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FAQ/Walkthrough

by EpsilonGSG

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            P L A Y G R O U N D      O F      D E S T R U C T I O N
-------------------------------------------------------------------------------

                          MERCENARIES FAQ/WALKTHROUGH
                                  VERSION 3.0
                          FOR PLAYSTATION 2 AND X-BOX
                        BY:  Evan Rowlands (EpsilonGSG)
                              CREATED: 01-19-2005
                            LAST UPDATE: 03-19-2007
                       E-MAIL:  [email protected]

                   NUMEROUS CONTRIBUTIONS FROM ENIGMA NOSTRA

               [ CHECK GAMEFAQS.COM FOR THE MOST RECENT UPDATE ]
           
---------------------------.-----------------------.---------------------------
===========================| 01. TABLE OF CONTENTS |===========================
---------------------------'-----------------------'---------------------------

To quickly arrive at your desired section, enter the search code found after
the section you desire into your browser's find feature (probably Ctrl + F).


01.    Table of Contents
02.    Introduction
03.    About Mercenaries ..................................... MERCS03
04.    Controls .............................................. MERCS04
05.    General Tips .......................................... MERCS05
06.    Walkthrough  
       A. Part 01 - The Clubs ................................ MERCS06A
       B. Part 02 - The Diamonds ............................. MERCS06B
       C. Part 03 - The Hearts ............................... MERCS06C
       D. Part 04 - The Spades ............................... MERCS06D
07.    Challenges                                             
       A. Southern Province .................................. MERCS07A
       B. Northern Province .................................. MERCS07B
08.    The Characters ........................................ MERCS08
09.    The Factions .......................................... MERCS09
10.    Deck of 52                               
       A. Clubs .............................................. MERCS10A
       B. Diamonds ........................................... MERCS10B
       C. Hearts ............................................. MERCS10C
       D. Spades ............................................. MERCS10D
11.    Vehicle List                                       
       A. Wheeled Vehicles ................................... MERCS11A
       B. Tanks .............................................. MERCS11B
       C. Helicopters ........................................ MERCS11C
12.    Weapons List .......................................... MERCS12
13.    Airstrikes List ....................................... MERCS13
14.    Merchant of Menace Shop List                   
       A. Vehicles ........................................... MERCS14A
       B. Supplies ........................................... MERCS14B
       C. Airstrikes ......................................... MERCS14C
15.    Bounty Items
       A. WMD Blueprints ..................................... MERCS15A
       B. National Treasures ................................. MERCS15B
       C. Monuments .......................................... MERCS15C
       D. SK Listening Posts ................................. MERCS15D
16.    Codes and Secrets                               
       A. Cheats ............................................. MERCS16A
       B. Unlockables ........................................ MERCS16B
       C. Etcetera ........................................... MERCS16C
17.    Fun Stuff ............................................. MERCS17
18.    PDA E-Mails                              
       A. Unsorted ........................................... MERCS18A
       B. Deck of 52 ......................................... MERCS18B
       C. Help - General ..................................... MERCS18C
       D. Help - Weapon Data ................................. MERCS18D
19.    Frequently Asked Questions                   
       A. Before You Buy ..................................... MERCS19A
       B. Getting Started .................................... MERCS19B
       C. General Gameplay ................................... MERCS19C
       D. Contracts .......................................... MERCS19D
       E. Deck of 52 ......................................... MERCS19E
       F. Cheat Codes ........................................ MERCS19F
20.    Miscellaneous Help .................................... MERCS20
21.    Contribution Requests ................................. MERCS21
22.    Update History ........................................ MERCS22
23.    Credits ............................................... MERCS23
24.    Legal Information ..................................... MERCS24




---------------------------.-----------------------.---------------------------
===========================|   02. INTRODUCTION    |===========================
---------------------------'-----------------------'---------------------------

Note: This guide works for both the PlayStation 2 and the X-Box, but all button
references are for the PlayStation 2.

------------------
 REASON FOR BEING
------------------

The reason for my writing of this guide is to first and foremost help anyone
who is having trouble with any aspect of Mercenaries. I picked up Mercenaries
the day that it was released and was so thoroughly impressed with it beyond all
of my expectations that I could not resist writing a guide for it, so here it 
is.


---------------------
 VERSION INFORMATION
---------------------

This guide is now at version 3.0, which is, essentially, the final version. I
will refrain from titling the version as "FINAL" in case of any major errors
that may require correcting.


---------------------
 CONTACT INFORMATION
---------------------

For this guide I have set up a special e-mail account.

If you have a question, contribution, correction, or even a helpful
suggestion, you can send it via e-mail to:

[email protected]


------------------
 GUIDE STATISTICS
------------------

SIZE: 400 KB
LINES: 11,206


--------
 THANKS
--------

Since the writing of this guide, I have received hundreds of e-mails from you
all. Even if I have not gotten back to you, I greatly appreciate all of the
questions, comments, concerns, contributions, and even the spam (well...maybe
not the spam :P).

I am flattered that so many of you have even opened this guide, and I am very
glad that it could help, even in a small way.

Thank you all for making the writing of the guide worthwhile.




---------------------------.-----------------------.---------------------------
===========================| 03. ABOUT MERCENARIES |===========================
---------------------------'-----------------------'---------------------------
                                    MERCS03

You are a mercenary who is going to Korea. North and South Korea are warring 
and you have been sent in to hunt down a "Deck of 52" wanted North Korean bad 
guys. For eachof those "cards" you capture or kill, you get paid a bounty (full
bounty if captured, half bounty if killed). 

Along the way you will accept contracts from four factions, the Allied Nations,
the Chinese, the Russian Mafia, and the South Korean Union. Each faction has
their own goals in the region, but you don't care, you just want your money.

Your ultimate goal is to capture General Choi Song, the North Korean leader who
is the Ace of Spades in the Deck of 52, and get paid the bounty of 
$100,000,000.

To achieve that goal, you can use whatever you can find. As the back of the 
game box states: "If it drives or flies, you can hijack it. If it shoots or
explodes, you can use it as a weapon. You are free to go anywhere, destroy
anything and blow the crap out of everything." I couldn't have said it better.

The Mercenaries game manual that comes in the case along with the game gives
a general background story to help set the plot for you. It reads as such:

  "You are a professional warrior, about to drop into a landscape rife with 
   chaos. You know this because they only call people like you when things
   get really hairy. This might be the job that does you in...or the job that
   sets you up for life.

   The conflict began not too long ago... the leader of North Korea, the 
   aging President Choi Kim, had extended an olive branch to South Korea,
   embracing their "Sunshine Policy" and reviving hopes of peaceful 
   reunification. In return, South Korea agreed to pump money into North 
   Korea on the condition that they dismantle their military. President Choi
   Kim became a populist figure among the youth of South Korea, and brough a 
   new sense of hope and pride to the people.
  
   No one was aware of the hidden darkness waiting to shatter the peace. Kim
   Song's son, General Choi Song, wasn't satisfied with negotiations and peace
   treaties. He believed his father had lost sight of North Korea's destiny.
   In the midst of a signing ceremony celebrating a road map to the
   reunification of Korea, General Song staged a coup. Backed by an army of
   insurgents, he stormed the ceremony and wiped out the North and South 
   political leaders in a shower of gunfire. Without hesitation, he even 
   snuffed the life of his own father.

   The new ruler expelled all foreign embassy personnel and aid workers. The
   country "went dark" as the emerging dictator Choi Song cut off all
   communications with the outside world. Diplomatic overtures failed. Song
   barred entry to foreign press and weapons inspectors. Eventually the
   world's headlines turned to other crises. But rumors ran through the
   network of mercs, and each one hinted the worst. Then the worst came.

   When the Royal Australian Navy showed up to rescue the crew of a North
   Korean freighter floundering in a storm, they discovered the sailors
   making a hasty effort to scuttle the ship. Their suspicions aroused, the
   Aussie sailors searched the boat and found nuclear weapons in the cargo
   bay, bound for an Indonesian company known as a front for terrorists. The
   undeniable link between General Song, nuclear weapons, and terrorists sent
   shock waves through the Allied Nations. Within hours of the discovery,
   Chinese intelligence released a report revealing that North Korea's missle
   capability was much more advanced than suspected---the North Koreans now
   had intercontinental missles powerful enough to hit targets on all seven
   continents.

   An Allied Nations-initiated Task Force was hastily formed, consisting of
   troops from around the globe. They invaded North Korea, smashed through a
   division of North Korean regulars and captured the launch sites in
   Yongbyon. But theit victory was short-lived. A.N. weapons inspectors 
   found documents at the sites revealing that North Korea was building 30
   nuclear warheads at another---still unknown---launch site. Even worse, the
   evidence made it clear that the missiles would be ready to launch in just
   three weeks. The distant threat of an enemy that could end my days from 
   across the world was much worse.

   The A.N. forces now had a new, urgent agenda: find and capture Song
   before those missiles were launch-ready and the General was at the helm 
   of a new nuclear superpower. After a week or two of fruitless searching, 
   the A.N. press conferences took on an air of desperation. They distributed
   a "most wanted" list in the form of a "Deck of 52" playing cards. Song, of
   course, was the Ace of Spades. His top military and scientific advisors
   filled out the rest of the deck, along with a smattering of criminals that
   he'd hired to help out. An A.N. spokesman appeared on Global Satellite
   Reporting Network (GSRN) and announced an "open bounty" on General Song.
   The price? One hundred million dollars.

   Fiona Taylor, the Executive Operations technical office, called and gave
   the situation report. That was just hours ago. And now you are on a cargo
   plane headed for the Demilitarized Zone, about to catch your last bit of
   shuteye before making a drop into the most dangerous place on Earth..."

Good luck Mercenary.




---------------------------.-----------------------.---------------------------
===========================|     04. CONTROLS      |===========================
---------------------------'-----------------------'---------------------------
                                    MERCS04

The controls for Mercenaries are not too difficult. It took me a little while 
to adjust to controlling the tanks, but once I got it down, it was almost
second nature to me. The controls are separated into four categories, (1) On
Foot, (2) Wheeled Vehicles, (3) Tanks, and (4) Helicopters.          

---------
 ON FOOT 
---------

Left Analog Stick ............. Moves your merc
Right Analog Stick ............ Moves the camera
X ............................. Reload                                   
Square ........................ Bash (To open a crate or stun someone)   
Triangle ...................... Action (Use when in a colored circle)    
Circle ........................ Jump                                     
L1 ............................ Throw Grenade                            
L2 ............................ Switch Grenade types (Frag / Flash)      
R1 ............................ Trigger / Select item from Support Menu  
R2 ............................ Switch between weapons                   
Select ........................ Bring up PDA                             
Start ......................... Pause                                    
L3 ............................ Change Stance                            
R3 ............................ Use Binoculars / Weapon Scope            
Up and Down on D-Pad .......... Scroll through Support Menu items        
Left on D-Pad ................. Toggle Faction Flags above soldiers      
Right on D-Pad ................ Display Merchant of Menace screen        


------------------
 WHEELED VEHICLES 
------------------

Left Analog Stick ............. Steer Vehicle                            
Right Analog Stick ............ Moves the camera                         
X ............................. Accelerate                               
Square ........................ Brake / Reverse                          
Triangle ...................... Exit vehicle, passengers exit also       
Circle ........................ Horn (nearby allies get in vehicle)      
L1 ............................ Exit vehicle, passengers remain inside   
L2 ............................ Command passengers to leave vehicle      
R1 ............................ Handbrake                                
R2 ............................ NOT USED                                 
Select ........................ Bring up PDA                             
Start ......................... Pause                                    
L3 ............................ NOT USED                                 
R3 ............................ NOT USED                                 
Up and Down on D-Pad .......... NOT USED                                 
Left on D-Pad ................. Toggle Faction Flags above soldiers      
Right on D-Pad ................ NOT USED                                 


------- 
 TANKS 
-------

Left Analog Stick ............. Steer Vehicle (Left/Right)               
                                Accelerate/Brake and Reverse (Up/Down)   
Right Analog Stick ............ Rotate Turret                            
X ............................. NOT USED                                 
Square ........................ NOT USED                                 
Triangle ...................... Exit vehicle, passengers exit also       
Circle ........................ Horn (nearby allies get in vehicle)      
L1 ............................ Exit vehicle, passengers remain inside   
L2 ............................ Command passengers to leave vehicle      
R1 ............................ Fire Weapon                              
R2 ............................ Switch Weapons (Some vehicles only)     
Select ........................ Bring up PDA                             
Start ......................... Pause                                    
L3 ............................ NOT USED                                 
R3 ............................ NOT USED                                 
Up and Down on D-Pad .......... NOT USED                                 
Left on D-Pad ................. Toggle Faction Flags above soldiers      
Right on D-Pad ................ NOT USED                                


-------------
 HELICOPTERS 
-------------

Left Analog Stick ............. Strafe left and right (Left/Right)       
                                Accelerate/Brake and Reverse (Up/Down)   
Right Analog Stick ............ Rotate left and right (Left/Right)       
                                Aim up and down (Up/Down)                
X ............................. Ascend                                   
Square ........................ Descend                                  
Triangle ...................... Exit vehicle, passengers exit also       
Circle ........................ Horn (nearby allies get in vehicle)      
L1 ............................ Exit vehicle, passengers remain inside   
L2 ............................ Command passengers to leave vehicle      
R1 ............................ Fire Weapon                              
R2 ............................ Switch Weapons (Some vehicles only)      
Select ........................ Bring up PDA                             
Start ......................... Pause                                    
L3 ............................ NOT USED                                 
R3 ............................ NOT USED                                 
Up and Down on D-Pad .......... Raise Winch / Lower Winch                
Left on D-Pad ................. Toggle Faction Flags above soldiers      
Right on D-Pad ................ NOT USED                                 




---------------------------.-----------------------.---------------------------
===========================|   05. GENERAL TIPS    |===========================
---------------------------'-----------------------'---------------------------
                                    MERCS05

There are a lot of things in Mercenaries that rarely are discussed in detail
unless a specific question is asked on those subjects. Hopefully this section
can take some of those subjects and answer any questions you might have about
them.

----------
 DISGUISE 
----------

Disguise is a simple idea turned slightly confusing. Essentially, whenever you
are in a faction's vehicle and either no one saw you get in or you have driven
away from those who did see you get in, you are disguised as a member of that
faction. This works for any vehicle, even completely open-top ones. Whenever an
officer of any faction spots you however, you lose that disguise. How anyone
can see through a completely closed vehicle such as a tank, I will never
understand... But that's how it goes.


--------------------
 FRIENDLY FIRE A.I. 
--------------------

The A.I. is very well done in Mercs, but beware, one thing they simply cannot
seem to grasp is the concept of Friendly Fire. Yes, that stray bullet might not
have been intended for that South Korean (or Allied, Chinese, Russian) soldier
over there, but those who saw your bullet hit that soldier don't care. They
will begin firing on you. Be careful.


------------------------
 "DESTROY ANY BUILDING" 
------------------------

Every building can be destroyed one way or another, BUT it seems that trees
are indestructable. That's right! Drive that tank over a few cars, take out a
few fences, or another tank perhaps. But when you drive that tank at a tree, it
will not budge. Maybe Pandemic or LucasArts has nature activists working for
them?


---------
 STEALTH 
---------

Stealth is your friend. This is true regardless of your character choice. The
mercenary you choose to play as simply changes HOW MUCH stealth you can use.
Stay out of sight and high in mountains or hills as much as possible, using the
Sniper Rifle to do the dirty work.


-------------------------
 TRIGGER HAPPY GOOD GUYS 
-------------------------

If you have a gunner mounting a gun on the top of your vehicle, know that they
will fire upon any hostile, regardless of whether or not it is a Deck of 52
member. I lost many a number card my first time through by getting too close
with a gunner on top of my vehicle.


-----------------------
 USE SOLDIERS AS PAWNS 
-----------------------

Every faction's soldiers are expendable. Sure... it's not nice. It's probably
rather immoral, but hey, it's a video game. So long as it's the North Koreans
who kill them and not you, it's all good.


-------------------
 FACTION TERRITORY 
-------------------

If the map is shaded BLUE, the area is the territory of a faction. Going into
it will be treated as trespassing and you will be shot at, regardless of your
relationship with the faction.


------------------
 RESTRICTED AREAS 
------------------

If the map is shaded RED, the area is a Restricted Area... It is essentially a
way of making it seem like the map doesn't end by preventing you from getting
to the edge. Going into these areas will result in three Allied planes bombing
you. Yes, I said bombing you.


--------
 SAVING
--------

Saving your game is simply done, just press START to bring up the pause menu
and choose the option that says "SAVE GAME". Choose a save file and press the
indicated buttons.

Saving helps you to not need to do things over due to mistakes. Save before
every contract since you cannot save during contracts. 


------------
 BINOCULARS 
------------

Your mercenary has a pair of high-powered binoculars. These binoculars perform
a variety of helpful actions. They calculate the distance to the point you are
looking at, they identify people, vehicles, and certain other items, and more.

To access your binoculars, press the R3 button when you are on foot. Use the
left analog stick to control the binocular's movement and use the right analog
stick to zoom in and out.


---------------
 WEAPON SCOPES
---------------

Some weapons are equipped with telescopic scopes. Whenever the weapon that your
mercenary is holding has a scope, pressing R3 will bring that up instead of the
binoculars.

The scope cannot identify people and vehicles, but it does allow you to zoom in
up to 10x on a target and fire. This is a particularly helpful feature on the
Sniper Rifle.


------------------
 ACTION HIJACKING
------------------

You can hijack any enemy vehicle. However, before you can do so, you must kill
the gunner on the vehicle if there is one.

If there is no gunner, there will be a green circle somewhere near the vehicle
(with the exception of helicopters, the green circle appears next to the shadow
of helicopters when they are low enough). Press triangle when inside the green
circle to hijack the vehicle.


----------------------------
 ARGH! WHO SET THE ALARM!?!
----------------------------

There are large alarm towers near many bases, both friendly and hostile. 
Whenever someone there is attacked, the soldiers will try to turn on the alarm
towers to summon reenforcements. If they do so, buildings will begin to spawn
soldiers and all other soldiers will be alerted to the presence of you, causing
more trouble for you to deal with.


--------------------------------
 HELICOPTERS AS A SECOND OPTION
--------------------------------

[ Contributed by Joseph Babitsky ]

Sometimes instead of using a vehicle's disguise to infiltrate certain areas,
you can simply purchase a helicopter from the Merchant of Menace to get in and
out of the area quickly.


-------------
 MELEE KILLS
-------------

[ Contributed by Engima Nostra ]

Two quick smacks with your gun will kill anyone, this is great for when you 
have a rocket launcher out and some NK punk comes up close, can be faster than
switching. Also be careful because it can kill your H.V.T.'s.


--------------
 JUST KICK IT
--------------

[ Contributed by Enigma Nostra ]

If your Ammo/Armor/Cargo crate isn't where you want it, just kick it to where 
you do want it with the bash attack.


----------------
 STUCK VEHICLES
----------------

[ Contributed by Enigma Nostra ]

If you have your tank/chopper/vehicle that you like stuck on a small incline 
(not flipped, just up on a rock and stuck or something), get to where you're
facing it and the direction you want it to go, and start smacking. With tanks
especially - you won't do any damage, and patience can reward you. Sometimes it
will take a bit, but if it's rare or sexy, go ahead and spend the time, it's
probably easier to just go ahead and replace it.


-----------------------
 CHOPPER DESCENT SPEED
-----------------------

[ Contributed by Enigma Nostra ]

Be very careful when landing choppers, if you go in fast, it's just like any 
other vehicle hitting the ground hard - it hurts. You can destroy your ride 
very quickly with this, so go in fast, but cut the descent at the last minute 
and ease it to the ground when possible. On the other hand, sometimes the 
chopper is disposable, and if you've got AA coming in, fast is the only choice.
Just be careful.


---------------------------------------------
 USING CHOPPER WEAPONS WHILE USING THE WINCH
---------------------------------------------

[ Contributed by Enigma Nostra ]

You can't shoot chopper weapons while the winch is down and you DON'T have 
anything loaded. I'm guessing this is because you're "targeting" with it. But
after you have something, anything, stuck to the winch, you can shoot again.


------------------------------------
 COLLECTING BOUNTIES FROM A CHOPPER
------------------------------------

[ Contributed by Enigma Nostra ]

You can collect bounty items while inside the helicopters, just be careful 
because it is very sensitive. Only attempt when in clear terrain and when 
enemies aren't shooting at you, until you get used to it. DON'T just drop onto
them, as you're likely to damage the vehicle.


-----------------------
 KILL THE DELIVERY BOY
-----------------------

[ Contributed by Enigma Nostra ]

You *can* aquire a chopper by shooting down the one that brings your supply 
drop. This is rather risky, because if it explodes, you lose $25,000, and 
sometimes get marked down for shooting at them. On the upside, they don't 
usually shoot you back.
 
Sometimes they land safely, but they normally don't. Try at your own risk.


------------------------
 SOME MORE CHOPPER TIPS
------------------------

[ Contributed by Enigma Nostra ]

Aim for the pilots when trying to take out choppers. Sniper Rifle, Prototype 
Rifle, 12.7mm Anti Armor Rifle, all good choices because of their accuracy. 
You also can kill pilots with Machine Guns when in other choppers and such.
 
When fighting choppers, always try to stay ABOVE them. They can't track 
upwards, thus you can rain death down upon them. Choppers are usually slow to 
respond to aerial threats.

Sometimes to shake an Anti-Air Missile, going up works, and if you like to play
risky games, try ducking UNDER the missile when it starts to catch up. If you
practice, they will often go over, but it's a timing trick.


---------------------------
 CONTRACT COMPLETION ORDER
---------------------------

[ Contributed by Enigma Nostra ]

Work on South Korean or Chinese Missions, and then do the other set after you 
have the face card from each. This makes it a lot cheaper to bribe your way 
back into favor, as you only have to do it once. These factions are mentioned 
because they fight amongst each other the most. I usually do each faction as a
block of missions, but that's just my preference.


------------------------------------
 CHEAP HEALTH/WEAPON/VEHICLE LOADUP
------------------------------------

[ Contributed by Enigma Nostra ]

To get a very cheap loadup on a vehicle, fly/drive to the MASH. I usually park
on the helipad, and then medivac. You will respawn, full health, full ammo. Go
over to vehicle, it's fully tanked up as well, for the cost of a detour and 
$1,000. Great deal.


---------------------------------------------------------
 GETTING A CHOPPER FROM THE SHOP IF YOU CANNOT ORDER ONE
---------------------------------------------------------

[ Contributed by Michael Anderson ]

To get a chopper if you really need one, order a non-Allied supply crate and 
shoot the pilot. This is easiest to do with the Sniper Rifle, unzoomed, just 
when the chopper descends to drop the crate. You can shoot through the       
side/floor. The choppers quite often survive the fall, though you may want to 
call in a Vehicle Repair drop. This makes the Ace of Diamonds mission, where 
you normally don't have choppers, incredibly easy.




---------------------------.-----------------------.---------------------------
===========================|    06. WALKTHROUGH    |===========================
---------------------------'-----------------------'---------------------------

Welcome to Mercenaries. You're in for a good time. Before you begin, you will
be treated to a compilation of various film that basically gives you an idea of
what the setting of the game is. You will then see and hear a conference of
ExOps (Executive Operations) officials deciding how to go about an operation in
Korea. They decide to send one lone mercenary. That mercenary is you...

You are taken to a cargo plane that is approaching the Demilitarized Zone (DMZ)
in Korea. The camera makes a quick sweep of the cargo bay of the plane and then
stops on you. Time to get it started! Press Triangle to stand up.

                          .-------------------------.
                          | A. PART 01 - THE CLUBS  |
                          '-------------------------'
                                   MERCS06A 

Stand up and walk over to the yellow circle to pick up your PDA. It is your
new best friend. Head over to the next two yellow circles to pick up your
Carbine and grenades. The pilot will let you know that you are approaching
the Demilitarized Zone (DMZ). Go to the next yellow circle to open the cargo
door. Finally, get in the M1025 Scout.

Drive up the road until you come to a roadblock with a few NK soldiers, 
take them out. Bash any crates you see and take whatever weapons you please.
Keep going until you come to another roadblock. After you finish of the NKs
there, the Allies will near your vehicle. Honk the horn with circle to get
them to get in. Now just keep on going until you reach the AN Headquarters.
Talk to the guard to get inside.


----------------------
 CONTRACT - "ANTE UP" 
----------------------

>>> START OF E-MAIL <<<

  Here's your chance to prove yourself, Merc. Verify the Two of Clubs, then
  destroy his artillery. That should cheer Colonel Garrett right up.

  When we ask you to "verify" a card, we mean we need proof that they've
  been captured or killed. If you take them alive, we'll approve an extraction
  helicopter to pick up the captive. Otherwise, just take a digital photo of
  the victim. ExOps will transmit the photo over to us.

  You get paid either way, but a kill is only worth half bounty, OK? Dead
  folks are bad TV - we like them alive, got it?

  Alright, good luck, Merc. Come back and see us when you're done.
  ---
  Contract Terms & Conditions

  1. Verify the Two of Clubs
  2. Destroy North Korean artillery

  Bounty Value: $25,000 alive/$12,500 dead
  Contract Value: $20,000

>>> END OF E-MAIL <<<

Get back in the M1025 (if for some reason you lost it... i.e. got destroyed or
you flipped it, that's ok, just head out to the road and take the one on your
right). Go East and follow that road to the North. Turn left when you can and
keep going along that road. There are some Allied soldiers fighting a pair of
NK soldiers up ahead, you can take 'em out if you want. Go East afterwards. Go
right at the end of this road and fight the NK soldiers. There are some behind
barricades of sandbags.

After you pass the second sandbag barricade, get out, you'll want to do the
rest on your own.

Go up the road and fight the two NKs at the top. When you get far enough,
you'll see a short cutscene to the Two of Clubs. That's your guy. He has a NK
standing near him. Try not to kill the Two when taking out the NK. Once you get
close to the Two, press Square to stun him and then quickly press Triangle to
subdue him. If you did that successfully, good job. If you didn't, don't worry,
just press Triangle of his body to verify him. If you captured the Two, take 
the extraction beacon (press up or down on the d-pad to bring up the support
menu and then select it with X or R1) and toss it into an open area by pressing
R1. Pick up the Two with Triangle. Carry the Two to the chopper when it arrives
and load him in at the green circle on the ground beside the chopper. Congrats!
Your first verified card!

Now, let's finish this contract. Head over to the edge of the cliff near where
the Two of Clubs was. See those artillery pieces with yellow circles around
them and the big yellow arrows above them? Bring up the support menu and choose
the Surgical Strike. Aim at one of the artilleries and hold R1 until the
missile hits the artillery piece. Now it's destroyed. That's one! Repeat for 
the other. That's two. 

Ugh. Objective added. :P Get back to the Allied Headquarters, I think you can
do that on your own, just get in a vehicle and drive down there. Talk to the 
guard when you arrive. Contract complete! Good job, that's $20,000 in the bank!


Just a tip: Whenever you complete a contract, SAVE THE GAME as soon as you get
            your money. While rare, freezing does occur, and it really sucks to
            have to redo something that you don't want to do again. Note that
            you are unable to save during a contract or inside of any faction's
            headquarters.


----------------------------
 CONTRACT - "STEM THE TIDE"
----------------------------

>>> START OF E-MAIL <<<
  
  There are several points the North Koreans might attack from. I'll mark
  them; you'll have to defend them all. Those South Korean soldiers are a bit
  raw, so they may run if rattled. You'll need to stay with them!
  ---
  Contract Terms & Conditions
  
  1. Defend the SK headquarters and maintain morale
  2. Improve morale by repelling attackers
  3. Morale decreases when SK forces die, NK troops break through the lines,
     or you abandon the defense

  Contract Value: $55,000
 
>>> END OF E-MAIL <<<

This is a very simple contract, though if you don't know the easiest way to do
it, it could prove overwhelming. Basically, the North Koreans are going to 
attack the South Korean base at three points. Your job is to keep the SK morale
up by helping the SKs defend their city.

Fortunately, you only have to defend one spot at a time, but you need to get to
each as quickly as possible. Run to the first spot, marked by a yellow circle
on your map, and go up to the mounted machine gun (behind the sandbags). Press
triangle to mount it. This is the easier and most efficient way to defend
against the oncoming assault. Kill every NK that comes towards your position
until Fiona tells you the NKs are attacking another point. Hop in the vehicle
behind you and head over to that point. Mount the Recoilless Rifle (looks a lot
like the mounted machine gun) and begin to take out the NKs. Once Fiona tells
you to head to the third spot, hop in the vehicle and head over there. Mount
yet another Recoilless Rifle and take out those NKs! Now here's a shocker, the
NKs haven't given up, they've begun another assault on the first point! Head
over there once Fiona tells you to and repeat what you did before until SK
reenforcements get there. See? Easy.


-----------------------
 CONTRACT - "FOOTHOLD"
-----------------------

>>> START OF E-MAIL <<<

  The Russians are looking to give you a little test. Most of the North Korean
  forces in Pyongyang have left the area, but there's a holdout force in East
  Pyongyang. The Russians want you to break into their compound and steal a
  transport. We'll also get a bonus if you take out the emplaced machine guns
  around their perimeter.
  ---
  Contract Terms & Conditions

  1. Steal NK transport and return it to the Mafia garage
  BONUS: Destroy 3 machine guns

  Contract Value: $30,000
  Bonus Value: $10,000

>>> END OF E-MAIL <<<

This is a decently simple one, but don't get ahead of yourself. Although it's
not a requirement to take out the machine guns, do so, you are preventing an
unseen NK from mounting it later on, taking you by surprise. Head up to the
yellow circle on the radar. The machine guns are the green circles. You can
destroy these however you want. You can run 'em over, use a block of C4, or
toss a grenade near 'em. Once you do that, get inside the fenced in area and
take the Transport Truck. Drive the Truck to the garage marked on your map and
that will end the contract. Good job.


---------------------------
 CONTRACT - "PEST CONTROL"
---------------------------

>>> START OF E-MAIL <<<

  I'm sure you'll have a lot of fun with the heavy firepower provided by the
  Chinese.
  ---
  Contract Terms & Conditions

  1. Destroy NK outpost at Children's Museum

  Contract Value: $50,000

>>> END OF E-MAIL <<<

Get in the nearby APC and drive to the marker on the map. Once you approach 
the marker, you will get another e-mail notifying you of a bonus:

>>> START OF E-MAIL <<<

  The Chinese discovered four NK barracks near the museum. I've negotiated a
  $10,000 bonus per barracks you destroy. Below is the revised contract that
  supercedes the previous one I sent you.
  ---
  Contract Terms & Conditions
  
  1. Destroy NK outpost at Children's Museum
  BONUS: Destroy NK barracks
  
  Contract Value: $50,000
  Bonus Value: $10,000 per barracks destroyed

>>> END OF E-MAIL <<<

The ammo supply of the APC is limited, so if you plan to destroy the barracks
for the bonus, you can get out of the APC and use some C4 to take some of 
them out. You can also use your provided artillery support in the support menu
to destroy some of the buildings. If you did not want to do the bonus objective
or once you have done it, take out the Museum marked by the yellow circle on
the map. Be wary of any NKs with RPGs (Rocket-Propelled Grenades), as those
cause significant damage to you or your APC. Once you have taken out the
Museum, the mission is complete. Congrats.

[ Alternate Strategy, Contributed By Jacob Litman ]

In "Pest Control" where you have to blow up a North Korean Comm base and some
barracks as a bonus, I find it easy to drive to the communications base, where 
you'll find 2 stationary artillery pieces.  They're positioned in such a way 
that if you switch at least once, not only can you destroy the barracks, but 
those annoying big buildings where guys shoot at you with RPGs.  You can also 
use them to take out the statue of General Song.  After that, you can destroy 
the comm base at your leisure in any way you see fit, because there will only
be a few guys left scattered around and none close to the base.


----------------------------------
 CONTRACT - "OUT OF THE WOODWORK"
----------------------------------

>>> START OF E-MAIL <<<
  
  Allied forces in the vicinity are encountering fierce opposition from North
  Korean remnants, who're being reinforced by troops coming out of the
  underground tunnel network. We've got airstrikes standing by to help you take
  out those tunnels - use them to maximum effect.
  ---
  Contract Terms & Conditions
  1. Destroy NK tunnels
 
  Contract Value: $40,000

>>> END OF E-MAIL <<<

This one is one where you have to use your brain a little bit. 2 airstrikes for
3 tunnels. Seems impossible right? Not really. Head to the first yellow circle 
on the map. Since the tunnels constantly respawn NK soldiers, it's wise to get
a M1025 Scout while you are still in the Allied base and to get a few AN guys
to help you out (the soldiers inside the Scout are really more for replacing 
the turret guy should he die). At the first tunnel, take out as many NKs as you
can, then get as out of sight as possible and call in the first 'Surgical 
Strike' on the tunnel. Head to the second and third tunnels (they are very 
close to each other).

When you can get an uninterrupted few seconds, try to nail both tunnels with 
one strike by aiming in between the two. Should this fail, don't worry, there
are still options. You can pay for another airstrike if you'd like, but you can
also plant some C4 by the tunnel and that will do the trick. Once all three of
the tunnels have been destroyed, the contract has been fulfilled. Wasn't it fun
to think? :P


----------------------------------------------
 CONTRACT - "A PROPER FUNCTION OF GOVERNMENT"
----------------------------------------------

>>> START OF E-MAIL <<<

  The Chinese are holding the SK agent at the Pyongyang Airport, but I don't
  have intel on his exact location. You'll need to scout around. The South
  Koreans are providing a captured Chinese vehicle that you can use to sneak
  onto the airport, but should you need a replacement, you can procure one in
  the field.
  ---
  Contract Terms & Conditions

  1. Locate the SK agent
  2. Bring agent back to SK HQ

  Contract Value: $55,000

>>> END OF E-MAIL <<<

I'm a fan of this type of mission, so you should have no trouble. First off,
take the provided Chinese vehicle and drive to the airport. At the airport 
gate, there may be a Chinese officer. Remember that officers have the ability
to see straight through disguise and you will lose your disguise should the 
officer see you. That means you won't be safe inside the airport. There are two
options here. If you somehow have managed to get a Sniper Rifle, you can take
the officer out from afar. If not, then just subdue the officer (as in stunning
him with square and doing a take down with triangle... Come on, you should know
this by now! :P). If the officer is not there or once you have taken care of 
the officer, get in the Chinese vehicle, wait for you to gain disguise, then
drive on in.

There are three yellow circles marked on your map. Fiona lets you know that
those are the possible locations of the agent. Having done this mission a few
times, I have found that the agent is placed in one of those three locations
at random, so you have no choice but to check them all until you find him.

Once you find the agent, get him in the vehicle by honking the horn. Drive out
of the airport. Now head to the marked location on your map to complete the
mission. Phew, time to breathe.


----------------------------------
 CONTRACT - "A FAREWELL TO KINGS"
----------------------------------

>>> START OF E-MAIL <<<

  SK intelligence suggests that the King of Clubs plans to smuggle some
  warheads out of the Ichon airfield. Destroy those missiles, and we might be
  able to smoke out the King too.
  ---
  Contract Terms & Conditions

  1. Destroy Ichon missile launchers
  2. Verify the King of Clubs

  Bounty Value: $125,000 alive/$62,500 dead

>>> END OF E-MAIL <<<

Let's finish up the SK contracts for the suit of Clubs. In this one you want
to get the King of Clubs. 

Head towards the yellow circles marking the launcher locations. Once you
near Ichon, prepare for a good amount of combat. There is an unoccupied tank
near the entrance, and you need to get in it as quickly as possible. Once 
inside of the tank, bullets have little effect. Beware of any NKs with RPGs,
however. Take out the nearby missile launchers. Since your signal is jammed,
that could cause problems with extracting the King, so go ahead and destroy
the jammer (marked by the red 'X' on the map) to resolve that issue. Take
out the final two missile launcher sites.

Since the King is somewhere around the marked area, head over that way. Fiona
will note that he is on the roof. There are some nearby helicopters, take one
onto the roof. The King is the only person you will have to deal with up 
there, so take your time in apprehending him. Hopefully you can manage to get
close enough to subdue him. If you did, call the extraction helicopter by
tossing the beacon on an empty spot on the roof. Carry the King to the 
chopper. Once the King has been verified, the contract is completed. That's
one less crazy North Korean to worry about!


------------------------------------
 CONTRACT - "NO ONE WILL EVER KNOW"
------------------------------------

>>> START OF E-MAIL <<<

  Want to know the best part about not being spotted by the Mafia (besides the
  bonus)? Not being shot in the face if you ever see them after you're done
  with this contract.

  Be sure to grab the sniper rifle on the ground in front of you before you
  head out. You'll need it.
  ---
  Contract Terms & Conditions

  1. Eliminate three Mafia officers in Haeju
  2. Report to Chinese officer who will meet you at the docks in Haeju
  BONUS: Evade Mafia detection

  Contract Value: $50,000
  Bonus Value: $15,000

>>> END OF E-MAIL <<<

This one can be tricky, but it isn't too bad if you are careful. Get the 
Sniper Rifle from the crate outside of the Mafia HQ. The Sniper is the key to
success on this particular contract. Head towards the area where the three
Mafia officers are marked on the map. DO NOT enter the area that is shaded in
blue on the map. When you enter that area, any Mafia members will shoot you
on sight. We want this mission done without being detected. Go to the Westside
of Haeju that is not shaded blue.

Since you want to stay out of the Mafia territory as much as possible, go down
to the docks and you will see a small hill to the East which is right along 
the Mafia border. Climb up far enough that when you look through the Sniper's
scope you can see the officer, but not so far that you enter Mafia territory.
Crouch down by pressing L3, it will decrease your chance of being seen. Take
out the officer whenever you get a clear shot. Be patient, it's part of the 
task of sniping.

Go around the shaded area to the other side of Haeju and go all the way to 
the water. Don't ever go far into water in this game, by the way, the mercs
can't swim. There is a wall near the edge of the shore. Slowly follow this 
wall while crouching and take out the last two Mafia officers. This can be
tricky, but just be sure you do not stand up or lose your cover. If you are 
seen killing one of the officers, the Mafia will be very displeased, and the
more upset the Mafia is with you, the higher the prices in the Merchant of
Menace are, so be careful. Once the officers have been dealt with, head back
out of the shaded area the way you came, remaining as stealthy as possible.
Once you exit this area, just head around it to the marked spot on the map 
and talk to the Chinese officer to successfully complete this contract. Man..
I was sweating more than Michael Jackson at a Boy Scout meeting during that
contract!

[ My Alternate Strategy ]

There isn't too much of a difference to this strategy, but it is another way of
going about this contract.

You still want to head into the unshaded Eastern portion of Haeju and get up on
the small hill to take out the Mafia officer that is the furthest East.

The difference in this strategy is that instead of heading straight for the
wall that is in Mafia territory, you want to get up onto the mountains parallel
to the locations of the center Mafia officer. From there you can crouch down
and take out that Mafia officer from afar.

Now, instead of running around to the wall, get a Mafia vehicle. Drive to the
wall that is next to the water. Check your surroundings while still in the
vehicle and when no one is facing your direction, get out of the Mafia vehicle
and crouch behind the wall. Creep far enough along so that you can see the last
Mafia officer and take him out. You should still be undetected if this was done
correctly. The Mafia vehicle is useless now as you cannot regain that disguise.
Instead, creep around the water to the unshaded area and then head around the 
shaded area and go to the Chinese officer.

Done and done.


-----------------------------
 CONTRACT - "GIMME MY MONEY"
-----------------------------

>>> START OF E-MAIL <<<

  Taking out that officer and escaping with the cargo in one piece won't be
  easy--the Chinese have several soldiers in the area. I recommend that you
  take care of business as quickly as you can.
  ---
  Contract Terms & Conditions

  1. Return the marked cargo to the Mafia warehouse
  2. Return the provided helicopter to the Mafia garage
  BONUS: Kill the Chinese officer in charge of the raid

  Contract Value: $30,000
  Bonus Value: $10,000

>>> END OF E-MAIL <<<

Hopefully you managed to not get caught during that last mission, or you are
going to have to shell out $25,000 to be allowed back in the Mafia HQ. Anyways,
a lot of people say this one is hard, but I disagree. Let's go.

Hop in the helicopter and fly to the marked area. A successful completion of
this mission will require you to take out a few Chinese soldiers. Nothing a 
few destroyed SK Listening Posts and collected National Treasures won't fix up
though.

Take out the guys on the roofs first. Now take out the officer and as many of
the other Chinese soldiers that are with him that you need to not get blown up
when you descend. Descend above the crate and lower the winch (down on d-pad)
to pick it up. Ascend and fly away as quickly as possible, trying to avoid 
getting shot. Once you've escaped, get to the Mafia warehouse that is marked
on the map. Bring the chopper over the yellow circle and descend until the
crate is not far above the ground. Press down on the d-pad to let it go and 
press up on the d-pad to raise the winch. 

All that is left to do is to return the chopper to the Mafia garage. Do so to
complete this contract.

[ Alternate Strategy, Contributed By Jacob Litman ]

There are two other options. First, you can sniper the officer to get the 
bonus, or B, you can try shooting the officer from very high up where they 
don't see you, then honk your horn to lose your disguise and winch the cargo 
(these ways, you don't get shot at once and you don't lose Chinese faction).

[ My Alternate Strategy ]

After playing through yet again, I decided to take a different approach to this
contract. Be sure to have a Sniper Rifle on hand, as it is crucial. Hop in the
provided Mafia helicopter and head towards the location of the cargo crate and
the Chinese officer. Before you get too close, there is a building with a flat
roof that is not too far away from the officer and not too close. There is
sufficient room on that roof to land. Get out of the helicopter and pull out 
the Sniper Rifle. Get a bead on the Chinese officer (shouldn't be hard at all
considering his location is outlined with a green circle) and take him out. Now
that the officer is completely out of the way, this is a cakewalk. Get back in
the chopper and double back a bit, just to be safe. After the Mafia disguise is
reengaged, head to the cargo. The Chinese shouldn't be angry with the Mafia at
this point, so no one should shoot at you. If they do shoot at you while under
disguise, simply honk the horn. Using the winch, pick up the crate. Fly it to
the drop location and then drop off the Mafia chopper. You're done.


------------------------------
 CONTRACT - "BAIT AND SWITCH"
------------------------------

>>> START OF E-MAIL <<<

  Sergei managed to set up a bogus arms deal with the Jack of Clubs. I see a
  lot of armor at the Jack's location, so you'll want to sneak past their front
  line and take them by surprise. Sergei has promised to provide transportation
  and some "soldiers." In exchange, he'd like you to help recover a FROG-7
  missile truck. I don't want to know why.
  ---
  Contract Terms & Conditions

  1. Verify the Jack of Clubs
  BONUS: Recover a FROG-7 missile truck from the area

  Bounty Value: $100,000 alive/$50,000 dead
  Bonus Value: $30,000

>>> END OF E-MAIL <<<

Let's finish off the Mafia contracts while we're here. Hop in the Transport
Truck (which you stole for the Mafia earlier) and let the Mafia thugs get in
the back. Drive to the area where the Jack is and drive past him to the area
where the FROG-7 missile truck is. Since the Transport Truck is North Korean,
the disguise will get you by them without notice. Once you are by the missile
truck, press triangle so that you and the Russians get out. One of them will
take control of the FROG-7. Help the other two take out the NK soldiers that
are nearby.

Now comes the hard part. The tanks up front need to be destroyed before the
FROG-7 can be driven out. Head that direction, making sure you have an RPG
with you. There are alot of guys and three tanks. Take out two of the tanks
with your RPG and hijack the last one. That should make easy work of any NK
soldiers still around, but be careful not to kill the Jack. Once the majority
of the soldiers have been killed, destroy the tank you used so the FROG-7 can
proceed. Kill any remaining soldiers, then subdue the Jack.

Find an open area and call for extraction. Put the Jack in the helicopter to
complete this contract.


-----------------------------------
 CONTRACT - "UNDER NEW MANAGEMENT"
-----------------------------------

>>> START OF E-MAIL <<<

  Quid pro quo. Eliminate the specified NK presence and they'll let us know
  where the Queen of Clubs is.
  ---
  Contract Terms & Conditions

  1. Eliminate NK forces
  2. Verify the Queen of Clubs

  Bounty Value: $115,000 alive/$57,500 dead

>>> END OF E-MAIL <<<

Real straightforward. Kill the 6 designated NK forces then get the Queen. 
Start heading towards the marked area. When you come across a Chinese tank,
commandeer it to make this a very simple contract. If you still have the 
Sniper, take out as many as you can from afar. Head into the area and take
out the remaining designated forces.

Now you know where the Queen is. Head down the way, but be careful of any
tanks you may encounter. Tanks are a major problem when calling for an
extraction helicopter, whereas one or two unseen enemy soldiers are not. 
Subdue the Queen when you can, then do a second recon of the area to find
any enemy soldiers you may have missed. Call in the extraction helicopter
and load in the Queen to complete this contract.

[ CONTRACT TIPS ]

Be sure to take out any barracks that you come across. They cause trouble later
on when you think you've cleared out the area and then suddenly there are quite
a few North Korean soldiers just waiting to take you out.


--------------------------------------
 CONTRACT - "BRINGING DOWN THE HOUSE"
--------------------------------------

>>> START OF E-MAIL <<<

  The Ace of Clubs is somewhere in the vicinity of Song Tower. He has a
  transmitter on him. Destroy the NK jammers in the area and I can triangulate
  him for you.
  ---
  Contract Terms & Conditions

  1. Destroy NK jammers
  2. Verify the Ace of Clubs

  Bounty Value: $150,000 alive/$75,000 dead

>>> END OF E-MAIL <<<

[ There is additional information for this contract after its walkthrough ]

Your first Ace Contract. Good job. You are flown to an island. As soon as you
are inserted in the area, there are already NK soldiers around you firing. Be
sure to turn the faction icons on for this contract (left on d-pad) as it is
extremely helpful in seeing soldiers in darker areas. Clear the area of the
NKs. Hop in a Sungri Scout and head to the first jammer, located in the 
Northeast part of the island.

Once you arrive at the jammer, clear the immediate area of threats. Obviously
you cannot call in any support since the jammer is, well, jamming you signal.
Use the standard means of C4 to take it out.

Go over to the jammer to the West. This one is a bit more difficult due to the
presence of NKs on the roofs. I'm not sure how many have RPGs, but be cautious
of them. Once you've calmed things down a bit, destroy the second jammer.

I recommend doing the bonus objective at this point. Head over to the green
circle on your map. Take out the soldiers on the ground at that location and
the Allies will bring in a few troops. Some NK helicopters may cause problems 
here, so take them out quickly. Now that you have taken care of that, call in
an APC. Get the AN troops inside of it and head towards the final jammer.

Have the AN troops get out of the APC to help kill the NKs and to help keep 
the NK focus from being entirely on you. A tank will join in the battle. 
Hijack it to make this part easier. Beware of any RPGs. Once the area is clear,
destroy the jammer and take an RPG if you can.

Fiona tells you where the Ace is. He is inside of Song Tower. The only way to
get the Ace out is to destroy Song Tower with a new toy the Allies have gone
and provided for you, the Bunker Buster. Song Tower is now marked on your map
by a yellow circle. Head towards that area and get in a spot that is a good
distance away... The aftershock of the Bunker Buster is huge. Once you have
called in the Bunker Buster and the Ace appears, get him! He will run towards a
base in the distance. If you get to him fast enough, you don't have to deal
with any more NKs, if not, just a few more minutes of fighting lie ahead. Once
you have the Ace in handcuffs and everything is done and settled, call in the
extraction helicopter and put the Ace in. You will get in the chopper too, and
that ends the Ace mission.

Congratulations Merc, you are a fourth of the way done! Onto the Diamonds!

[ Alternate Strategy, Contributed by Sir Loin of Beef ]

I started the same as [this FAQ], and cleared out the first area, and took a 
Sungri Scout. You're going to have to bear with me for this next part, because 
I don't remember the [which] blips on the radar that I did, I just remember 
what the areas looked like. First I went to the one where the jammer is behind 
the building. I drove my Scout into the small hills at the edge of the area, so
the jammer was between me and building. I sniped all of the guys I could, and 
then hijacked the tank in the area, and used that to destroy the jammer, the 
building and all of the guys. Next I went to the jammer near the overpass, and 
just blew it up with the tank, and left the guys that didn't have RPG's. Then I
drove my tank around to the far side of the North Korean Officers (the bonus 
objective), and sniped all of them [as well as] the helicopter pilots that were
hovering above them. I went to the last jammer (the one back in the woods), and
destroyed it and all of the vehicles around by clumping them together and using
the tank again. This put me right behind Song Tower, and all of the guys are on
the front side. I hijacked a Sungri Scout and looked around the area, and 
indeed all of the NK's are on the other side of Song Tower. I Bunker Busted 
Song Tower, and then caught up to the Ace of Clubs in my Sungri Scout. I drove 
up next to him, jumped out just behind him, and subdued him. I got back into my
tank (which I left near the entrance to the woods with jammer #3) and took out
the helicopters. Lastly, I called in the extraction chopper, and that was it 
for the mission. I had an extremely easy time doing this... I hope it helps.


[ Priority Targets During Contract, Contributed By Enigma Nostra ]

01. Northeast Jammer
02. Northeast Anti Air Vehicle (next to jammer)
03. Northwest Jammer
04. Northwest Tank (comes around corner near jammer)
05. Southern Jammer
06. Southwest Anti Air Vehicle (At second DZ)
07. MD-500 Scout Chopper 1 (At second DZ)
08. MD-500 Scout Chopper 2 (At second DZ)
09. Mi-35 Attack Chopper 1 (At Song Tower after all jammers are destroyed)
10. Mi-35 Attack Chopper 2 (At Song Tower AFTER you stun/subdue Ace of Clubs.) 
    *Note* Air superiority is automatically called in, and takes care of this 
    one, but could still work you over a little depending on where you are.


[ Destroying Song Tower W/O Spending Much Cash, Contributed By Enigma Nostra ]

Don't use your clusterbombs for clearing out the troops; instead, after the 
jammers are destroyed, find a safe spot and drop all of them on the center of
Song Tower. Then drop your lone Bunker Buster onto the Orange/Red glowing 
partway up, from the front. Don't aim for the doors. This *should* destroy it
without you having to spend a pricey $200,000 extra.


[ Utilizing a Chopper, Contributed By Enigma Nostra ]

There is a MD-500 Scout Chopper on the Ace of Clubs Island, if you like 
choppers. It's in the Northern middle area of the island. You can complete the
whole mission with it easily by using the NK disguise it can give you (try 
returning to an area you have cleaned out of troops, such as your insertion 
area, and calling in Vehicle Ammo Drop, and if you really need it, the Vehicle
Armor drop). If done carefully, you can use the chopper throughout the entire
mission. Simply use the lockon and fire, then run away. To kill the Mi-35 
(Looks like a Russian Hind for those who know helo's), simply rush and get your
disguise, and make sure you have at least one anti-tank missile. The MG is 
worthless, but if you go in carefully, to just a bit above him, you can 
dumbfire the missile without locking on. Get to a close enough range and he
doesn't have a chance. Then simply land on a building, and call in the arty on
the tower. Zip over, knock out the Ace, DON'T get back in the chopper (Air 
Superiority will be called in to take care of the second Mi-35 automatically
and if you are in the air, you are killed and will have to redo the mission), 
just call in your extraction chopper.




                         .---------------------------.
                         | B. PART 02 - THE DIAMONDS |
                         '---------------------------'
                                    MERCS06B

Now that you're finished with the Clubs, you'll notice an instant increase in
difficulty. Some consider the entire suit of Clubs a tutorial section for the
rest of the game. The Diamonds are not incredibly hard, but it will be much
more of a challenge than the Clubs were.

You'll also notice some slight changes in the area. A few vehicles you would
never have seen outside of a contract before will now be available, such as
an Allied APC like you should have used during the Ace of Clubs contract. Now,
let's get started on the Diamonds!

-----------------------
 CONTRACT - "EMBEDDED"
-----------------------

>>> START OF E-MAIL <<<

  A member of the press needs armed escort to points of interest throughout the
  area. Take him where he needs to go. Oh, and he's got deadlines to meet, so
  don't waste time.
  ---
  Contract Terms & Conditions

  1. Pick up journalist
  2. Taxi journalist to his destinations and allow him to capture the footage
     he needs
  3. Death of journalist will result in contract cancellation
  BONUS: Reach destinations with time to spare

  Contract Value: $60,000
  Bonus Value: $50 per second remaining in time limit upon arrival at each
               destination

>>> END OF E-MAIL <<<

I prefer to start the Diamonds contracts with the AN, so that's how I'll start
you off.

This WAS one of my least favorite missions until I got the path down. Here are
some tips before you get started on this... Do not drive so quickly that you
will lose control and flip your vehicle and use a civilian disguise as often as
possible.

Anyways, let's do this. Get in the nearest vehicle and get to the reporter as
fast as you can. DO NOT RUN OVER HIM! Get him in the vehicle and drive quickly
to the first yellow circle, stopping for nothing. There will be a lot of things
purposely placed in your way in the mission, so be cautious. Once you park in
the yellow circle, the reporter will get out and film. Wait for him to finish
then get him back in the vehicle. Keep doing this process until he has gone to
Ichon, Downtown Pyongyang, Nampo, Haeju, and Propaganda Village. 

After those locations have all been filmed, you have to drop him off a little
Northeast of Propaganda Village, head up there and park in the yellow circle to
complete this contract. I hate reporters.

[ Alternate Strategy, Contributed By Radioactive Monkey]

Instead of going straight to the reporter, head over to the "$" near the DMZ.
Get in the helicopter marked with the "$" and decline the challenge. Use that
helicopter to transport the reporter around to each location. You should never
even be close to running out of time on your way to any location. 


----------------------------------------
 CONTRACT - "DOWNED BIRD IN ENEMY NEST"
----------------------------------------

>>> START OF E-MAIL <<<

  An Allied UN-60 chopper engaged in maneuvers has crashed behind enemy lines,
  thanks to NK anti-air defenses.
  ---
  Contract Terms & Conditions

  1. Locate downed Allied helicopter
  2. Rescue survivors from crash site before NK forces arrive
  3. Return crash survivors to Allied HQ

  Contract Value: $60,000

>>> END OF E-MAIL <<<

Another Allied contract... I prefer to get the factions done one at a time.
Anyways, as you get closer to the area where the helicopter crashed, you'll
recieve an e-mail regarding a bonus, which reads:

>>> START OF E-MAIL <<<

  Anti-air units in the area have been giving the Allies a rough time. Be
  careful.
  ---
  Contract Terms & Conditions

  BONUS: Destroy all NK anti-air units in the area

  Bonus Value: $50,000

>>> END OF E-MAIL <<<

This one is slightly challenging due to the time limit, but you will be fine.
Drive up to the location of the nearest anti-air unit. You'll want to speed
things up by taking it out with an airstrike... Plus you don't have to move too
far to do so. After that is destroyed, continue to the next closest anti-air
unit. Use another airstrike. Take out the last anti-air unit using whatever you
choose, then get the crash survivors. The best way is to get a vehicle which is
capable of holding a total of four people (you and three passengers). Might as
well go with the Merchant of Menace here. Head back down from where you are and
take the paved road to return to Allied HQ. You will have to deal with a few
groups of NK forces, but just move fast and avoid major fire.

Park in the circle in front of AN HQ to complete this contract.


-------------------------------
 CONTRACT - "PLAYING THE ODDS"
-------------------------------

>>> START OF E-MAIL <<<
  
  You're not out to make any friends, are you? At least the artillery support
  should let you stay out of sight.
  ---
  Contract Terms & Conditions

  1. Destroy South Korean forces at the garrison
  BONUS: Bribe the Chinese artillery officer ($50,000 required)

  Contract Value: $45,000

>>> END OF E-MAIL <<<

Time for the Mafia, mainly because they seem really into making the other
factions angry this time around and bribing costs less during the Diamonds than
it does during the Hearts ($100,000 v. $250,000). If you do this the long way,
then you shouldn't have to bribe anyone because of this mission.

You have to go to North Pyongyang and bribe the Chinese officer with $50,000 to
recieve two Artillery Barrages in your support menu. Hopefully you won't have
to use them.

Head towards the base marked on your map. When you come to a roadblock with a
SK officer, get as out of sight as possible and snipe the officer (get a Sniper
Rifle if you don't have one... it's helpful). Steal a SK vehicle and head to
the gate of the base.

I did this the hard way until my brother asked me why I didn't just let the
"other guys kill those guys." That was a good idea. Get out of sight and take
out a few NKs. That will initiate a firefight between the NKs and SKs. Since
the NKs can regenerate via the barracks, they will eventually win. If you are
impatient however, you can use the Artillery Barrages and/or kill some of the
SKs yourself. Know that you will have to fork over $100,000 to the SKs for that
though.

When the "SK Forces" meter runs out, the contract is over.


---------------------
 CONTRACT - "OMERTA"
---------------------

>>> START OF E-MAIL <<<

  The contract is a boilerplate soft-target elimination. Looks like the
  Russians have made quite a few enemies.
  ---
  Contract Terms & Conditions

  1. Terminate Allied officer
  2. Terminate NK prisoner
  3. Terminate SK officer
  4. Terminate Chinese tank commander

  Contract Value: $45,000

>>> END OF E-MAIL <<<

This one is definitely on the more difficult side. It doesn't seem so at first,
but when you take into account the bonus and the possible consequences of not
doing what the bonus wants, it is. This is the bonus e-mail from Josef:

>>> START OF E-MAIL <<<

  Sergei is taking a great risk with these killings. It would be much better
  if it wasn't clear who was behind them.
  ---
  Contract Terms & Conditions

  BONUS: Kill all targets covertly

  Bonus Value: $50,000

>>> END OF E-MAIL <<<

The bonus is worth more than the contract... So let's do this right. Get the
Sniper Rifle from the drop given to you by Josef if you don't have one already.
Pick up an RPG or Anti-Air Rocket as your second weapon. It's a lot easier that
way. Fiona will provide the location of the AN officer. Go in that direction,
but do not get close. I recommend purchasing a chopper from the Merchant of
Menace and getting up on a roof to snipe the officer. There aren't many good
snipe points otherwise. Now that you've taken him out, Fiona will tell you the
NK prisoner is in a vehicle driving away. Follow it. Fiona will tell you the
location of the SK officer as well. Both targets are getting in a helicopter.
Get in an out-of-sight position where you will not be seen upon firing at the
chopper, then let loose on the chopper with the Anti-Air Rocket.

Now there is only the Chinese tank commander remaining. He is, appropriately,
in a tank. Fortunately he is manning the gun on top, so you don't have to get
close. He will not leave the general area where he is, so don't worry about
having to chase him. Find a hill where you are not easily seen by anyone and
wait for the tank to come by. Take him out with the Sniper Rifle to complete
this contract.

[ Alternate Strategy, Contributed By Nico ]

This is a way to complete this mission without losing faction mood. It's 
actually quite easy. All you do after getting the mission is take a Mafia truck
and drive to the South Korean airfield just South of the Mafia HQ. The airstrip
will be locked up but you can ram the fence near the attack helicopter. Jump in
one and fly to the rooftop just Northwest of the AN speaker's location. There 
will be an AN soldier on the roof with a Sniper Rifle. You can subdue him and 
steal the Sniper Rifle or use the Mafia's Sniper Supply Drop to get a Sniper 
Rifle. Once you get the rifle, pick off the AN speaker. Then casually jump back
in the attack chopper and position yourself just over the railway bridge just 
below where the helicopter takes off with the other two targets. You can switch
to the "aircraft" missile and just wait till the chopper takes off. A good hit 
or two will take it out extremely easy. No need to blast through all the 
missile Hummers on the ground. Then just fly over to where the last target is 
located in the tank and take him out with the vehicle missiles.

This will complete the mission very quickly and safely.


-----------------------------------
 CONTRACT - "...IT'S WHO YOU KNOW"
-----------------------------------

>>> START OF E-MAIL <<<
   
  Sergei's found a journalist who claims to have information about Colonel Jong
  Seomun, the Queen of Diamonds. I'm not sure how Sergei "persuaded" the press
  to help us out, but if the intel is good, I won't ask.
  ---
  Contract Terms & Conditions

  1. Make contact with the journalist
  2. Locate the Queen of Diamonds
  3. Verify the Queen of Diamonds

  Bounty Value: $175,000 alive/$87,500 dead

>>> END OF E-MAIL <<<

This is the last Mafia mission for the suit of Diamonds. You'll be hunting out
the Queen in this one. Sergei's source, a journalist, will give you directions
in getting to the Queen. Get to the journalist, talk to him, and get him in a
vehicle. Be careful of the nearby NK soldiers. Once you get him in, you will
get a bonus e-mail that reads as follows:

>>> START OF E-MAIL <<<

  I wouldn't read this aloud, but Sergei wants that journalist dead as soon as
  his usefulness is at an end. Turns out he's not even a journalist at all;
  they suspect he's a spy working for another faction in the area.
  ---
  Contract Terms & Conditions

  BONUS: Kill the "journalist" after he cases to be "useful"

  Bonus Value: $50,000

>>> END OF E-MAIL <<<

I love twists. Follow the imposter journalist's directions. Once you go through
the last marker, kill the journalist by whatever means you like... but do it
quickly, you've got a Queen of Diamonds to catch.

The Queen will be running away, so chase him. He will stop near a boat he was
using for his smuggling operations. There are a lot of very dangerous guys with
RPGs here, so proceed with caution. You will most likely have to take out just
about everyone to get a chance to capture the Queen, so do so. The boat is a
respawn point for the bad guys, so take it out as well. Once you have the Queen
by himself, subdue him. Carry him to the road (nowhere on the path to the boat
is flat) and call for extraction.

Once the Queen is in the chopper, the contract is over. Good job.


-----------------------------
 CONTRACT - "ESCORT SERVICE"
-----------------------------
   
>>> START OF E-MAIL <<<

  From what I've seen, the road from Nampo to Haeju is still teeming with
  North Korean units. Watch yourself out there.
  ---
  Contract Terms & Conditions

  1. Find Chinese officer
  2. Escort officer to Haeju
  2a. Death of the officer will result in contract cancellation
  BONUS: Destroy a NK outpost along the way.

  Contract Value: $60,000
  Bonus Value: $20,000

>>> END OF E-MAIL <<<

Chinese time. Get in a vehicle and head towards the officer's location. After
a while you will come to a group of NK forces. They have a tank, so proceed
with caution. Calling in an airstrike may prove easier than fighting them all
yourself. After that is done, continue to the officer's location.

Get the officer in the vehicle. The NK outpost the bonus tells of is ahead, so
you may want to leave the officer safely where he is. Head up there and dispose
of the outpost. Get back in the vehicle with the officer.

Drive as fast as possible to Haeju, stopping for nothing. Don't fight, just run
away from any NKs. When you get there, park in the yellow circle so the officer
will get out and you will complete this contract.


-------------------------
 CONTRACT - "PERSUASION"
-------------------------
 
>>> START OF E-MAIL <<<

  Once the South Koreans learn that the Chinese are intent on holding
  Propaganda Village, they will definitely try to destroy their center of
  command. Make sure you protect the Chinese officers marked in your SNS, or
  their defenses will be overrun!
  ---
  Contract Terms & Conditions

  1. Protect Chinese officers
  BONUS: No Chinese officers killed

  Contract Value: $60,000
  Bonus Value: $20,000

>>> END OF E-MAIL <<<

I hate double-crossing the factions... Well, no I don't, but I hate the money
it costs. Get to Propaganda Village as fast as possible, as you have a timer of
3 minutes, 40 seconds to get there before the SKs start attacking.

Once you are there, notice the six officers you have to protect. Head South
from their position and man a Recoilless Rifle. 

When the timer runs out, the SKs will begin their assault. Take them out as
soon as you see them so that they don't have a chance to see it is you who is
firing at them. If they see you, your SK faction mood rating will go down...
We don't want that!

After a while of this, the amount of SKs attacking will increase. Do your best
to take them out. Eventually you will be told to take out the SK APC. If you
have an RPG, use that. Otherwise you can try grenades or something, but the use
of an RPG is much easier.

Once the APC has been destroyed, you will have completed the contract.

[ My Alternate Strategy ]

Head to the area where the Chinese officers are located. Near the Chinese 
officers is a Chinese Type 80 Tank. If you utilize it properly, it is just as
effective, or possibly even _MORE_ effective than the strategy involving the 
use of the Recoilless Rifles.

Enter the Type 80 Tank. Drive it up to where the Chinese's front defense line 
is behind the sandbags. Park the tank in the center of that area.

For the first portion of this contract, the South Koreans will attack using
vehicles that come one at a time. Using the tank's cannon, pick off each South
Korean vehicle as you see it. If you manage to take out each vehicle before the
soldiers can get away from it, no South Korean witnesses will be there, which
prevents the loss of South Korean faction mood.

When Fiona notifies you that the South Koreans have been surprised by the stiff
resistance, the flow of South Korean vehicles will speed up, sometimes coming
two at a time. Again, take them out as quickly as possible. You may lose some
faction standing here, but not much. Be cautious of the lone LHX Light Attack
helicopter that will strike at some point.

Continue dealing with the South Koreans until you are alerted by Fiona that you
need to take out the APC. This will normally appear somewhere behind the 
general location of the Chinese officers. Move that tank as fast as possible to
intercept the APC and with two clean shots, the APC is done.

Once the APC is kaput, you complete the contract.


--------------------------
 CONTRACT - "KNOCK KNOCK"
--------------------------
 
>>> START OF E-MAIL <<<

  That artillery base is a heavily fortified complex built into the side of a
  mountain range. It's safe to say you won't be ringing a door bell to get in.
  If it wasn't for the King being inside, I'd have recommended you pass on this
  one! Good luck.
  ---
  Contract Terms & Conditions

  1. Destroy artillery
  2. Verify the King of Diamonds

  Bounty Value: $200,000 alive/$100,000 dead

>>> END OF E-MAIL <<<

This one is full of heavy firepower on both sides. Head towards the base. When
you find a tank, hijack it. Head to the base and kill the NK officer. Backtrack
until you regain disguise then head into the base. Once inside, take out the
most immediate threats (whatever can do major damage to your tank) and then any
buildings that are respawning NK soldiers (I didn't take note of how many there
were, but take them out anyway). When you find the jammer, take it out as well.
If you should run out of ammo for the tank at any point, get to an empty area
and have the Merchant of Menace airdrop a Vehicle Ammo Drop (or Vehicle Support
Drop if your tank's armor is low as well). After that is completed, head to the
next gate.

Again, take out the immediate threats to your tank, you don't want to lose it.
After the area is generally clear, take out all five artillery pieces. After
they are destroyed, the King will appear in a tank. Get out of yours but take
out the gunner on top if there is one and then hijack it. Somehow, the King is
not killed by your hijacking, but instead gets out of the tank and runs. Get
out of the hijacked tank and chase him down. Subdue him and call for
extraction.

Once the King is verified, the contract is complete.


----------------------------------
 CONTRACT - "A HOT TIME IN NAMPO"
----------------------------------
   
>>> START OF E-MAIL <<<

  Buford wants to drive up the gas prices for the Chinese. Three fuel depots
  and ten trucks should do the trick. Blow them up and he'll explode your bank
  account.
  ---
  Contract Terms & Conditions

  1. Destroy 3 fuel depots
  2. Find and destroy 10 Chinese fuel trucks
  BONUS: Complete objectives before Chinese reinforcements arrive

  Contract Value: $85,000
  Bonus Value: $500 for each second before reinforcements arrive

>>> END OF E-MAIL <<<

Hopefully you don't need to bribe the SK Guard due to the Mafia contracts, but
if you do, be glad you can do it now rather than during the Diamonds when it
costs $250,000 to bribe.

This mission is all but guaranteed to piss off the Chinese, but that's just the
way the cookie crumbles (I can't believe I just said that :P). Anyhow, this one
is pretty straightforward: Blow up three fuel depots and ten fuel trucks. If
you do so in less than 7 minutes, you get a bonus.

Head to the markers on the map. Each marker is one of the three fuel depots,
the fuel trucks are driving around that area. Make sure you have an RPG for
this contract.

You might as well take out any Chinese soldier who is attacking you... There is
not really any way to keep the Chinese happy this time around anyway. Take out
the fuel depots with the RPG. While you travel from depot to depot, take out
any fuel trucks that are driving around. They are flatbed trucks carrying a big
yellow fuel tank.

Once you destroy all three depots and any ten fuel trucks, the contract is
complete.


-------------------------------
 CONTRACT - "FIRST PRINCIPLES"
-------------------------------

>>> START OF E-MAIL <<<

  Rescue that pilot and blow up that plane. Easy contract, as long as no one
  else finds that plane first.
  ---
  Contract Terms & Conditions

  1. Find and destroy downed aircraft
  2. Find the downed pilot
  3. Return pilot to Ichon

  Contract Value: $85,000

>>> END OF E-MAIL <<<

Once the mission starts, there is a vehicle nearby. Get in and get a SK soldier
to get in as well. Head towards the marked spot on the map. When you get to the
plane, take it out however you want.

Here comes the hard part. After the plane is destroyed, you will recieve an
e-mail that reads as follows:

>>> START OF E-MAIL <<<

  The North Koreans have already captured the pilot and are transporting him to
  their base at the Black Gate. You must stop them before they arrive,
  otherwise the pilot is lost.

>>> END OF E-MAIL <<<

Catch up to the Transport Truck which is carrying the pilot. Hijack it. Kill
any NKs that attack you, then get the pilot in a vehicle and take him to the
marked location on the map to finish this contract. Not too bad, right?


-----------------------------
 CONTRACT - "MASTER OF NONE"
-----------------------------

>>> START OF E-MAIL <<<

  The Jack of Diamonds has turned his artillery on Seoul. You've got to stop
  him before too many innocents die!
  ---
  Contract Terms & Conditions

  1. Destroy all NK artillery before 25,000 civilians are killed
  2. Verify the Jack of Diamonds

  Bounty Value: $150,000 alive/$75,000 dead

>>> END OF E-MAIL <<<

This one is the one of the hardest contracts yet. Get a standard rapid-fire
weapon such as the Carbine, Light MG, Assault Rifle, etc. and an RPG or Anti-
Tank Rocket. 

Get in any civilian vehicle for the disguise then head to the area. Take out
any tank you come across. Since this mission is basically timed, though
indirectly, hurry to the artillery instead of fighting everyone. Once all the
artillery are destroyed, You will be notified of an unnoticed prototype
artillery piece. It is HUGE. Get to it, watching out for any enemies as you
head up. When you get there, you will be given a new airstrike.

Get to a shielded area (behind something strong that an airstrike is not likely
to penetrate, like a big rock). Call in the airstrike on the artillery gun.

Now the Jack will appear. Clear the immediate area of NK soldiers then subdue
the Jack. Call for extraction.

The verification of the Jack will complete this contract.


-----------------------------------
 CONTRACT - "THE GUNS OF KIRIN-DO"
-----------------------------------

>>> START OF E-MAIL <<<
 
  General Chul Kang, the Ace of Diamonds, has brought the Type 07 Supergun
  online. This weapon is capable of striking targets in South Korea and Japan
  with radiological shells.

  The Supergun is a hardened structure, requiring a bunker buster or equally
  strong weapon to destroy. Additionally, the Supergun has an integrated jammer
  system. You'll have to find a way to destroy it without direct Allied air
  support.

  Also, the area around the Supergun has been contaminated by radioactive
  materials used in its ammunition. Only shielded vehicles, such as an NK Tank,
  can safely cross these areas.
  ---
  Contract Terms & Conditions

  1. Destroy the Type 07 Supergun
  2. Verify the Ace of Diamonds

  Bounty Value: $250,000 alive/$125,000 dead

>>> END OF E-MAIL <<<

You are taken to an island separate from the main map, like before. Turn on the
faction icons by pressing left on the d-pad to make it easier to see the NKs.
Use the Merchant of Menace to airdrop a shielded vehicle. I would go ahead and
get an NK one for the disguise as well.

If you choose not to airdrop a vehicle, you'll have to fight off a large amount
of NK soldiers and hijack a tank later on. Choosing to airdrop a NK vehicle is
far easier.

Drive along the road, staying to the right. After you clear the initial set of
troops, turn the faction icons back off so you can identify officers. Avoid all
of them to keep disguise. Enjoy the radioactive zone, it's fun. :P

Eventually Fiona will tell you about the Type 07 Prototype Gun. It will be
marked on your map and you will get a useless e-mail with the "codes" to start
the Prototype Gun. You don't have to use them, so don't worry about it. Get to
the West end of the island until you get to the dirt road that heads to the
Prototype Gun. There is an officer here so forget about disguise. Take out
every NK you see. Watch out for tanks and guys with RPGs. Turn the faction
icons back on and head up the path watching for guys that may be hiding behind
trees, logs, or rocks. There are a few tanks too. At the end of the path is the
Prototype Gun. When you are clear, go up the stairs and walk left around the
gun until you reach a door. Press triangle to man the Prototype Gun. 

The Supergun is marked by a yellow circle and arrow. Fire at it with the
Prototype Gun until it is destroyed. Time to get the Ace. Hijack an NK vehicle
to become disguised and drive to the marked area.

The Ace is tough to get too, there are plenty of NK soldiers and tanks. Watch
for RPGs coming at you. Try your best not to kill the Ace, either by shooting
him yourself or getting him in the line of fire of the NKs shooting at you. I
have done the latter far too many times.

After the area is clear, subdue the Ace and call for extraction. Once you and
the Ace are in the chopper, the second Ace Contract is complete. Good job! We
are halfway done! Time to head North!



                          .-------------------------.
                          | C. PART 03 - THE HEARTS |
                          '-------------------------'
                                    MERCS06C

Ahh... A new map. Highly refreshing. Take some time to get used to the Northern
Province, as you'll spend quite a bit of time here.

Before you get started on the contracts, take a look at your new outfit (you
can change into it at a tent in MASH) and note that by speaking to the pilot in
MASH, you can head back to the Southern Province. Explore a bit and enjoy the
occasional sighting of new vehicles.

---------------------------------
 CONTRACT - "INSPECT AND VERIFY"
---------------------------------

>>> START OF E-MAIL <<<

  Do your best to keep the WMD inspectors alive as they search for evidence
  that Song used these reactors to manufacture nuclear weapons. NEVER leave
  them alone. At least one needs to survive to report their findings.
  ---
  Contract Terms & Conditions

  1. Escort Allied Inspectors to the Yongbyon 5 MW Reactor
  2. Escort Allied Inspectors to the Yongbyon 50 MW Reactor
  3. Escort Allied Inspectors to the Yongbyon Reprocessing Plant
  4. Return at least 1 Allied WMD Inspector alive to the Allied HQ in Kusong

  Contract Value: $80,000

>>> END OF E-MAIL <<<

Alrighty. Let's start with the Allied contracts.

This contract is essentially a more difficult version of the "Embedded"
contract where you had to take a reporter around the area. You have to take 4
WMD Inspectors to three sites.

Ok, to your right are the four inspectors and an APC. Get in the APC and honk
the horn to have the inspectors get in. Drive to the first yellow circle at the
Yongbyon Reprocessing Plant. As you get there, the first priority is to take
out the tanks, then the NK soldier with an RPG. Use the missiles on the APC for
the tanks and the main gun for everything else. Clear the area and level as
many of the buildings as you wish, that main gun on the APC packs a punch and
it doesn't take many shots to bring the buildings down. Pay close attention to
the alley near the yellow circle on the ground, a few guys hide back in there.
Once the area is clear, get in the yellow circle and press L2 to let the WMD
inspectors out. Keep watch for any NKs you may have missed. Once the meter is
full, the inspectors will get back in the APC. 

Head to the second area in the Northern Part of Yongbyon Reactors. Take out any
NKs that you see and destroy any vehicles. For the most part however, this
location has very little resistance. Once you've cleared the area and destroyed
any buildings that may spawn NKs, get in the circle and let the inspectors out.
Once they are done and back in the APC, head to the final location in the
Southern portion of Yongbyon Reactors.

As you approach the final area, take out the chopper that is on the ground. The
soldiers are no threat at all compared to it. Another chopper will come over to
attack you. Take it down before it can do too much damage. Now that those are
dealt with, there are no more major threats. Take out the NKs on the ground and
then let the inspectors do their thing. Once they are back in, take them back
to Allied HQ and park in the yellow circle there to complete this contract.


--------------------------------
 CONTRACT - "REACTOR RETRIEVAL"
--------------------------------
  
>>> START OF E-MAIL <<<
 
  Rescue the Allied Inspectors from the reactor site and deliver them to the
  Allied outpost West of the site. Garrett informed me they stocked the outpost
  with extra supplies if you need them.
  ---
  Contract Terms & Conditions

  1. Locate Allied inspectors
  2. Rescue Allied inspectors before they are executed
  3. Return Allied inspectors to Allied outpost

  Contract Value: $80,000

>>> END OF E-MAIL <<<

This one is timed. You have to try and rescue the inspectors within that 10
minute time limit. You will get a bonus e-mail:

>>> START OF E-MAIL <<<

  Those inspectors are highly trained. Garrett will be extremely upset if
  anything happens to them.
  ---
  Contract Terms & Conditions

  BONUS: Return all inspectors to Allied Outpost alive

  Bonus Value: $75,000

>>> END OF E-MAIL <<<

So... Get to the inspectors. Rescue them. Get them back alive. Sounds simple
enough, right? You don't want to get in close and alert the NKs of your
presence just yet. Hopefully you have a Sniper Rifle. If not, you should be
able to order one via the Merchant of Menance.

There are two guards watching over the Allied inspectors. They are marked on
your map. Should you be seen, the guards will begin executing the inspectors.
We don't want that. So stay a good distance away from the base and find a snipe
point. Take out the two guards. There are some tanks in the area, take them out
next using whatever method you please. Airstrikes will allow you to stay out of
harm's way for now, but if you use them, watch out for the inspectors. Once the
area is clear of major threats, get over there and take out any NK soldiers
that remain. Get the inspectors into a vehicle.

Now, get out of there and drive as fast as you can to the Allied Outpost. Try
to avoid any conflicts and try not to get caught up in the roadblocks. When you
get to the Allied Outpost, park in the yellow circle. Once the inspectors are
out of the vehicle, this contract is complete.


----------------------------------
 CONTRACT - "MANIPULATE THE DATA"
----------------------------------

>>> START OF E-MAIL <<<

  The Colonel is fidgety about sending those codes remotely from within the
  outpost so you'll have to bring them to the Chinese HQ. Sorry about that.
  ---
  Contract Terms & Conditions

  1. Download codes
  2. Bring codes to Dandong

  Contract Value: $100,000

>>> END OF E-MAIL <<<

This one is the one of the easiest contracts in the game. Don't think so? Read
on.

Drive over to the Tenement Ruins. Be sure to have a Sniper Rifle. Head to the
South end of the Tenement Ruins. Get into the mountains around the shaded area.
While up in the mountains, snipe out all the South Koreans you can see. Stay at
the TOP of the mountains so as not to get seen. Move around the mountains
towards the yellow marker on the map. Snipe all SKs you see as you move around.
Stay out of the shaded area!

Once you can see the yellow circle where you need to go, thoroughly check the
area to be sure it is clear. If it is clear, head down to the yellow circle and
download the codes. Get back in the mountains and back out of the shaded area.
By essentially backtracking, head to the South end of the Tenement Ruins. Find
a vehicle and drive to the Chinese HQ in Dandong.

Park in the yellow circle to complete this contract.


----------------------------
 CONTRACT - "EXIT STRATEGY"
----------------------------

>>> START OF E-MAIL <<<

  I have a suspicion that the South Koreans intercepted some of the recent
  Chinese communications - the civilian population is now nowhere to be seen,
  and there are APCs patrolling the streets. Wonderful.
  ---
  Contract Terms & Conditions

  1. Destroy SK command center
  BONUS: Additional amount paid for destruction of certain marked targets

  Contract Value: $100,000
  Bonus Value: $50,000 per marked target (excluding the SK command center)

>>> END OF E-MAIL <<<

The situation this contract puts you in is a bit unfortunate. In order to not
need to spend money on a bribe to make the South Koreans happy again, you have
to spend a little less money.

In the city there are two KIFVs, vehicles that jam your radar signal. We can't
have that. Using the Merchant of Menace, purchase the least expensive South
Korean vehicle, the K1025 Scout. Head to Sinuiju in that vehicle.

Use the disguise that vehicle gives you to get into the shaded area there. So
long as you have that disguise up, you'll be fine. When Fiona informs you that
your signal is being jammed, look on your radar for the two red 'X's. Those are
the KIFVs.

Believe it or not, you are going to get out of your vehicle, completely giving
up on disguise. Park RIGHT BEHIND one of the KIFVs. Get out of the K1025 Scout
and into the KIFV as quickly as possible. You need to drive it out of Sinuiju.
Once you are out of the shaded area, drive a bit further until no one is firing
at you. Get out of the KIFV and destroy it with some C4.

Repeat that process again with the second KIFV.

Get on top of the mountains that are outside and around portions of Sinuiju.
Snipe out any SKs you see. When most of the area near the entrace of Sinuiju is
clear, head down to the ground. Head left from the entrance to the city on the
outside of the wall that surrounds the area. When you see the first building
that is a "marked target," take it out with an airstrike. RUN. A chopper will
appear. You don't want to take it out due to the fact that it is South Korean,
so get away from it. When you are clear of the chopper, head back around the
city wall and take out the second marked building. RUN AGAIN. Two helicopters
will attack you. Once you are clear, get back to Sinuiju.

Almost done now. Get on the mountains to the right of the city entrance. Head
around them to the SK Command Center marked in yellow on the map. Snipe out any
SKs you see. When the immediate area around the Command Center is clear, call
in an airstrike to take it out.

The destruction of the SK Command Center will end this contract.


-----------------------------
 CONTRACT - "CHAIN REACTION"
-----------------------------

>>> START OF E-MAIL <<<

  The Chinese provided us with the location of the Jack of Hearts. He's
  currently holed up in a building next to the reactor at Taechon. The area
  around the reactor is a hot zone. You'll need to rely on the protection of
  an enclosed vehicle (tank, APC, truck, etc) to get in and get him out. Don't
  walk around for too long. The radiation levels are VERY high near the
  reactor. You won't last long outside and unprotected near it.
  ---
  Contract Terms & Conditions

  1. Verify the Jack of Hearts

  Bounty Value: $200,000 alive/$100,000 dead

>>> END OF E-MAIL <<<

If you love contracts dominated by tanks, you will love this contract. Take the
tank which is outside of the Chinese HQ and head to the Taechon Reactor. You
won't be alone in fighting the North Koreans here, Chinese APCs and tanks also
are in the area, trying to push the NKs back.

Note that the Jack is located inside of a radioactive zone. If you don't
already know the effects of not being in a shielded vehicle such as a tank in a
radioactive zone, know that you constantly lose health whenever you aren't in a
shielded vehicle.

Now, take out any tanks you run into first. Take out all other NKs you see
based upon how much of a threat they are to your tank. Do not overlook any NKs
that are simply on the ground, as you will have to get out of the tank in a
moment.

Once the area around the Jack's building is clear, get out of the tank. Watch
out for any soldiers in the building. After you subdue the Jack, carry him out
of there AS FAST AS YOU CAN. Both you and the Jack are constantly losing health
by being unshielded in the radioactive zone.

After you exit the radioactive zone, call for the extraction helicopter.

Once the Jack has been verified, this contract is complete.


-----------------------
 CONTRACT - "REPO MAN"
-----------------------

>>> START OF E-MAIL <<<

  Buford's not going to be able to run his own private war if his superiors
  learn about that lost KIFV. It won't take long for the Mafia to tear it apart
  and learn what makes it tick. If you don't interrupt that process, Buford
  gets a royal chewing out, and we don't get our money. Stop that Mafia
  inspection of the KIFV. Then either destroy it, or get it back to SK HQ.
  ---
  Contract Terms & Conditions

  1. Interrupt Mafia inspection of the KIFV
  2. Destroy or recover KIFV

  Contract Value: $110,000 destroyed/$160,000 recovered

>>> END OF E-MAIL <<<

You have five minutes to stop the Mafia's inspection of the KIFV. Begin heading
towards the marked area. When you see a Mafia vehicle, commandeer it. When you
arrive at the area, you can drive right through the gate with a Mafia disguise.

Park next to the KIFV. Get out of your Mafia vehicle and get in the KIFV. Since
the gate will only open for Mafia vehicles, go to the left of the gate and ram
through the fence. The only threat to the KIFV as you try to do this is a Mafia
soldier with an RPG.

Drive back to South Korean HQ and park the KIFV in the yellow circle. Get out
of it to get the bonus.

After the KIFV has been destroyed or returned, the contract is complete.

NOTE: Want some extra cash? The KIFV does not disappear upon the completion of
      this contract, so get back in it and take it to the Mafia chopshop!


----------------------------
 CONTRACT - "CLEAR CHANNEL"
----------------------------

>>> START OF E-MAIL <<<

  Each roadblock has a garrison stationed nearby. The terms of the contract
  require you to destroy each garrison tent. Buford's men will come in and mop
  up afterwards.
  ---
  Contract Terms & Conditions

  1. Destroy Chinese garrison tents

  Contract Value: $110,000

>>> END OF E-MAIL <<<

Remember what I said about not having to bribe a faction? In order to not need
to spend a lot of money later, you have to spend some money now. If you are
spotted by the Chinese and you take out a tent, the Chinese faction meter will
go all the way down.

Get into the hill/mountain area near the first tent. Here's where I went wrong
my first time through. It turns out that the free Stealth Bomber airstrike
you're given automatically gets you caught if you use it. Since you need
airstrikes to take out these tents, I recommend the Surgical Strike, since it
is relatively cheap and very effective. Take out the first tent with the
Surgical Strike.

Stay up in hills/mountains to take out the second, third, and fourth tents with
Surgical Strikes. The fifth tent, however, is a bit more challenging.

Near the fifth tent, a helicopter is patrolling the area. You don't want to
attack it and make the Chinese angry, so simply wait until it's a good distance
away from you to call in the Surgical Strike to take out the fifth and final
tent.

When the fifth tent is destroyed, the contract will be complete.


-----------------------------
 CONTRACT - "THE ACID QUEEN"
-----------------------------

>>> START OF E-MAIL <<<

  The chemical plant is inside the Queen's production complex. Buford wants it
  destroyed. Colonel Namgung will probably stay hidden until after you blow it
  up. Once you seriously threaten his operation, he'll either try to flee or
  stop you. Be prepared for either eventuality.
  ---
  Contract Terms & Conditions

  1. Destroy the chemical plant
  2. Verify the Queen of Hearts

  Bounty Value: $225,000 alive/$112,500 dead

>>> END OF E-MAIL <<<

You will get a second e-mail informing you on a bonus, it reads:

>>> START OF E-MAIL <<<

  Buford's offering a $50,000 bonus for each SAM destroyed. It saves his men
  having to risk their lives cleaning up Colonel Namgung's forces after you're
  done.
  ---
  Contract Addendum

  1. Destroy the SAMs in the area

  Bounty Value: $50,000 per SAM
 
>>> END OF E-MAIL <<<

Head towards the area where the chemical plant is marked on the map. As you
begin to see North Korean vehicles when you get near the area, hijack one. Use
the disguise you get from the vehicle to get through the main gate.

Your first priority is to clear the area. It is primarily all ground soldiers
with a mixture of standard weapons and RPGs. Take out NK barracks that spawn
more NK soldiers. There are two SAM vehicles in the nearby area. Destroy them
both by whatever means you like.

Head in the direction of the next closest SAM. Clear the area around it. If you
want, you can use the helicopter nearby. Once you have destroyed the third SAM,
head to the fourth and final one.

There is a tank near this SAM. A helicopter will also take off and try to kill
you, so be prepared. Clear the area of all threats and then dispose of the last
SAM.

Do not go around to the mapped path to get to the chemical plant. You can get
to the chemical plant by doing over the hilly area North of where the last SAM
was. When you see the plant, take it out with an airstrike. The Queen will
appear on you map way East of the plant. Go back to where the last SAM was. The
path from that location to the Queen should be completely clear if you killed
all the NKs you had to fight to get to the SAMs and took out the barracks. When
you get to the Queen, subdue him and call in an extraction helicopter.

Once the Queen has been verified, this contract is completed.


----------------------------------
 CONTRACT - "IN THE NEIGHBORHOOD"
----------------------------------

>>> START OF E-MAIL <<<

  The South Koreans are trying to establish a presence North of Yongbyon,
  presumably to watch the Chinese advance. Sergei is, of course, convinced that
  they're after his operations. He wants you to wipe out the South Korean
  hideouts. They haven't been in the area long, so the resistance should be
  fairly light.
  ---
  Contract Terms & Conditions

  1. Destroy 5 South Korean hideouts

  Contract Value: $60,000

>>> END OF E-MAIL <<<

Before you really get a chance to get started on this contract, you get a bonus
e-mail, which we'll take care of first.

>>> START OF E-MAIL <<<

  There's been a last-minute addition to the contract. An Allied tank has lost
  its way near Yongbyon, and Sergei wants you to steal it. I'd recommend some
  care in how you steal the tank--the Americans won't take kindly to being
  attacked.
  ---
  Contract Terms & Conditions

  1. Destroy 5 South Korean hideouts
  BONUS: Steal Allied tank and return it to the Mafia garage

  Contract Value: $60,000
  Bonus Value: $20,000

>>> END OF E-MAIL <<<

Seems simple enough. Head over to the tank's location which is marked on your
map. Just go right up to it and take it. Once you take it, Fiona will tell you
that the Allied soldiers sent out an "SOS" and Allied assistance will come to
get the tank back in six minutes. That's no big deal. Go ahead and drive the
tank straight to the Mafia's garage. You'll have plenty of time to spare.

Head back to the area where the South Korean hideouts are located. You could
just destroy the hideouts with airstrikes, but there's a problem with that...
There is a jammer nearby. You need to take care of it first.

Get an SK vehicle for the disguise and your choice of two weapons: an RPG or an
Anti-Tank Rocket. The latter is far easier, but more expensive. It's up to you
though.

Get in the SK vehicle and gain disguise. Once you are disguised, you can drive
freely in the shaded area. Drive around until you see where the jammer is. Go
off the road on the opposite side of the road from the jammer until you are out
of the shaded area. Get out of the vehicle and go up one of the hills. Stay out
of sight and locate the jammer precisely with the binoculars. When you know
which vehicle is the jammer, take it out with the RPG or Anti-Tank Rocket. Now
you can freely call in airstrikes.

Take out the two hideouts you can see from your current position with whatever
airstrike you please. After doing so, get back in the SK vehicle and regain
disguise. Drive across the bridge which is close to two of the hideouts. You
can go along the river and take out the next two with airstrikes by staying at
least a little out of sight.

Move further down the river until you see the final hideout. Take it out using
an airstrike to complete this contract.


-----------------------------------
 CONTRACT - "106 MILES TO SINUIJU"
-----------------------------------

>>> START OF E-MAIL <<<

  Ok here's the deal: there's a diplomatic courier in Sinuiju Harbor that's
  willing to smuggle out as much contraband as he can carry, but he's charging
  Sergei a premium for his time. Your goal is to pick up as many items as you
  can and deliver them to the courier before he leaves. If, at any point, the
  value of the items reaches zero, we lose the contract. Got it?
  ---
  Contract Terms & Conditions

  1. Pick up contraband from Mafia contacts
  2. Deliver the contraband to diplomatic courier

  NOTE: The contract value will reduce over time. Picking up contraband will
  increase the value. If the contract value reaches $0, the contract will be
  cancelled.

  Contract Value: Variable

>>> END OF E-MAIL <<<

If you want to unlock a new Merchant of Menace vehicle delivery at the end of
this contract, you must do the bonus. Read on.

>>> START OF E-MAIL <<<

  I need those "packages" picked up and delivered very quick like, but the
  usual boring array of vehicles are not going to help either of us. No? See
  that brand new beauty parked across the street? You like? Yes? Give it a try
  and we will see if you are capable of handling such a finely tuned machine.
  Bring it with you to the docks in one piece and I'll make sure that the next
  time you visit the shop I will have another just like it available for your
  purchasing pleasure. But be careful not to get too far away from that car. A
  car like that is likely to drive itself away when you are not looking, if you
  know what I mean.
  ---
  Contract Terms & Conditions

  BONUS: Bring the sports car with you to the docks

>>> END OF E-MAIL <<<

This contract is downright fun. It's a race against time to meet different
people to pick up "packages" and then deliver them all to the docks. Make sure
you don't hurt the street racer too much, you want it intact at the end of the
contract.

Here's how this contract goes... From the start of the contract to the end of
the contract, your payment decreases by $1,000. However, whenever you pick up a
package from one of the contacts, your contract payment will increase.

The first time I did this contract, I continuously made the mistake of getting
out of the car and walking up to the contact. Not smart. Instead, you want to
honk the horn and have each contact get in the car and then make them get out
by pressing L2.

Now, each contact will be marked on your map as you progress through the
contract. All you want to do is avoid all fighting and dodge all enemy fire as
you drive as fast as you can to each contact.

Go to the first contact who is located at the Yongbyon Reactors. Get him in and
out of the car. He will give you the first item which is worth $25,000 to your
contract value. Head down the road towards the next contact. Be cautious of the
intentionally placed objects on the roads. This second contact is waiting for
you behind a rock. Get him in and out of the vehicle. His item adds $50,000 to
your contract value. Continue on to the third contact. There is a considerable
amount of fighting going on en route to this contact. I recommend turning on
the faction icons by pushing left on the d-pad so you know which guys you won't
get in trouble for if you run them over. Get this contact in and out of the car
to recieve his item, which adds $75,000 to your contract value. 

Head to the fourth contact. There is fighting occuring on the path to this
contact as well. Avoid as much enemy fire as possible and try not to hit
anything. Be fast but cautious, as if you make a major mistake and crash the
car, you've got a problem. When you reach the fourth contact, get him in and
out of the car to pick up his item and an extra $100,000 to add to the contract
value.

There is one more contact before you make the delivery. This fifth and final
contact has, fittingly, the most dangerous path to traverse in order to reach
him. He is behind a wooden fence. You have to get out and talk to him to get
the final contraband item from him. Doing so gets you an extra $150,000 towards
your contract value.

Just drive over to Sinuiju Harbor and get the "diplomatic courtier" in the car
to complete this contract.


----------------------------
 CONTRACT - "RAW MATERIALS"
----------------------------
   
>>> START OF E-MAIL <<<

  NK forces have occupied a previously-abandoned garrison. Sergei assures us
  that the King of Hearts can be found there.
  ---
  Contract Terms & Conditions

  1. Destroy command bunker
  2. Verify the King of Hearts
  BONUS: Destroy all NK SA-8 launchers in the garrison

  Bounty Value: $250,000 alive/$125,000 dead
  Bonus Value: $100,000

>>> END OF E-MAIL <<<

Much like the Queen of Hearts contract, you will have to destroy a designated
building to get the King of Hearts to appear. Head to the garrison where the
command bunker is located.

By destroying the four SA-8 vehicles in the area, you get a bonus. You can do
this on the ground by fighting through the NKs and taking out the SA-8 vehicles
with C4, but I always either hijack or purchase a NK chopper. Using the
disguise from the chopper, you can get to the SA-8 vehicle without being shot
at. Use an anti-tank missile from the chopper to take out the SA-8. As soon as
you fire that missile, fly away until you regain disguise. You can also call in
a Vehicle Supply Drop after exhausting the anti-tank missiles. Either way, when
the SA-8 vehicles are done with, get to the command bunker marked in yellow on
the map.

To destroy the command bunker, you must use a Bunker Buster (go figure :P).
Once that is done with, the King of Hearts will emerge inside of a Sungri
Scout. This can be tricky, as you must take out the gunner to be able to hijack
the Scout, but you must take care not to shoot the King. After you take out the
gunner, either kill the driver or hijack the Scout. Be sure to kill the driver
after you hijack the vehicle. Once they have been dealt with, subdue the King.

If the area is safe, go ahead and call in the extraction helicopter. If not,
get the King in the Sungri Scout and drive to a safe area, then call in the
extraction helicopter.

Either way, once the King is verified, the contract will be complete.


---------------------
 CONTRACT - "GAMBIT"
---------------------

>>> START OF E-MAIL <<<

  The Kumchang-ni Nuclear Reactor Complex is our next destination--the Ace of
  Hearts is bound to be somewhere within. We'll insert you under cover of
  night. Don't mess this up.
  ---
  Contract Terms & Conditions

  1. Locate the Ace of Hearts
  2. Verify the Ace of Hearts

  Bounty Value: $300,000 alive/$150,000 dead

>>> END OF E-MAIL <<<

The Ace of Hearts is not as challenging to verify as you may believe. Near the
insertion point, you will see a gate. Blow it up with C4. Go through where the
gate was.

Fiona will tell you to use stealth for this contract. If you have a Sniper, you
can hide off to the side and pick off any North Korean soldiers you can see.
There really is no other threat for this mission other than NK ground troops. 

Go ahead and head through the area fighting NK soldiers with typical weapons.
It's definitely not anything you can't handle. Call in supply drops whenever
you need them.

Once you get to the building which is marked on the map with the Heart, you
will find out that the Ace of Hearts isn't there. He will overload the nuclear
reactor and run away to a helipad so he can try to escape. You need to go after
him NOW. There is a simple path that leads to the helipad, but there are a ton
of NKs. Run as fast as you can (those of you playing as Mattias Nilsson, be
glad of that during this contract) until you reach the end of the path.

At the end of the path, be cautious of some NKs with RPGs. Take them out ASAP.
You want to go up the ramps so that you can get up to the roof. A few NKs will
appear to try and stop you from getting up there, just kill them and be done
with them.

When you get to the roof, take out the NK armed with an RPG and then almost
immediately subdue the Ace. If you do not, a helicopter will show up and he
will get in and escape. Clear the area. After the area is clear, pick up the
video that is nearby the Ace on the ground. Picking it up and taking it with
you nets you a small monetary bonus. Call in the extraction helicopter.

Once the Ace of Hearts is verified, the contract is complete.



                          .-------------------------.
                          | D. PART 04 - THE SPADES |
                          '-------------------------'
                                   MERCS06D

Almost done... You're almost to the Ace of Spades, but you've still got a good
amount of work ahead of you. There are only 13 cards left not counting General
Song, and they won't go down without a fight. Working for the Chinese and the
South Koreans is going to be complicated due to the conflict going on there.
The Mafia has internal problems that are reaching their boiling point...

Whoa. There is plenty to do, so let's get started.

-----------------------------------
 CONTRACT - "HUMANITARIAN EFFORTS"
-----------------------------------

>>> START OF E-MAIL <<<

  The Chinese intervened in the refugee situation in the Tenement Ruins and are
  actively discouraging any further Allied aid efforts to the area. So you get
  to play the humanitarian, for once.
  ---
  Contract Terms & Conditions

  1. Retrieve the vaccine from the Allied medic
  2. Deliver the vaccine to the Allied MASH unit within the Tenement Ruins
  3. Too many civilian casualties will result in contract cancellation
  BONUS: Deliver vaccine without incurring civilian casualties

  Contract Value: $80,000
  Bonus Value: $25,000

>>> END OF E-MAIL <<<

We've done the AN contracts first three times now, why break the cycle?

Anyways, you'd think that these factions would be united against their common
enemy in the North Koreans, wouldn't you? Now the Chinese are causing the AN
problems... Let's take care of this.

Start off by heading over to MASH. Talk to the Allied medic there to recieve
the vaccine you need to deliver. Drive to the entrance of the Tenement Ruins.

Here's where you've got problems. The entire area of the Tenement Ruins is
Chinese territory, so if you go in, you'll be shot at. In addition to that, if
10 civilians die during the course of the mission due to your actions, you fail
the contract. Let's avoid ALL conflict.

Climb up into the mountains and walk all the way around, trying to stay in the
non-shaded area, just as a precaution. When you get near the AN doctor, you'll
see the area around him is clear of any threats. Get as close as possible while
still in the mountains, then climb down and deliver the vaccine.

Once the doctor has recieved the vaccine, the contract is complete. Believe it
or not, that was the LAST Allied contract. Good job.


--------------------------------
 CONTRACT - "AN EYE FOR AN EYE"
--------------------------------

>>> START OF E-MAIL <<<

  It appears the good General underestimated the South Korean capability to
  strike Dandong. Good luck out there.
  ---
  Contract Terms & Conditions

  1. Defend artillery
  1a. Destruction of all artillery will result in contract cancellation

  Contract Value: $150,000 - $200,000, depending on the number of artillery
  weapons left intact.

>>> END OF E-MAIL <<<

Chinese time... Here we go!

I hate this contract. Hate, hate, hate, hate, hate. Did I mention I hate it? :P

There are five Chinese artillery pieces along the river across the street from
their headquarters. The South Koreans don't like that, and they are going to
attempt to destroy them. Your job is to keep those artillery pieces intact for
six minutes until Chinese reenforcements arrive. Those are some of the longest
six minutes EVER!

The South Koreans are going to attack both by air and by land, so be prepared.
Get the Anti-Armor Rifle, it is absolutely necessary... Well, not exactly, but
the is THE contract to use it.

As you start, you'll see an anti-air vehicle... Very tempting, but don't bother
with it, it will only be a hinderance. The SKs will begin their assault by air.
Aim for where the pilots are located in the helicopters to take them down. A
continuous assault will ensue by the SKs for the next six minutes, but you want
to focus almost entirely on the choppers, as they are the real threat to the
artillery.

I like to find a spot near the artillery on the far right behind some large
cargo containers so that I am protected from the ground assault. At that point
I keep watch for helicopters and deal with the occasional SK soldier who will
make his way towards me.

Once the six minutes are up, Chinese reenforcements will arrive and that will
complete the contract.


-------------------------
 CONTRACT - "CHOKEPOINT"
-------------------------

>>> START OF E-MAIL <<<

  I like how we've become the Chinese pre-emptive strike option.
  ---
  Contract Terms & Conditions

  1. Destroy cargo planes
  2. Destroy freighter

  Contract Value: $150,000

>>> END OF E-MAIL <<<

There are a number of ways to go about this contract, the simplest one, though,
is to do this contract backwards. Yep, you want to take out the freighter first
rather than the cargo planes. The reasoning behind this is that once you take
out either the cargo planes or the freighter, the shaded area near the other
becomes considerably more massive, and it is more difficult to get near the
frieghter under those circumstances.

Get to the freighter that is marked on the map. You want to board it via the
ramp that leads up to the deck. Do so. There is a jammer on board, so go up to
it and deactivate it. Get off the freighter and get a considerable distance
away from it. Use an airstike to sink it.

Now Fiona will notify you of the area being put on alert. This expands the
shaded area. Head to the airport where the cargo planes are. Get up in the
hilly area around it. There is a jammer inside the airport, so you'll need to
be out of range of it.

As you get visual contact on each plane, take it out with a laser-guided
airstrike. Move around the hilly area to get a visual on the other planes.

Once the third plane is destroyed, the contract is completed.


----------------------------------------
 CONTRACT - "TWO DEGREES OF SEPARATION"
----------------------------------------
   
>>> START OF E-MAIL <<<

  This guy had better be forthcoming with the card location--the Queen of
  Spades is one of the last keys to Song.
  ---
  Contract Terms & Conditions

  1. Find community leader
  1a. Death of community leader prior to contact will result in contract
  cancellation
  2. Verify the Queen of Spades

  Bounty Value: $350,000 alive/$175,000 dead

>>> END OF E-MAIL <<<

Seems like a plain and simple contract. Head to the community leader. His
location is marked on your map. When you get to him, you'll probably be very
surprised to see that there is not a single North Korean in the area. This is
just way too easy. Order yourself either an RPG or an Anti-Tank Rocket. Why?
You'll see.

Talk to the community leader and--- AH! North Koreans storm the area as soon as
you talk to the leader. Pure chaos. There are NK soldiers, a helicopter, and a
few tanks. Fortunately, the Chinese forces deal with the chopper for you, but
that doesn't help with anything else. That RPG or Anti-Tank Rocket just became
your new best friend. Clear the immediate area.

Look to the left (when facing the stairs) of the temple. There is the Queen...
the very well-guarded Queen. Unfortunately, there is not much more help I can
give you at this point. Head across the nearby bridge to the area of the Queen
and deal with all the NKs you come across, including vehicles such as tanks and
APCs. When you've isolated the Queen, subdue him. Take out the jammers in the
area, then call the extraction helicopter in.

Once the Queen is verified, the contract is complete.


-------------------------
 CONTRACT - "IN AND OUT"
-------------------------
   
>>> START OF E-MAIL <<<

  I've identified the agent's location. He's disguised as a Chinese soldier.
  As long as you don't stir things up, this should be a simple contract. Get
  in, get the spy, get out.
  ---
  Contract Terms & Conditions

  1. Identify SK agent
  2. Deliver SK agent to SK HQ

  Contract Value: $165,000

>>> END OF E-MAIL <<<

Bribe the SK guard if you must... I did. ;)

This is a simple contract. The agent is in an area of Dandong that is shaded as
Chinese territory for this contract. Head to Dandong and take a Chinese vehicle
for disguise. Once you are disguised as Chinese, drive to the agent. Honk the
horn to get the agent in the vehicle.

Unfortunately, you can't regain disguise at this point. There is only one thing
to do... Drive as fast as you can and avoid heavy fire until you are out of the
shaded area. From there, just be careful not to get shot at by SK forces due to
your Chinese disguise. You can change vehicles if you wish, or just honk the
horn a lot. Either way, drive back to the SK headquarters.

Park in the yellow circle so the agent will get out. Once he is out, this
contract is complete.


--------------------
 CONTRACT - "BOOM!"
--------------------

>>> START OF E-MAIL <<<

  There's a radar jammer in Dandong. You'll have to take that out before you
  use your cruise missiles on the bridge.
  ---
  Contract Terms & Conditions

  1. Destroy the radar jammer in Dandong
  2. Destroy the Sinuiju-Dandong Bridge

  Contract Value: $165,000

>>> END OF E-MAIL <<<

This is a very straightforward contract. You'll need to destroy the jammer in
Dandong before you can destroy the bridge, for multiple reasons.

Get a Chinese vehicle for disguise. This is absolutely necessary due to the
fact that during this contract, the entire city of Dandong is shaded as Chinese
territory. Drive to Dandong. Once you cross the bridge, you need to be cautious
of Chinese officers. There are a few standing around and there is one mounting
a machine gun on a tank. He's the biggest troublemaker here. Anyways, avoid all
officers in order to maintain disguise and drive to the jammer, located by the
red 'X' on your map. It is the machine on the ground at that spot. Quickly get
out of your vehicle and blow it up using C4. Get back in the vehicle and drive
as fast as you can out of Dandong.

Once you are safe, head up into the mountanous area across the river from
Dandong, avoiding the possibility of being in any Chinese soldier's sight. Use
the Cruise Missile airstrike on the bridge leading to Dandong. If the satellite
will not reach the bridge, you'll have to get closer.

When the bridge is destroyed, the contract is complete.


-----------------------------
 CONTRACT - "TITULAR REGIUS"
-----------------------------

>>> START OF E-MAIL <<<

  General Yun is either at the reactor, the refinery, or the nuclear plant.
  Find him and verify him.
  ---
  Contract Terms & Conditions

  1. Locate the King of Spades
  2. Verify the King of Spades

  Bounty Value: $375,000 alive/$187,500 dead

>>> END OF E-MAIL <<<

I've done this contract a few times to see if there is any particular pattern
to the location of the King in this contract. There is. He is ALWAYS at the
last place you go to.

Before you begin, get either an RPG or an Anti-Air Rocket. If you want to take
a chance with trying to hijack a helicopter at some point, get the RPG so you
can make the helicopter descend. If you'd rather just take all of the choppers
out and be done with them, go with the Anti-Air Rocket.

Due to the nature of this mission, you can go to the three locations in any
order you wish... But I think it is easier to go in the order I'm listing them.

The reactor is the Northernmost of the three locations. The big threat here is
the tanks that are in the area. I would hijack one if you have not already gone
to the other locations. If you chose to go to this location last, take out the
anti-air vehicles in the area before you call in the extraction helicopter. If
you don't, you'll have to shell out some money due to lost support.

The location to the South of the first is pretty much as well-defended as the
first, but there are some dangerous helicopters here. Use the secondary weapon
I recommended you bring to eliminate those threats. If you did not take a tank
from the Northernmost location, hijack the anti-air tank in the area. That will
make quick work of the massive amount of NK soldiers on the ground. If you did
take a tank, blow up the anti-air tank and then take out the soldiers.

The only remaining location is primarily NK soldiers and a helicopter. Once you
eliminate the helicopter, the only other major threat is NK soldiers armed with
RPGs. If this is the third location you went to, take out the anti-air vehicles
in the area.

Regardless of what order you went to the locations in, the King will appear in
the third. When the area is clear of threats, subdue the isolated King. Make
sure there are no anti-air units in the vicinity, and call in the extraction
helicopter.

Once the King is verified, the contract is complete.


-----------------------------
 CONTRACT - "ESCORT SERVICE"
-----------------------------
   
>>> START OF E-MAIL <<<  

  Seems simple enough--watch Josef's back while he conducts an arms deal. I'd
  be on high alert, though. Something about this job doesn't feel right.
  ---
  Contract Terms & Conditions

  1. Deliver Josef to the arms deal

  Contract Value: $1,000,000

>>> END OF E-MAIL <<<

This contract immediately makes you wonder what is going on. $1,000,000 for
driving Josef to a nearby arms deal in a car he provides with no combat? That
is just bizarre. Oh well. Get Josef in the VIP car that is driven up by the 
Mafia soldier and drive to the Industrial Zone. Park in the yellow circle to
let Josef out.

Josef will enter the building with another soldier and tells you to wait for
him. Once he and the other guy are in the building, you are ambushed. Sergei
set both you and Josef a trap.

A transport truck and a few transport helicopters bring in a number of NK
soldiers. Deal with them appropriately. There is a sniper located on a nearby
roof as well. Take him out quickly. To add insult to injury, an APC shows up as
well.

The biggest reason for failing this contract comes when Josef comes back out.
He does a field amendment to the contract, as seen in the e-mail you recieve:

>>> START OF E-MAIL <<<

  Here's a field amendment of the contract. Given what just happened, I don't
  think legal will mind.
  ---
  Contract Terms & Conditions

  1. Deliver Josef to the Mafia HQ

  Contract Value: $1,000,000

>>> END OF E-MAIL <<<

If he is killed, you simply fail. Get back in the VIP car and honk the horn to
get Josef inside. The gate will not open to any vehicles that aren't disguised,
so you'll have to go out through the fence. I honestly ended up going up a hill
near the fence as fast as I could and jumped the fence.

Once you get out of there, simply drive back to Mafia HQ. Park in the yellow
circle to let Josef out. He will "take care of things" with Sergei inside.

As soon as Josef is returned to the Mafia HQ safely, the contract is complete.

[ My Alternate Strategy ]

If you completed the bonus objective for "Raw Materials," then you have access
to the North Korean MD-500 helicopter in the Merchant of Menace. Purchase one
now.

Know that you don't actually have to use the VIP Car to take Josef to the base.
Get Josef to follow you and then get him into the MD-500 with you. Fly to the
marked drop-off location on the map and land. Josef will get out. Go ahead and
take off again. As soon as Fiona notifies you that Sergei set you up, move
quickly to take out as many of the helicopters that are coming to the area as
you can. Once they are dealt with, take out the North Korean soldiers that are 
near the building that Josef entered, being sure that the immediate area around
there is safe for Josef when he comes out.

Continue to take out all enemy targets as they appear until Josef appears. At
that point, swiftly land, get him in the chopper, and get out of there quickly.

Once you are clear of the base, it is an uneventful flight back to Mafia HQ,
where all you have to do is land and let Josef out.


---------------------------
 CONTRACT - "HOUSEKEEPING"
---------------------------

>>> START OF E-MAIL <<<   

  Josef has contracted us to eliminate several renegade Mafia officers that are
  hiding Sergei. Be careful--you'll need to identify your targets or risk
  killing soldiers that are on Josef's side. He's offering a nice bonus if you
  can pull this job off without killing any loyal Mafia soldiers.
  ---
  Contract Terms & Conditions

  1. Identify and kill 4 renegade officers
  BONUS: Do not kill any loyal Mafia soldiers

  Contract Value: $90,000
  Bonus Value: $30,000

>>> END OF E-MAIL <<<

There are two items I consider necessary for this contract, a Mafia MD-530 
helicopter and a Sniper Rifle. Get them from the Merchant of Menace. To net the
bonus, you have to take out the four renegade officers without killing any of
the soldiers who are actually loyal to the Mafia. It's simpler than it seems.

Go to the first renegade officer. I prefer to stay on the nearby roof for this.
Use your binoculars to identify the renegade officer. When you know exactly
which soldier is the renegade officer, use the sniper rifle and take him out.
Fly away to the next officer's location.

This one is easy as well. Stay a good distance away and use the binoculars to
identify the correct guy. Once you have done so, kill him too.

The third renegade officer is a little different. When you get near him, he
will drive away in a vehicle. Use the missiles on the Mafia chopper to deal
with him.

The final renegade officer will attempt to get in a helicopter. You can wait
until he gets in if you want, but you don't have to. Take him out however you
like.

When the fourth officer is killed, the contract is complete.


-------------------------
 CONTRACT - "LOOSE ENDS"
-------------------------

>>> START OF E-MAIL <<<

  ExOps offered to send a Collections Agent after Sergei, but I told them you'd
  prefer to take care of things personally. Nabbing the Jack is just icing on
  the cake.
  ---
  Contract Terms & Conditions

  1. Locate Sergei
  2. Locate the Jack of Spades
  3. Verify the Jack of Spades
  BONUS: Kill Sergei

  Bounty Value: $300,000 alive/$150,000 dead
  Bonus Value: $100,000

>>> END OF E-MAIL <<<

Ugh. If only it was as easy as the e-mail makes it sound. Order a North Korean
MD-500 Scout from the Merchant of Menace. It is an absolute necessity. Sergei
is marked on your map. Since there are NK anti-air vehicles near him, make sure
you are disguised as an NK before you get there.

When you arrive at the location, switch to the Anti-Tank weapon on the MD-500
Scout and lock-on to Sergei's vehicle. Fire that missile and fly away. By now
you have been told of the assault on the Mafia HQ... Check your e-mail:

>>> START OF E-MAIL <<<

  If the Mafia HQ is destroyed there won't be anybody around to pay us. Odds
  are the Jack is behind the attack--verify him, and the North Koreans are sure
  to retreat.
  ---
  Contract Terms & Conditions

  1. Defend the Mafia HQ
  2. Locate the Jack of Spades
  3. Verify the Jack of Spades
  BONUS: Kill Sergei

  Bounty Value: $300,000 alive/$150,000 dead
  Bonus Value: $100,000

>>> END OF E-MAIL <<<

Yep, save the Mafia HQ from destruction. Head back there as fast as you can. A
bar will appear on the screen representing the "health" of the Mafia HQ. If it
becomes empty, you fail this contract. If you did the bonus where you had to
steal the M1 Tank from the Allies in an earlier contract, that M1 Tank is
waiting for you near the Mafia HQ. Get in it quick.

Take out all the NK tanks nearby. Be careful not to destroy the APC where the
Jack is. When the area is generally clear of tanks that can severely hurt the
Mafia HQ, hijack that APC. Get to the Jack and subdue him. Call in the
extraction helicopter and quickly get the Jack inside.

Once the Jack is verified, the contract is complete.


--------------------------------
 CONTRACT - "THE ACE OF SPADES"
--------------------------------
   
>>> START OF E-MAIL <<<

  This is it. Find the General and we can all go home.
  ---
  Contract Terms & Conditions

  1. Investigate prison
  2. Verify the Ace of Spades

  Bounty Value: $100,000,000 alive/$50,000,000 dead

>>> END OF E-MAIL <<<

This is it. One last final last contract. Just imagine how many bunkers you
could bust with $100,000,000. Now take pride in the fact that you won't have
to "just imagine" for much longer. Let's get General Song... the Ace of Spades!

You start this contract in an M1 Abrams tank supplied by the Allies. You'll
notice that there are a number of other M1 Abrams tanks heading down the road.
Try to go as slow as they are, as they help out along the way.

Head down the road with the other M1 tanks. Look out for the North Korean tanks
that are along the road. Take them out as quickly as you can. You want this
tank to survive as long as possible. Eventually Fiona will notify you of some
helicopters heading towards you. I believe there are three... I forgot to count
them. Take out the helicopters as soon as you see them, but don't forget that
there are tanks still trying to take you out on the ground.

Keep going down the road. Be cautious of tanks that spawn out of a building on
the side of the road. I would destroy that on sight. When you get to the prison
you will see a number of tanks and a few other vehicles. Just blow em all up.
When you are at the prison entrance, you'll have to get out of the tank and go
up to the yellow circle. Press triangle there to go inside and investigate the
prison.

That's a shocker. When you get inside, you find an old man who seems to have
been tortured... Why, that man is none other than former President Kim himself!
General Song had supposedy killed him, but it turns out that instead, he kept
his father alive and tortured him until he finally gave in and told Song the
launch codes for nuclear missiles... Uh oh. Head back out.

The Allied forces are at the prison now, and the NK presence in the immediate
vicinity is nonexistant. This is now somewhere you can go back to and call in
support without threat of being killed should you need a safe spot.

Hopefully you haven't lost the M1 Abrams at this point. Get back in and destroy
the gate so you can continue down the road. Time to go to the launch site. As
you continue down the road, be cautious of a few NKs with Anti-Tank Rockets, as
those will make quick work of that beautiful M1 of yours.

Continue on. When you come to a point where there are two helipads with an
MD-500 Scout on each, I recommend you leave them alone, well... at least one.
Keep going, taking out any threats you encounter along the way.

When you reach a point where there are artillery pieces on some hills, you have
two options. You can continue on normally and fight everything from your tank,
or you can use an artillery piece to take out threats that are ahead of you.
Either way, there are tanks further down the road that you need to deal with.

Keep going, taking out the NK soldiers as you come to them. Eventually you will
arrive at a blown up bridge. Now that's a problem. Again, I've given you a
metaphorical fork in the road. You can either hijack a small vehicle, such as a
Sungri Scout and jump the bridge or you can go back to the MD-500 Scouts I told
you not to destroy and fly over. If you choose to jump, be sure to start from
way back and go as fast as you can.

Since there are anti-air vehicles on the other side of the bridge, you have to
get on the ground and fight regardless of which method you chose. Fight on
until you reach the gate that you have to go through to get to the launch site.
You are getting close. Right now, you need to do a few things before you go
through. Back up and snipe any NKs atop the walls. Now replenish yourself of
absolutely everything. Even if you've only used one of something, replenish
your supply and be sure to get health. Call in whatever supply drops you need
to do this.

Blow up the gate with a few bricks of C4. As soon as that gate is destroyed, a
timer will appear onscreen. Song has launched the missiles... You have to get
to the launch station and enter the abort codes!!! It is pure chaos inside the
launch site, so fight like crazy. Head to the panel at the launch station where
you have to enter the codes, fighting all the way there. Press triangle at the
station to enter the abort codes and stand there until the codes are entered.

A helicopter will now drop of Song and a few soldiers armed with RPGs. The
helicopter also stays to fight you. There is an Anti-Air Rocket in a nearby
crate you can get to take out that chopper quickly.

Take out the soldiers that are with Song and then subdue him. Call in the
extraction helicopter in the area near the helipad since most of the area is
jammed.

Once Song is verified, the contract and the game are complete. Congratulations.


[ MY ALTERNATE STRATEGY ]

As I played through the game yet again, I decided to experiment with the Ace of
Spades contract and came up with a much easier, but less satisfying method of
completing this contract.

Follow the normal strategy until you reach the area with numerous helipads and
the two MD-500 Scouts. Clear the area of the nearby AA and any other presence
that could prevent you of quickly gaining disguise. Get in one of the MD-500s
and gain disguise. Fly to the marked yellow area on the map and get low enough
to start the timer for entering the abort codes.

Do not attempt to enter the abort codes and do not do anything to blow your
disguise. Go to the complex where you are supposed to enter the abort codes. Do
not land or get out. Fly to the end of that complex that is opposite of where
the codes are supposed to be entered. That is where a helicopter will drop Song
off.

There are three anti-air vehicles outside the complex near where Song will be.
Using your helicopter's winch, carefully slide the vehicles off the end of the
cliffs, being sure to release them before they fall as to not get taken down 
with them. When the anti-air vehicles are out of the area, go back there and 
wait for the timer to run down to zero.

When the timer runs out, a North Korean helicopter will appear closeby. Song is
inside. It will land and Song will get out. When the helicopter is back in the
air and Song is no longer near the chopper, wait for the helicopter to begin
staying in one place. This is the tricky part... Since the enemy helicopter is
so well armored, you cannot take it out while in the helicopter by using your
helicopter's minigun. You have to hit the enemy chopper with one of your two
anti-tank missiles. Aim carefully, with the enemy chopper in the lower middle
portion of the shaded targeting area.

Once the enemy helicopter is kaput, use your helicopter's minigun to easily and
swiftly eliminate the North Korean ground soldiers that are on the ground in
the immediate area.

When Song is the only one left in the area, land. Get to him and subdue him.
Get into the unjammed area near the helipad and call in the extraction chopper.

When Song is verified, you have complete the contract and the game. Due to the
fact that the abort codes were not entered, you will near how hundreds of 
thousands of people in North Korea were killed by Song's missiles. 

===============================================================================

Congratulations of beating Mercenaries! Hopefully you enjoyed each and every
minute of it, as I did.

The ending sequence of the game is often different based upon a number of
factors. Firstly, if you did not enter the abort codes to stop Song's missiles,
you will first be given a cutscene telling of the devastation caused by those
missiles. Secondly, you will see one of a number of cutscenes depending on 
whichever faction your relationship was strongest with at the conclusion of the
game (most will see a scene about how the Mafia's presence is growing).

After completing the game, there are usually a couple of messages that state
that a few extra alternate outfits (in addition to the one unlocked after you
beat the Ace of Diamonds) are unlocked. This is not true. When you get back to
the Northern Province MASH, you still only have your mercenary's original
outfit and the alternate outfit unlocked after you first reached the Northern
Province. 

On a much lighter note, there is still more to do! Now that you have beaten the
game once, you have unlocked "Playground of Destruction" mode! In this mode,
you don't have to reverify the number cards. You also keep all your money,
unlocked items, and found bounty items from the previous game. You still have
to complete the contracts though.

Get back out there and enjoy Mercenaries some more! ;D
  
    


---------------------------.-----------------------.---------------------------
===========================|    07. CHALLENGES     |===========================
---------------------------'-----------------------'---------------------------

The Challenges are optional mini-missions that involve a variety of tasks. 
These tasks can be anything from seeing how fast you can get from one faction's
HQ to another's or seeing how far you can kick a barrel.

The Challenges are marked by a dollar sign ($) on the PDA map. Most of the
Challenges have a monetary reward for their successful completion. Some have a
reward of raising a particular faction's mood towards you.

As far as I know, this section is complete, but I could be wrong. If I am and
you have information on a Challenge that isn't listed here, you can send it to
me at [email protected]. You will get full credit for anything you send
me. Thanks.


                           .----------------------.
                           | A. SOUTHERN PROVINCE |
                           '----------------------'
                                   MERCS07A 

These are all the Challenges that can be found in the first map in the game, 
the Southern Province. They are in no particular order, I have just listed them
all in the order I arrived at each of them.

-------------------------
 RACE TO THE HAEJU DOCKS
-------------------------

A race against time! How fast can you cross the finish line?

OBJECTIVE: 1. Time goal: 1:39

RULE: 1. Remain in vehicle

REWARD: $5,000

LOCATION: Allied MASH


--------------------------------
 RACE FROM CHINA HQ TO MAFIA HQ
--------------------------------

Can you get to the Mafia HQ before the time expires?

OBJECTIVE: 1. Time goal: 2:00

RULE: 1. Remain in vehicle

REWARD: $5,000

LOCATION: Pyongyang Airport, near Chinese HQ


--------
 SPEED!
--------

Pop quiz, hotshot! Quickly reach a minimum speed and maintain it while trying
to get as far away from the starting point as possible. Dropping below the
minimum speed ends the challenge. Do you accept?

OBJECTIVE: 1. Minimum distance goal: 500.00 m

RULES: 1. Remain in vehicle        
       2. Maintain minimum speed: 90 kph

REWARD: $25,000

LOCATION: North Pyongyang


--------------------------
 Grunt Level: BUS DRIVER!
--------------------------

There's a fare meter inside. It must have been a taxi service! Want to take
over the business?

OBJECTIVE: 1. Fare goal: 4

RULES: 1. Complete within time limit
       2. Remain in vehicle

REWARD: $25,000

LOCATION: North Pyongyang


----------------------------------
 RACE FROM MAFIA HQ TO CHINESE HQ
----------------------------------

Can you get to the Chinese HQ before the time expires?

OBJECTIVE: 1. Time goal: 1:34

RULE: 1. Remain in vehicle

REWARD: $5,000

LOCATION: East Pyongyang, near the Mafia HQ


-----------------
 BASH THE BARREL
-----------------

Impress the locals with your barrel-moving skillz! Move the barrel as far as
possible!

OBJECTIVE: 1. Distance goal: 100 m

RULE: 1. Time limit: 0:30

REWARD: $20,000

RAISE MOOD: Russian Mafia

LOCATION: East Pyongyang


---------------------------------
 RACE FROM MAFIA HQ TO ALLIED HQ
---------------------------------

Can you get to the Allied HQ before the time expires?

OBJECTIVE: 1. Time goal: 2:00

RULE: 1. Remain in vehicle

REWARD: $5,000

LOCATION: East Pyongyang, near the Mafia HQ


----------------
 TRUCK DELIVERY
----------------

This food needs to get to Sariwon ASAP! Can you get it there in time?

REWARD: $25,000

LOCATION: Near the NK Artillery Base


---------------------
 HAEJU REFINERY RAID
---------------------

NK soldiers have overrun the refinery! Capture enemy personnel so we can
interrogate them to help prevent further attacks!

OBJECTIVES: 1. Minimum subdue: 5
            2. Time goal: 2:30

REWARD: $5,000 x Enemy Subdued

RAISE MOOD: China

LOCATION: East side of Haeju


----------------
 PRESS PHOTO OP
----------------

The journalist needs action footage. Can you take him to a battle in time?

REWARD: $25,000

LOCATION: Near Propaganda Village


-------------------
 NK VEHICLE HUNTER
-------------------

We've got our doubts about how tough you really are, mercenary. Let's see if
you can hunt down NK Jeeps and beat the current record.

OBJECTIVE: 1. Destroy goal: 5

RULES: 1. Starting Time: 1:00
       2. Recieve additional time for destroying NK Jeeps

REWARD: $10,000

RAISE MOOD: South Korea

LOCATION: South of Kaesong


---------------------------------------
 RACE FROM SOUTH KOREAN HQ TO MAFIA HQ
---------------------------------------

Can you get to the Mafia HQ before the time expires?

OBJECTIVE: 1. Time goal: 1:44

RULE: 1. Remain in vehicle

REWARD: $5,000

LOCATION: Kaesong, near South Korean HQ


---------------
 CARGO CARRIER
---------------

The missing cargo must be returned ASAP!

REWARD: $25,000

RAISE MOOD: Allies

LOCATION: Southwest of the Demilitarized Zone (DMZ)


----------------------------
 Grunt Level: ALLIED SORTIE
----------------------------

North Korean forces have bunkered down into several locations in the area and
need to be scrubbed out. You up for it?

OBJECTIVES: 1. Destroy goal: 1
            2. Time goal: 2:00                                          

REWARD: $10,000                     

RAISE MOOD: Allies

LOCATION: The Demilitarized Zone (DMZ)


----------------------------------------
 RACE FROM ALLIED HQ TO SOUTH KOREAN HQ
----------------------------------------

Can you get to the South Korean HQ before the time expires?

OBJECTIVES: 1. Time goal: 1:11

RULE: 1. Remain in vehicle

REWARD: $5,000

LOCATION: The Demilitarized Zone (DMZ), near the Allied HQ           


-----------------
 THE HAMMER TOSS
-----------------

Guns don't kill people, flying jeeps kill people! Throw the North Korean Jeep
as far as possible using only the helicopter's winch. Be sure to stay within
the designated area. Do you accept this challenge?

OBJECTIVE: 1. Distance goal: 25m

RULES: 1. Time limit: 0:45
       2. Remain in vehicle
       3. Stay within boundary

REWARD: $10,000

RAISE MOOD: Allies

LOCATION: This is a BEAST to get to. It is way Southeast of Propaganda Village
   and way Southwest of the Demilitarized Zone (DMZ). Use the marked dirt road
   to the East of this and continue driving after the mapped part of the road
   ends.



                           .----------------------.
                           | B. NORTHERN PROVINCE |
                           '----------------------'
                                   MERCS07B

The Challenges that are listed here are from the second map in the game, the 
Northern Province. Many of the challenges are similar, such as seen how far you
can move a particular object or racing from one faction's HQ to another, but  
there are definitely some that are far different... Such as my personal    
favorite, "Jeep Meltdown."

-----------------------------------------
 RACE FROM SOUTH KOREAN HQ TO CHINESE HQ
-----------------------------------------

Can you get to the Chinese HQ before the time expires?

OBJECTIVE: 1. Time goal: 2:00

RULE: 1. Remain in vehicle

REWARD: $10,000

LOCATION: Near SK HQ


------------------------
 DANDONG GOLF CHALLENGE
------------------------

Sometimes I...I get so angry that I just wanna hit tires as close to light
house as possible! Do you ever feel that way?

OBJECTIVE: 1. Closest distance goal: 75m

RULE: 1. Time limit: 0:30

REWARD: $20,000

RAISE MOOD: China

LOCATION: Down the road from lighthouse in Dandong


-----------------------------------
 RACE FROM CHINESE HQ TO ALLIED HQ
-----------------------------------

Can you get to the Allied HQ before the time expires?

OBJECTIVE: 1. Time goal: 1:30

RULE: 1. Remain in vehicle

REWARD: $10,000

LOCATION: Near Chinese HQ


----------------------------------
 Grunt Level: SINUIJU SNIPER HUNT
----------------------------------

Help! There are snipers on the rooftops! Please take them out, brave mercenary.

OBJECTIVES: 1. Kill goal: 3
            2. Time goal: 5:00

REWARD: $10,000

LOCATION: In the Northern part of Sinuiju Downtown


---------------
 JEEP MELTDOWN
---------------

We're always thinking of new ways to take out Song's troops. Take the Mi-17
Transport and see see how many North Korean jeeps you can drop into the
Yongbyon Reactor. Ready?

REWARD: $5000 per jeep dropped into the reactor

RAISE MOOD: Russian Mafia

LOCATION: Yongbyon


-----------------------------
 RACE FROM MAFIA HQ TO SK HQ
-----------------------------

Can you get to the South Korean HQ beofre the time expires?

OBJECTIVE: 1. Time goal: 2:00

RULE: 1. Remain in vehicle

REWARD: $10,000

LOCATION: Yongbyon, near Mafia HQ


---------------------------------------
 Grunt Level: MAFIA WAREHOUSE SABOTAGE
---------------------------------------

I need help creating a diversion. Blowing up the cargo trucks in the Yongbyon
industrial zone should do the job. You up for it?                   

OBJECTIVES: 1. Destroy goal: 5
            2. Time goal: 10:00

REWARD: $10,000

RAISE MOOD: China

LOCATION: Yongbyon


--------------------------
 Grunt Level: TAXI DRIVER
--------------------------

There's a fare meter inside. It must have been a taxi service! Want to take
over the business?            

OBJECTIVE: 1. Fare goal: 4

RULES: 1. Complete within time limit
       2. Remain in vehicle

REWARD: $25,000

LOCATION: Allied MASH


---------------
 CROWD CONTROL
---------------

"Oh my gosh! It's the Mercenary! Can we get your autograph?!"
Keep your fans away! Your score is distance between you and the nearest 
civilian. The closest one will be specially highlighted. Do you accept the
challenge?

OBJECTIVE: 1. Distance goal: 20m

RULES: 1. Time limit: 1:00
       2. No civilian casualties
       3. Stay within boundary

REWARD: $10,000

RAISE MOOD: South Korea

LOCATION: Tenement Ruins


-----------------------------
 Grunt Level: DEALER DILEMMA
-----------------------------

There's been an increase in the number of small time drug dealers in the area--
a situation my employer would like to see quickly remedied. Your efforts will
not go unrewarded.

OBJECTIVES: 1. Kill goal: 2
            2. Time goal: 2:30

REWARD: $10,000

LOCATION: Temple


----------------
 DEBRIS JANITOR
----------------

The wreckage of Allied vehicles on that hillside is bad for the morale of the
troops. Get rid of it, but be careful not to blow it up, or we'll be picking
shrapnel out of the grass for years.

OBJECTIVE: 1. Distance goal: 125m

RULE: 1. Time limit: 0:30

REWARD: $40,000

RAISE MOOD: Allies

LOCATION: Northeast of Kusong


---------------------------------
 RACE FROM ALLIED HQ TO MAFIA HQ
---------------------------------

Can you get to the Mafia HQ before the time expires?

OBJECTIVE: 1. Time goal: 3:00

RULE: 1. Remain in vehicle

REWARD: $10,000

LOCATION: Kusong, near Allied HQ


-------------------------------------
 Grunt Level: CHANGSONG LOOP OF FIRE
-------------------------------------

This road is a hotbed of NK activity. Make the rounds and take out NK         
opposition. The more North Korean forces you take out, the more time I'll give
you to prove yourself.

OBJECTIVE: 1. Lap goal: 2

RULES: 1. Starting Time: 1:30
       2. Destroy NK forces for additional time

REWARD: $20,000

RAISE MOOD: China

LOCATION: Changsong Train Station




---------------------------.-----------------------.---------------------------
===========================|  08. THE CHARACTERS   |===========================
---------------------------'-----------------------'---------------------------
                                    MERCS08

There are a number of important characters in Mercenaries. This list outlines 
all the major characters and even a few you might not consider as important.

--------------
 CHRIS JACOBS 
--------------

NATIONALITY: American

RACE: Black

LANGUAGES: English and Korean

EXOPS EXPERIENCE: 5 Years

OFFICAL BIO: His mother is a Korean interpreter, and his father was a US Army
   colonel. His mother taught him to speak Korean while his father gave him
   invaluable advice on military tactics. He served as part of the Army's 
   Combat Applications Group for seven years, before realizing that his skills
   were highly bankable. So he joined ExOps. No one can withstand as much
   punishment as him.

MY DESCRIPTION: Jacobs is not exceptionally fast, nor is he exceptionally 
   stealthy. He is, however, tougher than the other two mercenaries. He can
   withstand bullets and shrapnel wounds that would kill Mui or Nilsson 
   quickly. He takes less damage from explosions as well. His ability to
   understand Korean allows you to read the translation of Korean dialogue in
   the South Korean headquarters if you have the subtitles turned on. Choose
   Jacobs if you like a character who doesn't have to dodge every bullet and
   sneak around all the time to get the job done.


--------------
 JENNIFER MUI 
--------------

NATIONALITY: British

RACE: White

LANGUAGES: English and Chinese

EXOPS EXPERIENCE: 7 Years

OFFICIAL BIO: Jennifer is an ex-member of MI6. She is great at avoiding
   detection, using her training and natural abilities to sneak into places
   where other soldiers would stick out like a sore thumb.

MY DESCRIPTION: Mui is the steathiest of the bunch. She has the ability to come
   up behind an enemy soldier and take him/her out quietly. She is argueably 
the
   weakest of the three, which means that you will need to use her skills to
   your advantage to be successful with her. Some missions require 
stealthiness,
   and it will be on those missions that you will be particularly proud of your
   decision should you choose her. Choose Mui if you prefer being "like the 
   wind" and avoiding direct enemy confrontation as much as possible while 
   taking out your targets quietly and often from afar.


-----------------
 MATTIAS NILSSON 
-----------------

NATIONALITY: Swedish

RACE: White

LANGUAGES: English and Russian

EXOPS EXPERIENCE: 1 Year

OFFICIAL BIO: Nilsson may have experience in the past, but as far as the other 
   mercs are concerned he's a rookie. Until you run with ExOps for a few years,
   you haven't seen real combat. However, in this short time, he's proven to
   move faster than anyone on the battlefield, and a fast merc is a merc who 
   comes home in one piece.

MY DESCRIPTION: Like the bio states, Nilsson is the fastest of the three mercs.
   He can dodge bullets easier and chase down a fleeing card with ease. He is
   weaker than Jacobs and slightly tougher than Mui, so you want to use his 
   speed to avoid as much damage as possible. Before Mercenaries was released,
   the developers had referred to Nilsson as the "hardcore gamer's choice." My
   favorite thing about Nilsson is his ability to understand the Russian
   dialogue in the Mafia headquarters when the subtitles are turned on. Let me
   tell you, that's some real funny stuff. Choose Nilsson if you want to charge
   into places as fast as you can with guns blazing trying to take out the
   enemies before they can even hit you.


--------------
 FIONA TAYLOR
--------------

NATIONALITY: Australian

LANGUAGES: English

EXOPS EXPERIENCE: 1 Year

OFFICIAL BIO: Fiona is the ExOps technical officer assigned to this conflict.
   She's your point of contact to the outside world, and she's got the raw 
   feeds from a hundred satellites and hacked communications channels at here
   fingertips. She is an experienced agent runner, ans she's known to put even
   the toughest mercenaries in their place. Fiona came out of the Royal 
   Australian Navy as a Lieutenant, specializing in submarine electronics
   warfare. Then she became an operative for the ASIS [Australian Secrret
   Intelligence Service] and only recently gave up her post in the field to 
   join the private industry.

MY DESCRIPTION: Fiona is always with you, but never physically there. She is
   carefully monitoring your actions and the actions of the military forces in
   the area. Whenever you get in the vicinity of a number card, Fiona will 
   notify you of the card's presence and marks the card's location on your PDA
   map. She manages the Deck of 52 intel you get. She gives you early warning
   of potential major problems in contracts. She lets you know when something
   major changes. She does it all. She even complements you when you are doing
   something like sniping well.


------------------------
 COLONEL SAMUEL GARRETT
------------------------

NATIONALITY: American

AFFILIATION: Allied Nations Task Force

OFFICIAL BIO: Garrett somehow maintains a cool head despite the mess that he's
   in charge of. He views mercs as a necessary evil; if he had it his way, he'd
   have the Deck dead or captured inside of 30 days, but it wouldn't be pretty.
   He doesn't care which faction wins in the end, so long as the Deck is
   eliminated.

MY DESCRIPTION: Colonel Garrett is the textbook military leader. He wants the
   job done quickly so that he can pull his troops out of there. If the need
   arises to forego standard procedures by calling in you (as often happens),
   he does so. He has a very neutral personality as is generally hard to read,
   but he is stern and tough.


--------------
 COLONEL PENG
--------------

NATIONALITY: Chinese

AFFILIATION: Chinese

OFFICIAL BIO: Peng is utterly cold and professional. He is a stolid party
   member, he also recognizes the weaknesses of his own government. He views
   mercs as he does any foreign agent---useful if controlled, but not to be
   trusted.

MY DESCRIPTION: I'd have to say that Peng is my least favorite person in the
   game. He doesn't think of anyone as a person, rather they are simply pieces
   in a real-life chess game. He uses everyone he can control. It's not a big
   deal to me though... He still pays in cash.


----------------
 SERGEI VORONOV
----------------

NATIONALITY: Russian

AFFILIATION: Russian Mafia

OFFICIAL BIO: Voronov is a young Russian punk, a post-glasnost thug, looking to
   make a name for himself apart from the established godfathers. His father is
   a powerful ex-KGB crime lord from Moscow. He is desperate to prove he's
   smarter, tougher, and better than everybody else out there.

MY DESCRIPTION: Sergei is an interesting character. He holds a huge position of
   power in the well-connected Russian Mafia. However, he never seems to be too
   authoritative or too sure of himself. He is extremely paranoid and thinks
   that everyone wants his power. Always in over his head, he will do anything
   and everything to keep as many people as possible below him.


---------------
 JOSEF YURIMOV
---------------

NATIONALITY: Russian

AFFILIATION: Russian Mafia

OFFICIAL BIO: None

MY DESCRIPTION: Josef is Sergei Voronov's right hand man. He does almost all of
   the Russian Mafia's dealings himself. He also seems to be a far better
   leader when it comes to both decisionmaking and managing everyone else in 
   the Mafia. He doesn't seem to think Sergei is too helpful either... Sounds
   like a mutiny in progress to me.


-------------------------------
 SPECIAL AGENT MITCHELL BUFORD
-------------------------------

NATIONALITY: American

AFFILIATION: South Korean Union

OFFICIAL BIO: The South Korean Union's leader is actually an American. Buford 
   is a burnt out CIA agent who has been working in the field for way too long.
   He's determined to "get it right" this time and establish a strong pro-
   American democracy in a unified Korea. He sees Korea as the gateway to
   bringing democracy to China, and he still harbors an old-fashioned hatred of
   Communism and Red China. He thinks of a merc as "one of the good guys" and
   is happy to share what Western comforts he has.

MY DESCRIPTION:  Buford is a very Hollywood-type CIA burnout. He is ruthless 
   but has lost some of his cunningness through the years. He wants to make
   Korea into another United States type democracy. He and Colonel Peng don't
   see eye to eye on the issue of the future of Korea, so there is a lot of
   tension there.


-------------------
 GENERAL CHOI SONG
-------------------

NATIONALITY: Korean

AFFILIATION: North Korea

OFFICIAL BIO: General Song was always brash and saw force as the solution to 
   everything, but his father never knew just how deep his son's lust for power
   had taken root. General Song is not only a brilliant military tactitian, but
   also clever at hiding his true intentions, making him an influential 
   dictator. However, despite his careful planning, there is one factor he 
   didn't consider: a warrior for hire with the determination and skill to 
   undermine his leadership, one Card at a time.

MY DESCRIPTION: Song is the top dog when it comes to the North Koreans. He runs
   the whole show. He is your number one target. He is the complete opposite of
   everything good. He took his father, President Choi Kim, out of power and
   allegedly killed him. Song has to be captured or eliminated and it is your
   job to make sure that happens.


--------------------
 PRESIDENT CHOI KIM
--------------------

NATIONALITY: Korean

AFFILIATION: None

OFFICAL BIO: None

MY DESCRIPTION: Before President Kim's son, General Song, staged a coup and 
   took him out of power, Kim was reaching out to Western civilization, trying
   to make amends for past disagreements. Now that Song and his followers have
   seized control, Kim is supposedly dead, killed by his own son.




---------------------------.-----------------------.---------------------------
===========================|   09. THE FACTIONS    |===========================
---------------------------'-----------------------'---------------------------
                                    MERCS09

A major part of Mercenaries is the five factions. Each faction always has a set
mood towards you. These moods can be "Friendly", "Neutral", "Unfriendly", or
even "Hostile". 

You can check the faction moods by going to the FACTIONS mode in your PDA. 

The North Koreans are always "Hostile" towards you, but the other four factions
have bars that indicate how "Friendly" or "Hostile" they are towards you.

If a faction is upset with you, you can raise the bar by helping them out. On
the flip side of that, you can lower the bar by killing a member of one of the
factions or performing some other hostile act towards them.

---------------------------
 ALLIED NATIONS TASK FORCE 
---------------------------

The Allied Nations (often abbrieviated as A.N.) is a very important faction.
They are the ones who pay you the bounty on each Deck of 52 member you verify.
If you cause the A.N. to be hostile towards you, you've got a big problem. For
example, the helicopter that is sent in to pick up a captured Deck of 52 member
will have a pair of machine guns firing at you. Not good, so try to keep the AN
on your good side.

[ A.N. Leader: Colonel Samuel Garrett ]

Garrett somehow maintains a cool head despite the mess that he's in charge of.
He views mercs as a necessary evil; if he had it his way, he'd have the Deck
dead or captured inside of 30 days, but it wouldn't be pretty. And he has to
keep things pretty. He doesn't care which faction wins in the end, so long as
the deck is eliminated.


-------
 CHINA 
-------

The Chinese have plans to absorb North Korea after the removal of Song. The
manual states that technically, China is part of the A.N. Task Force, but
because of their special "interests" in the region, you will always deal with
them seperately. In my opinion, China is the least helpful faction for you. 
They
are highly isolated to their own little area in both the Northern and Southern
Provinces. Unless you need to get a contract from the Chinese, there is very
little harm is having the Chinese hostile towards you. 

[ Chinese Leader: Colonel Peng ]

Peng is utterly cold and professional. He is a stolid party member, he also 
recognizes the weaknesses of his own government. He views mercs as he does any 
foreign agent---useful if controlled, but not to be trusted.


---------------
 RUSSIAN MAFIA 
---------------

The Mafia is my personal favorite. They run the black market and operate a
website called the "Merchant of Menace" which can supply you with vehicles,
supplies, and airstrikes anywhere. Their goal in the region is to take 
advantage
of the chaos and expand their black market business. They have connections with
each of the other factions, so as long as you stay on their good side, they can
get you almost anything you need, regardless of which faction it comes from.

[ Russian Mafia Leader: Sergei Voronov ]

Voronov is a young Russian punk, a post-glasnost thug, looking to make a name
for himself apart from the established godfathers. His father is a powerful
ex-KGB crime lord from Moscow. He is desperate to prove he's smarter, tougher,
and better than everybody else out there.


--------------------
 SOUTH KOREAN UNION 
--------------------

Clearly the South Korean Union is made up of South Koreans who have organized
into a military force. They have a lot of supplies and vehicles that are
similar to that of the A.N. due to the heavy influence of the CIA. They want to
create a Western government in South Korea, which means that the Chinese goals
are in direct conflict with theirs. It is hard to keep the South Koreans
friendly with you at certain times, but it is highly advisable, considering how
spread out the area you see South Korean forces is.

[ South Korean Union Leader: Special Agent Mitchell Buford ]

The South Korean Union's leader is actually an American. Buford is a burnt out
CIA agent who has been working in the field for way too long. He's determined 
to "get it right" this time and establish a strong pro-American democracy in a
unified Korea. He sees Korea as the gateway to bringing democracy to China, and
he still harbors an old-fashioned hatred of Communism and Red China. He thinks
of a merc as "one of the good guys" and is happy to share what Western comforts 
he has.


-------------
 NORTH KOREA 
-------------

The bad guys. The PDA screen lists the North Koreans as "Always Hostile." Every
Deck of 52 member is North Korean and the North Korean soldiers pop up 
everywhere. North Korea wants to take over the land of South Korea by any means
necessary. They have nuclear weapons and if the need arises, won't hesitate to
use them. 

[ North Korean Leader: General Choi Song ]

General Song was always brash and saw force as the solution to everything, but
his father never knew just how deep his son's lust for power had taken root.
General Song is not only a brilliant military tactitian, but also clever at
hiding his true intentions, making him an influential dictator. However,
despite his careful planning, there is one factor he didn't consider: a warrior
for hire with the determination and skill to undermine his leadership, one Card
at a time.




---------------------------.-----------------------.---------------------------
===========================|    10. DECK OF 52     |===========================
---------------------------'-----------------------'---------------------------

The High-Value Targets (HVTs) in North Korea have all been assigned a card suit
and number based upon their level of threat. The Allied Nations (AN) has placed
a bounty on all 52 of these HVTs. You get the full bounty for capturing the HVT
alive and half bounty for killing the HVT (commonly referred to as a "card").

Listed here are the names, biographies, bounties, and locations of all members
of the Deck of 52. 

                                 .----------.
                                 | A. CLUBS |
                                 '----------'
                                   MERCS10A

--------------
 TWO OF CLUBS
--------------

NAME: Jin-ho Yong

BIO: Yong retired from his post as an artillery officer in former President 
   Kim's army to work for the Ace of Clubs, Dung Hwangbo. Yong was placed in
   project after project, but ultimately proved incompatible with Division 39's
   methods. When Song's revolt came, Yong found himself commanding artillery
   once again.

BOUNTY: $25,000 alive / $12,500 dead

LOCATION: You will encounter the Two of Clubs during the A.N. tutorial contract


----------------
 THREE OF CLUBS
----------------

NAME: Su-yeong Kim

BIO: Kim is little more than a thug. Responsible for recruiting most of the 
   bodyguards and strong-arm men used by Dung Hwangbo's operation, Kim has no
   formal education or military training. Instead, he relies on his own      
   physical strength and a willingness to kill without hesitation anyone who  
   might interfere with his masters' plans.

BOUNTY: $25,000 alive / $12,500 dead

LOCATION: South of Pyongyang, across the river


---------------
 FOUR OF CLUBS
---------------

NAME: Yeom Park

BIO: Personally selected by the Ace of Clubs, Dung Hwangbo, Park spent years in
   former President Kim's government. He used blackmail and graft to ensure 
   that when Song's revolution came, money and power would be ready to stand 
   against any reaction from the international community.

BOUNTY: $25,000 alive / $12,500 dead

LOCATION: North of Haeju


---------------
 FIVE OF CLUBS
---------------

NAME: Tal-hun An

BIO: Tal-hun An is responsible for building most of General Song's military 
   installations. For over a decade, An took money from the Allied Nations,
   America and other nations of good will, which was meant for public works
   projects, and used it to build bunkers and missile silos.

BOUNTY: $25,000 alive / $12,500 dead

LOCATION: Northeast of North Pyongyang


--------------
 SIX OF CLUBS
--------------

NAME: Chong-chun Yi

BIO: Formerly a deputy minister of finance in President Kim's government, Yi
   covertly traded principly with the Russian mafia and terrorists in
   Afghanistan. Yi created a well-oiled economic machine designed to supply
   General Song's troops with the equipment they'd need to fight the AN once 
   the revolt came.

BOUNTY: $25,000 alive / $12,500 dead

LOCATION: Southwest of East Pyongyang


----------------
 SEVEN OF CLUBS 
----------------

NAME: Kang-keun Ha

BIO: Ha served for three years as President Kim's Minister of Domestic Affairs.
   He used his influence in this position to encourage all manner of
   corruption, extortion, and graft in the government, both within his ministry
   and in other governmental departments. He is one of the men who has
   profited most from Song's coup.

BOUNTY: $25,000 alive / $12,500 dead

LOCATION: Southeast of Kaesong


----------------
 EIGHT OF CLUBS 
----------------

NAME: Yeong-suk Park

BIO: Park is Hwangbo's director of transportation. He supervises the movement 
   of all of Division 39's officers, ensuring both that they arrive safely, and
   that no one outside the upper echelons of Division 39 know where any of the
   other members of the organization are.

BOUNTY: $25,000 alive / $12,500 dead

LOCATION: Inside of Downtown Pyongyang


---------------
 NINE OF CLUBS
---------------

NAME: Cheol-han Cho

BIO: Cho is responsible for security within Division 39. As such, he is the
   closest thing the Division has to an intelligence director. While Division 
   39 operated covertly from within President Kim's government, Cho was 
   responsible for ensuring that neither Kim, nor his closest advisors ever 
   learned of Song's plans. 

BOUNTY: $25,000 alive / $12,500 dead

LOCATION: North of the Demilitarized Zone (DMZ)


--------------
 TEN OF CLUBS 
--------------

NAME: Yeong-kil Kim

BIO: Kim runs Hwangbo's drug cartel. Typically, he forbids any use of drugs
   within his own organization, instead developing the agricultural and
   refinement technology necessary to create a domestic drug industry.
   Manufacturing primary opium for heroin, recent estimates suggest Kim's
   organization provides as much as 22% of the heroin sold in SouthEast Asia.

BOUNTY: $25,000 alive / $12,500 dead

LOCATION: Southwest of Propaganda Village at the end of an unmarked path on the
   South side of the road which leads you to Propaganda Village.
   

---------------
 JACK OF CLUBS
---------------

NAME: Hong-do Seon-u

BIO: Seon-u is Hwangbo's premier arms dealer, responsible for taking the money
   raised by Cheol-han Cho and Yeom Park and using Chong-chun Yi's contacts to
   supply General Song with the weapons, vehivles, and armaments he needs. He
   is a former general in President Kim's army and is considered highly
   dangerous.

BOUNTY: $100,000 alive / $50,000 dead

LOCATION: You will encounter the Jack of Clubs during the mission, "Bait and
   Switch" with the Russian Mafia.


----------------
 QUEEN OF CLUBS 
----------------

NAME: Sun Han

BIO: A wealthy and powerful financier, Sun Han is responsible for smuggling all
   manner of illegal goods into and out of North Korea for Division 39. Drugs,
   weapons, biological and chemical agents and ingredients. Han controls all
   commercial air traffic and most of the country's shipping.

BOUNTY: $115,000 alive / $57,500 dead

LOCATION: You will encounter the Queen of Clubs during the mission, "Under New
   Management" with the Chinese.


---------------
 KING OF CLUBS 
---------------

NAME: Lee Choi

BIO: Lee Choi is solely responsible for the slavery trade operating in North
   Korea. Trafficking in human lives, primarily young women, but also infants
   sold to parents in wealthy foreign countries, Choi is considered one of the
   most powerful men in Division 39, as well as one of the most reprehensible.

BOUNTY: $125,000 alive / $62,500 dead

LOCATION: You will encounter the King of Clubs during the mission, "A Farewell
   to Kings" with the South Koreans.


--------------
 ACE OF CLUBS 
--------------

NAME: Dung Hwangbo

BIO: Hwangbo was Minister of Foreign Affairs under four different
   administrations and, prior to President Kim's reformation, was responsible
   for keeping graft and vice in North Korea firmly under government control.
   His private organization, Division 39, operated as a state-sponsored mafia
   until President Kim fired Hwangbo.

BOUNTY: $150,000 alive / $75,000 dead

LOCATION: Verify enough cards to recieve the Ace e-mail, then head to the AN HQ
   and speak to Colonel Garrett for the Ace Contract. You will be taken to a
   seperate map where the Ace will be located. 



                                .-------------.
                                | B. DIAMONDS |
                                '-------------'
                                    MERCS10B

-----------------
 TWO OF DIAMONDS
-----------------

NAME: Chan-seok Park

BIO: Captain Park is responsible for recruiting promising young men into 
   General Song's army. Those who show a high degree of fanaticism toward the 
   cause get special training from Park and become candidates for General   
   Song's special forces squad. Park is a grizzlied old soldier who's seen many
   generations of young men serve their country.

BOUNTY: $50,000 alive / $25,000 dead

LOCATION: The Southernmost point of the DMZ


-------------------
 THREE OF DIAMONDS
-------------------

NAME: Tu-chin Cho

BIO: Lieutenant Cho is a specialist in light weapons training. He supervises
   light weapon purchases from foreign governments and trains the sergeants who
   then go on to train the army. He is well trained, served in the DMZ for over
   12 years, and is considered highly dangerous.

BOUNTY: $50,000 alive / $25,000 dead

LOCATION: At the end of a path on the left side of the road when travelling 
   East from Propaganda Village


------------------
 FOUR OF DIAMONDS
------------------

NAME: Yeong-song Seo

BIO: Captain Seo is General Chang's light artillery expert, responsible for
   overseeing the manufacturing and deployment of RPG launchers, Surface to Air
   missiles, and tube-launched, optically-tracked, wire-guided missles (TOWs).
   Seo is proficient in many types of armed and unarmed combat. He is
   considered highly dangerous. 

BOUNTY: $50,000 alive / $25,000 dead

LOCATION: West of Ichon


------------------
 FIVE OF DIAMONDS
------------------

NAME: Pung-cho Yu

BIO: Captain Yu is head of General Chang's military intelligence division;
   Division 18. He is ruthless, cruel, intelligent and sadistic. He constantly
   maneuvers against his rival, Major Kon Lee, director of General Song's
   Special Intelligence division. He has a personally selected cadre of
   torturers and enjoys overseeing interrogation personally.

BOUNTY: $50,000 alive / $25,000 dead

LOCATION: Northeast of East Pyongyang


-----------------
 SIX OF DIAMONDS
-----------------

NAME: Yeong-il Cheon

BIO: Captain Cheon is a former task commander, responsible for establishing the
   training regiment for General Chang's armored infantry division. Known for
   studying the deployment of US, AN, and British armored infantry and foot
   divisions, his tactics remain untested in the field though his is highly
   respected for his keen insight into tactics and strategy.

BOUNTY: $50,000 alive / $25,000 dead

LOCATION: South of the Black Gate on the only dirt road going off the right
   side of the main road


-------------------
 SEVEN OF DIAMONDS
-------------------

NAME: Seon-keun Yun

BIO: Major Yun is General Chang's chosen commander for his Air Calvary
   divisions. Yun is a highly trained helicopter pilot and experienced air
   combatant; a veteran of many skirmishes between the DPRK and South Korea. He
   can often be found personally leading any air escorts for General Chang.

BOUNTY: $50,000 alive / $25,000 dead

LOCATION: At the end of an unmapped path on the right side of the road that
   leads to the Black Gate


-------------------
 EIGHT OF DIAMONDS
-------------------

NAME: Kyub-yung Park

BIO: Park is deputy minister of Chang's Air Defense program. Responsible for
   the deployment and use of Chang's heavy anti-air artillery, he is an
   experienced soldier and skilled leader. His men were responsible for downing
   the three American F-117As in 2006. Most of his AA guns have been disabled
   by AN Air strikes, but he remains at large.

BOUNTY: $50,000 alive / $25,000 dead

LOCATION: West of Nampo


------------------
 NINE OF DIAMONDS
------------------

NAME: Chu-ho Kim

BIO: Major Kim is General Chang's Chief of Staff. Formerly a cabinet minister
   in President Kim's government, Kim is likely a principle planner in Song's
   coup. He served for 20 years in the DPRK army and now puts his experience in
   the field to use keeping the North Korean trooops supplied during the AN
   action.

BOUNTY: $50,000 alive / $25,000 dead

LOCATION: Starting at the Haeju end of the long dirt road in the Southwest,
   the Nine is at the end of the first right turn


-----------------
 TEN OF DIAMONDS
-----------------

NAME: Myeong-han Kim

BIO: Major Kim rose to be the director of the DPRK troops in the De-Militarized
   Zone. As such, he spent the last 10 years responding to the thrusts and
   feints of the US-backed South Koreans and their CIA supplied intelligence.
   Kim is a seasoned veteran, one of General Chang's most valuable aides, and
   an extremely dangerous soldier.

BOUNTY: $50,000 alive / $25,000 dead

LOCATION: Follow the long dirt road Northwest of Haeju until you get to the
   end of the loop to find the Ten


------------------
 JACK OF DIAMONDS
------------------

NAME: Ji An

BIO: An expert in heavy artillery, An is responsible for securing plans to
   build a supergun capable of shelling cities as far away as Tokyo. An traded 
   heavily with Middle-eastern nationals and experts on supergun technology,
   and is rumored to have built and tested a prototype already.

BOUNTY: $150,000 alive / $75,000 dead

LOCATION: You will encounter the Jack of Diamonds during the mission "Master
   of None" with the South Koreans


-------------------
 QUEEN OF DIAMONDS
-------------------

NAME: Jong Seomun

BIO: Colonel Seomun is a highly trained and experienced commander, currently 
   responsible for buying and securing the transport of conventional missles.
   He performs his new duties well, but is known to conflict with the Ace of
   Diamonds, General Chul Kang. Seoman would rather be leading troops in the
   field.

BOUNTY: $175,000 alive / $87,500 dead

LOCATION: You will encounter the Queen of Diamonds during the mission "It's
   Who You Know" with the Russian Mafia 


------------------
 KING OF DIAMONDS
------------------

NAME: Won Jegal

BIO: Jegal is a cruel and vicious leader, among the most feared of Song's
   commanders. Personally responsible for torturing prisoners, and known to
   execute soldiers who perform their duties poorly, Jegal is as dangerous an
   artillery commander as he is a personal combatant.

BOUNTY: $200,000 alive / $100,000 dead

LOCATION: You will encounter the King of Diamonds during the mission "Knock
   Knock" with the Chinese


-----------------
 ACE OF DIAMONDS
-----------------

NAME: Chul Kang

BIO: General Chang is among Song's closest aides. Chang runs Song's top-secret 
   chemical and biological weapons testing plant. The precise whereabouts of
   this testing facility are unknown. Intelligence reports suggest the site may
   be underground. Chang is intelligent and experienced. He will not be caught
   easily. 

BOUNTY: $250,000 alive / $125,000 dead

LOCATION: Verify enough cards to recieve the Ace e-mail, then head to the AN HQ
   and speak to Colonel Garrett for the Ace Contract. You will be taken to a 
   separate map where the Ace will be located.



                                 .-----------.
                                 | C. HEARTS |
                                 '-----------'
                                    MERCS10C

---------------
 TWO OF HEARTS 
---------------

NAME: Chi-seong An

BIO: A low level operative in General Kang's nuclear weapons program, Chi-seong 
   began his terrorist career as a supervisor in a poorly constructed nuclear
   power plant. Both greedy and susceptible to graft, An was recently recruited
   by Colonel Ji-Wan Han to serve as a supervisor for General Kang's plutonium 
   enrichment program. An has no military training.

BOUNTY: $75,000 alive / $37,500 dead

LOCATION: Just South of Farm Valley


-----------------
 THREE OF HEARTS 
-----------------

NAME: Hyeon-san Chang

BIO: Little is known about this man. He has connections to the former 
   administration's humanitarian aide program where, it is believed, he traded
   information regarding plutonium ore processing into weapons-grade materials
   for cash. CIA intelligence presumes he'd been secretly working for Song and
   General Kang for years prior to the coup.

BOUNTY: $75,000 alive / $37,500 dead

LOCATION: Southeast of the Sinuiju Farms


----------------
 FOUR OF HEARTS 
----------------

NAME: Chu-ho Ko

BIO: Ko served as an advisor on President Kim's international nuclear power
   development council. Ostensibly created to travel to countries with
   successful nuclear energy programs in an attempt to provide the people of
   North Korea with safe nuclear energy, Ko instead used to opportunity to set
   up deals for ore refinement and processing technology with international
   terrorists.

BOUNTY: $75,000 alive / $37,500 dead

LOCATION: Outside Taechon


----------------
 FIVE OF HEARTS 
----------------

NAME: Cho-yeong Cha

BIO: Cho-yeong is an engineer, holding masters degrees in civic engineering and
   nuclear engineering from an American university. He is one of the men
   responsible for implementing the basic framework of Song's nuclear weapons
   program. He is a coward, with no military training and little love for
   anything except money. 

BOUNTY: $75,000 alive / $37,500 dead

LOCATION: North of Kusong, towards Unsan Village


---------------
 SIX OF HEARTS 
---------------

NAME: Hye-min Park

BIO: Park is the lowest ranking member of General Kang's "circle of five," the
   five scientists directly responsible for developing the technology to
   process the weapons grade ore purchased by Chu-ho Ko (the 4 of Hearts) and
   turn it into nuclear weapons, complete with ICBM technology for delivering
   their payloads across the globe.

BOUNTY: $75,000 alive / $37,500 dead

LOCATION: North of Chongju


-----------------
 SEVEN OF HEARTS 
-----------------

NAME: Mun-cheol Yi

BIO: Yi is a South Korean metallurgist seduced into working for the North with
   offers of money and power. Yi's knowledge allowed General Kang's team to
   develop the titanium-aluiminum castings necessary to contain the initial
   implosion of a nuclear weapon. Yi has no loyalties to Song or Kang and can
   be counted on to flee quickly.

BOUNTY: $75,000 alive / $37,500 dead

LOCATION: Just North of the train station in Yongbyon


-----------------
 EIGHT OF HEARTS 
-----------------

NAME: Min-su An

BIO: An is another member of Kang's "circle of five." His background and
   official title are unknown, but intelligence suspects An is an experienced
   physicist with the knowledge and engineering background necessary to master
   the equations that govern a fissile body's critical mass. An served in the
   DPRK military for six years as a young man and can be considered a military
   threat.

BOUNTY: $75,000 alive / $37,500 dead

LOCATION: Southeast of Chongju


----------------
 NINE OF HEARTS 
----------------

NAME: Nam-cheol Kim

BIO: Kim is a high-ranking member of Kang's nuclear weapons team. He is one of
   the few men in the Asian-Pacific theater with the background necessary for
   developing the integrated targeting and trajectory systems required for an
   intercontinental ballistic missile. Kim's presence on the team means the
   threat of Song's nuclear capability extends across the entire globe.

BOUNTY: $75,000 alive / $37,500 dead

LOCATION: South of the Tenement Ruins


---------------
 TEN OF HEARTS 
---------------

NAME: Hong

BIO: Hong is a Chinese-born Korean whose parents fled North Korea 50 years ago.
   Leader of Kang's "circle of five," Hong was educated in China, and served as
   an assistant director in China's nuclear weapons program before returning to
   North Korea thanks to generous offers of money and influence by General 
   Kang.

BOUNTY: $75,000 alive / $37,500 dead

LOCATION: At one of the nuclear plants between Kusong and Yongbyon


----------------
 JACK OF HEARTS 
----------------

NAME: Ji-won Han

BIO: Colonel Han led General Kang's nuclear weapons division. After gathering 
   an elite team of engineers and scientists, known as the Circle of Five,
   Namgung used funds from Division 39 to ensure his researchers were well
   supplied. Under his leadership, the team succeeded in manufacturing working
   nuclear warheads. 

BOUNTY: $200,000 alive / $100,000 dead

LOCATION: You will encounter the Jack of Hearts during the mission "Chain
   Reaction" with the Chinese


-----------------
 QUEEN OF HEARTS
-----------------

NAME: Jong Namgung

BIO: Colonel Namgung directed Song's chemical weapons division. Though
   eventually overshadowed by Colonel Han's more successful nuclear weapons
   division, Namgung produced many deadly toxins and is considered highly
   dangerous.

BOUNTY: $225,000 alive / $112,500 dead

LOCATION: You will encounter the Queen of Hearts during the mission "The Acid
   Queen" with the South Korean Union


----------------
 KING OF HEARTS 
----------------

NAME: Bae Dokgo

BIO: Major Dokgo served in President Kim's army as chief of his missile weapons
   division. Dokgo used his understanding of missile construction and design to
   build Song's delivery systems. As a result, Song's weapons can reach
   virtually anywhere in the world.

BOUNTY: $250,000 alive / $125,000 dead

LOCATION: You will encounter the King of Hearts during the mission "Raw
   Materials" with the Russian Mafia


---------------
 ACE OF HEARTS 
---------------

NAME: Chul Kang

BIO: The mastermind behind Song's nuclear weapons program, Kang succeeded in
   covertly building an extensive program as well as the missile technology
   necessary to deliver them almost anywhere in the world. Nobody knows how
   many nuclear missiles Kang was able to build. Some estimates suggest upwards
   of 30 ICBM with nuclear warheads. 

BOUNTY: $300,000 alive / $150,000 dead

LOCATION: Verify enough cards to recieve the Ace e-mail, then head to the AN HQ
   and speak to Colonel Garrett for the Ace Contract. You will be taken to a 
   separate map where the Ace will be located.



                                 .-----------.
                                 | D. SPADES |
                                 '-----------'
                                    MERCS10D

---------------
 TWO OF SPADES 
---------------

NAME: Dae Kim

BIO: As with most of General Song's elite special forces, little is known of
   Dae Kim's origins. As a member of Song's personal retinue, she recieved the
   best training her country had to offer, though it is not on par with
   American or British special forces training.

BOUNTY: $100,000 alive / $50,000 dead

LOCATION: Just South of Farm Valley


-----------------
 THREE OF SPADES 
-----------------

NAME: Jin-weon Seo

BIO: Seo was pulled from her gymnastics training at the age of 11 and placed in
   Song's military training program. Many recruits are taken from the DPRK's 
   Olympics program, which very likely exists primarily to produce special
   forces candidates. 

BOUNTY: $100,000 alive / $50,000 dead

LOCATION: Just South of the Chemical Plant


----------------
 FOUR OF SPADES 
----------------

NAME: Joo-eun An

BIO: An is the daught of a North Korean minister who proudly enrolled his
   daughter in the DPRK's special forces program. It should be noted that
   virtually all of Song's army, particularly the elite soldiers both male and
   female, are deeply, deeply, patriotic. A product of a propaganda-soaked
   upbringing. 

BOUNTY: $100,000 alive / $50,000 dead

LOCATION: Northwest of Yongbyon


----------------
 FIVE OF SPADES 
----------------

NAME: Keon Park

BIO: Keon Park directs sniper training in Song's special forces squad. She is
   the best sniper in Song's army and CIA estimates rank her as 18th in the
   world. Though she is highly trained, she lacks experience. This conflict in
   her homeland can only increase her usefulness.

BOUNTY: $100,000 alive / $50,000 dead

LOCATION: Southwest of Sinuiju


---------------
 SIX OF SPADES 
---------------

NAME: Min-seon Yun

BIO: Min-seon Yun originally applied for North Korea's atrophying naval
   program. When it became clear to her commanders that she was more useful on 
   the ground than on a ship, she was transferred to the Special Forces
   training Program.

BOUNTY: $100,000 alive / $50,000 dead

LOCATION: Near the Chemical Plant


-----------------
 SEVEN OF SPADES 
-----------------

NAME: Moon-Han Cheon

BIO: Moon-Han was a runner-up in a North Korean beauty pageant, the Beautiful
   and Demure Citizens of the Democratic People's Repubic. She was asked to
   volunteer for the special forces program in an attempt to show the people
   how desireable such service was.

BOUNTY: $100,000 alive / $50,000 dead

LOCATION: Southeast of the Chemical Plant


-----------------
 EIGHT OF SPADES
-----------------

NAME: Shin-seok Kim

BIO: Before she joined Song's elite squad, Shin-seok was a "comfort woman," a
   highly sought after prostitute. The circumstances surrounding her departure 
   from that career amd volunteering for Song's special forces squad are not
   well known, though speculation abounds.

BOUNTY: $100,000 alive / $50,000 dead

LOCATION: Just East of Dandong


----------------
 NINE OF SPADES
----------------

NAME: Soo-heon Park

BIO: Dr. Park served under General Yun in the nuclear weapons program. Probably
   as a result of prolonged exposure to improperly shielded nuclear materials,
   Dr. Park contracted fatal cancer. Upon learning of this, she abandoned her
   career as a scientist and enlisted, quickly gaining entrance into Song's 
   special forces squad.

BOUNTY: $100,000 alive / $50,000 dead

LOCATION: Just Southeast of Chongju


---------------
 TEN OF SPADES 
---------------

NAME: Yun-yeon Cho 

BIO: Yun-yeon Cho served as an ambassador's aide until the age of 33, at which
   point she abruptly left her job and applied for Song's elite training
   program. Nobody in the West has managed to learn the reason behind this.
   Though she trained with women 2/3rds her age, she recieved the highest marks
   in the class. 

BOUNTY: $100,000 alive / $50,000 dead

LOCATION: South of Kusong


----------------
 JACK OF SPADES 
----------------

NAME: Kon Lee

BIO: Major Lee serves as director of General Song's Special Intelligence
   division. During peacetime, he co-opted Song's special forces squad and used
   them as a sort of secret police specializing in torture and assassination.
   Though he now spends more time spying on the South Koreans and Chinese, his
   ties to the Special Forces squad are still strong.

BOUNTY: $300,000 alive / $150,000 dead

LOCATION: You will encounter the Jack of Spades during the mission "Loose Ends"
   with the Russian Mafia


-----------------
 QUEEN OF SPADES
-----------------

NAME: Yong Park

BIO: One of the most accomplished men in the DPRK's army. Park is an avowed
   poet, holds a black belt in martial arts and a master's degree in
   literature, and is both a feared and capable military commander. One
   American military journal referred to him as "Korea's Patton."

BOUNTY: $350,000 alive / $175,000 dead

LOCATION: You will encounter the Queen of Spades during the mission "Two
   Degrees of Separation" with the Chinese


----------------
 KING OF SPADES 
----------------

NAME: Kai Yun

BIO: Yun is the General in charge of Song's nuclear weapons. He is responsible
   for their positioning and deployment, and the men under his command are some
   of the most highly trained anywhere in the world. Prepared for multinational
   action, Yun hid and defended his arsenal in advance.

BOUNTY: $375,000 alive / $187,500 dead

LOCATION: You will encounter the King of Spades during the mission "Titular
   Regius" with the South Korean Union


---------------
 ACE OF SPADES 
---------------

NAME: Choi Song

BIO: General Song is the most dangerous man on earth. Intelligent, ruthless,
   and highly disciplined, he killed his father, the President, to prevent
   North Korea from capitulating to Western pressures and currently holds the
   codes for his country's considerable nuclear stockpile. He must be stopped
   at all costs. 

BOUNTY: $100,000,000 alive / $50,000,000 dead

LOCATION: Verify enough cards to recieve the Ace e-mail, then head to the AN HQ
   and speak to Colonel Garrett for the Ace Contract. You will be taken to a 
   separate map where the Ace will be located.




---------------------------.-----------------------.---------------------------
===========================|   11. VEHICLE LIST    |===========================
---------------------------'-----------------------'---------------------------

          +---------------------------------------------------------+
          |                                                         |
          | Some of the information in this section was contributed |
          | by Enigma Nosta. Enigma mainly dealt with supplying     | 
          | helicopter info.                                        |
          |                                                         |
          | Information for a few select vehicles was provided by   |
          | stevie.                                                 |
          |                                                         |
          +---------------------------------------------------------+

One of the more interesting aspects of Mercenaries is the large number of
vehicles you can drive. The vehicles here are separated into three sections,
(A) Wheeled Vehicles, (B) Tanks, and (C) Helicopters. 

All of the vehicles are listed with their faction affiliation, how many people,
it can hold, what weapons it has, and a short description. 

Also listed for the vehicles is the amount of money you can get for selling 
each vehicle to the Mafia at their chopshop. The chopshop is near the Mafia's
HQ in both the Northern and Southern Provinces. The prices listed are either
the maximum amount you can get, or near that maximum.

Due to the large amount of vehicles available for use in Mercenaries, it is 
always possible for some vehicles to have been left out. If you have info on
any vehicles missing from this list, please send it to me via e-mail to
[email protected]. Full credit will be given for your contributions.

Some vehicles have been given ratings by Enigma Nostra. These ratings will come
after the vehicle descriptions and are based on this five-star scale:

*          - Use if nothing else avalible
* *        - Not all that good, but not the worst
* * *      - Average, Doesnt excel in anything, but does not suck
* * * *    - Almost perfect, but has a few flaws
* * * * *  - SEXY! For whatever reasons, this is a solid performer in its role


                            .---------------------.
                            | A. WHEELED VEHICLES |
                            '---------------------'
                                    MERCS11A

-----------
 Ambulance
-----------

FACTION: Civilian

CAN CARRY: 1 Driver
           1 Passenger

WEAPONS: None

DESCRIPTION: Another civilian vehicle just there for the taking. I haven't seen
   too many of these but I have had a chance to drive a couple. I know for a 
   fact that it is one of the few civilian vehicles to be found at any point in
   the Ace of Spades contract.

CHOPSHOP SALE PRICE: $5,000


----------------------------------
 Baggage Car (or Baggage Carrier)
----------------------------------

FACTION: Civilian

CAN CARRY: 1 Driver
           1 Passenger

WEAPONS: None

DESCRIPTION: Simply a fun little vehicle to mess around with. Appropriately
   found often at airport areas. It's probably the smallest vehicle in the 
   game. They can be found in a few other places as well. The Baggage Carrier
   was definitely just put into Mercenaries as a little quirk for fun. Gotta
   love it!

CHOPSHOP SALE PRICE: $500


--------------
 BJ2020 Scout
--------------

FACTION: Chinese

CAN CARRY: 1 Driver
           1 Passenger
           1 Gunner

WEAPONS: Rear-Mounted Machine Gun (controlled by gunner)

DESCRIPTION: This is essentially an open-top jeep. It is quick and very light,
   making it great for situations where you need to get away as fast as you can
   unless there is a threat of major fire. It cannot take much of a punch due
   to its design, but the rate of evasion and speed compared to heavier
   vehicles helps offset that downside.

CHOPSHOP SALE PRICE: $3,000


------------
 BRDM Scout
------------

FACTION: North Korea

CAN CARRY: 1 Driver
           1 Gunner

WEAPONS: Roof-Mounted Machine Gun (controlled by gunner)

DESCRIPTION: This is one of those good middle of the road vehicles when it 
   comes to balancing speed, handling, armor, and effectiveness. It is great at
   manuevering through more hilly areas, something that can't be said for too
   many vehicles with armor that can withstand most bullet fire. This is the
   best vehicle for heading into hillier areas where North Korean outposts are
   often found.

CHOPSHOP SALE PRICE: $8,000


---------
 BTR APC
---------

FACTION: North Korea

CAN CARRY: 1 Driver
           4 Passengers
           1 Gunner

WEAPONS: Roof-Mounted Machine Gun (controlled by gunner)

DESCRIPTION: Intended entirely for troop transport, this isn't a great vehicle
   to go on the offensive with, but it is a great vehicle for taking other
   soldiers into areas where you need stronger armor than usual. It has decent
   handling and can deal with hilly terrain. This counts in the Wheeled Vehicle
   section as it still uses wheels to get around unlike other vehicles of its
   size.

CHOPSHOP SALE PRICE: $5,000


-------------
 Cargo Truck 
-------------

FACTION: Chinese / North Korea / South Korea

CAN CARRY: 1 Driver
           1 Passenger

WEAPONS: None

DESCRIPTION: The Cargo Truck is simply a large truck used by a number of 
   factions to transport cargo. I was recently informed by BackAx from the 
   GameFAQs Message Boards that this vehicle's bed has more of a function than 
   I thought. You can use a helicopter and pick up a crate or other large 
   object using the helicopter's winch and load it onto the bed. Very cool. 
   So you can carry around cargo and you can utilize the Chinese disguise. A 
   more helpful vehicle than I once thought.

CHOPSHOP SALE PRICE: $800 (North Korea); $1,000 (Chinese or South Korea)


-----------------
 Control Vehicle
-----------------

FACTION: North Korea

CAN CARRY: 1 Driver
           1 Passenger

WEAPONS: None

DESCRIPTION: The Control Vehicles look a lot like the SA-8 Anti-Air vehicles
   but lack the huge anti-air missile weapon on top. These are the annoying and
   extremely common vehicles that cause your signal to become jammed. You will
   find a number of occasions where you will be destroying this rather than
   driving it. These are easy-to-find when you are in their vicinity, as they
   are marked as red 'X's on the radar due to the signal jamming. If you are in
   one of these, they resist a bit of bullet fire, but they aren't tough, so be
   cautious. Lastly, there is a tiny glitch with this vehicle and all other
   signal jamming vehicles. If you sell this vehicle at the Mafia's chopshop, 
   the entire map will be jammed on your radar. You must reload your game to
   remedy that glitch. Not a big deal, just don't panic if it happens.

CHOPSHOP SALE PRICE: $10,000


--------
 Frog 7
--------

FACTION: North Korea

CAN CARRY: 1 Driver
           1 Passenger

WEAPONS: None that you can use

DESCRIPTION: You know those giant trucks that carry a giant missile that you 
   see in history books and war documentary shows? That is this. You can't use
   that giant missile in the back, but if you find one of these, it is kind of
   cool to be able to drive this around. The missile that is carried is very,
   very explosive. Do not shoot it or cause the Frog 7 to explode if you are
   anywhere nearby. This is helpful for occasions where the Frog 7 is sitting
   in the middle of a large group of North Korean vehicles and soldiers... just
   make the Frog 7 explode and you'll take all the NKs nearby out. 

CHOPSHOP SALE PRICE: $25,000


------------
 Fuel Truck
------------

FACTION: Chinese

CAN CARRY: 1 Driver
           1 Passenger

WEAPONS: None

DESCRIPTION: This is your basic large truck. It carries a large fuel tank in 
   the back and when it is shot, it provides a large explosion. The Fuel Truck
   has no real purpose unless you are going to carefully position it somewhere
   and then cause the fuel tank to blow up.

CHOPSHOP SALE PRICE: $2,500


--------------
 GL Technical
--------------

FACTION: Russian Mafia

CAN CARRY: 1 Driver
           1 Passenger
           1 Gunner

WEAPONS: Bed-Mounted Grenade Launcher (controlled by gunner)

DESCRIPTION: Except for one lone aspect of this truck, it is completely the
   same as the Mafia MG Technical. The difference? Well, it's a pretty cool one
   if I do say so myself. Whereas the MG Technical has a bed-mounted machine 
   gun, the GL Technical has a bed-mounted GRENADE LAUNCHER. These pack one
   serious punch and are extremely fun to use. One piece of advice though...
   Don't run into your own grenades.

CHOPSHOP SALE PRICE: None, Mafia vehicles do not count for a monetary reward.


------------
 GSRN Truck
------------

FACTION: Civilian

CAN CARRY: 1 Driver
           1 Passenger

WEAPONS: None

DESCRIPTION: This is the truck that the GSRN reporters use. They can be found 
   in a number of areas. It is a rather good vehicle for just driving around.
   It is a bit tougher than other civilian vehicles, but not much. The coolest
   aspect of this vehicle is that you can listen to the GSRN News Reports over
   the vehicles radio whenever you are near it. It talks about the Deck of 52
   members that you recently caught or killed.

CHOPSHOP SALE PRICE: $4,000


-----------
 Hummer H3
-----------

FACTION: Civilian

CAN CARRY: 1 Driver
           3 Passengers

WEAPONS: None

DESCRIPTION: If it looks like a Hummer, drives like a Hummer, and attempts to
   sound a little bit like a Hummer, then it's probably a Hummer. Very similar
   to its real-life counterpart, this is just a fun vehicle to drive around in.

CHOPSHOP SALE PRICE: $6,000


------
 Jaju
------

FACTION: Civilian

CAN CARRY: 1 Driver
           3 Passengers

WEAPONS: None

DESCRIPTION: It's a car. A four-door, white, standard civilian car. They are
   absolutely everywhere in both provinces, so you'll never be far from one. A
   great option for getting around in a civilian disguise so as to observe your
   surroundings from a completely neutral standpoint. I love destroying these
   with C4. :P

CHOPSHOP SALE PRICE: $750


-------------
 K1025 Scout
-------------

FACTION: South Korean Union

CAN CARRY: 1 Driver
           3 Passengers
           1 Gunner

WEAPONS: Roof-Mounted Machine Gun (controlled by gunner)

DESCRIPTION: It is the Allied Nation's M1025 Scout with a South Korean paint
   job. There are no other differences between the two to speak of.

CHOPSHOP SALE PRICE: $5,000


------------
 K966 Scout
------------

FACTION: South Korean Union

CAN CARRY: 1 Driver
           3 Passengers
           1 Gunner

WEAPONS: Roof-Mounted TOW Missile Launcher (controlled by gunner)

DESCRIPTION: This vehicle is the same as the K1025 Scout except it has a TOW
   Missile Launcher instead of a Machine Gun mounted on the roof. If you have
   to choose between the two, pick this one. Most of the time, the K966 will be
   a far better option if you have a gunner manning the TOW Missile Launcher.
   This vehicle does extremely well against all enemy vehicles on the road, so
   don't drive far without a gunner unless you are planning on using this to
   trespass in South Korean territory, in which case a gunner will probably be 
   a negative thing.

CHOPSHOP SALE PRICE: $7,000


----------
 Lada 124
----------

FACTION: Civilian

CAN CARRY: 1 Driver
           3 Passengers

WEAPONS: None

DESCRIPTION: The Lada 124 is basically a different looking version of the Jaju.
   It is your standard 4-door civilian vehicle. It is fun to see some variety
   when it comes to finding civilian vehicles just driving around. Although it
   is not any better than the Jaju, it is much harder to come across, though
   they seem to increase in number a bit towards the end of the game.

CHOPSHOP SALE PRICE: $750


-------------
 M1025 Scout
-------------

FACTION: Allied Nations

CAN CARRY: 1 Driver
           3 Passengers
           1 Gunner

WEAPONS: Roof-Mounted Machine Gun (controlled by gunner)

DESCRIPTION: This is the vehicle that serves as the primary method of 
   transportation for the Allied Nations ground troops. It is fairly well-
   armored and is not extremely susceptable to typical bullet fire. You will be
   able to find this vehicle anywhere near an Allied base or outpost in both of
   the provinces.

CHOPSHOP SALE PRICE: $5,000


----------------
 M1027 Anti-Air
----------------

FACTION: Allied Nation

CAN CARRY: 1 Driver
           1 Gunner

WEAPONS: Anti-Air Missiles (controlled by gunner)

DESCRIPTION: This isn't one of the most helpful vehicles in the game as you 
   rarely know when you will be ambushed by helicopters and even then, the gun
   is controlled by the gunner in the back. There is no defense towards any 
   ground threats on this vehicle and the armor is light, so standard bullets
   cause major damage. I've yet to find a situation where this vehicle is
   especially helpful, but it can be fun for when you are just messing around.

CHOPSHOP SALE PRICE: $7,000


-----------
 M1126 APC
-----------

FACTION: Allied Nations

CAN CARRY: 1 Driver
           4 Passengers
           1 Gunner

WEAPONS: Roof-Mounted Machine Gun (controlled by gunner)

DESCRIPTION: For an APC, the M1126 is rather fast. The ability to carry four
   passengers allows for quick troop transport into locations where you don't
   feel secure fighting alone. The heavy armor of the M1126 allows to penetrate
   enemy locations where the only threats are soldiers with standard guns. The
   only real threats to this vehicle are explosive weapons. The gunner on top 
   can be a good thing sometimes, but more often than not, it is a hinderance 
   to not be able to take out a soldier with an RPG when you see him before the
   gunner does. 

CHOPSHOP SALE PRICE: $8,000


-----------
 Metro Bus
-----------

FACTION: Civilian

CAN CARRY: 1 Driver
           5 Passengers

WEAPONS: None

DESCRIPTION: The Metro Bus is one of those vehicles that has some of the best
   aspects of a vehicle and some of the worst aspects of a vehicle. On the 
   positive side, the Metro Bus can carry a whopping five passengers, something
   not commonly found in vehicles throughout Mercenaries. On the negative side,
   it is incredibly slow and handles terribly. Unless you really, really need
   to be driving a vehicle that can carry five passengers, then just leave this
   one alone.

CHOPSHOP SALE PRICE: $500


--------------
 MG Technical
--------------

FACTION: Russian Mafia

CAN CARRY: 1 Driver
           1 Passenger
           1 Gunner

WEAPONS: Bed-Mounted Machine Gun (controlled by gunner)

DESCRIPTION: This is a pickup truck specially outfitted by the Mafia with some
   light armor and a bed-mounted machine gun. I actually like the Mafia's whole
   "Technical" series as they tend to handle well and they can still reach some
   decent speeds for getaways.

CHOPSHOP SALE PRICE: None, Mafia vehicles do not count for a monetary reward.


---------------
 SA-8 Anti-Air
---------------

FACTION: North Korea

CAN CARRY: 1 Driver
           1 Gunner

WEAPONS: Anti-Air Missiles (controlled by gunner)

DESCRIPTION: These are the annoying things that show up as the triangles when
   you are flying around the map. Armed with dangerous lock-on Anti-Air 
   Missiles, these can take care of helicopters quickly. You will often see 
   these at many North Korean bases and outposts just sitting there waiting to
   take out any unsuspecting helicopters.

CHOPSHOP SALE PRICE: $20,000


----------
 SMC-2100
----------

FACTION: Civilian

CAN CARRY: 1 Driver
           1 Passenger

WEAPONS: None

DESCRIPTION: Just a normal flatbed truck with nothing on the bed. Not much to
   this vehicle at all. Unless you are in a situation where you need a quick
   ride somewhere and you don't want to buy anything from the Merchant of
   Menace, this isn't too helpful.

CHOPSHOP SALE PRICE: $1,000


----------
 SMC-2200
----------

FACTION: Civilian

CAN CARRY: 1 Driver
           1 Passenger

WEAPONS: None

DESCRIPTION: These are the civilian trucks with cloth-covered beds that carry
   the food around. Not much too 'em, they are just there if you can't find any
   other vehicles and don't feel like spending money on a vehicle from the
   Merchant of Menace.

CHOPSHOP SALE PRICE: $1,250


----------
 SMC-2300
----------

FACTION: Civilian

CAN CARRY: 1 Driver
           1 Passenger

WEAPONS: None

DESCRIPTION: These are the larger cargo trucks used by civilians. These are the
   ones with the hard backs with the roll-up door. Unless you need a quick ride
   somewhere and you don't feel like purchasing another vehicle from the 
   Merchant of Menace, this is of little use.

CHOPSHOP SALE PRICE: $1,000


-------------------------------
 Street Racer (or Speed Racer)
-------------------------------

FACTION: Civilian

CAN CARRY: 1 Driver
           1 Passenger

WEAPONS: None

DESCRIPTION: This is the fastest vehicle in the game. It is a tuned sports car
   made for speed. Unfortunately, it has the same downside as the cars that you
   could consider to be its real-life counterparts... It is as fragile as it 
   gets. Many people do not know how to get this. Simply put, complete the
   bonus objective for "106 Miles to Sinuiju" where you must keep this very car
   intact through the entire contract and you will unlock the Street Racer in
   the Merchant of Menace.

CHOPSHOP SALE PRICE: $5,000


--------------
 Sungri Scout
--------------

FACTION: North Korea

CAN CARRY: 1 Driver
           1 Passenger
           1 Gunner

WEAPONS: Rear-Mounted Machine Gun (controlled by gunner)

DESCRIPTION: This is probably the most commonly found vehicle in Mercenaries.
   You will never see another North Korean vehicle away from an actual NK base
   or outpost besides this one. It is an open-top jeep that is quick but lacks
   significantly good handling. It is a cheap option whenever you need to get a
   quick disguise as a North Korean, but its lack of armor is terrible if you
   get caught in a firefight.

CHOPSHOP SALE PRICE: $2,400


--------------------
 SUV (or Mafia SUV)
--------------------

FACTION: Russian Mafia

CAN CARRY: 1 Driver
           3 Passengers
           1 Gunner

WEAPONS: Roof-Mounted Machine Gun (controlled by gunner)

DESCRIPTION: This is kind of a mix between the Allied Nation's M1025 Scout and
   the civilian Hummer H3. Basically, you can take the armor and machine gun of
   the M1025 Scout, build it into the H3, and you get the Mafia SUV. This is
   one of my favorite cars in the game. This vehicle has made me wonder where 
   the machine guns are on actual Hummers when I see them on the road.

CHOPSHOP SALE PRICE: None, Mafia vehicles do not count for a monetary reward.


---------
 Taebaek
---------

FACTION: Civilian

CAN CARRY: 1 Driver
           3 Passengers

WEAPONS: None

DESCRIPTION: An almost SUV-type vehicle that the Koreans (the civilians, not 
   the soldiers drive). You don't see too many, but it is tougher than the
   smaller civilian cars and handles well. Just one of those vehicles that are
   there for the taking.

CHOPSHOP SALE PRICE: $800


---------------
 TOW Technical
---------------

FACTION: Russian Mafia

CAN CARRY: 1 Driver
           1 Passenger
           1 Gunner 

WEAPONS: Bed-Mounted TOW Missile Launcher (controlled by gunner)

DESCRIPTION: This is another vehicle in the Mafia's Technical family. It's 
   special feature is the weapon mounted in the bed. The TOW missile is very
   good for taking out enemy vehicles and is particularly effective when fired
   by the game's A.I.. 

CHOPSHOP SALE PRICE: None, Mafia vehicles do not count for a monetary reward.


-----------------
 Transport Truck
-----------------

FACTION: North Korea

CAN CARRY: 1 Driver
           4 Passengers

WEAPONS: None

DESCRIPTION: This is a great vehicle for infiltrating North Korean bases and 
   outposts with a few troops. It is tougher than most smaller vehicles as it
   can take significant bullet fire. The passengers sit in the covered rear 
   portion of the Transport Truck... kind of like in some older war movies. It
   is a great and inexpensive option anytime you need to carry more than than
   a couple passengers.

CHOPSHOP SALE PRICE: $2,000


------------------------
 VIP Car (or VIP Sedan)
------------------------

FACTION: Russian Mafia

CAN CARRY: 1 Driver
           3 Passengers

WEAPONS: None

DESCRIPTION: This is the car that Josef himself drives... Well... rides in
   anyway. It really has no use to speak of, like the Hummer or Baggage Car,
   but like those vehicles, it sure can be fun when you want a break from the
   ordinary.

CHOPSHOP SALE PRICE: None, Mafia vehicles do not count for a monetary reward.



                                 .----------.
                                 | B. TANKS |
                                 '----------'
                                   MERCS11B

--------------
 TANK WEAPONS
--------------

> TANK CANNON - The standard long-barrel, heavy-shell cannon seen on most 
  tanks. Huge explosive power and effective against absolutely anything you 
  need to attack.

> ROOF-MOUNTED MACHINE GUN - A Machine Gun that is located on the top of the
  vehicle. Always used by a gunner that isn't fully protected by the vehicles
  armor. Good for taking care of ground soldiers.

> AUTOCANNON - Used the same way as a Tank Cannon, but these have much shorter
  barrels and lighter shells. Still effective against anything, but heavier
  targets will require multiple shots.

> TOW MISSILE LAUNCHER - Primarily an Anti-Vehicle weapon, these medium power
  rockets will always follow your targeting recticule until it either hits 
  something or gets out of range.

> ANTI-AIR CANNON - Fires anti-air flak shells that are great against both
  helicopters and ironically, ground soldiers.

> ANTI-AIR MISSILES - These are the lock-on missiles that pose such a major 
  threat to any helicopters. They are very difficult to avoid if the full lock-
  on feature was able to engage before the missile was fired.

> HEAVY MACHINE GUN - Pretty standard small-shell, rapid-fire weapon.


---------
 BMP APC
---------

FACTION: North Korea

CAN CARRY: 1 Driver
           4 Passengers

WEAPONS: Autocannon

DESCRIPTION: This is the best of the easy-to-get APCs in the game. It can carry
   four passengers, is decently well-armored, and still manages to have an 
   Autocannon instead of a not-so-helpful roof mounted machine gun. As should
   be expected from all armored vehicles, the BMP APC can take a beating from
   standard bullet fire and will not be damaged much at all. Thanks to the 
   North Korean disguise, the BMP APC is also a spectacular vehicle for getting
   both yourself and up to four additional troops behind enemy lines. This is
   one well-balanced vehicle.

CHOPSHOP SALE PRICE: $15,000


----------
 K200 APC
----------

FACTION: South Korean Union

CAN CARRY: 1 Driver
           4 Passengers

WEAPONS: Autocannon

DESCRIPTION: This is a lot like a toned-down version of the M3 APC. It only has
   a Cannon and has lighter armor, but it can still carry four passengers and 
   can take most bullet fire. Great for whenever you need to carry a number of
   people or when your biggest nearby threat is ground troops.

CHOPSHOP SALE PRICE: $12,000


-------------------
 K200 Surveillance
-------------------

FACTION: South Korean Union

CAN CARRY: 1 Driver
           4 Passengers

WEAPONS: None

DESCRIPTION: Like the K200 APC, the K200 Surveillance can carry four passengers
   and it is about equally armored. The K200 Surveillance however, lacks the
   Autocannon and instead is equipped with a signal jamming device which jams
   your radar's signal whenever you are near it. The only time that interaction
   with this vehicle is really appropriate is during a few certain contracts
   that involve taking these out in order to unjam the radar signal. There is a
   glitch that involves the K200 Surveillance and all other signal jamming
   vehicles that you should be aware of. If you sell this or any other signal
   jamming vehicle to the Mafia chopshop, the entire map will be jammed. This
   can be remedied by saving and reloading the game.

CHOPSHOP SALE PRICE: $20,000


-----------
 M1 Abrams 
-----------

FACTION: Allied Nations

CAN CARRY: 1 Driver
           1 Gunner

WEAPONS: Tank Cannon (controlled by driver)
         Roof-Mounted Machine Gun (controlled by gunner)

DESCRIPTION: This is my favorite vehicle in the game. This thing packs a major
   punch and can take one too. The armor on the M1 is extremely strong and can
   take little to no damage from most weapons. The biggest threats to the M1 
   are really only Anti-Tank Rockets, other tank cannons, and RPGs, and even 
   then, this tanks takes less damage from those than other tanks do. The 
   cannon that you have control of when driving is extremely effective against
   armored vehicles and buildings. This is THE anti-tank tank. To my knowledge,
   this beauty of a tank is only available during contracts where it is simply
   provided to you. I suggest that if you come across it during a contract that
   you keep it intact so that you can use it afterwards.

CHOPSHOP SALE PRICE: $50,000


--------
 M3 APC
--------

FACTION: Allied Nations

CAN CARRY: 1 Driver
           4 Passengers

WEAPONS: Autocannon
         TOW Missile Launcher

DESCRIPTION: This is, in my opinion, the best APC in the game. You can carry a
   total of four passengers and you don't lose out on toughness. The M3 has 
   very heavy armor and takes virtually no damage from bullet fire and reduced
   damage from smaller explosive weapons. A tank or Anti-Tank Rocket will be
   able to take this out quick, but quick firing on your part will stop that.
   The Cannon and TOW Missile Launcher are two very powerful weapons. The 
   Cannon will take out ground soldiers and light vehicles quickly. The TOW
   Missile Launcher is great against tanks and helicopters. This is definitely
   the All-Purpose APC in Mercenaries. You pretty much only get access to the
   M3 APC during certain contracts. It is well worth it to keep the M3 APC 
   intact for use after those contracts.

CHOPSHOP SALE PRICE: $15,000


-----------
 T-54 Tank
-----------

FACTION: North Korea

CAN CARRY: 1 Driver
           1 Gunner

WEAPONS: Tank Cannon (controlled by driver)
         Roof-Mounted Machine Gun (controlled by gunner)
 
DESCRIPTION: While not as strong as the T-64 Tank, the T-54 is one of the best
   tanks available in the Southern Province. It can withstand virtually all
   bullet fire, but any exploding weapon spells trouble for this North Korean
   made vehicle. It is one of the smallest all-out tanks in Mercenaries, but it
   holds up well.

CHOPSHOP SALE PRICE: $20,000


-----------
 T-64 Tank
-----------

FACTION: North Korea

CAN CARRY: 1 Driver
           1 Gunner

WEAPONS: Tank Cannon (controlled by driver)
         Roof-Mounted Machine Gun (controlled by gunner)

DESCRIPTION: One of the tougher tanks in the game, this is the North Korean's
   best tank. It can hold up to bullet fire extremely easily, but another tank
   or some Anti-Tank rockets can cause problems real quick. Due to the heavy
   armor, it is particularly slow, but unless you have a long distance to go,
   this is not a bad choice for a vehicle.

CHOPSHOP SALE PRICE: $30,000


--------------
 Type 80 Tank
--------------

FACTION: Chinese

CAN CARRY: 1 Driver
           1 Gunner

WEAPONS: Tank Cannon (controlled by driver)
         Roof-Mounted Machine Gun (controlled by gunner)

DESCRIPTION: The Type 80 Tank is the smaller of the two Chinese tanks. It is a
   bit quicker when it comes to both moving around and moving the cannon. The
   armor is very tough, as is expected with any tank, but explosive weapons can
   cause serious problems. The cannon is rather strong, but not as accurate as
   those of some other tanks. These are pretty common around the Chinese areas
   of the map after you get a bit into the game. 

CHOPSHOP SALE PRICE: $25,000


-------------
 Type 89 APC
-------------

FACTION: Chinese

CAN CARRY: 1 Driver
           4 Passengers

WEAPONS: TOW Missle Launcher

DESCRIPTION: While it isn't one of the better APCs found in Mercenaries, the
   Type 89 APC gets the job done. The TOW Missile Launcher performs well 
   against vehicles but has a limited effectiveness against moving ground 
   soldiers and buildings. The ability to carry four passengers is always a
   plus, so if you need to transport anyone, this will do it. The armor is 
   tough enough to hold up easily against bullet fire, but any explosive 
   weapons are sure to become a problem. This is a decent vehicle, but it is
   not my first choice in APCs.

CHOPSHOP SALE PRICE: $10,000


------------------
 Type 95 Anti-Air
------------------

FACTION: Chinese

CAN CARRY: 1 Driver

WEAPONS: 2 Heavy Machine Guns
         Anti-Air Missiles

DESCRIPTION: The Type 95 is the best Anti-Air vehicle in Mercenaries. It is as
   well-armored as your average tank and has a great set of weapons to take out
   aerial threats with. The Heavy Machine Guns can take care of most light
   helicopters, but they are prone to missing since you have to do the aiming
   yourself. The Anti-Air Missiles can lock onto helicopters from a certain
   range, the downside being that these are much less in number. This is a very
   good vehicle, but it can only be found every once in a while.

 CHOPSHOP SALE PRICE: $20,000


--------------
 Type 96 Tank
--------------

FACTION: Chinese

CAN CARRY: 1 Driver
           1 Gunner 

WEAPONS: Tank Cannon (controlled by driver)
         Roof-Mounted Machine Gun (controlled by gunner)

DESCRIPTION: This is the bigger and badder version of the Type 80 Tank. The 
   Type 96 is slower when it comes to moving around and adjusting the cannon,
   but it makes up for this decrease in speed and agility in its cannon's
   accuracy and slightly heavier armor. The Type 96 Tank is rarely a bad choice
   when heading into a battle. 

CHOPSHOP SALE PRICE: $40,000


-----------------
 ZSU-57 Anti-Air
-----------------

FACTION: North Korea

CAN CARRY: 1 Driver

WEAPONS: Anti-Air Cannon

DESCRIPTION: The most common anti-air vehicle to be found in the game. Although
   it is best suited for taking out helicopters, ground soldiers are easily
   dealt with through the use of the Anti-Air Cannon. It moves like a tank and
   generally is armored like a lighter tank, but there is one major downside...
   The top of the ZSU-57 is completely open, leaving your upper body out in the
   open. If you are facing one of these, abuse that weakness and aim for the
   driver instead of trying to take out the entire vehicle, as bullet fire does
   not easily effect the ZSU-57.

CHOPSHOP SALE PRICE: $13,000



                              .----------------.
                              | C. HELICOPTERS |
                              '----------------'
                                   MERCS11C 

--------------------
 HELICOPTER WEAPONS
--------------------

[ Some info contributed by Enigma Nostra ]

> DUMBFIRE MISSILES - These are basic missiles that have no tracking or lock-on 
  system. They go straight in the direction you fire them
 
> ANTI-VEHICLE MISSILES - These lock onto any ground vehicle. Although they are
  technically called Anti-Tank Missiles, Anti-Vehicle or Anti-Ground can be 
  substituted to incicate that the missiles don't only target tanks. Also 
  rather useful against small bunkers and buildings, if you have the spare 
  ammo.
 
> ANTI-AIR MISSILES - These lock onto aerial targets. Not all that common, but
  effective against all other choppers.

> IN-CHOPPER MACHINE GUNS - Standard mounted Heavy Machine Guns like the ones
  that are found on the ground. These are always controlled by gunners, not the
  pilot.

> LIGHT MACHINE GUNS - These are pretty much the same as the ones you can grab
  for yourself, except with a lot more ammo, and the MD-530 carries 2, thus, 
  twice the power.
 
> HEAVY MACHINE GUNS - Mounted forward facing, these are relatively solid  
  weapons with plenty of ammo. They make a satisfying "wirring" sound as they
  rip through anything in their path.
 
> AUTOCANNONS - These are fully automatic explosive shell lobbers. They aren't 
  quite Grenade Launchers, and aren't quite Machine Guns, but they are a nice 
  mix. Usually light on ammo. Be careful near HVT's as these do have splash
  damage. These do affect light buildings whereas Machine Guns will not. Also 
  effective versus Monuments.


---------------------------
 Ch-47 Cargo (Unpilotable)
---------------------------

FACTION: Allied Nations

CAN CARRY: Unknown

WEAPONS: None

DESCRIPTION: Once of the unpilotable vehicles that brings in supply drops. You 
   will only see this during Allied Nations contracts when you call in a large 
   supply drop from the provided items in the Support Menu. Like the Mi-26 
   Cargo, you can identify the helicopter through the use of binoculars and you
   can safely shoot it down by sniping out the pilot. However, even if the 
   vehicle manages to make it safely down to the ground, there is no way to 
   enter the vehicle.


----------------
 K-60 Transport
----------------

FACTION: South Korean Union

CAN CARRY: 1 Pilot
           4 Passengers
           2 Gunners

WEAPONS: 2 In-Chopper Machine Guns x 3000 (controlled by gunners)

DESCRIPTION: Like many other the South Korean vehicles found in Mercenaries, 
   the K-60 Transport is an almost exact replica of an Allied vehicle. In this
   case, the K-60 Transport is the South Korean version of the Allied UH-60
   Transport. The passenger capacity is the reason to use this or the UH-60, as
   few other easy-to-get choppers can carry that many passengers. The two 
   Machine Guns are mounted inside the passenger area and cannot be used in the
   air unless manned by soldiers.


------------------
 Ka-50 Anti-Armor
------------------

FACTION: Russian Mafia

CAN CARRY: 1 Pilot

WEAPONS: Autocannon
         Dumbfire Missiles
         Anti-Vehicle Missiles

DESCRIPTION: One of the hardest-to-find helicopters in the game. It is a total
   powerhouse when fighting any ground threats. The Autocannon and Dumbfire
   Missiles are perfect weapons for any circumstances and the auto-targeting
   Anti-Vehicle Missiles wipe out any vehicle threats swiftly and easily. It is
   unfortunate that this is so hard to get, as it is one of the better choppers
   in the game... Unless of course you are going to get into a fight with some
   other helicopters. You can only pick up this chopper during the Mafia
   contract entitled "Housekeeping."


------------------
 LHX Light Attack
------------------

FACTION: South Korean Union

CAN CARRY: 1 Pilot

WEAPONS: Light Machine Gun
         Anti-Vehicle Missiles
         Anti-Air Missiles

DESCRIPTION: The LHX Light Attack is the toughest small helicopter in the game.
   There is no other chopper which has a good variety of weapons and can still
   move very quickly. The Anti-Vehicle Missiles and the Anti-Air Missiles are 
   very good for any contract in which you will have to deal with a variety of 
   enemy vehicles. The Light Machine Gun is great for dealing with very light
   vehicles and some ground soldiers.



--------------
 MD-500 Scout
--------------

FACTION: North Korea

CAN CARRY: 1 Pilot
           1 Passenger

WEAPONS: Light Machine Gun x 3000
         Anti-Vehicle Missiles x 2

DESCRIPTION: This is the most common helicopter in use by the North Koreans. 
   The best feature is definitely the anti-tank missiles which can lock on to
   any vehicle. With the exception of the weapons, the MD-500 and the MD-530 
   are nearly the same. They are both lightly armored and can't take many hits
   from anti-air missiles, but they are very quick and agile.
   
   [ Enigma Nostra's Description ]
 
   This is your new best friend. The most plentiful chopper in the game, it's 
   also North Korean, which means its disguise is invaluable. It's easy to take
   out the pilot, using the Sniper Rifle is the easiest way early on, and will 
   land in a useable condition around 50% of the time. Like most choppers, its 
   armor is light, but it and the MD-530 are the fastest choppers in the game,
   and that makes them the fastest way to get around. The disguise works well 
   for taking on missions that involve heavy amounts of enemy anti-air. Simply 
   go up in altitude, wait until disguise kicks in, slowly lower to where you 
   can lock on with the Anti-Ground missiles and fire, rising at the same time.
   Sometimes your cover is blown, sometimes it isn't, but it's ONLY blown after
   the missile hits, not after you lock-on or fire. One shot from the Anti-
   Ground Missiles should take them out. One of these will last you a long time
   if you take care of it. You can complete the first 2 suits of missions in a
   day or so with the speed and mobility these give you. Later on it's time to
   upgrade to other choppers, though this remains a useful ride if you can't 
   find anything else. A major down side is that it has very few Anti-Ground 
   Missiles, thus prompting often rearming.

   RATING: * * * * *


--------------
 MD-530 Scout
--------------

FACTION: Russian Mafia

CAN CARRY: 1 Pilot
           1 Passenger

WEAPONS: 2 Light Machine Guns x 1000
         Dumbfire Missiles x 14

DESCRIPTION: The MD-530 Scout is a light, quick helicopter that is great for
   getting around the map quickly. It can't take too many hits from an anti-
   air weapon, however, due to it's small and light build. The minigun works
   well as a general purpose weapon. The Dumbfire Missiles aren't extremely
   powerful and can't lock on, but they work equally as well against ground
   vehicles and helicopters.

   [ Enigma Nostra's Description ]

   This is a reasonable chopper, useful for indescriminate violence. It is also 
   one of the faster two choppers in the game. A bit light on the armor, but 
   it's not meant for getting into tussles with tanks. Light vehicles and 
   infantry are what this chopper is meant to deal with. This is the chopper 
   that the Mafia uses to deliver light items such as supply drops.

   RATING: * * *


---------------------------
 Mi-17 Transport (Chinese)
---------------------------

FACTION: Chinese

CAN CARRY: 1 Pilot
           ? Passengers

WEAPONS: None

DESCRIPTION: Not a combat vehicle at all. The Mi-17 is made to carry heavier
   loads with the winch. Unless you are doing a challenge where you have to use
   the winch, this chopper is rarely useful. If you need an airborne Chinese
   vehicle for the disguise though, this could come in handy.

--------------------------------
 Mi-17 Transport (North Korean)
--------------------------------

FACTION: North Korea

CAN CARRY: 1 Pilot
           ? Passengers

WEAPONS: None

DESCRIPTION: A North Korean version of the common cargo helicopter. Not made to
   be in any combat scenario, the Mi-17 is for when you need to lift some of 
   the heavier vehicles with the chopper's winch. Unless you are doing a 
   challenge which specifically requires the use of a helicopter's winch, this
   is rarely a helpful vehicle.


-------------------
 Mi-2 Light Attack
-------------------

FACTION: North Korea

CAN CARRY: 1 Pilot
           3 Passengers

WEAPONS: Dumbfire Missiles x 14

DESCRIPTION: I had never piloted one of these until my third time through the
   game. For the rarity of this helicopter, you'd think it would be a pretty
   darn good one. It isn't. It's slower and bulkier than the other light North
   Korean chopper, the MD-500. It also has only Dumbfire Missiles, which are of
   no particular use unless you are planning on an attack that you could easily
   do on foot. It's not a bad chopper, just disproportionately crappy compared
   to its rarity.

   [ Enigma Nostra's Description ]

   Not as fast as the MD-500, and not as well armed, the only advantage to this
   is that it carries two extra people. Its also rather rare, I have only found
   two instances of this chopper so far while looking. Not my first choice, but
   will do in a tight situation. Ammo runs out REALLY fast. Also have had a 
   hard time loading the allies, they keep running around *looking* for a place
   to load. Took about five minutes one time just to get three people loaded.
   
   RATING: *


---------------------------
 Mi-26 Cargo (Unpilotable)
---------------------------

FACTION: Russian Mafia

CAN CARRY: Unknown

WEAPONS: None

DESCRIPTION: This is one of the vehicles that are in the game but cannot be
   used by a human player. Whenever you call in a heavy item drop from the
   Merchant of Menace, this is the helicopter that makes the delivery. You can
   identify this helicopter through use of the binoculars. You can also shoot
   down this helicopter safely by sniping out the Mafia Thug who is piloting 
   it. Even if the helicopter makes it safely to the ground after killing the
   pilot, there is no way for you to enter the vehicle. 


---------------
 Mi-35 Gunship
---------------

FACTION: North Korea

CAN CARRY: 1 Pilot
            5 Passengers

WEAPONS: Heavy Machine Gun
         Dumbfire Missiles
         Anti-Vehicle Missiles

DESCRIPTION: The Mi-35 is one of the best helicopters in Mercenaries. It is
   heavily armored, preventing bullet fire from having much of an effect. It 
   can carry five passengers, making it great for troop transport. It has a 
   decent set of weapons that can be used against just about anything. With the
   North Korean disguise you can also get behind enemy lines to do some serious
   damage. Although the Mi-35 is never found in the Southern Province, you can
   hijack one during the Ace of Clubs mission if it is not destroyed by the Air
   Superiority strike that is automatically called in after you destroy Song
   Tower. These become rather common when looking for number cards in the Suit
   of Hearts.


----------------
 S-70 Transport
----------------

FACTION: Chinese

CAN CARRY: 1 Pilot
           2 Gunners
           4 Passengers

WEAPONS: 2 In-Chopper Machine Guns x 3000 (controlled by gunners)

DESCRIPTION: This is another one of those transport helicopters that can defend
   itself. The two machine guns mounted inside of the cargo/passenger area are
   used by gunners. They are particularly effective against ground soldiers 
   that are attacking you as you try to land. It isn't slow, but it is nowhere
   near as fast as the lighter choppers (MD-500, MD-530, both Light Attacks).
   Great for when you need to carry quite a few people into an area, but be
   sure to always have someone mounting the two machine guns.
 
   [ Enigma Nostra's Description ]

   This is pretty much like the UH-60 or South Korean version of the transport
   chopper. Side mount Machine Guns, handles like a drunk horse, but works for
   getting where ya gotta go. Can also take more hits then a combat chopper. 
  
   RATING: * * *


-----------------
 UH-60 Transport
-----------------

FACTION: Allied Nations

CAN CARRY: 1 Pilot
           4 Passengers
           2 Gunners

WEAPONS: 2 In-Chopper Machine Guns x 3000 (controlled by gunners)

DESCRIPTION: This is the primary helicopter for the Allied Nations. While you 
   can't actually fire any weapons while flying it, you can have two soldiers
   man the two machine guns, which are fairly strong and can take out ground
   troops with ease.

   [ Enigma Nostra's Description ]
  
   The most common transport chopper, it's good in a pinch, but unless you need
   to cart people around, I suggest the MD-500. Later on, the Mi-35 is much 
   more effective as a troop/VIP transport. Side mount Machine Guns, blah blah.
 
   RATING: * * *


-------------------
 WZ-9 Light Attack
-------------------

FACTION: Chinese

CAN CARRY: 1 Pilot
           1 Passenger

WEAPONS: Dumbfire Missiles x 38

DESCRIPTION: The WZ-9 Light Attack is a lot light the South Korean's LHX Light
   Attack chopper, but it lacks the firepower of the LHX. It is very quick and
   fairly agile, making quick maneuvers easy. The lack of any sort of weaponry
   aside from the Dumbfire Missiles really takes away from the WZ-9, as the
   Dumbfire Missiles aren't incredibly efficient. This is not a bad choice for
   a helicopter, but for how hard it is to find, it is not too rewarding.


----------------
 YAH-56 Gunship
----------------

FACTION: Allied Nations

CAN CARRY: 1 Pilot

WEAPONS: Autocannon x 1200
         Dumbfire Missiles x 38
         Anti-Vehicle Missiles x 8
         Anti-Air Missiles x 4

DESCRIPTION: Probably the best helicopter in Mercenaries. It is pretty heavily
   armored, can lift a lot with the winch, and the weapons are brutally strong.
   Very little can stand up to this chopper. It's downside is that its size and
   massive payload with all the weapons makes it a lot slower and less agile
   than most of the smaller choppers, so it is a bit tougher to escape from an
   Anti-Air missile that is on your tail. Regardless of that, it is still one
   insanely spectacular helicopter and I get one almost every time I load up 
   the game.
 
   [ Enigma Nostra's Description ]

   Oh, now we get to the fun stuff. First find this baby, to my knowledge, when
   you hit the second MASH in North Korea. They fly around the MASH and to the 
   Allied Headquarters. Never in many numbers, but they do respawn after a 
   while. There's no way to buy one, you gotta kill it yourself. This means you
   lose $25,000 for killing the Allied soldier inside. Worth every penny. While
   slower then the light choppers, it can take a bit more damage, and has so 
   much more offensive power. Just be careful about witnesses when you shoot, 
   but often this isn't MUCH of a problem, just drive away in a car until out
   of sight, then circle back and pick up the chopper. The only bad thing about
   this helicoptor, is that it's not of NK Disguise, which means it's less 
   effective at the "Snipe and run with Anti-Ground Missiles" Described for the
   North Korean MD-500 Scout. However, grabbing one of these, and a MD-500 or 
   Mi-35, and swiching off, using the NK one to take out AA and then mopping up
   with the YAH, can be quite effective.

   RATING: * * * * *




---------------------------.-----------------------.---------------------------
===========================|   12. WEAPONS LIST    |===========================
---------------------------'-----------------------'---------------------------
                                    MERCS12

          +---------------------------------------------------------+
          |                                                         |
          | Enigma Nostra went through the Weapons List as it was   |
          | posted in Version 1.0 and filled in the many, many      |
          | blanks! Most of the info here was contributed by Enigma |
          | which was a gigantic help to me and to all you who are  |
          | reading this guide!                                     |
          |                                                         |
          | Information for a few select weapons in this list was   |
          | also provided by stevie.                                |
          |                                                         |
          +---------------------------------------------------------+

As is standard in any game dealing with military conflict, Mercenaries has a 
wide variety of weapons that you can utilize throughout the course of the game.

The weapons are listed with how much ammo is contained in the weapons magazine
(the cartridge which is filled with ammo for quick reloading), how much spare
ammo you can carry for it, the barrel size of the weapon, and a brief 
description.

---------
 Carbine
---------

MAGAZINE: 30

SPARE AMMO: 180

BARREL SIZE: 5.56mm

DESCRIPTION: This is your all-purpose weapon provided to you at the beginning
   of the game. Nearly all Allied soldiers carry one of these.


------------------
 Anti-Armor Rifle
------------------

MAGAZINE: 5

SPARE AMMO: 15

BARREL SIZE: 12.7mm

DESCRIPTION: The Anti-Armor Rifle is great for hitting targets who are sitting
   in an armored vehicle. With this, you can aim for the driver of a tank or
   the pilot of an armored helicopter.

 
------------------------------
 Light Machine Gun (Light MG)
------------------------------

MAGAZINE: 100

SPARE AMMO: 200

BARREL SIZE: 7.62mm

DESCRIPTION: This gun is used by most of your early cards, starting with the
   two of clubs. Has a large magazine, and a good rate of fire. Works well for 
   going through a lot of soldiers without worrying about ammo. Reasonable 
   accuracy, kills if it hits the head, or a couple shots to the body. Also
   works well against light vehicles (jeeps).


--------------------------------
 Rocket-Propelled Grenade (RPG)
--------------------------------

MAGAZINE: 1

SPARE AMMO: 3

BARREL SIZE: N/A

DESCRIPTION: The RPG is your standard rocket launcher. It is a great option for
   when you don't know if you are going to be facing tanks or helicopters, but
   you want to be prepared.


----------------------
 Submachine Gun (SMG)
----------------------

MAGAZINE: 45

SPARE AMMO: 180

BARREL SIZE: 5.8mm

DESCRIPTION: Semi-accurate, high rate of fire, medium damage.


------------------------------------
 Covert Submachine Gun (Covert SMG)
------------------------------------

MAGAZINE: 30 

SPARE AMMO: 180

BARREL SIZE: 9mm

DESCRIPTION: While it is touted as being silent, there is very little audible
   differnce to the regular MG, or any other weapon. Often, if you want     
   stealth, just go with the sniper rifle, and keep your other slot for a more 
   effective sprayer. To its credit though, it is very accurate.


--------------
 Sniper Rifle
--------------

MAGAZINE: 10

SPARE AMMO: 30

BARREL SIZE: 7.62mm

DESCRIPTION: The Sniper Rifle is a great option for when you want to stay out
   of sight. It takes one shot to take a soldier down and with the 10x scope,
   you can do a lot of damage without being seen.


---------------
 Assault Rifle
---------------

MAGAZINE: 30

SPARE AMMO: 120

BARREL SIZE: 7.62mm

DESCRIPTION: Like the carbine, a common weapon with common damage. A little 
   more damaging then the carbine, but not quite as accurate.


-----------------
 Prototype Rifle
-----------------

MAGAZINE: 100

SPARE AMMO: 200

BARREL SIZE: 5.56mm

DESCRIPTION: The Prototype Rifle is almost exactly like the Carbine, except it
   has a much larger magazine capacity, you can carry more ammo, and it has a
   10x scope on top. Unfortunately, the scope is next to worthless, due to the 
   recoil you experience when you are scoped in. Accuracy when hipshot is close
   to the best in the game.


---------
 Shotgun
---------

MAGAZINE: 7

SPARE AMMO: 35

BARREL SIZE: 12 gauge

DESCRIPTION: Pump action shotgun, deadly at close range but inneffective at 
   medium/long ranges. Good only if you like to see your enemy's eyes before 
   you kill them, and if that is the case, then you might as well just go ahead
   and hit them.


-----------------
 Anti-Air Rocket
-----------------

MAGAZINE: 1

SPARE AMMO: 2

BARREL SIZE: N/A

DESCRIPTION: The Anti-Air Rocket is great for when helicopters are a clear
   threat. It can lock on to a helicopter and take it down with a minimal
   number of shots.


------------------
 Anti-Tank Rocket
------------------

MAGAZINE: 1

SPARE AMMO: 2

BARREL SIZE: N/A

DESCRIPTION: The Anti-Tank Rocket is perfect for situations in which there are
   going to be a large number of tanks. Despite the name, it works on any
   vehicle, and with the lock-on feature, this is a very convenient weapon.


-----------
 C4 Charge
-----------

MAGAZINE: N/A

TOTAL CARRIABLE: 4

BARREL SIZE: N/A

DESCRIPTION: The C4 Charge is your standard explosive. Plant it. Walk away.
   Pull the trigger on the detonator. Boom.


--------------
 Frag Grenade
--------------

MAGAZINE: N/A

TOTAL CARRIABLE: 6

BARREL SIZE: N/A

DESCRIPTION: Standard fragmentation grenades. Throw and enjoy.


---------------
 Flash Grenade
---------------

MAGAZINE: N/A

TOTAL CARRIABLE: 6

BARREL SIZE: N/A

DESCRIPTION: Works the same as frag grenades, except instead of exploding, the
   flash grenades create a sudden flash of light that temporarily stuns those
   nearby.


----------------
 Street Sweeper
----------------

MAGAZINE: 3000

SPARE AMMO: 3000

BARREL SIZE: 7.62mm

DESCRIPTION: The Street Sweeper can only be obtained from the Cheat Crate. It
   is like a handheld version of the North Korean MD-500 Scout's minigun. The
   name, Street Sweeper, is highly appropriate, as you can easily sweep the
   streets of Korea clean of any other people quickly with this weapon. This is
   most definitely the best of the three Cheat Crate weapons.


--------------------
 Portable Airstrike
--------------------

MAGAZINE: 999

SPARE AMMO: 999

BARREL SIZE: Big Damned Missile

DESCRIPTION: The Portable Airstrike can only be obtained from the Cheat Crate.
   It works like the Anti-Tank Rocket or Anti-Air Rocket, but when it hits its
   target, it works as if an airstrike had been called in on that location. Do 
   not fire at close or medium range. Do not fire around any civilians or 
   anything else you don't want to kill. Do not shoot at ground. Do not shoot 
   at faction HQ's (well... unless you want them to be REALLY pissed at you). 
   Can destroy bunkers, but cannot destroy Hardened Structures (Song Tower, 
   major North Korean facilities that you find occasionally such as the Black 
   Gate).


------------------
 Pocket Artillery
------------------

MAGAZINE: 99

SPARE AMMO: 99

BARREL SIZE: 40mm high explosive grenades

DESCRIPTION: The Pocket Artillery can only be obtained from the Cheat Crate. It
   is basically a portable version of the automatic grenade launcher mounted on
   the back of the Russian Mafia's Technical (GL). Safer to use than the 
   Portable Airstrike, but not nearly as fun.


-----------------------------------
 MOUNTED WEAPON: Heavy Machine Gun
-----------------------------------

TOTAL AMMO: 500

DESCRIPTION: The Heavy Machine Gun isn't much different from standard portable
   machine guns, but due to its mounted state, more power can be put out 
   without putting any resistance on you.


----------------------------------
 MOUNTED WEAPON: Recoilless Rifle
----------------------------------

MAGAZINE: 1

SPARE AMMO: 40

DESCRIPTION: The Recoilless Rifle is absolutely a blast to use. It can swiftly
   take out any vehicles coming at you. Its tough ammunition explodes on 
   impact, so almost nothing can stand up to one of these. The long barrel
   allows for extremely good accuracy, but you will often find yourself aiming
   just a bit above your target due to the massive size of the shells fired in
   comparison to the weapon itself.


----------------------------
 MOUNTED WEAPON: Grenade MG
----------------------------

DESCRIPTION: The Grenade MG is basically a machine gun which fires grenades.
   This is very effective against just about any threat, but be careful where
   you point that thing! I know for a fact that these are located right in 
   front of the Allied Nations Headquarters in the Northern Province.
                                                                              
                                                                              
                                                                              
                                                                              
---------------------------.-----------------------.---------------------------
===========================|  13. AIRSTRIKES LIST  |===========================
---------------------------'-----------------------'---------------------------
                                    MERCS13
                                                                              
          +---------------------------------------------------------+
          |                                                         |
          | Donny Chan provided a list of what real-life aircrafts  |
          | are used for some of the airstrikes. That info does not |
          | do much to help with actually playing Mercenaries, but  |
          | it is still cool to see how well Pandemic researched    |
          | stuff for the game.                                     |
          |                                                         |
          +---------------------------------------------------------+
                                                                              
                                                                              
There are a number of airstrikes at your disposal in Mercenaries. Each strike
has it's positives and negatives and this section helps you to understand the
situations in which each airstrike should be used.
                                                                              
The airstrikes are listed in the order in which they can be found in the
Merchant of Menace. Each airstrike is listed along with the designation type,
price, a description of the airstrike, and for some, what real-life aircraft is
used to actually perform the airstrike.
                                                                              
-----------------
 Surgical Strike 
-----------------
                                                                              
DESIGNATION TYPE: Laser
                                                                              
PRICE: $40,000
                                                                              
DESCRIPTION: The Surgical Strike is your most basic of airstrikes. It is very
   cost-effective. You simply get in position a good distance away from your
   target and aim the laser, then hold R1. A bomb is dropped from a fighter
   plane. The bomb is effective against most vehicles and a large number of
   buildings. It easily takes out any ground soldiers near the strike zone.
                                                                              
PLANE USED TO PERFORM: F-15E Strike Eagle
                                                                              
                                                                              
------------------
 Artillery Strike 
------------------
                                                                              
DESIGNATION TYPE: Beacon
                                                                        
PRICE: $40,000
                                                                               
DESCRIPTION: If it weren't for the fact that the Artillery Strike has to be
   called in using a beacon, it would be a far more effective strike. Chinese
   artillery pieces attack as close to the beacon's location as they can. There
   is where the first problem with the Artillery Strike lies... The firing is
   extremely erratic, random in fact. You may think you are safe, but if you
   are anywhere in the general area of the beacon, you are liable to be hit by
   artillery fire. The second problem is that it rarely can be used against any
   faction that is supposed to be friendly with you. Odds are that some soldier
   from that faction will see you throw the beacon and you will lose faction
   mood every time a soldier from that faction is killed by the artillery. I'm
   not saying to not use this strike... Just be careful.
                                                                              
                                                                              
--------------
 Cluster Bomb 
--------------
                                                                              
DESIGNATION TYPE: Satellite
                                                                              
PRICE: $52,000
                                                                              
DESCRIPTION: The Cluster Bomb airstrike is one of those single-purpose strikes.
   The bomb that is dropped breaks up into a bunch of smaller ones before it
   reaches the ground. This is a spectacular method of taking out a huge group
   of enemy soldiers, but it will barely damage anything armored. 
                                                                              
PLANE USED TO PERFORM: A-10 Thunderbolt II
                                                                              
                                                                              
-----------------
 Air Superiority 
-----------------
                                                                              
DESIGNATION TYPE: Satellite
                                                                              
PRICE: $160,000
                                                                              
DESCRIPTION: Air Superiority does what it says... it gives you superiority over
   enemies in the air. Calling in the Air Superiority airstrike causes a plane
   to go to the marked location and take out any helicopters in the area. This
   swiftly eliminates any threat from the air. There are only a couple times in
   which this strike is truely necessary, but when the need arises, it will be
   there, and it will work well.
                                                                              
PLANE USED TO PERFORM: F/A-22 Raptor
                                                                              
                                                                              
-------------
 Tank Buster 
-------------
                                                                              
DESIGNATION TYPE: Satellite
                                                                              
PRICE: $200,000
                                                                              
DESCRIPTION: Another appropriately named airstrike, the Tank Buster does what
   it says. Calling in this strike causes a plane to sweep the designated area
   and take out any tanks it sees. This is very useful at times, though early
   on, it is highly expensive and you're probably better off taking out the
   tanks yourself.
                                                                              
PLANE USED TO PERFORM: A-10 Thunderbolt II
                                                                              
                                                                              
-----------------------
 Cruise Missile Strike 
-----------------------
                                                                              
DESIGNATION TYPE: Satellite
                                                                              
PRICE: $240,000
                                                                              
DESCRIPTION: The Cruise Missile Strike is without a doubt one of the best 
   airstrikes in the game. It is extremely powerful and will take out nearly
   anything in the designated area, with the exception of buildings that can 
   only be destroyed with Bunker Busters. The combination of pure power and
   satellite designation makes this one extremely effective airstrike.
                                                                              
                                                                              
------------------------
 Stealth Fighter Attack 
------------------------
                                                                              
DESIGNATION TYPE: Satellite
                                                                              
PRICE: $36,000
                                                                              
DESCRIPTION: This is a pretty basic airstrike, but it is particularly helpful
   when you want to remain unseen. Since you can call this in via satellite
   designation, you can take out smaller buildings, most vehicles, and ground
   soldiers without anyone knowing who did it. Need to take out a problematic
   target of a faction that you are supposed to be friendly with? This is your
   new best friend.
                                                                              
PLANE USED TO PERFORM: F-117 Nighthawk
                                                                              
                                                                              
-----------------
 Gunship Support 
-----------------
                                                                              
DESIGNATION TYPE: Laser
                                                                              
PRICE: $60,000
                                                                              
DESCRIPTION: I enjoy using this airstrike for fun, but I have yet to use it in
   any contracts. Using a laser, you basically aim the gun of a gunship that
   will circle around the location until its ammo is depleted. Since the gun
   only fires standard bullets, only ground soldiers will be majorly affected
   by this.
                                                                              
PLANE USED TO PERFORM: AC-130 Specter


--------------------
 Gunship Support II 
--------------------

DESIGNATION TYPE: Laser

PRICE: $120,000

DESCRIPTION: This is the exact same as the first Gunship Support airstrike. You
   aim the constantly firing gun of a gunship that will circle the location 
   with a laser until the gun is dry. The difference between this and the first
   Gunship Support airstrike is that the gunship carries a bit more ammo in
   this one.

PLANE USED TO PERFORM: AC-130 Specter


---------------------
 Gunship Support III 
---------------------

DESIGNATION TYPE: Laser

PRICE: $180,000

DESCRIPTION: Like the first two Gunship Support airstrikes, you use a laser to
   aim a the gun of a gunship that will circle the location until the gunship's
   gun runs out of ammo. The amount of ammo for Gunship Support III is much
   larger than the first two. Due to that, smaller light armor vehicles can be
   taken out along with ground soldiers.

PLANE USED TO PERFORM: AC-130 Specter


--------------------------
 Strategic Missile Strike 
--------------------------

DESIGNATION TYPE: Satellite

PRICE: $60,000

DESCRIPTION: The Strategic Missile Strike is a beauty. Compared to a lot of 
   other airstrikes, this is relatively cheap. The missile that is fired causes
   a rather large explosion upon impact. You can also stay out of sight very
   easily thanks to the miracle of satellite designation. It is both cost-
   effective and stealthy, two things that are some of the most important 
   characteristics of airstrikes.


--------------------
 Bunker Buster Bomb 
--------------------

DESIGNATION TYPE: Laser

PRICE: $280,000

DESCRIPTION: You have probably heard of the Bunker Buster before, thanks to the
   conflict in Iraq. It serves the same purpose in the game as it does in real
   life. It gets below the surface, underneath bunkers or extremely strong 
   buildings, and creates a massive explosion capable of bringing those tough
   structures to the ground. In addition to taking out otherwise invincible
   buildings, the Bunker Buster is very effective against enemy vehicles and
   ground forces near the designation area.

PLANE USED TO PERFORM: F-15E Strike Eagle


-------------------
 Artillery Barrage 
-------------------

DESIGNATION TYPE: Beacon

PRICE: $80,000

DESCRIPTION: This is a longer-lasting version of the Artillery Strike. Calling
   for this results in erratic artillery fire in an expansive area around the
   location of the beacon. Dangerous and very unstealthy, a situation that is
   suited for use of this is rarely found.


-----------------------
 Artillery Bombardment 
-----------------------

DESIGNATION TYPE: Beacon

PRICE: $160,000

DESCRIPTION: The Artillery Bombardment strike is longer lasting than both the
   Artillery Strike and Artillery Barrage, and is just as erratic. Artillery
   fire will ensue in a large area around the beacon. If you want to use it, go
   ahead, but I have yet to find a good reason to use this, as it is both very
   dangerous and highly unstealthy.


-------------
 Carpet Bomb 
-------------

DESIGNATION TYPE: Satellite

PRICE: $400,000

DESCRIPTION: Whenever you are overlooking a massive group of enemy forces, with
   a mix of vehicles and ground soldiers, this is what you want. It will take
   out almost everything in a massive area around the designation point and the
   satellite designation allows you to stay out of harms way. This is one tough
   bomb, so it doesn't come cheap.

PLANE USED TO PERFORM: B-52 Stratofortress


---------------
 Fuel-Air Bomb 
---------------

DESIGNATION TYPE: Satellite

PRICE: $360,000

DESCRIPTION: The Merchant of Menace website calls this "the economical 
   alternative to a nuke." I would not go so far as to say the same thing, but
   this is still one tough airstrike. Basically, the Fuel-Air Bomb releases a
   massive amount of volatile gas in the area around the designation area and
   the ignites it. Boom. I wish it looked better, because the effects in the
   area around the designation point are powerful.

PLANE USED TO PERFORM: Su-25 Frogfoot




---------------------.----------------------------------.----------------------
=====================| 14. MERCHANT OF MENACE SHOP LIST |======================
---------------------'----------------------------------'----------------------

In Mercenaries, the Russian Mafia operates a black market website called the
Merchant of Menace. You can buy a number of various items that will help you
along your way. You gain access to the Merchant of Menace website once you have
completed the very first contract for the Russian Mafia.

Items are unlocked in various ways. Some items are automatically unlocked after
you complete a contract in which those items were used. Others are unlocked
when you complete a bonus objective during a contract. Furthermore, many items
are unlocked by collecting bounty items, such as WMD Blueprints and National
Treasures.

I have listed all of the items along with their descriptions from the game and
the price. Since the price varies based upon your relationship with the Russian
Mafia, I have listed the prices at the minimum prices for the items. You may
pay a few thousand dollars more for items if you have a poor relationship with
the Mafia.

The items are separated into three sections both here and in the game. Those
sections are Vehicles, Supplies, and Airstrikes.

To order the items, you select the item from the shop. If it is a vehicle or a
supply drop, you will be given a "beacon" which is essentially a smoke grenade.
Find a flat and clear area and toss the beacon to that area by pressing R1. If
you want an airstrike, you will be given a beacon, a laser, or a satellite
device to pinpoint the location where you want the airstrike to hit. You know
how to use beacons, but for lasers, you have to aim at the spot you want the
airstrike to hit and hold R1. For airstrikes with satellite devices, you have
to press R1. That will bring up a birds-eye view of the area. You can move the
satellite picture around within a certain range, and then you hold R1 to call
in the airstrike.

                                .-------------.
                                | A. VEHICLES |
                                '-------------'
                                    MERCS14A


--------------------------------
 S. Korean K1025 Scout Delivery
--------------------------------

As used by the border patrol!

DESCRIPTION: Nearly identical to the Allied M1025 Scout, but sporting a 
   blue/white camouflage scheme.

PRICE: $20,000 minimum

HOW TO UNLOCK: Complete contract - "Foothold"


-------------------------------
 Mafia Technical (MG) Delivery
-------------------------------

Machine-gun Armed Pickup

DESCRIPTION: An economical choice for your fast-attack needs. Easy to maintain
   and easy to use, we use locally produced vehicles and weapons. Standard
   installation includes a 12.7mm PKM machine gun.

PRICE: $16,000 minimum

HOW TO UNLOCK: Complete contract bonus - "Foothold"


-----------------------
 Civilian Car Delivery
-----------------------

Pre-owned local vehicle

DESCRIPTION: Blend in with one of our carefully chosen cars, direct from the
   street. Mileage may vary.

PRICE: $4,000 minimum

HOW TO UNLOCK: Complete contract - "Foothold"


---------------------------------
 N. Korean Sungri Scout Delivery
---------------------------------

Authentic military 'surplus'

DESCRIPTION: Enjoy the Korean countryside in this open-top military vehicle
   obtained direct from the N. Korean army. 7.62mm PK machine gun included.

PRICE: $9,600 minimum

HOW TO UNLOCK: Complete contract - "Gimme My Money"


-------------------------------
 Chinese BJ2020 Scout Delivery
-------------------------------

Command and control scout car

DESCRIPTION: Made in China, this half-ton 4-wheel drive vehicle is perfect for
   light tactical transportation. Includes swivel-mounted 7.62mm PKM machine
   gun.

PRICE: $12,000 minimum

HOW TO UNLOCK: Collect 1 National Treasure


------------------------------
 N. Korean Transport Delivery
------------------------------

Military transport

DESCRIPTION: If you need to operate in a contested area, you'll blend in with
   this official North Korean military transport truck.

PRICE: $8,000 minimum

HOW TO UNLOCK: Complete contract - "Bait and Switch"


--------------------
 Mafia SUV Delivery
--------------------

Armed and armored SUV

DESCRIPTION: Customized in our own factory, these SUVs feature reinforced armor 
   plates, a roof-mounted 7.62mm machine gun, and lots of attitude. Supplies
   are limited!

PRICE: $28,000 minimum

HOW TO UNLOCK: Complete contract - "In the Neighborhood"


-------------
 H3 Delivery
-------------

Hot off the assembly line!

DESCRIPTION: Menace.ru is proud to be the exclusive North Korean distributor of
   the awesome H3! It's the ultimate combination of beauty and brawn.

PRICE: $24,000 minimum

HOW TO UNLOCK: Collect 5 National Treasures


-------------------------------
 N. Korean BRDM Scout Delivery
-------------------------------

Armored recon vehicle

DESCRIPTION: Fast and rugged, this North Korean BRDM-2 has been modified with
   an open turret for maximum visibility. The 14.5mm machine gun packs a 
   serious punch, and the BRDM is capable of taking significant small-arms 
   fire. 

PRICE: $32,000 minimum

HOW TO UNLOCK: Complete contract - "Playing the Odds"


----------------------------
 N. Korean BMP APC Delivery
----------------------------

The go-anywhere APC

DESCRIPTION: In service since 1967, the BMP-1 sports a 73mm cannon and can
   traverse nearly any terrain. Carries up to four additional passengers.

PRICE: $60,000 minimum

HOW TO UNLOCK: Complete contract - "Persuasion"


----------------------------
 N. Korean BTR APC Delivery
----------------------------

Light wheeled APC

DESCRIPTION: Designed for rapid troop transport, the BTR-60 only mounts a
   12.7mm machine gun, but it can carry up to six troops.

PRICE: $20,000 minimum

HOW TO UNLOCK: Complete contract - "Omerta"


-----------------------
 Allied UH-60 Delivery
-----------------------

Includes full crew!

DESCRIPTION: The workhouse of the Allied military, the UH-60 can carry a squad 
   of troops and lift light vehicles. Door-mounted miniguns provide excellent
   defense against enemy troops.

PRICE: $52,000 minimum

HOW TO UNLOCK: Complete contract - "Embedded"


-----------------------
 Mafia MD-530 Delivery 
-----------------------

Fly free. . . For a price!

DESCRIPTION: Our sporty scout copter is armed with twin .50cal machine guns and
   70mm rocketpods to deal with any situation. The integrated winch allows you 
   to quickly move light cargo where you need it.

PRICE: $76,000 minimum

HOW TO UNLOCK: Destroy 30 Listening Posts


-------------------------------
 S. Korean K966 Scout Delivery 
-------------------------------

Anti-tank recon vehicle

DESCRIPTION: A licensed copy of the Allied M1025, the S. Korean version is
   armed with a TOW missled launcher in place of a machine gun.

PRICE: $28,000 minimum

HOW TO UNLOCK: Complete contract - "First Principles"


-----------------------------
 S. Korean K200 APC Delivery 
-----------------------------

Protect your precious cargo

DESCRIPTION: One of a number of Korean armored fighting vehicles, the K200
   mounts a 30mm auto cannon for defense and carries up to four passengers.

PRICE: $48,000 minimum

HOW TO UNLOCK: Complete contract - "Clear Channel"


---------------------------
 Allied M1126 APC Delivery
---------------------------

Ultimate off-road capability

DESCRIPTION: The bigger, badder brother of the Allied M1025 Scout, the M1126
   APC also has a .50cal machine gun and eight big tires for serious off-road 
   fun.

PRICE: $32,000 minimum

HOW TO UNLOCK: Complete contract - "Inspect and Verify"


----------------------
 Baggage Car Delivery
----------------------

A great gag gift!

DESCRIPTION: Zip along in this airport favorite.

PRICE: $8,000 minimum

HOW TO UNLOCK: Destroy 20 Listening Posts


------------------------------
 Chinese Type 89 APC Delivery
------------------------------

The APC with attitude

DESCRIPTION: If you do a lot of traveling in the Northwest, you'll want to do 
   so in safety and obscurity. The Chinese will think you're one of their own, 
   and the North Koreans will run in fear from your mighty missile launcher!

PRICE: $40,000 minimum

HOW TO UNLOCK: Complete contract - "Escort Service"


-----------------------------
 Allied M1025 Scout Delivery
-----------------------------

Travel in safety and style

DESCRIPTION: Breeze past Allied roadblocks! Pose for the media! This sturdy 
   off-road vehicle includes a .50cal machine gun and room for five.

PRICE: $20,000 minimum

HOW TO UNLOCK: Complete contract - "Downed Bird in Enemy Nest"


-------------------------------
 Mafia Technical (AT) Delivery 
-------------------------------

TOW-armed Pickup

DESCRIPTION: Our newest model pickup truck mounts a TOW-missile launcher for
   anti-armor duties.

PRICE: $24,000 minimum

HOW TO UNLOCK: Complete contract bonus - "...It's Who You Know"


-------------------------------
 Mafia Technical (GL) Delivery
-------------------------------

Say hello to our little friend!

DESCRIPTION: We've just made a good thing even better with our newest addition
   to the technical family--the 40mm machine gun. Did we say 40mm? That's 
   right, it's a fully automatic grenade launcher! Take one home today!

PRICE: $28,000 minimum

HOW TO UNLOCK: Complete contract - "Raw Materials"


------------------------------------
 N. Korean ZSU-57 Anti-Air Delivery 
------------------------------------

Twice the fun of an ordinary AA!

DESCRIPTION: Sure, it's a holdover from WW2, but the ZSU-57 is a proven design
   that gets the job done. Twin 57mm cannons serve double-duty as an anti-air 
   and anti-infantry.

PRICE: $52,000 minimum

HOW TO UNLOCK: Destroy 10 Monuments


----------------------
 Press Truck Delivery 
----------------------

Hold your own press conference!

DESCRIPTION: Why hide from the press when you can be the press? We're proud to 
   offer this official GSRN vehicle for a low, low price.

PRICE: $16,000 minimum

HOW TO UNLOCK: Complete contract - "...It's Who You Know"


--------------------------------
 Allied M1027 Anti-Air Delivery 
--------------------------------

Get anti-air where you need it

DESCRIPTION: The M1027 is a highly mobile anti-air vehicle based on the M1025
   chassis. Great for guarding convoys, out of the way deals, and general 
   copter hunting.

PRICE: $28,000 minimum

HOW TO UNLOCK: Complete contract - "106 Miles to Sinuiju"


--------------------------------
 Civilian Street Racer Delivery 
--------------------------------

High-performance and high-style

DESCRIPTION: Who says you can't have fun in a war zone? Enemy combatants will 
   be a blur in the rear-view mirror when you cruise by in this custom-tuned 
   racer.

PRICE: $20,000 minimum

HOW TO UNLOCK: Complete contract bonus - "106 Miles to Sinuiju"


-----------------------------------
 Chinese Type 95 Anti-Air Delivery 
-----------------------------------

Not just anti-air, it's anti-everything!

DESCRIPTION: Designed in the Soviet Union, built in China, the Type 95 puts the
   "defense" in "air defense." Its rapid-fire 30mm cannons will make short work
   of both 'copters and pesky infantry.

PRICE: $80,000 minimum

HOW TO UNLOCK: Complete contract - "Exit Strategy"


---------------------------
 N. Korean MD-500 Delivery 
---------------------------

Perfect for lightning-fast attacks

DESCRIPTION: Originally imported from the U.S., the MD-500 has been upgraded
   with a powerful 7.62mm minigun and twin anti-tank missiles. Warning: we 
   cannot be responsible for friendly-fire incidents caused by the use of North
   Korean vehicles.

PRICE: $92,000 minimum

HOW TO UNLOCK: Complete contract bonus - "Raw Materials"


------------------------
 Mafia VIP Car Delivery 
------------------------

True European style

DESCRIPTION: When you need to make an impression, don't settle for anything 
   less than this finely tuned luxury automobile. Includes hardened steel 
   plating and bullet-resistant glass. Just in case.

PRICE: $28,000 minimum

HOW TO UNLOCK: Complete contract bonus - "Loose Ends"


-----------------------------
 Chinese Fuel Truck Delivery 
-----------------------------

Full tank of military-grade fuel included

DESCRIPTION: Don't be caught short on fuel when you're planning your next 
   assault. We'll airlift a fuel truck straight from the Chinese motor pool to 
   your location. They make great car bombs, too!

PRICE: $16,000

HOW TO UNLOCK: Collect 10 National Treasures



                                .-------------.
                                | B. SUPPLIES |
                                '-------------'
                                    MERCS14B

-------------------------
 Demolitions Supply Drop 
-------------------------

Explosive Resupply

DESCRIPTION: Contains a full load of C4 and grenades. Boom!

PRICE: $6,400 minimum

HOW TO UNLOCK: Collect 1 WMD Blueprint


--------------------
 Allies Supply Drop 
--------------------

Weapons, ammo, and health in one package!

DESCRIPTION: Made in the USA! Includes 5.56mm carbine, frag grenades, medical
   kit, C4, and plenty of ammo.

PRICE: $5,200 minimum

HOW TO UNLOCK: Complete contract - "Foothold"


---------------------
 Russian Supply Drop 
---------------------

Close-quarters combat weapons

DESCRIPTION: Some of our personal favorites: 12g shotgun, 5.7mm SMG, 
   ammunition, and medical supplies.

PRICE: $3,200 minimum

HOW TO UNLOCK: Complete contract - "Foothold"


---------------------
 Chinese Supply Drop 
---------------------

Chinese weapons and supplies

DESCRIPTION: Contains one 7.62mm Type 56 rifle, one Type 69 RPG launcher, ammo,
   and medical supplies.

PRICE: $4,800 minimum

HOW TO UNLOCK: Complete contract - "Gimme My Money"


-------------------
 Vehicle Ammo Drop 
-------------------

Express delivery guaranteed!

DESCRIPTION: From TOW missiles to "twenty-five mike-mike" we'll bring you what 
   you need to keep your favorite vehicle up and running.

PRICE: $6,400 minimum

HOW TO UNLOCK: Complete contract - "No One Will Ever Know"


--------------------
 Covert Supply Drop 
--------------------

Suppressed weaponry

DESCRIPTION: Keeping a low profile? This kit includes a suppressed 9mm SMG, 
   ammo, grenades, C4, and a med kit.

PRICE: $6,400 minimum

HOW TO UNLOCK: Complete contract - "A Proper Function of Government"


----------------------
 Special Weapons Drop 
----------------------

Sergei's Special Selection!

DESCRIPTION: Only real soldiers need apply! Knock out everything in your path 
   with a light machine gun and the awesome 12.7mm anti-armor rifle.

PRICE: $9,600 minimum

HOW TO UNLOCK: Complete contract - "In the Neighborhood"


---------------------
 Medical Supply Drop 
---------------------

Who says we aren't humanitarian?

DESCRIPTION: Gauze, antibiotics, bandages, sutures, you name it, we pack it! 
   This crate packs enough medical supplies to take care of a small village.

PRICE: $2,000 minimum

HOW TO UNLOCK: Destroy 10 Listening Posts


--------------------------
 North Korean Supply Drop 
--------------------------

Locally procured weapons/ammo

DESCRIPTION: Includes: 7.62mm assault rifle, RPG launcher, ammo, and medical
   supplies. Country of origin may vary.

PRICE: $6,000 minimum

HOW TO UNLOCK: No one knows! Currently, no one has managed to attain this
   supply drop without using the cheat code to unlock every item in the 
   Merchant of Menace.


--------------------
 Heavy Weapons Drop 
--------------------

Anti-armor/anti-air weaponry

DESCRIPTION: Serious firepower! Tanks or aircraft bringing you down? Bring them
   down with a mix of anti-tank/anti-air weaponry.

PRICE: $12,000 minimum

HOW TO UNLOCK: Complete contract bonus - "Housekeeping"


--------------------
 Sniper Supply Drop 
--------------------

A world-class rifle for a world-class marksman

DESCRIPTION: Built to exacting Soviet standards, this rifle is perfect for 
   long-range engagements. Includes a full supply of match-grade 7.62x54mm 
   ammunition.

PRICE: $9,600 minimum

HOW TO UNLOCK: Complete contract bonus - "Omerta"


---------------------
 Vehicle Repair Drop 
---------------------

For the do-it-yourself mechanic

DESCRIPTION: Flat tire? Broken tread link? Gaping holes from unfriendly fire? 
   Patch up your ride in a jiffy with this repair kit!

PRICE: $10,400 minimum

HOW TO UNLOCK: Complete contract - "Under New Management"


----------------------
 Vehicle Support Drop 
----------------------

Contains ammo and armor

DESCRIPTION: Keep your ride in tip-top shape with this combination supply drop. 
   Includes both vehicle ammunition and an armor repair kit.

PRICE: $24,000 minimum

HOW TO UNLOCK: Complete contract - "Manipulate the Data"


-------------------
 Sniper Rifle Drop 
-------------------

Includes weapon only

DESCRIPTION: Whether you're hunting deer or more dangerous game, this rifle is
   sure to do the job.

PRICE: $12,000 minimum

HOW TO UNLOCK: Collect 5 WMD Blueprints 


----------------------
 Anti-Air Rocket Drop 
----------------------

Includes weapon only

DESCRIPTION: These heat-seeking missiles are extremely effective against all 
   helicopters, but are not designed to penetrate heavy tank armor.

PRICE: $14,400 minimum

HOW TO UNLOCK: Collect 10 WMD Blueprints


-----------------------
 Anti-Tank Rocket Drop 
-----------------------

Includes weapon only

DESCRIPTION: Effective against all armored ground vehicles! Integrated active 
   tracking system provides high accuracy against moving targets.

PRICE: $14,400 minimum

HOW TO UNLOCK: Collect 15 WMD Blueprints


-----------------------
 Advanced Weapons Drop 
-----------------------

The cutting edge of personal arms

DESCRIPTION: The newest addition to our line of personal supply crates includes
   the new 5.56mm prototype rifle with a large capacity drum magazine.

PRICE: $16,000

HOW TO UNLOCK: Collect 40 WMD Blueprints


--------------------
 Cheat Weapons Drop 
--------------------

Open a whole crate of whoop-ass!

DESCRIPTION: The North Koreans have worked on some crazy weapons programs and 
   we're proud to announce that we've produced some of their more inventive
   designs! Test one today!

PRICE: $800,000 minimum

HOW TO UNLOCK: Verify all of the 52 of the Deck of 52 members



                              .---------------.
                              | C. AIRSTRIKES |
                              '---------------'
                                   MERCS14C

-----------------
 Surgical Strike 
-----------------

2,000lbs of laser-guided love!

DESCRIPTION: Enjoy the benefits of a cutting edge air force for a fraction of
   the price! Our contacts will direct a bombing run on the target of your 
   choosing. With all the sorties over North Korea, a single bomb won't be
   missed! 

PRICE: $40,000 minimum

HOW TO UNLOCK: Complete Contract - "Foothold"


------------------
 Artillery Strike 
------------------

A gift from our friends across the border!

DESCRIPTION: For a small handling fee, we'll arrange for a battery of Chinese 
   artillery to perform a live-fire test on the area of your choosing.

PRICE: $40,000 minimum

HOW TO UNLOCK: Complete Contract - "Pest Control"


--------------
 Cluster Bomb 
--------------

A horde of soldiers facing you down?

DESCRIPTION: Excellent for use against enemy personnel and light vehicles. Very
   cost-effective.

PRICE: $52,000 minimum

HOW TO UNLOCK: Complete Contract - "Out of the Woodwork"


-----------------
 Air Superiority 
-----------------

Our forecast: clear skies ahead!

DESCRIPTION: Harassed by helicopters? Unable to call in a needed air drop? 
   We'll make sure an Allied fighter sweeps through the skies over your target 
   and clears the area of unfriendlies.

PRICE: $160,000 minimum

HOW TO UNLOCK: Complete Contract - "The Guns of Kirin-Do"


-------------
 Tank Buster 
-------------

Clear out a whole roadway!

DESCRIPTION: Don't let a little thing like an armored tank column stand in your
   way. Rat out those North Koreans to Allied Air Command, and they'll take
   care of everything for you, while leaving buildings and infantry alone.

PRICE: $200,000 minimum

HOW TO UNLOCK: Complete Contract - "Reactor Retrieval"


-----------------------
 Cruise Missile Strike 
-----------------------

The high-tech solution to any problem

DESCRIPTION: Show your enemies that you mean business by sending a sub-launched
   cruise missile that way.

PRICE: $240,000

HOW TO UNLOCK: Complete Contract - "Repo Man"


------------------------
 Stealth Fighter Attack 
------------------------

They'll never ses it coming

DESCRIPTION: Settle your disputes quickly and quietly with a well-placed smart 
   bomb courtesy of the Allied Air Force. Place an order and paint your target 
   and we'll take care on the rest.

PRICE: $36,000

HOW TO UNLOCK: Complete Contract - "A Hot Time in Nampo"


-----------------
 Gunship Support 
-----------------

Laser targeting required

DESCRIPTION: Point and shoot devastation! Count on the Americans to deliver a 
   hail of bullets with pinpoint precision. Note: we are not responsible for
   loss of gunship to anti-air/SAM attacks.

PRICE: $60,000 minimum

HOW TO UNLOCK: Complete Contract - "A Farewell to Kings"


--------------------
 Gunship Support II 
--------------------

Laser targeting required

DESCRIPTION: Point and shoot devastation! Count on the Americans to deliver a 
   hail of bullets with pinpoint precision. Note: we are not responsible for 
   loss of gunship to anti-air/SAM attacks.

PRICE: $120,000 minimum

HOW TO UNLOCK: Complete Contract - "The Master of None"


---------------------
 Gunship Support III 
---------------------

Laser targeting required

DESCRIPTION: Point and shoot devastation! Count on the Americans to deliver a 
   hail of bullets with pinpoint precision. Note: we are not responsible for
   loss of gunship to anti-air/SAM attacks.

PRICE: $180,000 minimum

HOW TO UNLOCK: Complete Contract - "The Acid Queen"


--------------------------
 Strategic Missile Strike 
--------------------------

A blast from the past!

DESCRIPTION: Developed during the Cold Wat, the FROG missile is capable of 
   delivering devastation over a wide area. Sorry, nuclear warheads are not
   available at this time.

PRICE: $60,000 minimum

HOW TO UNLOCK: Complete Contract Bonus - "Bait and Switch"


--------------------
 Bunker Buster Bomb 
--------------------

Laser-guided megabomb!

DESCRIPTION: This 4,000lb penetrator was used in Iraq to destroy heavily 
   fortified bunkers. Don't let the initial blast fool you, this baby packs a 
   wallop!

PRICE: $280,000 minimum

HOW TO UNLOCK: Complete Contract - "Bringing Down the House"


-------------------
 Artillery Barrage 
-------------------

A gift from our friends across the border!

DESCRIPTION: For a small handling fee, we'll arrange for a battery of Chinese 
   artillery to perform a live-fire test on the area of your choosing.

PRICE: $80,000 minimum

HOW TO UNLOCK: Complete Contract - "Playing the Odds"


-----------------------
 Artillery Bombardment 
-----------------------

A gift from our friends across the border!

DESCRIPTION: For a small handling fee, we'll arrange for a battery of Chinese 
   artillery to perform a live-fire test on the area of your choosing.

PRICE: $160,000 minimum

HOW TO UNLOCK: Complete Contract - "Knock Knock"


-------------
 Carpet Bomb 
-------------

Satellite coordinates required

DESCRIPTION: Facing an army? Our dedicated technicians can reroute an Allied
   bomber to your target location and deliver up to 12 tons of high explosives.

PRICE: $400,000

HOW TO UNLOCK: Complete Contract - "Gambit"


---------------
 Fuel-Air Bomb 
---------------

The economical alternative to a nuke

DESCRIPTION: The fuel-air canister disperses a fine cloud of volatile fuel over
   a wide area that, when ignited, produces a massive shockwave.

PRICE: $360,000

HOW TO UNLOCK: Complete Contract - "Chain Reaction"




---------------------------.-----------------------.---------------------------
===========================|   15. BOUNTY ITEMS    |===========================
---------------------------'-----------------------'---------------------------

There are a lot of items lying around the Korean countryside that various
factions want to get. They want you to get those items for them and they will
reward you well for them. 

This section outlines what each item looks like and what the rewards are. Some
items may have some locations listed where you can find the items.

                             .-------------------.
                             | A. WMD BLUEPRINTS |
                             '-------------------'
                                    MERCS15A

FROM MANUAL: "Song's regime was running multiple WMD programs. Blueprints for 
all sorts of nasty stuff are all over the place. The South Koreans are always 
interested in new ideas, so collect these on their behalf and they'll make it 
worth your while."

WMD (Weapons of Mass Destruction) Blueprints are instructions on how to create
various types of weapons of mass destruction. These were left behind by the
North Koreans in their haste to get away from the Allied Nations' invasion of
the area.

The Blueprints are small, rectangular white boxes with the radioactive symbol
on the sides.

Although the Bounties screen in the PDA states that there are 100 WMD 
Blueprints, there are in fact a total of 110 Blueprints, which is listed in the
PDA Bounties screen as 110/100.

The South Koreans would like to get their hands on those WMD Blueprints. If you
collect the Blueprints for them, you will recieve a payment of $5,000 for each
one. You also recieve a bonus for your first collected Blueprint and for each
Blueprint that raises the total number collected to certain numbers.

The collection rewards are as follows:

1 ...... Explosive Resupply Drop
5 ...... Sniper Rifle Supply Drop
10 ..... Anti-Air Supply Drop
15 ..... Anti-Tank Supply Drop
20 ..... Cheat to play as Mafia Heavy Soldier
30 ..... Cheat to play as NK Elite Soldier
40 ..... Prototype Supply Drop
50 ..... Cheat to play as NK Spades Number Card
60 ..... $100,000
70 ..... $100,000
80 ..... $250,000
90 ..... $250,000
100 .... $500,000
110 .... Cheat to play as Han Solo



                           .-----------------------.
                           | B. NATIONAL TREASURES |
                           '-----------------------'
                                    MERCS15B

FROM MANUAL: "Widespread looting has spread North Korea's rich cultural 
heritage all over the country. The Chinese are keen to add these valuable
treasures to the glory of the People's Republic. Collect enough, and they'll
grant access to some special support items."

National Treasures are important Korean artifacts that were spread across the
land after the looting that occured during Song's coup.

The National Treasures are large, blue cubic crates that have a black dollar
sign on the sides.

Although the Bounties screen on the PDA state that there are 100 National 
Treasures, there is in fact 110 in the game. It will be listed as 110/100 when
all of them are collected.

The Chinese really want to have as many of those National Treasures as they 
possibly can. If you can collect these Treasures for the Chinese, they will
reward you will $3,000 for each one. You also recieve a bonus for each one you
collect and an additional bonus for each Treasure collected that brings your
total amount collected to certain numbers.

The collection rewards are as follows:

1 ...... Chinese BJ2020 Scout Delivery
5 ...... H3 Delivery
10 ..... Chinese Fuel Truck Delivery
15 ..... $50,000
20 ..... Cheat to play as Indiana Jones
30 ..... Cheat to play as Civilian Doctor
40 ..... Cheat to play as Civilian Prisoner
50 ..... Cheat to play as Ace of Diamonds
60 ..... $100,000
70 ..... $100,000
80 ..... $250,000
90 ..... $250,000
100 .... $500,000
110 .... Cheat to play as SKU Elite Soldier



                               .--------------.
                               | C. MONUMENTS |
                               '--------------'
                                   MERCS15C

FROM MANUAL: "Like many dictators, Song had a thing for giant monuments to his
own greatness. The South Koreans really hate that sort of thing, so getting rid
of these monstrosities will make them very pleased with you."

After Song took over Korea, he had numerous Monuments constructed throughout
the country in honor of himself.

The Monuments come in three forms. The first are easy-to-see, large bronze
statues that look like General Song himself. The second type are small, white
stone statues that are hard to describe; they are normally found in pairs, with
one not far from the other. The third type are medium-sized and look like small
versions of the Washington Monument. They have red Korean text running down one
side.

Although the PDA Bounties screen lists they Monuments as ##/20, there are 
actually 21 Monuments, so when all of them are finally destroyed, the listing
will be 21/20.

The South Koreans detest those vain monuments and they are bad for the morale
of their troops. They would appreciate it if you destroyed all of them. For
each Monument that you destroy you will be paid a bounty of $10,000. You also
get an extra reward each one that brings your total number of Monuments 
destroyed to a multiple of ten.

The destruction rewards are as follows:

10 ..... N. Korean ZSU-57 Anti-Air Delivery
20 ..... $250,000


SOUTHERN PROVINCE MONUMENT LOCATIONS:

> Pyongyang Airport, near the center of the airport itself
> South of Pyongyang where the road ends in a loop
> Center of North Pyongyang
> In the NK Fortress
> In the middle of Ichon
> Westmost part of Sariwon
> Northeastern part of Kaesong
> Southwestern part of Kaesong
> Southern center of Haeju
> Southern part of Propaganda Village


NORTHERN PROVINCE MONUMENT LOCATIONS:

> Southern center of Yongbyon
> Northeastern part of Kusong
> Southern part of Kusong
> Western part of Chongju
> Northern part of Chongju Airport
> Southern part of Sinuiju Downtown
> Northen center of Sinuiju Downtown
> Chongsong Train Station (one of a pair)
> Chongsong Train Station (one of a pair)
> Near the gate of the Chemical Complex (one of a pair)
> Near the gate of the Chemical Complex (one of a pair)



                           .-----------------------.
                           | D. SK LISTENING POSTS |
                           '-----------------------'
                                    MERCS15D

FROM MANUAL: "The South Koreans have placed these not-too-covert surveillance
devices wherever they think they'll overhear an interesting conversation. The
Chinese will reward you handsomely for destroying them. Destroy enough of them,
and there might be a reward."

The South Koreans wanted to listen in on conversations that they weren't meant
to hear, so they placed Listening Posts in various places across Korea.

The Listening Posts have the hardest appearance to describe. They are around
the height of your Merc and are basically a tripod with two radar dishes at the
top with a red flashing light on both sides. Basically, if you see a flashing 
red light, go investigate.

The Chinese know about the Listening Posts and want them destroyed. They will
reward you monetarily for each one you destroy. You also will recieve a bonus
reward for each one that you destroy which brings your total number of 
Listening Posts to certain amounts.

The destruction rewards are as follows:

10 - Medical Supply Drop
20 - Baggage Car Delivery
30 - Mafia MD-530 Scout Delivery
40 - Cheat to play as NK Hearts Numeric Card
50 - Cheat to play as Pilot
55 - $250,000




---------------------------.-----------------------.---------------------------
===========================| 16. CODES AND SECRETS |===========================
---------------------------'-----------------------'---------------------------

There are a number of extras in Mercenaries. This section outlines all of them.
There are separated into (A) Cheats, (B) Unlockables, (C) Bounty Items, and (D)
Etcetera.

                                .-----------.
                                | A. CHEATS |
                                '-----------'
                                   MERCS16A

In Mercenaries, cheats are entered by bringing up the PDA and then scrolling to
the "FACTIONS" screem by pressing R1 until you get to the end. Then just 
perform the button sequence for the code(s) you want to use.

Some cheats work at any point in the game. Others only work after you have
actually unlocked them in the game. The latter type is generally only with 
changing your Merc to look like someone else. The unlockable only codes will
work if you enter the "All Alternate Skins Unlocked" code even if you did not
collect the proper number of items.

-------------------------
 CAN BE USED AT ANY TIME
-------------------------

Invincibility ............. Up, Down, Up, Down, Left, Right, Left, Right

Unlimited Ammo ............ Right, Left, Right, Right, Left, Right, Left, Left

Get $1,000,000 ............ Right, Down, Left, Up, Up, Left, Down, Right

All Shop Items ............ Down, Down, Down, Down, Up, Left, Right, Right

All Alt. Skins Unlocked ... Right, Right, Left, Left, Up, Up, Down, Down, Up,
 (SEE SECTION BELOW)        Right, Left, Down, Down, Left, Right, Up, Down, 
                            Down, Up, Up, Left, Left, Right, Right

Reset All Faction Moods ... Up, Up, Up, Up, Down, Down, Right, Left


------------------------
 MUST BE UNLOCKED FIRST
------------------------

Play as Mafia Heavy ....... Left, Left, Right, Right, Down, Up, Down, Up

Play as Doctor ............ Left, Left, Right, Right, Down, Up, Down, Down
 
Play as NK Elite .......... Left, Left, Right, Right, Down, Down, Down, Up

Play as Prisoner .......... Left, Left, Right, Right, Down, Down, Down, Down

Play as Josef ............. Left, Left, Right, Right, Down, Up, Up, Up

Play as Peng .............. Left, Left, Right, Right, Up, Down, Down, Left

Play as Hearts card ....... Left, Left, Right, Right, Up, Down, Down, Up

Play as Deck of 52 member . Left, Left, Right, Right, Down, Up, Up, Down

Play as Buford ............ Left, Left, Right, Right, Up, Down, Down, Down

Play as Ace of Diamonds ... Left, Left, Right, Right, Down, Down, Up, Up

Play as Allied Pilot ...... Left, Left, Right, Right, Up, Down, Up, Down

Play as SK Elite .......... Left, Left, Right, Right, Down, Down, Up, Down

Play as Han Solo .......... Left, Left, Right, Right, Up, Down, Up, Up



                             .----------------.
                             | B. UNLOCKABLES |
                             '----------------'
                                  MERCS16B

-------------
 CHEAT CRATE
-------------

Finish the game with all members of the Deck of 52 verified (killed or 
captured) and you will have the Cheat Crate available for delivery in your 
continued game (from the same save file).


-------------------
 ALTERNATE OUTFITS
-------------------

Once you get to the Northern Province, you unlock an alternate outfit for your
merc to wear. Go to the tent in MASH marked by a shirt on the PDA map to change
outfits.


----------------------
 FACTION LEADER SKINS
----------------------

You can unlock cheat codes to change your character's appearance to that of
some faction leaders by completing the second Spades contract for that leader's
faction. You can unlock Josef of the Mafia, Peng of the Chinese, and Buford of
the South Korean Union.



                               .-------------.
                               | C. ETCETERA |
                               '-------------'
                                   MERCS16C

There are a few interesting things that you may or may not notice during the
game. This section lists those.

-----------------------------------------
 SPECIAL ACTIONS IN FACTION HEADQUARTERS
-----------------------------------------

*** Thanks to Headhuntress for providing most of this list! ***

In each faction's headquarters there are special actions that you can perform.
These actions serve no purpose but for a little extra entertainment from both
the action and the dialogue that comes from the faction's leader after you do
it. Here are some of those things:

> Try to use vending machine - Allied HQ, before "Out of the Woodwork"

> Tap on missiles - South Korean HQ, before "A Farewell to Kings"

> Practice fighting moves on dummy - Chinese HQ, before "Under New Management"

> Pester Mafia Thug on couch - Mafia HQ, before "Bait and Switch"

> Use Coffee Maker - Allied HQ, before "Bringing Down the House"

> Use Coffee Maker - Allied HQ, before "Downed Bird in Enemy Nest"

> Examine the Hanging - Chinese HQ, before "Persuasion"

> Get shocked by the radar dish - South Korean HQ

> Look behind the dartboard for a safe - Mafia HQ

> Bother the fish in the fishtank

> Rifle through files - In 2 HQs

> Look under ping-pong table - Allied HQ

> Examine the projector - Chinese HQ

> Examine the monitor

> Straighten the picture

> Pick up the vase

> Get a drink from the bar - Mafia HQ

> Get on the exercise bike - Allied HQ
                                                                              

-----------------------
 FACTION MOOD INCREASE
-----------------------

Whenever a faction is in a firefight with another faction (usually the North
Koreans), you can increase your faction mood with the faction by killing the
opposing soldiers it is in combat with.
                                                                              

-------------------
 GSRN NEWS REPORTS
-------------------

Whenever you near a GSRN Truck, you can hear a news report over the radio. It
usually tells of the last Ace you captured or killed, but states that the AN
was repsonsible for doing so.
                                                                              

-------------------------------------------------
 KILLING CIVILIANS OR FRIENDLIES WITHOUT PENALTY
-------------------------------------------------

When in a tank, you can run over the vehicles of civilians or friendly factions
without having to pay any money or losing faction mood.
                                                                              

----------------
 THE TERMINATOR
----------------

When playing as Chris Jacobs, a few events can cause Chris to say "Look at me,
I am the Governor!" like the Governator himself would. Wanna hear Chris mock
Ahhhhnold? Listen closely when causing havoc with a helicopter or sniping out
NKs!
                                                                              

---------------
 SUICIDAL MERC
---------------

At the beginning of the game while you are in the plane getting your stuff
together, you have to open the cargo door. Before you get into the M1025 Scout,
you can walk out the cargo door and off the plane! Don't worry, you'll be put
right back in the plane.
                                                                              

----------
 CHOPSHOP
----------

The Mafia runs chopshops. There is a chopshop in both maps, both times near the
Mafia HQ. By bringing a non-Mafia vehicle to the chopshop, you will get money
and an increase in Mafia mood. By bringing a Mafia vehicle to the chopshop, you
will get an increase in Mafia mood. You cannot sell helicopters at the chopshop
though.
                                                                              

------------------
 FREE AMMO REFILL
------------------

If you man a mounted weapon while carrying certain weapons, the weapon you are
carrying is refilled. I do not currently know what weapons that works with at
the moment.
                                                                              

--------------------
 FREE HEALTH REFILL
--------------------

If you are low on health, you can go into a faction's HQ and accept a contract.
When you appear outside, you will have full health. You can then just cancel 
the contract.
                                                                              

------------------------
 COMPLIMENTS FROM FIONA
------------------------

When sniping, after taking out a few targets, Fiona will occasionally 
compliment your sniping skills with a comment along the line of "Wow, you're
good."


---------------------------------
 UNDERSTANDING FOREIGN LANGUAGES 
---------------------------------

If you press pause, go to the options screen, then choose "GAME", you have the
option to enable subtitles. Doing so allows you to see spoken dialogue in the
subtitles which will appear at the bottom of the screen. Based upon which merc
you chose, you will be able to understand dialogue spoken in one of the three
foreign languages sometimes used in Mercenaries because the English translation
of that dialogue will appear in the subtitles.
                                                                              

--------------------------------------
 GETTING ITEMS FROM THE SHOP FOR FREE
--------------------------------------

After selecting what you want to buy, find a clear area. You have to toss out
the beacon and get back into the shop before the beacon hits the ground. After
doing that, select any item from the shop. The item you first selected will be
en route for free. Press R2 to put the second beacon away.
                                                                              

--------------------------------
 FREE VEHICLE ARMOR/AMMO REFILL
--------------------------------

[ Contributed by Enigma Nostra ]

If you go into a faction HQ, and then go back out, without accepting the 
mission, your vehicle will be fully loaded, but usually where you left it. 
Cheap way to tank up.




---------------------------.-----------------------.---------------------------
===========================|     17. FUN STUFF     |===========================
---------------------------'-----------------------'---------------------------
                                    MERCS17

One of the best things about Mercenaries is that there is ALWAYS something to
do even if you do not want to do any contracts, challenges, or search for any
bounty items.

This section is entirely devoted to the things that you can do while you are 
just roaming around the map.

So, all you people who get on the message boards and post things like: "I am 
getting bored quick," this section is mainly for you!

Since there are always new and interesting things that can be done outside of
the primary gameplay of Mercenaries, this is a never-ending section. If you 
have something fun that isn't listed here, please send it to me via e-mail at
[email protected].

----------
 CAR TOSS
----------

Using any helicopter in Mercenaries, you can pick up small cars with the winch.
To use the winch, press down on the directional pad to lower it and then get
the winch a little bit above the car you want to pick up.

Once you have a car, ascend for a bit. Start going forward at full speed, still
pressing the button to ascend often to counteract the weight of the car. 

Since the winch and car have momentum from being pulled by the helicopter, when
you stop the helicopter, the car will move forward until stopped by the hold of
the winch. We want to abuse that. While you are still going full speed, pull
down on the stick and down on the directional pad at the same time. This will
cause the winch to flail forward and release the car with extra speed. 

If the car hits land, enjoy the fireball.


------------------
 SNIPE LIKE CRAZY
------------------

If you are a fan of using the Sniper Rifle (or another weapon that functions as
a sniper, such as the Anti-Armor Rifle), you may be disappointed by the lack of
contracts that specifically require the use of a sniper.

There are some spots in Mercenaries where North Korean soldiers will continue
to appear, giving you lots of targets to snipe out. 

Many of these spots are tunnels, for example, in the Southern Province (the 
first map), there is a tunnel near the bridge that leads up to Pyongyang 
Airport (where the Chinese HQ is). You can climb up into the mountanous area
next to it and snipe out the forces that continually flow out of there.

Other spots are near North Korean bases or compounds where the soldiers will
often appear in Sungri Scouts, providing good moving targets. A spot like this
is in the Northern Province, near the Chemical Plant. Get into the mountainous
area outside the gate to the Chemical Plant and Sungri Scouts loaded with a 
pair of North Korean soldiers will appear rather often.

Find a spot, crouch down, and let the bullets fly!


-----------------------------
 C4... BOREDOM'S WORST ENEMY
-----------------------------

C4. One of the best things usable in Mercenaries. You can abuse C4 so much. 
When you get down to it, the uses are nearly endless. Here are just some of the
many things you can do with C4.

> SABOTAGE THE DELIVER CHOPPER - There are a number of ways to do this. The one
  I use is to order a vehicle from the Merchant of Menace and wait until the
  big ol' deliver chopper is about to the beacon's location. When the chopper
  starts to lower the vehicle, run under it, where the shadow is, and plant a
  block of C4. Once the vehicle hits the ground, detonate the C4. The vehicle
  will explode and fly up into the delivery helicopter, causing it to either
  explode or spin out of control, hit something, and then explode.

> SABOTAGE VEHICLES - This is priceless. Find an often-travelled road somewhere
  and plant a brick of C4 on the road. Wait for a vehicle to get near the C4 
  and detonate. It may get you into trouble, but boy is is fun.

> BLOW THE BRIDGE - Pick a bridge, any bridge. Plant a couple bricks of C4 on 
  it somewhere (I typically do the center). When a vehicle gets about one-third
  or one-fourth of the way across the bridge, detonate. The vehicle will most
  likely drive into the water where the bridge once stood.

> PLANT, DRIVE, DITCH - Get a wheeled vehicle (most work, but flatter vehicles
  work best). Plant some C4 on the hood. Pick a spot of soldiers or something
  that you want to attack. Drive the car as fast as possible towards them and
  then before you get too close, ditch the car and detonate the C4 when the car
  gets to the spot. Boom.


-------------------------
 DRIVE IT LIKE IT'S HOT!
-------------------------

By using a cheat code, you can drive a burning vehicle. Here's how. Go to the
PDA Factions screen and enter the invincibility cheat code (Up, Down, Up, Down,
Left, Right, Left, Right). Find any vehicle of your choice. Whip out a gun and
fire at it until it catches fire (make sure you are close to it). At that point
you want to get in the vehicle before it explodes. If you got into the vehicle
in time, the vehicle will stop losing health due to the invincibilty code and
the fire will not stop, allowing you to drive a burning vehicle.


-------------
 TAKE A SWIM
-------------

Using the invincibility cheat code (Up, Down, Up, Down, Left, Right, Left,
Right), you can get into a large body of water and not get killed. What instead
happens is the animation of your mercenary struggling to stay afloat while they
do actually stay afloat.


-------------------------------
 FIND THE TRUE EDGE OF THE MAP
-------------------------------

As you probably know, the maps are surrounded by shaded red areas that are
called "Restricted Zones" and if you enter them, Allied planes will close in on
your location and bomb you, which is unsurvivable. Well. Not quite.

If you go to the PDA Factions screen an enter the invincibility cheat code (Up,
Down, Up, Down, Left, Right, Left, Right), those bombs will not hurt you. Since
there is no way for the planes' attacks to do anything but slow your progress,
you can make it to the real edge of the map. What is it? What you would expect,
an invisible wall.


-----------------------------------------
 SPECIAL ACTIONS IN FACTION HEADQUARTERS
-----------------------------------------

[ Note: This is also in the Codes and Secrets section ]

*** Thanks to Headhuntress for providing most of this list! ***

In each faction's headquarters there are special actions that you can perform.
These actions serve no purpose but for a little extra entertainment from both
the action and the dialogue that comes from the faction's leader after you do
it. Here are some of those things:

> Try to use vending machine - Allied HQ, before "Out of the Woodwork"

> Tap on missiles - South Korean HQ, before "A Farewell to Kings"

> Practice fighting moves on dummy - Chinese HQ, before "Under New Management"

> Pester Mafia Thug on couch - Mafia HQ, before "Bait and Switch"

> Use Coffee Maker - Allied HQ, before "Bringing Down the House"

> Use Coffee Maker - Allied HQ, before "Downed Bird in Enemy Nest"

> Examine the Hanging - Chinese HQ, before "Persuasion"

> Get shocked by the radar dish - South Korean HQ

> Look behind the dartboard for a safe - Mafia HQ

> Bother the fish in the fishtank

> Rifle through files - In 2 HQs

> Look under ping-pong table - Allied HQ

> Examine the projector - Chinese HQ

> Examine the monitor - Allied HQ?

> Straighten the picture

> Pick up the vase

> Get a drink from the bar - Mafia HQ

> Get on the exercise bike - Allied HQ


--------------------------
 BIGGEST. OVERKILL. EVER.
--------------------------

What fun is it without getting into a little trouble? Pick out any civilian and
subdue him or her. Now, back up... Way up, but do not lose sight of the sundued
civilian as they tend to disappear if you look away.

Get an airstrike of your choice (I like the Bunker Buster) and use it on the
subdued civilian. Yeah, it's not nice, but it is fun. :P


----------------------
 CARRY RANDOM OBJECTS
----------------------

The winch on helicopters can carry a large number of different things. It can
carry crates, vehicles, and more. What may be slightly surprising is that some
objects that you wouldn't think that you could carry are carriable.

For example, streetlights, traffic lights, some fences, and even barrels can be
carried with the winch. You can definitely have fun swinging those things all
around.
 


 
---------------------------.-----------------------.---------------------------
===========================|    18. PDA E-MAILS    |===========================
---------------------------'-----------------------'---------------------------

During the course of Mercenaries, you will have been sent a significant amount
of e-mail on your PDA. A lot of the e-mails are unreadable after certain events
have taken place. This section sorts the e-mails like the PDA does, into four
sections: (A) Unsorted [these are the e-mails that are not put into any folder
inside the PDA], (B) Deck of 52, (C) Help - General, (D) Help - Weapon Data.

Have any non-contract e-mails that are not here? Please send those e-mails in
the format that the e-mails in this section are already in to me via e-mail at
[email protected].

                               .-------------.
                               | A. UNSORTED |
                               '-------------'
                                   MERCS18A

The "Unsorted" e-mails are the e-mails you recieve and are not put into any
particular folder in your inbox.

-------------------------------------
 RENDEZVOUS WITH GARRETT @ ALLIED HQ
-------------------------------------

You need to talk to Colonel Garrett at the Allied HQ in the DMZ. It's due
North of the insertion point. I've been monitoring the military channels, and
it sounds like there's some action up ahead. Be careful.


-----------------
 LAY OF THE LAND
-----------------

OK let's get going. If we're going to find the Deck of 52, we're going to have
to get in good with the local power brokers. Buford seems like a good lead. 
Let's pay him a visit.
                                                                              

--------
 BUFORD
--------

Agent Mitchell Buford helps the South Koreans run their side of this conflict.
He'll have lots of work for you, and will probably trade information on the
locations of the Deck of 52. Don't be surprised if everyone else acts like his
assistant. Major Park is running the show over there. Buford's involvement
isn't publicly known.
                                                                              

--------------------------
 OPPORTUNITY IN PYONGYANG
--------------------------

You've made a name for yourself pretty quickly, my young friend. We have room
for someone like you in our organization. Come by our nightclub in Pyongyang
and I'll introduce you to my boss. Keep your mouth shut about this.
                                                                              

--------------------
 MERCHANT OF MENACE
--------------------

Login: merc
Password: vlad1m1r

Happy shopping!

Sergei.


-------------------
 COLONEL ZHOU PENG
-------------------

After you finished that contract for Buford, I did some research on where his
troops are positioned. Seems like his main rival is the man commanding Chinese
forces in the area, Colonel Zhou Peng. Probably some opportunities there.


-----------------
 MISSION LOADOUT
-----------------

[NOTE: This e-mail comes during the Chinese contract, "Pest Control"]

The Type 89 APC tank parked outside of the HQ is available for your use in this
contract. Additionally, given your promixity to the mission area, the Chinese
can provide you 152mm air burst shell support should you need it.


--------------------------------
 DUNG HWANGBO, THE ACE OF CLUBS
--------------------------------

Good news. The AN is now accepting bids on the contract for Dung Hwangbo.
That's based largely on the intelligence you gathered in the field. They've
declassified enough of the intel so we can begin the hunt. Hwangbo's little
more than a ruthless businessman. He shouldn't be too tough. Not compared to
Song.

Garrett will be waiting for you outside Allied HQ. Remember, if you accept this
mission, the AN considers the contracts on the other Clubs closed. If you want
to work on the rest of Hwangbo's lackeys first, you can accept those contracts
from Major Howard inside the HQ.


------------------
 (BONUS) CLEAR LZ
------------------

[NOTE: This e-mail comes during the Ace Contract, "Bringing Down The House"]
   
The Allies are willing to provide you with men and firepower if you can clear
an LZ for them. There's a spot they've designated at the South end of the
island you'll need to clear. This should be easy, but remember this is just a
side job. Our primary concern is the Ace!
---
Contract Terms & Conditions

BONUS: Destroy NK forces at South end of island

Bonus Value: Extra troops and firepower


----------------------------------------
 GENERAL CHUL KANG, THE ACE OF DIAMONDS
----------------------------------------

The contract for General Chang is now available. This isn't going to be an easy
mission. Chang's a sinister madman, responsible for testing chemical weapons on
his own people. Chang's also in control of Song's Supergun. Chemical weapons
and the ability to deliver them anywhere in a thousand mile radius is bad news.

ExOps protocol requires me to inform you any time you accept a mission that
involves a high probability of exposure to chemical, biological, or nuclear
weapons. The good news is: I'm pretty sure Chang isn't going to nuke you or
give you a virus.


----------------------------------
 PROTOTYPE WEAPON OPERATION CODES
----------------------------------
   
The Type07 Prototype Weapon is the only thing on this island strong enough to
destroy the Supergun and bypass the jamming system. You need to keep the
Prototype Weapon intact until the Supergun is destroyed.

Below are the operation codes for the Type 07 Prototype Weapon as well as the
target coordinates. You'll now be able to activate the Prototype Gun and take
out the Supergun.

Q84D0DF - NE98359 - 38DKEOW - EIDNEIG - EI594FG - NDNAL23 -

DIENA3O - EN33M46 - 50948ND - 984NS3J - 3NMDMEE - 4NG9E3M -

NONEIAL - 3N39DMD - 4894N4M - 1M2M064 - MMEN93N - PEIZBX0


----------------
 NORTH PROVINCE
----------------

Song's been corralled in the North, so that's where the action is. All of our
contacts have a presence there, you should expect some familiar faces. Let's
get to it - but be careful. The stakes are getting ever higher.


--------------------------------------
 GENERAL CHUL KANG, THE ACE OF HEARTS
--------------------------------------
 
Based on the intel you gathered, the Allies have tracked Kang down to a remote
island off the coast. They're accepting bids for Kang's contract. Everyone here
knows you're going to go after it. I should warn you. Kang is one of Song's
most capable military men. Bordering on genius. You're going to want every
resource possible before you tackle him.


--------------------------------------
 GENERAL CHOI SONG, THE ACE OF SPADES
--------------------------------------

Congratulations! I just got a call from Colonel Garrett. He wanted to
personally extend the offer for Song's contract to us before he put it up for
bid. He knows he owes you a lot, and he presumes you're going to take it.

I know you've been champing at the bit to get to Song. I'm not going to warn
you about him, you've read the files. The longer you wait, the closer the world
comes to nuclear Armageddon.
                                                                              
                                                                              
                                                                              
                               .---------------.
                               | B. DECK OF 52 | 
                               '---------------'
                                    MERCS18B

--------------------------
 3 OF CLUBS, SU-YEONG KIM
--------------------------

I just received some files forwarded to my ExOps account from a Chinese
intelligence officer. Probably Colonel Peng's idea. According to these 
documents, Chinese Intelligence believes Su-Yeong Kim, the 3 of Clubs, is
currently South of Pyongyang, across the river. Kim's supposed to be a grunt, a
strong-arm man Hwangbo uses to threaten people. Expect him to run once he sees
you.


-----------------------
 4 OF CLUBS, YEOM PARK
-----------------------

I just received an intel report from Josef. His men are reporting that the 4 of
Clubs, Yeom Park, is operating somewhere North of Haeju. I'm not sure how 
reliable the intel is. I'm surprised it's coming from Josef and not Sergei. 
It's really well put-together too. Very professional-looking. Park specialized
in blackmail and graft. Very savvy guy. Probably nothing to worry about in a 
fight, though.


----------------------------
 TAL-HUN AN, THE 5 OF CLUBS
----------------------------

Agent Buford just sent me a report on Tal-hun An, the 5 of Clubs. Apparently,
he's overseeing construction of a military installation North of Pyongyang. His
involvement is purely financial, so don't expect too much action if you go 
after him. The report says it's from Major Park, but since it comes from the 
CIA's central computer at Langley, I presumed it was really from Buford.


-------------------------------
 CHONG-CHUN YI, THE 6 OF CLUBS
-------------------------------

Another CIA-routed intelligence email from "Major Park." I get the feeling Park
is a total cipher over there at South Korean HQ. Their satellite reconnaissance
indicates that Chong-chun Yi, the 6 of Clubs, is operating just South of the
Russian Mob's HQ in Pyongyang. This "Yi" is another businessman responsible for
funding the Ace of Club's operation. No military training.


--------------------------
 KANG-KEUN HA, 7 OF CLUBS
--------------------------

I've received another email from Josef. His contacts recently dealt with the
former President's former Minister of Domestic Affairs; Kang-keun Ha, a.k.a. 
the 7 of Clubs. He's been seen SouthEast of Kaesong. He's reported to be one of
the richest men in Song's organization. Nothing to fear from him, unless he
starts throwing money at you. This is another very professional intelligence 
report from Josef. I'm beginning to suspect he's more than he seems.


----------------------------
 8 OF CLUBS, YEONG-SUK PARK
----------------------------

Colonel Peng sent us some more information. His intelligence men think the 8 of
Clubs, Yeong-suk Park, is in Pyongyang. Park was Dung Hwangbo's director of 
transportation. Once you bag him, Hwangbo's men should have a hard time
getting around without being detected.


---------------------------
 9 OF CLUBS, CHEOL-HAN CHO
---------------------------

Peng thinks his men have uncovered the location of Cheol-han Cho, the 9 of 
Clubs. Cho is the security chief for Dung Hwangbo, but his files don't make any
reference to military training. Don't expect much of a fight. You'll find him 
North of the DMZ.


----------------------------
 10 OF CLUBS, YEONG-KIL KIM
----------------------------

Allied intelligence discovered a possible location for the 10 of Clubs,
Yeong-kil Kim. Kim runs Dung Hwangbo's drug operations in North Korea. He's 
used to dealing with armed thugs. You should be more than a match for him. He's
somewhere Southwest of the DMZ. I can see some kind of activity there
surrounding what appears to be a blown-out bridge. Looks like a train wreck of
some sort.


----------------------------------------------
 LIEUTENANT CHAN-SEOK PARK, THE 2 OF DIAMONDS
----------------------------------------------

According to a Chinese intelligence report I just received, Lieutenant
Chan-seok Park -- a.k.a. the 2 of Diamonds -- is rallying a unit of troops
South of the DMZ, near where you were originally dropped off. Lieutenant Park
was a recruiter for Song's army, so he's seen some action.


-------------------------------------------
 LIEUTENANT TU-CHIN CHO, THE 3 OF DIAMONDS
-------------------------------------------

Looks like Josef is helping us out again. I just received a report in Russian
from some Mafia operatives. I had the boys here translate it, and it discusses
a deal the Russian Mob made with Lieutenant Tu-chin Cho, the 3 of Diamonds, 
Southeast of Kaesong. Apparently he's often at that site. Maybe you should 
check it out. This is the guy responsible for light weapons training in 
General Chang's outfit. Time to show him what someone trained in air strikes 
and mass destruction can do.


----------------------------------------------
 LIEUTENANT YEONG-SEON SEO, THE 4 OF DIAMONDS
----------------------------------------------

The fax machine just spit out a whole stack of CIA documents. Most of the text
has been blacked out, but from what's left it's obvious what the documents
pertain to; they're the last known whereabouts of Lieutenant Yeong-seon Seo, 
the 4 of Diamonds. Seo was responsible for deploying RPGs, SAMs, and TOWs to 
General Chang's men. The CIA have him listed as operating just West of Ichon.
Go get him.


----------------------------------------
 CAPTAIN PUNG-CHO YU, THE 5 OF DIAMONDS
----------------------------------------

I just got a phone call from Alder Stone, the CIA station chief in Hong Kong.
Apparently he was instructed to reveal to me the CIA's suspicions regarding the
current whereabouts of Captain Pung-cho Yu, the 5 of Diamonds. They've got him 
North of the "Black Gate," Heuk Dae Moon. Yu is head of General Chang's 
military intelligence division. Be ready for anything.


-------------------------------------------
 CAPTAIN YEONG-IL CHEON, THE 6 OF DIAMONDS
-------------------------------------------

Josef's come through for us again. He's given us the location of Captain
Yeong-il Cheon, the 6 of Diamonds. This is the guy who trained Chang's men in
tank operations. It'll be quite a coup to bring him in. Might not be too easy,
though. He's stationed just South of Heuk Dae Moon...the Black Gate, possibly 
the most fortified position in North Korea. Might not be a bad idea to get a 
look at the place while you're up there. Do some intel gathering of your own.


----------------------------------------
 MAJOR SEON-KEUN YUN, THE 7 OF DIAMONDS
----------------------------------------

Peng arranged for another Chinese intelligence report to be delivered to me. It
goes into some detail about Major Seon-keun Yun's operations. He's the 7 of 
Diamonds, and the former deputy minister for General Chang's Air Cavalry 
divisions. Don't be surprised if some of his helicopters are standing by. The 
report mentions a temporary base set up East of Ichon.


------------------------------------------
 CAPTAIN KYUBYUNG PARK, THE 8 OF DIAMONDS
------------------------------------------
                                                                              
Allied intelligence hints that Captain Park, the 8 of Diamonds, is operating
West of Nampo. Park was responsible for operating General Chang's anti-air
defenses for the past several years. I wouldn't recommend assaulting his 
location from the air.


-------------------------------------
 MAJOR CHU-HO KIM, THE 9 OF DIAMONDS
-------------------------------------

I've received another dispatch from Allied intelligence. They're monitoring a 
lot of NK chatter that indicates Major Kim is active North of Haeju. This guy
served for 20 years in the DPRK's army before becoming General Chang's Chief of
Staff. Watch out for the guy.


------------------------------------------
 MAJOR MYEONG-HAN KIM, THE 10 OF DIAMONDS
------------------------------------------

Buford just forwarded me a report from British intel. They think Major Kim is
operating somewhere North of Haeju. This intel's only a few hours old, so 
there's a good chance he's still there. Major Kim is one of the most 
experienced military men in North Korea. He ran the troops in the DMZ for 10
years, so he's seen lots of action. Stay frosty.


-------------------------------
 CHI-SEONG AN, THE 2 OF HEARTS
-------------------------------

I can see why Sergei keeps Josef around. It seems like he's got a file on
anyone in North Korea who may have any involvement in this fiasco, including
Chi-seong An, the 2 of Hearts. Josef's contacts report that An is currently
just South of Farm Valley. He's obviously a low-level operative, but there's a
heavy bounty on his head we can't pass up.


----------------------------------
 HYEON-SAN CHANG, THE 3 OF HEARTS
----------------------------------

I've received another decoded CIA communique, presumably thanks to Agent 
Buford. They've been looking for Hyeon-san Chang, the 3 of Hearts, for some 
time and now they've got his location narrowed down to the area SouthEast of
the Sinuiju farms. No one knows much about Chang, but if he's part of Kang's
nuclear program, he's probably a scientist.


----------------------------
 CHU-HO KO, THE 4 OF HEARTS
----------------------------

I have here another intelligence report from Beijing. Seems Colonel Peng is
eager to help us find Chu-ho Ko, the 4 of Hearts. Chinese intel has him
operating outside Taechon. Not much is left of that place now, but there is a
nuclear reactor nearby. Ko's file lists him as having little more than 
bureaucratic involvement in the Ace of Hearts' nuclear program, but the Allies
are offering a tidy sum for him nonetheless.


--------------------------------
 CHO-YEONG CHA, THE 5 OF HEARTS
--------------------------------

Peng's contacts in Chinese intelligence have paid off again. They've handed us
Cho-yeong Cha, the 5 of Hearts, on a platter. Satellite photography shows him
holed up North of Kusong. He's a notorious coward; I don't imagine he'll put up
much of a fight.


-------------------------------
 HYE-MIN PARK, THE 6 OF HEARTS
-------------------------------

I'm holding a memo in my hand from Agent Buford to CIA headquarters in Langley.
Seems he doesn't care now if we know our intel is coming directly from him. His
men identified the probable location of 6 of Hearts, Hye-min Park. This is the
guy in charge of converting North Korea's reactor grade uranium into weapons-
grade material. Buford's convinced he's operating from a temporary base North 
of Chongju. If he's convinced, that's good enough for me.


-------------------------------
 MUN-CHEOL YI, THE 7 OF HEARTS
-------------------------------

Josef's boys have tracked down another card for us. According to the Russian
Mob, 7 of Hearts Mun-cheol Yi is hanging out just North of the train station in
Yongbyon. Probably hoping to get out of the country. That's our luck; the 
trains haven't been running for a month here. Yi is just a metallurgist. Though
he might have some of Song's men protecting him. Be careful.


----------------------------
 MIN-SU AN, THE 8 OF HEARTS
----------------------------

Colonel Garrett forwarded me some Allied intel on the current whereabouts of
Min-su An, the 8 of Hearts. An Allied plane has spotted some suspicious 
activity Southeast of Chongju and wants you to check it out. If they're right,
this will be a great first step in shutting down Colonel Han's nuclear program.
                                                                              

-----------------------------------
 DR. NAM-CHEOL KIM THE 9 OF HEARTS
-----------------------------------
                                                                              
Peng's aide de camp Captain Leu just called me to let me know they've got a
handle on the current whereabouts of Dr. Nam-cheol Kim, the 9 of Hearts. He's
hiding out somewhere South of the tenement ruins. Thanks to this guy, Song's
nukes have intercontinental delivery systems. Lots of governments in the West
would like to get ahold of this guy.


--------------------------------
 DR. HUN HONG, THE 10 OF HEARTS
--------------------------------

Garrett sent me a classified document detailing all the Allied intel on Dr. Hun
Hong, the 10 of Hearts. From this, it looks like he's often been spotted at one
of the nuclear plants between Kusong and Yongbyon. He was the director of the
fissile materials division in General Kang's nuclear program. 


--------------------------
 DAE KIM, THE 2 OF SPADES
--------------------------

Buford just gave us another card. Dae Kim, the 2 of Spades, is the lowest
ranking member of Song's all-female special forces squad. Lowest-ranking, but
still very well trained and probably one of the most lethal operatives you've
yet to encounter. Buford says she's been spotted just South of Farm Valley, but
he won't give me specific coordinates.


-------------------------------
 JIN-WEON SEO, THE 3 OF SPADES
-------------------------------

Chinese intelligence has another report for us. This time it's Jin-weon Seo, 
the 3 of Spades. Goes quite a ways back; they've been watching her for some 
time. She used to be in the North Korean Olympic program. Chinese operatives
spotted her just South of the Chemical Plant. Lots of mountainous terrain
there for someone with special forces training to hide in.


-----------------------------
 JOO-EUN AN, THE 4 OF SPADES
-----------------------------

I just received an interesting phone call. Someone speaking with a very heavy
Russian accent said, "Joo-eun An, Northwest of Yongbyon." A not-too-subtle hint
from our friend Josef? Or at least, one of his agents. Joo-eun An is the 4 of 
Spades, another highly trained operative in Song's special forces squad. These
are lethally trained operatives. Try not to get shot up.


----------------------------
 KEON PARK, THE 5 OF SPADES
----------------------------

North Korea's most infamous sniper was just handed to us, free of charge. From
what I gather, Sergei used her once or twice before to take care of some rivals
in the business. Now Josef's selling her out. He claims she's currently 
stationed just Southwest of Sinuiju, and I have no reason to doubt him. I guess
Josef has no use for Sergei's old contacts in North Korea. Smart man.


-------------------------------
 MIN-SEON YUN, THE 6 OF SPADES
-------------------------------

Another report from Chinese intelligence, thanks to Colonel Peng. He seems
pretty plugged in there. This report is on Min-seon Yun, the 6 of Spades.
Beijing tracked her down to the chemical plant in the North before they lost 
her in North Korea's tunnel network. Probably if you nose around there long
enough, she and possibly some of her colleagues may show their faces.
                                                                              
                                                                              
---------------------------------
 MOON-HAN CHEON, THE 7 OF SPADES
---------------------------------

There's a package here from Agent Buford containing everything they've got on
Song's special forces squad. Dossiers on all their operatives. Not much in the
way of hard intel we can use to capture them, mostly background stuff. But it
does say that Moon-han Cheon, the 7 of Spades, was last seen Southeast of the
Chemical Plant. Worth checking out.


--------------------------------
 SHIN-SEOK KIM, THE 8 OF SPADES
--------------------------------

I don't know why, but I'm especially fascinated by the idea of an all-female
elite forces squad. Shin-seok Kim, the 8 of Spades was a prostitute before she
was recruited to join Song's special forces division. According to Allied 
intelligence, she's hiding out in China, just East of Dandong. If you take her
alive, let me know what she's like!


--------------------------------
 SOO-HEON PARK, THE 9 OF SPADES
--------------------------------

I spent the last half and hour reading up on Dr. Soo-heon Park, the 9 of 
Spades. She worked in General Yun's nuclear program and was only 25 when she
was diagnosed with fatal cancer. Then she signed up for duty in Song's
special forces squad. Must be quite a woman. Colonel Garrett says his men
crossed her path just Southeast of Chongju. Might be worth checking out.
                                                                              
                                                                              
--------------------------------
 YUN-YEON CHO, THE 10 OF SPADES
--------------------------------

These women in Song's special forces unit are fascinating. Yun-yeon Cho, the 10
of Spades, was a diplomat's aide before she left to join Park's elite squad. No
one knows why. She was 33 when she joined, the oldest in the unit by several
years. Still managed to get high marks, apparently. Hard to trust any intel
coming out of North Korea, though. The Allies believe she's stationed a few
miles South of Kusong.



                             .-------------------.
                             | C. HELP - GENERAL |
                             '-------------------'
                                    MERCS18C 

-------------
 SNS "RADAR"
-------------

The Satellite Navigation System (a.k.a. "Radar") is a real time satellite
feed that appears on your heads-up-display. Fiona will mark important 
locations on the Radar.


------------------
 RESTRICTED AREAS 
------------------

The Allies fly combat sorties throughout North Korea. They treat any
incursion into a Restricted Zone as a hostile act, and respond
immediately. It's best to stay out.

Restricted Zones are shown as red shaded areas on your Radar.

                                                                              
------------
 DECK OF 52
------------

The Allies issued a bounty on 52 key members of General Song's regime.
Each member is associated with a playing card, and is commonly referred
to by this designation. All Deck of 52 members are High Value Targets
(HVTs) with open bounties on their heads. That's why ExOps has a
presence in North Korea.

You can use your field scope (R3 button) to definitively ID a Deck of 52
HVT. Positive IDs will be confirmed on your PDA map.


--------------
 VERIFICATION
--------------

"Verify" means "provide proof of capture or death to the Allies". To prove
you captured a card, and recieve full payment:

1. Stun the target using a melee bash or a stun grenade.
2. Subdue the target with a takedown.
3. Call in an Allied Extraction Helicopter. Use the support menu.
3a. Note: try to pick a nice, flat area for the helicopter.
4. Pick up the subdued target and load him/her into the helicopter.
4a. If the current location isn't suitable for extraction, you can load the
target into most cars/trucks.
                                                                              
To prove you killed the card, and recieve half payment:

1. Apply lethal force to the target.
2. Approach target and take a digital photo.


---------
 SUPPORT
---------

Support items appear in the support menu, accessed by pressing the up 
directional button. Along with the name of the item, you'll see:

1. The cost (if the item is available).
2. The status (if the item is unavailable for any reason).
3. The number of "freebies" (support offered at no-cost) available, if any.

To use any support item, first press the R1 button to equip it, then press
the R1 button to fire/use it.


-------------------
 LASER DESIGNATION
-------------------

Laser-designated air strikes are a type of support. Press and hold the R1
button to guide the strike. Releasing the R1 button early reduces 
accuracy.


-------------------
 COLLATERAL DAMAGE
-------------------

Killing civilians is against Executive Operations' policy. It's ethically
wrong, and costs the company a great deal of money to counteract the
negative PR generated. ExOps deducts these costs from your account in 
real time. Causing harm to civilians, press, Allies, or their property costs
us money, and we pass the cost on to you. You have been warned.


------------
 CHALLENGES
------------

Be on the lookout for objects marked with a "$". These are challenges,
odd-jobs you can do to pick up some extra cash.


----------------
 MEDIVAC RESCUE
----------------

If you get yourself into a really tight spot out there, you can use the
Medivac option (in the Pause Menu) to save yourself. You'll be flown back
to the Allied MASH.


--------
 SAVING
--------

To save your progress, choose the Save Game option from the Pause 
Menu. You may save anywhere, provided you are not in a contract. You 
will restart at the nearest safe location.
                                                                              
                                                                              
-----------------
 FACTION DISPLAY
-----------------
                                                                              
Press the left directional button to toggle the Faction Display icons, which
clearly show which faction any unit belongs to. On by default.
                                                                              
                                                                              
-------
 INTEL
-------

Each Deck of 52 member you verify gives you intel that helps determine
the location of the Ace. Collect enough intel and Garret will authorize you
to take out the Ace.

You can check how much intel you've accumulated in the Deck of 52 mode 
of the PDA.
                                                                              

--------
 CRATES
--------

Be on the lookout for supply crates. They contain all sorts of useful toys,
and can be broken open with a melee bash.

                                                                              
----
 C4
----

C4 is a remote-detonated placed charge.

1. Select C4 from the Support Menu.
2. Place C4 by pressing the R1 button.
3. Press the R1 button second time to detonate C4.
4. You can place multiple charges before detonation by repeating step (1)
before proceeding to step (3).

                                                                              
------
 SHOP
------

The Russian Mafia run the black market in North Korea. If you do them
some favors, you can get a login to their web site, "Merchant of Menace".
Here's how to use the shop:

1. Open up the PDA and go to SHOP mode.
2. Browse to the item that you want.
3. Place your order.
4. Throw a smoke grenade (R1 button) to designate the delivery point. You
won't be charged until the delivery heli is en-route.
                                                                              
                                                                              
----------
 CHOPSHOP
----------
                                                                              
We run a chopshop in Pyongyang East, just down the street from the
nightclub. We're always on the lookout for vehicles. Bring them to us, and
we'll pay you. Plus you'll be doing us a good turn.
                                                                              
                                                                              
----------------
 FACTION STATUS
----------------

Each faction maintains an attitude towards you. It will shift based on your
actions - they'll be friendly if you help them, unfriendly or even hostile if
you hurt them.

There are many ways to affect faction mood - pay attention to the faction
gauges that appear on screen to see what effect your actions are having.
You can also check faction status in the PDA.

If you annoy someone, there are many ways to get back in their good 
graces. Remember, "the enemy of my enemy is my friend".


------------------------------
 SOUTH KOREAN LISTENING POSTS
------------------------------

The South Koreans think we do not notice their surveillance hardware. Of
course they are mistaken. If you should come across one of these crude 
devices, please disable it. We will be most grateful.


---------
 JAMMERS
---------

Jammers block access to all support items. To use support, leave the area
or locate and destroy the jammer.


-------------
 TRESPASSING
-------------

Factions don't like people encroaching on their turf. Sensitive areas are
marked as shaded regions on your radar. Be careful, because you'll be
attacked on sight, regardless of your current standing with that faction
(unless you're disguised as that faction).
                                                                              
                                                                              
---------------------------------
 MONUMENTS TO THE "GREAT LEADER"
---------------------------------
                                                                              
You might have seen a bunch of statues of General Song on your travels.
Wel, monuments to the great leader are kind of bad for South Korean
morale. If you could arrange for those statues to go away somehow, some
South Korean folks are going to be real happy.
                                                                              
                                                                              
------------------
 ACTION HIJACKING
------------------

You can hijack hostile vehicles mid-attack and tuen the tables on your
enemies. RememberL

1. Ground vehicles with turrets cannot be hijacked until the gunner is
killed.
2. Helicopters can only be hijacked when they are low enough to the
ground. You'll know the helicopter is low enough when you see the dust it
kicks up.


------------------
 VEHICLE DISGUISE
------------------

You are what you drive. If no-one sees you get in, and you don't do 
anything crazy, people notice only your vehicle's faction, and treat you
accordingly. That can be good or bad. Watch out for officers! They have
an eye for detail, and see straight through disguise, alerting others.


----------
 OFFICERS
----------

Officers are high ranking soldiers. They are marked with a special symbol.
Killing an officer will cause a faction hit for that faction, but will please
opposing factions. Keep that in mind.


------------
 PASSENGERS
------------

Honk your hor to attract friendly humands into your vehicle. Friendly 
soldiers will man turrets (if present).

1. Press the Exit button to eject all vehicle occupants.
2. Press the L1 button to get out and leave passengers inside. This can be
used to protect fragile passengers in dangerous areas.
3. Press the L2 button to eject passengers only.


--------------------
 NATIONAL TREASURES
--------------------

The looting was pretty bad after we broke Song's regime and he went into
hiding. North Korea's rich culture heritage has been spread all over the
place, and we're trying to piece it back together. If you come across any
cultural artifacts, pick them up for us. We'll make sure you're looked after
for your trouble.


----- 
 WMD
-----

Turns out General Song's regime was running multiple weapons of mass 
destruction-related program activities. We've been finding blueprints for
all sorts of nasty stuff. If you find any, be sure and pick them up for use.
GSRN eats that stuff up with a fork and spoon. We'll make sure you're 
looked after for your trouble.


-----------
 RADIATION
-----------
                                                                              
Irradiated areas have an unearthly glow. Only an armored vehicle (e.g. a
tank) can protect you from the harmful effects of the radiation.
                                                                              

-----------------------------
 TRAVELING BETWEEN PROVINCES
-----------------------------

From this point forward, you can travel freely between the North and South
provinces. Perhaps you have unfinished business in the South province?

Talk to the Allied pilot in the Allied MASH, and he'll give you a ride.


-------
 TAXIS
-------

A taxi is an opportunity to quickly earn a little pocket change. We
will update your PDA with data from local taxi services or current 
customer locations and destinations. Drive up to a customer and honk the
horn to get them in. Stop at their destination, and you'll get extra time to
pickup additional customers.

Bonus time: You can earn bonus time for driving at high speeds.


------------------------------
 CHEAT: PLAY AS INDIANA JONES
------------------------------

Enter this code in PDA FACTIONS mode:

Press left, left, right, right, up, up, down, down on the directional buttons.

                                                                              
----------------------------
 CHEAT: PLAY AS MAFIA HEAVY
----------------------------
                                                                              
Enter this code in PDA FACTIONS mode:

Press left, left, right, right, down, up, down, up on the directional buttons


-----------------------
 CHEAT: PLAY AS DOCTOR
-----------------------

Enter this code in PDA FACTIONS mode:

Press left, left, right, right, down, up, down, down on the directional buttons


-------------------------
 CHEAT: PLAY AS NK ELITE
-------------------------

Enter this code in PDA FACTIONS mode:

Press 
left, left, right, right, down, down, down, up on the directional buttons


-------------------------
 CHEAT: PLAY AS PRISONER
-------------------------

Enter this code in PDA FACTIONS mode:

Press 
left, left, right, right, down, down, down, down on the directional buttons


----------------------
 CHEAT: PLAY AS JOSEF
----------------------

Enter this code in PDA FACTIONS mode:

Press left, left, right, right, down, up, up, up on the directional buttons


---------------------
 CHEAT: PLAY AS PENG
---------------------

Enter this code in PDA FACTIONS mode:

Press left, left, right, right, up, down, down, left on the directional buttons


----------------------------
 CHEAT: PLAY AS HEARTS CARD
----------------------------

Enter this code in PDA FACTIONS mode:

Press left, left, right, right, up, down, down, up on the directional buttons


----------------------------------
 CHEAT: PLAY AS DECK OF 52 MEMBER
----------------------------------

Enter this code in PDA FACTIONS mode:

Press left, left, right, right, down, up, up, down on the directional buttons
                                                                              
                                                                              
-----------------------
 CHEAT: PLAY AS BUFORD
-----------------------

Enter this code in PDA FACTIONS mode:

Press left, left, right, right, up, down, down, down on the directional buttons


--------------------------------
 CHEAT: PLAY AS ACE OF DIAMONDS
--------------------------------

Enter this code in PDA FACTIONS mode:

Press left, left, right, right, down, down, up, up on the directional buttons


-----------------------------
 CHEAT: PLAY AS ALLIED PILOT
-----------------------------

Enter this code in PDA FACTIONS mode:

Press left, left, right, right, up, down, up, down on the directional buttons


-------------------------
 CHEAT: PLAY AS SK ELITE
-------------------------

Enter this code in PDA FACTIONS mode:

Press left, left, right, right, down, down, up, down on the directional buttons


-------------------------
 CHEAT: PLAY AS HAN SOLO
-------------------------

Enter this code in PDA FACTIONS mode:

Press left, left, right, right, up, down, up, up on the directional buttons



                           .------------------------.
                           | D. HELP - WEAPONS DATA |
                           '------------------------'     
                                    MERCS18D

---------------------
 PORTABLE AIR STRIKE
---------------------

Portable air strike.

* Effective against all targets
* Will track and seek targets
* You're a cheater!


-----------------
 ANTI-AIR ROCKET
-----------------

Portable surface-to-air missile launch system.
                                                                              
* Locks onto and tracks air targets
* Not effective against armored vehicles


------------------
 ANTI-TANK ROCKET
------------------

Shoulder-launched, reusable rocket launcher.

* Locks onto and tracks ground vehicles
* Effective against heavy armored vehicles
* Limited secondary (explosive) damage


------------------
 ANTI-ARMOR RIFLE
------------------

Bolt-action 12.7mm rifle for counter-sniper and anti-material operations

* Telescopic sight
* Sabot ammunition effective against armored vehicles
* Very inaccurate when fired on the move
* Very loud


---------
 SHOTGUN
---------

Close quarters combat weapons.

* Fires a spread of buckshot
* Limited effectiveness at range
* Limited ammunition capacity


----------
 LIGHT MG
----------

Belt-fed 7.62mm machine gun designed for squad-level fire support.

* Large capacity drum magazine
* Good stopping power


----
 C4
----

Composition C4 block demolition charge

* Remotely detonated with radio transmitter
* Effective against buildings and armored vehicles
* Larger buildings may require multiple charges


-----
 SMG
-----

5.8mm submachine gun for close combat

* Very high rate of fire
* Reduced accuracy at range
* Increased magazine capacity

                                                                              
-----
 RPG
-----

Multi purpose anti-personnel and light anti-tank rocket launcher

* Warhead can penetrate light armor
* Large explosive effect
* Reduced effectiveness against modern armor


---------
 CARBINE
---------

Modern short-barrel 5.56mm US military rifle

* Moderate stopping power
* Very accurate


---------------
 ASSAULT RIFLE
---------------

Countless versions of the 7.62mm assault rifle have been produced
worldwide.

* Good stopping power
* Moderate accuracy
* Very loud




----------------------.--------------------------------.-----------------------
======================| 19. FREQUENTLY ASKED QUESTIONS |=======================
----------------------'--------------------------------'-----------------------

Due to the large amount of questions, I have created a method for more quickly
finding the question that you have and want answered. Each section has a mini
list of all the questions along with a code.

Enter the question's code into your browser's find/search feature (probabaly
Ctrl + F) to go straight to the question.


                            .-------------------.
                            | A. BEFORE YOU BUY |
                            '-------------------'
                                   MERCS19A

  CODE    QUESTION

> BYB01 - Should I get this game?
> BYB02 - I heard this game is a Grand Theft Auto ripoff, is that true?
> BYB03 - When did Mercenaries come out?
> BYB04 - Is this game challenging enough so I won't get bored
> BYB05 - Is this game better for the PlayStation 2 or the XBox?
> BYB06 - Can you blow up buildings in this game?
> BYB07 - Is there a multiplayer mode in Mercenaries? Is it online?
> BYB08 - But... It's $50! Is it really that good?


-------
 BYB01
-------

Q: Should I get this game?

A: That is without a doubt, THE most asked question thusfar. In my 
   opinion, Mercenaries is a must buy. But I don't know your specific
   tastes in games, so here are a few things that if they apply to you,
   you should get this game:
   1) If you enjoy a free-roaming experience with the ability to do just
      about whatever you want to whoever or whatever you want however you
      want.
   2) If you want a game which has so much to do, you won't ever get bored.
   3) If you like any sort of military combat game.
   4) If you like GOOD GAMES! :P

   AND, here are some review scores:

   My GameFAQs Review:         9/10
   Official PlayStation Mag:  4.5/5
   Gamespy:                   4.5/5
   GameSpot:                 8.8/10
   GamePro:                     4/5
   Yahoo! Games:               9/10


-------
 BYB02
-------

Q: I heard this game is a Grand Theft Auto ripoff, is that true?

A: No, Mercenaries is not a "ripoff" of GTA. There are similarities 
   between the two games, however. You can hijack vehicles in Mercenaries
   much like you do in GTA. You also can roam the area you are in freely,
   like you can roam the cities in the GTA games freely. That however, is
   pretty much where the similarites end. The only other comparable aspect
   is that there are missions you can take on in Mercenaries, but those
   usually differ dramatically from the missions in the Grand Theft Auto 
   games.

                                                                              
-------
 BYB03
-------
                                                                              
Q: When did Mercenaries come out?
                                                                              
A: On January 11, 2005.
                                                                              

-------
 BYB04
-------

Q: Is this game challenging enough so I won't get bored?

A: While many claim Mercenaries is a breeze, many others claim that it is
   extremely challenging. I believe that it is a bit of both. Each mission
   is its own challenge, and each mission's difficulty will vary. The 
   beauty of Mercenaries is everything is only as hard or as easy as you
   make it. Guess what? You'll get to use your brain a bit for some of 
   these missions!


-------
 BYB05
-------

Q: Is this game better for the PlayStation 2 or the XBox?

A: The XBox. I own the PlayStation 2 version, but I have played them both
   and the XBox version is cleaner looking and the load times are 
   considerably shorter.


-------
 BYB06
-------

Q: Can you blow up buildings in this game?

A: Yes, you can blow up every building in this game by one method or 
   another.
                                                                              
Q: Really?
                                                                              
A: Yes.   
                                                                              

-------
 BYB07   
-------  

Q: Is there a multiplayer mode in Mercenaries? Is it online?

A: There is NO multiplayer in Mercenaries and it is NOT online. The lack
   of a multiplayer mode isn't a huge dissappointment, as it is likely that
   it would not be very good. The fact that there is no online mode is a 
   bit of a letdown, but I haven't been bored with the single-player mode
   yet.


-------
 BYB08
-------

Q: But... It's $50! Is it really that good?

A: Yes it is. Also, Mercenaries was the top-selling game of January 2005, 
   beating out even Resident Evil 4 and a number of other early 2005 titles.



                            .--------------------.
                            | B. GETTING STARTED |
                            '--------------------'
                                   MERCS19B

  CODE   QUESTION

> GS01 - What's the difference between the characters?
> GS02 - Can I switch between them once I start?
> GS03 - Why is it telling me to sit down after I stand?
> GS04 - I don't get it... What was the beginning about?


------
 GS01
------

Q: What's the difference between the characters?

A: The three characters in Mercenaries, Chris Jacobs, Jennifer Mui, and
   Mattias Nilsson, are suited for different styles of play. If you prefer
   as tougher character who can survive more gunshots and larger blasts, 
   then you should use Chris Jacobs. If you prefer sneaking up on your
   enemies and taking them out before they can react, you should choose
   Jennifer Mui. If being able to charge at your enemies quickly with guns
   blazing and moving as fast as you can to avoid gunfire, Mattias Nilsson
   is your guy.


------
 GS02
------

Q: Can I switch between them once I start?

A: Nope, you are either Chris Jacobs, Mattias Nilsson, or Jennifer Mui all 
   the way through.


------
 GS03
------

Q: Why is it telling me to sit down after I stand?

A: It's not. When a message appears at the bottom of the screen with the
   triangle option next to it, it is simply giving you the option to do that
   action. Now, go to the yellow circles, you haven't really started playing 
   yet!


------
 GS04
------

Q: I don't get it... What was the beginning about?

A: Basically the beginning was a collection of footage that sets the general
   tone of the game and a conference between Executive Operations (ExOps)
   officials taking about their military operations in Korea. You are the lone
   mercenary they send in.



                            .---------------------.
                            | C. GENERAL GAMEPLAY |
                            '---------------------'
                                   MERCS19C

  CODE   QUESTION

> GG01 - What is MASH?
> GG02 - How can I stop the North Koreans from coming out of the hole?
> GG03 - What do the Listening Posts look like?
> GG04 - What do Blueprints look like?
> GG05 - What do National Treasures look like?
> GG06 - What do Monuments look like?
> GG07 - Why can't I use the Merchant of Menace?
> GG08 - Why isn't there a place to hijack that car?
> GG09 - Why are the [insert faction] guys shooting at me?
> GG10 - How can I keep [insert faction] happy when contracts make me kill 
         them?
> GG11 - Why can't I hear my shotgun?
> GG12 - How come I can't blow up a building in [insert city]?
> GG13 - How do you spot an officer?
> GG14 - Does Mattias Nillson's name have anything to do with the people in 
         that VH1 show?


------
 GG01
------

Q: What is MASH?

A: MASH stands for "Mobile Army Surgical Hospital." It is the Allied 
   Nations' medical center. Whenever you are killed or choose to be 
   medivaced, you will be taken to the MASH and healed... For a small fee.


------
 GG02
------

Q: How can I stop the North Koreans from coming out of the hole?

A: Nice word choice, I guess it's technically correct. What that "hole"
   actually is is the entrance/exit of an underground tunnel, one of many in
   Korea.

   Anyways, see the tower-like thing with the red light on top? That's an
   alarm. When you got into the conflict with the North Koreans, one of 
   them activated it and it summons reinforcements. You have two choices.
   1) Knock it down, or 2) Turn it off by going under it and pushing the
   action button.


------
 GG03
------

Q: What do the Listening Posts look like?

A: They are poles that are around the height of your character, maybe a 
   little taller, that at the top have a radar-looking device to pick up
   conversations. The device has a flashing red light on both sides.


------
 GG04
------

Q: What do Blueprints look like?

A: Weapons of Mass Destruction (WMD) Blueprints are small, rectangular, white
   boxes with that radioactive symbol on it.


------
 GG05
------

Q: What do National Treasures look like?

A: National Treasures are large, cubic, blue boxes with a small black symbol on
   a few of the sides.


------
 GG06
------

Q: What do Monuments look like?

A: Monuments come in a few different forms. So far I have found monuments as:

   > Large bronze statues of General Choi Song
   > Smaller white statues of [I believe] soldiers
   > White, medium-sized tower things that look like the Washington Monument
     with red Korean text going down one of the four sides.


------
 GG07
------

Q: Why can't I use the Merchant of Menace?

A: You have to help out the Russian Mafia first. Go to the Mafia HQ and
   complete a contract for them.


------
 GG08
------

Q: Why isn't there a place to hijack that car?

A: Any enemy vehice (this includes typically friendly factions you may 
   have upset) with a gunner aboard cannot be hijacked. Kill the gunner
   and then the green action circle should appear for you to hijack the
   vehicle.


------
 GG09
------

Q: Why are the [insert faction] guys shooting at me?

A: If the faction is hostile towards you (check the Factions screen in 
   your PDA) then the members of that faction will always attack you upon
   seeing you until you improve the mood of that faction towards you up
   to at least the "unfriendly" level. If the faction is not hostile 
   towards you, you may have hit one of them with a stray bullet during
   a firefight with North Koreans, or when the North Koreans were 
   attacking you, they may have accidentally hit the friendly faction
   causing the friendly faction to attack you. It's bizarre sometimes, I
   know. It's one of this game's few problems.


------
 GG10
------

Q: How can I keep [insert faction] happy when contracts make me kill them?

A: Generally I try to avoid doing the killing in sight of other faction
   members, but that's not always possible. When you can't find an
   alternative, such as hiding and using a sniper rifle, go ahead and kill
   whoever you need to. Afterwards you can just make your way to that
   faction's HQ and bribe the guard with $100,000 in the first area or
   $250,000 in the second area.


------
 GG11
------

Q: Why can't I hear my shotgun?

A: In the PlayStation 2 version of Mercenaries, there is a glitch where the
   shotgun does not make a sound upon being fired. Not a big deal though, 
   it may be one of the least helpful weapons in the game.


------
 GG12
------

Q: How come I can't blow up a building in [insert city]?

A: Every building in Mercenaries can be destroyed. Not all of them can be
   destroyed by the standard means of firing at them with a tank, firing
   missiles from a helicopter, firing at them with an RPG, or using C4.
   Some buildings require an airstrike of some sort, and a Bunker Buster is
   ALWAYS the best bet to blow up a building, as it is so powerful.


------
 GG13
------

Q: How do you spot an officer?

A: When the faction icons over all the other people on the map are disabled
   (press left on the d-pad to toggle them on and off), the officers will
   still have their faction icon floating above their heads.


------
 GG14
------

Q: Does Mattias Nillson's name have anything to do with the people in that VH1
   show?

A: No. It's almost shameful that I know this, but anyways, the VH1 show called
   "Strange Love" is focusing on Flavor Flav's desire to be with Brigitte 
   *Nielson* (as in not Nillson) who is engaged to a man named *Mattia* (as in 
   not Mattias). Just a coincidence of similar pronounciations.



                               .--------------.
                               | D. CONTRACTS |
                               '--------------'
                                   MERCS19D

  CODE    QUESTION

> CON01 - Where do I get contracts?
> CON02 - Where did the guard go??? I want another contract!
> CON03 - Do I have to do every contract?
> CON04 - Is there a way to skip a contract and go to the next one?
> CON05 - If I exit the headquarters, do I lose the contract?


-------
 CON01
-------

Q: Where do I get contracts?

A: Each friendly faction has a headquarters for you to visit. These are
   marked by the factions' flags on the PDA map. After speaking to the guard
   outside of a headquarters, the faction leader will explain the details of
   the contract. When you are ready to accept the contract, you talk to the
   faction member standing next to or near the faction leader. The game 
   guides you to and through the first contract, which is with the Allied
   Nations.


-------
 CON02
-------

Q: Where did the guard go??? I want another contract!

A: Once you reach the final contract with a faction for the suit of cards you
   are on, the guard will disappear and the faction flag will no longer be
   visible on the PDA map. Once you advance to the next card suit, more 
   contracts will be available.


-------
 CON03
-------

Q: Do I have to do every contract?

A: No, but you will do most of them and you SHOULD do all of them. By not 
   doing all of them, you may miss out on a face card or some intel telling
   you where a number card is.


-------
 CON04
-------

Q: Is there a way to skip a contract and go to the next one?

A: Nope. You have to do the contracts in order.


-------
 CON05
-------

Q: If I exit the headquarters, do I lose the contract?

A: No. If you leave the headquarters of any given faction before accepting the
   contract, you will be able to get back into the headquarters again by simply
   talking to the guard outside the headquarters and then you will reenter and
   nothing will have changed.



                               .---------------.
                               | E. DECK OF 52 |
                               '---------------'
                                    MERCS19E

  CODE     QUESTION

> DECK01 - Where is the [card number] of [card suit]?
> DECK02 - Can you help me with the Ace of [card suit]?
> DECK03 - I saw on a load screen that you can load cards into a vehicle... 
How?
> DECK04 - Once you read the Ace e-mail, do the other cards from that suit go 
           away?
> DECK05 - Why is the Ace of Diamonds called both General Kang and General 
           Chang?


--------
 DECK01
--------

Q: Where is the [card number] of [card suit]?

A: As of right now, I don't have a list of locations. Hopefully someone will 
   create one, but if not, I will keep track of the number cards' locations
   next time I start over. What I recommend is that you keep completing the
   contracts. Doing so gets you intel which tells you where the harder to
   find number cards are.


--------
 DECK02
--------

Q: Can you help me with the Ace of [card suit]?

A: Check my walkthrough for more details, but here are some tips to get you
   started:

   > Use everything you find to your advantage. Don't blow up every vehicle 
     you see, hijack it. This is crucial with tanks and helicopters.
   > If you can get help, take it. See an Allied soldier nearby? Honk that
     horn!
   > Do the secondary objectives! I cannot stress this enough. They help you
     out with completing the tougher primary ones.
   > Move slow and think before you act. These are the worst missions to run
     in with guns blazing. Why? There are unexpected surprises everywhere
     that you can't avoid if you don't take precautions.
   > Watch out for vehicles trying to run you over. I have been run over far
     too many times towards the very end of a mission.
   > DON'T SETTLE FOR THE KILL WITH THE ACE! It is too much money to pass up
     half of, even though it's harder, it's worth it.


--------
 DECK03
--------

Q: I saw on a load screen that you can load cards into a vehicle... How?

A: You simply goto an empty vehicle and press triangle when the "Enter Vehicle"
   option is displayed. Note that this can only be done with wheeled vehicles
   that have a passenger seat next to the driver's seat.


--------
 DECK04
--------

Q: Once you read the Ace e-mail, do the other cards from that suit go away?

A: No. Until you go to the Allied Nations headquarters and accept the Ace
   Contract, you are free to do as you wish. That includes accepting contracts
   to eventually obtain the face cards and searching for the number cards.


--------
 DECK05
--------

Q: Why is the Ace of Diamonds called both General Kang and General Chang?

A: It appears to be an error on the part of one of the programmers. It could be
   for a variety of reasons. I'm not sure which spelling is actually _supposed_
   to be right, but I believe Chang is the intended spelling, as it can be
   found far many more times throughout the game.



                              .----------------.
                              | F. CHEAT CODES |
                              '----------------'
                                   MERCS19F

  CODE   QUESTION

> CC01 - How do I enter cheat codes?
> CC02 - Why don't all the cheat codes work?
> CC03 - Which codes work without having to be unlocked?
> CC04 - Does using cheat codes mess up the game?
> CC05 - Do the cheat codes work on the demo?


------
 CC01
------

Q: How do I enter cheat codes?

A: To enter cheat codes, press SELECT to bring up the PDA. Press R1 to scroll
   through the various screens until you reach the Factions screen (which has
   all the factions listed alongside their moods toward you). There, simply
   press the button sequence for the cheat codes.


------
 CC02
------

Q: Why don't all the cheat codes work?

A: Some cheat codes, such as codes to change the appearance of your character,
   do not work until you have actually unlocked those codes in the game. Once
   you unlock them, you get an e-mail telling you the code. To see what you
   need to do to unlock those codes, check the "Cheat Codes and Secrets" page
   on the Mercenaries section of GameFAQs.


------
 CC03
------

Q: Which codes work without having to be unlocked?

A: The codes that will work without you having to do anything special are:

   Down(4), Up, Left, Right(2) - All items in Merchant of Menace shop
   Right, Down, Left, Up(2), Left, Down, Right - Recieve $1,000,000
   Right, Left, Right(2), Left, Right, Left(2) - Unlimited Ammo
   Up, Down, Up, Down, Left, Right, Left, Right - Invincibility


------
 CC04
------

Q: Does using cheat codes mess up the game?

A: Not at all. It's your game, so do with it what you wish, it won't hurt the
   game a bit.


------
 CC05
------

Q: Do the cheat codes work on the demo?

A: Nope, I tested this out for myself and not a single code works on the demo
   of Mercenaries.




--------------------------.-------------------------.--------------------------
==========================| 20. MISCELLANEOUS HELP  |==========================
--------------------------'-------------------------'--------------------------
                                    MERCS20

This section is a compilation of things that do not fit anywhere else but are
not large enough for a whole section.

---------
 THE PDA  
---------

[ From the Mercenaries Game Manual... For those of you who rented the game :P ]

The PDA (Personal Digital Assistant) is your most important tool while you are
in Korea. You will find yourself using the PDA all the time. You use it to view
the map, check your e-mail, purchase items from the Merchant of Menace, view
various statistics from the game, and to view each faction's mood towards you.

Press SELECT to bring up the PDA and press L1 and R1 to scroll through all of 
the different screens.

MAP: Provides a map of the area. The flashing green arrow shows your current
location and heading. Primary and secondary objectives, faction HQ flags, and 
Deck of 52 members are all shown on the PDA map. Use the directional buttons to
scroll the map view. Press the X button to zoom in and switch current focus. 
Press the Triangle button to zoom out, or close the PDA.

EMAIL: Displays any emails recieved. Check here for messages describing 
requirements and rewards for contracts accepted. Sometimes additional emails
are sent during a contract. Always check the DECK OF 52 folder after completing
a contract -- a lead on a Deck of 52 member is often part of the contract
payment. Finally, check the HELP folder if you forget anything.

SHOP: Visit the Merchant of Menace website. Once you've proved your worth to 
the Russian Mafia, this is where you can buy weapons, airstrikes, supplies, and
vehicles. If you get in good with a faction, you may recieve a discount on
supplies they offer. If you get into bad standing with the Russians and they
stop selling you goodies, you may be able to persuade them with a "donation."
Hint: press right on the directional button to quickly access the shop.

STATUS: Here you can check the Deck of 52, Bounties, Challenges, and 
Statistics.

FACTIONS: Displays your current standing with each faction.


-----------
 MAIN MENU
-----------

CONTINUE: Loads the most recently saved file. If you are the only person who
plays the game, you will most often simply push this to get to your file. You
won't have this option on the screen if there are no Mercenaries files on your
memory card(s).

NEW GAME: This does what you would expect it to, it starts up a new file. You
go to a screen to choose which mercenary you want to be as soon as you select
this option.

LOAD GAME: Brings up the list of save files on your memory card so that you can
load one of those saved games.

OPTIONS: Brings up a submenu allowing you to choose from "Game" and "Audio".

OPTIONS > GAME: Allows you to invert the Y-axis for aiming, adjust the aim
speed, turn the vibration of the controller on or off, and turn the subtitles
on and off.

OPTIONS > AUDIO: Here you can change audio modes and adjust the volumes of
various sounds.

CREDITS: What do you think? It rolls the game credits!


-------------------------------
 PAUSE MENU (DURING CONTRACTS)
-------------------------------

CONTINUE: Takes you back to the game

CONTROLS: Brings up a diagram of the controls for whatever you are currently
controlling.

CANCEL CONTRACT: Ends the current contract and then gives you the option of
retrying the contract.

OPTIONS: Brings up a submenu allowing you to choose from "Game" and "Audio".

OPTIONS > GAME: Allows you to invert the Y-axis for aiming, adjust the aim
speed, turn the vibration of the controller on or off, and turn the subtitles
on and off.

OPTIONS > AUDIO: Here you can change audio modes and adjust the volumes of
various sounds.

QUIT: Takes you out of the current game, back to the main menu.


-----------------------------------
 PAUSE MENU (OUTSIDE OF CONTRACTS)
-----------------------------------

CONTINUE: Takes you back to the game

CONTROLS: Brings up a diagram of the controls for whatever you are currently
controlling.

SAVE GAME: Brings up the current list of saved files and empty files so that
you can save your progress.

LOAD GAME: Brings up the list of save files on your memory card so that you can
load one of those saved games.

MEDIVAC: Sends you to the Allied MASH, restoring your health. You will be 
charged $1,000 for this option.

OPTIONS: Brings up a submenu allowing you to choose from "Game" and "Audio".

OPTIONS > GAME: Allows you to invert the Y-axis for aiming, adjust the aim
speed, turn the vibration of the controller on or off, and turn the subtitles
on and off.

OPTIONS > AUDIO: Here you can change audio modes and adjust the volumes of
various sounds.

QUIT: Takes you out of the current game, back to the main menu.




-------------------------.---------------------------.-------------------------
=========================| 21. CONTRIBUTION REQUESTS |=========================
-------------------------'---------------------------'-------------------------
                                    MERCS21

If any major error is found, please e-mail it to:

[email protected]

And I will look into it.

Thank you.




---------------------------.-----------------------.---------------------------
===========================|  22. UPDATE HISTORY   |===========================
---------------------------'-----------------------'---------------------------
                                    MERCS22

March 19, 2007 ........... Revised legal information. Updated introduction to
  Version 3.0              reflect version change.

March 2, 2005 ............ Did a lot of work on mainly finishing the Vehicles
  Version 2.6              List. Worked on various other things and then got
                           around to submitting Version 2.6.

March 1, 2005 ............ Worked on various sections adding bits and pieces of
  Version 2.5              additional information. Added in some contributed  
                           information. Added the "Fun Stuff" section for all
                           those people who get on the message boards and start
                           complaining that they are bored.

February 28, 2005 ........ Worked on some vehicle info. Added in some small
  Version 2.4              things. Went through the FAQ and checked for any
                           major errors.

February 27, 2005 ........ Added in some more contributions and worked some 
  Version 2.3              more on the vehicle list. I am going through the 
                           game and taking note of when certain "Special 
                           Actions" can be performed in each faction's HQ.
                           Added the "Miscellaneous Help" section.

February 26, 2005 ........ Got some contributions added in. Worked on adding 
  Version 2.2              information to the Vehicle List. Made a few other
                           small additions.

February 24, 2005 ........ Not much today. Gave the Bounty Items their own
  Version 2.1              section and added Southern Province Monument 
                           locations.

February 23, 2005 ........ Got around to adding the numerous contributions I
  Version 2.0              have recieved recently, including numerous ones from
                           Enigma Nostra. Added a couple more e-mails, a couple
                           new cheats, and numerous other small things. At this
                           point, the guide is nearly complete. Submitted 
                           Version 2.0 to GameFAQs.

February 22, 2005 ........ Added more Frequently Asked Questions. Implemented a
  Version 1.8              search code feature for the Frequently Asked 
                           Questions to make navigating to the questions needed
                           easier. Rewrote the introduction.

February 21, 2005 ........ Natuarally I found a few errors on my part in the
  Version 1.7              last version but those are fixed now. Added info to
                           Vehicle List and Codes and Secrets. Created a whole
                           new section, the Airstrikes List, and completed it.

February 20, 2005 ........ Added alternate strategy for contract - "Embedded".
  Version 1.5              Worked on Vehicle List. Added a little info to the
                           Weapons List. Corrected a few problems with the
                           layout. Made the Frequently Asked Questions easier
                           to read. Fixed an error where the some things are
                           in the wrong location.

February 19, 2005 ........ A little bit of vehicle info added. Submitted 
  Version 1.4              Version 1.4 to GameFAQs. Version 1.4 accepted and
                           posted.

February 18, 2005 ........ Added the Faction HQ Special Events to the Etcetera
  Version 1.4              section of "Codes and Secrets." Modified the 
                           organization of the PDA E-Mails. Worked on the
                           Vehicle List. Added all help e-mails in PDA E-Mails.

February 17, 2005 ........ Worked on the Vehicles List and added all of the
  Version 1.3              PDA E-Mails for the Deck of 52 intel. Added
                           www.cheathappens.com to the list of allowed host 
                           sites.

February 16, 2005 ........ Version 1.0 was accepted and posted on GameFAQs
  Version 1.2              within hours of my submission. You've gotta love how
                           quickly CJayC can get the updates up. After taking
                           yesterday off of FAQ writing, I've finished up the
                           Side Challenges section and the Weapons List. Began
                           adding info the the Vehicles List. Implemented a 
                           "search code" system to help readers find sections
                           quicker.

February 14, 2005 ........ BIG update day. The entire Walkthrough is complete!
  Version 1.0              Began Side Challenges section. Revamped Weapons List
                           section to a setup allowing for more info in future
                           updates. Added some weapon info. Added some vehicle
                           info. Started up the Side Challenges section. Got
                           the Spades e-mail section done. Posted all locations
                           for the Deck of 52. Submitted Version 1.0 for update
                           to GameFAQs.

February 13, 2005 ........ I've been very sick this weekend, so things are a
  Version 0.95             bit behind. I did a major overhaul of the order of
                           all the sections. I've gotten the Spades Walkthough
                           a little more than halfway complete. Added some 
                           information from various e-mails I have recieved
                           from helpful FAQ readers.

February 10, 2005 ........ Version 0.9 accepted to and posted on GameFAQs.
  Version 0.9

February 9, 2005 ......... Submitted Version 0.9 to GameFAQs.
  Version 0.9

February 8, 2005 ......... Completed Hearts Walkthrough. Finished touching up
  Version 0.9              the layout.

February 7, 2005 ......... Finished Hearts Walkthrough up to Ace Contract.
  Version 0.8              Reorganized a few sections. Altered ASCII art.

February 3, 2005 ......... Due to an exceptionally busy day, minimal work was
  Version 0.75             done on the Hearts section of Walkthrough. Made the
                           layout a bit easier to read.

February 2, 2005 ......... Worked on Hearts section of the Walkthrough. Version
  Version 0.7              0.7 was posted on GameFAQs. Finally got around to
                           compliling the e-mails I wrote down from the game
                           and added them to the FAQ.

February 1, 2005 ......... Finished the Diamonds section of the Walkthrough,
  Version 0.7              submitted Version 0.7 to GameFAQs.

January 31, 2005 ......... Took the weekend off of FAQ writing due to having a
  Version 0.65             lot of things to go to and simply being tired. Did
                           more of the Walkthrough, nearly completing the 
                           Diamonds. Added www.neoseeker.com to list of sites
                           with permission to post this guide.

January 28, 2005 ......... Version 0.5 accepted and posted on GameFAQs. Worked
  Version 0.6              on Walkthrough, finishing up the Clubs.

January 27, 2005 ......... Made formatting the same throughout FAQ. Codes and 
  Version 0.5              Secrets section added. With the exception of the 
                           Walkthrough and Side Missions, nearly everything is
                           complete. Submitted Version 0.5 to GameFAQs.

January 26, 2005 ......... More weapons added, more vehicles added, Merchant of
  Version 0.3              Menace Shop List complete, everything but the 
                           locations of the Deck of 52 is done. Walkthrough 
                           started.

January 25, 2005 ......... Submission to GameFAQs for intial FAQ-only version
  Version 0.2              denied for lack of content. I guess Frequently Asked
                           Questions aren't what FAQs are for... Wait, what? :P
                           Oh well, good thing I've been changing this around.
                           The entire old FAQ is in this one, so you aren't
                           missing any content, just time. Up to now I've
                           gotten the first 5 sections done and everything but
                           the contracts and side missions is either partially
                           complete, or I have it set up to complete soon.

January 24, 2005 ......... Awaiting submission approval to GameFAQs. Began 
  Version 0.1              changing format of FAQ to comprehensive guide.

January 21, 2005 ......... Added more questions. Submitted FAQ-only version to 
  Version N/A              GameFAQs.

January 20, 2005 ......... Continued answering questions. 
  Version N/A    

January 19, 2005 ......... Began FAQ. Wrote Introduction. Added Questions.
  Version N/A




---------------------------.-----------------------.---------------------------
===========================|      23. CREDITS      |===========================
---------------------------'-----------------------'---------------------------
                                    MERCS23

I will always give credit where credit is due, so here it goes:

TO:  CJayC
FOR: GameFAQs. It takes a lot to keep something so great working so well.

TO:  LucasArts and Pandemic 
FOR: Creating the first great game of 2005. Hopefully LucasArts keeps working
     on non Star Wars projects every once in a while and hopefully Pandemic's
     next game (Destroy All Humans, go take a look at it) will be as good as
     Mercenaries is.

TO:  The users of GameFAQs
FOR: Using FAQs! What reason would there be for writing FAQs without you all!?!

TO:  Enigma Nostra
FOR: More contributions have come from Enigma than anyone else. Engima has
     contributed the following to this guide:
     > A LOT of the info in the Weapon List
     > Helicopter info in the Vehicles List
     > Numerous General Tips
     > Additional info for the Walkthrough

TO:  X_Riku_X (GameFAQs user)
FOR: Contributing 2 Frequently Asked Questions.

TO:  Master Roshi (GameFAQs user)
FOR: Contributing 2 Frequently Asked Questions.

TO:  Mr Snugglybuns (GameFAQs user)
FOR: Contributing 1 Frequently Asked Question.

TO:  Vivian Lam (FAQ writer)
FOR: Inspiring the section label design as seen in Vivian's Tony Hawk Pro
     Skater 3 GBA FAQ (which I used long, long ago).

TO:  Donny "Gamera" Chan (DChan on GameFAQs)
FOR: Sending me various pieces of miscellanious information to add and for
     correcting my misreading and misprinting of MI6 as M16 in the official bio
     for Jennifer Mui.

TO:  stevie
FOR: Vehicle and weapon info. Correction of Carbine ammo capacity.

TO:  bigdux7890 (GameSpot user)
FOR: Informing me of the reward for collecting 10 WMD Blueprints. 

TO:  Headhuntress (GameFAQs user)
FOR: Providing the list of Faction HQ Special Actions.

TO:  Radioactive Monkey
FOR: Alternate strategy for contract - "Embedded".

TO:  Joseph Babitsky
FOR: Providing General Tip, "Helicopters as a Second Option".

TO:  Jacob Litman
FOR: Providing Alternate Strategies for two contracts, "Pest Control" and 
     "Gimme My Money".

TO:  Nico
FOR: Providing an Alternate Strategy for the contract, "Omerta".

TO:  Michael Anderson
FOR: Providing the General Tip, "Getting a Chopper from the Shop if You Cannot
     Order One".

TO:  Sir Loin of Beef (GameFAQs user)
FOR: Alternate strategy for contract - "Bringing Down the House".


Portions of this guide are excerpts from the Mercenaries game manual. 




---------------------------.-----------------------.---------------------------
===========================| 24. LEGAL INFORMATION |===========================
---------------------------'-----------------------'---------------------------
                                    MERCS24

Since this is the final revision of this guide, I have decided to make some
significant changes to the legalities surrounding it.

* This guide may not be sold, and no profit may be directly made off of it
  under any circumstances.

* If you have a website and wish to include this guide on it, you may do so,
  as long as you give me (Evan Rowlands) full credit and make no changes to the
  guide whatsoever.

Thank you.




===============================================================================

LucasArts is a registered trademark of LucasFilm Ltd.
Pandemic is a registered trademark of Pandemic Studios LLC.
PlayStation is a registered trademark of Sony Computer Entertainment Inc.
All other trademarks and copyrights contained in this document are owned by 
 their respective trademark and copyright holders.

===============================================================================

Mercenaries FAQ/Walkthrough
Copyright (c) 2007, Evan Rowlands