Delta Force 2 Unofficial Strategy Guide and FAQ by Kasey Chang released August 19, 2005 1 Introduction This section is for "what the FAQ is about" and things like that. Feel free to skip this section. If you like the FAQ, please send me a dollar. :-) See [1.3] This FAQ is about "Delta Force 2", the military shooter created and published by Novalogic, "very" loosely based on the exploits of US Army Special Forces, detachment Delta, a.k.a. Delta Force. . 1.1 A WORD FROM THE AUTHOR This is a FAQ, NOT a manual, not that you really need a manual to play this shooter. How hard can it be, really? Besides, all the commands are listed when you press F1. This USG only covers the PC Version, since this only existed on the PC. 1.2 TERMS OF DISTRIBUTION This document is copyrighted by Kuo-Sheng "Kasey" Chang (c) 2005; all rights reserved excepted as noted above in the disclaimer section. This document is available FREE of charge subjected to the following conditions: 1)This notice and author's name must accompany all copies of this document: "Delta Force 2 Unofficial Strategy Guide and FAQ" is copyrighted (c) 2005 by Kasey K.S. Chang, all rights reserved except as noted in the disclaimer." 2)This document must NOT be modified in any form or manner without prior permission of the author with the following exception: if you wish to convert this document to a different file format or archive format, with no change to the content, then no permission is needed. 2a) In case you can't read, that means TXT only. No banners, no HTML borders, no cutting up into multiple pages to get you more banner hits, and esp. no adding your site name to the site list. [Small exception: a "small" toolbar with no banners embedded is okay. See IGN or Neoseeker for examples.] 3)No charge other than "reasonable" compensation should charged for its distribution. Free is preferred, of course. Sale of this information is expressly prohibited. If you see any one selling this guide, contact me (see below). 4)If you used material from this, PLEASE ACKNOWLEDGE the source, else it is plagiarism. 5)The author hereby grants all games-related website the right to archive and link to this document to share among the game fandom, provided that all above restrictions are followed. Sidenote: The above conditions are known as a statutory contract. If you meet them, then you are entitled to the rights I give you in 5), i.e. archive and display this document on your website. If you don't follow them, then you did not meet the statutory contract conditions, and therefore you have no right to display this document. If you do so, then you are infringing upon my copyright. This section was added for any website that don't seem to understand this. For the gamers: You are under NO obligation to send me ANY compensation. However, I do ask for a VOLUNTARY contribution of one (1) US Dollar if you live in the United States, and if you believe this guide helped your game. If you choose to do so, please make your US$1.00 check or $1.00 worth of US stamps to "Kuo-Sheng Chang", and send it to "2220 Turk Blvd. #6, San Francisco, CA 94118 USA". If you don't live in the US, please send me some local stamps. I collect stamps too. 1.3 VOLUNTARY CONTRIBUTION Gamers who read this guide are under NO obligation to send me ANY compensation. However, a VOLUNTARY contribution of one (1) US Dollar would be very appreciated. If you choose to do so, please make your US$1.00 check or $1.00 worth of stamps to "Kuo-Sheng Chang", and send it to "2220 Turk Blvd. #6, San Francisco, CA 94118 USA". If you don't live in the US, please send me some local stamps. I collect stamps too. For the record, out of ALL the FAQs I wrote (over 60 at last count) over the past ten years or so, I've received exactly 35 dollars and 8 sets of stamps, as of release of this guide. So I'm NOT making any money off these guides, folks. 1.4 HOW AND WHEN TO CONTACT ME PLEASE let me know if there's a confusing or missing remark, mistakes, and thereof... If you find a question about this game that is not covered in the USG, e-mail it to me at the address specified below. I'll try to answer it and include it in the next update. Please do NOT write me for technical support. That is the publisher's job. Please do NOT ask me to answer questions that have already answered in this FAQ/guide. It makes you look REALLY idiotic. I will NOT answer stupid questions like the ones above unless I'm in a really good mood. If you send questions like that, do NOT expect a reply. The address below is spelled out phonetically so spammers can't use spambots on it: Kilo-Sierra-Charlie-Hotel-Alpha-November-Golf-Seven-Seven AT Yankee-Alpha-Hotel-Oscar-Oscar DOT Charlie-Oscar-Mike To decipher this, simply read the first letter off each word except for the numbers and the punctuation. This is "military phonetics" or "aeronautical phonetics" in case you're wondering. This document was produced on Microsoft Word 97. Some editing was done with Editpad (editpadclassic.com). 1.5 THE AUTHOR I am just a game player who decided to write my own FAQs when the ones I find don't cover what I want to see. Lots of people like what I did, so I kept doing it. Previously, I've written Unofficial Strategy Guides (USGs) for XCOM, XCOM2:TFTD, Wing Commander, Wing Commander 2, Wing Commander 3, Wing Commander 4, Privateer, Spycraft, 688(I) Hunter/Killer. Mechwarrior 3, MW3 Expansion Pack, Mechwarrior 4, Mechwarrior 4: Black Knight, Need for Speed: Porsche Unleashed, The Sting!, Terranova, Fallout Tactics, Starfleet Command Volume II, DS9: The Fallen, DS9: Dominion War, Driver, Warlords: Battlecry, Monopoly Tycoon, Dungeon Siege, and a few others. To contact me, see 1.4 above. 1.6 DISCLAIMER / COPYRIGHT INFORMATION Novalogic created and published Delta Force 2. It's the second game in the Delta Force franchise, as the name suggests. This USG is not endorsed or authorized by NovaLogic. The information compiled in this USG has been gathered independently through the author's efforts except where noted otherwise. This document is based on the retail version with final patch, which is V1.06.15. 1.7 HISTORY 19-AUG-2005 Initial release 2 DF2 General Info 2.1 THE MOST FREQUENTLY ASKED QUESTIONS Q: Can you send me the game (or portions thereof)? A: No. Q: Can you send me the manual? (or portions thereof) A: It's on the CD, you m****! Also, press F1 in the game. Q: Can you tell me how to play the game? A: Read the manual please. Q: How big is the install? A: About 475MB regular install, 125MB compact install. Q: Is there a patch? A: Use the auto-update tool. As of this release, it's V1.06.15 Q: What's the difference among the difficulty levels? A: How easy you die, mainly, and how good the enemy is. AI on higher level is also more aggressive in patrols. They also react to sounds of gunfire or explosions or screams of pain. Finally, their accuracy is improved. Also, if a friendly helicopter is involved, it may die if you loiter excessively on normal or hard difficulty levels. Q: What about some cheat codes? A: See final section. Q: How about a mission editor? A: It's installed with the game, you *****! 2.2 DF2 HISTORY Novalogic has been around since 1986, though they mainly did ports and published through other publishers such as Accolade (Steel Thunder) and Broderbund (Wolfpack). NovaLogic broke onto the PC gaming scene in 1992 with their breakthrough title: Commanche: Maximum Overkill. Using their proprietary voxel-based technology, they were able to deliver full 3D with realistic terrain that's NOT based on polygons, as well as effects like reflections and such, on then available PC (386), with extremely high frame rates, and that is simply amazing. Commanche was Novalogic's first self-published title. It spawned multiple follow-ups. Currently it's on "Commanche 4". The voxel technology was quickly reused in Ultrabots (a giant- robot fighting game) and Armored Fist (tank combat sim). Related technology was used in the various fighter sims such as F-22 series, F-16, and MiG-29. In 1999, NovaLogic introduced Delta Force, a first-person shooter based on their voxel technology. It was a success and spawned multiple sequels: Delta Force 2, Delta Force / Land Warrior, and Delta Force / Task Force Dagger. You are, of course, playing Delta Force 2. Later, NovaLogic improved the engine to create Delta Force / Black Hawk Down, partly inspired by the movie and the exploits of the Ranger company and Delta force before that infamous day in Mogadishu. It also spawned an expansion pack: Team Sabre, that have you traveling to South America and Southeast Asia in search of drug kingpins and terrorists. NovaLogic then went to a new engine for Joint Operations, and its expansion: Escalation. On the other hand, it recently revived the Delta Force franchise by creating Delta Force Xtreme. Most NovaLogic games feature support for NovaWorld, a full- featured online gaming lobby and stat tracker where you can earn ranks and get promoted if you play well. Imagine having a 50-150 player battle, across maps that's measured in square KILOMETERS, not square meters! 2.3 HARDWARE REQUIREMENTS From official website: Required Processor: Pentium II or faster Video Card: Any Windows Compatible Hard Drive: 200 MB RAM: 64 MB 2.4 HOW DOES THIS GAME PLAY? Basically, it's one of those lone-wolf type games where you shoot a LOT of terrorists or militia, basically EVERYONE in your way. You get a couple AI buddies along with you, but they die quite often, never seeks cover, and so on. Sniping is encouraged, and indeed, required. You usually have 10 mags of ammo for your primary weapon. You carry your pistol for close-quarters combat, but you don't have much ammo for it. (4 mags for pistol). You can carry other items like ghillie suit, satchel charges, and so on for specific missions. You may need to retrieve documents and/or computers, destroy computers, demolish buildings, plant beacons, and so on. Lots of things to do, but the way you do them is similar enough. In some missions you encounter civilians. There is also a full mission editor if you want to create your own missions. However, it's not that easy to use. 2.5 BUGS AND FIXES The game is very stable and never crashed even once on my test computer. However, it does not enjoy task switching. If you hit ALT-TAB, and try to switch back, the game will crash to desktop with a SYSDUMP.TXT message. You should get the latest patch via the auto-update tool, and close any extra programs such as virus checker, firewall (unless you're going online), and such before starting the game. That seems to help. Cheating is rampant online and since NovaLogic has moved onto other games, new patches are unlikely. 2.6 EXPANSION PACKS? SEQUELS? RELATED TITLES? Delta Force: Land Warrior: 3rd in series, introduced different characters such as sniper, close-quarters, assault, heavy weapons, demolition, and so on. Each has special "powers". Delta Force: Task Force Dagger: 4th in series, introduced missions roughly based on the exploits of Coalition forces in Afghanistan. Delta Force / Black Hawk Down -- partly inspired by the movie and the exploits of the Delta Force and Ranger company before that infamous day in Mogadishu. Delta Force / Black Hawk Down: Team Sabre -- expansion pack that have your team go to Southeast Asia and Colombia to chase terrorists and drug kingpins. Joint Operations -- small squad combat in jungles of Indonesia, designed for multiplayer, using vehicles, helicopters, small boats, and lots of infantry action. Joint Operations: Escalation -- expansion pack, adding more riverine stuff, more vehicles, including tanks, and so on. Delta Force Extreme -- the latest version, including co-op play, multiplayer, and more is now in stores, for a low price of $20! Features state of the art graphics upgrades. 2.7 SOME COMMON SUPPORT ISSUES Latest version is 1.06.15, dated March 22, 2000. If you bought the Delta Force trilogy and the install code did not work, check the official website (http://www.novalogic.com) for a temporary install code. There is no in-game save. You must finish the mission. If the choices for campaign and/or quick mission are not available, your CD was not being recognized. The mission editor does NOT work in Win2K or WinXP. This is a known issue and there's nothing that can be done about it. 3 Your weapons and equipment They are organized by the game into several categories 3.1 KNIFE Everybody carries one. Spec ops guys usually have theirs darkened, and could be any shape. It's great for silent kills. Sneak up behind a guard, whoosh, dead guard. If you are wondering... It is actually smaller than the one Rambo carried. That one would be too big and unwieldy for any one other than Rambo. In terms of the game... It's rare for you to get close enough to use the knife, but sometimes, if you are prone, and enemy patrol is right on top of you, using the knife may get rid of him instead of rotating on the ground and trying to shoot him. 3.2 SIDEARM Your pistol, good for close combat, but lacks the range or firepower of the other weapons. There are a few models, but they don't really make a BIG difference in their operation, except whether they are silenced or not. All pistols are semi-automatic only. The SOCOM w/ Silencer is recommended, mainly for the silencer. Why let the enemy know you're here? 3.2.1 H&K Mk 23 mod 0 "SOCOM" Caliber: .45 ACP NOTE: SOCOM can be equipped with a silencer, and becomes known as "SOCOM w/ silencer" 3.2.2 H&K Mk 23 mod 0 "SOCOM" w/ silencer Caliber: .45 ACP NOTE: Also available without silencer, but why? Always fire two shots at a time, to make sure you kill the target. One shot may not kill unless you go for the head. 3.2.3 Underwater Pistol Caliber: n/a / 5 shots 3.3 PRIMARY WEAPON Primary Weapon falls into several categories: Sniper Rifles, Assault Rifles, or Machine Guns. For sniper rifles you carry about 75 rounds of ammo. For assault rifles, you carry about 200-210 rounds of ammo. For machine guns, you carry about 400 rounds of ammo. 3.3.1 M4 with M203 combo (assault rifle, w/ grenade launcher) M4 is a proven carbine with M203 grenade launcher slung below. This design is a bit long in the tooth though. As the range for the 40 mm M203 grenade is not that far. Uses 30 rounds magazine of 5.56mm bullets. You also get a 4x scope, which makes it a low- end sniper rifle. The three modes are: semi-auto, 3-round burst, grenade. Even with the scope, your realistic range is not much above 300 meters. 3.3.2 M4 with shotgun combo (assault rifle, w/ shotgun attachment) M4 is a proven design with a shotgun slung below. Shotgun has limited range, but excellent for close combat. Uses 30 rounds magazine of 5.56mm bullets. You also get a 4x scope for sniping. This combo is also known as "Masterkey", as in "blowing the door hinges off". The three modes are: semi-auto, 3-round burst, shotgun. Even with the scope, your realistic range is not much above 300 meters. 3.3.3 M40 Sniper Rifle This sniper rifle is built for the Marine Corp sharpshooters by the Marine Corp armorers. 12 mags of 5 rounds each. 10x scope lets you reach out and touch someone. It's bolt action, so pause between shots is long, and switching magazines is also slow. Realistic range is about 500m. 3.3.4 M82 Barrett .50 cal Sniper Rifle The first .50 cal sniper rifle, it was first introduced in 1982 (thus, M82). It was NOT meant to hit human targets. It was designed as anti-material weapon, like punching holes in radiators of cars, or jet engines, radar dishes, etc. However, it will punch holes in human flesh all right. 8 mags of 8 rounds each. (Hey, these are BIG bullets). Also equipped with a 10x scope. Realistically, this can hit targets out to 800 meters or so. 3.3.5 M249 "Minimi" machine gun (i.e. Squad Automatic Weapon, or SAW) Originally built by FN of Belgium, the "Minimi" is an air-cooled belt-fed machine gun. 2 belts of 200 rounds each, can be fired on full auto or semi- auto. No scope. Full auto allows you to "walk" the shots onto the target. No reticule view at all, so effective range is maybe 150m at most. 3.3.6 MP5SD3 (silenced submachine gun) The MP-5 series by Heckler and Koch is the quintessential submachine gun, favored by "operators" all over the world. The SD3 has an integral silencer that just slightly reduces muzzle velocity yet quiets the shot noise down to a whisper, esp. when equipped with special subsonic rounds. In DF2, this gun will NOT leave a "tracer" trail, thus making it impossible to spot. This is great for sneaking up on enemies and putting bullets in their heads. 3 firing modes: full auto, 3-round burst, semi-auto. No scope. Full auto allows you to "walk" the shots onto the target, but very wasteful of ammo. Effective range is under 100m, since there is no scope or reticule view at all. 3.3.7 Underwater assault rifle 26 shots, total. Hopefully you don't need more than that. Noisy, but good for what it was designed for. 3.4 EXPLOSIVES You have three choices... AT-4 rocket, Claymore mine, and satchel charge. (Hand grenades are counted separately!) 3.4.1 AT-4 LAW The AT-4 LAW (light anti-tank weapon) is a should-fired light- weight rocket that should destroy most vehicles in one hit, useful in demolitions or anti-vehicle ops. Engage the scope for more precise targeting. Some vehicles may need more than one LAW. It is the only weapon available against helicopters, except the grenade launcher. 3.4.2 Satchel Charge Toss this where you want things to blow up, run away, and hit the radio detonator trigger, and watch things go BOOM! Objectives that need more than one LAW can be destroyed with just one satchel charge. You can drop multiple satchel charges, then blow them up altogether at once. One satchel can also take out multiple targets if they are close enough to each other. 3.4.3 Claymore The M18 Claymore is a directional munition with motion sensor, packed with an explosive charge and steel bearings. When triggered, the explosives launch the projectiles in a 60-degrees arc, turning everything in the arc and in range into bloody pulp. Remember to set the proper SIDE toward enemy. The motion sensor covers an arc FORWARD... and will be triggered by ANYONE, including you! Best used to guard your back, but since you're mainly on the attack in DF2... 3.5 RADIO DETONATOR Triggers satchel charges to go boom. 3.6 GRENADES Only two types here: delayed fragmentation grenade, or fragmentation grenade. In general, one or two grenades should take out a tent or a camouflaged shelter. 3.6.1 Delayed Fragmentation Grenade Five second delay, bigger boom. 3.6.2 Fragmentation grenade Immediate detonation upon impact. Zero delay. Enough to destroy a truck. Need 3-4 to destroy a BRDM. 3.7 LASER RANGE FINDER It's also a designator... Point it at a target, and call in some fire support. Be precise though. Hitting the wrong target is embarrassing. 3.8 SECONDARY EQUIPMENT Possible choices here are Extra ammo: 50% more reloads LAW rocket: see above Satchel Charge: see above Claymore Mine: see above Remote Camera: drop the camera somewhere and you can move pan and zoom the view in the Picture-in-Picture, but little practical use Laser Target Designator: call in some more fire support 3.9 AUXILIARY GEAR Following auxiliary gear is available: Ghillie Suit: makes you almost invisible in grass, great for snipers, but only on certain terrain. LAR V rebreather: no need to surface while diving, but also dresses you in a black diving suit. May help in certain night missions. Kevlar vest: gives you some protection against enemy shots And finally, most of the "secondary equipment" is also available, if you need more of it. 3.10 ARMORY You only carry limited weapons and ammo. However, you may sometimes locate additional sources of ammo in the enemy buildings, in the form of bullet boxes and grenade boxes. Run over them and you'll hear a "reload" sound. In some missions you may also run into first aid boxes. 4 Quick Glossary in DF2 Here are some terms used in DF2 that you may need to understand first. ALPHA - fire team that provides recon/sniper support BLACK WIDOW - the helicopter that retrieves/inserts you BRAVO - that would be you, must perform all main objective tasks CHARLIE - backup fire team that provides additional cover COPPERHEAD - artillery/air strike. Technically Copperhead is a laser-guided cannon round that's precise enough to hit a tank. In DF2 Copperhead is used as a generic term for fire support. DOWN - disabled / dead, EX: "Charlie 2 is down!" FIRE TEAM - basically a pair of soldiers supporting each other, i.e. buddy system KING ELEMENTS - everybody under command of King Six, that's you, and all your buddies. KING SIX - HQ that issues overall orders OBJECTIVE - exactly that... where you need to perform your mission. TANGO - the letter "T", short for "terrorists" WP - waypoint, a location you need to go to / go past 5 Various Tactics 5.1 GENERAL TACTICS 5.1.1 Turn ON the goal listing Hit "G" to turn on the Goal listing. It tells you which goals have been completed (brown) and which goals are still pending (white). 5.1.2 Check Commander's map periodically The map is extremely useful. You can often see where enemies are and where they are facing. You can use that information to avoid or flank enemies as you see fit. Obviously, this map doesn't show all the info, just those visible from other teammates and other means, so don't rely on this 100% to tell you that an area is clear. If you see only red X's, it does NOT mean the area is clear! 5.1.3 Hit enemies where they are NOT expecting you As the Rogue Warrior Richard Marcinko had said (paraphrased), "I never play fair. I hit enemies from ambush. I flank them and hit them in the rear. I don't give them time to react." You should heed those words. Rogue Warrior, i.e. Richard Marcinko, is the founder of SEAL Team Six for the US Navy. Sneak around enemies and shoot them in the back. Shoot them from long distance. So on and so forth. Alternatively, distract them (see next hint) 5.1.4 Make noise only as distraction Sometimes, you need to make noise, just to attract the bad guys' attention. Then you can flank the enemies and take them from behind with silenced weapons. Distract tangos with exploding barrels and such with silenced weapons, THEN shoot them from another angle. Thrown grenades are also good distractions. 5.1.5 shoot from as far as possible You can get hits from as far as 800 meters away, and a single shot can kill. Thus, there is no need to get any closer unless terrain prevents you from getting closer. 5.1.6 Use the shot compensator If you use the scope, you'll see that the range is indicated to right, and there's another number to the left. That is the shot compensator to deal with gravity. Bullets DO drop in flight, and this tells your gun to point a little higher to compensate for it. Set to the closest 100 meters, rounded up. For example, fi the range says 148m, set compensator to 200m. Set it to 200m by default as it doesn't affect accuracy THAT much even if firing at point-blank targets. 5.1.7 Different firing modes have different uses There is no need to use burst mode unless you're doing CQB or need to shoot a lot of enemies from an unstable platform (i.e. shooting from a chopper). A single shot in almost any part of the body will kill the enemy. On the other hand, there are times where you need to go full auto. Some weapons function better on full auto. The SAW and MP5SD3 on full auto can be "walked" onto the target, if you have enough ammo. Burst mode is when you may need to engage multiple moving enemies in a hurry. Firing single-shots at a moving target means you need to be a VERY good marksman, but if you're firing bursts you are far more likely to score a hit. 5.1.8 Listen for close hits If you hear bullets slapping the ground near you, FIND SOME COVER QUICKLY! Someone has seen you and is firing at you! Find some cover, then displace laterally, THEN peek back out and locate the threat. In some scenarios some enemies will seek to pin you down with covering fire while other enemies advance to engage you at close range. That's why lateral displacement is a good idea (they head for your last known position). 5.1.9 how to blow things up You have basically four choices: Satchel charge: drop one near the target, run away, hit the radio trigger. You can drop more than one and hit the trigger to blow them up all at once. Sometimes, satchel charge is powerful enough that one charge can destroy two targets... If they're close enough together. LAW rocket: one shot will destroy an armored car, or any vehicle except a tank. It should also take down a helicopter. Tanks and locomotives take two. Grenades: you only have a couple, but one or two grenades should take out a truck. May need more to blow up bigger stuff Fire support: use the laser designator to call in artillery or air strike. You have VERY few of these and you need to be VERY precise with them. 5.2 MOVEMENT TIPS 5.2.1 Almost always crouch, sometimes prone Crouch gives you almost the same forward speed as stand-up run, but much stealthier. Only stand up if you need to peek into a window. In dangerous areas, go prone. 5.2.2 Descend vertical hills while prone While the game penalize your health for falls, it does NOT do much so while you're prone. So you can descend nearly vertical cliffs without getting killed if you move downhill while prone. You'll simply slide off, and end up prone at the bottom of the hill, without a scratch. This only works if you're facing downhill. If you're looking to the side, and you slide NOT pointing downhill, then you will still get hurt. 5.2.3 Clear a room with grenade(s) Grenades are the best way to clear small rooms. Lob one through the window or door and watch the fireworks. On the other hand, grenades do have limited range and may not kill all enemies in a large room. 5.2.4 Try to expose your RIGHT arm first As that is your shooting arm in DF2. If you expose your left arm first, then shoot, you may end up shooting the wall. 5.3 CLOSE QUARTERS COMBAT TACTICS 5.3.1 Get close Preferably, close enough that you can't miss, which means directly in the guy's path, but behind him. 5.3.2 If you can't get close... use semi-auto When you cannot get close enough, stay in cover, use single shots. Move away after that. AI is sometimes good enough to send patrols in the direction where the shots came from. 5.3.3 Knife as defense Sometimes AI patrols will walk right over you if you're prone. They know you're there, but they can't shoot at you (they only shoot horizontally or so). However, they are moving too fast for you to shoot them with your pistol. In this case, take out your knife and just swing the knife blindly, and you should have a dead patrol guy. 5.3.4 The gully defense If you have a large group hunting you, one possibility is to hide in a gully and wait for enemy to walk right up to you. You can use the terrain to snipe at the patrols, then if they get close enough, use your pistol and knife for defense. 6 Hostile Forces and Buildings Here's a quick summary of the forces you can encounter in DF2 6.1 SOLDIERS Soldiers come in four types: officers, assault rifle guys, snipers, and pistoleros. Note: all soldiers react to noises (unless they are specifically designated as "deaf" in the mission editor). Thus, noise like explosion fuel drums, grenades, and so on are excellent distraction devices. 6.1.1 Officers Officers are only seen in certain missions and are often unarmed, as they represent someone you need to capture. 6.1.2 Assault rifle guys These are your main opponents. Armed with AK-47's (or similar), they pump out 3-round bursts with virtually infinite ammo, and some of them have excellent accuracy, even for such an inaccurate weapon! Go prone and take them out from a distance, or circle them. 6.1.3 Snipers Snipers are extremely deadly. You can tell they are around as they fire one shot at a time, and you better take them out first before they get you. Many can even go prone! 6.1.4 Pistoleros These guys are generic officers armed with a pistol. Pistols are louder with a sharper bark than the snipers. Pistols have lousy range and bad accuracy, but can still kill you if up close. 6.2 VEHICLES As for road vehicles, you can see pickup trucks, BRDM armored cars, and T-7x series tanks. There are also trucks and other jeeps, I'll just mention those. 6.2.1 Pickup trucks There are smaller pickups, usually with one or two gunmen riding in the bed, these often chase you, and the gunmen in the back can be trouble. Either blow it up with M4w/GL, a LAW, or grenades. 6.2.2 BRDM BRDM is a light armored car with a heavy machine gun. It may sometimes be referred to as a tank, but it's not. It's just an armored car, and a single hit from a LAW or 3-4 hits from a M203 grenade will destroy it. 2-3 regular grenades under the vehicle will also blow it up. That heavy machine gun has a LOT of range and fires 3-round bursts. 6.2.3 T-7x series tank This main battle tank (MBT) has been around for 30+ years in one form or another. One LAW may not kill one. Best way is to call in a Copperhead round. 6.2.4 Other vehicles You may also encounter civilian vehicles such as older Range Rovers, HUMVEEs, empty pickup trucks, empty large trucks, and so on. Single grenade will take care of one. 6.3 AIR THREATS Air threats are just that... threats that come from the air, and that means helicopters. Your only weapon against helicopters is a LAW rocket, and we all know how hard it is to hit a non-stable subject. Well, technically you can use the grenade thrower too, but you need 3-4 hits to bring one down, and I doubt you'll survive that long. When you try to shoot one, it's best to HIDE behind a hill, then when it flies over, shoot its rear end with your LAW. If you must do a head-on pass, try to get as HIGH as possible, so the chopper has to CLIMB in order to expose its chin guns, then you have a few more seconds to shoot. And definitely use the scope. AND anticipate the flight time. Best to wait until either the chopper is heading away or directly toward you. 7 Structures You will encounter a variety of structures, but most of them are the "same", just different combinations. 7.1 SIMPLE BUILDINGS These can be destroyed with a bit of explosives. 7.1.1 Tents The fabric is light enough that you can shoot THROUGH it, but you can't see through it, so be careful. Enemy shots can also penetrate the tent. A tent has one entrance on each end, so one trick is to make a sound on one end, then sneak around the other end and peek inside for people you can shoot in the back, preferably with a silenced pistol or a knife. A tent can be blown up with 1 or 2 grenade hits. 7.1.2 Camouflaged shelters These look like a "nest", and have 2 entrances to one side. They look semi-transparent and enemies inside may be able to see through and shoot out. Be very careful when approaching one of these. One of these can be blown up with one or two grenades. 7.2 TOWERS Lookout towers allows enemies to see further and shoot further. 7.2.1 Lookout tower This is a relatively tall tower with one guard on top. Snipe the guard is best, or sneak up and use the knife on him if no one else can see you and he's looking the other way. 7.2.2 Big tower This multi-story tower with ramps going up has LOTS of room on top for snipers and lookouts. Expect up to four shooters on top. 7.3 GENERAL BUILDINGS These are relatively simple buildings, minimal partitions inside. 7.3.1 Large Building This large building has 2 entrances on opposite corners, and both sides have huge windows. It has normal sloped roofs. These are easy to clear if you take out the windows and see who's inside. 7.3.2 Medium Building These look like an aluminum can split in half vertically, then laid flat on the ground. Entrance and two small windows on both sides, often used as barracks (with bunk beds inside) Make noise on one end and then go in the other end with your silenced pistol. 7.3.3 Bunkers Regular bunker has one entrance in the back, and a wide firing port in front. Best way to clear them is use sniper rifle and shoot them through the firing port. The second best way is to approach it from the side, then sneak in the back and kill each guy with a knife. 7.3.4 Hangar Hangar is basically a roof with sloped walls, WIDE openings on both ends, very easy to see through, which can be a problem. 7.4 ADVANCED BUILDINGS These buildings are more complicated, usually with multiple rooms, multiple stories, and so on. 7.4.1 2-story "apartment" building The 2-story building has six windows on each side, one door in, stairs up to 2nd floor and roof, multiple rooms on each level Take out any one on the roof if you can, sniper the windows or use explosives to break all the windows, then pick out the snipers at every window, then sneak in and clear each floor. Go in prone and stay prone as you don't want any one from outside to be able to see you inside. 7.4.2 Comm center Comm center has two doors, and lots of windows. Go in the door, prone and see if you can clear out the first floor without revealing yourself in the windows. Peek into each room and blast tangos. Then come back out and sneak up the stairs outside in order to reach the final room. The room has one entrance, but a big open window. If you don't care if the room's trashed, throw in a grenade or two. 7.4.3 Prison The prison has only one way in... through the gate. However, it is best to take out the guard at the entrance tower, then climb the tower and look down to see if there's any ambush from just inside the prison gate. An ambush there can be deadly. Drop grenades if you need to. Then sneak inside and clear one room at a time, slowly without being seen. If any one sees you they may kill the prisoners. 7.4.4 Fort This structure has a front "gate" similar to a prison, and into that is a courtyard, where hostiles can hide. Once inside you have a room to the left, stairs up, stairs right, and an exit to the side door on the right. On the upper floor, the 2 sets of stairs are connected by a corridor, which leads into the big room. Best way to attack a fort is through the side door. Look at the side door from a distance to make sure there's no one there (or kill him if you do spot someone). Sneak in prone, and get to where the stairs merge and the main entrance is. Clear the "courtyard", then into that "left" room (watch for ambush from the corners!) Then get to main entrance, and take the stairs on your RIGHT. Head up and clear the corridor, past the other set of stairs, and finally, clear the big room. 7.4.5 HQ with raised barracks This is probably the toughest building to clear if you're alone. The main building itself is sort of S-shaped, with entrances on both "sides". The main branch has a ladder leading up to a section on stilts. To attack, put a grenade or two into the upper section, then go around the "back" and enter THAT way, and clear room by room, VERY SLOWLY. 7.4.6 Advanced bunker Advanced bunker has one entrance, but FOUR firing slits covering all sides. To defeat advanced bunker, snipe the guards through the slits, THEN sneak in and take out the rest 7.5 TROPICAL BUILDINGS These buildings can be found in a tropical setting 7.5.1 Wooden raised building A wooden raised building has a single door and a small "patio" that has a "ramp" on either side leading to ground level. No windows to see through. You can go prone and slide up the ramp, and stay prone, slide up to entrance, and peek inside. Throwing a grenade or two inside is also a valid tactic. This building is actually destructible. With enough firepower you can blow the structure up. 7.5.2 Wooden raised mansion The mansion has a building with partitions, then a "corridor" leading to a white tower (that can be climbed from inside). Clear the other side first, through the entrance, check rooms to left, then go through corridor and check top of tower. 7.5.3 Barn A barn has two main entrances, plus at least one small side entrance. There would be stalls for animals on both sides. To clear a barn, it's best to take a peek from the main entrance to ascertain where the enemies are, then see if the side entrance will allow you to enter unmolested, then you can perfect your stealth attacks. 7.6 DESERT BUILDINGS 7.6.1 Small hut The small hut has a single room, one door, and 2-3 windows. If you are far away, shoot through the door or the window. If you're close, toss a grenade through the door. 7.6.2 Large hut with roof access The large hut has a side room and 2 back rooms, plus a "net" to climb up to the roof. Windows all around. Most large huts occupied by enemies have guards standing on the roof. Take them out first. Then look through the door and windows long-distance and see if you can take out the guards that way. Then sneak in the front door, prone, clear the first room to left, then clear the last two rooms. Grenades are helpful but not required. Watch for prone enemies and/or enemies hiding in corners. 8 Quick Missions Walkthru For each and every mission, you get a list of the actual goals, suggested weapons, and suggested approaches. 8.1 SIX OF ONE Briefing: we have located six SCUD launchers believed to have biological warheads. Demolish them. Situation: there's light snow falling. Ground has a bit of snow cover. SCUD launchers are in groups of 2, 2, 1, and 1. The last one is inside the armed camp, with heavy guard presence and roving patrols throughout the perimeter. Goals: demolish all six SCUD launchers NOTE: you have limited fire support available, use them wisely. Suggested outfit: bring a sniper rifle and as many satchel charges as you can fit. Call in fire support on the rest. Suggested tactics: Stealth is preferred, but not required. Just sneak up on one group at a time, shoot guards (preferably using silenced weapons), and drop one satchel pack at each SCUD launcher. Deal with roving patrols, then snipe the guards in the camp and call in some arty on the remaining launchers. Walkthru: Move forward until you see your first two launchers, and kill the two guards beside them. Look to left and spot two more guards. Shoot them if you can. Else just watch them. Drop satchel charges on the first two launchers. Carefully move toward next waypoint. Take care of the guards from a distance or move in with silenced weapons. Keep moving and you should spot the antenna in the distance. That's the enemy camp. Look all around and take out any guards from a distance. Watch out for patrols. Look for guards though windows and doors. There's one SCUD outside the base alone by itself. Destroy it with grenades or call in artillery. Finally, find a good spot and call in artillery on the final SCUD launcher inside the base. 8.2 STOLEN GOODS Briefing: One of our military couriers was ambushed and the biocontaminant he was carrying is now in the hands of a paramilitary group. Retrieve it from enemy camp. Situation: It's night time, the briefcase is in an enemy camp, patrols are about. Goals: Retrieve the briefcase, make to extraction point, Black Widow must survive NOTE: enemy reinforcements will come over the hill, watch out for them. Suggested outfit: sniper rifle or M-4 w/ shotgun Suggested tactics: stealth if you can, but it's not required. Walkthru: It's night time, so your nightvision is on. Crouch and move slowly up the path and be /ready to engage enemy. One's hiding next to the arch/ruins to your right on the path. There are 2-3 more to your left, slightly below. Continue through waypoints until you're approaching main camp. Go prone and take out as many guards as you can from up high. If you heard a warning for reinforcements, that means they're coming over the big hill (behind you). Take them out, then clear out the rest of the camp. When done, go down and explore the northern-most tent. The briefcase is inside. Escape to extraction waypoint and kill any remaining guards. When Black Widows gets overhead, you win! 8.3 FRONT RUNNER Briefing: Rebels have hijacked a convoy of relief supplies. Rescue the drivers being held hostage in the main building, escort them to the trucks, then escort the trucks out of hostile territory. Situation: You're landing via parachute. Enemy camp has multiple buildings. The three trucks are nearby. Enemy may have reinforcements. Goals: Rescue all 3 drivers, all 3 trucks must reach extraction point NOTE: rebels can and will shoot hostages if you give them a chance. Suggested outfit: sniper rifle, silenced pistol, at least one LAW rocket Suggested tactics: no stealth is really needed, but it's nice to have Walkthru: You start parachute in. You can try to shoot the two tangos from the air. Hide on hills to left and approach camp. Shoot all tangos visible, esp. in windows and doorways, and balconies. Shoot reinforcements running in. Circle the camp carefully and make sure no one is visible. Switch to pistols and clear each and every building except the "hotel" where the hostages are being held (it's the largest building). When ready, go inside, kill FOUR guards on first floor. Then slowly move up the stairs and take out one last guard, and the hostages are free. Run up to them and they'll run down to the trucks. The rest of friendlies will also run to the trucks, and so should you. Your teammates should have cleared the area but help them just in case. Then run ahead of the convoy and kill the few tangos in your way. Should be simple enough. Shoot tangos when you see them. When convoy arrives at extraction point, you win! 8.4 PAYBACK Briefing: Rebel armored group attacked a UN peacekeeping force. Track them down and call in fire support to destroy rebel armor. Situation: You are dropped quite a long way from enemy camp, it's daylight time, and hills are green. Expect patrols near the base, and guards. You may not have enough fire support to take out all the tanks so some demolition may be required. Goals: destroy all tanks in enemy compound. Escape to extraction point. NOTE: Limited fire support available. Suggested outfit: one or two satchel charges for the tanks. You'll need an assault rifle or sniper rifle for the guards and any patrols outside. Suggested tactics: No need to keep quiet, blast everyone you see. Walkthru: Follow the waypoints until you get close to waypoint charlie. You'll see a barracks down into the valley, with some tents and a house. Turn right a bit and you'll see about 10 tangos right at the valley's entrance. Shoot them now, or they'll shoot you as you run by. By now Alpha is probably blabbing "Bravo's compromised!" Ignore that. Just keep going. Shoot more tangos, one of them is on the hill to right of alpha team. Charlie will shoot the compound along with Alpha, but it's your job (with sniper rifle) to take out as many guards as you can. Then use the laser designator to take out as many tanks as you can see from your angle. There should be a total of FOUR tanks to get rid of, two outside, one partially under the roof, and one inside the curved roof. Put a fire mission between the two tanks to get rid of two, then take out that other tank. Finally, sneak into the base (after circling it once to make sure no more tangos) and demolish the last tank with a satchel charge. 8.5 POSSE Briefing: Rebel arms train is about to reach the border. Stop the train, and kill all the train guards. Do NOT cross the border yourself. Situation: Absolutely do NOT cross the border. Enemy firepower is overwhelming, but they will NOT shoot UNLESS you cross over. Rebels on this side are messy enough! Keep the rebel on THIS SIDE! You're just landing and the train will be here in a few minutes. About 10 rebels are running through the pass toward the border ahead of the train. Additional guards on the train itself. Goals: Stop the train before it crosses the border, kill all the guards on the train. NOTE: The locomotive will need TWO LAW hits... or drop a satchel on the tracks and blow it up as the locomotive go by. Suggested outfit: bring 2-4 LAW rockets, and a sniper rifle or M4 w/ grenade launcher. Suggested tactics: instead of following the waypoint, just land and run to the left a bit, straight at the train. You can see it in the distance. Aim for the hill next to the train, ignore the helicopters. Stop the train first, then clear out the guards. Ignore the infantry in the pass. They are not a factor at all unless they double back to shoot at you. Walkthru: Head for the hill next to the train a bit to your left. IGNORE the waypoints. When you get there, the first helicopter should have already left, and the second helicopter is behind you. The train should be just about coming. Put 2 LAWs into the locomotive and that will stop it WAY short of the border. (Remember to lead the target!) then go prone and pick off all the guards, and that's it! While there's a fight toward the border, it's not important, as least not from the list of goals. Though if you shoot at their back, some may double back and shoot at you. 8.6 PLAYBOOK Briefing: We've found an enemy communications center. Get inside, take the codebook, then demolish the comm center. Situation: One checkpoint on the road to the comm center. The center itself has fence, guard towers, and more. Plus roving guards inside. Goals: obtain codebook, destroy comm center Suggested outfit: satchel charge, assault rifle Suggested tactics: take out the checkpoint, then destroy the base itself. Walkthru: Follow the waypoints and you should see the checkpoint, so kill tangos there. Chuck a grenade at the truck. Don't let it escape. Clear the checkpoint of all hostiles. Continue toward the comm center. You may encounter some roving patrols. Take care of them. Go a bit to your left, and use the hill as cover. Snipe the guards from the towers, and the entrance checkpoints. Then look into the building windows, and shoot through to take out the guards. Look between buildings for more guards. Circle the comm center from the outside, look for more guards to shoot from every angle before moving in. Once in, clear the bottom floor first, then go up to second floor and clear that. Claim the codebook. Drop a satchel charge here. If you want you can drop another one downstairs. Run for extraction point and detonate the explosives. Kill additional tangos as you head toward the extraction point. 8.7 DECEPTION Briefing: A rebel supply convoy has just left the rebel base. We can't let that convoy reaches its destination, but we can't get in front of it. We will attack the base, find the codebook, and call the convoy back, so we can attack it. Situation: It's a long run to the enemy base, and you need to shoot enemies as fast as you can. Then grab the codebook and be ready for the ambush... Goals: kill everybody in enemy base, call convoy back, destroy convoy NOTE: if you take too long, the convoy will NOT turn back Suggested outfit: max LAW rockets, M4 w/ Grenade Launcher, Suggested tactics: this one is brute force all the way. Run and kill guards as you find them. Head toward the base and attack when the rest of the team runs in. Shoot bad guys ASAP. Your team will help clear the base. The ambush is easy enough. Walkthru: Follow the waypoint, kill one guard ahead, then follow the turn and kill more guards. Keep going until you can almost see the camp. Try to get on top of a hill. When the rest of your team attack, pick off the shooters in the enemy camp of those you can see (one is hiding in a broken house, very hard to spot!) and quickly claim the codebook from the radio tent in the far end. There's likely 2 guards inside. Once the radio codebook's claimed, pick your LAW and head back out, find a good spot to ambush, and go prone. The convoy will arrive after a few minutes. When ready, put a LAW or grenade into the lead vehicle, then a LAW into the armored car. A group of guards will rush your position but your teammates should cut them down. Backtrack the route and destroy every vehicle (should be like 2 armored cars and 4 trucks total). If the game insist you did not kill everybody in the camp, you may have missed one or two patrols as you approached the camp from insertion. Go back and kill them. Then the mission will end. 8.8 HOLIDAY Briefing: Group of tourists has been taken hostage by a terrorist group. Liberate the hostages, defend them until Black Widow can arrive to extract them. Situation: It's night and you have to infiltrate a terrorist camp. Guards are about, and there's a second camp you will run into Goals: liberate hostages, escort hostages to roof, all hostages must survive Suggested outfit: Bring the MP5SD3 and the silenced .45. It's time to go hunting. Bring extra ammo may help. Suggested tactics: Stealth is preferred, but not required. Walkthru: Go forward, spot the 2 guards. Take them out with silenced weapons. Continue following the waypoints. You'll run into the "2nd camp" with 2 structures and some armored cars, with some guards. Sneak close and drop a grenade on each. Then get to the other camp on the other side of the hill. Go low and sneak close, prone. Then use silenced weapons and take out all the external guards, each at one of those firing positions. Then sneak inside, and clear 1st and 2nd floor. Third is locked, and there's one more tango next to the 3 hostages on the 4th floor. Do NOT approach the hostages yet. Get up to the roof and look over the edge for tangos. They should be shooting at you, but they don't really know where you are, so shoot back. Go full auto, as you need to secure the roof for extraction. Look at adjacent roofs, between the vehicles, and so on. When you see no more fire coming, run back down and run into each of the hostages, thus "freeing them". They will run for the roof. Run back up to the roof, and the mission should end. 8.9 LIFE GUARD Briefing: F-16 pilot was shot down behind enemy lines. Get in there and rescue him. Situation: Light snow on the ground, lots of enemies, on foot or on snowcat Goals: Destroy SAM at small camp, destroy SAM at big camp, rescue pilot NOTE: limited fire support available Suggested outfit: Kevlar vest, extra ammo for the M4 w/ Grenade Launcher Suggested tactics: watch out for snipers, keep yourself in cover Walkthru: Follow the waypoints. When you hear radio about patrol on the ridge, look right. Two tangos are on the ridge with you. Take them out. Continue past the ridge and follow the WP until you come to camp one. Take out the guards, then put a grenade or two on each SAM launcher. A Snow-cat will approach, take it out. Take out any snipers in the distance. Continue to next camp. Snipe at any enemies you can see (quite a few of them). There's also more tangos on the ridge to your left. When there's no more shooting, use the target designator and point it at the APC in the middle of the 3 SAM launchers. That should take out all of them. Run for the next waypoint, shoot any bad guys you see. As you get close, you realize he HAS been captured... He's kneeling on the ground with hands behind his head, and there's a bad guy next to him! Shoot the bad guy without hitting the pilot. Once that's done, walk up to him, and he'll run for extraction. Follow him. When you reach the extraction point, you're done! 8.10 JAILBREAK Briefing: A UN transport convoy was ambushed by rebels and captured, and taken to a local town jail. Liberate them. If you clear the armory, the UN soldiers will defend themselves. Situation: This is in Europe, supposedly. Green hills and such. Goals: Rescue all UN soldiers, escort all UN soldiers to extraction point NOTE: You can only lose this by getting yourself killed, or letting ALL of them die. Suggested outfit: Sniper rifle or M4 w/ shotgun, pistol with silencer for covert work Suggested tactics: sneak a bit, take out all the guards around the perimeter, clear out the armory (the building with a gun rack), then get into the prison, liberate the prisoners, and they'll do the rest. Walkthru: Follow the waypoints and take out the 2 patrols in front. Then continue following the waypoints until you see the "river". Go prone and start pick off the guards one by one in and around the town. Then clear the "town" itself. Clear the two wooden buildings first, one of which is the armory. There are grenades on the ground if you had used some already. Next, clear the entrance of the prison. There are two ways to do this: attack through the front with grenades and full automatic fire, or climb up the ladder and shoot the tangos from overhead. Go in slowly and kill anyone who's armed. Check each and every room. That should liberate all the prisoners. Run outside and watch them go into the armory to grab weapons. They'll then rush to the exit and toward extraction. If you liberated all of them, they should take care of any one standing in their way, though it never hurts to help them out. Keep running until you reach a flat area and two Blackhawks arrive to pick you all up. 8.11 SUDDEN IMPACT Briefing: We're going to attack the enemy camp, expect heavy resistance. The 3 vehicle convoy must be escorted to the camp so the attack can take place. Situation: Green woodland area, expect lots of resistance. Goals: Convoy must reach enemy base, eliminate all enemies from enemy camp Suggested outfit: M4 w/ grenade launcher or M40 sniper rifle, bring at least 2 LAWs Suggested tactics: shooting all the way Walkthru: Look forward and take out one patrol next to the tree. Run forward and look left down toward the road, and kill tangos. Look slight left through the tree and shoot more tangos. Go forward but be ready to hide as there are more shooters ahead. Take them all out. Run forward and hide next to the trees. A pickup truck with 2 tangos should approach, take out the tangos, and the truck will crash. Or destroy the truck with grenades. Continue as the road makes right turn. You should hear warning about the enemy helicopter coming in. Arm LAW and get ready. Hide at the bottom of the hill, then as it passes, climb the hill and give it a parting present. Alternatively, you can wait until it turns back to strafe the convoy. It'll be like moving directly toward you, so feed it a LAW, and it goes boom. (If you miss with both shots, restart the mission as you are f***ed, but you can try the M4's grenades if you really want to). Help clean out the base. Quite a few friendlies from the convoy will rush the base. Help them clean out the buildings and the surrounding area. When you have taken out all the hostiles, mission will end. 8.12 MOTORCADE Briefing: A US Senator on a country-side tour was hijacked. His limo is being escorted by hostile armored cars to an enemy camp. We are inserting your team just outside to enemy camp to intercept the convoy. Rescue the senator by escorting the limo to the extraction point! Situation: Green / brown land, hilly terrain, enemy patrols are all over the place, as well as enemies inside the camp and with the convoy Goals: destroy the 4 armored cars escorting the limo, escort limo to extraction point NOTE: no time for fire support. You hit with all 4 LAWs, or you'll have a hard time. Suggested outfit: 4 LAWs, and a sniper rifle Suggested tactics: you need good timing and fast but accurate shots Walkthru: Start by crossing the bridge, and head up the hill. You'll see two tangos just below you to the left. Take them out, but don't expose yourself to fire from the camp itself. Turn right and look up the hill, then more to the right, and up. Two tangos up there too. Take them out. Then run up the closer hill on its right side, and switch to LAW. Run just far enough to see the convoy coming in. HIT the first BRDM. You'll need to lead it SLIGHTLY. Wait for the second one to stop. Then kill the other three. Switch back to sniper rifle and shoot all the tangos you can see following the convoy, and some more in the camp itself. The limo should be making its escape, but alpha and charlie will escort it. Do NOT follow the limo! Shoot a couple guys at the camp, then run back to the bridge ASAP. You'll see like 6 soldiers lined up on the bridge shooting down at the riverbed where the limo is. Clear the bridge ASAP or they'll destroy the limo and kill your fellow soldiers! Once the bridge is clear, run down next to the limo, and Black Widow will come in and rescue you all. 8.13 TAPS Briefing: Rebels have seized a government supply depot. Destroy the comm center to prevent them from calling for help, then kill all rebels in the area. Situation: One comm center, guarded, one supply base, guarded, possible enemy helicopter on patrol. Goals: Kill all rebels Suggested outfit: sniper rifle, and 2 LAWs, plus others. Suggested tactics: Take out the comm center first, or else you'll get choppers on your rear end. Then just kill everybody. Walkthru: Follow waypoint until you spot the comm center. It has 2 big antennas on the roof. Get close enough, and put a LAW into each antenna. Now you can kill all enemies without helicopters to bother you. (Else, expect to see up to 4 choppers) Kill all guards you see, then kill all the guards around the base, AND the patrols. Circle the base to make sure no one else is alive... Then go into the base and kill all others. 8.14 HIGHER BIDDER Briefing: Assault the renegade Russian general's base with his elite guard, who are now mercenaries. Situation: Winter attack, lots of towers surround the base. Take out the towers and patrols then take out as many defenders in the base as possible, before heading in. Goals: Kill all hostiles in Objective Icebox (the base) NOTE: This one is extremely tough, death comes in every direction. Second toughest quick mission. Suggested outfit: Barrett 50 cal sniper rifle, at least one LAW, preferably three. Delayed grenades are better. Suggested tactics: Slowly take out the towers one at a time, watch for patrols, then take care of the armored car if it has left the base, else take out the guards in the base as many as you can. Get down to base. There are snipers in the base itself. Move carefully and take out all the guards. Then assault the main building and take out any remaining resistance. Walkthru: Set range compensator to 300 m. Then go to hill on your left (one plant there) and look for a tower to your right... Kill the tower guy. Look for a 2-man patrol coming from the tower, kill them. Look at commander's map and slowly pick off each and every tower that is visible as you creep around the hill. When those are all gone, move up the hill of the first tower, and see another tower, so shoot the tango on it. Move up to the tent... Shoot through the tent and you'll blow up the furnaces... Killing the 2 guards inside (don't get too close!) though a grenade would work as well. Look beyond the tent and kill the rest of the towers, and try not to miss any. Use commander's map for reference. Now look down and you'll see the base. I recommend you go north up to the next tower and snipe from there. You get the angle into the "garage" and can take out the BRDM from here if you angle it just right. Snipe away at the tangos. Then return to original spot and snipe from there as well. Try to shoot the tangos up on the two raised structures, though if you're lazy you can just put a LAW into each one. When ready, get to the entrance, and peek inside. Shoot more tangos. If you're facing the entrance, first clear everybody that's visible. Then go right from entrance and clear barracks. Then clear the garage. Some may hide just behind door while others hide behind explosive barrels. Explode the barrels, and go in the "backdoor". Then clear the garage. When you've cleared all the visible guards, 2 Spetnaz commandos land via parachute into the camp and take up defensive stations. Finally, clear the HQ, and you're done! Easier said than done, of course. Use one grenade every room in the HQ, and use your pistol, not your rifle for CQB. Don't use the "front' door facing the entrance, but rather, go around the "back" door from the garage, follow the wall. Use delayed grenades so if you made a mistake you get a chance to run away. Keep moving slowly room to room, toss a grenade around every corner that may have enemies and eventually you'll get to the general... Kill him and it's over. 8.15 BOOT CAMP Briefing: We have located a terrorist training camp. Kill all hostiles. Situation: You're in something close to Afghanistan... Snow on the mountains, with brown hills. Almost no cover. Hostiles are divided into at least three "teams" each lead by a mercenary officer (who wears grey / black) while the trainees wear white. The camp itself may contain additional tangos. Take out the leaders first, then the trainees, then assault the camp. Goals: Kill all hostiles Suggested outfit: M40 sniper rifle, with LOTS and LOTS of ammo. Suggested tactics: stay covert as much as possible. You really want to take out the leaders before you take out any one else. Walkthru: Follow waypoints, and you'll see one group near you. Survey it, don't let them see you, and take out the leader in the first shot. Then slowly pick off the rest. One group down. Zoom out to see the second group, repeat the process. Remember to stay in cover! Head up to the camp and you may spot the third group to northwest, repeat. Then clean out the camp by sniping everybody that's visible, then head northeast so you can "circle" the camp, shooting at more tangos. Then move in slowly and clear each and every building. Don't be surprised when Alpha and Charlie teams got wiped out. They simply rush the camp and were overwhelmed by superior firepower. Just keep doing your bit and you can still salvage the mission if you finish the objective. 8.16 SWAMP RAT Briefing: Terrorists have seized a small airport. Go inside and free the hostages, and make sure they survive. You fail if ANY of the hostages died. Situation: Swampy land, some easily visible "pungi stake traps" in the marshy part. Goals: Kill hostiles at airport, escort hostages to extraction, ALL hostages must survive Suggested outfit: MP5-SD3 and silenced pistol Suggested tactics: perform the first portions like a stealth mission. You can vastly increase your kill numbers if you have a bit of patience. Walkthru: Jog to first waypoint, then crouch and move forward at a WALKING pace. Zoom out and watch the map closely. Rotate left and right 90 degrees to scan for targets. The heavy fog means you can see things out of corner of your eye, but not in front (weird, heh?) and the scope is almost useless, so don't even bring a scoped weapon. Keep walking in and you'll see that there is a perimeter of guards in an arc. Get close to one guy, and take him out using the MP5 in semi-auto to save ammo. If you really want to, take out the ENTIRE perimeter. Then follow the waypoint (avoiding those traps) and head onto dry land. Take out guards as you see them, and clear each building using the minimum of shots needed. No hostages here. Continue toward next cluster of buildings, and you should see the planes, one's a charred mess while the other is fine. Take out guards silently, then continue to the hangar, and kill guards inside. Look up to airport control tower (the one with the stairs on the side) and kill guards up there. Sneak up if you have to. Then kill the guard down at the barrack buildings (the 2 that look like half of an oil drum). The four hostages are in one of them. Make sure the camp is clear though. When ready, move in and "touch" all four hostages, who'll then run for the extraction point. Alpha and Charlie will rush in and help you out by engaging more hostiles. Follow the hostages to the extraction point and you're done. 8.17 AUDIT TRAIL Briefing: US is moving against one of the Colombian drug lords, and first thing we need is his documents detailing his "production". Get into the camp, get the ledger, and get out. Situation: This is a night jungle mission, lots of bad guys, esp. between you and the exit. Goals: obtain the ledger, reach extraction Suggested outfit: M40 sniper rifle Suggested tactics: sniper mission, meaning long distance takedowns as much as possible. Walkthru: You start in the grass. Move forward slight, hide next to a tree, and observe the area ahead: a couple shacks and such. Lots of guards though. When you're ready, start picking them off one at a time. There should be close to 10. Do a bit of lateral displacement after every 3-4 shots. Spot more targets with binoculars, then shoot some more. When it seems to be clear, sneak toward the buildings, one tree at a time. Head to the LEFT of the buildings (enemies to your right) and take out the few enemies you weren't able to see before. When you're ready, head for the main compound. There's this one mini-fort, and a couple buildings to its side. Again, take out the tangos from as far as possible. Use binoculars to scan for targets and eliminate them. Get into the main building by eliminating the guards (quite a few at the entrance, more inside). Probably best to go prone and use the silenced pistol one shot at a time. Look in and see one guard's foot higher up the stairs, so shoot him there. There are two staircases up. Go up the one to the RIGHT, go up slowly, and take out one guard on top. Go into last room, kill 2 guards, and the ledger is on the desk. Get it, and come back down. Eliminate the rest of the guards if you want. Else, sneak out and head toward extraction. However, there are problems... At least 10, likely more tangos are in your way. At least 5 are near the bridge, and more beyond. Again, go prone, use binoculars to spot enemies, and take them out from a distance. Keep shooting tangos until you can make it to the extraction point. 8.18 HELPING HAND Briefing: Enemy intelligence officer wishes to defect, but the news leaked, and he was being chased. You will eliminate the roadblock, then deal with any pursuing forces, to ensure the safety of the defector's HUMVEE. Situation: African hills, no vegetation, LOTS and LOTS of enemies, possible enemy air support Goals: Eliminate hostiles from roadblock, make sure the friendly HUMVEE survives. NOTE: Probably the TOUGHEST quick mission, this one will have you retrying many times. Suggested outfit: M-4 w/ grenade launcher, max number of LAWs available. If you are VERY sure of your shots, then bring a kevlar vest, as you'll get hit A LOT Suggested tactics: speed is of the essence, forget stealth. Walkthru: Advance and slide right a bit until you can see the roadblock (a BRDM, trucks, a HUMVEE, and many tangos) Quickly shoot all visible tangos at roadblock, clear it ASAP. Many tangos will charge you, shoot them all. Charge up the hill to your slight right, go around it, and shoot any tango beyond it (2 or more), and you should see the BRDM (from behind!) Destroy the BRDM with 3 shots from the grenade launcher, and kill any remaining tangos. (NOTE: You MUST clear the entire roadblock or the defector's HUMVEE will NOT survive!) Wait for the HUMVEE to come through the pass, but climb on top of the hill and shoot tangos approaching. An enemy chopper (Gazelle?) will be here any moment. Feed it a LAW ASAP. Start backing up and pop some grenades over the hill. Run after the HUMVEE, toss a few more, then keep running. Every couple seconds, turn back and engage with grenades or grenade launcher. The explosions will slow them down. When you're almost caught up with the HUMVEE, you should get a radio call that a SECOND chopper (looks like Mi-24 Hind) is heading in from the East. Arm LAW (you should have 2-3 left). Look for east, find, activate scope, and shoot the incoming chopper. If you got the second chopper, then zig-zag up the hill and then the other team will help you kill the rest of the incoming hostiles. Else just keep running to the extraction point, as the HUMVEE should already be there, and Black Widow should be arriving any time. 9 Campaign 1 Walkthru: Operation Common Resolve Twenty-four hours ago, we lost contact with one of the most top secret bio labs in Antarctica. Satellite shows heavy damage to area. Someone may be after the germs... 9.1 COLD STORAGE Briefing: Unknown hostiles have taken over the research facility. Terminate all hostiles. Preserve as many civilians as you can, but do not let that interfere with your mission. Situation: Snow, snow, and more snow. Some buildings, some snipers... Goals: Eliminate all hostiles from the facility NOTE: Enemies inside and outside, beware of counterattack, fast- reacting hostiles Suggested outfit: M4 w/ GL, silenced SOCOM Suggested tactics: with a bit of help, you can play this half stealth, half Rambo. Walkthru: Sneak up to the edge of the base, between the two guards. One's looking left to your left, while the other is to your right patrolling. As the one to right turns his back, Use pistol on the guy to your left. Then put a grenade into the upper floor to take care of the sniper. The rest of the team will assault the other entrances, so you just enter via the side entrance (to left). Clear the two buildings to your left, at least one, possibly more tangos in there. Then slowly move in with pistol and clear the big building next to entrance (with the second story on top). Some civilians may get killed, but that's life. Move in slowly and clear one room at a time. Then head for the dome and clear that as well. Usually one guard on upper floor, and multiple guards in the main room. After that, 3 tangos will mount a counterattack, but it should be easily repelled by your teammates. And that should be all. Go to next mission: WHITE-OUT 9.2 WHITE-OUT Briefing: We have located the hostile force's base and we will attack it at once to retrieve the virus they have stolen. Situation: More snow, lots of snow Goals: Eliminate all hostiles NOTE / SPOILER: two of the choppers will escape, you can't do anything about it. Even if you manage to bring lots of LAWs and you DID kill every chopper, you will go to the next mission. Suggested outfit: M4 w/ GL, etc. Suggested tactics: nothing really to it, just kill everyone you find in the base Walkthru: Engage the patrols, follow the waypoints, and engage enemy in the camp. At least two of the choppers will take off. Doesn't matter if you bring them down or not. Kill all hostiles, destroy all the tents and such you see. Eventually you'll get the order to evacuate, as there's nothing here. Just follow the other guys, who'll gun down the folks trying to ambush your way home. Run to the polynya (ice hole) where the sub conning tower is... And the mission should end. Go to next mission: AIR MAIL 9.3 AIR MAIL Briefing: A terrorist group named Da'nil seems to be responsible for the attack and theft of the biocontaminant. They have been tracked to Uganda, to this small airport. Infiltrate the place and search each building and plane for the package. Situation: Sunny jungle of Africa... Lots of visibility, though tangos now wear green camo. Goals: search all buildings, search all planes, kill all hostiles NOTE: Watch for pungi stick traps at the bottom of some hills. Suggested outfit: sniper rifle, maybe extra ammo Suggested tactics: Sneak and snipe, sneak and snipe Walkthru: Move forward and follow waypoints until you spot the two LARGE watchtowers. Take out the guards on the towers from here, then find a spot and go prone to snipe everybody in the airport. Figure about 2 dozen tangos on the airport premise. Displace laterally to look for targets hiding behind buildings and such. When clear, check the 2 planes, but be careful as there may still be tangos hiding inside the buildings. Select from following choices: DEMOLITION 101, or BLIND SIDE 9.4 DEMOLITION 101 Briefing: Da'Nil's motor pool (vehicle yard) has been located. Get in there and destroy all trucks, boats, and the helicopter. Situation: Hilly African jungle terrain, some grass but not much, some cover available Goals: Destroy all vehicles, destroy all boats, destroy helicopter, escape to extraction point NOTE: Limited fire support available, use wisely! Suggested outfit: You MAY want extra laser designators, or even a few LAWs, along with your M4 w/ GL. Suggested tactics: Sneak and designate. Walkthru: Follow the waypoints, and either kill the patrols or sneak around them. You should come to the ridge overlooking the vehicle yard. Designate the helicopter first, then the boat, then the trucks. Snipe all the visible tangos. Move slightly to the right and take out the tangos on the boat on your side of the river. Jump on the boat and it will take you across. (Alternatively, you can swim across yourself) Remember to save one fire mission for the boat itself. Destroy the rest of the trucks and/or BRDMs, if any had survive the previous barrages, or were hidden between buildings and thus unseen till now. Kill more tangos if you find them, then it's time to go. Go to either BLIND SIDE (if not completed) or HOLD UP 9.5 BLIND SIDE Briefing: Take out the comm center in the area to stop their coordination. Situation: Night mission, hilly terrain, enemy has lots of patrols and such. Goals: Destroy 2 long range antennas, destroy 3 satellite dishes, get to extraction point NOTE: Suggested outfit: Bring 2+ LAWs, and sniper rifle or M4 w/ GL Suggested tactics: sneak as much as possible. No need to engage enemy troops except to cut down on enemy reactions. Walkthru: Easiest way is to follow the waypoint and take out the patrols until you can see the watchtower. Sneak up to it, and climb onto it, and kill the tangos on the top floor with the silenced pistol. Use the top floor as your launch platform. You can see the 3 satellite dishes and the 2 antennas on top of the hill. Shoot one LAW at the antenna to the RIGHT, and the explosion should take out both antennas. Duck back a bit and move around. Then put the other LAW into the middle satellite dish. Boom! Mission accomplished. Now, take out the sniper rifle and take out all the visible enemies. There are little sandbagged positions at each entrance, and shooters are in each one. More shooters running inside the camp, and hiding along the fences, plus one or two inside the buildings. Take them all out. Then move to extraction, where friendlies should have cleared a path for you. Go to DEMOLITIONS 101 (if not completed) or HOLD UP 9.6 HOLD UP Briefing: We spotted a convoy that may be carrying the virus. Stop the convoy, take out all escorts, and check the trucks. Situation: Heavy fog in the area, use corner of your eye to spot targets, and react quickly to new targets. Use the minimap to warn yourself about enemies. Remember to sidestep. Goals: Stop the convoy, eliminate escorts, inspect each truck Suggested outfit: Bring at least 2 LAWs, and M4 w/ GL Suggested tactics: run really fast until you can see patrols, take care of them, then intercept the convoy, put a LAW into the leading BRDM, then another into the middle one, then shoot all the guards. Zoom out on the minimap and use that to orient your ambush. Walkthru: Not much to it, really. Either engage the 3-men patrol to your front or skirt them. Follow the waypoints quickly and engage any guards you spot. You'll soon come to the road where the convoy will pass. Put a LAW into the lead BRDM, then another into the one in the middle of the convoy (may want to wait until the convoy stops). Then engage the guards running up from behind. Kill all the guards, and walk up to each truck. Nothing found. Head for the extraction point, kill a couple more tangos, and that's it. Go to SPECIAL DELIVERY (if not completed) or POWER TRIP 9.7 SPECIAL DELIVERY Briefing: Virus package has been split, and one of the pieces is at Objective Mamba. Secure the site so a CDC team can drop in and secure the package. Do NOT let ANY vehicles escape. Situation: Large base with lots of tangos, approaching vehicles that will leave later, so destroy them ASAP with LAWs. Goals: Secure perimeter and eliminate hostiles, do NOT let any vehicles escape NOTE: Do NOT pick up the virus briefcase! It'll have a bio-hazard sign on it, easily recognizable. Suggested outfit: Sniper Rifle, and at least 2 LAW rockets. Extra ammo may help. Suggested tactics: Sneak and snipe all the way, too many enemies Walkthru: Crouch, then move over the hill and take out the guard at the cabin, the go through and take out the next guard. Go up the tower and silence the guard on top. Then turn left into the valley and take out some more guards. Now you need to decide: get more kills, or get into position earlier. I suggest get into position earlier, since that little convoy may leave later, and you need to stop it, and it's easier to stop them when they are, well, stopped. Follow the waypoints until you're above the objective, on the ridge. There are quite a few shooters on the opposite ridge and they can be big problem if you don't find some cover. Put a LAW into the 2 stopped LandRovers (aim carefully so one shot will take out both jeeps), then keep the remaining LAW for other uses. Shoot everyone you can see, including those in buildings. Keep moving and circle the base, looking for more tangos to shoot. Head down to the large building where Objective Mamba is. Kill the guards inside, and under the table is the package you're looking for. Do NOT enter the building! Kill more tangos in surrounding buildings and wait for the choppers to arrive. At least three will land and CDC folks in isolation suits will go in a secure the package. Then just head toward extraction point and the mission's over. Go to POWER TRIP 9.8 POWER TRIP Briefing: We spotted a Da'Nil lieutenant in a nearby base. Head in there, cut off his escape, and capture him. Situation: The base has quite a few defenders, and a chopper is scheduled to pick him up in a few minutes. Be quick about it! Goals: Capture the lieutenant, get lieutenant to the boat, the boat must make to extraction point Suggested outfit: Bring at least 2 LAWs, and sniper rifle or M4 w/ GL Suggested tactics: this one is speed, and a bit of running around enemies Walkthru: This one is tough until you figure out the right approach. At the beginning, go crouch, then turn left slightly and go to the LEFT side of the hill. You'll see a hut in the distance. Turn to aim for its left corner, then a little further left of that. Run past the hut (enemies near the hut!) BELOW the main level. Yes, you can run when the ground's THAT steep. Then keep running at that altitude on the side of the hill until the hill start to run out. Then turn right and look for a bunch of palm trees. You should see two of them tight together forming a U. That's your objective. Go prone there, and start picking off each and every tango you can see in the camp. There are 4 on the boat, all the ones in those little sandbag positions near the pier, the ones running around, the ones near the tents, and so on. Shoot all of them. If a chopper comes in and is about to land, put a LAW into it and have it crash into the camp. Watch for enemy patrols coming up behind you. When you're pretty sure you cleared out the camp, head down into camp carefully. You need to take out one solider in the Lieutenant's tent (the middle one). Once that's done, head inside, and the Lieutenant will kneel on the ground with hands behind his head. Walk back to him and he'll run for the boat, so the camp better be clear! Head to the boat, jump on, and the boat will leave for the alternate pier. Kill all tangos on the pier as they come into view from the boat. Once you killed all of them, the mission ends. 9.9 COUNTER PUNCH Briefing: Hostiles seem to have moved operations to ex Soviet Republic of Georgia. Destroy enemy base and kill all hostiles. Situation: Night mission, green hills Goals: kill all hostiles Suggested outfit: M4 w/ Grenade Launcher, Extra Ammo, and 2 LAWs Suggested tactics: sneak and snipe, watch for prone enemies Walkthru: Crouch, and move forward, and take out the patrol next to the hut. Continue and you should see the base. Find a good position to go prone and start sniping. Charlie will say that "An APC is escaping" or something like that. Look for it, kill it if you can. Then start sniping soldiers inside the base. Watch for hostiles behind you (watch the minimap periodically) and move after every couple shots. Try to shoot some grenades into the tents and such. Much safer than heading down there yourself. When you got everybody, the mission ends. 9.10 SLEIGHT OF HAND Briefing: Hostile convoy will be leaving the base. Attack it when it is at the designated location. Situation: Day time attack, lots of hostiles on patrol and in base, enemy has armor support, and possibly air support as well. Goals: Attack the convoy when King Six says so. Suggested outfit: Bring at 2 LAWs and sniper rifle Suggested tactics: Take out all patrols encountered, snipe at the base a little, then advance to shadow the convoy, but do NOT attack it, until you see Black Widow arriving at your location. Run for extraction, put a LAW into the convoy in the last second. Walkthru: This one can be tough if actually followed the instructions. Go past the hill and engage patrols and guards with sniper rifle. Clear out that little outpost with one building a one truck (have up to 4 guards) Then continue down the path and engage those guards on hill, then on the road below, many of whom are prone and shooting. They may be engaging the other two teams, so help them out a bit. Feel free to eliminate any guards inside the base itself that you can see. However, do NOT attack the convoy. Follow the waypoints until you reach this depression next to the road, (watch for ambusher on the back hill, and guards that shoot down from the base!) Parallel the road and follow the convoy. Shoot guards along the route as you see them. You'll go all the way up to the extraction waypoint. Go there, climb onto the road, and turn around. Soon King Six will state that it's a trap, too many hostiles at the area. The convoy will go up to the checkpoint and stop. Double back and you can catch the enemy soldiers from behind. Take them out, put a LAW into the truck, then run for extraction, which should be next to you. Then end the mission quickly, because 2 choppers just appeared and they are gunning for you! 9.11 WHISTLE STOP Briefing: Da'Nil has hijacked a munitions train from Turkey and plans to take it into Georgia. Stop the train at all costs. Situation: Get in Black Widow and be dropped off at the train. Secure the train, and take care of any chasers (possibly helos as well) and wait until the train stops at a friendly checkpoint. Goals: Kill all hostiles on the train, survive until the train stops Suggested outfit: M4 w/ GL, maybe some LAWs if you want to try to hit the choppers. Suggested tactics: Nothing, really. Walkthru: Jump into the chopper and crouch. After it takes off, go prone, and go as far out the door without falling out. When the chopper's over the train, slide out, and hopefully you land on one of the platform cars. Shoot the guard, then climb up the ladder and shoot the next car down, jump down, repeat. If you see trucks chasing you from the side... That's why you brought the grenade launcher. Keep going up, down, shoot more tangos, until you reach the 3 train cars that has a roof. You should have cleared the train by now. If not, go forward and shoot more tangos. Go prone and "hide" as close to the starboard edge (that's to the LEFT if you're facing front of the train). If you see some vehicles to the side, pop up and feed them a grenade, but if you see a chopper, HIDE! If you are extremely brave, go to a flat car and try to hit the chopper with a LAW, but it's completely optional. More pickups will chase you, each carrying 2 gunmen, but they can't jump onboard. Either kill the gunmen or grenade the truck, it's your choice. Keep hiding and/or engaging until the train stops, and that's it! 9.12 HOURGLASS Briefing: The remaining virus has been hidden in a bomb somewhere in this refinery. The refinery is full of volatile liquids and one wrong shot can ignite the whole place. Hostiles are expected to hide snipers and such to make sure we don't find the bomb until it's too late. Situation: Day time, snipers about, some civilians. Don't shoot any barrels as that can cause a chain reaction to blow up everything. Goals: Locate the bomb in the refinery, do NOT destroy the refinery or allow it to be destroyed. Suggested outfit: sniper rifle Suggested tactics: fast, but accurate, as time is short. Walkthru: This one can be messy. Crouch and move forward, stop when you see the raised road. You'll find multiple tangos on the road, and some civilians trying to escape, and the tangos are shooting at the civilians! Shoot the tangos patrolling, and on the other side of the road. Two trucks should approach from the left, but they'll get blown up. Move up there and stop just behind the two burnt out trucks, and use that as cover to take out the next few tangos on the road. Keep moving toward the refinery. Do NOT shoot into the refinery unless you are VERY sure of your target! One stray shot, one barrel explodes, and the whole plant goes POOF, along with the virus! Look on high platforms and kill tangos if you see them. Stop when you come to the houses just to right of the path. Your buddies should have arrived, stop a bit further back from them. In a little bit, Alpha should say the tangos are leaving. If so, don't shoot them. You don't want Charlie to blow up the refinery. Sometimes Charlie can hit a couple tangos, blow up one of the small buildings, but the refinery did not explode. At other times, it did. So it's partly by chance. Switch to silenced pistol or pistol, and stand up straight. It's time to do a search. The bomb is one of the barrels, and it's usually near one of those tall distillers. There's no need to climb any platforms or stairs or ladders. However, there are two or three snipers hiding in the base, so be careful when you move. One's prone on the ground if you go past the buildings and go left, another is hiding in the bed of a truck parked in the base. Basically, run around every distiller and look on top of all the visible barrels. When you see one that looks like it has wires on top, that's the one. Walk up to it, and the mission should end. Congratulations: you have defeated the bio-terrorism threat! 10 Campaign 2: Operation Global Enforcement We have reports that a new terrorist group is trying to obtain uranium... the old-fashioned way. Clearly, that is unacceptable. 10.1 CLAIM JUMPER Briefing: New terrorist group United Freedom has taken over an uranium mine in Chad. Take it back without destroying it. Situation: day-time, hills to hide, lots of enemies Goals: Eliminate all hostiles Suggested outfit: Bring at least one LAW, sniper rifle or M4 w/ grenade launcher Suggested tactics: Sneak and snipe, as usual. Use the LAW on any armored cars you see. Walkthru: Follow the waypoints and take out any BRDMs and patrols that you see. Soon you'll spot the mine itself. Slowly peek for enemies and take them out one by one, esp. those down at the sandbagged positions. Circle the base to spot more tangos. When it's clear, head down into the base and clear the buildings one by one. Go to either CRITICAL MASS or SUPERNOVA 10.2 CRITICAL MASS Briefing: UF has kidnapped some scientists when they pulled out. Find and rescue them. Situation: Day-time mission again, lots of hostiles, including armor Goals: Rescue the scientists (2-3 of them, random placement), all must survive evacuation Suggested outfit: M4 w/ grenade launcher, silenced pistol, at least 2 LAWs. Suggested tactics: sneaking is VERY important. Clear out all visible enemies and other buildings before attempting to rescue the scientists. Walkthru: Head up the hill a bit and engage the guards carefully, beware of other patrols coming at your back! Once front is clear, clear the sides, then take out the BRDMs at the front entrance. Clear inside, but go around each building first. Your buddies should run in and help you defend the place, but they will stay at the entrance. They will defend the base from any enemy reinforcements coming in from the east. Sneak around each building and shoot more tangos, then sneak around each building and go inside for more tangos. If you see the hostages, do NOT rescue them yet. Clear the rest of the buildings, use grenades if you have to, but try not to unless you've already found the hostages. Hostages are either in the far-left building, or the near-right building, if you're facing the entrance. When clear, go ahead and touch the hostages, and they'll run out of the camp. Run ahead of them and be ready to engage all hostiles, who'll be popping up in your path. Shoot them down before they can harm the ex-hostages. When you reach extraction point, and Black Widow arrives, that's it. 10.3 SUPER NOVA Briefing: UF have taken over a refinery to process their Uranium ore. Take it back. Reality note: Uranium can only be processed by centrifuge, not an oil refinery! Situation: Day-time again, LOTS of enemy snipers, beware! Goals: Kill all hostiles Suggested outfit: sniper rifle for sure Suggested tactics: snipe VERY carefully, VERY deliberately. Walkthru: Approach SLOWLY and watch for snipers, as there are a LOT of them. Kill the first patrol, then get up to a vantage point where you can see the whole refinery, go prone, find a good hide spot, and start picking off one tango at a time. When you think you hit all that's visible, do a lateral displacement and look into the plant from a different angle, and slowly spiral in, looking for more tangos. Finally, get inside the refinery itself and clear it. Watch for tangos at upper level. Probably go in prone and use pistol only. 10.4 FALLOUT Briefing: UF have taken over an airport to take out their haul. Do NOT let that happen. Kill all hostiles on the map. Situation: Day-time again, LOTS of enemy snipers, beware! Goals: Kill all hostiles Suggested outfit: sniper rifle for sure Suggested tactics: snipe VERY carefully, VERY deliberately. Walkthru: Nothing really to this mission. Walk up to the waypoints and take out any patrols (using silenced pistol if possible) so you can get into position with a good vantage point, prone. Then start picking off each and every tango that's visible. Wait for a little while, wait some more, and start doing lateral displacements until you've pretty much circled the base, and spiral in. Check every hangar for more tangos, and every building. When it's all clear, go head out to the extract, and kill some more tangos in your way. 10.5 BROKEN ARROW Briefing: A shipment of uranium is on its way to a terrorist camp. Stop the convoy, eliminate all hostiles. Situation: Day-time again, convoy has armored cars as escorts Goals: Kill all hostiles Suggested outfit: At least 3 LAWs, sniper rifle or M4 with GL Suggested tactics: Kill patrols, then head forward and nail the first BRDM, then nail the subsequent BRDMs and the soldiers on foot, and that's it! Walkthru: Head over the hill and take out one patrol (2 men), then look left and right for 2 more patrol groups. Finally, head over the hill (follow your waypoints) for one more set of patrol, and you should be near the convoy. Put a LAW into the lead BRDM, then one more LAW into the other BRDMs. Then find a good spot and snipe off the soldiers, move to other side of convoy and do the same, and that's it! 10.6 VOODOO Briefing: UF have taken over an decommissioned Soviet base. Take down the base (kill everybody), and wipe out the soldiers in the barracks below the comm center. Situation: Night mission, visibility is minimal. Goals: Kill all hostiles at comm center, kill all hostiles at barracks Suggested outfit: sniper rifle with extra ammo, or M4/ w/ GL launcher and extra ammo Suggested tactics: snipe VERY carefully, VERY deliberately. Walkthru: Take out the patrol near you using your silenced pistol, then get across the bridge and sneak up on the comm center. Take out as many guards as you can from outside, as well as the guards on the towers, and any one shooting at you from the barracks area. Also take out the guards next to the chopper, and grenade the chopper, and maybe the SAM site as well, but that's optional. Slowly move into the comm center and clear it one room at a time, silenced pistol preferred. When that's done, search the perimeter again if OBJ has not been met. Then head down to the barracks and repeat. You may want to put a grenade into each window first. Watch for hostiles hiding NEAR but not in the barracks. When you clear out both, you win! 10.7 SUPPLY LINE Briefing: We have located the main UF fuel and munitions depot, kill all hostiles inside. Situation: Day-time, surprise helicopter! Goals: Kill all hostiles Suggested outfit: M4 w/ GL, or sniper rifle, at least 2 LAWs Suggested tactics: snipe, snipe, snipe. Walkthru: Head forward and take out the patrols. When you hear that chopper's coming in, arm LAW and hide behind a hill, then nail the chopper when it flies by. Then it's just a matter of patience as you take out tango after tango from afar. 10.8 PINPOINT Briefing: UF senior officer has been spotted in the area carrying a laptop. We must capture it and decode the intelligence stored inside. Charlie will create a diversion, while Bravo run in and steal the laptop. Situation: Night mission, be careful! Goals: Get the laptop, escape to extraction point Suggested outfit: Keep the SAW, add maybe 2 LAWs Suggested tactics: wait until Charlie start the diversion, then run inside the base and nail as many hostiles as you can, grab the laptop, and run. Walkthru: Head up waypoint, take out a few snipers and patrols, and wait on this side of the ridge until Charlie starts their attack. Most enemies should run toward Charlie's attack. Run down hill and start zig-zaging and shooting at the defenders. Run sideways and walk your shots across the target. The laptop is on the far side of the base. There are like 5 barrack buildings, in groups of 3, and 2. Take out the guards, take the laptop (just run into it), and run for extraction point. Shoot some more tangos in your way (just hose them with your SAW), arrive at extraction point, and this mission should be over. 10.9 KNOCKOUT Briefing: UF SAMs have been bothering our pilots. Take out the SAM launchers, and then stop long enough to capture the UF general, also on the base. Situation: Day-time again, LOTS of enemy snipers, and even a chopper! Beware! Goals: Destroy SAM radar trailers, destroy chopper, capture general Suggested outfit: sniper rifle for sure, at least 2 LAWs, probably more Suggested tactics: snipe VERY carefully, VERY deliberately. Walkthru: Go a bit to the right and ignore the waypoints for now. Head up to the hill. There should be a BRDM to your left with at least 2 tangos. Nail it if you wish, else run past it. Go up the hill and hide behind some trees to engage the hostiles. Look out toward enemy SAM launchers, and kill any guards that are in your way. Enemy chopper will come around the hill, so arm LAW, and when it flies over your head, destroy it! Remember to take out BOTH radar trailers with either artillery or LAW. When that's done, Charlie team will parachute in. Follow them into the compound, shoot the tangos in towers and on hills. Shoot more tangos, then move into the building where the General is hiding. Clear it of guards, and the general is hiding on 2nd floor in the corner. He walks slowly, but with a little patience, you'll see him get onto the chopper. Follow the chopper to the 2nd LZ, and that's the end. 10.10 STEEL COFFIN Briefing: UF armor were spotted. Destroy all UF armor by calling in fire support. Situation: Day-time again, LOTS of enemy snipers, no need to kill everybody! Goals: Destroy all armored vehicles, including tanks and BRDMs. Suggested outfit: sniper rifle, 2 LAWs as "backup", and 2 satchel charges as further backup Suggested tactics: First take out the tanks visible from the edge of the base, then get to the southern entrance and take out the rest. Walkthru: Go a bit to the RIGHT of the waypoint and head up the hill, but do NOT go over. Snipers are deadly here and if you follow the waypoints blindly you'll get killed. Find a spot to designate the tanks and BRDMs parked outside. Should only need like 2 hits to take out all four vehicles outside. Go around the hill so you can sneak up on the base's southern flank (take out the guards on the towers first). Go prone at the southern perimeter and look into the hangars, and you'll see BRDMs and a tank. Call in some artillery on them. If you're out of artillery, shoot a LAW yourself. Use laser designator on tanks first since BRDMs only takes one LAW hit to destroy. If you still have targets left over, you'll have to sneak in and use satchel charges on the remaining vehicles. 10.11 BROKEN WING Briefing: UF have accumulated some MiG fighters. Destroy them before they get off the ground. Situation: Day-time again, LOTS of enemy snipers, beware! Goals: Kill all hostiles in the airbase, demolish the 2 MiGs, escape to extraction point Suggested outfit: sniper rifle for sure Suggested tactics: snipe VERY carefully, VERY deliberately. Walkthru: As you move toward your first waypoint, a Russian HIND chopper will patrol the canyon. Just hide and wait until it flies past the base. Once it past the base, it won't come back! (Or you can shoot it with a LAW as it go by, up to you) Continue to waypoint, find a location to snipe the tangos inside the base. Circle the base and continue to eliminate tangos. When ready, sneak inside, eliminate more tangos, and put a satchel charge next to each MiG (one's in the open, the other is in a hangar). Run to extraction point and hit the detonator en route. Boom! 10.12 MISSION CONTROL Briefing: UF have taken over a missile launch facility and we must rescue hostages from the facility to secure some intelligence. Situation: Night mission, stay as quiet as possible! Goals: Kill all hostiles, hostages must survive Suggested outfit: MP5-SD3, silenced pistol, armor or ghillie suit Suggested tactics: be VERY, VERY quiet, we're hunting tangos Walkthru: Go RIGHT 45 degrees and start running. You want to follow Charlie team, basically. You COULD go through your original waypoints by taking out the small outpost, but if you make ANY mistake you may compromise the mission. So it's better to follow Charlie. Any way, go past Charlie and when you're close to the camp, start going prone and head in with your MP5-SD3. When ready, shoot at everybody that you see. Move slowly and clear each and every structure, but do NOT use grenades. Watch for enemies hiding next to BRDMs, inside structures shooting out, and so on. Stay prone, move slowly. Your objective is the large structure's BACK DOOR (the door facing the valley wall). Before you get there, take out the two tangos in the house next door, as well as the tango next to the BRDM, and so on. Shoot at the fuel drums before you reach the back door, and all enemies will focus on it. There are three guards inside the main compound, one in the middle, one near the front door to left, and one on the left rear window. Stay prone, and head into the door. The middle guy will turn around and spot you. Kill him with a 3-round burst, then kill the main door guy with another burst, then turn left and shoot at the window to kill the third guy, and you've secured the hostages. If you don't kill all the guards, they will kill all the hostages, and your mission fails. If you succeed, you now need to take out the rest of the hostiles. The hostages won't move, so don't worry about them. Head out the main door, still prone, and look for more tangos. At least one is in that camouflage structure ahead. Turn around and look up the valley wall, and you should spot at least one or two guys. (Use binocs to see them.) Shoot them. Another two will probably shoot at you from the clump of trees to left. Take cover and shoot back! Once you've eliminated all the tangos the mission is a success. 10.13 SCORCHED EARTH Briefing: United Freedom has control of the launch facility and the missile is almost finished. Take over the launch facility, kill all hostiles, then kill all hostiles at the missile gantry to make sure they cannot launch the missile manually. Situation: Day-time again, LOTS of enemy snipers, lots of enemy bunkers. Beware! Goals: Kill all hostiles at launch complex, kill all hostiles at gantry Suggested outfit: M4 with grenade launcher, as you need the firepower, 2 LAWs for BRDM busting, and extra ammo. Suggested tactics: snipe VERY carefully, VERY deliberately. Put a grenade into every bunker. Sneak up to the main building, clear it, then the tower, clear it. Find a place to snipe at the gantry, then head down and clean out the rest. Walkthru: Arm LAW, and climb to the surface of the road, and nail that BRDM ahead of you. Then hide back down and shoot all the guards near it. Run to the other side of the road, climb hill, and hide behind the tree. Snipe from the tree at the various guards that are visible. Take out the guards at the main complex door. Try to snipe at the guards (yes, there are TWO of them) inside the bunker just to left, and on the tower behind. There are some tangos at a lower level you can take out too, plus more at lower left to left. Come back down the hill and head right of the hill, which leads to a small valley, which takes you to the hill of the control complex. If any of alpha team survived, they'll go there. Climb up to launch complex. Arm assault rifle and be ready as a guard will run out the bunker to right, and another one may be just inside. Once you take out two guards, Scan right to the bunker, and put a grenade into the rear door. Boom! No more tango inside. Go in prone and clear out room by room (only one other tango inside, really), but watch for other tangos outside shooting in. As you have a broken window, use that to put a grenade into the other two bunkers. You should hear screams. Continue and shoot into that "barracks" next door, should be at few tangos inside, just shoot through the window and break the glass to reveal them. When cleared, it's time to clear the upstairs. Go prone and go up the outside stairs by going back out the door you came in, turn left (past the bunker you nuked), and stop at corner. Look up to control tower and nail a sniper if you haven't done so. Go around corner and look left to take out more tangos. Climb stair slowly, turn RIGHT at stairs, and go prone. Move right so you're in the middle of the window. Throw a grenade a bit to the left into the far-left corner of the room. Boom! Top guard's gone. Verify that. Now it's time to clear the control tower. Run down to ground level, then run up to the control tower. Go around the left side. Stop before the corner, then go prone, go around the building, and kill the guy at the door, then one more inside to right of stairs, and one more to the left through the door. No need to climb the stairs, as there's nobody else up there. Come back out, and look right, and there's one guy hiding just around the corner. Take him out, and the launch complex is clear. Look for a way down into the valley of the gantry, but usually you have to come WEST of the complex. You may even run into a BRDM, but that's why you saved that last LAW for it. Shoot more guards and patrols, and keep going. The gantry itself has quite a few tangos hiding on it, and nearby has even more. Go prone and pick them off one at a time. Then circle it for some more tangos you can't see before. Once you eliminate all tangos at the gantry the mission is over. Congratulations, you've protected the world from nuclear holocaust! 11 Miscellaneous 11.1 CHEAT CODES Press ~ (tilde) to bring down the console prompt, and enter any of these codes: thetrooper God mode, can't die sunandsteel Full ammo diewithyourbootson Unlimited Ammo stilllife Invisibility superjump Jump very high revelation gives 8 airstrike/laser rounds gamma x (where x is a digit from 0-9) different grenade smoke colors resetgames resets current game NOTE: yes, capitals DO matter. Must be re-entered every mission. 11.2 EDITOR I can offer no help about the editor. Sorry! 11.3 MULTIPLAYER As this game is ancient and cheating was never really resolved, I won't be covering multiplayer at all. 11.4 OTHER QUICK MISSIONS There are other fan-made quick missions, some of which are EXTREMELY hard... but fun! See the next section for website, where you can find the downloads. 11.5 RELATED WEBSITES AND FANSITES http://www.dfbarracks.com http://www.dfarena.com --THE END--