware that the Sleep Gas takedown won’t earn you an S-Rank. It's beneficial to go to one of the valley's tower ruins for a long-term engagement with Quiet. After flushing her out of her position—either by sneaking up on her or taking a shot—head to the tower and use the pillars as cover for protection. Allow Quiet to spot you with her rifle, then quickly duck behind a pillar. Peek out and then duck back to draw her fire, causing her to miss. Next, use your binoculars to lock onto her position and duck back again quickly. Repeat this by ducking in and out to provoke another shot, then quickly line up your sniper rifle and take the shot. Since she tends to move frequently, repeat this process a few times, and you’ll be able to take her down with relative ease. Another effective way to damage Quiet is by causing structural damage. Whenever she moves to a damaged structure, look for support columns that Snake can shoot. Shooting these columns will cause the structure to collapse on top of her, depleting her red health bar by 40% each time. Be sure to take advantage of this tactic! After the battle, approach Quiet in the center of the ruins. At this point, you have the choice to either keep her alive or end her life. Think carefully before pulling the trigger! If you choose to shoot her, Quiet will disappear, preventing specific story missions from occurring and causing you to miss out on a valuable Buddy. To add her to the Mother Base roster, simply redo the mission and refrain from attacking her when Miller gives the order to kill her.
- Metal Gear Solid V: The Phantom Pain Walkthrough – Mission 10: Angel With Broken Wings
"Angels with Broken Wings" can be divided into two parts. The first section, which is optional, involves liberating some prisoners from a ruined base. The second part tasks you with extracting a captured prisoner named Malak from a prison fort. If you're quick, you can intercept Malak at the first position, as he quickly moves into a jeep and speeds off to the second facility. This guide assumes you allow Malak to escape initially and catch up with him later, taking the time to raid and loot the first facility. The first section follows the standard sneak-interrogate-Fulton approach, but you should be particularly cautious while exploring this area. Although there is loot to be found, the multi-floored ruin features numerous floors, holes in ceilings, and cutaway walls, increasing the likelihood of being spotted. Approach from the rear and ascend to the top, then systematically work your way down each level, clearing the floors as you go. Utilize the gaps to your advantage and exercise extreme caution, relying on silenced weapons and hand-to-hand combat whenever possible. Once you've collected the loot, make your way to the fortress. Be cautious of foot patrols along the road. There are two ways to gain entry into the fortress. One option is a vent on the east side, which provides access to several points in the courtyard, with exits near key doors. However, we recommend taking the upper route that winds around the fort's west and north sides. Malak is being held in the southern section of the outpost. Taking a cautious approach from the hill that overlooks the guard towers allows you to neutralize the upper-reach guards first, followed by the soldiers along the parapet, then the troops in the courtyard, and finally those inside the building. In addition to your main target, there are two other prisoners inside who can also be Fulton extracted. Your main prisoner cannot be Fulton extracted. Instead, you’ll need to strap him to your horse and ride around the enemy, making your way to the landing zone (LZ).
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