/�����|/����\ /�����/����\|��\/��| ,---���������������������������'���| ( (����( |��| ) |���( (��) ) | ( 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: � Gametalk.com � cheatcc.com � GameFAQs.com � MyCheats.com � Neoseeker.com � Gamesradar.com � Supercheats.com � Honestgamers.com � 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