Your Account
    Log into your account here:
       Forgot Password

    Not registered? Sign Up for free
    Registration allows you to keep track of all your content and comments, save bookmarks, and post in all our forums.

Armed and Dangerous FAQ/Walkthrough

by Nicholas Boyle

===============================================================================
                                                   _          
                     /\\                           | |   ___   
                    /  \\   _ __ _ __ ___   ___  __| |  ( _ )  
                   / /\\ \\ | \'__| \'_ ` _ \\ / _ \\/ _` |  / _ \\/\\
                  / ____ \\| |  | | | | | |  __/ (_| | | (_>  <
                 /_/    \\_\\_|  |_| |_| |_|\\___|\\__,_|  \\___/\\/
                                                              
                                                              
               _____                                             
              |  __ \\                                            
              | |  | | __ _ _ __   __ _  ___ _ __ ___  _   _ ___ 
              | |  | |/ _` | \'_ \\ / _` |/ _ \\ \'__/ _ \\| | | / __| TM
              | |__| | (_| | | | | (_| |  __/ | | (_) | |_| \\__ \\
              |_____/ \\__,_|_| |_|\\__, |\\___|_|  \\___/ \\__,_|___/
                                   __/ |                         
                                  |___/                  For the XBox        
FAQ/Walkthrough version 0.40
===============================================================================
Written By: Nicholas Boyle 
            Copyright (c) 2004

=============
Version Info.
=============

1/04/04 Version 0.25- Overlay of weapons, first couple missions and tokens. 
more to come soon.

1/12/04 Version 0.40- Added more walkthroughs, redid chapter/subchapter 
dividers, added a news section.

========
Contents
========

For easy navigation, press Ctrl+F and type in the heading you\'re looking for.  
For missions, press pause and type in the mission name as it appears at the top 
of the screen.

1. News
2. Overview
3. Weapons/Items
 .1  The Guns
 .2  Special Weapons
 .3  Turrets
 .4  Items
4. Tips/Tricks
5. Mission Types
6. Mission Walkthroughs (1-9)
7. Help Wanted
8. Miscellaneous
 .1  About the Author
9. Legal Info 


===============================================================================
1.                                  News
===============================================================================

1/11/04- It\'s underway kids, the ever continuing expansion of this guide.  I\'ve 
added some more walkthroughs, changed the chapter labeling, and redone most of 
the chapter/subchapter dividers.  Hopefully the guide is a bit easier to follow 
now.  I\'ve also seen a lot of questions on the boards about how to enter in 
some of the cheats, and I figured it out, so check that out in the tips and 
tricks section!


===============================================================================
2.                                Overview
===============================================================================

Here it is, your general run of the mill guide to Lucas Art\'s \'Armed & 
Dangerous\' for the XBox.  I\'m trying to keep this guide pretty meat and 
potatoes.  What you will find in this are walkthroughs for missions, token 
locations, weapon suggestions, tips and tricks, and maybe a few more odds and 
ends.  What you won\'t find is a copy of the manual. I\'m not going to word for 
word the book on character and weapon descriptions, nor detail the controls.

Are there spoilers?  You be the judge.  There really aren\'t any storyline 
spoilers.  I myself consider having prior knowledge to a level a spoiler 
though, and that\'s certainly in the walkthroughs.  So, be forewarned: By 
reading this guide you might be learning things you didn\'t want to know yet. 

It\'s also important to note that this walkthrough is for difficulty level 
normal.  I don\'t think higher difficulties change enemy placement, but they 
will affect enemies weapon accuracy, how much damage they do, and how much 
damage you do to them.


===============================================================================
3.                             Weapons/Items
===============================================================================
                                 
============
3.1 The Guns
============

<<Hawkings Rifle>>>: It only holds 8 rounds per clip, fires slow, and zooms 
medium.  Interestingly enough you can get off headshots with it fairly easy, 
and it has unlimited ammo.  It\'s obsolete as your main gun as soon as you get 
the machine gun though.

<<Flemming Machinegun>>>: 100 round clip (1000 total carrying capacity), medium 
zoom, decent range, fastest rate.  This is your bread and butter weapon.  On 
normal difficulty you will rarely (if ever) run out of ammo for it.  You\'ll get 
this gun early on, and use it A LOT.

<<Cyclops Sniper Rifle>>>: 1 round clip (7 round carrying capacity), long range 
zoom, long range damage, slow firing rate.  Headshots kill things right away, 
and body shots take guys down to about 25% health (on Normal difficulty).  You 
won\'t snipe a lot though, just use it to take out pesky enemy snipers and Stig 
machine gunners.  It\'s zoom is GREAT for scouting ahead.

<<Vindaloo Rocket Launcher>>>: 1 round clip (2 or 4 rockets per round), 12 
round carrying capacity, medium zoom, long range, good damage.  This is the 
second most useful weapon in my opinion because it can lock onto targets.  For 
how much damage it can do, you can carry a good amount of ammo.  Also, if you 
upgrade it, it fires 4 rockets per shot.  Note that firing one round fires two 
or four rockets, but only subtracts one from your total ammo pool.

<<Gurner Personal Mortar>>>: 1 round clip (6 round carrying capacity), medium 
zoom, medium/long range (projectile arcs slightly), good damage.  This is a 
good alternative when you can\'t use the Vindaloo.  If you get used to the 
projectile arc you can actually get some good accurate distance out of it.

<<Land Shark Gun>>>: 1 round clip (1 round carrying capacity), medium zoom, 
medium range, instant kill.  This gun will lock onto a target and fire out a 
land shark. It takes a bit for it to get to the enemy but will scoop him up and 
eat him, then go for some more.  It\'s funnier than it is functional, really, as 
on normal difficulty on down you\'ll find you can kill a dozen enemies quicker 
than it can.  It still can make for some effective crowd control though, and it 
always makes me chuckle.

===================                             
3.2 Special Weapons
===================

<<Sticky Bombs>>>: 5 round carrying capacity, medium range (though somewhat 
inaccurate when thrown long), good damage.  They make short work of bullseye 
houses (1), barracks (2), and can be used to take down Q1-12\'s and Colossus\'.  
You can fire more than one off in rapid succession.  My main gripe with them, 
is the fuse time seems kind of long.  They can also be stuck to enemies who 
will react in various (and funny) ways.

<<Topsy-Turvy Bomb>>>: 1 round carrying capacity, point blank, effects most 
enemies on screen.  This is good for taking out loads of guys at once.  The 
world is turned upside down and everyone but you and your mates fall down (or 
up as it were) and then crash back down to the ground.

<<Guy Fawkes Traitor Bomb>>>: 1 round carrying capacity, medium range throw, 
small area of effect radius.  This causes your enemies to attack each other.  
It\'s kind of lame though, as it never affects as many as you\'d like it to, and 
doesn\'t last long enough.  It still can be used to buy you a bit of time though 
to get to health or a pub.

<<World\'s Smallest Black Hole>>>: 1 round carrying capacity, medium range 
throw, medium area of effect radius.  Sucks your enemies into a black hole.  
This doesn\'t work as well as you\'d like it to either, but is amusing.  It\'s not 
all too great at distracting guys while you pump them full of lead like the 
traitor bomb is though, because it blurs your screen as well.

<<Knock-Out Bomb>>>: 1 round carrying capacity.  Brings enemies in front of you 
directly to you, and you punch them by hitting the R trigger.  I\'m not a big 
fan of this one either, as it\'s not really a fire and forget weapon.

===========
3.3 Turrets
===========

(All turrets have unlimited ammo)

<<Stig Machine Gun>>>: Good for getting torn up by.  Good for getting shot a 
lot while trying to use as well.  You\'ll mostly just want to kill the guy 
working these and move on, they\'re not too useful except for blowing up 
Zeppelins later on.

<<Forge Cannon>>>: Sort of like a mortar launcher turret.  It fires long, slow, 
and with diminishing returns in damage.  Just do your best to avoid getting hit 
with one, kill the guy in it, and leave it be.

<<Base Defend>>>: You use these for base defense levels.  Two important 
features to note: it has an alternate fire that lobs mortars and is good to 
kill densely packed enemies, and it can strafe side to side along a track.  
It\'s also the only turret that has a zoom to it.
                          
=========
3.4 Items
=========

<<Jumper Pack>>>: Once you get used to using this thing, it OWNS.  It\'s a jet-
pack type deal that launches you into the air and lets you float down.  You can 
easily out-maneuver enemies with this beauty.  Holding down the A button will 
bring the wings in while you\'re in flight and make you drop faster, just let go 
of it before you hit and you\'ll float down and land unhurt.

<<Vindaloo Upgrade>>>: Fire four rockets at once, instead of two.  This also 
OWNS.  Nothing is more satisfying than locking onto four enemies at once, 
firing four rockets at once, and killing four enemies.  At once of course.


===============================================================================
4.                             Tips/Tricks
===============================================================================

<<Run and Gun>>>:  This is NOT a game for sniping or taking time to aim.  Most 
of the time just pull out the machinegun, and keep moving/strafing while 
firing.  You\'ll avoid a lot of enemy fire this way, and as you hit more guys, 
more guys get interrupted, and less guys are shooting at you.

<<Sniping>>>: Okay, sometimes you can benefit from sniping enemies, use the 
sniper rifle for this obviously.  Try to pick the right targets though.  For 
instance hitting that Stig machine gunner is a better bet than taking out the 
grunt with the bow next to him.  Usually after firing one sniper round, the bad 
guys start coming towards you anyways and it can be tough to head shot guys on 
the run with an XBox controller.  Feel free to use the rifles scope to scout 
ahead though, that\'s a good trick.

<<Vindaloo Mania>>>:  If you\'re having trouble with a part with a lot of guys, 
whip this baby out and fire it as fast as you can while locking onto guys.  It 
one hits just about anything.  You can also use it\'s lock on indicator to spot 
hard to see guys.  I use it to take out snipers and Stig gunners personally, as 
it requires less time to aim than the machine gun or sniper rifle.

<<Go Easy on the Pubs>>>:  Don\'t walk into a pub with low health when there\'s a 
health drop close by, it just drains the pub\'s health pool, and you might 
REALLY need it later.  Also, don\'t go into a pub when it\'s health pool is 
drained and you have no health.  Pubs auto save your game (for quick loads) and 
chances are you\'re going to get killed soon after leaving.  You\'ll eventually 
probably have to start the mission from the beginning if it\'s too tough to kill 
a guy and get health from him.  Also don\'t overlook the fact that pubs 
replenish ALL ammo.  Can\'t find sticky bombs?  Hit the bar!

<<Tokens>>>: Tokens are handy, and I\'ll show you where to get them, but you 
don\'t need them all to complete the game.  You\'re going to probably only want 
two, one to unlock mission replays, and one to unlock cut scenes.  They go in 
order (IE- no matter what the first token you get is, it always unlocks the 
same thing), and you can collect them on all difficulty levels to unlock other 
things.

<<Shoot at Low Flying Aircraft>>>:  Zeppelins and saucers can be a pain, so as 
soon as you can get range on them, destroy them.

<<Blow up the Barracks>>>: Lots of levels have enemy barracks in them.  These 
are red, kind of octagonal, and baddies keep coming from them.  Use a sticky 
bomb or two to blow them up.

<<Use Your Compass>>>:  It\'s not there for looks, use it.  As the reddish wedge 
on it narrows you\'re getting closer.  It will, however, jump a round a bit as 
it seems to indicate direction and distance to nearest objective and does not 
differentiate between different objectives.

<<Q and Jonsey>>>:  These guys can be handy, they both fire at enemies, and 
also have a sort of special they do.  Jonsey will attach an explosive to a guy, 
usually causing them to panic and run.  When you\'re really low on health Q will 
say something like, \"Anyone fancy a cup of tea?\" at which point he\'ll drop tea 
to replenish your health.  You can restore their health by entering a pub, or 
having them run over a health pack.  How you can get them to run over a health 
pack manually is beyond me though, as they only seem to do it at random.

<<Entering Cheats>>>: Some codes are always active and stay on (Like big heads) 
until you turn them off, by reentering them at the cheats screen.  Some cheats 
do a one time effect when you turn them on (Like refill health/ammo).  To 
activate these, press pause during a mission, go to options, then cheats, and 
enter it there.  It\'s kind of a long process to enter in a health refill, I 
know.  In addition the always active cheats can be activated/deactivated during 
a mission this way.  You can enter and use cheats you have not unlocked yet.


===============================================================================
5.                              Mission Types
===============================================================================

<<A to B>>>: Simplest ones, get from one point, to another.  Preferably alive.  
Follow your compass.

<<Destroy Gates/Scaffolds>>>: You\'ll have special ticker bombs for these.  You 
can move a little while setting the bombs to dodge fire, but not much.  Best 
advice is to just clear the area.  You\'ll know when to place one because your 
compass will point to them, and they have a transparent bomb on the spot to 
place it.

<<Destroy Bullseye Houses>>>: Some houses have a large bullseye on them, 
destroy these.  Typically a well placed sticky bomb does the trick.  Also shows 
on the compass.

<<Rescue Peasants>>>: These can be tricky.  It\'s easy enough to find the little 
guys using your compass, but after you\'ve found them it DOES NOT show you the 
way to a house to drop them off at.  Try to remember every place you see a 
glowing doormat, as this is where to drag them to.  Also some peasants are 
caged on back of a Goliath, use a ticker bomb as they can\'t be blown up with 
guns.

<<Base Defense>>>:  You\'ll be in a little ball turret for these.  REMEMBER your 
turret can strafe left and right, not just look those ways.  Use this to keep 
out of enemy fire.  Fire mortars as fast as you can (reloading permitting) to 
take out chunks of guys, and use the machine guns on stragglers.  Sometimes a 
cluster of rockets drops on the battlefield, shoot this and you can now fire 
mortars at a much faster rate for a period of time.  Tokens do drop on these, 
typically with the first airplane and a bit out, so finding those should be 
easy.  As there really is no way to do much of a walkthrough on these, each 
base defense mission will not be covered in this FAQ.

<<Others>>>:  Some others will be a kill this or that mission, it varies a bit, 
and they\'re not particularly tough.  Enemies to kill will also have a direction 
on the compass.

(Note that each level can be and usually is a combination of various missions.)


===============================================================================
6.                             Mission Walkthroughs
===============================================================================

Here\'s what most of you are here for I\'m sure.  Missions walkthroughs.  I will 
list token locations on each level, and a few tips for some missions.  The 
easier missions I won\'t detail much though as they should be, well, easy.  Also 
note again that I\'m not going to bother discussing the turret missions.  Just 
remember to keep moving, keep blasting at everything coming at you, and tokens 
drop from the sky during the first cargo plane drop (usually, you won\'t miss 
them, don\'t worry).

Note the usage of the words \"Map\" and \"Compass.\"  Compass refers to, well, the 
compass on your screen.  Map does not refer to any auto-map (since there is 
none), but rather the playfield your character is on.  A term such as \"move 
down the map\" typically means to progress forward in the level.

==============
Storm the Base
==============

<<Objectives>>>: Get Ticker Bombs from the Pub, Blow up Two Gates

<<Walkthrough>>>: I\'m not going to spend a lot of time on this, as it is 
relatively simple.  You start out with the Hawkings Rifle so just use it to 
shoot at baddies.  When you see explosive barrels in the distance, aim for them 
to take out multiple guys.  Just follow the level until you get to the pub.  
You\'ll automatically get Ticker Bombs, a Topsy Turvy Bomb, and you can get a 
machinegun if you want.  And you will want it.  Turn around and go to the first 
gate then blow it.  After you do this, an alarm goes off, so go around the 
corner and blow the barrels around it up, which will blow it up.  Make your way 
by blasting guys in the trenches and blow up the barracks if you want.  Keep 
following the level, fighting your way through guys, to the end.  You\'ll come 
to second gate.  Blow it up, go through it, mission accomplished.

<<Token>>>:  Right in front of you when you start.  If you miss it, you\'re 
blind.

<<Tips>>>: Use this level to get to know the controls and what different things 
look like (alarms, exploding barrels, barracks).  Also get used to the 
controls.  If it helps you aim any, you can invert the Y-axis.

============
Rescue Rexus
============

<<Objectives>>>: Take over the Forge Cannons, Blow open the prison gates, Get 
to Rexus

<<Walkthrough>>>:  Blast the guy who starts crawling up the house right away, 
then the guy in front and move on.  There\'s a guy on the rooftop, shoot him or 
avoid him, your choice.  You\'ll come to facing down an alley, and possibly hear 
and alarm.  Notice in the distance there are explosive barrels, blast them, it 
destroys the alarm.  Now fight your way through the alley and to the area where 
you just shot the barrels.  There\'s a pub to your left, you can get a sniper 
rifle but you don\'t really need it.  You\'ll also get a Traitor Bomb.  After 
leaving the pub keep following the map, and mostly try to avoid everyone 
because you\'ll hear a second alarm soon.  You\'ll round a corner and see it, so 
shoot it, then worry about playing clean-up.  Guys appear non-stop when alarms 
go off, so try to make destroying them top priority.  After you\'ve destroyed 
the second alarm hug the wall to your left to come up behind the guys and the 
Stig machine gunner further up the map.  Another alarm goes off but you\'ll have 
to fight your way to it.  First run from the Stig machine gun and up around a 
little hill, there\'s a barracks here so blow it up.  Go back down and follow 
your compass.  There\'s sniper towers, blow up the barrels beneath them and they 
topple.  There\'s also a barracks in front of you, and to the right of that is 
the alarm.  Blow the alarm, then the barracks, and clean the area out.  Get all 
the health you can right now.  See the snowy arch now?  Machine gun the guys in 
front of you, but don\'t run through it yet, take a second to read his.  Once 
you go through the arch you\'ll see two Forge cannons that will fire at you.  
Break either left or right and use the wood posts as cover while you make your 
way around BEHIND BOTH cannons.  You\'re safe here, they can\'t hurt you.  So 
shoot the gunners in them, then take over one and blow the up the gate.  Now 
exit the turret and run straight through the gate to all the way to Rexus on 
the other side.  You might have to shoot a few guys.  Mission accomplished.

<<Token>>>: After the second alarm, if you go straight instead of going back 
behind the houses you\'ll see a broken house on your left.  Jump into it, and 
you\'ll find the token.

<<Tips>>>: There\'s lots of guys in windows and on rooftops in this level.  Get 
used to it, and either kill them, or just avoid their fire which is easy 
enough.

========================
Liberate Fjorkin Village
========================

<<Objectives>>>: Destroy window grunts, captains, and barracks, Get Ticker 
Bombs from the Pub. (Part 2) Blow two gates with ticker bombs, blow up 5 
colossus scaffolds with ticker bombs, blow a way out of town with ticker bombs. 

<<Walkthrough>>>: First make it through the circular semi-wooded area.  Fight 
to your right and when you near the barracks, lob bombs at it to destroy it, 
then clear out the rest of the enemies in this section (don\'t go through the 
arch just yet).  You don\'t have to eliminate these guys, but it helps, then go 
through the arch.  Note the barracks in front of you, blow this up.  Also note 
the guys in the windows, kill them too.  The last guy you need to get is one of 
those German Captains, and he\'s by the pub which you can enter as soon as you 
kill him and all the henchmen.  If you missed someone, check your compass.  
After leaving the pub you get more objectives (listed above).  The first gate 
is right in front of you.  So nuke it.  Going through you\'ll notice a guy off 
in the distance in front of you, and some guys surrounding a barracks to your 
right.  Switch to the Land Shark Gun you got at the pub and shoot one at the 
guys around the barracks, it\'ll occupy them.  Now switch back to your machine 
gun and clear the guy in front of you and then work to your right, taking out 
anyone the shark isn\'t snacking on and finally blow up the barracks.  Take care 
of anyone left, then follow the compass to the gate and blow it up.  Run 
through the gate, killing the guys and barracks to your left.  Again 
distracting guys coming from the barracks with a land shark while you use 
sticky bombs it is a good tactic.  There\'s a Stig gunner further down the map 
though, and he will shoot at you, so try to hook around behind the barracks so 
you move out of his field of fire, then kill him.  Your first scaffold awaits a 
ticker bomb, so set one and get moving.  In front of you you\'ll see a corner to 
that hooks right, with a bunch of penguins on the left.  When you come around 
it, don\'t stop moving, and notice the two Forge cannons blasting at you.  Your 
best bet is to avoid the projectiles while constantly moving.  Get behind the 
one to your left, which puts you out of range of both guns, and then kill the 
grunts working them.  There\'s also a barracks behind these guns you should 
destroy.  Also by the second Forge cannon gunner you killed there is a scaffold 
off to the side, take that out with a ticker bomb and advance down the map.  
When you see the third scaffold keep to the wall to your left, which goes 
behind it, as you pass the scaffold you\'ll come up behind a Stig gunner, waste 
him, use his gun to destroy the barracks it\'s pointed at, then blow up the next 
barracks with sticky bombs.  Once the area is clear, blow the scaffold, two 
more left.  Advance down the map by hugging the left wall again, and kill the 
next Stig Gunner.  Blow the scaffold and go to the pub.  Make sure you pick up 
the mortar launcher here.  You can replace the Hawkings Rifle with it.  Now as 
you exit that pub and go through the arch, you\'ll see a Colossus, not a 
scaffold but a fully assembled robot walking around.  You can fight it, in 
which case it can be blown-up with sticky bombs and mortar rounds.  Or you can 
circle behind houses to avoid it.  I recommend fighting it, it\'s good mortar 
practice.  If the guys around it are a hassle you can also toss a land shark or 
two their way to keep them busy.  If you need health/ammo during/after the 
fight the pub is nearby.  After the robot is dead follow the road, to the right 
is a barracks, blow it.  Keep following the road, to the right is the final 
scaffold, blow this up as well.  Keep going and run towards the wall in front 
of you.  There\'s a place for a bomb, so plant it, and when it explodes it\'s 
mission accomplished.

<<Token>>>:  It\'s behind a house in the second large open area.  There\'s a 
sniper tower in the area, but the pub is in the area AFTER it.  Just follow the 
map border on the left behind houses, you should find it.

<<Tips>>>:  Aside from the first barracks, you don\'t actually have to blow all 
of them up, but it\'s usually good to do as it keep guys off your back.  Also 
this is a level to get good at avoiding Stig Machine Gun fire as you\'ll 
encounter a couple of these.  Later in the game you won\'t always be able to run 
behind them, and they can be shot from the front, it just takes practice.

======================
Rescue the Sacred Lamb
======================

<<Objectives>>>: Take out all 8 sniper captains, Rescue the Sacred Lamb

<<Walkthrough>>>:  Move forward, gun your way through the first two grunts and 
keep going.  You\'ll see a lot of guys in your path under an arch, and up top 
left in a smaller arch is the first sniper.  First concentrate on the machine 
gun nests to your left and right, then quickly kill all the guys around you and 
then machine gun the first sniper.  He\'s close, so the Flemming is easier to 
use than the rifle.  As you go through the arch you\'ll be shot at by another 
sniper standing on a rock a long distance away.  Use your sniper rifle and take 
him out (try to keep moving while aiming though, otherwise he\'ll hit you).  
Don\'t follow the path yet, down it a long ways you\'ll see a pile of barrels, 
and a ling of grunts marching.  Wait until the grunts are next to the barrels 
and snipe the barrels, which gets most of them.  Now RUN, look for a passage to 
some houses to your right and go down it, try to jump and move around as there 
are Forge Cannons behind you on a far cliff no doubt shooting at you, also kill 
any guys in your way, there are barrels that can be shot too.  As you loop 
around back here you\'ll notice a pub, so go to it and get the mortar gun.  When 
you come out, look up, you should see a Zeppelin.  Shoot mortars up at it, even 
if the health bar on it doesn\'t show.  If the mortar hits it, it still counts.  
Shoot it until it\'s destroyed then reload in the pub.  Follow the path up from 
the pub.  There may be enemies that are alive still to your left, so watch out 
there.  Also there\'s guys down to your right for sure so kill them.  On the 
cliff above you can see a barracks, shoot it with the mortar, or shoot the 
rocks above it to destroy it.  Wait before heading around the corner and up the 
hill.  First take the sniper rifle and take out the two Stig Gunners before the 
bridge.  Now look at the rock formation in the distance behind the bridge, it 
looks like an anvil.  On a rock outcropping is another sniper, take him out.  
Look around for a second sniper to the left off this position, he might be hard 
to spot.  If you see him then, take him out.  Reload any ammo you need at the 
Pub, and head over to where you sniped the Stig gunners earlier.  If you see a 
flying saucer you can also destroy it with a sniper rifle easily.  Another 
Zeppelin flies over the bridge, blow it up with mortar rounds and immediately 
turn around.  Another wave of enemies spawns, so go down the hill and take them 
out so they don\'t bother you.  Head back up the hill and even more guys have 
spawned at the bridge, so take them out too.  Now, head across the bridge with 
caution.  While on the bridge, to the right a bit, is another sniper standing 
on a ledge, snipe him before you cross.  There\'s also one to your left standing 
on top of a stone pillar behind the town.  Just look around at the tops of the 
pillars on your left and you\'ll find him, so take him out.  There\'s another guy 
on a ledge of one of the larger pillars (also on the left) but you may not be 
able to see him yet.  If you can though... well you know what to do by now.  
After you cross the bridge you might see a sniper fire at you, directly in 
front.  So move around until you figure him out, and then shoot him as well.  
Move down the slope a bit and hit the barracks if it\'s in range.  If you\'re low 
on sniper/mortar ammo here you can also hoof it back to the pub.  The last 
sniper is directly in front of you if you follow the bend in the road, and up 
on another ledge.  He\'s the last one, if you found all of the previous ones, so 
take him out to complete that objective.  If you missed one or two, watch for 
the red trails of their bullets to find them, and then shoot them.  You\'ll 
notice a village on the island of rocks on your left as you continue following 
the path.  There\'s a barracks in plain sight, and I suggest hitting it with 
some mortar rounds before you keep going.  Best to destroy it before getting 
there.  As you follow the path you can take this opportunity to shoot at some 
of the guys to your left as they get in range, I recommend it.  Be careful 
though, as some guys come up from down the slope so mow them over too.  Just 
follow the path to the village, and take the guys left behind from where you 
blew up the barracks.  More guys will come from all angles, so take them out, 
especially any of them that jump into that Stig mounted gun.  Now just follow 
the indicator on your compass, fighting through any guys left behind, and to 
the Sacred Sheep (heavily laden with explosives).  Mission Accomplished.

<<Token>>>: As soon as you pass the arch with the first sniper, follow the path 
to the right.  It\'ll go along the edge of a cliff, hooking right the whole way, 
and to the first token.  If you follow a path into houses and the pub, you\'re 
on the wrong path.

<<Tips>>>: Shooting the snipers before they start shooting at you can be a 
pain, because you need to know where they are.  You can do this one of two 
ways- painstakingly scour the map with the sniper in zoom mode, or do a rush 
(after using the pub to save) to get them to shoot at you and get an idea of 
their position.

==============
Clear the Road
==============

<<Objectives>>>: Destroy six bullseye houses and the Q1-12

<<Walkthrough>>>: Start off with the machine gun out, and move forward 
immediately because you get spotted right away and an alarm goes off.  The 
alarm is right in front of you, so gun it down, and the guys nearby.  There\'s a 
bullseye house to your right, so destroy that with a sticky bomb.  Far to the 
left is a barracks you can destroy, and in front of you a pub you can go to 
(With another barracks just past that too).  If you\'re good on health clear the 
barracks and the guys, then visit the pub.  Hell just do it in in order you 
please if you want.  Make sure to at least get the mortar cannon while in the 
pub.  Across the way from the front of the pub is another bullseye house, so 
blow that up too now, but don\'t get too close to it to sticky bomb it, you\'ll 
see why.  Climb the hill behind the second barracks, it might take some jumping 
but it can be done.  Then progress further up the map until you come to a slope 
with a barracks on it, to your left.  Blow up the barracks but be careful and 
note TWO things firing at you.  One is a circular dome with holes in it on the 
cliff side (A rocket pod), another is a Forge turret on the hill.  Try to avoid 
their fire and blow them up with the mortars from the distance.  Notice how 
there\'s a road running parallel to you and another road perpendicular to this.  
Your objective is the second road I just mentioned, so cross the parallel road 
by fighting your way through guys but do so QUICKLY as there are more 
rocket/mortar cannons firing at you.  You should note as you cross the road 
there are two Forge turrets to your left that the path on the cliff has had you 
avoid.  Ignore them for now if you\'d like.  As you get to the perpendicular 
road you\'ll see a siren undoubtedly going off, so destroy it.  Down the road is 
another bullseye house so destroy this one too then stop and turn around.  Go 
back and climb the cliff to your left (Same cliff as the first Forge cannon 
was) and then run along this elevated area further down the road I previously 
didn\'t want you to go down.  To your front/right are more bullseye houses, and 
the Q1-12 robot.  There is also another rocket pod at the bottom of the cliff 
you\'re on, destroy that first.  Notice there is a barracks in this area 
containing bullseye houses, so get behind it.  Now blow up the barracks and 
circle clockwise around this little \"village\", it helps you avoid fire from the 
Q1-12 by staying behind the houses.  As you circle you\'ll see a Stig gunner up 
on the hill a bit, so kill him and for once use his turret.  Use this turret to 
kill the Q1-12, if there\'s a house blocking your view blow it up with the gun 
too, it\'s a bullseye house anyways.  Once the robot is toast take out the rest 
of the bullseye houses with sticky bombs and backtrack down the road.  You\'ll 
come to the spot where you destroyed the second alarm, so hang a right here 
(you also blew up a house down this road).  Now follow your compass as it leads 
you through paths to the last house to destroy.  You\'ll come to another village 
type area, and see another barracks up on a cliff, throw sticky bombs at it and 
get out your mortar cannon.  Use the mortar cannon on the rocket pod in the 
cliff wall, and the Stig gunner to the left of it.  Now take over the Stig gun, 
you\'ll see another bullseye house in front of you, ignore the alarm going off 
and shoot up the last house for another mission accomplished.

<<Token>>>: It\'s on the hill behind the first bullseye house.  You might have 
to climb the hill at a spot behind the pub to get back around to it though.

<<Tips>>>: There\'s shooters all over on top of hills, evade them or take them 
out, whichever seems to make your life easier.  Also don\'t be afraid to rush 
the level a few times to get a feel for placements of rocket pods or Forge 
cannons, it\'ll take some practice to understand where they are and get good at 
taking them out on the run.  There are multiple ways to complete this mission 
as there\'s lots of other hills you can climb and move around on, so experiment 
a bit if this walkthrough doesn\'t work for you.

==================
Save the Villagers
==================

<<Objectives>>>: Rescue five peasants and return them home, destroy all the 
kings rocket towers.

<<Walkthrough>>>: This level is kind of free for all, and it\'s tough for me to 
explain every little detail so I\'m just going to give a bit of an overall 
strategy.  I recommend starting by going after the first rocket tower behind 
you.  Take it out with the Vindaloo if you\'d like, or dodge it\'s rockets (Which 
move slow, but in clusters of four) until you\'re in machine gun range.  There\'s 
a saucer this way, it might be advisable to take it out first, but worry about 
the guys flying around with jetpacks on last.  Once all hostile fire nearby has 
been cleared take out the guys working the Forge cannons that are around the 
tower.  They can\'t hurt you yet, but might later.  The first peasant is in a 
penned in area next to the first rocket tower, so grab him.  Now, as you were 
facing the tower and running towards it at the start there was a Forge cannon, 
use it, it faces a rocket tower way off in the distance.  You can hit this 
tower from here, even though it\'s a ways off, so do so until it falls.  Also 
aim for a boulder on top of the mountain to the left, it falls onto a barracks 
and crushes it.  Now go back to the start of the level, but carefully.  As you 
go back to the beginning you\'ll notice another Forge cannon at your level on a 
far off cliff, I recommend getting the Vindaloo out, acquiring a lock, and 
destroying it.  When you see a guy go flying out, you know you hit it.  Here\'s 
where things get more free form.  Grunts and jet-pack soldiers are down the 
hill and come at you, just try to kill them all off.  Jet pack guys will 
countinously seem to come endlessly but I *think* they only come from parts on 
the level they were positioned at during the start, just keep killing them as 
you see them.  There\'s a second peasant up on the hill behind the Forge cannon 
(Where you dropped a boulder on the barracks) so go get him.  Now, notice this 
mountain is a central area of the map, so start working around it, clockwise.  
You\'ll see a rocket tower on a hill divided from you by a gorge you can\'t 
cross, use the Vindaloo on it (as well as the snipers by it).  As you move 
around clockwise you\'ll see a Forge cannon firing at you, and another rocket 
tower.  Do what is easiest to you, either get in range for the machine gun, 
dodging rockets as you go, or use the Vindaloo at long range.  To the right, at 
the foot of the mountain, is the first house to drop a peasant off (Glowing 
green doormat) so do so.  Keep working around clockwise by destroying things as 
you go until you get to the pub.  I know by now you\'ll probably need Vindaloo 
ammo, so you can wait to destroy the rocket tower it\'s next to if you\'d like.  
Once you exit the pub, fully loaded again, the mission is yours.  Keep picking 
your way around the map a little more slowly now, and feel free to use rockets 
on anything you can get a lock on, you\'ve got an easy path to the pub.  Pay 
attention to where you see glowing doormats, and follow the compass to the 
peasants.  Don\'t follow the path up into the central mountain just yet though.  
Work around until you\'ve destroyed all rocket towers around the mountain, and 
gotten all peasants.  Follow the compass for them, and explore a bit, they can 
be found.  You should end up with one peasant in tow, one missing, and three 
saved.  Go to the pub again and save your game.  Now exit the pub and put the 
door to your left, you\'ll see the mountain.  Run towards it and to your left 
you\'ll see a path (mentioned earlier) leading up into it.  The last peasant is 
at the mouth of the path so grab him then continue on the path.  Now it becomes 
a no brainer.  Follow the path, dumping the first peasant off at the house to 
your left then go back to follow the path up the hill.  Just fight through the 
grunts, don\'t worry about the barracks and dump the final peasant off at the 
final house that\'s at the end of the path.

<<Token>>>: There\'s a peasant on top of an archway you can run under, around 
and up on to, so do so to get this peasant.  Keep following this same path to 
it\'s end.  There\'s a Forge cannon to your left ahead of you on the path.  The 
token is behind this gun (To the right or left, I don\'t remember).

<<Tips>>>: Until you get to the pub try to save your Vindaloo ammo.  I 
recommend only using it on the rocket towers you can\'t reach with the machine 
gun, Forge cannons, and snipers.  After you can hit the pub for infinite 
resupplies of ammo, go buck wild with it.  Also FOLLOW YOUR COMPASS to 
peasants, if you\'ve gotten the four from around the central mountain then the 
last is along the pathway INTO the mountain discussed.  I have no easy way to 
tell you how to navigate to their houses though, as the compass won\'t show 
these locations.  Just try to remember where you see them, and search around a 
bit if you come up short.

========================
Save the Dick Turpinites     
========================

<<Objectives>>>: Destroy 3 goliaths, return the 3 peasants to their homes.

<<Walkthrough>>>: Another mission that\'s hard to do a walkthrough for, but this 
mission is easy to do.  You have the jetpack, so avoiding fire is a breeze.  
Notice how the map is a bunch of grassy platforms with trenches around it.  In 
these trenches lumbers three goliaths with peasants on cages strapped to their 
back.  Follow your compass to them and get close.  Goliaths don\'t attack you, 
and you attach ticker bombs (which you begin with) to their backs to destroy 
them.  HOWEVER, they are usually guarded by grunts and such, so try to kill 
enough guys to buy breathing space to attach these bombs.  Make blowing up the 
goliaths priority, pick up the peasants after all are destroyed since the 
peasants won\'t run away but you\'ll get a mission failed if the goliaths get too 
far.  Again, just clear out enough soldiers surrounding goliaths to plant the 
bombs.  Once all three are destroyed go back to them and get the peasants.  
Thankfully there\'s only three, and you can carry them all at once.  Jet out of 
the trench and up on the grassy lands.  Just jet hop around to avoid fire and 
keep your eyes peeled for two things, glowing doormats, and a pub.  Use the pub 
if you need health, or to save the game once you have the peasants so a restart 
is easy.  The first house is next to the pub, the second two are past it, down 
the map a ways.  With the vantage point being airborne with the jetpack 
provides they\'re easy to find.  Return all three to get a good old mission 
accomplished.

<<Token>>>: Keep an eye on the right wall of the map.  You\'ll see a broken 
house kind of up a hill a bit, in somewhat of an alcove.  The token is in this 
broken house.

<<Tips>>>: Except for enemies surrounding the goliaths, your best tactic is to 
avoid most everyone.  There\'s a few rocket towers and pods, you can even easily 
avoid these if need be.  The jetpack is AWESOME for avoiding enemy fire, so you 
don\'t have to kill everything in sight.

(Note, in this early version of the FAQ I\'m jumping ahead to the Defend Lily\'s 
House (Zitwalla, the level with all the Zeppelins), as I figure it\'s going to 
be the most requested mission walkthrough.  The rest of the missions will be 
added later)

===================                           
Defend Lily\'s House
===================

<<Objectives>>>: Don\'t let Lily\'s house get destroyed, Don\'t let all the other 
houses get destroyed.

<<Walkthrough>>>: If you\'ve tried this mission a dozen times and failed 
miserably each time, I feel for you.  But here\'s a way to do it without letting 
a single guy land, or letting a single house get destroyed.  Start off by 
running kind of forward and to the left, towards the wall.  There\'s two ramps 
in this direction, go for the rightmost one and follow it up and around.  It 
hooks up and left, and stops at a higher level, get off here and DO NOT go up 
just yet, instead head towards the pub.  Go behind the pub, there\'s a Vindaloo 
upgrade here so get it, and then go in the pub and save.  In front of the pub 
there\'s a Stig gun, make a note of it but don\'t use it just yet.  Go to the 
left.  Staying on the same level as the pub and looking left you\'ll see some 
houses in the distance around a courtyard type deal.  Above this there should 
be a Zeppelin coming in, it\'s probably behind a tree in front of you.  Aim the 
rocket launcher between the trees branches and take it down quickly.  This is 
the first place guys would have dropped if you didn\'t destroy it right away.  
Now go back to the Stig gun.  Using the Stig, quickly gun down the three 
Zeppelins in front of you, it doesn\'t take long.  Go back to the left, there\'s 
another incoming Zeppelin where the first one you shot down is, so blow that 
up.  Go to the pub and get more ammo if you need it.  Go back to the spot you 
were just at, a low flying Zeppelin should be coming into range soon.  Whew!  
Do all that without anything dropping in?  Good, now it\'s easy.  Don\'t quote me 
on this, but the only place Zeppelins should be flying in is again over that 
spot where you blew up the first one.  Stay on the level of the pub to shoot at 
it, and check all around you on occasion to make sure no more are coming in.  
You\'ll destroy about 10 of these things total, and then it\'s mission 
accomplished.  No houses lost, no guys dropped.  No problem.

<<Token>>>: When you get on the level to go to the pub, there\'s another ramp to 
your right.  Follow this up, cross the bridge to the windmill, and find the 
token behind said windmill.

<<Tips>>>: Don\'t shoot at the first two Zeppelins in the beginning, FOLLOW THE 
GUIDE, and go for the upgrade and the pub.  With a four rocket upgrade on the 
Vindaloo you can afford to wait until the Zeppelins come into lock on range, so 
do so.  Also, at various spots in the map there are grunts in Forge Cannons.  
Killing these guys does nothing to help save the village as they can\'t target 
the houses.  Don\'t worry about them.


===============================================================================
7.                              Help Wanted
===============================================================================

<<Additional Walkthroughs>>>: I can write these myself easily, but if you\'ve 
got some down I\'ll gladly put them in here (provided I didn\'t already write one 
for the level) and add a thanks section give you credit.  I will however 
reserve the right to alter them in any way I see fit.

<<Additional Hints/Tips>>>:  I appreciate these too, but will post them as is 
(provided they\'re readable :P) and also include your name in a thank you 
section.

<<Cut-Scene FAQ>>>:  I kind of want to compile one of these when I\'m done here, 
or help collaborate with someone on one.  The idea is to provide a FAQ for 
references in the cut-scene to other books/movies.  Please refrain from sending 
me the obvious ones though (Star Wars refs, and the thing about the wrist 
locator which is from Aliens).

<<Questions>>>: You got questions, I might have answers.  You can send these to 
me and I will answer them to you (and possibly in here) provided that they are 
NOT questions on getting through/finding tokens for missions in the FAQ.  I\'d 
prefer that you don\'t ask questions for missions I haven\'t made walkthroughs 
for yet, but if you absolutely must, and you can\'t find your answer on GameFAQs 
boards, go ahead.

All questions can be directed to the e-mail address or AIM handle provided in 
the next section.

Again, for supplying any content I will offer no rewards in money, I will add 
your name to the credits however.


===============================================================================
8.                           Miscellaneous
===============================================================================

====================
8.1 About the Author
====================

I\'m Nicholas Boyle (aka Nichomatic), a bit of an on again off again gamer.  
After using lots of FAQs on the GameFAQ site I\'ve decided to start contributing 
myself.  This is my first FAQ and I hope it\'s done well enough that it\'s 
actually helpful.  You can contact me in two ways:

AIM: Nichomatic
Email: [email protected]

If you do send me an IM or Email though, please try to type in an 
understandable manner.  I\'d prefer if in the e-mail title you\'d put the game 
you have a question about, and the question in the message body itself.  Please 
don\'t send me questions that are answered in here, or questions that have 
answers you could easily find yourself.


===============================================================================
9.                           Legal Info.
===============================================================================

I wrote this Walkthrough/FAQ, and having done so I also own it.  I encourage 
you to print out copies for yourself and for friends to help you in this game 
(that\'s what it\'s here for).  If you want to post it on a website FREE OF 
CHARGE TO ANYONE and UNALTERED go right ahead, although I\'d appreciate a heads-
up.  What I will not permit is the usage of this guide on a site that requires 
you to be a paying member to view it.  Walkthroughs in this FAQ can be used in 
another FAQ for the same game, BUT you must ask my permission FIRST before 
doing that.  This is my way to assure that no one uses my guide (in part or 
whole) for their own profit.

If you paid money to see this FAQ, you got ripped off, and I got ripped off.  

This FAQ has been submitted to the following websites:
www.GameFAQS.com
www.CheatCC.com
www.CheatHappens.com
www.Supercheats.com


All trademarks and copyrights contained in this document are owned by their 
respective trademark and copyright holders.

_______________________________________________________________________________
Copyright (c) 2004 Nicholas Boyle