Delta Force: Black Hawk Down
By: Dark Vortex (Quan Jin)
This guide may be found on the following sites:
[http://www.dlh.net]--------------------------------------[Dirty Little Helper]
This guide is copyright (c)2005-2006 Quan Jin
Table of Contents
4.1. Marka Breakdown...................................
4.2. Bandit's Crossing.................................
4.3. River Raid........................................
4.4. Gasoline Alley....................................
4.6. Radio Aidid.......................................
4.7. Russian Underground...............................
4.8. Shattered Palace..................................
4.9. Diplomatic Immunity...............................
4.10. Shore Patrol.....................................
4.12. Lost Convoy......................................
4.13. Valiant Soldiers.................................
4.14. Last Stand.......................................
4.15. Mogadishu Mile...................................
4.16. Aidid Takedown...................................
5. Weapon Listing.............................................
7. Version History............................................
8. Legal Information..........................................
9. Credits & Closing..........................................
1. Introduction 
I was pretty surprised at the lack of complete single player guides for this
game. This game isn't that unpopular (albeit a bit outdated).
Within this FAQ/Walkthrough, you'll find a full single player guide that will
walk you through each and every one of the campaign levels along with a weapon
appendix that describes each available weapon in detail.
Please note that this guide does not cover the Team Sabre expansion pack.
2. FAQ 
[Q] What are those red arrows appearing over some doors?
[A] During some missions when you come across rooms filled with
enemies, you will have the option of having your allies
perform a 'takedown' procedure. Use the backspace key
whenever that icon comes up. Basically, one of your
allies will throw a Flashbang and then begin clearing out
the room for you.
[Q] How do I get past those minefields?
[A] Whenever you come across a minefield, be sure to scan the
area for the white sticks. Normally, they would create a
path free of mines. When crossing minefields, stick very
close to the white stakes to safely get across.
3. Controls 
This sectionly highlights basic keyboard controls (the first three pages of
the key sheet). To see more, press F1 in-game and use the PgUp and PgDwn to
Look --------------------- Mouse
Primary Fire ------------- Mouse Button 1
Alternate Fire ----------- Mouse Button 2
Forward ------------------ W, Up
Back --------------------- S, Down
Strafe Left -------------- A, Left
Strafe Right ------------- D, Right
Lean/Roll Left ----------- Q
Lean/Roll Right ---------- E
Look Up ------------------ P
Look Down ---------------- .
Turn Left ---------------- L
Turn Right --------------- ;
Prone -------------------- Z, Mouse Button 3, PgDwn
Crouch ------------------- X, End
Stand -------------------- C, Delete
Jump --------------------- Spacebar
Knife -------------------- 1
Secondary Weapon --------- 2
Primary Weapon ----------- 3
Flashbang Grenade -------- 4
Frag Grenade ------------- 5
Smoke Grenade ------------ 6
Explosive ---------------- 7
Radio Detonator ---------- 8
Medic Pack --------------- 9
Reload ------------------- R
Binoculars --------------- B
Night Vision ------------- N
4. Walkthrough 
The walkthrough will take you through each mission in detail and help you
tackle each of them. Keep in mind that these are just MY strategies. If you
have a different way of getting through a mission, that's fine.
4.1. Marka Breakdown 
Date: February 16, 1993 - 1530 hours
Location: Marka Village, Jubba Valley
Default Weapon Set: M21 (Primary), M9 Beretta (Secondary), AT4 (Accessory)
* A UN convoy carrying food and supplies has broken down in the valley
just north of Marka. It is suspected the militia members might try to
raid the convoy and take the shipment for themselves. Board the
waiting Hummvee and proceed to their location. Protect the convoy and
escort it to its destination.
You'll be spending a lot of this mission in the gunner seat of a Hummvee
or with a Black Hawk, so don't worry about your primary weapon. The .50
will rip through enemies very easily. Wait until your Hummvee begins to
move. Try not to shoot any of your allies in the other Hummvees or the
civilians on the ground. As tempting as it may be, you'll fail the
mission. Soon, you will begin to hear some commotion up ahead. There are
a number of militia up ahead. Wait until you have a clear shot and take
out the technical ahead. Look for the soldiers on the ground as well.
When the Hummvee turns, begin firing upon any enemies to your left or
right. Prioritize the ones holding RPG launchers! If you're hit with
one, you are dead. The majority of the RPG launchers are in the hills,
but be sure to take out the one by the derelict technical on your left.
When you clear the valley, look to your left and destroy the two incoming
technicals. After this, you will reach the convoy. Your Hummvee will park
to the north. There will be 2-3 technicals moving in ahead. Aim your gun
and take them all out.
Your job isn't over though. Many, many enemy soldiers will begin pouring
out of the hills to the left. They're small targets, so they might be a
bit difficult to see. Take out as many as possible before they get too
close. Eventually, you'll be called off of the Hummvee. Press the 'Use'
button (default key: Shift) to dismount the .50 and meet in front of the
convoy. Look at the arrow on your radar for the direction. Get used to
checking your radar for objective locations.
You will not encounter any resistance on your way to the Overwatch
Position, so no worries. When you reach your objective, whip out your
M21 (if it isn't already out) and aim at the bad guys below. There are
a number of them, but you have the height advantage. Plus, your allies
will provide some fire support as well. Be sure to take out the two
enemies by the sandbags that are a bit further north. Once the CP is
cleared, head on down. If there are any enemies remaining, be sure to put
in their place. A Black Hawk will come down. Jump on and man the left
Once you dust off, you'll be given a new objective. You must protect the
convoy from any attacks. With the minigun, that'll be an easy task. Your
first two enemies will appear to the left on the ground. Put some holes
through them. The Black Hawk will turn toward another group of militia
below. Be wary, as one or two of them may be holding an RPG launcher. Be
sure to blow up the non-moving technical as well. The Black Hawk will
receive a call from the convoy and turns toward it. Keep an eye out for
any enemies on the ground. Don't worry about the right side of the
helicopter; your teammate on the other gun will take care of them. And
also, try not to SHOOT the convoy either.
The Black Hawk will pass the convoy. Scan the ground below you for any
more soldiers there. You'll fly over two enemy vehicles and a handful of
militia. As long as you take the majority of them out, they shouldn't
pose much of a threat. Be sure to watch out for the potential RPG launcher
by the technical. In the distance, two more technicals will also appear.
the Black Hawk will soon pass the convoy a second time. Help the Hummvees
on the ground with the enemies in the field. Destroy any more technicals
Your Black Hawk will pass over the convoy another time. There should be
two technicals harassing them. Watch your fire, being very careful not to
accidentally hit the convoy, and take out the two. Before you reach the
town, you will have to take out two more technicals below. Be careful of
the RPG launcher in the hills. You'll be notified of his location. As you
fly around town, another technical will appear on the dirt path ahead.
Dispose of it along with the RPG launcher shortly thereafter. Finally,
you will have one last technical by the convoy as you pass it again. That
is it for the enemies here. Simply wait for the convoy to pull into town
and the mission will be complete.
4.2. Bandit's Crossing 
Date: February 27, 1993 - 1930 hours
Location: Jubba Valley
Default Weapon Set: M16 (Primary), M9 Beretta (Secondary), Satchel Charge
* UN Forces are attempting to distribute food and provisions to local
civilians. Intel reports that Habr Gedir militia may be planning to
raid the distribution center and take the supplies for their clan's
use. You must prevent any militia units from taking food shipments.
Secure the village and ensure that enemy reinforcements cannot reach
the UN Convoy.
You begin the mission on a civilian boat. Wait until you stop at the dock
and then jump off. Begin moving toward the drop-off point. An explosion
will ring through the air and you're told to check it out. Stop by the
boxes and begin engaging the enemies to the south. Use the crates as
cover. When you clear out the small force of about 10 men, move forward to
the UN convoy itself. Just as you reach it, Habr Gedir trucks, carrying
a number of militia, will move in.
Take cover by some of the other cars in the area. The majority of your
opposition will be by the UN convoy. However, there may also be some
scattered farther away. A group of civilians will also evacuate around
that time. DO NOT hit any of them. When they're out of the way, you can
begin firing upon any enemies in the vicinity. It shouldn't take long to
clear them. When you're given to go-ahead to proceed, head east to the
field. There will be a bridge in the distance.
Stay behind the barrels and use them as cover. There are a bunch of enemy
soldiers in the following field. Take aim and knock them all down. At
some point, a technical may try running through the field. There's no
need to kill every single enemy here unless you're looking to perfect the
mission. When enough Habr Gedir soldiers have been neutralized, you can
proceed. Command will tell you to move into a run-down fishing boat to
the left of the bridge (on your side). Follow the arrow on your radar to
There is a health pack and ammo on the boat. Take it if you want it. Now,
look toward the bridge and shoot any enemies attempting to cross. Also,
take down any soldiers that you have a clear shot at on the opposite
side. Your little boat will provide you enough cover to protect you from
enemy fire. After a little while, you'll be notified of two technicals
moving in. M16 fire will be enough to take them out on the bridge. If you
don't feel like wasting your ammunition, your allies will take care of
After the technicals have been destroyed, you will be ordered to cross
the bridge and destroy the ammo cache on the far side. When crossing, be
sure to take your time! You aren't in any rush, and enemies are all over
the place. When you hit the other side, take down the snipers on the roof
of the small, stone building in front of you. Afterwards, focus on the
other militia scattered around the building. When you've cleared out
enough of them to proceed, continue to the stone building and check the
back. The ammo cache is right here. You only need to destroy three or
four crates of guns before the entire thing blows up.
Once that's gone, you will be told of multiple enemy vehicles and
personnel moving in on your position. Double-time your way out of there
and back to the bridge. Follow the line on your radar to the middle of
the bridge. Take haste, as a number of technicals and militia are running
after you. Put down your Satchel Charges in the middle of the bridge and
run back to the safe side of the bridge. Before detonating the charges,
make sure that your allies are off the bridge. Blow it up to finish the
4.3. River Raid 
Date: April 27, 1993 - 0700 hours
Location: Brava Village, Jubba Valley
Default Weapon Set: M16/203 (Primary), M9 Beretta (Secondary), AT4
* An informant has given us the location of an illegal weapons shipment
waiting to be transferred to the Habr Gedir. Your team will insert the
target area by Black Hawk. Find and secure the weapons cache and
retrieve any intel. Victor Two will be on standby if you need any
You begin the mission on a Black Hawk. You'll be briefed along with the
rest of your team. Wait until the Black Hawk touches down. Now, get off
and begin running toward the city. You'll notice a bunch of militia
pouring out of the city as well. Don't try to enter just yet. Instead,
stick out there and shoot down any bandits. When you've cleared out the
ones that are currently attacking you, run toward the city. The arrow
points you in the direction of the warehouse. However, the area is a bit
too hot to get there right now.
When you move in, you will have to be careful of civilians. Do not shoot
anyone with a red "X" when you aim at them. Killing too many of them will
fail the mission. Take cover amongst the various houses and lean out to
shoot. This will help you avoid getting hit. Stay in this general area
for a little bit. After a little while longer, head to the blip on the
radar. It represents a .50 Caliber. Get on it and a technical should
come in from the south. Rip it apart and then focus on the other militia.
Stick there a bit longer and neutralize any remaining enemies in the
When this area is clear for the most part, you can continue toward the
warehouse. I strongly suggest you duck in-between the buildings instead
of following the main road. Therefore, when you do reach the warehouse,
you can lean and pop some of the baddies without putting yourself in
danger. The warehouse is guarded pretty heavily. There are Habr Gedir
inside and outside. Take out the few standing outside the entrance. Duck
into an alleyway for cover when facing the enemies hanging around here.
Do not enter the warehouse until you've killed the majority inside.
After most of the militia are dead, you can proceed into the warehouse.
Keep your guard up, as some enemies could still be lurking within. Walk
up to the walkway and follow it to the rear of the building. Pick up the
enemy documents here. With that done, you'll be given a new objective.
First, get behind the warehouse and wait for the truck to appear. You
must head over to Deka and assist Victor Two.
Hop on the back of the truck and you'll start moving. The way will be
free of resistance apart from two technicals. The first one will begin
parked by a .50 Cal. The other will appear on your left. Take out the
gunner on both of those. Eventually, your truck will come to a stop by
a mine field. Get off and examine the red sticks in the ground. The white
sticks represent the path you must take to get past safely. Now,
carefully make your way along the white sticks. When you reach the other
side, you'll be near a river.
Follow the blue path toward Victor Two's drop-off point. When you get
near the river, take caution around the crocodiles hanging around. There
is no enemy resistance along this way, so don't worry. Also, feel free
to jump in the water and swim across. There's no need to try to get to
the other side without getting wet. Follow the arrow to Victor Two. Pick
up the health and ammo here if you need it. Then follow the path toward
Like before, try to stay in the hills outside the city before entering.
It's best to kill as many enemies before entering. You might be
overwhelmed in that case. When inside the town, proceed to Waypoint
Hotel. Take your time though! There are a lot of enemies in this city
as you can probably tell. The buildings allow for good cover so use them
to your advantage. Near Waypoint Hotel is a dock. There are a lot of
enemies around here. Also note the green boat on your radar. Don't stray
too far away from it. Don't worry about seeking out the Habr Gedir;
they'll come to you. Also, a Black Hawk will patrol the skies above you
and provide cover fire.
After about a minute, you will be told to destroy a weapons shipment
boat that is leaving the docks. THAT is the boat I told you of before.
Run over to it and put as many rounds into it as you can. A few shots
should be enough to blow a hole right through it. When that boat is down,
the mission should end.
4.4. Gasoline Alley 
Date: August 27, 2003 - 2015 hours
Location: Mogadishu Outskirts, Somalia
Default Weapon Set: M16 (Primary), M9 Beretta (Secondary), Satchel Charge
* We have our first mission for Task Force RAnger today. Aidid's
financial chief, Osman Otto, operates a warehouse where they are
outfitting trucks with fifty-caliber machine guns. We need to capture
those technicals and destroy them.
The mission begins with you manning a .50 on a Hummvee. Once you join the
convoy, get your trigger finger ready. You won't meet any reistance for
a little bit. However, as soon as you round the first corner, some
gunfire will ring through the air up ahead. Watch the rooftops and
alleyways, but prioritize those on the roofs. The ones on the ground can
be taken out by your allies. Soon, you will turn another corner. The
enemies will be much more thicker here. Be wary of any RPG launchers on
the surrounding rooftops. Take the enemies to the left and right. They
will mostly be concentrated to your right though.
The militia with regular AKs won't pose too much of a threat. However,
keep an eye out for stray RPG launchers. They are the biggest danger
along this stretch of road. A few minutes into the mission, an air strike
will be called to take out a position ahead of you. Shortly afterwards,
your Hummvee will turn another corner toward a bridge. Aim at the enemies
on top of the bridge while taking out any stray militia on the ground.
After you pass the bridge, you'll reach your next mission objective. Get
off the Hummvee.
You are told to avoid the front door of the garage for now. Go north
along the waypoint line. There are enemies to the right on top of the
cargo crates. Take cover amongst the shacks to your left while proceeding
to your next waypoint. When you hit Bravo, take cover by the bus you see
ahead of you. Look behind you and take out any enemies on the rooftops.
Up ahead is a thick enemy position. Stay by the bus and try to take them
down without getting hit yourself. As long as you stay in that position,
you should be able to dispatch all of them without much trouble.
Otto's garage is just up ahead. However, don't just rush in there. Walk
up a little bit and peak to the left. There is another group of enemies
here with a .50 Caliber nearby! Kill them all before they manage to gun
you down. When that area is clear, you can proceed to the garage. Follow
the waypoint arrow right and around the side of the garage warehouse.
One or two enemies might appear in front of you so keep your guard up. At
the other end of the building is the entrance into the garage. Your
teammates will notify you of enemies outside on the rooftop to your
right. Take him down and anyone in the immediate vicinity. Then enter
Now you are going to have to clear all Habr Gedir from this building. The
first room (with the two Technicals parked inside) is clear. However, the
main garage has a few bad guys inside. Throw a Frag Grenade before
heading in and then mop up the rest of them. There are about three
Habr Gedir on the walkway above you. Take them out first and then focus
on the militia on your level. Clearing the garage shouldn't take too
long. When you do, walk into the room to the left and pick up a health
pack and some more ammunition. Save the extra packs for later; you will
probably need them then.
Your job isn't complete yet. Enemies will surround the garage and attempt
to take it back. Get back in the main garage bay and stay to the right
side of the large garage door. Keep an eye on the upper walkway. Two or
three Habr Gedir will run there. Stay clear of the main garage door as a
technical will come crashing in. As long as you are to the side, you will
be untouched. After the suicidal technical, a large group of militia will
group outside of the garage. First, take out any enemies that occupy the
side bay or door. Once your flank is secure, take the .50 Cal on the
technical in the main garage bay. Quickly mow down the large group of
militia outside the garage.
Due to the angle of the gun, you can't hit all of the enemies stationed
outside. Get off and find yourself a good spot inside the garage to shoot
out. The majority of enemies will attack you from out there. However,
you will still want to watch the side bay door. Bad guys will appear from
there sporadically, but it's best to stay safe. When the group outside
the main bay door grows in size, man the .50 Caliber again. Be sure to
use it whenever the situation arises. For the most part, staying inside
that garage will keep you safe. Don't run outside until you have very
little resistance left. By that time, the convoy should be moving in to
pick you up.
Head over to the side bay and drop your Satchel Charges on the two/three
technicals there. Don't detonate them yet though. Head outside and walk
over to the convoy. Get onto the truck and THEN detonate the charges. The
technicals inside will go up in smokes. There may still be a few enemies
in the area. If you need to, take out any remaining baddies in the area.
The mission will soon end.
4.5. Besieged 
Date: May 5, 1993 - 1330 hours
Location: Mogadishu, Somalia
Default Weapon Set: M16 (Primary), M9 Beretta (Secondary), Satchel Charge
* A convoy of Pakistani U.N. soldiers are under heavy fire in grid
Charlie Two. They have at least one truck destroyed and are surrounded.
Get your team to their location and help them pass the roadblock that
has them trapped.
You begin the mission on a .50 Caliber atop a Hummvee. There are no
enemies so first, so ease up on your trigger finger a bit. You will be
told to avoid civilian casualties. For the first few seconds of your
ride, you won't pass any opposition. However, when you see some gunfire
up ahead, mow down the group of Habr Gedir at the corner. When you turn,
a technical will pop up ahead of you. The man in the back is holding a
RPG launcher. Quickly destroy the technical before he has a chance to
fire. Keep an eye on the militia on the ground. They aren't armed with
RPG launchers, but they can still hit you.
When you pass a bus on your right, look ahead as a technical will bust
right through the wall. Again, destroy the car quickly before the RPG
launcher has a chance to fire! You will turn another corner and enter a
somewhat open area. At the opposite end, three technicals will move in!
Although you have some time before the RPG launchers on the back can
shoot at you, you should still destroy all three technicals as quickly
as possible. Your Hummvee driver will circle around the plaza area. Keep
an eye behind you as another technical will attempt to surprise you as
you're heading out.
Shortly thereafter, you will be told to dismount the Hummvee and assist
the soldiers up ahead. Get off of the .50 Caliber and run to your next
objective. This area is quite hot, so immediately take cover behind the
grounded truck. Don't shoot the soldiers in uniforms; they are your
allies! Look above you and take out the enemies on the balconies. There
are a few more up ahead. Snipe them out. When the area is clear, move up
to the rest of the convoy. Look to your left and take out the militia on
the rooftop and windows.
There are a number of them. Make sure you don't proceed until you've
cleared the windows and rooftop directly ahead of you. Afterwards, head
up along the length of the convoy. When the direction changes, look to
your left and kill any militia there. The last few snipers are further
to the right, in the buildings. Once you've cleared the snipers from the
rear building, you will be told to proceed to the bombed-out building
up ahead. There are health and ammo packs scattered in the various
alleyways around so check them out if you need them.
When you see a clearing on your left, lean out and scan the rooftops of
the building up ahead. That's the building you are supposed to get to.
Take out as many militia on the rooftops as possible. Don't proceed too
quickly though. Along the left side of this street are many enemies
stationed in the windows. Continue with caution and make sure you take
out the enemies there before they can hit you. The entrance to the
building (follow the arrow on your map) is up ahead. However, there is a
large number of militia flowing out of there. Before heading in, throw a
Frag Grenade to clear the doorway. Stay outside and aim into the
building, taking out any remaining enemies on the first floor.
When the way is mostly clear, enter the building. There may still be a
few scattered Habr Gedir, so keep your guard up. Along the left side of
the room is a doorway leading into a hallway. Before going through
though, toss a Frag Grenade to clear some enemies out of the way. When
you proceed through this hallway, make sure you check all of the side
rooms. There may be a few enemies hiding amongst the rubble. The
staircase to the second floor is up ahead. To the left of the staircase
is a health pack if you need it.
Be sure you go very SLOWLY when climbing the stairs. If possible, have
one of your allies go up first. Chances are, there will be a mob of
Habr Gedir when you reach the second floor. A Frag Grenade would work.
There are almost two dozen enemies on the second floor. Luckily, the
area is a bit more open than the hallway of the previous floor. Your
allies will also prove to be very helpful in covering your back. Once
this floor is clear as well, you can go to the rooftop. Follow the arrow
on your radar to reach it.
The amount of enemies on the rooftops depends on how many you killed
while at the bottom. If you took out many of them, then there won't be
so many gunners up here. If not, then you will have a lot more opposition
to take out. Prioritize this rooftop first and then look across the
street to the left. Shoot down any Habr Gedir inside the windows across
the sreet. Upon disposing of those shooters, you will be told to destroy
the roadblock blocking the convoy. Before heading down, go over to the
north end of the room and look down. Kill any Habr Gedir down there.
Look at your radar and locate the "E" on the map. Lean out along the wall
and try to find the .50 Caliber (It's the "E" on the map). Take out the
person manning it.
Now go ahead and head downstairs. When you reach the first floor, turn to
the left. If there are any Habr Gedir here, be sure to eliminate them.
Exit the building to find yourself at the front of the convoy and, of
course, the roadblock. Look around to make sure the coast is clear and
then run to the pile of rubble. Place your Satchel Charges on it and move
back a good distance. When you're out of its blast range, detonate the
charges. Say goodbye to that roadblock!
4.6. Radio Aidid 
Date: September 3, 1993 - 0200 hours
Location: Mogadishu, Somalia
Default Weapon Set: MP5 (Primary), Colt .45 (Secondary), Satchel Charge
* The Habr Gedir clan operates a radio station in Mogadishu that is
broadcasting anti-U.N. propaganda throughout the region. You've been
ordered to undertake a stealth raid after nightfall to take it off the
Being a stealth mission, remember that there is no need to kill everyone
that you come across. The MP5 is silenced so I'd suggest you use that for
the entire length of the mission. You begin with night vision enabled.
I'd suggest leaving it on. However, if you ever want to shut it off (the
green gets annoying after awhile), just press "N" on your keyboard. Your
team consists of three other men so you have a pretty sizeable force
Begin by heading north toward your first waypoint. There is a bad guy
patrolling the street up ahead. If you want to, duck into the alleyway to
your right and follow the arrow to waypoint Bravo. Be careful of any
stragglers patrolling the alleyways though. You know what to do. Proceed
east along the main street and shoot anyone that attempts to attack you.
When you reach the corner, turn right and begin moving south. There are
a number of guards hiding by the shack in the middle of the street. Move
in quickly and get rid of the enemies here. Proceed behind the shack and
kill any enemies by the burning barrel. Hold here and shoot down any
guards up ahead of you. When it's clear, move up and turn to the left
into an alleyway with a bus.
Before you reach the arrow to waypoint Echo, lean out to the right. There
are a number of guards by a burning barrel here. Catch them by surprise
and kill them. Continue eastward, being careful of any remaining guards
in the area. Up ahead should be another burning barrel with a number of
Habr Gedir near it. Keep your distance and snipe the baddies. Advance
toward the next waypoint and then duck into the alleyway on your right.
There are a number of guards ahead of you by a streetlight. There is
a health pack to your left as well. Dispose of the enemies any way you
choose and proceed ahead.
Enter the radio building to find a multitude of Habr Gedir. Throw a
few grenades into the rooms to clear them out. When the floor is mostly
secure, proceed into the generator room to the left of the entrance.
Place ONE Satchel Charge on it and detonate it to destroy it. With that
done, you are told to head to the roof and destroy the radio tower and
transmitter. Before heading to the staircase in the back, check all of
the rooms on the first floor to make sure that everyone is dead. Now,
head up two sets of stairs to the second floor. There should be two
enemies up ahead. Take them out and the second floor will be clear.
Go up one more ramp to the third floor. Clear the enemies out of this
floor and destroy the radio equipment (gunfire will be enough) you come
across at the end. There are two ladders. One of them is right by the
ramp leading up here and the other one is at the other side of the room.
Use either one to climb up to the roof. The radio tower is located up
here; destroy it using your final Satchel Charge. Don't forget about the
health and ammo pack right by it. With your objective complete, make your
way back to the first floor.
Leave the radio building and look to the south. There is a lot of
opposition in the area ahead. Camp by the radio building's entrance and
take out the Habr Gedir from that position. A technical will eventually
move in. Put some rounds into it to destroy it quickly. Now, follow your
waypoint to X-Ray through the alleyway. There are many guards in the
surrounding area. However, you will find it easiest to just run past
them. A Black Hawk will assist you from the air. Before you are about
reach X-Ray, be sure to clear out the Habr Gedir hiding by the shacks.
When you reach X-Ray, duck into the alleyway toward Yankee. You should
not meet any resistance in the alleyways. Just in case though, keep your
MP5 ready. Just as you are about to reach the extraction point, lean
ahead and shoot the gunner off of the technical ahead of you. Don't
worry about destroying the technical. Proceed ahead and take out the
gunner on the technical just ahead of the other one. The Hummvees will
arrive and the mission will end.
4.7. Russian Underground 
Date: September 10, 1993 - 0700 hours
Location: Mogadishu, Somalia
Default Weapon Set: CAR15 (Primary), Colt .45 (Secondary), Satchel Charge
* We have reports of a large Habr Gedir clan meeting happening today in a
complex built by the Soviets. We're sending in teams to capture as many
of them as we can find. If we're lucky, one will talk and give us
information on Aidid.
Wait for the Black Hawk to enter the city and drop you off on top of the
building. Before heading in, look from the roof and try to take out any
Habr Gedir on the ground or rooftops. Be very careful not to mistake your
own allies on the ground for enemies! When you've defeated the majority
of those in the ground, you will be told to enter the building. Hop down
either of the two vents (at least I think they're vents) and immediately
find some cover. As you probably expected, the second floor is infested
with enemies. Fight your way to the center room where the staircase is
located. Kill the enemies in here with a well-placed grenade and then
hunt out the remaining enemies hiding in the rooms.
When the second floor is clear, descend the staircase to the first floor.
The other managed to capture one Habr Gedir official as you can see.
However, you're responsible for getting another one. Descend the other
staircase into the basement where another group is stuck behind a
reinforced door. Place a single Satchel Charge at its base and stand
back. Detonate it to blow it out of the way. A few enemies might attempt
to take you out from behind the door. Get rid of them and head into the
Up ahead, a wall of reinforced glass prevents you from reaching another
official. Instead, turn to the left where you will find some Habr Gedir.
Clear out the enemies in these two rooms. There's nothing of interest
here apart from the trapdoor at the corner of the second room. Get your
Flashbangs ready as you fall through. Immediately find some cover and
throw your Flashbangs out. This room is filled with Habr Gedir! Take your
time when killing them and use grenades often to clear them out easily.
As long as you use the crates for cover, you will not be beaten up too
Once the floor is clear, you will be told to proceed upstairs and follow
the Tier 1 officials. However, if you go downstairs first, you will find
a health and ammo pack. Now go upstairs to find yourself in the room that
was originally behind the unbreakable glass. Walk into the tunnel that
the Tier 1 officials ran out of. It's pretty linear so you shouldn't have
much trouble finding your way. Be careful not to shoot the civilians
hanging around down here though! You will only meet enemies one-by-one
in the little niches along the path.
Just before you reach waypoint Quebec, you should notice a "E" on your
radar. That represents an emplaced .50 Caliber. Don't just run in front
of it unless you want to be ripped apart. Instead, sneak up and lean out
to see the enemy manning the gun. Take him down and mop up the rest of
the Habr Gedir in that area. Be sure that you kill them before they run
to the machine gun. Behind the emplaced weapon is a health and ammo pack.
Pick it up before you continue.
The rest of this tunnel is the same as before. However, try to keep your
pace up as there will be enemies coming from behind you. Also be sure
to kill the enemies that appear ahead of you before they shoot you. Soon,
you will reach a ladder leading up. Climb it and leave the building. The
Black Hawk will fly north to a clearing. Don't follow it until you clear
the enemies in this area. There are a number of them so take caution.
Take cover by the buildings.
When this sector is clear, proceed north into the alleyway toward the
Black Hawk. Take your time though because there are numerous Habr Gedir
hiding in the alleyway. They can surprise you easily if you are not
careful. In the next clearing, you will see the Black Hawk to your left.
Before you can extract, you will need to clear out any remaining enemies
hanging around here. There is one RPG launcher to your right. Prioritize
it and kill him before he manages to fire. The Tier One officials are at
the upper corner. Once their bodyguards are killed, they will surrender.
That's pretty much it for the mission so walk over to the Black Hawk and
4.8. Shattered Palace 
Date: September 17, 1993 - 1045 hours
Location: Mogadishu, Somalia
Default Weapon Set: CAR15/203 (Primary), Shotgun (Secondary), Claymore
* A number of Tier One personalities will be meeting tonight at an old
hotel complex in the city. Aidid is expected to be in attendance. Our
teams will secure the complex and capture any Habr Gedir personnel.
There will be many civilians in the area, so check your fire.
You begin the mission riding alongside a Little Bird following Delta
Team Four in the chopper up ahead. There won't be any conflict until
you are well into the city. As your Little Bird slows down, look ahead
because a RPG will fly right past you. The culprit is standing on the
bridge up ahead. You have some time to aim and take him out before he
lands a RPG on you. The hotel complex is up ahead and Delta Team Four
will drop. Your job, on the Little Bird, is to try to take out as many
of the Habr Gedir on the roof as possible. Feel free to use one of your
CAR15/203's HE grenades. The enemies on the roof are grouped together,
making the grenades very effective.
As Delta Team Four hotdrops into the hotel, you will be sent to a small
building nearby. Get off of the Little Bird and stay by the sandbags
while looking down upon the enemies below. Try to take out as many of
them as possible while on the roof. BE VERY CAREFUL NOT TO HIT THE
CIVILIANS! Also, notice the two .50 Caliber machine guns stationed at
the sides of the hotel to the west. Currently, they are unmanned but
later on, you will need to take those guns out. When the ground is clear
for the most part, run over to the hole leading into the rest of the
First, throw a Flashbang as there are about a dozen or so Habr Gedir
waiting downstairs. Quickly make your way down there and kill the militia
on the top floor. Make sure this floor is secure before looking below.
Throw another Flashbang into the first floor and run down. There are many
enemies down here as well. Take them out as efficiently as you can and
snag the health pack at the rear end of the room. Now that this building
is secure, you will be told to head over to the hotel. Be sure to take
out the Habr Gedir running into this building first.
Run out and stay by the building's doorway. The courtyard is still hot.
You should notice a lot of enemy activity toward the hotel. Stay by the
doorway and shoot them down before they deal any damage. Further ahead
at the sides of the hotel are the two machine guns that you saw before.
This time though, they are manned. If you were to make a beeline for the
hotel, the machine guns would rip you apart in seconds. Take caution and
slowly move up into killing range. Shoot out both heads manning the
.50 Caliber and take out any remaining enemies in the courtyard.
Now, head over to the hotel entrance. There are many enemies scattered
inside so take caution. The majority of them are in the center of the
main room but there are some in the pockets jutting out by the entrance.
Be sure to kill them all before proceeding anywhere else. There's an
ammo pack in the left pocket jutting out by the entrance. Now, you have
a few ways to go: upstairs, through the left doorway, or the right
doorway. Don't head upstairs until you've first cleared the first floor.
That means you will need to check both doorways and the hallways that
follow. The doorway on the right will lead you to a health pack. The
other way will bring you into a complex hallway with rooms branching off.
At the end of this hallway is a staircase.
Once you have cleared all Habr Gedir out of this building, you can
proceed upstairs. There is one staircase at the end of the left hallway
along with the stairset in the main room. Go upstairs and follow your
waypoint arrow to Delta Team Four's location. The Tier One prisoners are
secure here. It will be your job to ensure a safe extraction. However,
that will prove to be fairly difficult as Habr Gedir are stationed
outside of the hotel. You are told to take a M60, but you can choose any
weapon and succeed. Because the M60 is a piece of crap (at long
distances), I would suggest the M21 due to its long-range capabilities.
Although it has a slow rate of fire, you still want to focus more on
accuracy than pure firepower.
Now, run to the staircase at the southwest corner of the hotel and climb
up to the roof. Quickly establish a vantage point at waypoint Whiskey.
There are a multitude of enemies to your left, right, and directly across
the courtyard. First, focus on the enemies to your right (in the windows)
and then take out a few to your right (on the bridge). Don't worry if
you don't get them all up there. You want to focus on the buildings
directly across the courtyard; they will pose the biggest threat to the
extracting team. You don't need to kill them all, but you do want to take
out enough of them so that Delta Team Four can get out. Once the convoy
is out, you can board the incoming Little Bird and finish the mission.
4.9. Diplomatic Immunity 
Date: September 24, 1993 - 1430 hours
Location: Mogadishu, Somalia
Default Weapon Set: CAR15 (Primary), Colt .45 (Secondary), Claymore
* A number of captured Habr Gedir were being transferred to UNOSOM II
custody when there was an attack by a large number of militia gunmen.
A small riot has ensued and a number of UN personnel are being held as
hostages. Your team's being sent in to rescue them.
You will want to take full advantage of your save points in this mission.
Some segments are pretty difficult and it can be annoying playing the
mission over and over again. You will fly toward the building in a Little
Bird. When you enter the city, you'll immediately meet some resistance
on the ground in the form of RPGs and gunmen. Try to take out as many of
the enemies as possible on the first pass around the complex. There are
RPGs scattered around on the ground and atop the rooftop of the building.
Don't worry if you miss any of them on your first pass.
When your Little Bird completes the first pass, he'll slow down a little
bit so you can clear out the RPGs before they destroy you. You will hover
at the corner of the building. Look below and shoot out the RPG launcher
there if you didn't hit him on your first pass. As you revolve around the
building, scan the rooftops for two RPG launchers. Clear the enemies of
the gate and observation tower ONLY when the RPG launchers on the roof
are taken care of. There should be one last RPG launcher at the far
corner of the building. When your Little Bird flies around there, look
down for a Habr Gedir holding one. When the RPGs are gone, your Little
Bird will finally set down.
Before you enter the building, be sure that you snag the health and ammo
packs by the Little Birds. Follow the waypoint arrow to the front door
of the complex. Quickly throw in a Frag Grenade and clear the room up
front. The hostages are in the south room and they are guarded by at
least two Habr Gedir in the outside hallway. Try not to hit those
friendlies though! When the Habr Gedir on the first floor are gone, move
to the staircase in the back and climb up. The ladder leading up to the
observation tower is heavily guarded. The room holds at least a dozen
enemy gunmen! Before entering, use a Frag Grenade to blow a nice chunk
out of that force. Climb the ladder up to the observation deck and clear
any enemies you failed to kill previous (while on the Little Bird).
A bunch of enemy forces are closing in on your position. Quickly get onto
the .50 Caliber nearby and get ready for a bit of action. The first
to pop in is a technical along the north road to the east. Look over
there and quickly blow it up. You will hear your teammates screaming,
"RPG! RPG!" so you can assume that there will be a few of those in the
area. They mostly come from the east. Kill anyone that appears there and
then swivel around to the south. There will also be technicals rushing
in from there. After clearing them out, turn back to the east and kill
the two or three RPG launchers running in. More technicals will rush
from the northeast road. Take care of them as you see fit.
When those are cleared out of the way, you will be ordered to head back
downstairs and escort the hostages out of the area. Proceed down the same
way you came up and meet the hostages outside of the building (follow the
waypoint arrow). They are currently waiting beside a wall with an
opening ahead. Head up there and stay there while gunning down all of
the Habr Gedir outside of the wall. There is a large group of them to
your left. Dispose of them before they cause too much trouble. Make sure
the area up ahead is clear before moving ahead. Your waypoint arrow will
have you duck into an alleyway. However, before you enter it, take out
the RPG launcher standing directly above the alleyway entrance! He won't
shoot until you get really close so take him out before heading in.
This is a pretty short alleyway. Notice the smaller alleyways branching
off to the left. If you peek out each of them, you will notice a RPG
launcher standing on the roof opposite your position at each branching
alleyway! Stop every time and take them down before they fire. At the
same time, watch your back as gunmen can surprise you from behind. When
you reach the end of the alleyway, head north. You should see the convoy
moving in up ahead. Don't let your guard down just yet. Just before you
reach the convoy, a RPG launcher or two will run out from the wall. If
you are too slow, he'll blow you to pieces. Once that threat is cleared,
you can proceed to the convoy and finish the mission.
4.10. Shore Patrol 
Date: October 1, 1993 - 1930 hours
Location: Port Area - Mogadishu, Somalia
Default Weapon Set: CAR15 (Primary), Colt .45 (Secondary), Claymore
* Aidid has taken control of a radio transmitter in Habr Gedir territory,
near the Mogadishu docks, and is using it to coordinate attacks on the
U.N. relief efforts. Multiple guards protect the area and the shoreline
has been mined.
This is not an easy mission. It's also fairly long so make sure that you
don't use up all of your save points too quickly! You will insert by
fishing boat. The shores are lightly defended by guards. Check the
beach head along with the docks to the right for enemies. If you aren't
careful, they will hit you. Mortars will begin coming down upon your
ship. However, none should hit you. Concentrate more on the enemies on
the beach. Stay away from the front of the boat and lean out alongside
the boat to avoid any splash damage from the crazy, but inaccurate,
mortars flying around.
When your beach hits land, get off immediately and run for cover by the
rocks to the left. Unless you are in the open, the mortars should not
affect you. You also don't want to be right in the open as there is a
minefield right there. You could always follow the white sticks, but it
is much safer taking this path. From your current position, look to the
west and run to the following group of rocks. Turn north (utilize your
map compass) and run toward the next group of rocks. This path should
avoid any mines in the area. From there, head directly north toward the
village behind the fence.
There are numerous Habr Gedir hiding inside the village. Before entering,
check to see if there are any shooting at you from behind the buildings
to the left or right. Enter the village cautiously. You don't want to
let any enemies catch you off guard. When you do enter, make sure you
do not pass the two BIG mine signs. They are there for a reason. Head
left and pick up the health pack by the base of the hill. Follow the
orange waypoint arrow up the hill. When you hit the summit, stay low and
take out the enemies grouped up ahead. Use the explosive crates to
Enter this center area and defeat any more enemies in the area. Head
north toward the big building. Be careful not to hit any civilians in the
area. They may throw rocks at you, mind. When you reach the next
waypoint, you will be told that this way to the radio building has been
blocked. You will now have to find your own route without the help of
navigation. Head backwards to the open area that you arrived at when you
climbed up the hill. Look to the right and find the large, red cargo
crate. Duck to the left of that into the alleyway. Follow this map which
represents this rough 4x4 stretch of buildings and alleyways:
,---. ,---. | ,---.
| | | | ,----.| | |
| | | | | || | |
`---' `---' `----'| `---'
,----.---. | ,---. | |
|____| | | | | | |
| | | `---' | |
,----. | | '------ `-'
| | | | ,---. Start
`----' `---' | |
,---. ,---. ,---.
| | | | ,----. | |
| | | | | | | |
`---' `---' `----' `---'
When you reach the clearing that the arrow leads you to, you will come
across a large number of enemy militia. Further ahead is the radio
building. Don't try to enter it just yet. You will first want to get rid
of the crazy amount of Habr Gedir hanging around outside. To the right of
the building entrance is an emplaced machine gun. There are at least two
RPG launchers lurking behind the buildings as well! Proceed slowly and
avoid running blindly into an exploding rocket.
Once the area is clear, go ahead and enter the building. Immediately take
out the two enemies in the corners. The doorway on the left has nothing
of interest so walk through the doorway on the right. The room on the
left just before the staircase has a single enemy inside. Take him down
quickly and then pick up the health and ammo packs here. Now, head up
two flights of stairs and you will reach the roof. Exit the building and
clear the two enemies on the rooftop. In the room to the left is a large
number of Habr Gedir. Use a Flashbang and gun them all down. Destroy
the radio equipment here and you will be told to head over to the pier.
Instead of backtracking, just proceed through the other doorway and head
downstairs this way to the back exit. When you leave, try to stick around
a little bit and thin the enemy resistance ahead. Follow the arrow to an
open area. There are a lot of enemies here! Take out the RPG launcher to
the left first! Find yourself some cover behind a building or some boxes
and neutralize the Habr Gedir. When they are all gone, proceed north of
the original location of the RPG launcher and into the alleyway. At the
first split, go right. At the next fork, head straight. At the one
following that, head right.
At the last fork, head straight to reach another open area thick with
enemy resistance. Luckily, there's no RPG launcher hiding around here.
Just find some cover and lean out to shoot. Once the enemies are gone,
check your radar and head southeast to the health and ammo pack on the
map. Of course, use them if necessary. Be sure that you clear the man
guarding them. After picking them up, look to the left and take out the
nearby Habr Gedir that way.
Focus on the cargo ship below and the docks. Whip out your primary weapon
and take out the .50 on the docks before the choppers arrive. There will
be other stragglers attempting to run up toward your position. Take them
out before they get too far. After clearing out a good amount of enemies
down on the docks, move in toward the ship. A team will drop via Black
Hawk. Quickly get onto the docks and cover them as they come down. Be
sure to neutralize any RPG launcher threats by the boat itself. With the
extra help, secure the area of any remaining enemies.
The last thing you have to do is plant your Satchel Charges in the ship's
cargo hold. Use the ramp to get onto it. Be wary of any remaining Habr
Gedir actually stationed on the ship. On the ship is an open hatch that
reveals the ship's cargo hold. Toss a Satchel Charge down there. Don't
worry about the enemies in the cargo hold; they will go down with the
ship once you detonate the charges. Now, run back to the Little Bird
that has touched down on the docks. When you are safely latched on, go
ahead and detonate your charges. Mission accomplished.
4.11. Irene 
Date: October 3, 1993 - 1535 hours
Location: TFR base outside Mogadishu, Somalia
Default Weapon Set: CAR15 (Primary), Shotgun (Secondary), AT4 (Accessory)
* Two of Aidid's high-ranking officers will be meeting with other militia
members today near the Olympic Hotel in the heart of Habr Gedir
territory. This is our best chance to capture two of Aidid's top
lieutenants and a number of lower level officers. This mission will
include four chalks of Rangers, Delta assault teams, and multiple SOAR
helos. We should be in and out in under thirty minutes.
You begin the mission inside your base. Run southward toward your Little
Bird and board it quickly. After a little briefing, you will lift off and
begin moving toward the city. When the music cuts in, prepare to do some
shooting. Keep your eyes on the ground ahead of you for now. There will
be RPGs. However, each of them will ALWAYS miss the first time so you can
aim and fire. Make sure you kill each one before they manage to reload
and shoot off a second round. Don't worry about the civilians on the
ground. Although you should avoid shooting them, don't ease up on your
firing because they are there.
Once you touch down on the roof, head over to the side and assist your
allies on the ground by defeating some of the Habr Gedir down there.
Afterwards, enter the building itself through the roof door. Go
downstairs to find yourself on the third floor. There is a large opening
in the middle of the floor, revealing the two floors below it. From the
third floor, feel free to kill any Habr Gedir on the second. Don't head
downstairs until you've cleared the third floor. There are numerous
enemies behind the large door. Use a Flashbang to ease the task of
clearing them out. Check the remaining rooms on the third floor and
dispose of any militia you find until the third floor is clear.
Head down one floor. Again, check every single room, defeating any
enemies that you find. When the second floor is clear, you can head
downstairs. Don't worry, the other team already cleared the first floor.
From the staircase, turn to the left. The team there is apparently
stuck behind a door. They'll recommend that you use a Frag Grenade to
blow it out of the way. Before doing that, duck into the doorway on the
right and pick up health and ammo. Head back up to the second floor and
use a Frag Grenade to blow the large gray door out of the way.
The Tier One prisoners are just beyond here, so watch your fire! You want
to kill only the Habr Gedir with guns, of course. The prisoners must stay
alive. There are more guards in the side room to the right. Secure this
room to complete this objective. Now you will be told to escort the
prisoners outside. Head down to the first floor and follow the waypoint
arrow outside. The trucks will move in, but your mission isn't finished.
Ranger chalk 4 is under heavy fire. Follow the waypoint arrow to the
north. However, watch out for the group of enemies that rush out of the
alleyway. There is also a RPG launcher around so keep your guard up.
You will find chalk 4 with a wounded soldier. Look around and help them
fight off the incoming Habr Gedir. There really aren't that many. Kind of
makes you wonder how chalk 4 failed to fight them off. Pick up the health
pack by the wounded soldier if you need it. Shortly thereafter, you will
be ordered to move east and assist chalk 2. Proceed that way and find the
group. Look to the east and clear out the group of Habr Gedir rushing out
of that alleyway. There will be a RPG launcher in their midst, so take
Once chalk 2 is safe, run over to the .50 Caliber. There will be two
prominent groups of Habr Gedir you must kill. The first group will come
out of the opening to the direct east and the other will move in more
passively from the southeast. Both groups are very large. However, the
.50 Caliber should have no trouble mowing all of them down. Keep fighting
them off until a RPG lands a hit on Super Six One! The mission ends
4.12. Lost Convoy 
Date: October 3, 1993 - 1735 hours
Location: Mogadishu, Somalia
Default Weapon Set: M21 (Primary), Colt .45 (Secondary), Claymore
Prepare yourself for a rather lengthy Hummvee ride. RPG launchers will
appear almost everywhere, so you will need to keep your guard up at all
times. You begin on the .50 Caliber. Wait for the Hummvee to begin and
make the first turn. There are numerous gunmen on the ground along with a
RPG on the rooftop directly across from you. He will almost always miss
his first shot so keep your eyes open. After taking that threat down,
look to the right and mow down as many of the of the enemies stationed
there as possible. Don't worry if you don't take them all out before the
Hummvee turns south.
Look at the buildings up ahead on the right side of the road. There are
at least two RPG launchers stationed on top of it. Look for the smoke
trails of missed rockets and shoot down each of the RPG launchers before
they can fire again. Once you clear the building in which the RPG
launchers attacked from, you'll notice a .50 Caliber ahead. Take out the
person manning it and check the windows for any baddies. Your Hummvee
will then turn left. A technical will immediately pop up ahead. Pop a
few rounds into it and destroy it. There are enemies on the ground, but
they aren't much of a threat.
Be sure to check the windows up ahead as well. Make sure that you always
look at the windows whenever you pass by them. RPG launchers may
sometimes hide in them. When your Hummvee turns left again, look ahead.
There will be another RPG launcher on the right side of the road. Quickly
take him down and then destroy the technical that should appear. Again,
check the windows up ahead. The Hummvee will then turn right after
clearing this little stretch of road. There are a number of gunmen on the
ground here as well. They won't create much of a problem. As your Hummvee
rounds the corner, you'll notice that the north pass is blocked off by
two technicals and a LARGE number of Habr Gedir. Destroy the technicals
and your Hummvee will attempt to find another way to the crash site.
There will be yet another RPG launcher ahead on a rooftop. Get used to
scanning the rooftops for these monstrocities. Afterwards, you will turn
left again. There will be another RPG launcher on the following rooftop.
At the end of this stretch of road, your Hummvee will turn right.
However, turn your gun to the left and neutralize the large group of
Habr Gedir on this side. Quickly turn around and take out the .50 Caliber
machine gun along with the enemies on the rooftop directly above it.
There may be another RPG launcher in the window ahead. As you turn right
again, another technical will rush out ahead; destroy it. After a few
seconds, your Hummvee will arrive at a roadblock. Looks like you'll have
to find another route. Check the rooftops ahead for RPG launchers. There
are also Habr Gedir on the ground.
As you proceed this way, you will eventually hit another machine gun.
Dispose of it quickly along with any gunmen on the ground. When you turn
right, your Hummvee will enter a civilian dwelling of some sort. Be
careful not to hit too many of them. There aren't any enemies here, so
no worries. However, when you turn right out of the area, there will be
a RPG launcher in the window. After you turn left (somehow managing to
get onto the main road), you will meet much more resistance in the form
of Habr Gedir on foot. There are also many civilians scattered around.
Be sure to watch your fire. Directly ahead of you is a RPG launcher on
the rooftop. He will miss his first shot so keep your eyes open. There is
also a .50 Caliber directly below the RPG launcher.
By the .50 Caliber is yet another roadblock. Your Hummvee will turn north
to go around the outside. You won't meet any resistance for a little bit.
When you notice a gunman on the rooftop, quickly mow down him down. There
will be a RPG launcher up ahead by two unmanned machine guns. Prioritize
him to avoid getting your butt blown off. You will then turn right toward
a busy area. Watch the window in the building on your right for a
potential RPG launcher. The next area is basically squished in-between
two lines of buildings. In the windows of both sides are gunmen and
maybe a RPG launcher or two. The resistance here is thick. Assuming you
kept some of your allies alive, you will be helped considerably by their
machine guns. Make sure that you clear both sides of the street the best
you can. At the end, you'll be told to dismount. Before doing so, use the
.50 Caliber to take out any remaining Habr Gedir around you.
Your first waypoint arrow tells you to move west to waypoint Alpha. When
you reach Alpha, take the health pack there. Now head south through the
alleyways. Be wary of any stray Habr Gedir hiding through these
alleyways. Soon, you'll reach a somewhat open area with a destroyed truck
on the right. Watch your back and clear this area of any resistance. From
the truck, go east and follow the alleyways toward your next waypoint.
There are enemies patrolling these alleyways so take caution. When you
hit the aluminum shacks, climb up the ladder by the bombed-out structure.
This height advantage will allow you to easily clear the following area
of any enemies.
Get back down and move westward. At Echo is an open area. Kill any Habr
Gedir that get in your way. Proceed to the next waypoint and you'll find
a large building. Super Six One is just beyond it on the other side. Use
the large piece of rubble as a ramp and climb into the building. Find the
ladder inside and use it to get to the roof. Move to the health and ammo
packs on the roof and whip out your M21, using the little window by the
health/ammo pack as an observation point. As you can see, Super Six One
is in quite a pickle below. Help them out and snipe out the RPG launchers
on the rooftops. All of them are on the rooftops. After killing the 4-6
RPGs, a Black Hawk will head toward your position. For now, just provide
cover fire for the team below. DO NOT allow the Habr Gedir to overrun
their position. Once the rescue team arrives, the mission will end.
4.13. Valiant Soldiers 
Date: October 3, 1993 - 1800 hours
Location: Mogadishu, Somalia
Default Weapon Set: CAR15/203 (Primary), Colt. 45 (Secondary), AT4
* There's been another Black Hawk shot down. Super Six-Four was hit by
an RPG and crashed south of the target building. We also have men
separated from their units. Collect a team and make your way to the
second crash site.
Ouch, another Black Hawk has been shot down. Since you obviously don't
have much of an assault team, you'll need to pick up some soldiers to
help you. The first one is at waypoint Charlie. Begin by heading south
along the waypoint arrow. Then move west toward waypoint Bravo. When you
reach an open area, look to your left, shooting any enemies that appear.
There will be more up ahead in the bombed-out structure (all that's left
is the wall surrounding the first floor). Try to avoid getting beat up
too badly. The soldier you're looking for can be found inside the small
building north of the large bombed-out building. Just follow your arrow
to find him. On the second floor of the building he's located in, you'll
find a health pack.
At this time, you'll be notified of another soldier at waypoint Juliet.
Have your team follow you west from the building with the first soldier.
You will come across a large red crate. Camp here for a little bit and
let the Habr Gedir come to you. There will be a lot of militia in the
area. When you're satisfied, get a move-on and head north toward the
next waypoint. This following area can be a bit tough. There's no need
to rush through the street. Instead, take cover by the walls of the
buildings. Move toward waypoint Echo through the alleyways. When you
reach an open area with a bunch of aluminum shacks scattered around, take
up a position at about (ZT, -5). To your right is a .50 Caliber. Take him
out first and then kill the remaining enemies in the area.
Once the area is, for the most part, void of any enemy activity, move
north toward waypoint Foxtrot. It will lead you into a building. Walk
through the big hole and head upstairs. Don't worry about enemies here;
there are none. Upstairs, you'll find two soldiers by a health pack.
They'll gladly join you. Now, leave the building and you'll be told of
another soldier pinned down at waypoint Papa. Go southwest and follow
the waypoint arrow. You won't meet any enemies until you get farther in.
In the open area by the health and ammo pack, you'll come across a
handful of Habr Gedir. Neutralize them and then take the health and ammo
pack to the left.
From here, go south and then turn westward. This open area is full of
enemies. Take cover amongst the multitudes of aluminum shacks in this
area. Try not to go too south at the moment. Concentrate on the enemies
coming at you on foot before moving south and dealing with the snipers
down there. When you are satisfied, slowly move southward toward the
windowed building. Don't get too close though! Aim at each window and
scan them for a sniper. There are a many of them. At the same time, make
sure that no random gunman will surprise you on the ground. After
clearing the building of snipers, follow the waypoint arrow to November.
This next street is infested with militia hiding among the corridors of
the buildings. Walk slowly and check the pockets of each building.
Enter the building that the waypoint arrow leads you to. You'll find the
soldier on the ground floor by a health pack and some ammunition. Take
them if you need them. Now, leave the building through the west exit.
Don't wander out though! There's a .50 Caliber pinning you down to the
left. To add, there are militia in the windows in the building across
the street. Watch the street itself (as enemies will come at you on the
ground), but take out the enemies in the windows. After they're gone,
take out the .50 Caliber to the left.
When you leave the building, keep in mind that there may be enemies in
the windows behind you. Head southward toward the open red crate. Enter
it and peek out at the other side. There's another machine gun stationed
just outside. Wait for the right moment and take it down. Quickly run
over to the empty machine gun and man it. Mow down the gunmen on the
balconies and on the following street. Get off and use your scope to find
another .50 Caliber at the opposite end of this street to the north.
If you can't see, head north a little bit until you make it out. Don't
get too close though!
Head north along this street, killing any Habr Gedir that give you any
problems. 2-3 will signal you with some smoke so keep an eye out. When
you find the shack, don't enter immediately. Instead, stick outside and
try to thin the enemy resistance further to the west. There are a lot of
them, and they will be sure to give you problems. You don't have to
secure the following area completely; just pick off a handful of them.
Then enter the shack to find 2-3 by a health and ammo pack. Pick both up
and leave the building.
Make your way west toward the next waypoint. Assuming you cleared out the
enemies before, the resistance will be much less here. Simply follow the
waypoints as you slowly inch toward Delta 5-3. Enter the building and
then walk around the fence. Help 5-3 clear out the rest of the enemies
in the area, and then lead them to waypoint Zulu. Once you reach it, the
mission will finish.
4.14. Last Stand 
Date: October 4, 1993 - 0600 hours
Location: Mogadishu, Somalia
Default Weapon Set: CAR15/203 (Primary), Colt .45 (Secondary), Satchel
* Enemy mortars are pinning down your team. You must get around behind
their position, and take them out with a satchel charge. Once they are
clear, your team will be able to make their way back to base.
Try not wander near the bomb holes along the side of this building. They
have a machine gun out there. If you get too close, he'll mow you down
in seconds. After getting briefed, head out through the back way. Move
southeast through the corridors until you hit the road. There may be
about 4-5 gunmen on this road. Check the balconies directly above you.
Turn to the left and shoot off the man on top of the bus. Run toward it
and hold your position once you reach it. Find a good vantage point and
lean out. There are not that many enemies up ahead. However, they can
easily ambush you if you aren't careful.
Inch through this area slowly. Pay close attention to your right flank as
Habr Gedir like to run out of some of the openings there. When you reach
the burning barrel, shoot the man behind it and proceed. Up ahead is a
bombed-out building. Immediately look to your left and take the man out
of the window. There's a RPG launcher just past the structure. Don't make
yourself an easy target and rush him before he can fire. Don't wander
onto the next road just yet. A helo will come and help you destroy the
.50 Caliber stationed at waypoint Delta. While you wait for it to come,
go pick up the health pack nearby.
After it makes its pass, you can proceed along that way. There are still
enemies hanging around, so keep your guard up. After a short while, the
path will turn southbound. There are many aluminum shacks in this area.
If you need another one, there's a health pack behind the northern-most
shack. The area to the south holds a few Habr Gedir. Slowly make your
way south through the area. There is a man behind you on a rooftop. He's
very far away though. When you see the burning barrel up ahead, scan the
left wall for a pocket. There will be a Habr Gedir there who might catch
you off your guard.
Turn to the left and kill the militia behind the tires. Then proceed in
that direction until you reach waypoint Foxtrot. Turn left and duck into
the alleyway here. At the first split, turn left. At the following fork,
turn left. This should lead you to a burning barrel alongside some
weapon crates. Take out the Habr Gedir standing by it and continue. From
here, head northeast and dispose of the Habr Gedir standing by the tires.
Hold your position there as there is a rather large force blocking the
To assist, the helo will come again and destroy the stronghold up there.
Once it's gone, make your way to it. Keep in mind that some enemies may
still be alive. Also, watch out for fire from the rooftops. There is a
health and ammo pickup by the destroyed technical. Now, go north and turn
to the left. There are a handful of Habr Gedir hiding along this
alleyway. Proceed this way keeping your sights ahead. You may
occasionally want to glance to the left. Sometimes, there will Habr Gedir
on the rooftops in that direction. After a bit of walking, you'll come
across some big red crates.
You can hold your position here or proceed normally. When you are in the
clearing though, there will be a RPG launcher on the roof of the building
to the right. Kill him before he has a chance to launch off his first
round. Once he's down for the count, concentrate on the other gunmen in
the area. There will be some on the roofs to the south. If you are taking
fire from them, shoot them down as well. Continue toward the next
waypoint. You will appear by a bombed-out structure. There is a .50
Caliber to the south. With a well placed shot, take out the man on the
gun. Once clear, move south along along the path.
The enemies here will thicken quite a bit. There's a health pack by the
.50 Caliber. From the .50 Caliber, head west toward the open area down
there. There are a lot of Habr Gedir in the following area. Luckily, you
will have the help of the helos. Make your way forward and shoot any
enemies that get within your sights. As soon as you enter this next open
area, look to your left and take out the RPG launcher hiding in the
window. Also get rid of the one or two soldiers on the bridge. A helo
will move in and clear the hotel's roof of enemies.
From your current position, head south toward the hotel. Notice the "E"
on your map. Don't wander too close to the .50 Caliber until you are
ready to take it out. Watch out for other enemies coming in from the
aluminum shacks. You should see the technical (w/ .50 Caliber) alongside
a bunch of militia. Clear the machine gun and then work on defeating the
other infantry. Don't step onto the road just yet as another helo will
make a strafing run along it. After it passes, you can safely walk on the
road. There will be enemies on the balconies and on the other side of
the street. To avoid getting hit, stay under cover often. As you proceed
that way, you'll pass a small building with a health and ammo pickup.
You should see a smoldering wreckage of a truck and some debris blocking
the road. Hold your position here and aim your scope up ahead. Look for
a .50 Caliber along the left side of the same road you are on. From the
destroyed truck, move south through the alleyway. After a little bit, you
will find the mortar crew. Use a few well placed grenades to clear the
area out. Even when the mortar crew is down though, enemies will rush in
from the alleyway left of the mortar camp area. The open area there has
a lot of baddies atop the buildings too.
In order to destroy the mortars, you'll need to put a Satchel Charge on
each one. Do just that and run back to the alleyway that you came from
before blowing them off. Once they're gone, you'll be told to get to the
relief convoy moving in. Head back to the mortar camp and move east. A
helo will help thin the resistance along this stretch. The convoy will
move in. Simply follow them to the hotel in which you started this
4.15. Mogadishu Mile 
Date: October 4, 1993 - 0715 hours
Location: Mogadishu, Somalia
Default Weapon Set: CAR15/203 (Primary), Shotgun (Secondary), AT4
* A rescue convoy has been dispatched from base. When it arrives, load
the wounded and follow it to a strongpoint we've established. Provide
cover fire for the trucks and watch for snipers.
You will need to walk on foot alongside the convoy. Begin by heading to
the front end of the convoy. When it begins to move, get going. The large
courtyard you pass holds a hold of enemies. However, stick close to the
convoy. When you round the corner, immediately kill the RPG launcher in
front of you. There will be another RPG launcher on the right side and
a third one farther back behind the tires. Quickly seek them both out and
kill them before they deal any damage to the convoy. There are also
numerous gunmen in the courtyard. However, they will deal minimal damage.
You have to keep up with the convoy so take out the resistance as
quickly as possible.
When the convoy makes a "S" turn, watch the area ahead on the right side.
There's a .50 Caliber stationed there. Neutralize it quickly because
those machine guns do quite a number on the Hummvees. Directly opposite
the machine gun will be a group of militia. They're only gunmen so there
is no need to worry. Just as you're about to enter the city, the convoy
will speed up and leave you. Looks like you're on your own for now.
Walk up a little bit and turn to your left. There should be a .50 Caliber
there. Quickly kill the unit manning it. Now, there are two ways you can
go about reaching the convoy again. The first is just walking down this
stretch of road. You can also take the alleyway route along the left side
of the road. A helo will constantly perform strafing runs on the main
road so you may want to take the alleyway route. It's not too confusing.
Just follow the waypoint arrow to your next location. There are, of
course, going to be enemies. Proceed slowly and with caution.
When you hit the corner of the road, take out the RPG launcher there and
look ahead. This next stretch of road might be a bit difficult. The left
side of the road is lined with buildings and windows. If you are going
to proceed, head along the right side of the road so you can scan the
left side buildings. There are snipers in the windows. However, be sure
to watch your right flank as well. There will be a few militia hanging
around on your side. If you aren't careful, they will kill you before you
even know it.
That bridge-like structure up ahead has two RPG launchers standing on top
of it. From the beginning of the road, you can't really see them.
As you get closer though, make sure that you neutralize the two threats
on the bridge. Moving along this road will be slow going. Don't rush
through the opposition. It's very thinly scattered nonetheless, and you
shouldn't have that much trouble if you just take it slow. Once you reach
the bridge, you have walked through half of the road. Now you can
continue along the middle of the road. Enemy resistance is not as
concentrated at the left side anymore. In fact, there is ALMOST no
resistance from here to the convoy.
When you reach the convoy, pick up the health and ammo pack. Lead the
way to the stadium. All RPG launchers will jump at you from the right
so stay on that side of the convoy. Don't worry too much about small arms
fire. At each path branching off from the main road, be sure to check
for any RPG launchers. Sometimes, they may hide underneath a building's
overhanging. Try not to miss any of them. When the convoy turns, get in
front and help the Hummvees clear the following open area of enemies.
There is definitely at least one RPG launcher in that field. A helo will
also help and strafe across the field. Once this area is clear, the rest
of the way will be easy to clear. Upon reaching the stadium, the mission
4.16. Aidid Takedown 
Date: July 24, 1996 - 1545 hours
Location: Mogadishu, Somalia
Default Weapon Set: MP5 (Primary), Shotgun (Secondary), Claymore
* Three years have passed since Task Force Ranger pulled out of Somalia.
The country is still wracked with clan in-fighting. We've made an
agreement with a clan that opposes Aidid, to create an opportunity
to take him out. This is a Black Op that is designed to make it appear
that Aidid died during clan fighting.
You begin the mission in the back of the truck. While you're getting
briefed, find a good place to go prone and stay that way. You don't want
to get shot while riding to the mission. After a bit of riding, you'll
stop. Get off and shoot the two straggers that appear behind the truck.
If you don't take care of them, they can kill your informant. Once they
are dead, duck into the alleyway and head north. Follow the informant
until he stops and tells you to kill the enemies up ahead.
To your left is a machine gun. To the right are two gunmen. Begin by
tossing a Frag Grenade to the right (bounce it off the wall). If the
grenade doesn't kill both of them, it will at least notify them of your
position. When they come running toward you, ambush them and take them
out. After clearing the two of those out, lean out to the left and aim
at the .50 Caliber behind the sandbags. Kill the first gunner. Another
one will immediately get on after the first dies. Kill him as well and
have the informant lead you again. In the next sector, you have a few
more enemies to kill. Watch your informant behind you. There is a chance
that a Habr Gedir might try to take him down from behind.
Once the area is clear, the informant will get his butt moving again and
lead you to the entrance to Aidid's bunker. Follow him into the ladder
room and climb down. Go through the tunnel here until you reach the
cracked wall. Toss a Frag Grenade to blow it open. Now that you have
access to Aidid's bunker, head down. You won't meet any resistance right
away so continue through the tunnel.
After a little bit, you'll come across two gunmen. You will probably
catch them off guard. Kill them and proceed to a fork in the path. Opt
for the path on the right. You'll meet some more resistance in the form
of regular Habr Gedir militiamen. Follow this path until you notice an
open area on the right. There is a .50 Caliber in this room right here.
Make sure that your rear flank is secure and toss a Frag Grenade into
the room. After it goes off, run in and secure the room.
Proceed through the tunnel and you should come to another fork shortly.
This time, take the left fork. Aidid is very close. Enter the first room
on your left. There will be a few gunmen around this area. Eliminate them
before entering. Aidid is the bald guy by the board. He has a bit more
HP than the others, but he'll go down very quickly. Once he's been
killed, you will be told to evacuate. Leave the room and turn to the
Obviously, you can expect some resistance before you can leave. You want
to get to the surface as quickly as possible. Gun down any enemies that
attempt to attack you. Climb up the stairs and make your way forward.
There are three machine guns in the next hallway. Use your radar to
locate them. The first is on your left. Use a well placed Frag Grenade
to take him out. The others all face the hallway like the first. Either
use a grenade or just use your gun. While you are concentrating on the
machine guns, Habr Gedir may attempt to ambush you from behind. You'll
want to finish the machine guns off as quickly as possible.
After clearing the three machine guns, proceed through the tunnel. A
ladder is up ahead. Climb it and clear this small hallway of any
enemies. Leave the building and turn to your left. There are a few more
Habr Gedir gunmen blocking your road of escape. They won't put up much of
a fight. Eliminate them all and head toward the road. Your ride will come
and pick you up. Mission accomplished!
5. Weapon Listing 
You are required to choose from a number of different weapons for each
mission. For the most part, weapon selection (apart from Accessory weapons)
doesn't affect your ability to finish a mission. However, different weapons
are best suited for different situations.
--[ P R I M A R Y ]--
Ammo Type: 5.56 x 45mm
Rounds Per Clip: 30
Rounds Carried: 300
Description: The M16 is a solid rifle with great firepower.
Automatic fire is not available. However, one
can switch between semi-automatic and three-round
Ammo Type: 5.56 x 45mm, HE grenades
Rounds Per Clip: 30, 1
Rounds Carried: 300, 10
Description: The M16/203 is basically a M16 with an attached grenade
launcher. The grenade launcher attachment is fairly
accurate. However, grenade quantity and rate of fire
requires that you use it sparingly.
Ammo Type: 7.62 x 51mm
Rounds Per Clip: 20
Rounds Carried: 200
Description: This semi-automatic sniper rifle boasts a nicely sized
magazine of 20 rounds each. At long ranges, the M21 is
perfect for taking out targets in the distance before
they can reach you.
Ammo Type: 7.62 x 51mm
Rounds Per Clip: 6
Rounds Carried: 180
Description: Due to the generally small size of the magazine clip,
ammunition should be conserved. The M24 is very
accurate and is therefore deadly at longer ranges.
MCRT .300 Tactical ~
Ammo Type: .300 Magnum
Rounds Per Clip: 4
Rounds Carried: 180
Description: The MCRT .300 Tactical is a very accurate sniper rifle
effective at medium to long range. The .300 Magnum
round is very powerful and will take down an enemy
easily. Because of the small clip size, this weapon
should be used from a distance.
Ammo Type: .50 BMG
Rounds Per Clip: 10
Rounds Carried: 100
Description: The Barrett works well at longer distances. Its rate
of fire isn't great. However, to a good sniper, one
shot will usually be enough to take an enemy down. Its
clip size is average though so reloading will occur
Ammo Type: 5.56mm
Rounds Per Clip: 200
Rounds Carried: 600
Description: The SAW is a heavy machine gun that is actually fairly
accurate when compared to the other two. Its gigantic
clip allows you to spray bullets for an extended time
before needing to reload. At long ranges, the SAW is
Ammo Type: 7.62 x 51mm
Rounds Per Clip: 200
Rounds Carried: 600
Description: This is really the definitive machine gun, so to speak.
With mediocre accuracy, the M60 packs a punch. Its 200
round clip allows you to keep your finger on the
trigger for extended amounts of time. At long ranges
though, the M60 is useless.
Ammo Type: 7.62 x 51mm
Rounds Per Clip: 200
Rounds Carried: 600
Description: The M240 is a powerful machine gun that packs a punch.
A 200 round clip allows you to spray bullets for
extended amounts of time. Don't count on this weapon
being too effective at long ranges though. The M240 is
solely a machine gun and nothing more.
Ammo Type: 9mm
Rounds Per Clip: 30
Rounds Carried: 300
Description: The weapon of choice for those that would sacrifice
power for stealth, the MP5 is a good choice for those
that would prefer to have a quieter gun. It can be a
very effective gun if used properly. The MP5 is
Ammo Type: 5.56 x 45mm
Rounds Per Clip: 30
Rounds Carried: 300
Description: A very staple assault rifle today, the CAR15 is
effective in almost any situation. Being able to switch
between automatic fire and semi-automatic, you can use
the CAR15 for close-range combat or snipe enemies from
Ammo Type: 5.56 x 45mm, HE grenades
Rounds Per Clip: 30, 1
Rounds Carried: 300, 10
Description: The CAR15/203 is basically a M16 with an attached
grenade launcher. The grenade launcher attachment is
fairly accurate. However, grenade quantity and rate of
fire requires that you use it sparingly.
--[ S E C O N D A R Y ]--
M9 Beretta ~
Ammo Type: 9mm
Rounds Per Clip: 15
Rounds Carried: 30
Description: The M9 Beretta bears a pretty large clip for a sidearm.
However, each shot isn't really that powerful. Even so,
the larger clip will increase the time and firepower
Ammo Type: 00 Buck
Rounds Per Clip: 7
Rounds Carried: 14
Description: When used up close, the Shotgun is absolutely
devastating. At longer ranges though, the shells will
deal less, if any damage at all. Rate of fire is pretty
slow and ammunition is somewhat short.
Colt .45 ~
Ammo Type: .45 automatic
Rounds Per Clip: 7
Rounds Carried: 28
Description: The Colt .45 has a small clip. Each round is pretty
powerful though so the Colt .45 makes up for that in
--[ A C C E S S O R Y ]--
Ammo Type: Anti-Tank Rocket
Rounds Carried: 1
Description: With just ONE shot, make sure that you use that AT4
when you REALLY need it. The rocket is very
devastating, being capable of taking out groups of
enemy infantry and enemy vehicles.
Satchel Charge ~
Ammo Type: C4
Charges Carried: 2
Description: Satchel Charges are the standard C4 remote charges.
Just put one down and detonate it using the Detonator.
Make sure that you are pretty far away before blowing a
charge for obvious reasons.
Ammo Type: Directional Mines
Mines Carried: 2
Description: These directional mines will explode whenever anyone
triggers it by stepping on or near it. The resulting
explosion will usually destroy whatever sets it off.
6. Multiplayer 
Once the Single Player campaign is out of the way, you can always get into
the multiplayer. I apologize if this section does not hold as much information
as you'd like. I, for one, am not too big on Delta Force multiplayer. Be sure
to check either of the two Multiplayer Guides on GameFAQs if you need more
6.1. Classes 
When playing online, you have the ability to choose one of four classes. Each
class has their own unique advantage along with their own disadvantages. It
would be best to experiment with each class to see which one works best for
Close Quarters Battle
-- CQB's are a typical all-around type of soldier. They're very fast
in comparison to other classes and are capable of wielding weapons
that are effective against long-range targets and enemies in close
-- Unique Weapon/s: MP5
-- Gunners are capable of wielding heavy machine guns. However, they
are very slow runners on the field and can be very easy targets for
enemy snipers. Speed is compensated with strength and firepower.
Those two attributes are indeed a Gunner's strong point.
-- Unique Weapon/s: M240, M60, SAW, AT4
-- This class speaks for itself. Snipers fail in close quarters
combat, but at long ranges, they can pick off enemies quickly and
are often used as support fire to clear the way or help defenders
defeat oncoming enemies.
-- Unique Weapon/s: Barrett, M21, M24
-- Medics aren't exactly the best fighters, but they have the ability
to revive fallen soldiers or heal wounded soldiers. To add, Medics
are also the fastest soldiers on foot and can still wield weapons
such as the M16 and secondary weapons (M9, Colt. 45).
-- Unique Weapon/s: Medic Pack
6.2. Gametypes 
Black Hawk Down's multiplayer has quite a few gametypes. I've had fun with all
of them, but nothing beats a classic game of Team Deathmatch or Capture The
-- Deathmatch is a free-for-all bloodbath. Basically, just kill anyone
that isn't you. As unorganized as it may seem, this gametype can
get pretty fun, although chaotic with more players. There are no
teams and not much strategy involved. The lack of order is probably
the reason as to why Team Deathmatch is so much more popular.
-- Think of Team Deathmatch as Deathmatch with teams. That's really
it. Due to the fact that you aren't by yourself, more strategy is
required to beat out the other team. Different classes make more
sense here because snipers can pick off foes from above while
gunners can cut a swath through enemy soldiers below. And of
course, the medic class becomes THAT much more useful for obvious
Capture The Flag
-- Capture The Flag is a nice gametype that requires team coordination
and strategy. The idea is to bring an enemy's flag from their base
back to your base. Sure, it may sound easy to just walk in and walk
out. However, do note that you have a horde of enemy soldiers that
want that flag back. Getting a flag from the enemy base to yours
is no easy task. Some players should stick on offense while others
play on defense. Working out an effective strategy is key to
outwitting an opposing team.
-- Flagball takes the same concept as Capture The Flag and changes it
to make just ONE neutral flag. When the game begins, both teams
are to rush and pick up the flag before the other and return it to
their base. That's the typical mode of scoring. Of course, since
there is only one flag, expect competition to be fierce. Much like
Capture The Flag and virtually all team games, team coordination
is required to win.
Attack And Defend
-- In Attack And Defend, you have two teams. One team defends a series
of targets while the other team attempts to rush in and destroy the
targets. if the attacking team successfully destroys the targets,
then they, of course, win the game. The defensive team's job is
to prevent the other team from doing just that.
Search And Destroy
-- The idea of this gametype is the "SEARCH" out an opponent team's
targets and then "DESTROY" it (hence the name). At the same time,
your team will also be defending your own targets from enemy
soldiers. If you choose to send every single player on your team
against an enemy position, then you'd have no one defending.
Therefore, any attacking CQB can simply toss a Satchel Charge on
your targets and win. As always, team strategy is a must.
Team King Of The Hill
-- In Team King Of The Hill, the teams attempt to get as many players
as possible into the "hill" which is a special portion of the map.
The longer the soldiers stand within the hill, the more time is
obtained. The first team that reaches the goal time wins the game.
Needless to say, the area around the hill will be pretty hot.
Strategize with your team to get as much time as possible.
7. Version History 
Version 0.3 -- Guide's multiplayer section is completed. 14 KB
Version 0.6 -- Walkthrough completed up past Russian Underground.
Work has begun on weapon list. 54 KB
Version 1.0 -- Guide is complete. 112 KB
Version 1.1 -- Legal Information updated.
8. Legal Information 
This FAQ is the property of its author, Quan Jin. All rights reserved.
Any stealing, selling for profit or altering of this document without the
author's expressed consent is strictly prohibited. You may download this file
for personal and private use only.
Delta Force: Black Hawk Down is a registered trademark of NovaLogic. The author
(Quan Jin) is not affiliated with NovaLogic in any way or form. All other
trademarks are the property of their respective owners.
9. Credits and Closing 
That's it for the guide. I hope you enjoyed Delta Force: Black Hawk Down.
If you liked this game, suggest picking up some of the other games in the
Delta Force series. You won't be disappointed.
Blueberry Buttface - His multiplayer guide provided some basis for this
guide's pathetic multiplayer section. If you're looking
for in-depth strategies and multiplayer information, be
sure to check it out.
Y.T.W.S.R. - Only a few selected people might know what I'm talking about here.
Since I'm not one to give it away, I would still like to thank
this group for their support and motivation throughout the
lifespan of this entire FAQ.
The FCSB - They didn't help too much but what can I say? Where would I be
without a few of them? Major props to these great board members who
are also prized FAQ writers.
- All outside sources which have contributed to the making of this guide in
some form have been cited in this section. Any sources that have provided any
information at all are listed in the credits. I am not taking credit for others
hard work and I hope they do the same. Not providing proper credit is
plagiarism and is against the law.
____ __ _ __ __
/ __ \____ ______/ /__ | | / /___ _____/ /____ _ __
/ / / / __ `/ ___/ //_/ | | / / __ \/ ___/ __/ _ \| |/_/
/ /_/ / /_/ / / / ,< | |/ / /_/ / / / /_/ __/> <
/____.'\__,_/_/ /_/|_| |___/\____/_/ \__/\___/_/|_|
-= Game on Forever =-