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Walkthrough

by Shotgunnova

    /�����|/����\ /�����/����\|��\/��|  ,---���������������������������'���|
   ( (����( |��| ) |���( (��) )      | (  Spoiler-free FAQ/Walkthrough by: |
    \ ���\| |  | | |   | |  | | (\/) |  '---.__________________________,___| 
     ���) ( |__| ) |___( (__) ) |  | |  ,--~���������������������������'���|
   |���� / \____/ \_____\____/|_|  |_| (    Shotgunnova (Patrick Summers)  |
    �����            U.S. NAVY SEALS    '~--.__________________________,___|

    I. CONTROLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . CNTR
   II. TH' BASICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . THBS

       Tactical Commands ................................................ TCTC
       Mission Failure .................................................. MSSF
       Tips N' Tricks ................................................... TPST

  III. WALKTHROUGH (MISSIONS) . . . . . . . . . . . . . . . . . . . . . . WLKT

       01) Death at Sea ................................................. WK01
       02) Ghost Town ................................................... WK02
       03) Oil Platform Takedown ........................................ WK03
       04) Golden Triangle Holiday ...................................... WK04
       05) Temple at Hohn Kaen .......................................... WK05
       06) City of the Forgotten ........................................ WK06
       07) Mercenary Staging Area ....................................... WK07
       08) POW Camp ..................................................... WK08
       09) Mountain Assault ............................................. WK09
       10) Prison Break ................................................. WK10
       11) Mouth of the Beast ........................................... WK11
       12) Deathblow .................................................... WK12

   IV. APPENDICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . APPN
    V. FREQUENTLY ASKED QUESTIONS . . . . . . . . . . . . . . . . . . . . FAQZ
   VI. UPDATES & CONTRIBUTIONS  . . . . . . . . . . . . . . . . . . . . . UPDT
  VII. LEGALITY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . LGLT

_______________________________________________________________________________
�������������������������������������������������������������������������������
I. CONTROLS                                                              [CNTR]
_______________________________________________________________________________
�����������������������������������|��|����������������������������������������
                     ____          |  |          ____
    L2 BUTTON -->   /____/\        |  |        /\____\   <-- R2 BUTTON
    L1 BUTTON -->  /____/\ \_______|  |_______/ /\____\  <-- R1 BUTTON
                  /  _    \________|__|________/    _  \
                 / _| |_                         _ /_\ _\  <-- TRIANGLE BUTTON
DIRECTIONAL --> ( |_   _|   [SELECT]   [START]  |_|   (_)) <-- CIRCLE BUTTON
    PAD         |   |_|          [ANALOG]          (X)   | <-- X BUTTON
                )            ____        ____            (
               /            /    \      /    \            \
              (            (      ) __ (      )            )
               \         /\ \____/ /  \ \____/ /\         /
                \       /  \______/    \______/  \       /
                 \_____/ LEFT ANALOG  RIGHT ANALOG\_____/
                            (L3)          (R3)

 SOCOM requires a DualShock controller (or 3rd-party equivalent). Its button
 configurations can be changed from four preset types in the options menu.
 [Unused buttons not displayed below.]
  ___________ ____________________________ __________________________________
 | BUTTON    | MENUS                      | IN-GAME                          |
 |�����������|����������������������������|����������������������������������|
 | D-Pad     | Highlight commands         | U/D: zoom-in/out -or- use NVGs   |
 |           |                            | L/R: lean left or right          |
 | Start     | Un/pause game              | -------------------------------- |
 | Select    | Open/close objectives menu | -------------------------------- |
 | Circle    | Open command menu          | Open command menu                |
 | Square    | -------------------------- | Jump                             |
 | Triangle  | -------------------------- | Toggle standing/crouching/prone  |
 | X-Button  | Execute selected commands  | --see below--                    | 
 | L1 Button | -------------------------- | Use configured quickselect item  |
 | L2 Button | -------------------------- | Use configured quickselect item  |
 | L3 Button | -------------------------- | Change weapon's firing style     |
 | R1 Button | -------------------------- | Use/fire current weapon          |
 | R2 Button | [With d-pad] cycle weapons | -------------------------------- |
 | R3 Button | -------------------------- | Reload weapon                    |
 | L. Analog | Move navmap around         | Controls movement                |
 | R. Analog | Zoom in/out of navmap      | Controls camera                  |
 |___________|____________________________|__________________________________|

 NOTE: In-game, the x-button is used to cycle through certain special actions.
 An example would be trying to get a piece of intel on a desk while a dead
 enemy is nearby. The options to pick up the body, pick up the enemy's gun,
 and pick up the intel would be given. Holding x-button while these icons are
 up, and using d-pad to flip through, picks the appropriate action to execute.

_______________________________________________________________________________
�������������������������������������������������������������������������������
II. TH' BASICS                                                           [THBS]
_______________________________________________________________________________
�������������������������������������������������������������������������������
TACTICAL COMMANDS               [TCTC]
��������������������������������������
 Issuing commands to AI-controlled teammates is an issue a player grapples
 with throughout the game. Sometimes it's the right choice for use, sometimes
 it's getting obedience out of the SEALs. Either way, it's a learn-as-y'go
 deal. Commands are issued by holding O-button and talking into the headset
 (if applicable) or using O-button and navigating the menu that way. Here are
 the orders that'll be encountered.

 MAIN DIRECTIVES
 ���������������
 � TEAM ----- Affects all AI-controlled seals
 � ABLE ----- Affects Boomer (Kahuna's teammate)
 � BRAVO ---- Affects Jester and Spectre only
 � ESCORTEE - Affects hostages, POWs, and the like
 � SUPPORT -- Affects support vehicles (a helicopter, used in one mission)

 SUBDIRECTIVES
 �������������
 � AMBUSH -------- Enter and kill hostiles (at crosshairs)
 � ATTACK TO ----- SEAL(s) take shot opportunities while moving to a location
 � COVER AREA ---- SEAL(s) provide covering fire at Kahuna's crosshairs
 � CROSSHAIRS ---- Use selected (applicable) action at Kahuna's crosshairs
 � DEPLOY -------- Use satchel/grenade/etc. at directed location
 � ESCORT -------- [Bravo-only] Take escortee to directed location
 � FIRE AT WILL -- SEAL(s) will take all worthwhile shot opportunities
 � FOLLOW -------- SEAL(s) will follow Kahuna
 � HOLD FIRE ----- SEAL(s) only shoot if shot at first (or in imminent danger)
 � HOLD POSITION - SEAL(s) stay put at their current area
 � LEAD TO ------- SEAL(s) escort Kahuna to given location
 � RUN TO -------- SEAL(s) will make a break for directed location
 � STEALTH TO ---- SEAL(s) will stealthily move to directed location

 Navpoints are map "landmarks" determined prior to insertion and denote useful
 locations to be wary of. They appear in green on the navmap (select button)
 and each letter stands for a certain sign -- going in order, they are Charlie,
 Delta, Echo, Foxtrot, Juliet, Romeo, X-Ray, Zulu. So, a big green "E" stands
 for the location at Echo, and so on. Navpoints are used in determining parts
 of tactical commands as well, such as the order [Team > Ambush > Whiskey].

 VOCAL DIRECTIVES
 ����������������
 These use the above command pieces and can form orders that are carried out
 without all the menu navigation. Directives of this type are composed of
 three parts: a who, what, where -- in that order. It's not that different
 from menu-driven directives, really, although there are some special vocal
 commands that can be given -- see if y'can figure 'em out! 

  � Correct  : BRAVO - ATTACK TO - WHISKEY
  � Incorrect: WHISKEY - BRAVO - ATTACK TO

 OTHER NOTES
 �����������
 � Boomer (Able) has to watch Kahuna's back and cannot be ordered to stay put
   like Bravo team can. After getting a few meters away, he'll come back to
   Kahuna's area -- this is meant to be helpful but often draws the chagrin
   of gamers since he's kinda clumsy and the most likely teammate to die in
   the course of the game.

 � On the flipside, Bravo element CAN be ordered away from Able, which comes
   into play a few times and is a great tactical maneuver. For instance, they
   can be ordered to move to a navpoint and provide covering fire, or can be
   left in a bottleneck to prevent enemies from getting in/out.

 � Some directives don't appear unless circumstances are met. For instance,
   a SEAL can't deploy a grenade without having one equipped, and no one can
   be ordered to open a door (breach-bang-clear) without crosshairs pointed at
   the door.

MISSION FAILURE                 [MSSF]
��������������������������������������
 Who says y'only live once? Resetting and failing missions is SOCOM lesson #1
 and there's a ton of ways to be in that position. Here are the main sources
 that most variants branch out of:

 � Kahuna (player-controlled character) dies
 � Too many teammates (3) die
 � Too many escortees die (varies)
 � Crucial teammate, such as a translator, dies
 � Paritcular enemy(s) escapes
 � SEALs do not escape certain event in time (such as in Mission #11)

 Additionally, some secondary objectives can fail without forcing a game over.
 These are mostly stealth-based missions, such as getting to 'x' without foes
 being alerted.

TIPS N' TRICKS                  [TPST]
��������������������������������������
 � Abuse the camera and the L/R buttons on the d-pad in order to identify the
   insurgents around corners, before they spot the player.

 � A character's stance determines how well shots are fired while zoomed-in,
   just like in reality. Standing straight up and trying results in a shaky
   hand, while laying on one's belly (prone) results in a steadier hand. The
   quicker compromise of crouching is great, too. [For rapid-fire weapons,
   they can work well if not zoomed-in all the way -- their aim will be nigh
   perfect.]

 � Maintaining a good stealth and maintaining a good teamwork rating go hand
   in hand. If you have poor stealth, the enemy sees the SEALs more often 
   and has a better likelihood of wounding. Unless you're some kind of pro
   who likes sneaking up on everyone, bringing in a primary weapon that has
   LOW VOLUME is incredibly important.

 � Weapon versatility is good battlefield policy. Since each squad's composed
   of a two-man crew, distribute, say, a silenced sniper rifle and a silenced
   assault rifle to have all fields covered. If you've ever tried to do near-
   -range shooting with a sniper rifle, it's pretty crappy -- even a sidearm
   can function better! This is especially important for Able squad since
   Jester CANNOT be left behind on missions; this ain't a one-man show like
   in Metal Gear Solid.

 � If the tacmap marks a specific route to the destination [it will be in a
   green line], this is not necessarily the route to take. Feel free to dink
   around by learning the enemy patrols and nests before committing to a
   certain strategy. For me, on each new mission, I would bring a powerful
   gun and run around to learn the lay of the land and what to expect -- it
   helps!

 � Tactical reloading -- that is, putting in a fresh magazine when no enemies
   are nearby in order to avoid reloading when they are -- is a great tactic
   no matter which shooter someone's playing. Using this can prevent a lame
   death in some of the later, ammo-consuming levels.

 � Playing lots of shooter games has probably made players cultivate their
   precision shooting skills -- however, they're not QUITE needed here. When a
   foe is spotted, there is a "red box" around them, belying their location.
   Shooting at this box counts as a hit on the foe (generally) and is a good
   way to avoid having to snipe foes. This tactic works best with rapid-firing
   weapons, of course -- if y'have a snipe, y'might as well just snipe.

 � Maintaining perfect stealth is near-difficult due to player messups, the
   computer AI's messups, glitches, etc. If someone sees you, it's not the
   end of the world! Only the end-mission rating matters, and even with
   poor stealth, an 'A' rating can be achieved if the other areas pick up all
   the slack.

 � Enemies will almost always carry rapid-fire rifles or machine-guns, which
   is why sniping, especially in the late game, can be a horrible way to get
   through. When a map has lots of close-quarters fighting, having a silenced
   rifle/machine-gun yourself is best (the silencing helps improve accuracy &
   the stealth rating).                             _________________________
___________________________________________________/ III. WALKTHROUGH [WLKT] |_
�������������������������������������������������������������������������������
01) Death at Sea                                                         [WK01]
_______________________________________________________________________________
�������������������������������������������������������������������������������
            === WALKTHROUGH IS WRITTEN FOR DEFAULT DIFFICULTY! ===

 Mission: You'll be swimming to the barge, gathering intel, and scuttling the
          ship. The darkness of night will keep you undetected as long as you
          don't make too much noise. These former Spetznaz are not likely to
          welcome visitors. The Russian government is supportive of our intent
          to stop these terrorists, but they've given us little information
          about specific men. Any information you can gather on these
          terrorists will be extremely helpful.

 Objctvs: [1] Secure the Barge
              - Dispatch Guard
          [2] Disable the terrorists' communications
              - Recon Sentries
              - Reach Freighter
              - Eavesdrop for Intel
          [3] Gather intel
          [4] Scuttle the freighter
              - Plant Charges

 Weapons: HK5 SD [submachine gun] --- [RECOMMENDED]
          HK5 [submachine gun]
          Mark 23 SD [silenced pistol]
          9MM Pistol [silenced pistol]
 _______________________________
|OBJECTIVE 1: Disable the Barge |
|           : Dispatch Guard    |
 �������������������������������
 The team starts on a cargo barge alongside the inert freighter. The HQ lady
 gives tips on how to proceed: order Bravo to hold position and wait for 1
 of the 2 guards in front of the gangplank to move away -- then stealthy kill
 the one left behind. Moving bodies into less-traveled, shadowy places helps
 preserve stealth but it's important to know that a lot of the times, killing
 targets systematically avoids having to do this lengthy process. [Pressing up
 twice on the d-pad will use the night vision goggles (NVG) to easily identify
 human targets, also.]

  � It's possible to get a dual headshot on the two guards, by letting the
    bullet pass through one's noggin and into the other's. This setup can be
    done right at the start. [Dispatch Guard secondary objective obtained when
    first pair is killed.]

  � Shooting out the lights seems like a good idea here, but in actuality, it
    just tips off all outdoors enemies that something's wrong and will screw
    things up, most likely. Avoid doing this, as it can ruin some secondary
    objectives! [Remember that a low profile helps a lot here...]

  � Running around makes a lot of noise, and can ruin stealth if guards are
    nearby. "Stealth walk" around or you'll regret it.

 With the first two terrorists killed, there will be a "Black Marketeer" foe
 standing on the barge's weather deck. Most of his body is hidden by the angle
 and railing, but by standing back far enough, and employing precision aiming,
 he can be taken out (headshot) without approaching the gangplank. Do this
 early to avoid trouble later.

 Approaching the south side of the barge gives a li'l scene with the other pair
 of guards. After awhile, the two split up to patrol. One goes to the SW side
 to barf, making him an easy target since his back's to the north and he's
 standing under a giant floodlight. The other goes to the SW side, between a
 crate stack, and his back's also to the north.
 _____________________________
|OBJECTIVE 2: Recon Sentries  |
|           : Reach Freighter |
 �����������������������������
 There are three sentries: one on the south end, one on the weather deck, and
 one on the northmost end. However, the weather deck sentry should already've
 been killed (he isn't reconned if a headshot is gotten in above method, but
 it doesn't affect completion of this objective). Recon is done by using NVG
 and aiming at the two guys. The black marketeers have raincoats on so it's an
 easy thing to see.

 If one reaches the freighter without being seen, the appropriate secondary
 objective is obtained.
 __________________________________
| OBJECTIVE 2: Eavesdrop for Intel | 
 ����������������������������������
 If no one is aware of the SEALs infiltration, and all enemies in the area
 have been taken out, there will be three people talking on the weather deck,
 who were previously not within gunfire range. At the gangplank's top, crawl
 to the spot by some crates and the eavesdropping scene automatically takes
 place. [Shooting out the lights before this prevents it from happening.]

 � When the three people split up, one goes to the freighter's SW side, the
   Iron Leader goes to the SE side, and a sentry stays up on the west-central
   part of the weather deck. This means that the leader passes right by the
   crates and can be killed, and so can the sentry.

 � There are now three other enemies that can be found in the tiny cabins by
   the SE and SW stairways, which lead to the bridge. Shooting out any lights
   or walls will make loud noises that rouse 'em from their sleep, and they'll
   come out and see what the ruckus is. They can be killed rather easily in
   this manner, if the team's hidden itself (the crates are good).
 _____________________________________________________
| OBJECTIVE 2: Disable the Terrorists' Communications |
 �����������������������������������������������������
 Approaching the bridge on the freighter's south side will cue a small tip
 that there are two enemies inside, and it may be prudent to wait for one to
 go patrolling. Typically, right after this one, one DOES go patrolling, and
 exits on the side the player-controlled SEAL is standing by. Wait for him to
 descend and ambush him! It helps to shoot perpendicular to the walls because,
 as said, loud noises reverberate here and may attract unwanted attention. The
 remaining guard is oblivious to the team and can die easily. The radio the
 terrorists use is the green thing, and can be shut off or destroyed by a
 bullet.

  � Shooting the radio may seem like overkill, but later on, this can actually
    be a helpful way to take out communications without putting oneself into
    harm's way (this works in the penultimate mission too).
 ____________________________
| OBJECTIVE 3: Collect Intel |
 ����������������������������
 Now it's time to go belowdecks and find some intel. Move north across the
 weather deck to the dual stairways. Carefully creep downwards and use the
 camera POV to see if there's any enemies nearby. Often, two foes walk around
 the stairways' adjoining room and may emerge, so there's no need to jump out
 into the open. Take out both of them.

 Downstairs again (either way), spy the room with the eye-burning red light
 shining through. Once again use the camera POV to peek around the edge and
 see two guards standing around. When one goes to patrol the next-door room,
 kill the remaining one, then the former.

  � Not killing either quickly or efficiently enough may alert one of the
    terrorists into coming into the room. He'll start yelling in Russian so
    it's easy to know if this is happening. [Shoot out the red lights if you
    want an easier time, maybe?]

 The room next to the red-light hallway has a lot of crates, but no further
 enemies. A SE stack has an "Iron Manifesto" to pick up; however, this alone
 does not complete the intel-gathering task!

 Creep further south, to a room whose light pulsates due to a ventilation fan.
 An enemy often comes here, but may not be aware of the SEALs intrusion, so
 hold tight. [There may be another, too; the person who runs to the red-light
 room might come from here.]

 The hallway adjacent to here is brightly-lit, and appears to have a white
 glow due to that. An enemy may emerge from the eastern door (heading south),
 and can make an easy target, too. That very room contains a ledger, which'll
 complete the objective, once taken.
 ____________________________________
| OBJECTIVE 3: Scuttle the Freighter |
|            : Plant Charges         |
 ������������������������������������
 So, the team worked its way north-to-south and collected the intel, huh? Good
 work. Check out the rest of the southern hallway and see if any foes are
 there, perhaps using the two mini-stairs that overlook the southernmost room
 to avoid detection. No enemies left? Then it's time to place charges.

 Return to the red-light room and place satchels at the three panels. The
 player-controlled character can do one, but has to order a subordinate to
 place the other. This is done by pointing at the correct location and saying:
 Able/Bravo > Deploy > Satchel. When both are placed, it's time to finish the
 mission -- exit the barge and see the boom.

_______________________________________________________________________________
�������������������������������������������������������������������������������
02) Ghost Town                                                           [WK02]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Mission: Good work on that barge, team. Luckily, this next mission won't be
          such a wet one. As we suspected, the terrorists have established a
          base in Alaska. We need you to gather information on their
          activities, detain one captive for questioning, preferably Kola
          Petrenko, and send a clear message to these trespassers. The United
          States does not sanction terrorist activities on her soil, and while
          Alaska may be cold, it is still part of the US. Systematically
          destroy the terrorists' weapon and supply caches. Good luck, team.

 Objctvs: [1] Obtain Intel
              - Bravo to Charlie
              - Neutralize Sentry
              - Insert into Mission
              - Bravo Cover Dredge
          [2] Secure Compound
              - Secure Lodge
              - Secure Mining House
              - Secure Pincushion
              - Secure Cabin
          [3] Destroy Weapons
          [4] Extract Captive

 Weapons: HK5 SD [submachine gun]
          M40A1 [sniper rifle]
          SR-25 [sniper rifle]
          24-25 SD [sniper rifle] --- [RECOMMENDED]
          M4A1 SD [assault rifle] --- [RECOMMENDED]
          Mark 23 SD [silenced pistol]
          226 [pistol]
          9MM Pistol [silenced pistol]
 __________________________________
| OBJECTIVE 1: Bravo to Charlie    |
|            : Neutralize Sentry   |
|            : Insert into Mission |
 ����������������������������������
 The first minor objectives can be done rather easily. First, order everyone
 to point Charlie (doesn't have to be just Bravo). Once there, get on the roof
 and see NW sentry approaching the abandoned house. His normal path is to
 walk to the inside, stand for a bit, then turn around -- the large roof hole
 provides a bird's-eye sniping point.

  � Ordering everyone to Charlie is the only way to complete that appropriate
    objective. Everyone just walking there normally doesn't work, and killing
    the sentry first secures that objective's failure, too.

 With the sentry gone, it's time to move to Delta, which is up the eastern
 ridge. There is one gunman walking a footpath there and can be shot (or at
 least spotted) from the defunct house's roof. Either way, it's in the way
 and has to be neutralized to climb the escarpment leading toward Delta.

 To insert into the mission, reach point Echo. There will be a guard walking
 right by that area but can be dispatched without too much effort.
 _________________________________
| OBJECTIVE 2: Secure Cabin       |
 ���������������������������������
 In order to fully do a surprise secondary objective in a bit, the cabin has
 to be secured first. From point Echo, this means a southwestern treck past
 the "Shed" to the Cabin. Order Bravo to hold position at Echo (or order them
 back to Charlie, so they don't cut across the hostile compound later).

 First off, the Shed. There is one guard inside and he'll come out, oblivious
 to his impending death (hopefully). He may be spooked if he sees a SEAL from
 his window, so perhaps wait at Echo and kill him on his doorstep, rather
 than jumping down for a better look. The shed itself is nothing of importance
 which is why it's not listed as an objective.

  � If you see a sentry in-between the shed and cabin, feel free to take him
    out. He's never startled the enemy in any file I've ever gone through.

 Approaching the cabin, there are two outdoor sentries: one by the southern
 road alongside the frozen river, and one near point Romeo, which is on the
 frozen river. Take these two out silently! This just leaves the cabin's one
 occupant. The structure has plenty of windows to steathily identify and take
 out the baddie, so this should be a rather simple task.

  � There's an outhouse near the cabin, too. Perhaps the terrorist leaves to
    visit...?

 With the cabin cleared, return to point Echo. 
 _________________________________
| OBJECTIVE 1: Obtain Intel       |
|            : Bravo Cover Dredge |
 ���������������������������������
 Looking at the navmap, the plotted path is to reach point Foxtrot from Echo,
 which is done by going the eastern route -- arcing around the generator shed
 and reaching the dredge.

  � From Point Echo, you can probably see a patrolman walking by the lodge.
    This easy kill is just fine, although if y'see another terrorist near the
    upcoming dredge, shooting him can alert the others.

  � There may or may not be a sniper on the hill north from Echo, so always
    scan before continuing.

 The dredge is a large mining building. The eastern approach is the best one,
 giving a vantage to shoot foes in the south and east, and also line of sight
 with the lower interior where foes may walk. Use the evergreens for cover as
 it's about the only thing those black vests will blend in with.

 Approaching the dredge will add an additional objective: Bravo Cover Dredge.
 This is done by ordering the Bravo team to move (read: stealth) to Zulu. This
 is helpful in a little while, although it can totally screw everything up if
 the Cabin wasn't secured before. [Perhaps order Bravo to fire at will en
 route, as there may be another patrolman along that route.]

 Now, entering the dredge! It has entrances in each cardinal direction, but
 the best way seems to be the north or west area. There are two sentries on
 the lower interior floor, and there's machinery there that separates 'em most
 of the time (so no body-moving required). Kill both when their backs are
 turned and try to go upstairs.

 One hundred percent of the time, the alarm goes off and there'll be a 2:30
 timer to collect the laptop's data before it's destroyed. The mid-level tier
 has one sentry and the upper has two. As per usual, when going up a staircase
 or ramp, try to get a look around first with the camera POV so y'don't walk
 into an ambush. With all foes dead, the timer ends and the laptop can safely
 be taken. [Shut off that pesky alarm, too!]

 Trying to leave the dredge after getting the intel kickstarts a firefight
 event, where a lot of enemies bumrush the facility. If Bravo's at Zulu, tell
 the team to fire at will, then take cover inside the dredge, perhaps using
 the tin awning as a sniping point. [Cover Bravo team a bit too, as even with
 forewarning they may get shot up a bit.] 
 __________________________________
| OBJECTIVE 2: Secure Compound     |
|            : Secure Lodge        |
|            : Secure Mining House |
|            : Secure Pincushion   |
 ����������������������������������
 With the intel gathered, and Cabin/Shed secure, now it's time to snatch the
 terrorist betrayer Pincushion. However, as with most hostage situations, it
 helps to not have a ton of enemies to wade through, so that's the last house
 that'll be searched.

  � Disabling the generator will shut off power to all facilities, so that's
    always a good idea.

 The Lodge is nearest, so that's first up. There will be three people inside,
 and even though there's only one window there, they often come out (perhaps
 on suspicion of the generator). Going around back works well as it baits the
 team into a pincer attack. With everyone still in "fire at will" mode, watch
 the team's back for any terrorist that tries to shoot 'em, then circle around
 and get the others, if they're still alive. Search inside to secure the place.

 With all the other tiny houses already searched, this just leaves the mining
 house as the last target. Pincushion is the only terrorist dressed in weird
 clothes and gives up on sight, so not only does one have to avoid shooting
 him, he must be protected from the other foes. HOWEVER, if the walkthrough's
 been done in the suggested order, Pincushion will be by his lonesome, all
 the other terrorists having left to fight at the dredge.

 Securing Pincushion may cue a few Brotherhood reinforcements to arrive, so
 to protect the captive, hole up inside the mining house and have the team
 watch all doorways/windows. Alternatively just order Bravo to stay put with
 Pincushion, although you know how quick those guys are(n't)...
 ______________________________
| OBJECTIVE 3: Destroy Weapons |
| OBJECTIVE 4: Extract Captive |
 ������������������������������
 Either way, the enemy's caches must be destroyed before extraction. There's
 a huge stack near the lodge, shed, and mining house. Kahuna has mandatory C4
 for this very purpose, so place the charges (they have set fuses so don't let
 any allies get caught in the blast) and return to get Pincushion. If no foes
 came as reinforcements, or they did and were rebuffed, then it's just a
 pleasant walk to Zulu to end the mission.

  � There MAY be one final enemy by the frozen river, near the extraction
    point, so make sure to survey the area (he may be crouching) before the
    captive is put in harm's way.

_______________________________________________________________________________
�������������������������������������������������������������������������������
03) Oil Platform Takedown                                                [WK03]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Mission: The oil platform is not a pleasant place. The weather is harsh and
          unforgiving so you should expect low visibility. The actual buildings
          are sparse and claustrophobic. The Brotherhood has had time to 
          completely overrun the pltaform. Don't underestimate these men. 
          You've defeated them twice and certainly they are feeling the 
          pressure. The Brotherhood is cornered and dangerous. Work quickly:
          innocent lives are at stake.

 Objctvs: [1] 

 Weapons: HK5 SD [submachine gun]
          M4A1 SD [assault rifle] --- RECOMMENDED
          Mark 23 SD [pistol]
          9mm Pistol [pistol]

 It's important to know that some sentries carry radios, and their commander
 will force a "roll call" every couple of minutes. Basically, if the SEALs
 kill someone who's supposed to check in, the commander gets suspicious and
 starts a 5:00 timer -- after which the rig blows up.
 __________________________________
| OBJECTIVE 1: Neutralize Sentries |
| OBJECTIVE 3: Secure Building D   |
 ����������������������������������
 There are two sentries near the insertion point, neither of which carries a
 radio. Enter Building D nearby to secure it (no foes inside).
 __________________________________
| OBJECTIVE 1: Defuse the Bombs    |
|            : Clean Insertion     |
|            : Identify Snipers    |
|            : Neutralize Snipers  |
|            : Defuse Bomb 1       |
|            : Defuse Bomb 2       |
|            : Defuse Bomb 3       |
 ����������������������������������
 Now for the hard part. The most prudent way to do this mission is supreme
 stealth, disarming all bombs to cut the terrorists' threats off at the knees,
 then doing the other missions. As y'know, being identified by an enemy starts
 the 5:00 timer, so one has to be very careful in proceeding. Here's my way
 to get through.

 First, behind Building D is a stairway leading to a maintenance tunnel, free
 of enemy involvement. However, the one sentry near Building D can still see
 the team through the walkway if they're not quick in proceeding.

  � Bravo's presence complicates things here, so it's recommended to hide 'em
    near the start and do most of this mission with Able.

  � This part will NOT follow the advised route on the navmap, which cuts
    right through the sentries and snipers.

 Able starts near Building D in the SW. Ignore everyone and follow the railing
 SW, until a stairway down is found behind said building.

  � A guard will stand by maintenance tunnel stairway, and when he starts
    walking east, that's the cue to run down the stairs. Also, snipers can be
    identified from here, if y'wanted to be safe about it.

 Down the stairway is a maintenance tunnel with no foes inside, and its exit
 is right near point Echo. If done right, there'll be a radio transmission
 from "Spectrum" asking his subordinates to check in. Beeping's probably heard
 around this point -- the bombs are right overhead! Go into the snowy wind and
 go south to the zig-zag stairway, and up to the large cylindrical oil drums.
 There are some bombs here, but if no one's detected the party, don't be hasty
 and rush to defuse 'em just yet!

  � The IDENTIFY SNIPERS objective can be done here. There is one sniper on
    an oil drum's walkway (the one that doesn't have a bomb) and one on the
    walkway just northwest of there. Identifying snipers is done by spying
    them with a zoomed-in gun lens. At least one sniper must be properly
    "identified" to get the objective completion. CLEAN INSERTION is obtained
    by killing the maintenance tunnel guard, so avoid doing that for now as
    it'll be accomplished later.

 With the snipers nearby gone, it's time to disarm the bomb!

  � The best way to do this is to have Boomer disarm the bombs while Kahuna
    keeps watch. Disarm the bomb near the lower sniper first, since it doesn't
    cue any sentries' presence. Disable the oil drum bomb secondly, as it DOES
    cue a sentry's presence. This sentry comes from the building near the
    zig-zag stairway, and he may be accompanied by the terrorist codenamed
    "Green" -- he has a radio. But don't be startled -- only the generic
    terrorist patrols; the other goes back inside.

  � If waiting on the patrolman seems lame and you don't want to do it, it's
    possible to enter the zig-zag building and kill the patrolman before ever
    going to the oil drum site. Try that if things ain't working out.

 When both bombs are destroyed, wipe your brow! Enter the building near the
 zig-zag room, which is really a maintenance tunnel leading towards point
 Zulu, where the third and final bomb is. There will always be an enemy in
 the tunnel in addition to terrorist "Green" so if y'want extra time, let the
 next role call occur first.

 At the other end of the tunnel, the team will be near Zulu and Building E.
 From the stairway here, look northwest at the oil drum and try to kill the
 sniper quickly and quietly. Survey for more ground foes before ordering
 Boomer to disarm the bomb (he'll probably be lagging behind, but that's not
 too important). Since this is the last bomb and the time limit won't matter
 anymore, Kahuna should setup a vantage point that covers Building E's stair-
 -side door and the south side of that building -- this catches any incoming
 enemy within view.

  � The fallen terrorist supposed to check in will probably alert the others
    around this point, so be on guard! Be aware of any additional enemies who
    may come around Building E's north side!

  � Boomer may occasionally get "stuck" inside the tunnel. If this happens,
    order team to follow, then reorder Bravo to stay put. I dunno why this
    happens, but it's very annoying and wastes precious disarming time!

 Disarming all bombs means any enemy can now be killed without compunction.
 Hooray for death! This is a good chance to get CLEAN INSERTION as well.
 _________________________________
| OBJECTIVE 2: Locate Oil Workers |
| OBJECTIVE 3: Secure Building E  |
 ���������������������������������
 They're inside a locked room in Building E, which should be clear by now. If
 it isn't, kill the enemy who patrols the hallway and then the two enemies by
 the western door (they're often on either side). 
 ________________________________
| OBJECTIVE 3: Secure Building C |
 ��������������������������������
 Building C is nearby as well. Enter via the north door and snipe the captain
 who's been issuing radio check-ins. This should start some enemies yelling,
 which betrays their positions. One enemy often comes in through the west
 door and should run right into Able's crossfire. This leaves two more foes:
 one in the northern barracks, one in the southern bathroom. Both guard an
 oil worker so watch your fire!
 __________________________________
| OBJECTIVE 3: Secure Oil Platform |
|            : Secure Helipad      |
|            : Secure Building A   |
|            : Secure Building B   |
 ����������������������������������
 There are now three final places remaining: two buildings and a helipad. The
 latter is closest and easiest. Basically two people are standing central and
 facing the only stairway up. The safest way to take care of them is getting
 on top of Building D nearby (y'know, the one with the zig-zag stairway) and
 sniping them across the way. In fact, both can be killed with one bullet --
 very funny indeed. The helipad is only secure once visited, however.

  � If you have not gotten the CLEAN INSERTION objective yet, and it's still
    obtainable, be very careful going toward Building A/B so you don't ruin
    it. [The only people left should be the two radio-holders, and only Blue,
    the one near the Building D needs to be killed to achieve this.]

 Building B has two enemies inside its tiny room, and if the doors are open,
 they're expecting someone. Pop into sight and remove them from the mortal
 coil, or lob a grenade and watch the fireworks. Building A has just one
 chap, at the bottom of a stairway. Shouldn't be that hard, although ordering
 Bravo to clear it can help if Kahuna's hurting.

 With all buildings clear, all objectives should be as well. You win!

_______________________________________________________________________________
�������������������������������������������������������������������������������
04) Golden Triangle Holiday                                              [WK04]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Mission: We have very limited information on these terrorists other than what
          they call themselves, the Riddah Rouge. Until recently the Thai
          Government described them as a gang of thugs. Then they discovered
          that Sudarak Thongkon was the group's leader. Thongkon has been 
          on their most wanted list for years and has a rap sheet crowded with
          murders, kidnappings and robberies. He is best described as
          Thailand's public enemy number one. With biological warfare data in
          his possession, Thongkon has now become an internationally wanted
          terrorist. The Thai government is very supportive of our efforts to
          stop the Riddah Rouge.

 Objctvs: [1] Secure Outer Island
              - Insert via River
              - Eavesdrop for Intel
              - Eliminate Sentries
              - Search Hut for Intel
          [2] Prevent enemy escape
              - Bravo to Juliet
          [3] Secure Main Complex
              - Clear Hut One
              - Clear Hut Two
          [4] Reclaim Bio Data
              - Breach Final Hut
          [5] Move to Zulu

 Weapons: HK5 SD [submachine gun]
          HK5 [submachine gun]
          M14 [rifle]
          M40A1 [sniper rifle]
          M60E3 [machine gun]
          SR-25 [sniper rifle]
          SR-25 SD [sniper rifle]
          M4A1 [assault rifle]
          M4A1 SD [assault rifle] --- RECOMMENDED
          M16A2 [rifle]
          Mark 23 SD [pistol]
          9mm Pistol [pistol]

 If you're having trouble with this mission, I suggest trying it with a sniper
 rifle -- everyone else can have M4A1 SDs, however, to provide better backup.
 ___________________________________
| OBJECTIVE 1: Secure Outer Island  |
|            : Insert Via River     |
|            : Eavesdrop for Intel  |
|            : Eliminate Sentries   |
|            : Search Hut for Intel |
 �����������������������������������
 The team starts in the southern part of the river, near the "Outer Island"
 on the navmap. Right at the start, shoot the sentry on the small cliff
 overlooking the team. Going around the eastern side of the map reveals hide
 spots, basically giant clumps of grass that perfectly mesh with camouflage.

  � Most of the sub-objectives are stealth-based, and can fail if the enemy
    sees the team or hears them in a given proximity. Try to be stealthy and
    take out foes from afar, so as not to nix the eavesdropping portion.

 Besides the initial sentry killed, Outer Island has two walking the beat and
 two foes talking in the hut. Once all sentries are murdered in cold blood,
 stealthily walk under the hut to listen in on the lengthy conversation. 

  � Sometimes the guard closest to the window turns around momentarily to look
    out, and can spoil a naked approach to the hut's underside. This can be
    avoided by hiding in the water and coming in through the east; or, just
    waiting for his back to turn and proceeding. Once the conversation starts
    there should be no holdups...but if there is, consider making Bravo wait
    somewhere to avoid noisy traffic.

  � Also, this is one of the few times when the team can shoot through walls!
    The hut's wicker siding does little to stop live rounds.

 And finally, kill the two hut guerillas in your preferred fashion: sniping
 both through the window, bumrushing, lobbing a grenade, etc. There's an intel
 folder inside that has to be taken as well.

 Before going to the largest island, it's prudent to eliminate hostiles on
 the three tiny islands where the navpoints are, all of which have two fixed
 foes patrolling that general area. However, each of the three islands has a
 roving patrol of three soldiers as well, who run through the waters in a
 pack.

  � The roving patrols can really perforate the stealth rating, so it pays to
    make them come to the player, particularly where camouflage is to be had.
    This means that it's best to snipe the guard on "Echo Island" and run back
    to "Delta Island," where there's cover. [Ordering the rest of the team to
    fire at will can help as they may identify the foes before Kahuna.] Beware
    of patrols that may split up somewhat.

  � If any enemies fire their gun, the others will be alerted to the team's
    presence. However, to avoid exacerbating the stealth ranking's problem,
    survey the far-off waters because, a lot of the time, foes in the north
    islands will run south to see what the problem is.

  � Should this island sweep be too annoying, it can probably be skipped --
    but why leave a force of 14ish reinforcements who can pincer attack the
    team once on the main island? The above snipe-n'-camouflage strategy is
    great, and ordering Bravo to hang loose somewhere else works too (a big
    unit can't fit that well in camouflage, naturally).
 ___________________________________
| OBJECTIVE 2: Prevent Enemy Escape |
|            : Bravo to Juliet      |
 �����������������������������������
 With the outlying islands' guards toast, it's time to visit "Juliet Island,"
 the biggest of all. The eastern face contains the docked speedboats, and the
 point Juliet nearby. Survey the area for any stray patrols and have Bravo
 stealth to said navpoint, where they can take a cover position (fire at will,
 of course).

 Kahuna should immediately start putting C4 charges on the boats, because if
 any enemy spots the team, a 0:40s timer starts. Running down the clock does
 nothing on its own, but if an enemy gets to a boat after the timer finishes,
 he'll escape and ruin everything.

  � A lot of enemies will rush towards the explosions when seen, so even if
    Bravo's at Juliet, things can still get hectic. If "Juliet Island" is
    approached and no enemies have caught on, it's not a bad idea to clear
    the hut near the boat and the southern island, which itself has two foes
    behind a stone barricade (this is near the 2nd unused dock).

 Destroying both boats will prevent the enemy's escape, and "lock in" the
 results of the Bravo to Juliet sub-objective (if it's done, good; if it's
 not, can't do it any longer).
 __________________________________
| OBJECTIVE 3: Secure Main Complex |
|            : Clear Hut One       |
|            : Clear Hut Two       |
 ����������������������������������
 With the boats out of commission, it's time to clear the two huts nearby.
 How this goes depends on the foes killed in the previous portion, but in
 general, there's a few patrolman around this area, either by Hut Two or in
 a course on the road west of the boats.

 Hut Two is the smallest, just a stilted one-roomer as has been seen before.
 There's usually a guy in here, although if Bravo went to Juliet before, he'll
 almost certainly be dead (and any patrolmen in the area as well).

 Hut One is made up of two adjoining huts, meaning people might be hiding
 inside. Bravo should be ordered to navpoint Whiskey (fire at will, still)
 in case any ground troops tries to get the jump on Able. Despite having heard
 the explosions earlier, there's probably a few troops who haven't left -- and
 they're expecting company! Rather than burst in the door, crawl/stealth to a
 window and pop 'em from there. Use the camera POV to "see around corners,"
 like usual. 

  � The SECURE THE MAIN COMPLEX objective remains incomplete unless all foes
    in the complex, boat, and southern island region are killed, in addition
    to the normal sub-objectives. Stragglers may be on the aforementioned
    south island, the hut near the boat, or crouching on the docks themselves
    (this frequently happens to me).
 _______________________________
| OBJECTIVE 4: Reclaim Bio Data |
|            : Breach Final Hut |
 �������������������������������
 On the northern tip of "Juliet Island" is the Final Hut, where the Bio Data
 is kept. There is one guard crouching down in anticipation, but he moves
 around a bit, too, if you're patient. The team must breach-bang-clear the
 hut in order to do the breaching properly.

  � Killing the guard normally fails this objective.
 ___________________________
| OBJECTIVE 5: Move to Zulu |
 ���������������������������
 Zulu is on the northernmost island, a tiny one barely large enough to hold
 the extraction zone. HQ will ring in to say there's hostile movement around
 there, and sure enough, there's a roving patrol cutting south through the
 water. There's enough time to find a thicket to hide in, or just order the
 team to fire at will and kill everyone Rambo-style. The island, which has a
 few weapons crates, has two sentries as well, so keep yer eyes peeled!

_______________________________________________________________________________
�������������������������������������������������������������������������������
05) Temple at Hohn Kaen                                                  [WK05]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Mission: At this point, we're primarily concerned with the retrieval of
          Ambassador Ness and his wife. We can't expect civility from Thongkon
          or his men so we need to work quickly. The Thai government is willing
          to pay the Riddah Rouge to avoid an international incident. But
          paying that ransom money will give Thongkon everything he needs to
          mass-produce a virulent agent that could kill tens of thousands.
          Like many ruined temples in Thailand, the wat at Hohn Kaen is a
          collection of crumbling buildings and thick brush. The surrounding
          area holds an indigenous population of rice farmers. They are
          probably hiding from the now notorious Riddah Rouge, but you may be
          able to gather intel from them.

 Objctvs: [1] Clear Insertion Area
              - Eavesdrop on Locals
          [2] Secure Flank
              - Identify Sentries
              - Ambush Flank Guards
          [3] Secure Wife
          [4] Clear Temple Area
          [5] Helicopter Extraction
          [6] Secure Ambassador

 Weapons: HK5 SD [submachine gun]
          M14 [rifle]
          M40A1 [sniper rifle]
          M60E3 [machine gun]
          SR-25 [sniper rifle]
          SR-25 SD [sniper rifle]
          M4A1 [assault rifle]
          M4A1 SD [assault rifle] --- RECOMMENDED
          M16A2 [rifle]
          Mark 23 SD [pistol]
          9MM Pistol [pistol]
          FS7 [pistol]
          Mark 23 [pistol]
 ___________________________________
| OBJECTIVE 1: Clear Insertion Area |
|            : Eavesdrop on Locals  |
 �����������������������������������
 The team starts in the south of the map, which is crater-shaped -- a pond's
 in the middle and the land around it grows higher, and is of course patrolled
 by guards. Before doing the subobjective, it's wise to kill all foes around
 there. They are (1) an enemy directly west from hiding spot, around corner
 overlooking foot path (2) two foes patrolling southern footpath (3) enemy on
 a pond boat (4) baddie walking north-side pond path (5) foe inside western
 fortification, who can be sniped from its window or flanked by going through
 the pond and around back. Once all six are toast, the insertion is successful.

 Locals are inside two stilted huts, one near the start and another near the
 elevated rice paddy across the pond. Standing underneath their dwellings will
 start the eavesdropping scenarios. A notification plays when the dialogue's
 done, but both have to be listened to in order to get the objective done.

  � Enemy gunfire spooks the locals and one can't eavesdrop on their convos.

 Near point Charlie is a staircase and cobblestone footpath leading towards
 the temple's front. However, proceeding judiciously pays off here -- there's
 a conversation that can be overheard, signaling that the team ain't alone.
 In fact, if one rushes down the road, there snipers on the arch's other side
 will turn the team into swiss cheese! [Not to mention other sentries there.]

 The real way to proceed is to go up the tiny hill east of the staircase and
 find a hidden path leading through the arch, to the eastern ridge's terminus.
 There is one kneeling soldier peering at the road who can die quickly, and
 another on the north side of that knoll (go prone and crawl north to this one
 or the snipers'll be notified).

 From there, crawl west a little and identify the snipers on the arch above
 the footpath. Take them out (while still prone), then do the same to the
 lower patrolers, preferably when they're not in each other's sights. If this
 is done correctly, no foe will be the wiser and the temple can be approached. 
 __________________________________
| OBJECTIVE 2: Secure Flank        |
|            : Identify Sentries   |
|            : Ambush Flank Guards |
 ����������������������������������
 The temple front is very small and has some lit candles around, but no foes,
 so long as the enemy is not notified of SEAL activities. Using the camera to
 look around the corners, the temple's dual stairways open up into a massive
 courtyard, and north of there is the temple proper. 
 Once the coast is clear, crawl outside (preferably west entrance) and use
 the stairways' adjoining ledge to block the terrorists from seeing anyone.
 The clear scope of their activities should visible: (1) a few Riddah will
 patrol the bridge's south side (2) one patrols the north side (3) an inert
 enemy kneels on the stairway north of the bridge (4) one foe, who starts in-
 -between the two southern stairways, patrols north to south. Make sure to
 employ the NVGs in order to kill more accurately.

  � If you're not good with standing up, killing a foe, then dropping back
    into crouch/prone, use the d-pad's "peekaboo" function. Pressing left or
    right will make Kahuna lean in the given direction, which allows him to
    shoot around corners without much danger to himself.

 When the coast is clear, sweep the area for any stragglers -- particularly
 along the river, where they've been hidden from view -- and go north across
 the bridge to the temple. Hohn Kaen's temple's southern entrance is defunct,
 and the real way to get in is through the east. And, that's where the sentries
 are.

 The eastern footpath (it runs north-south) has a few sentries who walk it.
 There's not much camouflage cover in the way of thickets or anything, but an
 old wall at least lets the player see the route in total safety. When the
 four-man squad starts walking north, putting their backs to the player, use
 the "peekaboo" technique to identify them and eliminate efficiently.

  � If they get too far away before a good shot's there, wait for 'em to come
    back around. This is because one is faster than the others and he may be
    alerted if he finds his comrades dead (since he may be out of range for a
    bit).
 ____________________________________
| OBJECTIVE 3: Secure Wife           |
| OBJECTIVE 4: Clear Temple Area     |
| OBJECTIVE 5: Helicopter Extraction |
 ������������������������������������
 The east entrance looks into the courtyard. Because of this, it's wise to use
 the camera to see what the enemy's patrol route is like. There are three foes
 who appear in a south-to-north patrol, which goes right by the upper lookout
 point (i.e. where the player should be standing). There are two badguys at
 the temple interior -- one in the middle sanctuary, peering southeast out of
 an opening; the other patrols the middle and north sanctuaries. The easiest
 way to kill them is going north to south (use NVGs).

 The ambassador's wife (codename Morgan) is in the tiny altar room northwest
 of the temple and is guarded by two men inside. Because there's a statue
 enshrined there, it often blocks clear shots of the Riddah. Naturally, if one
 is killed and not the other, it puts Morgan in danger. Thus the best way to
 proceed is to crouch-walk near with NVGs on and take the two out before they
 have a chance to reciprocate.

  � There are two foes near Zulu: one near the doorway and on the arch above
    the doorway. They can't hit the wife but can certainly alert her captors.

  � If Bravo was left behind, order them to navpoint Zulu with "fire at will"
    on. This assists in the upcoming firefight.

 Once Morgan is finally found, she has to be secured like any other hostage.
 Note that ordering her to follow kickstarts some foess to appear in the small
 yard east of there (north of main temple), so if Bravo's at Zulu they'll have
 a front-row seat and can cover everyone's back a bit. Naturally Morgan should
 remain in the altar to avoid catching a bullet with her face or something.

  � Since the enemy comes in from the east and north entrances to the temple's
    inner courtyard, the ideal place to fight 'em off is by the elephant
    statue near Morgan's altar. Use the peekaboo method for better aiming
    opportunities of course. Cover Bravo too, or y'may lose a man.

 Once Zulu's finished, order [Support > Extract] and they'll get the wifey out
 of the place. Note that during this, it's a good idea to sweep the hallways
 north of Zulu as there will probably be a few more Riddah in there (the NW
 corner particularly). The copter will always open fire even if no foes are
 there, so don't be thrown off by that.

 Leave by taking the north hallway by Zulu or climbing back up the drop-down
 point near the east entrance -- it doesn't matter.

  � The CLEAR TEMPLE AREA objective should be completed at this time, if the
    hallway north of Zulu was swept clear of enemies. If it isn't, the most
    likely culprit is the inert foe in the temple hasn't been killed.
 ________________________________
| OBJECTIVE 6: Secure Ambassador |
 ��������������������������������
 Back out on the eastern side of the temple complex, it's time to get the old
 ambassador out of the enemy's clutches. Go north towards navpoint Foxtrot and
 reach the west-turning turn. From here, the camera's POV reveals two patrols
 and one sniper, on the western arch. Take them all out silently before going
 further. Again, NVG helps immensely for this and the upcoming parts.

 Up the twisty path, the arch leading to navpoint Whiskey has one sentry as
 well. The ensuing path has tiny obstacles and outbuildings, meaning there's
 plenty of places that cultivate ambushes. Set everyone to "fire at will" if
 they're not at already. The first sizeable house near Whiskey has one foe
 to destroy, and he can be shot through the window.

 Down the road, the archway with two elephant statues has one Riddah walking
 the lower cobblestone road and another on the upper, sheltered path that
 overlooks that road. From this point, the path begins to slope downwards a
 bit. The closest "house" to the walkway has nothing inside, but there are a
 two patrolmen on the cobblestone, and one standing on top of the house where
 navpoint Romeo is. [There may also be another but if "fire at will" is on,
 the teammates will probably pull their weight.]
 
  � A teammate may mention finding Arthur quickly and without causing too much
    attention. This should mean doing the opposite will result in his death,
    so keep a stealthy profile and try to work expediently.

 Navpoint Romeo is the final step of this mission and is the large building
 where Arthur is being kept. There should only be one person inside, although
 he may have been tipped off if the rooftop man was shot (and presumably fell
 downwards). He often bumrushes the door so the team can take him out without
 too much trouble.

 Following, secure Arthur and automatically end this mission.

_______________________________________________________________________________
�������������������������������������������������������������������������������
06) City of the Forgotten                                                [WK06]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Mission: Although the Riddah Rouge did not acquire the payoff for their
          kidnapping of the ambassador and his wife, it would be foolish to
          believe they are completely out of funds. They are still a threat
          we must neutralize. The Riddah Rouge has established their base of
          operations in the Lost City of Tongsuttaram. The ruins give them a
          tactical advantage due to the crumbling buildings and dense jungle
          growth. Certainly they expect an attack, so move carefully. 
          Thongkon is to tbe taken into custody and restraied for trial. Do
          not expect him to fall easily and do not allow him to escape justice.

 Objctvs: [1] Recon Insertion Area
              - ID Patrols with NVG
              - Eliminate Patrols
          [2] Secure Riverbank
          [3] Secure Compound
          [4] Prevent Leader Escape
              - Restrain Leader
              - Infiltrate Temple
          [5] Obtain Intel
              - Blow Door with C4
          [6] Secure Sub-Level
              - Contain Enemy
          [7] Obtain Bio-Agent

 Weapons: HK5 SD [submachine gun]
          HK5 [submachine gun]
          M14 [rifle]
          M40A1 [sniper rifle]
          M60E3 [machine gun]
          SR-25 [sniper rifle]
          SR-25 SD [sniper rifle]
          M4A1 [assault rifle]
          M4A1 SD [assault rifle] --- RECOMMENDED
          M16A2 [rifle]
          Mark 23 SD [pistol]
          9MM Pistol [pistol]
          226 [pistol]
          Mark 23 [pistol]

 Bring along some non-lethal stun grenades for this mission, which are to be
 used to subdue some enemies.
 ___________________________________
| OBJECTIVE 1: Recon Insertion Area |
|            : ID Patrols with NVG  |
|            : Eliminate Patrols    |
 �����������������������������������
 This is the first mission where the jungle's overgrowth and poor vision will
 really take a toll on the player -- in fact, it makes some parts dang near
 ridiculous. However, its camouflage lends itself to both friend and foe, so
 maintaining stealth should not be that difficult in the long run...it's about
 seeing them before they see you!

  � The ELIMINATE PATROLS objective works only via stealth. Not using the
    element of surprise gives it automatic failure. The problem with this is,
    occasionally, one of the enemies who's supposed to be at 'x' will be at
    'y,' or a hut guard will be walking the field. Just another thing to watch
    out for...

 The team starts in the northwest corner of the map, along a river which runs
 east. Stealthily approach the hut up the way, which has no enemies along the
 way. A good idea is to park Bravo underneath the hut and issue the "fire at
 will" command, which lets their AI-enhanced skills kill any approaching
 patrolmen. The two men in the hut typically stay put, along one may leave if
 he hears any weird noises. They can be killed from the knoll opposite the
 hut's doorway, among other ways.

 Stick with the southern ridge and move east, using NVG to survey the jungle.
 Toward one of the larger ponds, is a hut with a Riddah inside (he looks out
 the west window periodically). There's one patrolman on each side of this
 hut: one goes eastward, one goes westward.

  � Killing a Riddah without first seeing him in NVG messes up the ID PATROLS
    WITH NVG sub-objective. An example of what not to do is seeing the enemy
    with the red brackets around him and firing that way. [It probably doesn't
    need to be said, but a patrolman is someone out wandering in the jungle --
    a person in a hut doesn't count towards this objective.]

 When all foes are dead, reaching navpoint Charlie successfully completes the
 RECON INSERTION AREA requirement. This is done by moving not being seen (or,
 rather, shot at) by the foes.
 _______________________________
| OBJECTIVE 2: Secure Riverbank |
 �������������������������������
 Past Charlie is the riverbank and, as one'd expect, it's Camouflage City. The
 enemies within are mostly inert and waiting for the team to stumble into view,
 so extra caution should be employed here. There are five enemies to kill here:

 1) In the riverside hut [may be patrolling]
 2) Patroling the pond area south of here
 3) Kneeling south of pond in a thicket
 4) On SE side of the large boulder, looking at pond area
 5) Kneeling in a thicket near #1's ramp entrance

 A few of these guys are hard to spot 'less y'know where they are, so use the
 "search around for red brackets" strategy to find them in the thickets. [Or,
 if Aim Assist isn't on, the same strategy applies but no red brackets appear,
 just the foe's name.]

  � Try to identify from a distance, because in this case, other enemies may
    run to the corpse and see what's what. This gives the team an opportunity
    to take them down as well, and doesn't foul up the objective any...as long
    as the enemy's none the wiser.

  � Naturally have the rest of the team nearby so they can neutralize anyone
    who evades Kahuna's sights. An example of this would be scanning the
    pond area where the majority of the foes are, and missing the hut person
    coming down to riverside and going east towards the party.

 When the five riverbankers are killed, that just completes the objective.
 ______________________________
| OBJECTIVE 3: Secure Compound |
 ������������������������������
 The absolute easiest way to do this is taking care of the x-factors first,
 namely the patrolmen who can't always be accounted for and show up at very
 inopportune times.

 Basically, there are two compound patrolmen to take care of in this manner:
 (1) at the southern tip of the riverbank is a stairway a Riddah can come
 down from (2) at the compound's eastern stairs is another who patrols from
 there to Delta, I believe. Take these two out!

 Back at the eastern stairway, there are two more patrolmen to be mindful of:
 one who walks the platform and goes around the corner towards Delta way, and
 one who emerges from the Compound's center enclosure. The latter can often
 be spooked if there's a body or something, so take him out fast. There's
 one more guy in the enclosure who doesn't come out, so don't forget him!

 The last stretch would be taking out the enemies near Delta, namely one guy
 who patrols and two who stand near the ruins' campsite. Killing the patroller
 will lure the others towards his corpse, and if there's enough distance
 between the two, should allow Kahuna (etc.) to take them out from afar.
 ____________________________________
| OBJECTIVE 4: Prevent Leader Escape |
|            : Restrain Leader       |
 ������������������������������������
 With the compound secured, move to the hallway at navpoint Echo. Oftentimes
 there will be a notification that "I think they're on to us, sir" that will
 cue a few insurgents to rush through the tunnel towards the player. Thus, it
 helps to sit tight and use the bottleneck's natural strengths -- forcing the
 enemy to come out at a certain point and eliminating 'em. [The idiots will be
 yelling so it's easy to know if more're coming.] The complex grounds are
 through that tunnel.

 The temple sits in the west and the mostly flat ruins are filled with junked
 ruins and debris. Upside? Most enemies here probably ran through the tunnel
 a moment ago, draining this place of its enemy presence. However, there are
 still oblivious foes here, despite their brethren running off to fight -- I
 counted six. Issue the [Team > Fire At Will] to ensure things go well here.
 Remember to scout the temple's stairs for any enemies on it, too.

 Killing generic enemies in the environs makes the next part easier, which is
 subduing the leader (codename Mad Dog). When the temple's western side is
 approached, he gets spooked and talks about leaving to the boats. A few more
 Riddah will stream out the eastern side before the leader does himself.

  � If the squads are far enough away from the eastern stairs, but still in
    view, they can neutralize the leader's bodyguards efficiently and without
    repercussion. Bad Dog himself will just stay put a bit before making a
    break on his own.

  � Securing the leader is a secondary objective, remember -- the mission does
    not fail if he dies. As a failsafe, perhaps order Bravo to navpoint Echo,
    which is the only route that leads to the rivers from the complex.

 Subduing Bad Dog is done by stunning him with a flashbang, which makes him
 give up. HQ has said that the farther he gets to the river, the less likely
 he is to surrender, so it pays to take care of him immediately. Flashbangs
 have short fuses, so don't bother aiming too well!

 Once Thongkon is restrained, take care of any enemies on the north side of
 the temple, which will probably be the only side not totally secure before
 the escape event. [If it was, then it may be the flipside that needs to be
 locked down.]
 ________________________________
| OBJECTIVE 4: Infiltrate Temple |
| OBJECTIVE 5: Obtain Intel      |
|            : Blow Door with C4 |
 ��������������������������������
 Inside the temple, there should be no foes whatsoever, at least so far. To
 obtain intel, look for a binder near the temple's Buddha statue, which is
 across from the eastern stairway entrance. The door to be destroyed with C4
 is the one on the northwest side, so Kahuna will have to take care of that.
 Be careful not to get anyone caught in the blast.

  � There may be foes inside the temple if the team used some supreme stealth,
    but this usually won't happen except by a miracle.
 _______________________________
| OBJECTIVE 6: Secure Sub-Level |
|            : Contain Enemy    |
| OBJECTIVE 7: Obtain Bio-Agent |
 �������������������������������
 The final step of the mission is dealing with the enemies in the temple's
 basement. It's worth mentioning that they have grenade launchers and many a
 time has this author been blown to kingdom come by them. [Having an assault
 rifle really pays off here.]

 Once the door is breached, stand guard over the two stairways by there and
 immediately kill anyone who comes up. Alternatively, go down the 2nd stairs
 and face the hallway and kill anyone who appears.

  � It probably hasn't been that important lately, but tactical reloading is
    a must for these sections. Basically, switch magazines to ensure that one
    never runs out of ammo in the middle of a firefight, which is especially
    important against enemies who have explosive capabilities.

 When the main force of the enemy is killed, the "Secure Sub-Level" portion
 will be complete. What this means is there are only a few enemies left and
 they're at the bottom of the next basement, and will flee down the western
 hallway to a hidden boat after a given time. Perhaps the easiest way to
 prevent this occurance (which is very annoying given how long this level can
 be) is lobbing a grenade down to the lowest basement and then ambushing any
 Riddah that survives. There's only three down there.

 Finally, go over to the biohazard case and take all the agents to end this
 mission with style.

_______________________________________________________________________________
�������������������������������������������������������������������������������
07) Mercenary Staging Area                                               [WK07]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Mission: The Congolese jungle is dense and isolated, making it the perfect
          hiding place for illegal endeavors. Intel on the preemptive strike
          mercenaries is essentially non-existent, but we can assume they are
          up to no good. The Congolese government is supportive of our efforts
          to investigate this threat, so use your skills to gather as much
          intel as possible and eliminate this terrorist stronghold.

 Objctvs: [1] Disable Communications
          [2] Obtain Intel
          [3] Destroy Munitions
              - Secure Area
              - Site One Satchel
              - Site Two Satchel
          [4] Prevent Enemy Escape

 Weapons: HK5 SD [submachine gun]
          HK5 [submachine gun]
          M14 [rifle]
          M40A1 [sniper rifle]
          M60E3 [machine gun]
          SR-25 [sniper rifle]
          SR-25 SD [sniper rifle]
          M80ELR [sniper rifle]
          M4A1 [assault rifle]
          M4A1 SD [assault rifle] --- RECOMMENDED
          M16A2 [rifle]
          Mark 23 SD [pistol]
          226 [pistol]
          Mark 23 [pistol]

 Because the team has a lot of mandatory equipment, make sure 2x Ammo is given
 to everyone, then priority grenades and such. This is probably one of the
 "lame" missions in the game since the team is handicapped somewhat...
 _____________________________________
| OBJECTIVE 1: Disable Communications |
 �������������������������������������
 This forest provides a decent place for the enemy to set up operations, but
 isn't dense enough to provide a lot of cover. Either way, it'll be stupid to
 walk uproad like the navmap suggests, so instead, it's recommended to take
 the longer, safer way around.

  � There are no NVGs for this mission, but Aim Assist can pick up some slack.
  � Ordering Bravo to stay can help here, just as ordering Able to "fire at
    will" can.

 To start, kill the two foes by the dock, then go west towards the hilltop a
 terrorist duo has planted themselves in. From the brush here, spot and kill
 any normal patrol walking in between the dock's road and the western ridge --
 there'll be 3-4, depending on if the insurgents know something's awry.

 Slowly travel up the western ridge, keeping an eye out for anyone who may be
 straggling near there. The destination is the Comm Tower, but getting there
 can be a hassle -- the best way is to leapfrog from thicket to thicket, and
 check for enemies in-between. [After failing enough times, a player will get
 the hang of where foes patrol.] There are no other tips for traversing the
 hilly terrain besides being supervigilant...no NVGs really cripples the SEALs
 here!

  � Should the unit bungle the silent insertion inward, HQ will radio in to
    confirm it. However, just because enemies are spooked a little doesn't
    mean the mission's a total failure, so don't use the restart option like
    it's got a hair trigger! [It's quite possible to reach the shack even
    after some foes have shot at the party.]

 Once at the radio shack, there are two options to disabling communications:
 (1) shoot/turn off the comm device (2) place a satchel at the tower itself,
 and turn it into a hunk of flaming metal. Naturally the latter will attract
 all sorts of attention and shouldn't be the first choice.

  � Satchels are required toward the end of this mission too, so wasting one
    here is, quite frankly, stupid. Don't forget that anyone who dies also
    takes their satchel with 'em, so a player can hedge his bets by saving the
    best for last (truly).
 ___________________________
| OBJECTIVE 2: Obtain Intel |
 ���������������������������
 From the radio building at Charlie, the intel building is just over the hill
 at Delta. Stealthily approach a thicket and survey the area. There should be
 a merc out front of the shack, plus another patrolman on the east road who
 visits there. If stealth's preserved, and previous mercs walking the beat
 were killed, these should be the only two outdoors. Inside is another masked
 gunman who may be standing behind the open door, so before rushing in and
 getting coldcocked, try to spy him (if he's there) through the west window.
 The intel is sitting on a table.
 ________________________________
| OBJECTIVE 3: Destroy Munitions |
|            : Secure Area       |
|            : Site One Satchel  |
|            : Site Two Satchel  |
 ��������������������������������
 With the intel pocketed, now starts the long trek to navpoint Echo, where the
 munitions camp is placed. Before continuing, it pays to wait a minute and see
 if any foes rush up the road and take them out first. There's also the tower
 south of Delta where a sniper is, so if anyone has a rifle of their own, that
 guy needs to meet his maker, too.

  � The towers' best defense is a railing that protects its gunman from
    upward-aiming, close-range shots -- it's just a no-go. Additionally, shots
    from afar have to be rather level and that places the team farther away.
    For a sniperless Kahuna, this leaves either climbing up the ladder and
    killing the guy, which can result in a swift rifle butt death, or tossing
    an explosive and hoping it doesn't bounce down and kill any allies. [This
    happens more than you'd think!]

 Down the road (SE) from Delta is a tiny mercenary mess hall. If there's any
 foes, it'll probably be three -- two may have come up the road to Delta or
 were patrolling the area. The 3rd is the merc chef and he'll be around there
 too -- armed, of course. Show cheffy his just deserts before taking the
 road further east.

  � There are two roads going east: the northern one goes to the NE corner
    and the southern goes to Echo. Enemies may come over the hill separating
    the two, so be careful. There'll often be 2-3 "rogue" mercs whose task it
    is to patrol the hills, so the sooner they're taken out, the less wild
    cards to worry about.

 Two mercs patrol the road near Echo, which itself is on the cusp of the
 munitions camp. There's another sniper's nest here, but he can be taken out
 a bit easier this time as there's elevated terrain to get a clear shot (the
 best of which may be from the hill SW of there). Make sure he's properly
 killed because trees and other obstacles can obscure his sights of the SEALs,
 but alarm everyone else when they move in.

 Once the 2nd sniper is eliminated, it's time to ambush the camp. There'll be
 two around the western side on patrol, or at least visible from an elevated
 hiding spot. Another will be by the crates at Foxtrot, and the final around
 Juliet's stockpile. This SHOULD clear the area, unless another enemy has
 climbed the sniper tower. He may throw grenades so don't be caught off guard.

 � When SECURE AREA is obtained, hold off on blowing up the things just yet.
   If Bravo is somewhere, regroup them to the munitions camp area, and direct
   them north to the parallel road. Order them to fire at will/hold position
   on that road's eastern point, which helps for the upcoming portion. [There
   are 5-6 enemies near that road's hut, so take them out too if the
   chance is given.]

 Finally, set the satchel charges at Foxtrot and Juliet's TNT crates. Unlike
 previous outings, their fuses don't start immediately so there's no reason to
 strategize about the order -- it's unlikely Boomer will walk into one! [But
 y'never know...] And in case someone's died, everyone mandatorily carries a
 satchel.
 ___________________________________
| OBJECTIVE 4: Prevent Enemy Escape |
 �����������������������������������
 Perhaps the easiest of the objectives, it can still go south -- remember that
 some folks carry grenades and that's a horrible way to go! If the enemy is to
 escape, it'll take place on the road going to the northeast.

  � The reason Bravo should've been parked there is to kill any would-be
    escapees. There are no other exit points.

 With Bravo laying down the law, this leaves Able team to work back down the
 road and catch anyone who may be prepping to leave. There'll for-sure be a
 sniper in the 3rd and final tower, and perhaps a few miscellaneous mercs who
 have been wandering the hills. The munitions' camp explosions may be driving
 them eastward, so use thickets as cover and hopefully identify them before
 they can pull the pins!

 Escape is prevented when all of the staging camp's enemies are killed. Yay!
 
_______________________________________________________________________________
�������������������������������������������������������������������������������
08) POW Camp                                                             [WK08]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Mission: Previously the Congolese government was supportive of our efforts to
          eliminate these mercenaries from their country. With the addition of
          kidnapped marines, the government is fully cooperative. You are
          authorized for full suppression of the mercenaries. The mercenaries
          are known to employ a brutal man named Magnus and it's likely that
          he is torturing our marines right now. Bring the marines back alive.

 Objctvs: [1] Infiltrate Perimeter
              - Eliminate Mercs
          [2] Secure Entry Area
              - Recon Sentry
          [3] Secure Area Two
          [4] Secure POWs
              - Verify POW Location

 Weapons: HK5 SD [submachine gun]
          HK5 [submachine gun]
          M14 [rifle]
          M40A1 [sniper rifle]
          M60E3 [machine gun]
          SR-25 [sniper rifle]
          SR-25 SD [sniper rifle]
          M80ELR [sniper rifle]
          M4A1 [assault rifle]
          M4A1-M203 [assault rifle]
          M4A1 SD [assault rifle] --- RECOMMENDED
          M16A2-M203 [rifle]
          M16A2 [rifle]
          Mark 23 SD [pistol]
          226 [pistol]
          Mark 23 [pistol]
          9MM Pistol [pistol]
 ___________________________________
| OBJECTIVE 1: Infiltrate Perimeter |
|            : Eliminate Mercs      |
 �����������������������������������
 The infiltration point is the northernmost on the map, and the tiny path
 winds south. There are four enemies here: a pair that patrols the road and
 a pair at its end. Despite the gnarled trees, mist, and mediocre visibility
 at times, this should still be child's play. Wait until the patrollers backs
 are turned (easiest if using the SW rock as cover), then use the camera POV
 to see where the remaining pair is looking. Pop both when their back's to the
 north, and proceed in a bit to complete the section.
 ________________________________
| OBJECTIVE 2: Secure Entry Area |
|            : Recon Sentry      |
 ��������������������������������
 The area south of the pass is noted on the map as "Lookout Point." A few foes
 can be found here: (1) a patrolman who walks along the north side of the rock
 ridge (2) a sentry who stands on the north side of the rock ridge, at least
 periodically (3) two guards who rush from the east wrap-around path when the
 comrades die, although they're none the wiser, really. Basically, kill #1 and
 identify #2 before the coup de grace, then wait in the bushes and pick off
 #3-4 when they dash into view within the ensuing minute. This eliminates all
 hostiles from the lookout region!

  � The best vantage point is the grass looking southeast at the east-south
    bifurcation. This spots any sentries coming up the road, plus the sentry
    on the north face. In fact, it's so good, enemies #3-4 may appear without
    being spooked. [Note that one foe may not come up the road here and may
    go northwest toward the grassy knoll where the SEALs are. This surprise
    can be avoided by waiting until all 3 ground sentries're at the crossroads,
    then killing 'em.]
 ____________________________
| OBJECTIVE 3: Secure Area 2 |
 ����������������������������
 The navmap notes Area 2 as the general region south of Lookout Point, which
 is general lowlands. There are four enemies to take care of here: (1) one in
 the western sniper's nest (2) one who patrols the road along Lookout Point's
 eastern side (3) two foes who walk near the center river-fed pond.

 Taking out the sniper should give top priority, also because it's one of the
 easiest: use the small ridge southwest of Delta to get to a like elevation,
 then eliminate. From there, it's just a matter of stealthily checking the
 pond area, or perhaps giving the next priority to the east-side patrolman.
 __________________________
| OBJECTIVE 4: Secure POWs |
 ��������������������������
 With Area 2 out of the way, that leaves no enemies north of Delta or Echo.
 The POWs' safety is top priority, but the player has a decision to make: kill
 the rest of the enemies to avoid backtracking for extraction, or secure the
 POWs first and take them to extraction after eliminating the remaining mercs.
 I'll split this section in two depending on how a reader wants to go.

 SECURING POWS
 �������������
 Southwest of Echo is a river with one sniper tower, one patrolling guard,
 and one inert guard (hidden behind a rock formation). The sniper can be
 eliminated like the one at Delta -- crawl up a ridge to get a better shot
 at his head. This may or may not eliminate the patroller below, but the inert
 guard stays put, waiting for an ambush. Toward the southwest corner, where
 the river dies out, the cliff has some hewn climb-up points. A player knows
 this is the right place because Kahuna reminds everyone about having "no stray
 shots near the POWs". 

 The cliff road to the POW camp is simple and probably has one guard moving
 toward the party (oblivious or not). There may also be 2-3 more patrolling
 the exterior perimeter, including the sniper at the tower, so taking them out
 is wise. [Set the team/Boomer to fire at will.]

 Instead of rushing into the camp like some cheesy 80s action flick, take the
 quiet route, a tiny cliff path rising above the camp and providing a great
 overlook point. This should let one see the POW underneath the house and the
 one being tortured by Magnus, the tee-shirted lunkhead. Kill Magnus quickly
 to avoid any collateral damage. The POWs all have to be secured like hostages,
 but only two of the three are here. The other one is in the caves!

  � If you haven't taken out the guard tower near Foxtrot, there will be two
    snipers there. Don't bring the POWs out onto the cliff road leading east
    if they're not there!

 CLEARING FOR EXTRACTION
 �����������������������
 The cliff road near the POW camp goes southwest to Foxtrot's area, across the
 pond and to the mercs' sleeping tents. There'll be about 2-3 people here who
 rush out into the open, so it's a shooting fish in a barrel for any qualified
 SEAL! This leaves the area at navpoint Whiskey, which leads into the caves,
 and in the opposite direction, leads up to extraction. Around the tiny house
 there are four outdoors foes.

 Before extraction, the final POW must be retrieved from the caves. Obviously
 it's prudent to not have the POWs following, as this place can get clogged
 easily and they're sitting ducks. After entering near Whiskey, there'll be
 about 7 foes inside -- a couple can be killed en route to the largest cavern
 where some paths branch, but most appear in said cavern as a way to flank the
 team. It pays to draw them into a bottleneck, particularly the path one just
 used to come in. Don't be shy about throwing grenades either as the POW to
 liberate is in a dead-end down the way. That should end most hostilities, and
 the team can safely extract!

  � However, the extraction zone usually has a sniper overlooking the road
    systems below, and it's no surprise that he'll pick off POWs if they're in
    his sights. Make sure he's out of the way before he can screw things up!

_______________________________________________________________________________
�������������������������������������������������������������������������������
09) Mountain Assault                                                     [WK09]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Mission: Preemptive Strike is on the run. We've chased them through the jungle
          and into their final hole. Their refuge's an abandoned German bunker.
          Recon on this mission has been limited. The bunker in question, an
          abandoned WW1 network of tunnels and pillboxes, is a potential death
          trap. Make sure it's a deathtrap for the mercenaries. We've been
          unable to develop any solid information on the entrenchment. Be
          prepared for poor drainage, unsafe structures and poorly lit
          passageways. We have no information regarding the captive marine's
          status, but it is safe to assume that one way or another, he won't
          live much longer in mercenary hands.

 Objctvs: [1] Clear Towers
          [2] Airstrike Bunker 1
          [3] Airstrike Bunker 2
          [4] Airstrike Bunker 3
          [5] Infiltrate Bunker
          [6] Disable Fusebox
              - Disable Battery
          [7] Secure Marine

 Weapons: HK5 SD [submachine gun]
          HK5 [submachine gun]
          M14 [rifle]
          M40A1 [sniper rifle]
          M60E3 [machine gun]
          SR-25 [sniper rifle]
          SR-25 SD [sniper rifle]
          M87ELR [sniper rifle]
          M4A1 [assault rifle]
          M4A1-M203 [assault rifle]
          M4A1 SD [assault rifle] --- RECOMMENDED
          M16A2-M203 [rifle]
          M16A2 [rifle]
          Mark 23 SD [pistol]
          226 [pistol]
          Mark 23 [pistol]
          9MM Pistol [pistol]
 ___________________________
| OBJECTIVE 1: Clear Towers |
 ���������������������������
 Finally, the last of these crappy mountain missions! The team starts in the
 muddy southern reaches, where tiny cliffs and rocks create a maze-like path
 northward (well, that may be a li'l exaggeration). Still, the poor drainage
 part was right. The towers in question are up near navpoint Delta, so the
 first part is getting there.

 Quickly eliminate the two rope bridge guards, without them getting a shot off.
 No matter how well this goes, two lower guards usually come charging through
 the brush to investigate the SEALs' area. Use camouflage (and Aim Assist?)
 to identify them before they do the same, and eliminate too. An oblivious
 5th enemy may come south as well -- if he's alerted, he hides in the brush
 and fires. [Y'won't forget him if his wrath's incurred...]

 Additionally, there is a patrolling area around the large rock formation (the
 circleish-shaped one on the navmap) and more enemies come south through the
 pass.

  � Having a hard time maintaining a good stealth rating? You and everyone
    else! The problem is the enemy gets the terrain and height advantage,
    not unlike a game of hide and seek. Flushing the enemy is possible by
    killing someone nearby or by a loud noise. For instance, tossing a grenade
    over the cliff can make those in the pass rush to the bridge area. As long
    as one keeps camouflage and eliminates them efficiently, the stealth
    rating shouldn't suffer too much.

  � Sometimes an enemy will climb onto the rope bridge or its cliff to survey,
    so don't get stuck underneath in a blindspot.

 When all enemies in the south are kaput, it's time to move towards the sniper
 towers. The path north actually loops in-between them, but the elevation
 changes aren't so drastic as there's no shot opportunities. If the enemies
 were alerted previously -- and that's a 99.9% chance -- then they'll be ready
 to retaliate.

  � The ideal way to do this is to silently eliminate the first sniper and,
    standing at the tower's base, shoot through the foliate to kill the 2nd
    sniper across the way. Aim Assist helps here since he can't see the SEALs.

 The lower path towards Delta is rather uneventful, but when "strange music"
 plays, put on the NVGs, get camouflaged, and kill the three terrorists who
 start running down the road. Once at Delta, there's a slope that leads up to
 the 2nd tower's base -- three guys can be found here.
 _________________________________
| OBJECTIVE 2: Airstrike Bunker 1 |
| OBJECTIVE 3: Airstrike Bunker 2 |
| OBJECTIVE 4: Airstrike Bunker 3 |
| OBJECTIVE 5: Infiltrate Bunker  |
 ���������������������������������
 At this point, the team should be ready to proceed closer to the bunkers'
 area, namely navpoint Foxtrot. There will be 4-5 guys (two snipers) to kill
 here when approached, since that is where the underground tunnel's entrance
 is. The snipers in question are on a rock the path wraps around and NW cliff
 thicket. Make sure to watch the team's back -- even if Bravo is parked on the
 west uphill slope to provide covering fire, there's still a good chance an
 insurgent will flank and get some shots off. And, when it's all over, the
 door at Foxtrot can't even be opened.

 However, Bunker 1 is on the hill and has to be destroyed. Kahuna will have to
 summon an air strike by using the Designator (mandatory "pistol" slot weapon)
 while pointed at a pillbox' front. This starts a gauge that fills as long as
 aim isn't broken; when it's complete, the air strike occurs. Teammates will
 have to pick up the slack offense-wise during these portions, so make sure
 they're ordered to "fire at will".

  � The air strike is a giant explosion that can kill surrounding enemies...or
    allies. If someone's in danger, break the charge!

 The long NE footpath is thus the only way to proceed. Any mercs along there
 will be in plain view of NVG, but there's a tiny nook halfway through that
 a guy is probably hiding in. [He's actually quite mindless, as I've stood
 two inches away from him without anything happening. The "battle music" will
 play when he's near so that's a tipoff.]

 When the bunkers are approached further, HQ radios in to say that the extra
 entrance is at navpoint Zulu. Bunkers 2 and 3 are in this area, and should be
 destroyed in the same method as the first.

  � Some enemies who approach from the west may not register on Aim Assist or
    even normal unit display, so it's important to use NVGs and identify them
    visually.

 The bunker at Zulu is indented on the north side of the ridge overlooking the
 2nd pillbox. When neared, a few enemies' cries tip the player off that they're
 readying a charge -- use NVGs to take them out quickly. Another should run
 out the doorway a couple seconds after it's located, too.
 ______________________________
| OBJECTIVE 6: Disable Fusebox |
| OBJECTIVE 6: Disable Battery |
 ������������������������������
 Inside, the passageway leads deeper through the cliffside. It's not a bad
 idea to shoot out the lights and NVG it a ways, as it puts the foe at a huge
 disadvantage. Down the tunnel, use the camera POV to look around corners, and
 find one gunman standing outside a chamber, which contains a stairway down to
 the marine's cell. However, ignore that for now and keep the southerly route.
 This lit-up tunnel will probably summon 2-3 guards from their posts, so be
 ready to take 'em out. [This is to prevent them from getting behind the SEALs
 in the next part.]

  � There is a battery that can be switched off in an anteroom off the hallway
    but it's a red herring -- the real one is actually downstairs. That's why
    the objective isn't completed when it's done!

 Nothing let to do now 'cept backtrack and head downstairs. A few guys will
 probably bumrush upwards when this is attempted though. At the foot of the
 stairs is the mesh-wire portion housing the real generator battery. Shut that
 sucker off and cloak everything in utter darkness. Using the NVGs, kill the
 three guards while they try to get their bearings (no chance!). The fusebox
 for the marine's cell is behind the crates there.
 ____________________________
| OBJECTIVE 7: Secure Marine |
 ����������������������������
 The fusebox disables the magnetic lock to an adjacent room, also blanketed in
 complete darkness. Using the NVGs, kill the three merc sentries guarding the
 marine. Victory is automatically achieved when they're dead, so no extraction
 rigamarole.

_______________________________________________________________________________
�������������������������������������������������������������������������������
10) Prison Break                                                         [WK10]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Mission: It is critical that we infiltrate the prison and escort our informant
          to safety. He has valuable intelligence we require. We have extremely
          limited information on this area. We know Maccek, Codename Mr.
          Pickle, is in a dilapidated former Soviet detention center in the
          mountains south of the capital city of Ashghabat. We also have very
          limited information on Mr. Pickle's captors. You'll need to gather
          all intel possible, as well as protecting Pickle. This is not a
          pleasant facility, and they won't like you inspecting it.

 Objctvs: [1] Infiltrate Prison
              - Explosive Diversion
              - Disable Generator
          [2] Release Informant
          [3] Extract Informant

 Weapons: HK5 SD [submachine gun]
          HK5 [submachine gun]
          M14 [rifle]
          M60E3 [machine gun]
          SR-25 [sniper rifle]
          SR-25 SD [sniper rifle]
          M87ELR [sniper rifle]
          M4A1 [assault rifle]
          M4A1-M203 [assault rifle]
          M4A1 SD [assault rifle] --- RECOMMENDED
          M16A2-M203 [rifle]
          M16A2 [rifle]
          Mark 23 SD [pistol]
          226 [pistol]
          Mark 23 [pistol]
          9MM Pistol [pistol]
 __________________________________
| OBJECTIVE 1: Infiltrate Prison   |
|            : Explosive Diversion |
|            : Disable Generator   |
 ����������������������������������
 Get ready for perhaps the most annoying mission in the game! The SEALs start
 in the southern reaches of the area, with the goal of making a diversion at
 Charlie far around the prison's wall. However, HQ radios in to say that the
 base's Hind (an attack helicopter) will return from patrol in 15:00 so it'll
 be wise to get Mr. Pickle before then.

  � If the team is spotted, the prison's alarm will start to blare, which will
    change enemies' normal patrols and make them on edge. The alarm is tied to
    the generator, though, so once that's out of the way (in a bit), there's
    no danger of this. [The Explosive Diversion objective fails if the alarm
    goes off, although the satchel can still be placed.]

 To start, there are two sentries on the opposite side of the boulder the team
 uses as cover. They can be eliminated easily, generally, with roadside shots
 being the quickest way. [In the past I've been able to just run up and rifle-
 -butt 'em, although that's not recommended.] Now, going onto the coverless
 bridge is a huge no-no, so don't even think about it! Instead, go NE of there
 to the gorge the bridge spans.

  � There will be one sentry on the cliffs here, although his starting point
    will change. He'll either be on the top of the southern cliff, patrolling
    the bank down and west, or on the northern side, patrolling the interior
    decline. Either way, a quick team should be able to take him out with no
    problem.

  � From the southern side of the gorge, use NVGs to scan the northern one.
    Sometimes one can spot the annoying patrolman (mentioned below) who counts
    stars, although a sniper rifle may be better suited for plugging 'im.

  � It's not a bad idea to take out the bridge sentry either, since he's in a
    clear spot on the north end. Shooting the lamp's light can help cover his
    corpse until it disappears.

  � It's not recommended, but the northern bridge strut can be climbed onto a
    tiny footpath leading around to the upper west side. Guards patrol here
    and use plentiful cover (knowingly or not) to avoid easy shots, and there
    is a sniper to take out, too. This is mentioned as a curio, not as a real
    plan of advancement.

 Up the gorge's north-face road, order Bravo to stay put. There is an annoying
 patrolman here who counts stars and is usually near the path's entrance: on a
 cliff overlooking it, on a dune overlooking it, a little north of the dune.
 He also runs to points for no reason and may catch on to the team, so it's
 quite important to neutralize him before anything bad happens. [Use stealth
 and the camera POV to spot his position before getting in range. If the team
 heards his star-counting dialogue, that means he's on the upper cliff.]

 Once he's gone, it's time to ignore the foes at the main entrance and go up
 the eastern cliffs, sticking to the shadows. This path should have no baddies
 patrolling (unless they were tipped off, in which case one may come from the
 north) but does have two sniper towers where the wall changes course. Neither
 is that hard to take out, but like everything, it's a matter of spotting them
 first while maintaining cover. [Use NVGs of course.] If both sniper towers're
 down, the path now weaves west.

  � There is one ground sentry in this northern part who, like a foe before
    him, comes into view at two random points: (1) up the path from Foxtrot's
    position (2) around the west corner of the wall. Either way, he'll be
    obscured until the team is on top of him, but if he's not at #1, then he's
    at #2 100% of the time.

 There will now be no ground troops until Charlie. However, there are two more
 snipers to take care of.

  � Sniper 1 is in a final tower, at the crook of a wall -- this appears as an
    orange square on map. The player's best bet is to stand on a dune and get
    a shot by looking SE at the tower's north window. It's also possible to
    stand on the wall at Delta and use the same window, although this is a lot
    riskier.

  � Sniper 2 is on the armory's roof, and once Sniper 1's gone, the team will
    be in his sights. He looks NE or S, and using the camera POV will show the
    right time to strike. [If the alarm rang, he may enter the armory for a
    while and come back out, making him a wild card. Not good!]

 With all enemies out of the way, it's time to set the satchel at navpoint
 Charlie. Make sure Bravo's with and park them in a corner overlooking where
 the satchel is, because it'll create a hole large enough for people to move
 through -- having aim at anyone who emerges is a good idea. ["Fire at will"
 and all that.]

 While the satchel is charging, Able team should run back to Delta, where the
 pull-up point onto the wall is. Take out any guard just standing near the
 center, uh, whipping post and wait for the diversion to occur. This makes all
 foes automatically go to Charlie. The team can then drop in to disable the
 generator, either by cutting wires (slow & risky) or dropping a grenade right
 by it (fast & loud). The foes often stumble upon the wire-cutting operation
 so it's wise to get it over with quickly.

  � Foes here will use grenade launchers! A successful diversion makes most
    (all?) stand near Charlie, which is good since the armaments are inside
    the armory to begin with. However, unsuccessful diversions will make them
    run east towards the whipping post's yard and they can plug Able team in
    a heartbeat.

 Taking out the generator is the last of the Objective 1 portions, although it
 will be VERY VERY wise to jump back outside the wall, go to Charlie, and kill
 any remaining grenadiers just standing around near the armory. They're all in
 one place and that doesn't happen very often.
 ________________________________
| OBJECTIVE 2: Release Informant |
 ��������������������������������
 Mr. Pickle is in the cell block area (rectangle-shaped) but like all hostage
 situations, it's best to clear the remaining parts of the camp before taking
 him out into the open. The armory is a good place to start -- if the team
 neutralized the grenadiers around the hole at Charlie like directed, there
 shouldn't be anyone out in front any longer. Order everyone to fire at will
 and park them on the hill at Charlie, where they can see most of the camp's
 goings-on and any approaching gunmen.

  � There are a few blindspots to this, most notably enemies coming up the
    north side of the Armory (or rounding a corner there), plus the foes in
    the armory itself. There are two: one in the downstairs portion, one in
    the upstairs. Many a team has been coldcocked by the upstairs guy because
    he may also be on the stairway, so be ready to shoot quickly to avoid a
    lame death. [A 3rd armory grenadier ran out late from there earlier, so
    he's not counted.]

  � There is a map (intel) in the armory to take. If gotten before rescuing
    the prisoner, it is upstairs; if done after, it's downstairs. Both are
    on tables and easy to find, but doing the map thing first pays off bigtime.

 When the droves of insurgents stop coming, and the Armory is safe, good.
 Work south to the main gate, killing the sniper there and the one guy near
 the guard booth (south side, generally, and easy to miss). Using the entrance
 sniper's position can let one safely get the outdoors enemies skipped before.

  � Approaching the gate gives the INFILTRATE PRISON objective completion. Why
    it doesn't work when Charlie is broken through is beyond me.

  � There is a gate switch here but don't bother -- it just lets the enemies
    in and offers no tactical advantage prisoner- or escape-wise.

  � The rectangular building west of the cell block should have zero foes at
    this point, but the NE guard building might have a few. It depends on the
    team's point of entry.

 Following the entrance, ignore the prison block for a moment and check the
 NE tower, the last remaining stronghold for enemies. If there's anyone in
 there, they'll run out the front (south) door; if not, give it a once-over
 and return to the cells.

 Now the block only has a south entrance and there are two enemies inside, on
 either side of the door. Use NVG, camera POV, and various trajectories to see
 if they can be neutralized from outside. If not, there are two tiny booths
 in the SW/SE corners where they may hide and wait to ambush the unassuming
 SEALs. Once inside, search clink for Mr. Pickle -- there are other prisoners
 as well (nonlethal, unimportant).
 ________________________________
| OBJECTIVE 3: Extract Informant |
|            : Recon Encampment  |
 ��������������������������������
 Once Mr. Pickle is restrained and told to follow, he'll mention his map the
 guards took. This was taken to the armory earlier and should've been found,
 but if not, it'll be in the empty ground-floor room. Either way, this is the
 next destination since the Hind may be coming back.

  � This author STRONGLY urges the team to hole up in the armory and wait for
    the Hind to arrive after its 15:00 are up. Why? Because if it's not taken
    out here, it shows up at the desert camp near Foxtrot where there's very
    little cover and it pretty much assures the death sentence/failure.

    To hole up in the armory, place Mr. Pickle in the tiny downstairs room and
    have Bravo babysit in the middle of the adjoining room, where both lower
    doors are in view. This is because 2-3 enemies WILL attempt to infiltrate
    the armory when the Hind approaches. Kahuna should stay downstairs until
    they're killed because, well, Bravo is backup -- their performance ain't
    exactly A-rank and they can get themselves killed easily. Keep doors, at
    all times, closed.

      � Check upstairs again in case another insurgent has appeared!

    The Hind itself flies around the place and can easily rip apart a SEAL who
    isn't covered. This means Kahuna pretty much has to do this part by his
    lonesome (although some people prefer it this way!) The easiest way to hit
    the Hind is from the armory's 2F doorway. Any sniper rifle users should
    make sure to pick up an AK-47 in order to deal more damage, because that
    rapid-firing quality makes the most out of the chances given. Basically,
    use NVGs to identify the craft, pop outside (or shoot from doorway) and
    deal some damage, then hide back inside. The gun fires off 'x' number of
    shots in each clip, so after listening a bit, a player can find a rhythm
    to firing. The Hind smokes when it's being damaged successfully, and when
    a tiny explosion is heard, it'll start moving away -- it's a prelude for
    a fiery death! Ahahahahaha, die die die! Ahem...

 Supposing the Hind is kaput, that signals that no one's left in the prison
 camp! Make everyone (including Pickle) follow through Charlie and towards
 Foxtrot, which was previously off-limits by HQ. There's no resistence en
 route but just to be safe, expect the unexpected.

 The geography of the northern camp is basically a lowroad flanked by various
 cliffs. It's not super awesome for surveying all enemies but if anyone wants
 to get northeast to Foxtrot, they'll have to come up the middle, making it an
 effective bottleneck. Pickle should be stashed somewhere safe, perhaps by the
 bushy cliffs -- an enemy would have to be really nearby to shoot him and that
 shouldn't happen here. [Bravo can babysit if needed.]

  � As a player has definitely noticed, Mr. Pickle is quite excitable and when
    issued an order, he makes a loud yelling noise -- this DOES alert enemies
    nearby. Unfortunately there's no way around it, so use vigilance!

 Reconning the encampment is done by going to the bushy thickets and looking
 around, which is hard to do with Pickle yelling. No one is likely to come up
 the road from Foxtrot so hazard a chance and don't order him to do anything
 for this portion. When it's done, start shooting!

  � Failing to recon the encampment means there will only be a meager amount
    there, and after exploring (such as the pull-up point onto the bridge),
    they show up late in an ambushy sort of way. Make sure Pickle and his
    bodyguards stay behind if this is the case or they'll be caught in the
    crossfire.

  � The Hind appears here if not defeated in the camp, and supersedes the rebel
    forces event. If this happens, it's bad news -- there's not that much cover
    and people die easily. There's usually a little prep time though, so hiding
    Pickle in the western structure's dead-end is the best way, while Kahuna &
    the others play peekaboo -- appearing momentarily to shoot at the Hind and
    go back into cover. Doing this from the eastern building is a horrible
    choice that'll probably result in heavy casualties, but shutting off the
    generator there makes it a smidge easier to get around.

 Once Kahuna/Able has swept the camp clean -- and make sure to look at all
 angles as some enemies "spawn" out of nowhere -- order Pickle to follow. The
 last particular obstacle is killing the bridge guard, although if this was
 done prior, he won't appear (good idea!).

  � If Mr. Pickle gets caught in some scenery and can't move, but there's no
    enemies around, run away from him until his (H) icon marker is red, then
    run back -- he'll probably be unstuck. This is how it was for me, anyway.

 Move to the extraction point past the bridge to get outta this dump.

_______________________________________________________________________________
�������������������������������������������������������������������������������
11) Mouth of the Beast                                                   [WK11]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Mission: The nukes are your primary concern. We cannot allow them to stay in
          terrorist hands. Their location in htese caves is difficult to
          isolate specifically, but I'm certain your team can locate them,
          Commander. Be ready to defuse under pressure and work quickly.

 Objctvs: [1] Insert into Caves
              - Disable Radio Comm
          [2] Locate Vault
          [3] Secure Nukes
              - Arm Nukes
          [4] Move to Extraction

 Weapons: HK5 SD [submachine gun]
          HK5 [submachine gun]
          M14 [rifle]
          M60E3 [machine gun]
          SR-25 [sniper rifle]
          SR-25 SD [sniper rifle]
          M87ELR [sniper rifle]
          M4A1 [assault rifle]
          M4A1-M203 [assault rifle]
          M4A1 SD [assault rifle] --- RECOMMENDED
          M16A2-M203 [rifle]
          M16A2 [rifle]
          Mark 23 SD [pistol]
          226 [pistol]
          Mark 23 [pistol]
          9MM Pistol [pistol]

 Ahh, one of the best missions in the game, second only to the final one.
 _________________________________
| OBJECTIVE 1: Insert into Cavern |
|            : Disable Radio Comm |
 ���������������������������������
 The cavern entrance is at Foxtrot, up a large stair hugging a cliff's inner
 rim. Before that, however, one must eliminate the opposition who can radio
 ahead to their cohorts. Order Bravo to stay put and enter the thicket around
 the corner, which gives sight of two enemies, one nearby and the other a ways
 away. Take them out and keep camouflaged for about 15 seconds, which is the
 time it takes for a 3rd guy to come running around the corner, bewildered.
 Once he's taken out, that's half down!

 Stealthily move to the clifftop thicket at navpoint Charlie. This surveys the
 entire camp, and can spot a sentry (1) near Foxtrot (2) near rock formation
 north of Charlie (3) by northern stairway's lower reaches (4) northeast of
 Charlie, near the cliff base, with maybe just his head showing. Once all of
 these guys are taken out, there is a final 7th gunman to take out -- he's
 east of Charlie, behind some debris, and not staring at a wall, oblivious.

  � Idiot #7 rarely (like 10% of the time) may be southeast of Charlie, so
    check there briefly, too.

 When all forces are neutralized, locate the radio at navpoint Delta and put
 it out of commission.
 ________________________________
| OBJECTIVE 2: Locate Vault      |
|            : Disable Generator |
 ��������������������������������
 Collect everyone and quietly approach Foxtrot. Use the camera to peek around
 the corner, seeing if the two enemies inside are flustered. If they are,
 they'll head to the door; if they aren't, take 'em out, then shoot the light
 bulb inside. The (local) insurgent forces will soon know something's awry, so
 stealth is easiest maintained here by staying in the dark. Order everyone to
 hold position and fire at will, because quite a few enemies will come in from
 the north.
 
  � Not all enemies come out at once. They can be flushed by throwing a 'nade
    usually, or by approaching the south entrance, which most are continuously
    creepy towards. Just be careful that enemies from the east don't get any
    potshots off!

  � If Kahuna is using an assault rifle/machine gun, remember to use tactical
    reloading! [That is, switching to a fresh magazine in downtime to avoid
    reloading when the terrorists are bearing down.]

  � When all foes are killed, turn off the generator -- this cuts light to the
    tunnel leading up to "indoor pool". The southern rocky path leads outside
    into a sniper's sights, but by avoiding him now, it's possible to come
    around aft and catch him off his perch.

 The drainage pond is connected to three branching paths, all having an enemy
 presence. Like before, give the hold position/fire at will orders a little to
 the west of its entrance, because when Kahuna approaches, the insurgents'll
 start giving their war whoops and burst through the bottleneck. This area's
 semi-drained after awhile, but the longer north path may have a few guys.

  � Like all these situations, Kahuna may have to venture forward into danger
    a bit and retreat, drawing any stragglers out. When he reaches the pond,
    they may come from different directions (east/north) so be careful. Taking
    out the lightbulbs in the area helps give extra cover.

 After turning the pond into a graveyard, it's time to venture north again.
 There probably won't be anyone here but expect the unexpected anyway. Up the
 tunnel, it's possible to shoot the enemy's other radio (just for kicks). It's
 right by the lower south entrance, and there's a generator nearby that can
 turn off the area's lights.

  � The generator is mostly a decoy: it doesn't turn off anything important
    and typically 1-2 enemies come in from the rocky terrain south of there,
    including a grenadier. Shooting out the lights before betraying cover is
    a lot smarter putting the doorway to one's back! [If only one guy shows
    up, the other is probably patrolling the outdoor part adjacent.]

  � Only in recent plays have I noticed the generator chamber looks south and
    Romeo's ledge is visible. This means one can spy it earlier than normal
    and perhaps take out the sniper. [But it'll have to be a "cold" shot w/o
    Aim Assist, due to how far away it is.]

 With the grenadier and his pal dead, park Bravo near the lower doorway and
 continue eastward to Juliet, a lookout point overlooking the outdoor dunes.
 There'll probably be little ground activity here, but a sniper, in-between
 Juliet and Romeo, and one at Romeo, can sometimes be seen (the latter less
 likely, as he may be crouching).

 That southern region Juliet/Romeo overlook contains the entrance to the
 vault caves -- that wooden lower one is the real way to go in. Before doing
 that, though, the southern pass leads back to the sniper (remember the one
 y'were advised to ignore?), and the team can shoot him in the back; or, he
 dismounts and runs forward, which is just as good.

 Now, about the vault entrance with the wooden fringe. Park Bravo outside and
 give 'em a "fire at will" order, then, as Kahuna, run forward a bit to bait
 the event where 3 enemies storm out (although not all at once). This is a
 crucial area for survival, because oftentimes they can kill someone -- Kahuna
 has to protect everyone's back AND front, so to speak. [If the Romeo sniper
 wasn't killed before, watch out for him too.]

  � It'll be obvious when the enemies come out -- not because of cacaphonous
    hollering but because there'll be a tiny cutscene where Kahuna reminds
    everyone that about the nukes. That leaves about 6 seconds to get ready
    (prone camouflage)!

  � An alternative a player may think of is climbing up to Romeo and attacking
    from above, while Bravo team waits outside. This is all sorts of wrongness
    so don't do it. Mainly because (1) Bravo needs to be babysat in case they
    come under fire (2) Boomer doesn't regroup by climbing to Romeo, he does
    it by running through the caves like an ingrate, and will probably die
    because of it.

 With the three terrorists dead, everyone can safely infiltrate. Shutting off
 the generator here completes the secondary objective, too. That darkness will
 be put to the test when another ambush event takes place north of there. The
 1-3 enemies who appear (often 3) come from that northern dirt corridor, and
 run through a bottleneck to get to the chamber. If the SEALs hole up there,
 it should be a cinch.

  � If the enemies are given license to spread out, they could form a pincer
    attack, as one guy goes to the generator chamber area and not all rush
    out in one group.

 With the final annoying ambush event done, everyone should move north up the
 hall. The first group of boxes has no surprises but a gunman may be hiding
 at the top of the next one, where the path starts to decline again -- don't
 be complacent in searching around!

  � If the guy behind the boxes isn't there, it's probably because he's found
    a new place to roost: the boxes at the bottom of the next incline. This's
    prime position since it's usually empty, so be aware!!

 After the celebratory Mullah cutscene, the north route goes to the vault.
 However, when it's found, the team must rush to the nukes -- it pays to bait
 enemies out! Shooting lights and killing someone through the makeshift gate
 can draw them out in the range of 2-4 -- it depends on where they are at the
 time. [Stragglers come out if y'wait long enough.]
 _______________________________
| OBJECTIVE 3: Secure the Nukes |
|            : Arm Nukes        |
 �������������������������������
 As soon as the vault is breached, the enemy rushes to get the nukes in the
 NE room. Order [Team > Ambush] to have them sweep the chambers, while Kahuna
 goes after the spooked guy -- the one rushing north -- and kills him. There
 will also be a sentry in the NE room, either in the NE corner by boxes or
 the SE corner, in between the gate and box.

  � Nukes are secured only when all enemies are killed. If the allies have
    been ordered to Ambush and the NE room is clear, and the objective still
    isn't finished, that means there's a straggler somewhere. Kill him before
    he ruins everything -- victory tastes bitter that late in a mission.

 When all enemies are killed here, the new objective of arming the nukes is
 given. The arming can actually be done during the SECURE THE NUKES portion,
 but the time it saves isn't worth the risk of getting shot up.
 _________________________________
| OBJECTIVE 4: Move to Extraction |
 ���������������������������������
 � This lengthy mission can take a toll on the firearms, and it's not unheard
   of to get toward the end and have no ammo! Keep an eye on the reserves and
   pick up an AK-47 if y'have to. It's better than finding someone and drawing
   blanks...literally.

 Arming the nukes gives a 7:00 time limit to escape to extraction, which is
 the initial part of this level, near Delta/Foxtrot. HQ will radio in to say
 that terrorists are closing in on the team's location, so the way back won't
 be as smooth as one'd have hoped.

 NVG it through the vault cave complex which should be dark as midnight, and
 give the SEALs a bit of cover. Towards the generator room, five enemies will
 come in/around so use a bottleneck for cover and take 'em out. [The event
 ends when the "hurry!" music ends.]

 Back outside near Romeo, there may be another guy just standing around but
 no one else. The shortcut way is to take the south path to where the lone
 sniper used to be. There will probably be a firefight here, either amongst
 the rocks (good cover!) or at the dirt tunnel's entrance (bad cover!). The
 final stretch is pretty easy, except for perhaps one final gunman near the
 cave entrance.

 Extract and watch the fireworks!

_______________________________________________________________________________
�������������������������������������������������������������������������������
12) Deathblow                                                            [WK12]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 Mission: Mullah Al-Qadi and his brother have been tracked to a bombed-out city
          in the south, where an aircraft will likely arrive to extract them.
          The Sadikahu are well-prepared for an attack and Al-Qadi will not be
          easy to locate. You must work quickly to eliminate him and his
          brother in time.

 Objctvs: [1] Eliminate Kitten
          [2] Eliminate Fat Cat

 Weapons: HK5 SD [submachine gun]
          HK5 [submachine gun]
          M14 [rifle]
          M60E3 [machine gun]
          SR-25 [sniper rifle]
          SR-25 SD [sniper rifle]
          M87ELR [sniper rifle]
          M4A1 [assault rifle]
          M4A1-M203 [assault rifle]
          M4A1 SD [assault rifle] --- RECOMMENDED
          M16A2-M203 [rifle]
          M16A2 [rifle]
          Mark 23 SD [pistol]
          226 [pistol]
          Mark 23 [pistol]
          9MM Pistol [pistol]

 There is a 20:00 to do this mission in, but it stops during pauses.
 ________________________________
| OBJECTIVE 2: Eliminate Fat Cat |
 ��������������������������������
 This mission will be the toughest so far, boasting the largest amount of
 forces and an urban map that plays off it. Basically, this bombed-out city
 is home turf for the guerillas, and the SEALs have to work quickly to take
 out the two targets. Undoubtedly the smartest way to proceed is taking out
 the big fish first, Mullah Al-Qadi, who's hiding in the western building,
 a desert skyscraper if y'will. Its height gives a good vantage point to the
 rest of the surrounding insurgents, so that's an added bonus.

 Starting in the SE corner of the map, everyone's got their work cut out for
 'em. Start by moving (everyone) westerwardly from the starting building husk,
 taking out the two insurgents who always appear over a hill SW of navpoint
 Echo. This southern area, on the fringe of town, is a good place to start
 neutralizing insurgents from, as they stand out easy among the lighter dune
 terrain, not to mention the broken walls and whatnot provide good cover.

 The destination should be an wall near the lowest row of buildings' western
 side (it looks like an "L" when viewed from the east). This provides cover,
 and gives a vantage to the Mullah's building, plus any insurgents coming
 through a tiny alley there. A few folks will come from near Echo but most
 will come through said alley, plus a variety from buildings farther away --
 some emerge from near the Tank, others from alleys across the street. There
 is also 3-4 grenadiers in this area, who appear mostly north of the wall
 (except 1-2 who show up at the angled, isolated wall west of there).

 When the fighting subsides, move west to said angled, isolated wall and get
 a vantage point on Mullah Al-Qadi's building's west side, where a few folks
 may be around the intact walls/building base. Following their funerals, move
 to the west wall of the tiny building _south_ of the "skyscraper," using the
 camera to see who's coming down the alley. The folks will start screaming
 gibberish at this time so there's no surprises.

 Everything good? Good. Time to infiltrate the building. Enter the wall hole
 on the north side and see if any stragglers are sitting around there, although
 if there are, they probably number 1-3 (there may be zero even). The Mullah
 is on the top floor near the south-side stairway and may try to flee by using
 the wooden planks to get to the next building over...which is kinda stupid in
 the long run. Never put your back to the enemy!

  � This author completed the first portion in 5:44, which is respectable. If
    one splits the mission's timer down the middle, that's 10:00 for each
    target -- lots of leeway. Practicing the run helps improve the efficiency
    of the run.  
 _______________________________
| OBJECTIVE 1: Eliminate Kitten |
 �������������������������������
 The reason this was done last is because thinning the forces helps a lot --
 much of the force was concentrated in the city and a bunch of level ground
 is horrible for fighting everyone off. Kitten is in the building complex
 on the opposite end of the city, so it's time to pick up the pace. Use Fat
 Cat's building's vantage point (2F is perfect) to snipe any insurgents around
 at ground level.

  � Occasionally someone infiltrates and manages to use the 1st-floor stairway
    to kill a teammate. Assign Bravo to hold position right there and hope they
    do a good job.

 Once the local area is sterilized, it's time to sweep east to Kitten's area.
 The best way is the east-west street one over from navpoint Foxtrot, which
 is dangerous but a lot more helpful than others at the same time. Most of
 the buildings here are small, subdivided, and have windows facing the
 streets -- a perfect storm for ambushers. Additionally, there are a few foes
 who may use rooftops to blast grenades (this usually happens in heart of the
 city), so hopefully the team's diligence back at Fat Cat's building payed off
 and cleared (most of) 'em.

 Like any urban warfare, meticulousness pays off in spades -- don't just run
 past a building, sweep it first and continue. Although most are single-story,
 some with 2Fs may have enemies left...and if they don't, they give a bird's-
 -eye view to ground foes running around.

  � Keep an eye on the ammo reserves, and tactical reload when needed. There
    is almost no way to get through the mission without switching weapons at
    some point (or rarely, finding correct ammo for silenced assault rifle),
    so don't get caught with nothing in the chamber!

 There is one particularly good 2F building NNW of Kitten's complex that gives
 a great line of sight to their second-story gunmen, while providing cover at
 the same time. There's little risk involved as well, besides one gunman there
 (probably already killed) or one who yells and comes up the concrete slab that
 now acts as a makeshift ramp.

 After a long trek east, and slaying many insurgents, it's time to infiltrate
 the final target's building. The eastern side has a few broken walls and may
 collect some of the riffraff gunmen (ground level), so take care of them
 first. Helpfully, most of the ground-floor walls have been knocked out, so
 there's little hiding place but lots of great shot opportunities. Not
 surprisingly, Kitten is on the 2F. The elevated dunes around the building
 probably won't be that helpful, but by storming upwards and carefully
 searching around -- there'll probably be no helpers -- he can finally be laid
 to rest.

 And so can this mission. And game! Congratulations!
          _________          _______    _______  _        ______   _ 
          \__   __/|\     /|(  ____ \  (  ____ \( (    /|(  __  \ ( )
             ) (   | )   ( || (    \/  | (    \/|  \  ( || (  \  )| |
             | |   | (___) || (__      | (__    |   \ | || |   ) || |
             | |   |  ___  ||  __)     |  __)   | (\ \) || |   | || |
             | |   | (   ) || (        | (      | | \   || |   ) |(_)
             | |   | )   ( || (____/\  | (____/\| )  \  || (__/  ) _ 
             )_(   |/     \|(_______/  (_______/|/    )_)(______/ (_)

 So what's unlocked? Beating the game once (Ensign) unlocks terrorist weapons
 for use, beating it twice (Lt. Junior Grade) unlocks level select, and doing
 it a third time (Admiral) opens the MGL grenade launcher for use.
 
_______________________________________________________________________________
�������������������������������������������������������������������������������
V. FREQUENTLY ASKED QUESTIONS                                            [FAQZ]
_______________________________________________________________________________
�������������������������������������������������������������������������������

 [Q] - Why don't you have any online play information?
 [A] - 'Cause I've never hooked it up online, and there are in-depth guides
       for that sorta thing (it's not pertinent to a campaign walkthrough)

 [Q] - Is a microphone/headset required to play the game?
 [A] - No. Orders can be issued through the O-button menus.

 [Q] - I got the M16A2-M203 rifle but it won't fire grenades! What gives?
 [A] - Grenades have to be carried as equipment items, so they take up one of
       those slots (and can't be deployed like normal ones). If that's done,
       the rifle's firing type has to be changed -- with L3 button -- until it
       fires grenades primarily. Normal grenade launchers don't have this
       problem.

_______________________________________________________________________________
�������������������������������������������������������������������������������
VI. UPDATES & CONTRIBUTORS                                               [UPDT]
_______________________________________________________________________________
�������������������������������������������������������������������������������
 11-19-09 -----------------------------------+ Started walkthrough
 11-23-09 -----------------------------------+ Finished walkthrough

THANKS TO...
������������
 � Sailor/Ceej, for hostin' my FAQstuffs
 � The messageboard, for being awesome
 � Readers, because that's who I harvest to make my stew! Just kidding (ILU) <3

_______________________________________________________________________________
�������������������������������������������������������������������������������
VII. LEGALITY                                                            [LGLT]
_______________________________________________________________________________
�������������������������������������������������������������������������������
This document is intended for private home use ONLY, and may not be reproduced
through electronic or commercial means without the expressed consent of the
author (P. Summers). It cannot be hosted, edited, or distributed for profit,
and may not be given away as an add-in/gift to bought items. All rights are
reserved to respective parties, even those not explicitly stated herein. Those
who find this document on sites not listed below should e-mail the author (me).
Thanks for reading this, and thanks for respectin' FAQ authors.

 Allowed Sites:                       Disallowed Sites:

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  � Chaptercheats.com                           E-mail me for permissions ~
  � Cavesofnarshe.com                        shotgunnova (a+) gmail (d0t) com.
_______________________________________________________________________________
EVERY TIME HE SHOT UP         Document � Shotgunnova, 1997-2009 (and countin'!)
DRINKING HOLY WINE, HE'D                       ??? namesake � respective owners
SPILL IT DOWN HIS SHIRT IN SHAME                  E N D   O F   D O C U M E N T