__________ _________ _________ _________ ____ ____ / \ / \ / \ / \ / \_/ \ / _______/ / _____ \ / _______/ / _____ \ / \ / / / / \ \ / / / / \ \ / /\ /\ \ | | | | | | | | | | | | | / | | \ | | | | | | | | | | | | | | | \ / | | \ \ | | | | | | | | | | | | \_/ | | \ \_____ | | | | | | | | | | | | | | \ \ | | | | | | | | | | | | | | \_____ \ | | | | | | | | | | | | | | \ \ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | _______/ / \ \_____/ / \ \_______ \ \_____/ / | | | | / / \ / \ \ \ / | | | | \__________/ \_________/ \_________/ \_________/ |___| |___| __________________________________ / \ \__________ ____ __________/ \ / \ / | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | __________/ \____/ \__________ / \ \__________________________________/ Written by: doityourselfbub ------------------------------------------------------------------------------= Table of Contents ------------------------------------------------------------------------------= 1. Introduction 2. The Weapons of SOCOM II 3.1 SEAL Weapons 3.2 Terrorist Weapons 3.3 SAS Weapons 3.4 Spetsnaz Weapons 3. Controls 3.1 Special Actions 3.2 Commands 4. Mission Success/Failure 5. Missions 5.1 Seeding Chaos 5.1.1 Mission Briefing 5.1.2 Players 5.1.3 Objectives 5.1.4 Mission Walkthrough 5.2 Terminal Transaction 5.2.1 Mission Briefing 5.2.2 Players 5.2.3 Objectives 5.2.4 Mission Walkthrough 5.3 Upland Assault 5.3.1 Mission Briefing 5.3.2 Players 5.3.3 Objectives 5.3.4 Mission Walkthrough 5.4 Urban Sweep 5.4.1 Mission Briefing 5.4.2 Players 5.4.3 Objectives 5.4.4 Mission Walkthrough 5.5 Stranglehold 5.5.1 Mission Briefing 5.5.2 Players 5.5.3 Objectives 5.5.4 Mission Walkthrough 5.6 Hydroelectric 5.6.1 Mission Briefing 5.6.2 Players 5.6.3 Objectives 5.6.4 Mission Walkthrough 5.7 Guardian Angels 5.7.1 Mission Briefing 5.7.2 Players 5.7.3 Objectives 5.7.4 Mission Walkthrough 5.8 Protect and Serve 5.8.1 Mission Briefing 5.8.2 Players 5.8.3 Objectives 5.8.4 Mission Walkthrough 5.9 Against the Tide 5.9.1 Mission Briefing 5.9.2 Players 5.9.3 Objectives 5.9.4 Mission Walkthrough 5.10 Lockdown 5.10.1 Mission Briefing 5.10.2 Players 5.10.3 Objectives 5.10.4 Mission Walkthrough 5.11 Guided Tour 5.11.1 Mission Briefing 5.11.2 Players 5.11.3 Objectives 5.11.4 Mission Walkthrough 5.12 Doomsday Delivery 5.12.1 Mission Briefing 5.12.2 Players 5.12.3 Objectives 5.12.4 Mission Walkthrough 6. Navigation Points 7. Hints and Tips 8. My Statistics 9. Acknowledgements 10. Legal 11. Contact Me _______________________________________________________________________________ Note: Sections 3, 4, and 5 were taken from the manual, excluding the walk- throughs in section 5. Walkthroughs are my personal work. _______________________________________________________________________________ =------------------------------------=/\=-------------------------------------= =------------------------------------=\/=-------------------------------------= _______________________________________________________________________________ ___________ ____________ |Section One|=-------=|Introduction| =--------------------------------------= Before reading my guide, please be aware of the fact that much work went into the creation of this guide and if it does not suit your specific needs, i.e., if you are looking for online walkthroughs, do not contact me telling me you hate me. I have posted several such guides where I have removed my e-mail address due to the fact that I have recieved numerous "your guide sucks" e-mails. I do not appreciate this. If you don't like it, find a different guide. Also, do not e-mail telling me that you could do better. That is absolutely wonderful if youcan. I don't want to hear about it. If you think you can do better than what I have posted, write your own guide. The following guide will focus primarily on the single player aspect of the game. Since I do not have DSL, I do not have the capabilities to do any online walkthroughs. So, I chose this method instead. I tried to go into extensive but not overbearing details about the missions. If there is anything that I missed or if you find a mistake while reading this guide, please feel free to contact me at my given e-mail address. Again, do not send me hate mail. I won't read it. If you have a suggestion, be courteous. I would much rather read a pleasant e-mail with constructive criticism than a hateful one telling me that I suck. Also, if a mistake is found and I am called on it, I will gladly give that individual the credit he or she deserves. Thank you. _______________________________________________________________________________ =------------------------------------=/\=-------------------------------------= =------------------------------------=\/=-------------------------------------= _______________________________________________________________________________ ___________ _______________________ |Section Two|=-------=|The Weapons of SOCOM II| =-------------------------------------------------= ______________ /---------------/ \---------------\ (================| SEAL WEAPONS |================) \---------------\______________/---------------/ /-----------------\ | SUBMACHINE GUNS |-----------------------------------------------------------= \-----------------/ HK 5 SD: This is an all-around stealth weapon. Very low volume, moderately accurate, medium range, and a high fire rate. Fire Modes: single shot, burst fire, and full automatic. HK 5: While not as silent as it's predecessor, this HK 5 offers the same reliability, while still maintaining it's accuracy, it's medium range, and it's high fire rate. Fire Modes: single shot, burst fire, and full automatic. /-----------------\ | MACHINE GUNS |-----------------------------------------------------------= \-----------------/ M60E3: With a semi-low volume, poor accuracy, high range, and a high fire rate, the M60E3 is the perfect squad support weapon. Fire Modes: full automatic. M63A: Still a squad based weapon, but differs from the M60E3 in that the M63A has a very high volume level and slightly im- proved accuracry. However, the medium range and the high fire rate remain simliar. Fire Modes: full automatic. /-----------------\ | RIFLES |-----------------------------------------------------------= \-----------------/ M16A2: Low volume, medium-high accuracy, high range, and a high fire rate make this a worthy competitor to any terrorist who may stand in it's way. Fire Modes: single shot and burst fire. M14: A bit outdated, but still reliable, the M14 is loud, fairly accurate, has a high range, and a high fire rate. Fire Modes: single shot and full automatic. M16A2-M203: With the addition of the M203 Grenade Launcher, the accuracy of the M16A2 is slightly compromised. However, the weapon still maintains it's low noise level, it's high range, and a high rate of fire. Fire Modes: single shot and burst fire. /-----------------\ | ASSAULT RIFLES |-----------------------------------------------------------= \-----------------/ M4A1: Low-medium volume, high accuracy, medium-high range, and a high fire rate, The M4A1, other than it's silenced sister, is a difficult weapon to best. Fire Modes: single shot, burst fire, and full automatic. M4A1-M203: It is proven here that the M4A1 is a good, all-around weapon. When most other aspects of weapons are compromised with the addition of the M203, the M4A1 maintains it's low volume, high accuracy, medium-high range, and it's high fire rate. Fire Modes: single shot, burst fire, and full automatic. M4A1 SD: The best performing weapon in the game offers an even lower volume, improved accuracy, slightly lesser range (due to the addition of the silencer), and a high rate of fire. Fire Modes: single shot, burst fire, and full automatic. /-----------------\ | SNIPER RIFLES |-----------------------------------------------------------= \-----------------/ SR-25: The SR-25, supports a relatively low volume, very high accur- acy level, high range, and a suprisingly high rate of fire. You definitely don't want to be on the wrong end of this one. Fire Modes: single shot. SR-25 SD: Much like it's sister, the SR-25 SD has a very low volume, a still very high accuracy level, a high range, and a high fire rate. Fire Modes: single shot. M87ELR: The M87ELR has a higher volume, lower accuracy, higher range, and a lower fire rate than the SR-25, making this weapon fall short in the field of sniper rifles. /-----------------\ | SHOTGUNS |-----------------------------------------------------------= \-----------------/ 12 GUAGE PUMP: Suprisingly low volume, medium-high accuracy, low range, and a low fire rate makes the 12 Guage Pump quite an opponent in close-quarter fire fights. /-----------------\ | PISTOLS |-----------------------------------------------------------= \-----------------/ MARK 23: Low volume, medium-high accuracy, low range, and a medium fire rate makes the MARK 23 just another medicore sidearm. Fire Modes: single shot. MARK 23 SD: Being that the volume is the only aspect changed with the addition of a silencer, the MARK 23 SD can be an extremely deadly secondary weapon. Fire Modes: single shot. 9MM SD: Much like the MARK 23 SD, the 9mm SD has a very low volume level, medium-high accuracy, low range, and a medium fire rate. Fire Modes: single shot. /-----------------\ | EQUIPMENT |-----------------------------------------------------------= \-----------------/ DOUBLE AMMO: This auxiliary item increases the number of rounds for the player's primary weapon. /-----------------\ | MINES |-----------------------------------------------------------= \-----------------/ CLAYMORE: A lethal anti-personnel weapon, the Claymore fires a cloud of small, shot-like pellets through the air when detonated. /-----------------\ | EXPLOSIVES |-----------------------------------------------------------= \-----------------/ C4: This plastic demolition, made of volatile chemicals and plas- ticizer, can be molded into varied shapes. C4 is deployed at locations that are designed for demolition. /-----------------\ | ROCKET LAUNCER |-----------------------------------------------------------= \-----------------/ AT4: This shoulder-fired, single-shot, reecoilles rocket launcher delivers an 84mm High-Explosive warhead capable of penetra- ting most armored vehicles. /-----------------\ | ACCESSORIES |-----------------------------------------------------------= \-----------------/ THERMAL SCOPE: Using advanced infrared technology and heat detection, the thermal scope allows for enhanced night vision. /-----------------\ | GRENADES |-----------------------------------------------------------= \-----------------/ M67: This powerful grenade sends a blast of shrapnel hurtling outward from the explosion making it a deadly are-affected weapon. HE: The damage from an HE grenade is caused by the concussive force of the explosion, which allows destruction of objects as well as enemy personnel. AN-M8: Creates a large cloud of white smoke when activated, which can be used for signaling other units or screening movement. MARK 141: A non-lethal grenade designed to incapacitate its target through blinding light and loud noise. M203 HE: A high-explosive round fired from the M203 grenade launcher, that does damage to material and people. M203 SMOKE: A smoke grenade, used to provide cover for troop movement, which is fired from the M203 grenade launcher. M203 FRAG: This is a fragmentatoion grenade fired from the M203 grenade launcher. _______________________________________________________________________________ _________________ /---------------/ \---------------\ (================|TERRORIST WEAPONS|================) \---------------\_________________/---------------/ /-----------------\ | SUBMACHINE GUNS |-----------------------------------------------------------= \-----------------/ 9MM SUB: The 9mm Sub is the most common weapon among the Sesseri Syndicate being that has a relatively low volume, low-medium accuracy, low range, and a high fire rate. Fire Modes: single shot, burst fire, and full automatic. F90: Another popular weapon among the Syndicate, the F90 has a low volume level, medium accuracy, medium range, and a very high fire rate. Fire Modes: singl shot, burst fire, and full automatic. /----------------\ | MACHINE GUNS |------------------------------------------------------------= \----------------/ M60E3: With a semi-low volume, poor accuracy, high range, and a high fire rate, the M60E3 is the perfect squad support weapon. Fire Modes: full automatic. M63A: Still a squad based weapon, but differs from the M60E3 in that the M63A has a very high volume level and slightly im- proved accuracry. However, the medium range and the high fire rate remain simliar. Fire Modes: full automatic. /-----------------\ | RIFLES |-----------------------------------------------------------= \-----------------/ AK-47: Due to it's moderately low volume, it's medium-high accuracy level, medium range, and it's high fire rate, the AK-47 has been labeled THE terrorist weapon of choice. Fire Modes: single shot, burst fire, and full automatic. AKS-74: It's high volume, high accuracy, medium-high range, and even higher rate of fire makes this a formidable weapon on the battle field. Fire Modes: single shot, burst fire, and full automatic. /-----------------\ | ASSAULT RIFLES |-----------------------------------------------------------= \-----------------/ 552: The 552's low-medium volume, high accuracy level, med- ium range, and high fire rate makes this weapon universally accepted. Fire Modes: single shot, burst fire, and full automatic. STG 77: Don't be fooled by the unique shape of the STG 77. It has a low volume level, is fairly accurate, has medium range, and has a very high rate of fire. Fire Modes: single shot and full automatic. 552 SD: While the addition of a suppressor lowers the noise level as well as the accuracy, the range and the fire rate of this weapon are untouched. Fire Modes: singles /-----------------\ | SNIPER RIFLES |-----------------------------------------------------------= \-----------------/ M40A1: The M40A1 has a medium-low volume, has a very high accuracy level, a high range, and a very low fire rate. Good for long shots, bad for close quarters. Fire Modes: single shot. M82A1A: This is the mother of all sniper rifles. Delivering a .50 bullet, the M82A1A has a suprisingly low volume level, medium accuracy (due to it's size), very high range, and a very low fire rate. If you're downed by one of these .50 bullets, you aren't getting back up. Fire Modes: single shot. SASR: Long and slender, but noisy as hell, the SASR has a high vol- ume level, is highly accurate, has a high range, and a high rate of fire. A good, all-around sniper rifle. Fire Modes: single shot. /-----------------\ | SHOTGUNS |-----------------------------------------------------------= \-----------------/ M3 12 GUAGE: This odd shaped shotgun has a low volume level, is fairly accurate, has a low range, and a low-medium fire rate. Fire Modes: single shot and full automatic. TA 12 GUAGE: This shot gun was designed for combat. Low volume, medium- high accuracy, low range, and low fire rate make this one tough competitor. Fire Modes: single shot and semi-automatic fire. /-----------------\ | PISTOLS |-----------------------------------------------------------= \-----------------/ 226: The 226 is your standard sidearm; low volume, low-medium accuracy, low range, and a low fire rate. There's nothing special about this weapon. Fire Modes: single shot. MODEL 18: This automatic pistol isn't as great as you may think. Due to the fact that it's automatic, it has low accuracy and low range. However, the volume level is low, while the fire rate is at a medium level. Fire Modes: single shot and full automatic. F57: About the only outstanding thing on this weapon is it's fire rate. Low volume, medium accuracy, low range, and a medium- high fire rate. Fire Modes: single shot. M9: Nothing spectacular about this sidearm either. Low volume, low-medium accuracy, low range, and a medium rate of fire. Fire Modes: single shot. DE .50: The Desert Eagle. One of the most powerful sidearms known to man. This hand cannon has a relatively low volume level, has very poor accuracy (due to the caliber), low range, and a medium-high fire rate. Fire Modes: single shot. /-----------------\ | EQUIPMENT |-----------------------------------------------------------= \-----------------/ DOUBLE AMMO: This auxiliary item increases the number of rounds for the player's primary weapon. /-----------------\ | MINES |-----------------------------------------------------------= \-----------------/ PMN MINE: When detonated by pressure, this anti-personnel weapon pro- jects a deadly blast able to seriously wound or kill anyone who is within its effective radius. /-----------------\ | ROCKET LAUNCER |-----------------------------------------------------------= \-----------------/ RPG 7: This shoulder-fired, single-shot, reecoilles rocket launcher delivers an 84mm High-Explosive warhead capable of penetra- ting most armored vehicles. Fire Modes: single shot. /-----------------\ |GRENADE LAUNCHER |-----------------------------------------------------------= \-----------------/ M79: This powerful, hand fired grenade launcher has a high volume level, is fairly accurate for its size, has a medium range, and also has a medium rate of fire. Fire Modes: single shot. /-----------------\ | ACCESSORIES |-----------------------------------------------------------= \-----------------/ THERMAL SCOPE: Using advanced infrared technology and heat detection, the thermal scope allows for enhanced night vision. /-----------------\ | GRENADES |-----------------------------------------------------------= \-----------------/ M67: This powerful grenade sends a blast of shrapnel hurtling outward from the explosion making it a deadly are-affected weapon. HE: The damage from an HE grenade is caused by the concussive force of the explosion, which allows destruction of objects as well as enemy personnel. M79 FRAG: A fragmentation grenade fired from the M79 grenade launcher. M79 SMOKE: A smoke grenade used to provide cover for unit movement; fired from the M79 grenade launcher. M79 HE: A high-explosive grenade fired from the M79 grenade launcher. _______________________________________________________________________________ _______________ /---------------/ \---------------\ (================| SAS WEAPONS |================) \---------------\_______________/---------------/ /-----------------\ | SUBMACHINE GUNS |-----------------------------------------------------------= \-----------------/ HK5K: The HK5K, similar to the SEAL HK 5, has a low-volume level, is moderately accurate, has a limited range, and produces a very high rate of fire. Fire Modes: single shot, burst fire, and full automatic. /-----------------\ | ASSAULT RIFLES |-----------------------------------------------------------= \-----------------/ IW-80 A2: This futuristic looking weapon has a low volume, medium accuracy, high range, and a very high fire rate. Fire Modes: single shot, burst fire, and full automatic. /-----------------\ | PISTOLS |-----------------------------------------------------------= \-----------------/ M11: Again, as with most other sidearms, this pistol is nothing to write home about. Low volume, medium-low accuracy, low range, and a medium fire rate. Fire Modes: single shot. _______________________________________________________________________________ ________________ /---------------/ \---------------\ (================|SPETSNAZ WEAPONS|================) \---------------\________________/---------------/ /-----------------\ | ASSAULT RIFLES |-----------------------------------------------------------= \-----------------/ RA-14: This loud, yet rugged piece of equipment has a medium volume level, is highly accurate, has a medium high-range, and an even higher fire rate. Fire Modes: single shot, burst fire, and full automatic. AK-105: Sister to the AK-47, this Russian breed has a medium volume level, high accuracy, medium high range, and a high rate of fire. Fire Modes: single shot, burst fire, and full automatic. /-----------------\ | PISTOLS |-----------------------------------------------------------= \-----------------/ SP-10: Nothing outstanding here, once again. Low volume level, low- medium accuracy, low range, and a medium fire rate. Just like every other sidearm. Fire Modes: single shot. _______________________________________________________________________________ =------------------------------------=/\=-------------------------------------= =------------------------------------=\/=-------------------------------------= _______________________________________________________________________________ _____________ ________ |Section Three|=-------=|Controls| =------------------------------------= Note: These are the default precision shooter controls. ___________ / CONTROLS \ /_____________\______________________________________________________________ / \ | Move SEAL left analog stick | |-----------------------------------------------------------------------------| | Aim weapon/look right analog stick | |-----------------------------------------------------------------------------| | Move sideways left analog stick <-/-> | |-----------------------------------------------------------------------------| | Change body postition Triangle (press hard to go prone | |-----------------------------------------------------------------------------| | Jump Square | |-----------------------------------------------------------------------------| | Dive run + Triangle firmly | |-----------------------------------------------------------------------------| | Peek around corner directionl button <- or -> | |-----------------------------------------------------------------------------| | Fire/throw/deploy weapon R1 | |-----------------------------------------------------------------------------| | Equip primary weapon or L1 quick select L1 | |-----------------------------------------------------------------------------| | Equip secondary weapon or L2 quick select L2 | |-----------------------------------------------------------------------------| | Toggle weapon to semi/full auto press L3 twice or hold | |-----------------------------------------------------------------------------| | Reload weapon R3 | |-----------------------------------------------------------------------------| | Toggle special action icons Hold X + directional button | | <-/->, then release | |-----------------------------------------------------------------------------| | Toggle perspective, 3rd person, direction button | | 1st person, binoculars, weapon up or down | | scope, nightvision goggles (when available) | \_____________________________________________________________________________/ _________________ / SPECIAL ACTIONS \ _______________/___________________\_________________________________________ / | \ | Pick-up Weapons | Downed enemies may have useful weapons or ammo. | | | Use Special Action icons to exchange your cur- | | | rent weapon for the one you pick up. A Rifle | | | Icon appears for primary weapons and a Pistol | | | Icon appears for secondary weapons. Note the | | | name of each weapon below the icon. | |---------------------------|-------------------------------------------------| | Pick-up Items | Point the crosshairs at items of interest. They | | | may be vital to your mission and you may have | | | the option of picking them up. | |---------------------------|-------------------------------------------------| | Mount/Dismount Turret | Machine guns and grenade launchers are sometimes| | | turret mounted. You cannot pick them up but you | | | can take control and fire them. There are two | | | icons for Turret Mount, one to grab the gun and | | | one to let go. | |---------------------------|-------------------------------------------------| | Open/Close Door | This icon appears when you face a door that is | | | unlocked. | |---------------------------|-------------------------------------------------| | Body Carry | Avoid discovery by hiding enemy bodies or downed| | | teammates. | |---------------------------|-------------------------------------------------| | Climb Up/Down | Climb up ledges or ladders. | |---------------------------|-------------------------------------------------| | Ladder Slide | Slide down ladder for faster descent. | |---------------------------|-------------------------------------------------| | Close Quarters Combat | This option appears when an enemy is at arms | | | length giving you the opportunity to nail him | | | with the butt of your weapon. | |---------------------------|-------------------------------------------------| | Place Bomb | When the mission requires that you position a | | | satchel charge for demolition, the satchel icon | | | appears. | |---------------------------|-------------------------------------------------| | Plant C-4 Charge | Place a C-4 charge amd set denotator. | |---------------------------|-------------------------------------------------| | Restrain Hostage | An enemy may surrender or a rescued hostage | | | might need to be tied up for transport. | |---------------------------|-------------------------------------------------| | Follow/Hold Position/Get | The Follow, Hold Position, and/or Get Down Icons| | Down | appear when you aim you crosshairs at a person | | | under your protection, press X to give the | | | person the selected command. | |---------------------------|-------------------------------------------------| \_____________________________________________________________________________/ ______________ / THE COMMANDS \ ____________________________________/________________\_______________________ / | \ | Follow | You take point and the team follows behind you and assumes | | | your body position. For example, if you advance in the prone| | | position, they will too. | |---------------|-------------------------------------------------------------| | Run To | SEALs run to a designated position. | |---------------|-------------------------------------------------------------| | Lead To | Use this command to decide whether Able or Bravo will take | | | point when moving from one objective to another. Bravo unit | | | leads only if you are within a certain distance to them. If | | | you are outside that distance they will wait until you are | | | in range to begin leading again. Able teammate Jester will | | | take the lead but change to "Following" if you drift too far| | | from him. | |---------------|-------------------------------------------------------------| | Attack To | Designate who will advance to a specified position, while | | | firing at any enemy encountered. If using the crosshairs to | | | point at an enemy, your team will attemp the shot instantly.| |---------------|-------------------------------------------------------------| | Stealth To | Advance as quietly as possible in a prone position while | | | takining advantage of the terrain, structures, or foliage to| | | minimize the chance of discovery. | |---------------|-------------------------------------------------------------| | Hold Position | Hold position until commanded otherwise. | |---------------|-------------------------------------------------------------| | Regroup | The team will move to your position. | |---------------|-------------------------------------------------------------| | Fire At Will | SEALs will fire on any enemy they encounter. | |---------------|-------------------------------------------------------------| | Deploy | Use explosive weapons. If your SEALs are equipped with gre- | | | nades, C-4, or satchel charges. they will respond. | |---------------|-------------------------------------------------------------| | Cover Target | Give the command to cover a specific point. Enemies entering| | | that zone will be fired upon. Place your crosshairs on the | | | location and issue the command. Your SEALs must have contact| | | on the specified area to carry out this order. | |---------------|-------------------------------------------------------------| | Hold Fire | Hold fire until you countermand the order. | |---------------|-------------------------------------------------------------| | Overwatch | Teammates will cover a designated area, calling out any ene-| | | mies that they see. Place your crosshairs on the location | | | and issue the command. | |---------------|-------------------------------------------------------------| | Frag/Clear | Deploy a fragmentation grenade and clear the breached area. | |---------------|-------------------------------------------------------------| | Bang/Clear | Deploy a flashbang and clear the breached area. | |---------------|-------------------------------------------------------------| | Breach | Open door, deploy grenade and clear area on the other side. | |---------------|-------------------------------------------------------------| | Escort | When traveling with an escortee who needs protection, give | | | this command to Bravo Element and they will bring the escor-| | | tee with them, and follow additional commands. | |---------------|-------------------------------------------------------------| \_____________________________________________________________________________/ _______________________________________________________________________________ =------------------------------------=/\=-------------------------------------= =------------------------------------=\/=-------------------------------------= _______________________________________________________________________________ ____________ _______________________ |Section Four|=-------=|Mission Success/Failure| =--------------------------------------------------= The success of your mission is measured by several factors. Perfection for any factor is 100% for completing all objectives. You are graded from A to F. _________________ / MISSION SUCCESS \ /___________________\__________________________________________ / | \ | Stealth | One thing that makes SEALs deadly is their ability | | | to strike undetected. Each time your team is dis- | | | covered and the enemy communicates your presence to| | | others, you lose points for stealth. | |----------|----------------------------------------------------| | Accuracy | Hitting targets increases your accuracy rating, | | | while missing shots lowers it. The accuracy of your| | | teammates is also counted. | |----------|----------------------------------------------------| | Teamwork | Use your team for cooperative engagements. The more| | | you use your teammates during the course of a mis- | | | sion, the higher your Teamwork rating will be. | |----------|----------------------------------------------------| | Primary | These are the most important Mission Objectives and| |Objectives| have the largest impact on mission success. Primary| | | objectives must be completed to accomplish a mis- | | | sion. | |----------|----------------------------------------------------| |Secondary | You can fail a secondary objective ans still suc- | |Objectives| ceed at the overall mission, but failed secondary | | | objectives lower your overall grade. | |----------|----------------------------------------------------| \_______________________________________________________________/ _________________ / MISSION FAILURE \ /___________________\_______________________________ / \ | Your mission fails under the following conditions: | |----------------------------------------------------| | 1. You are incapacitated. | | | | 2. A mission critical character, such as a hostage | | or escortee, is killed. | | | | 3. A mission critical target escapes. | | | | 4. A key ally is killed. | | | | 5. You abort a mission. | | | | 6. All three of your SEAL teammates are incapaci- | | tated. | \____________________________________________________/ _______________________________________________________________________________ =------------------------------------=/\=-------------------------------------= =------------------------------------=\/=-------------------------------------= _______________________________________________________________________________ ____________ ________ |Section Five|=-------=|Missions| =-----------------------------------= IMPORTANT: READ BEFORE CONTINUING: All mission walkthroughs hereby written are for single player ONLY. They were written from my viewpoint. If you find an easier alternative for certain objectives or for completing a mission altogether, please feel free to send me an e-mail informing me of this. I will gladly post your discovery in the re- spective section of my guide, giving you full credit in the process. Each mission walkthrough was completed by me in the ways I saw simplest. Also in the walkthroughs, certain words and/or phrases have been made into all capital letters. This is not only for your sake, but also for my own. They have been made this way for the sake of highlighting objectives, teammates, infor- mants, directions, particular areas of interest, danger, specific weapons, rec- ommended commands to your teammates, or persons of interest. It would be in the reader's best interest to refer to the Hints and Tips section of my guide (section seven) before undertaking any missions. It will also benefit the reader to read the notes I have placed at the end of each mis- sion walkthrough before beginning any missions. Enjoy. _______________________________________________________________________________ __________________ ____________________________/ ALBANIA \_______________________________ Operation Rapid Kill \__________________/ Seeding Chaos __________________ / Players \___________________________________________________________ \__________________/ ABLE: Specter. Jester. BRAVO: Wardog. Vandal. __________________ / Mission Briefing \___________________________________________________________ \__________________/ United States Speical Operations Command has been called upon to assist in quelling the illegal arms trafficking of an oraganization known as the Sesseri Synidcate. Based in Albania, the group operates through distribution networks stretching from London to Cairo. Their recent smuggling of volatile radioactive materials has sparked great concern in the United States And European Union. This has prompted America and her allies to take extensive measures to ensure the syndicate's activities do not pass catastro- phically potent weapons into the wrong hands. The SEALs have been given the go-ahead from SOCOM to take out the Sesseri Synidcate, beginning with targeting their weapon supply caches. Out European allies will be watching, so show them how it's done. __________________ / Objectives \___________________________________________________________ \__________________/1. Rendezvous with informant 2. Recon enemy patrols 3. Destroy Enemy Contraband 4. Move to extract __________________ / Walkthrough \___________________________________________________________ \__________________/ From the INSERTION POINT head SOUTH along the roadway. Do not travel on the road, travel to the LEFT. This area offers the best forms of cover. Find an area of brush just past a group of trees. Go prone here and face the road. Order FIRTEAM to GET DOWN so they do not compromise your posi- tion. Odering FIRETEAM to HOLD FIRE is essential here as well. Remain in this location until two hostiles on patrol walk into view from the NORTH. Do not move. The hostiles will stop on the road and begin to talk. After a short time GENERAL RUGOVA'S name will have been overheard, resulting in the completion of a BONUS OBJECTIVE. When the hostiles head back SOUTH, eliminate them silently. __________________ ___________________________________________________________/ Objective 1 \ RENDEZVOUS WITH INFORMANT \__________________/ Once the two hostile have been eliminated, order FIRETEAM to FOLLOW. Cross the road, and head SOUTH towards the two stone pillars. Another hostile will be patrolling here. Take him down without being seen. Head through the stone pillars and advance SOUTH along the road upon which the third hostile was pa- trolling. To the RIGHT of the roadway is a hilllside covered with trees and undergrowth. Traveling through this area is best because it offers a wide variety of cover, but sticking to the roadway is alright as well. After a short distance you will come upon a set of stairs inlaid in the ground. There are two more hostiles here. Due to the random placement of enemies in the game, the hostiles could either be at the top of the stairs, walking down the stairs, walking up the stairs, or at the bottom. Whichever the case may be, advance with caution. Eliminate the two silently and advance EAST to the building in front of you. The informant, MALLARD, is inside the building. After the cutscene, slowly move SOUTH to the edge of the building. Go prone and command FIRETEAM to FIRE AT WILL. Crawl to the hill with the trees on it to the SOUTHEAST. To the EAST are ancient ruins. Again, due to random placement, the hostile in this area is either in the grasses to the NORTH (hence the crawling), or amongst the ruins to the EAST. Kill him silently. If the SR-25 (SD) has been equipped, look to the NORTHWEST using the scope. There is an additional patrol walking along the road. Kill them both. When the patrols has been downed, advance EAST to the ruins. There is a arch bridge to the NORTHEAST which allows for you and your FIRETEAM to cross a river. However, if this route is taken immediately, more hostiles will be encountered later in the game. So, I suggest this method instead: while standing in the ruins, face directly EAST towards multiple pillars. Climb over the wall and lie prone on the grassy hill overlooking the second bridge running PARALLEL to you. This means you should still be facing EAST. Using the scope, look out over the bridge. Two hostiles will be standing there. The one on the RIGHT may be "tying his shoe". If, in fact, he is tying his shoe, he will not be visible for he is behind the bridge. After he appears, eliminate the hostile on the left. Then kill the one on the right. Now, don't move just yet. Move your scope to the left and you will see a low wall. Look closely and you will see a head behind the wall. Shoot it. After these three hostiles have been downed, stand up, head NORTH, and go under the bridge. Cross the river and advance up the hill. Crouch behind the wall but do not climb over it. Peek around the wall and point your crosshairs at the bunker emplacement. Order BRAVO to CLEAR AREA. One or two enemy shots may be fired but do not panic, this will not alarm any hostiles. If an alarm is triggered, in which case a cutscene will be played, four or five hostiles will advance EAST towards your position. Target practice if you ask me. If the alarm has been triggered, the RECON PATROL 1 objective will now be im- possible. Do not fret, the mission is still most completable. Order BRAVO to FOLLOW. Advance EAST into the bushes and go prone. Using your scope, look straight ahead at the large, castle-like building. On the roof of the building, at the very right is a sniper with his back turned. You may have to adjust your po- sition due to the fact that there is a very large tree in front of the buil- ding. One shot, one kill is preferable here because if the shot is missed or the target gets away, the machine gun to the left of the sniper's previous position will now have someone with an itchy trigger finger behind it. So, once the sniper has been killed, advance EAST to the building. Travel up the stairwell and inside the building. Look to your LEFT and move up the flight of stairs here. There is but one hostile inside. He is either in the main room, or he is in the room to your immediate right. After this hostile has been downed, exit the building via the door with all the light coming through. Move to the LEFT abd follow the building around to yet another stairway. Once at the top, there is a single room with a single hostile inside. If the alarm was previously sounded, he's the bastard who did it. Slaughter him. __________________ ___________________________________________________________/ Objective 2 \ RECON ENEMY PATROLS \__________________/ From the window of this room, five hostiles can be spotted. If the alarm has not been sounded, DO NOT kill them. Look to the RIGHT and spot the hostile walking from one building to the next. Equip your binoculars and locate him. This is PATROL 1. Once done, you can pick off each one with ease. However, if the alarm has been sounded, fire at will. Return to the base of the stairs and look directly in front of you. There will be a building there. Move towards this building and advance inside. Find the staircase in the room and SLOWLY move up them. USE EXTREME CAUTION. Do not move past the head of the stairs. There will be a doorway on the LEFT and one on the RIGHT. There are two men in the LEFT room. One is a hostile and the other is the FOREMAN. The FOREMAN is wieling a 12 GUAGE PUMP ACTION, so don't just go storming into the room. If the hostile can be seen from the doorway, take him out. If not, toss in a FLASHBANG and storm the room. Storming the room is not generally necessary for the hostile can usually be seen. Once the hostile has been downed, the FOREMAN will be reluctant to give up. Just fire your weapon into the room and he glad- ly puts down his weapon. Restrain him and leave him there. __________________ ___________________________________________________________/ Objectives 3 & 4 \ DESTROY ENEMY CONTRABAND MOVE TO EXTRACT\__________________/ Move back down the stairs and exit the building via the door on your immediate left. Directly in front of you should be the barn in which you are directed to demolish. In the upper window the the room is a hostile. Kill him. Advance to the barn and eliminate the two remaining hostiles inside. Plant the charge when prompted. Exit the barn and move NORTH to the gas station. Before the charges can be placed here, you must go get the FORMEAN. Once he is recieved, order either ABLE or BRAVO to DEPLOY SATCHEL. After this, move NORTH up the road with the FOREMAN and wait at the EXTRACTION POINT. Mission Accomplished. _______________________________________________________________________________ Note: This mission was completed with the following player loadout: SR-25 SD, MARK 23 SD, and FLASHBANG GRENADES. _______________________________________________________________________________ =------------------------------------=/\=-------------------------------------= =------------------------------------=\/=-------------------------------------= _______________________________________________________________________________ __________________ ____________________________/ ALBANIA \_______________________________ Operation Rapid Kill \__________________/ Terminal Transaction __________________ / Players \___________________________________________________________ \__________________/ ABLE: Specter. Jester. BRAVO: Sabre. Reaver. __________________ / Mission Briefing \___________________________________________________________ \__________________/ Your successful demolition of terrorist supplies has severely disrupted the Sesseri Syndicate's operations. However, asl long as the group's leadership remains at large, they are still a threat. SOCOM now wants to focus on gathering some additional intel on the group so that the leadership can be located and taken out. British SAS operators, callsigns SABRE and REAVER, have been flown in to assist in the remainder of the oper- ations by substituting for Bravo Element. Command has no doubts as to your team's ability to handle the operation, but apparently it's political courtesy to allow some of our European counterparts to participate in the fun. Being as they're SAS, I'm sure they'll have no problems in carrying their own weight. __________________ / Objectives \___________________________________________________________ \__________________/ 1. Locate guard post 2. Secure factory complex 3. Gather intel 4. Move to extract __________________ / Walkthrough \___________________________________________________________ \__________________/ __________________ ___________________________________________________________/ Objective 1 \ LOCATE GUARD POST \__________________/ From the INSERTION POINT move NORTH alongside the railroad cars. Crawling is a preferred method for there are hostiles in the area. An opening will appear on the LEFT between two railroad cars. Near the LEFT railroad car, there are two hostiles. Across from them is a guard post with a hostile walking along the top. Eliminate the hostile at the guard post. Once this hostile has been downed, have FIRETEAM HOLD POSITION. This is because the SAS can get a little trigger happy and down the first hostile they see. Maintaining a certain level of stealth proves to be very useful, so having them stay where they are is beneficial. After you have issued the command, adjust your position slightly to the RIGHT and you will see a hostile. There are two there but one is behind the railroad car. When the visible hostile is down, the third will run but he will not cause a commotion. Pick him off. Once all three hostiles are elimi- nated, order FIRETEAM to FOLLOW. Cross the railroad tracks and move to the LEFT alongside the railroad car where they two hostiles were so previously standing. From this position there is a raised concrete platform. To the right of this is a perpindicular railroad car from which a hostile will emerge. Order FIRETEAM to GET DOWN. When the hostile has walked up on the platform, his back will be towards you. Take him out. Advance to the railroad car where the hostile came from and peek around the corner. Another platform will be in front of the railroad car. A hostile will be standing on or somewhere near this platform. Eliminate him silently. Climb up on the platform where the hostile was standing and move along it's length slowly. At the end of the platform, which will have a dog-leg shape, look to the NORTHEAST with your scope. A hostile should be standing in this general area. Directly in front of the platform upon which you are standing is a very large opening in the ground covered partially with wire. Jump down into this opening and advance down the tunnel until the end is reached. At the end of the tunnel is a small set of stairs to the RIGHT covered with undergrowth. Move slowly up the stairs and look up. There is a building in fron of you with a catwalk on the top of it. There is a hostile on this catwalk. Remove him. After he is dead, another hostile will appear at the location of the downed hostile. Kill him as well. Directly to the SOUTHWEST of the tunnel exit is a building. Move to the edge of this building but do not go any farther. Peek around the corner and you will see two hostiles engaging in conversation. Wait until one of the two is no longer facing the other and eliminate him. Then dispatch the other. After these two have been downed, a third hostile will come into view. Kill him. Travel WEST along the side of the building until you reach the corner. Around the corner is a ramp which leads to an upper level. On the upper level are stacks of barrels behind which a hostile is hiding. He will come into view all by himself allowing for an easy kill. To the RIGHT of the barrels is a doorway. __________________ ___________________________________________________________/ Objective 2 \ SECURE FACTORY COMPLEX \__________________/ Ladies and Gentlemen, I give you the Factory Complex. Inside is teeming with hostiles. Your best bet is to send BRAVO in to execute either of the three 'BREACH AND' commands. It is hard to determine where the hostiles exact loca- tions are at because once they see four men rush the room all at once, they start panicking and shooting all over the place with no holds barred. So, all I can tell you is to keep your eyes peeled. When you enter the building there is a door on the RIGHT and one on the LEFT. __________________ ___________________________________________________________/ Objective 3.1 \ GATHER INTEL--CONTACT LIST \__________________/ The room on the RIGHT is filled with barrels but it also has a CONTACT LIST in it. Grab it and proceed up the stairs to the RIGHT after exiting the room. The upstairs is a bit of a challenge as well when it comes to pinpointing hostile locations. Be very careful in this area for I have found it prime terrirtory for losing a teammate. Clear the upstairs of all hostiles. __________________ ___________________________________________________________/ Objective 3.2 \ GATHER INTEL--TRAINING FILM \__________________/ Directly in front of the top of the stairs is a skywalk and too the LEFT are two rooms. The room to the LEFT contains the TRAINING FILM. Exit the room and head down the skywalk. To the RIGHT of the skywalk is a hostile standing on the ground. Take him down. Proceed across the skywalk to the second part of the Factory Complex. Immediately to the RIGHT, the building opens up. Jump down from the skywalk and climb over the boxes to the RIGHT. In front of you are three room on the RIGHT and to the LEFT in the corner of the room is a ladder. Clear the last two room for both contain hostiles. After the rooms are cleared, proceed up the ladder to the LEFT. Once up the ladder, turn 180 deg- rees. There is a large room across the gap accessed only by the catwalks. If you look across the gap into the room, there are three or four hostiles. Take them all out. __________________ ___________________________________________________________/ Objective 3.3 \ GATHER INTEL--DIGITAL CAMERA \__________________/ Follow the catwalks until the big room is reached. The area is dark so use night vision if found necessary. Once in the big room, take the DIGITAL CAMERA on the desk in front of the window overlooking the warehouse. Exit the room on the catwalks and turn LEFT. Once by the wall, turn RIGHT. Follow the catwalk down the length of the building. At the end, a hostile should be crouched down behind the handrailing. Dispatch him. Congratulations, the Factory Complex is now secure. Continue down the catwalk and out the door at he end. Turn RIGHT out of the door and at the bottom of the stairs is another hostile. Kill him. Turn LEFT when on the ground and then turn LEFT again. Follow the building until a large area opens up. Two hostiles will be in the area. Run WEST past the large pro- pane tanks to the gate at the edge of the complex. Plant the C4 CHARGE and get the hell out of there. _______________________________________________________________________________ Note: This mission was completed with the following player loadout: SR-25 SD, MARK 23 SD, 2X AMMO, and THERMAL SCOPE. Note: In Objective 3.1, the '3' is indicating the objective "Gather Intel" and the '.1' is indicating that there are multiple parts to the objective. The '.1' is the contact list, being as it is the first bit of intel you find in the mission. _______________________________________________________________________________ =------------------------------------=/\=-------------------------------------= =------------------------------------=\/=-------------------------------------= _______________________________________________________________________________ __________________ ____________________________/ ALBANIA \_______________________________ Operation Rapid Kill \__________________/ UPLAND ASSAULT __________________ / Players \___________________________________________________________ \__________________/ ABLE: Specter. Jester. BRAVO: Sabre. Reaver. __________________ / Mission Briefing \___________________________________________________________ \__________________/ With their backs against the wall, the Sesseri Syndicate is likely making plans to flee the region before SOCOM intercepts them. Unfor- tuneately for the Syndicate, they won't get that opportunity. Intel has con- firmed the location of the Syndicate's leadership; they are likely hiding out in the remains of the Sesseri family castle situated in tehe mountains. SOCOM's quick operational planning should land your Fireteam there before any of the group has a chance to escape. __________________ / Objectives \___________________________________________________________ \__________________/ 1. Eliminate Syndicate's leadership 2. Move to extract __________________ / Walkthrough \___________________________________________________________ \__________________/ From the INSERTION POINT, face the road traveling SOUTH- EAST. Lie prone and look to the LEFT. A hostile will be walking down a hill area. Take him out. After this hostile has been downed, aim to the RIGHT to- wards the mountain and look to the top. Another hostile will be here. When he is eliminated, should you choose to eliminate him, another hostile will ad- vance to his fallen commrade. Kill him as well. Advance SOUTEAST along the road until it veers off to the right and uphill. Here, it may be best to order FIRETEAM to FIRE AT WILL. __________________ ___________________________________________________________/ Objective 1.1 \ ELIMINATE SYNDICATE LEADERSHIP--AIDE-DE-CAMP \__________________/ Advance up the hill and follow the road around to the top. At the top there is a large, open gate. Once at the gate, you should be facing NORTH. Stop just outside the gate and move to the RIGHT. Look to the LEFT through the gate and a hostile will be standing there. Kill him. One of two things could happen next. After the hostile to the LEFT has been killed, a second hostile, AIDE-DE-CAMPE, will come running from the RIGHT the second you advance through the gate. You can either kill him, which is my chosen method, or you one of your teammates will throw a FLASHBANG at him, at which point he will surrender with ease. You choose. After this, head NORTH down the road that goes off to the LEFT. A little ways up the road, the LEFT side turns into undergrowth of- fering prime area of cover. Stick to this area while advancing up the road. Lying prone and crawling is best. At the top of the hill, there are four host- iles. If you are fairly close to them, try getting them all within a few sec- onds of each other. To the LEFT of these men is a watch tower and next to that is another wall type thing. Cross the road to the areas of overgrowth and creep along here moving NORTH- EAST along the wall. You will come upon ruins of some sort after a short dis- tance. Another hostile is walking around in this area is he wasn't alerted earlier by the others. Make your way through the ruins traveling EAST. After you are out of the ruins, there should be another wall on your right. Across the road are two building The first building has a large truck parked in front of it. A hostile will be inside both of these buildings. Cross the road to this area. Eliminate the two hostiles. Go inside the second house and search the area. A LAPTOP will be inside on a table. Take this LAPTOP and exit the building. Once out of the building, head SOUTH towards the gate. Do not go through the gate Directly in front of or this gate is a hostile. Dispatch him. Head through the gate and look ahead of you with your scope. A hostile should be standing at the end of the road. Kill him. If your team is set to FIRE AT WILL, they will down an additional hostile which I have yet to locate. To the RIGHT is the back of the castle. Head there. Order BRAVO to execute one of the three 'BREACH AND' commands. __________________ ___________________________________________________________/ Objective 1.2 \ ELIMINATE SYNDICATE'S LEADERSHIP--PIUS PLATZ \__________________/ Enter the building and order BRAVO to CLEAR AREA on the room to the RIGHT. Advance into this room and two stairways will be on the LEFT. Run up the stairs and a hostile, maybe two, will be on the RIGHT. Head out that door and turn to the LEFT. On the lower level is PIUS PLATZ. Toss a FLASHBANG over this wall and climb the wall to restrain him. __________________ ___________________________________________________________/ Objective 1.3 \ ELIMINATE SYNDICATE'S LEADERSHIP--CASTRIOTI SESSERI \__________________/ Climb back up and through the door from which you came and head straight down the hallway. At the end there will be a room to the RIGHT. CASTRIOTI SESSERI will be here. Toss in a FLACHBANG and restrain him as well. __________________ ___________________________________________________________/ Objective 2 \ MOVE TO EXTRACT \__________________/ Advance back through the door where PIUS PLATZ was restrained and jump down to the lower level. Follow the wall around and face NORTH. A wooden ramp connects where you are positioned and another part of the building. Walk across this ramp. At the corner of the building turn RIGHT and jump down onto the ground. Once on the ground, turn left and head through the ruins. If inside the ruins, the guard tower, which was encountered earlier in the mission, should be to the WEST. Move towards the guard tower to the road. When on the road, turn back SOUTH and move down the road. Follow this road until you come to the gate where you entered from the INSERTION POINT. Move RIGHT through the gate and head to the EXTRACTION POINT. Congratualtions, The Sesseri Syndicate has now been officially taken out of commission. _______________________________________________________________________________ Note: This mission was completed with the following player loadout: SR-25 SD, MARK 23 SD, 2X AMMO, THERMAL SCOPE, and FLASHBANG GRENADES. _______________________________________________________________________________ =------------------------------------=/\=-------------------------------------= =------------------------------------=\/=-------------------------------------= _______________________________________________________________________________ __________________ ____________________________/ BRAZIL \_______________________________ Operation Good Neighbors \__________________/ Urban Sweep __________________ / Players \___________________________________________________________ \__________________/ ABLE: Specter. Jester. BRAVO: Wardog. Vandal. __________________ / Mission Briefing \___________________________________________________________ \__________________/ America's staunchest ally in South America, Brazil, has contacted the United States for assistance. A seperatist group calling them- selves the RAFB, or Revolutionary Armed Forces of Brazil, is intent on desta- bilizing the government there. The RAFB's operations focus primarily on ter- rorist acts against government targets and are financed by illegal drug trade. Opting to stand by their ally, U.S. politicians have pledged their full sup- port by lending operational assistance from SOCOM. Your Fireteam is being de- ployed to the region to assist the Brazilian government in gathering intel on the RAFB, and, if deemed necessary, potentially neutralizing their operational capabilities. __________________ / Objectives \___________________________________________________________ \__________________/ 1. Secure insertion point 2. Rendezvous with informant 3. Eavesdrop on secret meeting 4. Restrain to Cell Leader 5. Extract with Cell Leader __________________ / Walkthrough \___________________________________________________________ \__________________/ From the INSERTION POINT, on top of the building, head to the ladder going down the side of the building. Do not go down the ladder. Lie prone and target the hostile standing to the LEFT of the opening. Kill him. Once you have downed this hostile, shimmy down the ladder and turn LEFT at the bottom. Head through the alley and stop at the entrance. __________________ ___________________________________________________________/ Objective 1 \ SECURE INSERTION POINT \__________________/ Scan the area to the LEFT for there are times when a patrol is in this loca- tion. If there is, take them out, if not, move out of the alley and order FIRETEAM to FIRE AT WILL. Turn LEFT out of the alley and move down the length of the building. Directly in front of you is a large metal gate. A hostile may be inside here if she wasn't patrolling the street by the alley (yes, I said she; a handful are female in this mission). If a hostile is here, kill her. If not, peek to the left, around the side of the building. It is also possible that they could be here as well. If a patrol is here, take it out. Advance down the street and turn RIGHT where there is a large opening in the ground. This area is useful because sometimes there is a hostile at the butcher's shop just standing there. Advance up the ramp at the end of the underground thing and make sure the hostile is not at the butcher's shop. Advance up the street and turn RIGHT. Follow the street aways and it will turn back to the LEFT. A vehicle will be parked in the middle of the road. To the LEFT of the vehicle is a building. At the corner of this building is another hostile. KIll him. Directly up the road is another hostile. Someone from your team will usually down this one. If not, just hone your marksmanship to an even higher degree. Once this hostile has been downed, your PRIMARY OBJECTIVE is now complete. __________________ ___________________________________________________________/ Objective 2 \ RENDEZVOUS WITH INFORMANT \__________________/ Now, move NORTH up the street. At the corner of the street there is a doorway with a closed gate. Have FIRETEAM HOLD POSITION outside the doorway while you advance inside. When inside, a cutscene will be played. Your informant has been captured and taken across the street. Move back outside and directly across the street is another doorway. Order FIRETEAM to FOLLOW and move care- fully up the stairs for a hostile is at the top. She will usually see you or your team and cause a big commotion. Put her out of your misery. Now, at the top of the stairs is a hallway to the RIGHT. There are two doors, one on the LEFT and one on the RIGHT. The one on the RIGHT contains two hostiles and your informant, RAGBAG. Since the stairway hostile had create such a big raucus, the two hostiles inside the room with RAGBAG will come running out. Take them both out. After they have been killed, RAGBAG will run out of the room and all you have to do now is follow him. However, there is a little more to this seemingly simple task that what meets the eye. When RAGBAG exits the building, he will turn LEFT. He will then run down a street and turn LEFT again. Now, look down the street but do not follow him. When he runs down the street he will disappear into another building, at which point two hostiles will appear at the windows of the building at the end of the street. One will be in the TOP RIGHT window and the other will be in the BOTTOM LEFT window. Easy kills. After this, proceed down the street and into the doorway on the RIGHT. Good job, you have just rendezvoused with your informant. __________________ ___________________________________________________________/ Objective 3 \ EAVESDROP ON SECRET MEETING \__________________/ Exit the room and look to the RIGHT. There are two large metal doors in which a hostile will come running out from behind as soon as you advance towards it. Take her down. Proceed down the street from which the hostile came. At the end of this street and to the LEFT is a large alley cluttered with trash bins. At the end of this street are at least five hostiles. It's like a turkey shoot. Make your way down this street after all the hostiles have been eliminated until you see a building on your RIGHT. A trash bin is placed underneath the window allowing you to get inside the building. Above that window is another window in which a hostile is positioned. Eliminate her. After she has been killed, head through the window via the trash bin. Once inside the window, a stairway will be to your immediate RIGHT. Order BRAVO to CLEAR AREA upstairs. Once cleared, move up the stairs, turn LEFT, and turn LEFT again. Move through the open doorway. When out the door, turn LEFT and move down the ladder. At the bottom, move down the second ladder. Once down the ladder, move alongside the building and to the LEFT out of the opening of the hedges. At the corner peek around and eliminate all hostiles in this area. BE EXTREMELY CAUTIOUS. A tactic that I have found useful is to point across the street and order BRAVO to ATTACK TO CROSSHAIRS. However, this may lower your teamwork rating because of the fact that one or both members of BRAVO ELEMENT could be wounded. When all hostiles are downed, head NORTH up the street. When at the end, move to the LEFT and go between the two buildings. Turn LEFT but be careful, a hos- tile is hiding in the grass at the end of the alley. Simply fire your weapon near the ground at the end of the alley and she will stand up, allowing you to put her back down. Turn LEFT where the hostile was hiding and look down the alley. On a balcony on the building in front of your location is a hostile. Take her out. Move forward down the small set of steps and up the other. To the RIGHT of the small steps at the end is another hostile. Kill her as well. Move RIGHT and then LEFT at the building where the last hostile was standing. Follow the side of the building and turn RIGHT into the doorway. Once inside, turn LEFT and walk up the stairs. Once on the upper level, a cutscene will play. The secret mission has just been overheard. __________________ ___________________________________________________________/ Objective 4 \ RESTRAIN CELL LEADER \__________________/ Look to the left and spot the doorway. Go through the doorway and cross the skywalk to the second doorway. Head LEFT through the door and then move down the stairs to the lowest level. At the bottom of the stairs, turn RIGHT and then turn RIGHT again, crawling under the windows. Open the door to the RIGHT and cautiously exit the building. Move towards the building in front of you. Go to the LEFT and the follow the sides. Turn RIGHT and move down the grassy slope. Turn LEFT and slowly move into the open door. Crawl under the window and slowly out the door, staying in the bushes. Look ahead and kill the hos- tile manning the machine gun in the window of the building across the bridge. This is where it gets real interesting. Have BRAVO move across the bridge to the other side and CLEAR AREA. Cross the bridge and have BRAVO clear the building directly in front of you. Advance in- side and look to the right at the stairs. Aim at the stairs and have BRAVO CLEAR AREA. Move about halfway up the stairs, turn around, and look up. There is a hostile manning a machine gun at the window. Take her out. Continue up the stairs and move through the open door to the LEFT. There is a hallway to the RIGHT. In this hallway are two rooms on the LEFT and one on the far RIGHT. There is a hostile in the second room on the LEFT and the CELL LEADER is in the room on the far RIGHT. Be sure to get a FLASHBANG in the room with the CELL LEADER or else when the hostile in the room on the LEFT is killed the CELL LEADER will commit suicide. Eliminate the hostile in the LEFT room and restrain the CELL LEADER. Although the CELL LEADER has been restrained, your mission is not over just yet. __________________ ___________________________________________________________/ Objective 5 \ EXTRACT WITH CELL LEADER \__________________/ Move back through the building the same way you entered. Be cautious however, multiple hostiles are advancing to your location. Keep BRAVO in front of you at all times. Have them move a short distance in front of you all the time, always having them CLEAR AREA. This will ensure that you and JESTER can stay back with the CELL LEADER, making sure she stays alive, for this is crucial to completing the mission successfully. All that is left to do is to follow your TACMAP to the EXTRACTION POINT. Remember, keep BRAVO in front of you all the way to the EXTRACTION POINT. Congratulations, you have successfully captured the Cell Leader. Good work. _______________________________________________________________________________ Note: This mission was completed with the following player loadout: M4A1 SD, 9MM PISTOL, 2X AMMO, FRAG, and FLASHBANG GRENADES. _______________________________________________________________________________ =------------------------------------=/\=-------------------------------------= =------------------------------------=\/=-------------------------------------= _______________________________________________________________________________ __________________ ____________________________/ BRAZIL \_______________________________ Operation Good Neighbors \__________________/ Stranglehold __________________ / Players \___________________________________________________________ \__________________/ ABLE: Specter. Jester. BRAVO: Wardog. Vandal. __________________ / Mission Briefing \___________________________________________________________ \__________________/ The Revolutionary Armed Forces of Brazil finance their operations through the harvesting, processing, and trafficking of cocaine. Recent attempts by the Brazilian government to suppress these activities have proved fruitless. However, through interrogation of the RAFB Cell Leader you captured, we have acquired the coordinates of a key RAFB cocaine processing facility. Your team is being sent in to terminate terrorist activity at this drug lab, a takedown that will curtail the RAFB's financial resources. __________________ / Objectives \___________________________________________________________ \__________________/ 1. Intercept radio frequency 2. Locate lab site 3. Demolish drug lab 4. Neutralize plane 5. Move to extract __________________ / Walkthrough \___________________________________________________________ \__________________/ __________________ ___________________________________________________________/ Objective 1 \ INTERCEPT RADIO FREQUENCY \__________________/ From the INSERTION POINT, head SOUTH from the water. Once on land, order FIRE- TEAM to FIRE AT WILL. Walk slowly through the high grasses and building con- nected with a bridge will appear. Next to the bridge on the LEFT side of the house a hostile is manning a machine gun. In front of the house, to the RIGHT of the gunner are two additional hostiles engaged in conversation. Unless you think you can get both of them, or you are putting all of your faith into your team, having aim assist on at this point proves to be useful. It is possible that after the hostiles have been downed, a fourth will come running up the RIGHT side of the house. Advance to the house and go inside. The radio is placed on a table in the room. Approach it and take the RADIO FREQUENCY. Once the RADIO FREQUENCY has been taken, exit the building via the door directly to the LEFT of you, jump down into the water, and head EAST. Once on land, head SOUTH around the mountain's base. A hostile will be walking around towards you. Eliminate him. After the hostile has been downed, head SOUTHEAST up the steep slope that is to the RIGHT of the road. Follow the hill up and head into the undergrowth. When you are amongst the undergrowth, look to your LEFT and spot the hostiles in this location. Take them down. To the NORTH is a guard tower with a FIXED GRENADE LAUNCHER. Kill the gunner. Careful not to get spotted for one round can incapacitate an entire squad. At the base of the tower may be a hostile. Kill him as well. __________________ ___________________________________________________________/ Objective 2 \ LOCATE LAB SITE \__________________/ Do not advance to the guard tower, however. From the position where you took out the hostile in the guard tower, travel SOUTHEAST. A small pond with a tree in the middle of it will come into view. Standing to the LEFT of this tree is a hostile. Remove him. Advance to the tree and move directly EAST to the small building. Travel past the building and follow the path. Shortly after passing the building, the path will turn very sharply to the RIGHT and incline. Ascend this hill and at the top is the DRUG LAB ENTRANCE. Behind the trees in this location is a hostile that cannot be seen; your team takes him out. __________________ ___________________________________________________________/ Objective 3 \ DEMOLISH DRUG LAB \__________________/ Move down the ladder and switch the lights off on the wall to the LEFT of the ladder. Several hostiles will be located inside the lab. Move to the RIGHT and stay in the shadows. At least four hostiles can be seen from this location. They don't move around a whole lot for some reason, so take them down. Advance slowly and shoot out the lights to the LEFT. The last hostile will either run from the RIGHT, or he will be cowering on the other side of the room. Take him out. Once in the open, move to the RIGHT. Before reaching the far wall, a large stack of barrels will be to the RIGHT. Just past them is an area with a table and a radio on it. I always shoot the radio, just for good measure. In the corner of this area is an RPG. Take it (hence leaving the the inventory slots empty). Go back to the barrels, aim at them, and have either ALPHA or BRAVO DEPLOY SATCHEL. Once the SATCHEL is placed, look to the RIGHT and run towards the back wall. There will be a place to turn RIGHT. Do this, and turn RIGHT again. A gate switch will be on the wall. Flip it. After the door opens, move out of the lab. Don't worry about running, it's not going to blow until you are a certain distance away from it anyway. Good job, the drug lab has now been demolished. __________________ ___________________________________________________________/ Objective 4 \ NEUTRALIZE PLANE \__________________/ Now, head NORTHEAST until you see a small building. Two hostiles are inside, one manning a machine gun at the window. Kill them both. Once the two have been downed, exit the building and follow the fence line all the way to the bottom of the hill. Before you reach the bottom, however, look up the hill to the LEFT. There may be a patrol here. If not, continue down the hill to the bottom. At the bottom of the hill a cutscene will play showing a helicopter taking off. To the left, next to the base of the hill, is a grassy area. Lie prone here and order FIRETEAM to GET DOWN. Your teammates will eventually down the chopper at which point, and possible before or not at all, three hostiles will advance from the RIGHT. If they advance, you won't have to worry about them later. If not, and only after the chopper has been downed, move to the RIGHT and up the hill. Follow this path until it begins to descend and turn to the LEFT. If the three hostiles did not advance earlier with the helicopter, they will be just around this corner. Advance down the hill and lie prone about halfway to the bottom. Crawl forward until you can see the outline of the airplane hangar to the EAST. Once you see it, check for any hostiles, and get out the RPG. Aim at the center of the hangar, where you would guess the plane to be, and fire. MAKE SURE YOU HIT IT! YOU ONLY GET ONE CHANCE! __________________ ___________________________________________________________/ Objective 5 \ MOVE TO EXTRACT \__________________/ After the plane has been destroyed, head to the hangar amd move NORTH by the guard tower. Follow the sides the canyon and eventually it will break off to the RIGHT. Move slowly, however. There are still hostiles in the area. Follow the canyon to the RIGHT and the terrain will quickly descend. At the bottom of the hill turn RIGHT again. In front of you should be very large boulders and a very high suspension bridge. Advance CAREFULLY towards the bridge. Make sure FIRETEAM is still set to FIRE AT WILL for there are hostiles EVERYWHERE. Your direction should be SOUTH. Very cautiously advance towards the bridge. Your FIRETEAM will be continuously fighting off advancing hostiles. Once underneath the bridge, which also has hostiles, have either ALPHA or BRAVO DEPLOY RED SMOKE. Continue fighting off the advancing hostiles until the EXTRACTION heli- copter reaches your location. Mission Accomplished. _______________________________________________________________________________ Note: This mission was completed with the following player loadout: M4A1 SD, MARK 23 SD, 2X AMMO, FRAG, and FLASHBANG GRENADES. Note: Before beginning this mission, leave the bottom two slots of your inven- tory empty. It will be very useful later on in the mission. _______________________________________________________________________________ =------------------------------------=/\=-------------------------------------= =------------------------------------=\/=-------------------------------------= _______________________________________________________________________________ __________________ ____________________________/ BRAZIL \_______________________________ Operation Good Neighbors \__________________/ Hydroelectric __________________ / Players \___________________________________________________________ \__________________/ ABLE: Specter. Jester. BRAVO: Wardog. Vandal. __________________ / Mission Briefing \___________________________________________________________ \__________________/ Despite American and Brazilian efforts to dismantle the RAFB and prevent it from inflicting any serious damage, the terrorists have still managed to assemble resources and manpower to infiltrate a takeover of the Grand Parana Dam in Brazil. Details about the terrorist operation emerged after the leader of the group appeared on local television with a list of de- mands for the Brazilian government. Intel has confirmed through satellite ima- ging that the terrorists have indeed siezed the dam. __________________ / Objectives \___________________________________________________________ \__________________/ 1. Infiltrate Dam 2. Disarm all explosives 3. Eliminate terrorist leadership 4. Secure dam __________________ / Walkthrough \___________________________________________________________ \__________________/ _______________________________________________________________________________ Note: This mission was completed with the following player loadout: SR-25 SD or M4A1, MARK 23 SD, 2X AMMO, FRAG, and FLASHBANG GRENADES. _______________________________________________________________________________ =------------------------------------=/\=-------------------------------------= =------------------------------------=\/=-------------------------------------= _______________________________________________________________________________ __________________ ____________________________/ ALGERIA \_______________________________ Operation Keeping Faith \__________________/ Guardian Angels __________________ / Players \___________________________________________________________ \__________________/ ABLE: Specter. Jester. BRAVO: Wardog. Vandal. __________________ / Mission Briefing \___________________________________________________________ \__________________/ Gentlemen, we have a grim situation developing in Algeria. The Algerian Patriotic Front, a group of violent seperatists, has initiated a military coup and is systematically expunging all opposition and outsiders. Pockets of humanitarian aid workers, peacekeepers, and Americans at the US Em- bassy are now trapped in the city of Bejaia. The Americans are already being safely evacuated from the Embassy, but the aid workers and peacekeepers are trapped in area currently engulfed in heavy fighting. No chances are being taken with the lived of these people. SOCOM is sending in the SEALs to ensure that all friendlies are escorted safely to a neutral zone until they even- tually depart the country altogether. __________________ / Objectives \___________________________________________________________ \__________________/ 1. Locate aid workers 2. Escort aid workers to neutral zone __________________ / Walkthrough \___________________________________________________________ \__________________/ _______________________________________________________________________________ Note: This mission was completed with the following player loadout: M4A1 SD, 2X AMMO, FRAG, and FLASHBANG GRENADES. Secondary weapon slot is filled with a locked LASER DESIGNATOR. _______________________________________________________________________________ =------------------------------------=/\=-------------------------------------= =------------------------------------=\/=-------------------------------------= _______________________________________________________________________________ __________________ ____________________________/ ALGERIA \_______________________________ Operation Keeping Faith \__________________/ Protect and Serve __________________ / Players \___________________________________________________________ \__________________/ ABLE: Specter. Jester. BRAVO: Wardog. Vandal. __________________ / Mission Briefing \___________________________________________________________ \__________________/ The forces of General Mahmood's Army continue to lay siege to the city of Bejaia and it's only a matter of time before the city falls completely under the control of this ruthless leader. SOCOM is using every as- set in its arsenal to ensure all Embassy staff and American tourists are safely extracted from this city. The heavily equipped troops have utilized Soviet made armor to spearhead their attacks and anti-aircraft systems to prevent any Amer- ican air support from intervening. Because of this, your SEAL team is being sent in on foot to rescue the remainder of the peacekeeper troops and to neut- ralize any heavy weapon assets you encounter. The situation in Bejaia is ugly, and from the looks of it, it's going to get uglier. __________________ / Objectives \___________________________________________________________ \__________________/ 1. Rescue CHA personnel 2. Neutralize enemy armor __________________ / Walkthrough \___________________________________________________________ \__________________/ _______________________________________________________________________________ Note: This mission was completed with the following player loadout: M4A1 SD, MARK 23 SD, and either 2X AMMO or FRAG GRENADES. The third and fourth slots in your inventory are locked. The third with an AT-4 rocket laun- cher, and the fourth with the single round for the AT-4. _______________________________________________________________________________ =------------------------------------=/\=-------------------------------------= =------------------------------------=\/=-------------------------------------= _______________________________________________________________________________ __________________ ____________________________/ ALGERIA \_______________________________ Operation Keeping Faith \__________________/ Against the Tide __________________ / Players \___________________________________________________________ \__________________/ ABLE: Specter. Jester. BRAVO: Wardog. Vandal. __________________ / Mission Briefing \___________________________________________________________ \__________________/ Team, your performance has been outstanding thus far in this operation. However, no matter how hard we try, we can't stop the APF on- slaught. General Mahmood's Army is far too strong for our limited forces to counter their actions. The best we can hope for is to get all of our people out safely. We have however hit a serious snag. Mahmood's forces have closed on the American Embassy much faster than anticipated and though choppers con- tinue to ferry staff out of there, the Embassy's security forces will surely soon be overwhelmed by contingents of enemy soldiers. We need you to get in there and hold back the enemy for as long as it takes us to evacuate every last American. __________________ / Objectives \___________________________________________________________ \__________________/ 1. Reach US Embassy 2. Defend Embassy 3. Extract with Embassy staff __________________ / Walkthrough \___________________________________________________________ \__________________/ _______________________________________________________________________________ Note: This mission was completed with the following player loadout: M4A1 or M16A2, 9MM PISTOL or MARK 23, and 2X AMMO. The last two slots are locked in with RED SMOKE GRENADES and a C-4 CHARGE. _______________________________________________________________________________ =------------------------------------=/\=-------------------------------------= =------------------------------------=\/=-------------------------------------= _______________________________________________________________________________ __________________ ____________________________/ RUSSIA \_______________________________ Operation Stormcloud \__________________/ Lockdown __________________ / Players \___________________________________________________________ \__________________/ ABLE: Specter. Jester. BRAVO: Polaris. Bludshot. __________________ / Mission Briefing \___________________________________________________________ \__________________/ Our intelligence sources in Easter Europe have sent word of alarming terrorist activity in Kamchatka. This activity is attributed to an organization known as Force Majeure, at times also referred to as the Global Liberation Front. Hate is an operative word for this group of ex-pat Russians, Chinese, and Europeans. They attribute the demise of the Soviet Union entirely to policy and view our country as a threat to their world order. Supplied by black market groups such as the defunct Sesseri Syndicate, their full strike potential is assumed deadly and extensive. We must discover if Fore Majeure is planning an attack against the US and how advanced their strike capabilities are. Sounds just like your line of work. __________________ / Objectives \___________________________________________________________ \__________________/ 1. Locate fabrication lab 2. Dismantle the nuclear devices __________________ / Walkthrough \___________________________________________________________ \__________________/ _______________________________________________________________________________ Note: This mission was completed with the following player loadout: M4A1 SD, MARK 23 SD, and 2X AMMO. The third and fourth slots in your inventory are locked. The third being a SATCHEL CHARGE, the fourth being unavailable. _______________________________________________________________________________ =------------------------------------=/\=-------------------------------------= =------------------------------------=\/=-------------------------------------= _______________________________________________________________________________ __________________ ____________________________/ RUSSIA \_______________________________ Operation Stormcloud \__________________/ Guided Tour __________________ / Players \___________________________________________________________ \__________________/ ABLE: Specter. Jester. BRAVO: Polaris. Bludshot. __________________ / Mission Briefing \___________________________________________________________ \__________________/ The Russian Security Service has just discovered another of Force Majeure's clandestine operations. A recent radiation spill at a ur- anium processing plant in their country was orchestrated by Force Majeure pos- ing as plant technicians. The spill sent hundreds of Northern Star employees home indefinitely while the supposed clean-up crew de-contaminated the facil- ity. The de-contamination crew almost certainly consists of terrorists masquerading as decon crew members. The RSS informs us that the plant has en- riched uranium cake powder stored off site. We do now know if Force Majeure has accessed this storage facility, but it is evident that our enemy is smart- er than we would like. They may well have already obtained an indeterminant amount of nuclear fuel. __________________ / Objectives \___________________________________________________________ \__________________/ 1. Escort FLATFOOT to Area 1 2. Escort FLATFOOT to Area 2 3. Escort FLATFOOT to Area 3 4. Extract with FLATFOOT __________________ / Walkthrough \___________________________________________________________ \__________________/ _______________________________________________________________________________ Note: This mission was completed with the following player loadout: M4A1 SD, MARK 23 SD, 2X AMMO, FRAG, and FLASHBANG GRENADES. _______________________________________________________________________________ =------------------------------------=/\=-------------------------------------= =------------------------------------=\/=-------------------------------------= _______________________________________________________________________________ __________________ ____________________________/ RUSSIA \_______________________________ Operation Stormcloud \__________________/ Doomsday Delivery __________________ / Players \___________________________________________________________ \__________________/ ABLE: Specter. Jester. BRAVO: Polaris. Bludshot. __________________ / Mission Briefing \___________________________________________________________ \__________________/ Our intelligence sources have been working round the clock to locate Force Majeure's dirty bomb. We now believe that members of Force Majeure and their bomb are on board a cargo ship registered as the Bitter Moon. Their current heading is takes them heading to the upper Western Sea- board and the port of Seattle. If Force Majeure has used the missing nuclear fuel to build a single dirty bomb, it would be the largest ever constructed. Intel indicates that the terrorists will detonate their bomb in or near the city of Seattle. The resulting fireball and seasonal offshore winds will carry the radioactive material high into the air resulting in significant fatali- ties, untold illness, and economic devastation. Force Majeure must be stopped at all costs. __________________ / Objectives \___________________________________________________________ \__________________/ 1. Secure ship's bridge 2. Disable explosives 3. Signal all clear to sub __________________ / Walkthrough \___________________________________________________________ \__________________/ _______________________________________________________________________________ Note: This mission was completed with the following player loadout: M4A1 SD, MARK 23 SD, and 2X AMMO. The third and fourth slots are locked. The third with RED SMOKE GRENADES and the fourth with a C4 CHARGE. _______________________________________________________________________________ =------------------------------------=/\=-------------------------------------= =------------------------------------=\/=-------------------------------------= _______________________________________________________________________________ ___________ _________________ |Section Six|=-------=|Navigation Points| =-------------------------------------------= ____________ / NAV POINTS \ __/______________\__________ / | \ | A | ALPHA | N | NOVEMBER | |-------------|--------------| | B | BRAVO | O | OSCAR | |-------------|--------------| | C | CHARLIE | P | PAPA | |-------------|--------------| | D | DELTA | Q | QUEBEC | |-------------|--------------| | E | ECHO | R | ROMEO | |-------------|--------------| | F | FOXTROT | S | SIERRA | |-------------|--------------| | G | GOLF | T | TANGO | |-------------|--------------| | H | HOTEL | U | UNIFORM | |-------------|--------------| | I | INDIA | V | VICTOR | |-------------|--------------| | J | JULIET | W | WHISKEY | |-------------|--------------| | K | KILO | X | X-RAY | |-------------|--------------| | L | LIMA | Y | YANKEE | |-------------|--------------| | M | MIKE | Z | ZULU | |-------------|--------------| \____________________________/ _______________________________________________________________________________ =------------------------------------=/\=-------------------------------------= =------------------------------------=\/=-------------------------------------= _______________________________________________________________________________ _____________ ______________ |Section Seven|=-------=|Hints and Tips| =------------------------------------------= 1. When the word 'patrol' is mentioned in the guide, I am generally referring to two hostiles. There are exceptions however. Expect the unexpected. 2. Hostiles will generally walk one behind another when patrolling an area. The trick to killing them without being seen is to take the hostile in the back down first. Headshots are always best, no matter the type of weapon you have chosen. On occasion, the hostile in front will be alarmed, but he will only react after the second hostile has been downed leaving you plenty of time to level your crosshairs. 3. When possible, move fallen enemies away from any location where additional hostiles will eventually travel. While this is not at all required to comp- lete any mission, it is always a good idea. A discovered body could raise suspicion, resulting in an alarm trigger or just additional hostiles in the surrounding areas. 4. Have patience when eliminating hostiles at a distance, for a missed shot can cause the intended target to flee, raise an alarm, or even shoot back. 5. The developers at Zipper Interactive decided to throw in a little suprise that has caught me off guard many a time. When using your scope on any wea- pon, be absolutely certain that you have a clean shot at the target. This is because if you take too long trying to pinpoint a precise head shot, the target will bend down rather speedily and "tie his shoe". This can cause a missed shot and possibly compromise your position. 6. Unless you are playing a rank higher than Ensign, one or two enemy shots will not alert any hostiles to your precense. However, Lieutenant and high- er will create quite a challenge for you if enemy shots are fired. 7. The key to being stealthy is to stick to cover, always take the headshot when possible, and avoid large groups of enemies. 8. A pistol if a formidable weapon in close quarters if your primary weapon happens to be a sniper rifle. 9. Use your Fireteam to your advantage. Don't just make them three nuisances. If the weather on a mission has low visibility, i.e., Terminal Transaction, order your Fireteam to Fire at Will. As anyone knows, your team has quite the uncanny ability to spot and down hostiles before you even know what's happening. 10. Use 'Peek' (left and right directional buttons) to your advantage as well. If you sense danger around the next corner or through a doorway, peek a- round it. Unless you like the smell of hot lead, rushing a room isn't the way to go. 11. In places crowded with hostiles, do not issue any commands where your team has to go near the hostiles, i.e, deploy frag. When you do, teammembers tend to forget that hostiles are in the area and they usually end up taking a rifle butt to the face. When a teammate goes down, your Teamwork Rating is screwed for that mission. 12. Equip the Thermal Scope in night missions or missions with low visibil- ity will to greatly increase your ability to spot hostiles. This also makes for much quicker, much cleaner kills. Remember however, the Thermal Scope can only be equipped with a sniper rifle. 13. Be aware of civilians in some missions, i.e., Urban Sweep. This is because if you kill a civilian, you will, in turn, fail the mission. 14. Another nice thing that the developers at Zipper Interactive threw in this game is the random placement of hostiles in the missions. If you play a mission one time, the hostiles are going to be in the same general area, but they will not be in the exact same place or position as the last time the mission was played. This creative aspect definitely keeps you on your toes throughout the game, however frustrating it may become. 15. Don't forget to tell your Fireteam to Follow if you have issued a command such as, Clear Area or Hold Position. I have found it to be rather bother- some when I have gone several objectives through the game only to find that BRAVO is still at the insertion point. _______________________________________________________________________________ =------------------------------------=/\=-------------------------------------= =------------------------------------=\/=-------------------------------------= _______________________________________________________________________________ _____________ _____________ |Section Eight|=-------=|My Statistics| =-----------------------------------------= This section will quickly become subject to many, many updates. ________________ /MY CURRENT STATS\ /__________________\_________________________________________ / \ | Current Rank : Lieutenant | | Next Rank : Commander | |-------------------------------------------------------------| | Missions Completed : 23 | |-------------------------------------------------------------| | Player Hit Percentage : 43 | |-------------------------------------------------------------| | Average Accuracy Rating : 85 | | Average Stealth Rating : 65 | | Average Teamwork Rating : 83 | | Average Objective Completion : 89 | |-------------------------------------------------------------| | Enemies Downed : 547 | | Enemies Captured : 7 | |-------------------------------------------------------------| | Shots Fired : 2,968 | | Head Shots : 300 | | CQB Kills : 15 | |-------------------------------------------------------------| | Civilians Downed : 7 | \_____________________________________________________________/ _______________________________________________________________________________ =------------------------------------=/\=-------------------------------------= =------------------------------------=\/=-------------------------------------= _______________________________________________________________________________ ____________ ________________ |Section Nine|=-------=|Acknowledgements| =-------------------------------------------= _______________________________________________________________________________ =------------------------------------=/\=-------------------------------------= =------------------------------------=\/=-------------------------------------= _______________________________________________________________________________ ___________ _____ |Section Ten|=-------=|Legal| =-------------------------------= This guide may not be reproduced under any circumstances by anyone at anytime. It may not be copied to another website and said to be written by another person or persons. This guide is strictly informative and is in no way under- mining any other person's guide in any way, shape, or form. If you find some- thing about this guide offensive to you in any manner, please feel free to contact me at the provided contact information. This guide is meant strictly for private use. If this guide is copied to any other website without my prior written consent, I will pursue legal action. If you wish to use this guide, or any part of this guide, please contact me at the provided e-mail address. Since I do not have much free time, this guide is meant only for GameFAQs.com, where having this guide posted on other sites my numerous people would be entirely too time consuming. If this guide is found on another website, please contact me at the provided e-mail address. Please understand that much time and effort went into the creation of this guide and I will not tolerate any reproduction of this guide without my prior written consent. If this guide is reproduced in any way, shape or form, this is not only a violation of my rights, but it is also a copyright violation. _______________________________________________________________________________ =------------------------------------=/\=-------------------------------------= =------------------------------------=\/=-------------------------------------= _______________________________________________________________________________ ______________ __________ |Section Eleven|=-------=|Contact Me| =---------------------------------------= Since this is not the final version of this guide, please feel free to contact me offering any suggestion, mistakes I have made, or just a comment about it. Again, please do not send me hate mail. I will accept constructive criticism to an extent. If I feel that you are becoming unreasonable with any suggestions, I will delete any further messages without a second thought. When sending me an e-mail, please put something in the subject line about the guide, i.e., title, FAQ, walkthrough. This is so I do not delete your message. Thank you for your time and I hope you enjoyed it. E-mail: [email protected] or [email protected] _______________________________________________________________________________ Copyright Brandon Baldwin 2006-2007