Marine Sharpshooter II: Jungle Warfare Unofficial Strategy Guide and FAQ by Kasey Chang released May 22, 2006 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 "Marine Sharpshooter II: Jungle Warfare", a military first-person shooter created by Jarhead Games, and published by Groove Games. 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) 2006; 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: "Marine Sharpshooter 2 Unofficial Strategy Guide and FAQ" is copyrighted (c) 2006 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 2003. 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 This USG is not endorsed or authorized by Jarhead Games or Groove Games. 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 patch. 1.7 HISTORY 22-MAY-2006 Initial release 2 MS2 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****! Q: Can you tell me how to play the game? A: Read the manual please. Q: How big is the install? A: About 1.2 GB after installation. Q: Is there a patch? A: Yes, go to GrooveGames.com, and click on support to find the patch. Q: What's the difference among the difficulty levels? A: How easy you die, mainly, and how accurate the enemy is. Q: What about some cheat codes? A: There aren't any. 2.2 MS2 HISTORY Jarhead Games is one of the developers that specialize in budget games, basically $29.99 or less. They use the commercially available Lithtech engine and churns out one or two games a year, compare to a multi-year game development cycle for a AAA-title. As the name Jarhead implies, they specialize in military shooters, though they did make a Western shooter. One of their titles made with the Lithtech Engine was "CTU: Marine Sharpshooter". As a part of the elite counter terrorist unit CTU, you are tasked with your spotter to investigate some local warlords in Afghanistan, but you ran into some mercenaries buying what appears to be radioactive material from the warlord! You then have to chase down this threat to the free world as you travel to Chechnya and later, an "abandoned" Pacific island. A sequel with more realistic setting was created with the next generation Lithtech engine. That is Marine Sharpshooter II: Jungle Warfare. 2.3 GENERAL MS2 BACKGROUND You are a part of marine scout / recon sharpshooter team assigned to a US Navy task force just off the coast of Burundi on a UN peacekeeping mission. The local rebels, known as FLN, in a lightning strike, has kidnapped the president of Burundi and three cabinet ministers. The government was the only thing keeping the violence in check between the Tutsi and Hutu, who had a long history of violence against each other. With the disappearance of the government leaders, it is feared that Burundi will soon tear itself apart. UN forces are moving in to attempt to stave off the rebellion, but the officials must be recovered as soon as possible. You are being sent in to locate the kidnap victims for UN forces to rescue. 2.4 HARDWARE REQUIREMENTS From README file: Minimum: -Pentium III/750 MHz. CPU -128 MB of RAM* -500 MB Hard Disk Space -SVGA, high-color (16-bit) -16-bit DirectX 9 compatible sound card -32 MB DirectX 9 compatible video card with HW T&L -DirectX 9.0 or higher (included on CD) -Keyboard -Mouse Recommended: -Pentium IV/1 GHz. CPU or higher -512 MB of RAM -500 MB Hard Disk Space -SVGA, high-color (16-bit) -16-bit DirectX 9 compatible sound card -128 MB DirectX 9 compatible video card with HW T&L -DirectX 9.0 or higher (included on CD) -Keyboard -Mouse Operating Systems: Supported operating systems include Windows 98/ME/2000/XP. Windows 95 is NOT supported. * Windows 2000/XP requires a minimum of 256MB of RAM. 2.5 HOW DOES THIS GAME PLAY? It's basically a first-person military shooter with a spotter buddy, who will engage enemies who get too close, guard your back, and such. He'll also use tracers to point out enemies for you if you let him, but you will have to do most of the shooting. You will go through some of the densest jungles in Africa, an African village reminiscent of Mogadishu, the flat desert terrain, and even a bit of caves, in order to derail a plot that can plunge a country into civil war. In some missions you encounter civilians. Do not shoot them. If you kill one you fail the mission. You may also run into booby traps. Shoot them to disable them. You may also see minefields. Those must be avoided. If either of you die, the mission's over. 2.6 BUGS AND FIXES The game is very stable and never crashed even once on my test computer. 2.7 EXPANSION PACKS? SEQUELS? RELATED TITLES? MS2 is itself a sequel. No further sequels are planned. 2.8 SOME COMMON SUPPORT ISSUES You can save any time, any where. However, the total number of savegames is limited. Just overwrite old ones. 3 Your weapons and equipment They are organized by the game into several categories. Remember these are normal marine equipment. 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 M9 PISTOL Your pistol is good for close combat, but lacks the range or firepower of the other weapons. However, it can be equipped with a silencer for silent kills, which makes it very useful for picking off enemies one at a time. Right-click to equip/unequip the silencer. You really should always leave it on. In fact, at start of every mission, put it on first. Holds 15 rounds, fast reload, fast firing rate. In fact, you'd be tempted to use it so much, you may even run out of ammo for it. So try to save it for close-range work. Get close, then one shot to the head. Or carefully use it from further as a silent sniper weapon, again, to the head. As they can't hear the shot, they can't dodge. Unless you make a non- lethal hit. 3.3 SNIPER RIFLE You actually get different ones depending on which mission you're on. 3.3.1 M40A1 This initial version of the M40 sniper rifle holds 5 shots, and it's quite slow to reload as individual rounds must be fed. The good thing is you only use it for the first mission. Keep it fully fed as much as possible. You don't want to run out of shots while engaging. Crouch/prone while reloading. 3.3.2 M40A3 This improved version of M40 holds 7 shots, and can be reloaded from a magazine, which makes reloading much faster. 3.3.3 M82A1 Only available in the last mission, this is a very long-range rifle that holds 10 shots, but can only be deployed while prone. It's simply TOO HEAVY to be fired off your shoulder. And it is available in addition to your normal M40A3. It has a very fast firing rate, being semi-auto, and it is also magazine-fed, making reload very fast as well. You only have a few rounds for it, so reserve it for "special occasions", such as extremely long-range shooting against a group of enemies. 3.4 LASER DESIGNATOR In two missions, you will need to use the laser designator to call in some artillery or air strikes to level some targets. Just choose it, then view through it, and click on the target you need to pick out. 3.5 OTHER EQUIPMENT Use night vision. It's necessary in most of the levels. 4 Various Tactics 4.1 SHOOT FROM AS FAR AS POSSIBLE You can get hits from as far as 800 meters away. Thus, there is no need to get any closer unless terrain prevents you from shooting afar. 4.2 KEEP YOUR GUN FULLY LOADED You don't want to run out at the wrong time. Reloading while enemy is still shooting at you is bad, very bad. Crouch or go prone while reloading. 4.3 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. Use the "lean" keys to lean out from cover to spot enemies. 4.4 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 over something, such as heavy grass cover. Stand behind something, and use LEAN commands to lean out and take a peek. In dangerous areas, go prone. 4.5 TRY TO EXPOSE YOUR RIGHT ARM FIRST If you expose your left arm first, then shoot, you may end up shooting the wall. 4.6 USING PISTOL, MUST GET CLOSE Preferably, close enough that you can't miss, which means directly in the guy's path, but behind him. There is one exception, see [4.9] 4.7 WATCH YOUR COVER METER Try to shoot from as much cover as much as possible. 4.8 WATCH OUT FOR YOUR BUDDY, AND HE'LL WATCH OUT FOR YOU So don't get too far from him. 4.9 USE YOUR PISTOL AS A "SILENT SNIPER" You can get a lot of silent kills and not alert the enemy if you aim carefully, at least on rookie level. 5 Hostile Forces and Buildings Here's a quick summary of the forces you can encounter in MS2 5.1 MILITIA Militia are equipped with various weapons, usually AK-47/74 and similar weapons. Some are equipped with pistols. Occasionally you may run into one with RPG. Engage those first as they can kill you with one shot. 5.2 MERCENARIES Usually have better gear, and are more aggressive, may have body armor. Sometimes one or two may have RPG as well. Engage RPG guys first. 6 Campaign Walkthru Rebels have attacked capital of Burundi and have kidnapped the president and his ministers. UN and US are getting involved, and first priority is to rescue the president and the ministers. 6.1 MISSION 1: INFILTRATION 6.1.1 Level 1: The Search Begins Cutscene: The Blackhawk lands and drops you two off in the landing zone. And disappears into the sky. You are on your own. Your partner says to get out of the area in case rebels investigate. Follow the waypoints as outlined in your GPS. Your spotter will also recommend staying off the main path as you proceed. Advance slowly until you see a three-man patrol coming towards you. Stay in cover, and snipe them. Continue until your spotter state that something is not right. There is an ambush ahead: either trigger it by moving until they shoot at you, or stay in cover, and look at each and every branch and bush carefully. You should be able to spot two enemies hiding behind bushes. Take them out. Continue down the trail and your spotter will spot a camp. Try to stay on left side of the path, as it gives you the high ground so you can shoot downward into the camp. There are two rebels on foot and a sniper in the trees. Shoot them all. (The sniper can be difficult to spot. You can locate him by looking for his muzzle flash.) Once camp is cleared, move in to pick up ammo box and medikit that are sitting in front of the tent. Continuing to the next waypoint, and the path splits. Your spotter will recommend following the riverbed. Jump into the water and look for two enemies at the head of this river. Pick the two guys off from a distance and slowly walk towards their corpses. As you advance you'll notice a three-man patrol on the river, so take them out. Scope the waterfall and take out the two enemies near your next waypoint. Your spotter will tell you to "wait here". He will then run up to the waterfall and tell you that he has found something. Go to where your spotter is standing and look at the ground directly in front of him - there is a piece of wood with a CIEE logo on it. Put the crosshair on it, then press the "F" key to pick it up. Follow waypoints back down the river and get back onto the path. Continue down the trail to a group of three rebels hanging around a log; remove them. Move past the log, and you will see four rebels walking toward you. Take them out. Continue down the trail and soon this level will end. 6.1.2 level 1b: above the falls Follow the trail, but pay attention to the ridge on your left. You should see two rebels a few feet apart crouched up there. Hide in the grass and shoot them both. Continue, kill a rebel running toward you. The path will turn left and slope up. When the ground levels out, your partner will warn you about a sniper. Counter-snipe him by looking for the muzzle flash. Stay in the grass and continue down the trail. You should run into a 4-man patrol. Take them out. Keep going, and your spotter will spot a camp with five hostiles, and he recommends that you go around. You could, but why? Find proper cover (preferably behind a tree or bush) and take the rebels out. Claim 2 medikits and one ammo pack in the camp. Continue across the river, and you'll get a radio message about large group of enemies approaching from the north. Go hide at the side of the trail. Six rebels will approach. Kill them or let them pass, it's up to you. Continue down the trail, and it will turn right and go higher, to the top of the cliff. Stay in the grass, and you'll find 3 rebels. One will run as soon as you get close enough, the other two are oblivious. Try to kill the runner first, but it really doesn't matter that much. If the runner get away, he'll warn a group of rebels up ahead, then you have to kill like 5-6 that rushes you from further down the trail, but otherwise not that big of a deal. If you took out the runner, then you can deal with the enemies in smaller groups, rather than all of them rushing you together. Continue across the bridge to end the level. 6.1.3 level 2: we're not alone Your spotter runs off so you can look for enemies yourself for a little while. Continue toward first waypoint, and you should see a rebel in the water to your slight right. He has partner, so be careful here. Kill both. EASTER EGG: Standing in the water, facing the waterfall, look at the rocks, and you should see a log with a bull's-eye between the 2nd and 3rd rock from the left. Shoot it to trigger the surprise. Continue following the waypoints until your spotter shows you this camp in a cutscene. Once the cut scene is over, move up to your spotter along the left and start taking out the two enemies at the tree. You should still see them while crouched, and your cover meter should be full if you move close enough to the bush. Two more will run out from the bush as soon as you fire your weapon. Take them out too. Finally, wait for a final guy to come out, or go in after him. Beware of a patrol up and down the mountain path that may engage you if you take too long to engage the camp. Collect the medikit and ammo pack in the camp. Go back to the trail and move up the mountain. If you haven't dealt with the one-man patrol, you will now. Go up the trail, and at the top you'll find two hostiles, take them out. One more is hiding behind a bush. Remove him. Continue to next waypoint, and you'll find a few rebels sitting next to a fire. Take them all out before they come after you. Watch for another hostile coming up behind you. Head for the fire, and you should see another group of three in the distance. Get into cover and take them out. Stay to the left side of the trail as there's more cover there. Continue to a small rebel camp, take out the three hostiles, and collect medikit and ammo pack. Continue to next waypoint, kill two more rebels. You'll reach a downslope, and spot a few more rebels in the distance. Take them out. You are approaching another bridge as you follow the waypoints, and the trail starts to narrow. Take out another 3-man group, then one rebel on the other side of the bridge. Go across, and two rebels will be standing next to the shore. Take them out, and your spotter will run to the shoreline. He said to follow the lakeshore. Turn left and follow the lakeshore, and an enemy outboard will approach. You can shoot the three rebels on it if you want, but it doesn't matter, as you'll see them again soon. You'll see two more rebels in the distance, take them out. The outboard will be to your right as you continue, so kill the occupants if you haven't already. Continue up the path and get back onto dry land. There should be a medikit there. Your spotter spots more tracks. follow the path into the forest. Spot two rebels in the distance, so remove them. Continue, and you'll come across a small stream, with 4 rebels. Take them out. Continue to a seemingly empty camp. Grab the two medikit and one ammo pack, and follow waypoint to the two smaller tents, but switch to pistol. As you reach the waypoint, the ambush was sprung. Your spotter says to run for the ridge. You need to kill four attackers, then another few (6?) at the camp that looked empty before. Once that's done, follow the waypoint, and the next level will soon start. 6.1.4 Level 3A: Danger nears It is dark and raining. Turn on your night vision to compensate. Follow waypoints up the small hill to a camp, and remove four rebels. Continue down the trail, following waypoints down the hill to two more rebels standing around a canopy. Kill them and collect two medikit. Go up another small hill, and remove two rebels further ahead. Take them out and keep following the waypoints. Continue and take out another rebel to the left. Your spotter will tell you that there's another camp ahead. You may want to go left for higher ground. Near the plane wreck are four rebels, remove them, and get into the camp. You should find a medikit and an ammo pack. In the back of the plane wreck is another medikit. Continue, and your spotter will warn you there's someone in the trees. and true enough, you'll get shot at! Return fire, and kill the sniper. Another rebel further down will run toward you, so take him out too. Get to top of the hill, and you'll spot another rebel camp. Set your spotter to engage after you take out the first guy, and shoot all rebels in the camp, should be four or five of them. Collect medikit and ammo pack in the camp. Continue down the trail, remove two more rebels patrolling. Continue until you get shot at by an enemy sniper. Return fire at his muzzle flash. Follow the trail, but move slowly. Make sure your spotter is right behind you. He'll tell you to stop. You almost hit a tripwire mine! Get back, really back, and shoot the mine's tripwire from a distance. Boom! Continue down the trail and this level will end. 6.1.5 Level 3b: Resistance grows Look for a guy with RPG in the distance, take him out quickly or eat RPG (it's NOT pleasant!). Continue to his spot, and you should see more rebels ahead, some are in bushes, others are in the open. Remove them. Continue down the path, and Mother Hen will warn you of rebel activity. Continue, and stop when your spotter says that things are not right. Look down the trail, and you'd be going up a slope. Remove two more rebels up there, and go up there. Look down to enemy camp, then eliminate as many tangos as you can. Should be like six rebels. Clear the camp, and watch for another rebel coming toward your noise from your left. Claim 2 medikits and 1 ammo crate near the fire in the camp. Continue down the trail. Two rebels are hiding behind bushes further down, so get behind something if you hear bullets flying. Look for muzzle flashes and eliminate the rebels. Continue. You'll see a small clearing up ahead, and two more rebels past it. Remove them. Continue, and you'll run into an ambush, with at least one sniper in the trees, and other rushing in. Let your spotter engage, while you crouch, shoot, and displace. Remove all the threats, and you can continue. Continue down the path, eliminate a few rebels as you see them. Continue to a small river crossing with a tent, and eliminate rebel on the far side. Continue to following the path. One rebels may be hiding in a bush. Remove him. Continue to a small camp with 2 tents and 2 rebels, remove them. Claim 2 medikit and 1 ammo crate as your reward. Continue slowly, don't let your buddy lag behind. When he say stop, do so! He has spotted a bobbytrap. A tripwire laid across the trees. Step way back, and shoot the mine or the wire to disarm the trap. Then you can continue to next level. 6.1.6 level 3c: Clear blue Just as you start to move, Mother Hen radios in and informs you of large group of rebel forces ahead. Advance slowly, as the trail turns right. Spot three rebels and remove them. Continue down the trail, and eliminate four more rebels. The trail is rather restrictive, and next enemy will appear on the left, so you may want to stick to the right. You'll see a stream in the distance, with four more rebels. Eliminate them. Approach slowly, as there is a sniper further down. Continue around the bend and remove two more rebels, then the path turns left again. Remove the rebels at that bend, continue. Stop when your spotter mentions even more rebels ahead, may be a camp. Continue to the waypoint, and you'll see the enemy camp. Remove the four guards, and search the tents for two ammo crates and three medikits. Continue to next waypoint, but move from cover to cover, as you will run into another sniper. Remove him. Continue, and your spotter will remark that the jungle has really opened up. Continue, and you'll see the main enemy camp. Find a good spot and go prone, and start sniping at the rebels. You don't want any to make it to the bungalows to kill the ministers while the UN forces try to rush the camp. If all three ministers die, you fail. The specific ones you need to kill are highlighted on the GPS display. Kill those first. The rest are just targets of opportunity. When you've killed enough hostiles, the mission is complete. However, the president is not here. The rebels have moved him somewhere else. 6.2 MISSION 2: INFORMATION We have no idea where the rebels may have taken the president, so we have to take a few guesses. We are inserting you at this village where we've spotted some unusual activity, and we believe one of Karume's lieutenants, Abdi, may be there as well. Find him, and see if he knows anything about the plot. 6.2.1 Level 4: Into the Cage You start right at the village. Except it's full of rebels. And whose bright idea was it to leave you in the middle of the dang street, guarded by 2 towers and more machine gun nests? Any way, shoot the two guys up in the towers, then two more running toward you. Great, now you have to enter the darn town. Use the buildings as cover, lean out to take a shot, then duck back. Continue down the street. Eliminate six rebels, and the machine gun nest. Grab 2 medikits and ammo box at the MG nest. You should approach an intersection, use tables and buildings as cover and shoot more rebels. Shoot any on rooftops as well. When it's about clear (probably 6-8 rebels) continue down the road as your GPS indicates. Take out the MG nest, continue, then take out another MG nest. Another bunch of rebels will run out from the side alleys. Use building as cover, lean out, and terminate them. Also watch out for hostiles on rooftops, as they will duck back. Head for the MG nest you emptied earlier. A jeep will approach. Shoot the driver if you can. Another 5-6 rebels will charge you, so take care of them. When that's done, claim 2 medikits and 2 ammo boxes from the MG nest. Continue to next waypoint, and you're at village crossroad. and a group of rebels will charge you from the street to the right, so use the MG nest as cover and take them out. When complete, look at GPS. You need to go through the next part of town. However, going through the buildings is NOT advised as enemies can and will surround you. Spotter will mention hostiles on rooftops. I suggest going all the way right, and hug the right wall looking left and engage another 6-8 rebels down the road. Remove them, as well as the MG nest. Claim 2 medikits and 1 ammo box. You are almost through the village, but now things get tougher. Continue down and you'll spot another six or so rebels. Remove them. You'll come to a road that turns left. Follow it, and you'll reach 2 MG nests, and 2 guys with RPGs. Take out the RPG guys first, then the MG nests. You'll get a cutscene about a European jumping into a truck and leaves the area. Continue following your waypoint, claim 2 medikits and an ammo box, and follow waypoints until level ends. 6.2.2 Level 5: To catch a tiger Cutscene: Your spotter sees this secondary camp with mine field. But you can bypass that by taking the high ground. Crouch and head up to the waypoint, then go prone, and get as close as possible to the tower from up there without being seen. Then use the pistol with silencer and silence the tower guard. Then take out the two guys at the MG nest, then look at two rebels, one is sitting and the other's standing. Shoot the stander, then the sitter, who should have stood up by now. Head down there, and collect a medikit. Continue into the town, and your spotter should mention the French Fort, which is to your left. Use the buildings as cover, and slowly advance, deal with at least three guards at street level and more snipers on top of buildings. Continue slowly, go prone and remove more guards as you find them. Watch your back as guards can go through alleys to get to you. You'll come to a big left turn, but the way is blocked by junk cars and a truck. Your informant is to the right. Go up and talk to him (hit F to activate). He will lead you to a secret tunnel entrance. Follow him. Jump into the tunnel, follow it about 1/3 of way and you'll run into two guards when the tunnel turns left. Remove them. Get the medikit and ammo box. Continue down the tunnel and you'll come to the concrete part of the tunnel. You're now at the fort. May want to save now. Go prone, and use your pistol to eliminate the guards. You should be able to remove them. Two more will run out from the sides, but with pistol they don't know where you are, so eliminate them too. One more guard will run inside from the far end of the tunnel. Remove him, and you've found Abdi Hassan, Karume's second-in-command. Continue into the bunker, and get a cutscene. Cutscene: your spotter "interrogates" Abdi for intel regarding where they may have taken the president of Burundi. Grab medikit and ammo box in corner of the room, then it's time to get out of the place. Follow the waypoint as your spotter calls Mother Hen for immediate dustoff. Follow the tunnel at the other end and you'll see a ladder Climb into the courtyard. Remove one guard at ground level, then another on the wall. Do NOT shoot civilians! Climb the stairs to get on the wall. You may be able to see some hostiles from up here. Shoot them. However, look left, and climb onto the cannon platform. You need to get to the third wall, and at least two rebels are in that other courtyard. Continue going around and you'll find another set of stairs down. It's hard to see, but it's there on the third wall. Get down and turn right into the hole in the wall. Follow it and you're outside the fort. Continue and you'll back at the town. A truck will pull away from the wall of junk cars, giving you a way to go through, but watch out for the machine gun nest. Five or six rebels will also rush you. Also watch for snipers hiding behind bushes and on rooftops and balconies. Peek out from every corner, move down one building at a time. You'll have a make a few twists and turns in order to get out of this town alive. If the street turns left, go down the right side, and vice versa, to maximize the engagement distance. You'll come across quite a few attacking guards as you advance. You'll see like 3 rebels / mercenaries when the street makes a 180 turn. Remove them. Eventually you'll make your way to the watchtower. Remove the guard on it and three others on the ground. Watch out for the minefield, as you go through, out of the town, and reach the arriving chopper. 6.3 MISSION 3: EXTRACTION Cutscene: Thanks for your efforts, information regarding the president's whereabouts has been narrowed down. You are being sent in to scout the area. 6.3.1 Level 6a: They are not alone Advance through the jungle (you may want to use night vision). There are six rebels and mercenaries ahead. Move slowly and remove them, using trees and bushes as cover. Your spotter will lead you to a village. Cutscene: You've found the president, but he's being moved by Karume and some German guy! Follow the waypoint out of the village, and you'll find a trapdoor. Kill the guards there. Suddenly you hear fire behind you, the village is under attack! Run back and either circle the village, or stay in the middle and defend. Kill roughly two dozen attackers to get the all clear. Now you can head back to the trap door, which is now open. Jump inside to advance to next level. 6.3.2 Level 6b: Find the Package You are in front of a waterfall (to your left). Crouch, and move into the water slowly. If you go under the water, look up, and advance until you keep your head out of the water. Go to middle of the lake and start shooting at least three guys on the opposite shore, plus two more on your side. Swim back and advance down your side of the lake, and cross when your spotter saw the crossing where all the lumber block the lake. Continue and kill any one you forgot. You'll make your way across this lake toward your waypoint. Continue down, and kill rebels as you find them. Use boulders as cover. You'll come to a log with two medikits and one ammo box. Continue and you'll run into some mercs behind bushes. Remove them. One of the bushes hide two more medikits and one ammo pack. Continue and you'll run into an ambush. Retreat to a more defensible position, and shoot rebels until they stop coming. Should be 12-15 of them. After that, your spotter will announce that he had lost the trail. You need to check multiple paths. If you look on the map, you'll see like 3 paths, but you just came from the left most one, so that leaves the one to the right, and the one to the "middle". You can head down the one to the right, and it's FULL of booby traps such as tripwires, and ambushes. And eventually your spotter will say "I don't think this is the right path". So just don't go there. Head down the "middle path" instead. Take down two guards, and eventually your spotter found some fresh marks and a piece of shirt. Another two rebels should approach, remove them as well. You get waypoints again on the GPS. Remove all subsequent baddies. Watch for two RPG guys up ahead. Remove them before they have a chance to kill you. Find two medikits and one ammo box. Continue on the path, and you'll see some shacks. Remove five or so guards. Search the shacks for more medikits and ammo pack. Continue to next waypoint, remove two patrols there. Continue, and you'll get another ambush. Back up and kill four more rebels. Continue to next waypoint, kill any additional rebels in your and this level will come to a close. 6.3.3 Level 7a: Pulled from the fire Look toward next waypoint, kill one rebel. Continue and you should spot two more down the path. Kill them. You should find two medikits and an ammo box behind one of the bushes. Soon your spotter will alert you to an enemy sniper. Keep to the right of the boulders until you come to a minefield. Watch for the mines very carefully. Dark patches of grass, upraised mounds of dirt, all means a mine is there. Don't get too close. There are hostiles to your right, but they likely won't engage you unless you are very careless. You'll run into a second minefield, so watch where you step. You'll go up a small slope, and three rebels will rush you. Remove them. Three more rebels will attack as you reach next waypoint, plus a sniper hiding in a bush. Hide behind a tree and remove them all. There are two more medkits and an ammo box hidden behind one of the bushes. Continue down the path, and another three rebels will attack, remove them. Your spotter will report another camp ahead, but watch for a boobytrap tripwire. Shoot the wire to detonate the trap. Shoot eight rebels as you circle the camp. There are two medikits and one ammo box in the camp. The president is in one of the tents. As you "rescue" the president, six rebels will rush you. Engage them and eliminate them. You may want to stay inside the tent and just lean out to take shots. When all clear, follow the waypoint out of the camp. Grab two medikits and another ammo box near the bushes, and continue, and next level will start. 6.3.4 Level 7b - Escape Follow the waypoint to a tree with 3 medikits and an ammo box. But it's an ambush. About ten rebels rush you from all directions. Find cover and shoot back. When your spotter decided to have a chat with the president, the ambush is done. Continue down the path, and deal with yet ANOTHER ambush, but only six rebels rush you this time. Collect three more medkits and an ammo box. Continue down the path to LZ Alpha. but you got ambushed AGAIN. Another twelve rebels to kill. Mother Hen then radios in and have you head for LZ Bravo, as LZ Alpha is too hot. Grab the medikits and ammo box nearby before setting out. Now you need to avoid mortar fire. The trick to this is. stay AWAY from the craters. Advance and eventually you'll get out from the mortar fire. You'll find 3 medikits and an ammo box next to a big boulder. Rest up, and then continue. You'll run into another ambush. Ten rebels will attack. Remove them. Continue, and you'll need to run through mortar fire AGAIN. Trail will turn. And there's the evac chopper! There are too many enemies to shoot, just run for it. Cutscene: Karume shot the president in the back. 6.4 MISSION 4: RETRIBUTION The president of Burundi is dead, rebels and mercenaries are all over the country. The only hope of keeping the rebels off balance is to kill Karume, the rebel leader. But first we have to find him. 6.4.1 Level 8: Strike Hard Your spotter hands over the M82A1 rifle. It's super heavy, that it can only be used while prone, and you need to right-click to deploy the bipod. However, it has fast firing rate and you can take out a group of hostiles with this baby. On the other hand, it doesn't replace your normal M40A3. So switch back and continue to your waypoint. Walk over the ridge and look at the guards. Take out the one in the MG nest first, then the rest. You should see the medikit in the camp, grab it. Continue. You may spot some patrols, remove them. Continue. Your spotter will tell you that you need to get over the hill, and you should see four rebels and a jeep dropping off some more. Snipe them. Continue. There are four more to the right next to a parked jeep. Take them out too. You should approach the tower soon. Take out the guy on top, and maybe even climb the tower to use it for sniping the rest. Three guys are under a tree by the next waypoint. As you approach, your spotter warns you about getting close to a rebel camp. Go prone and continue slowly, remove all of the rebels in the camp. Watch out for a MG nest. Climb up the next watchtower, and it's a perfect location to call in the airstrike at the target. So bring up the designator, zoom into the camp, and "fire" to designate. Kaboom! Come back down, and go into the demolished camp to claim a medikit and an ammo box. Continue along and you'll see two rebels to your left. Remove them, and claim a medikit. Continue moving until your spotter sees a roadblock up ahead. Remove the rebels at the MG nests, then go up the narrow trail to your right that heads up the hill. Beware of rebels coming down to engage you. Get to the top of the hill and clear it. Now you can designate the anti-aircraft batteries for demolition by fire support. So bring up the designator and do your deed. When complete, follow the waypoint back down (beware of any new rebels!) and drop off the hill on the other side. Go through the dead AA gun site and collect medikits and ammo packs. Follow the waypoint, and a sniper ahead will shoot at you from behind a bush. Take him out. Continue until you see watchtowers. Remove the rebels on top, and any MG nests. At the tower is a medikit. Go into the village, and take out the guards. One of the huts on the right has a medikit. It seems you're back into that town you bypassed before. Take out 3 rebels near the MG nests, then the guard in the tower. Go through the village, removing any more rebels, as you need to get to the tunnel entrance. Two hostiles are up at the scaffold, so remove them. Claim a medikit and ammo box at the bottom of scaffolding. Then walk your way up the scaffolding, one level at a time, up to the tunnel entrance to end the level. 6.4.2 Level 9: The deepest secrets You are now underground. Your GPS is useless, but it has inertial guidance backup, so don't worry too much. At least it'll tell you direction. Turn on the night vis and start working your way through. Silent kills whenever possible. Continue, and you should see a bunch of guards just talking. One's to the left on top, so remove him first. Then deal with the enemies at the bottom slowly. There's a way down on your right. Collect medikit and ammo box. Follow waypoint to another medikit and ammo box. Follow path into a tight tunnel, then a cutscene when you reach the end. Cutscene: why mining equipment? There are no diamonds in Burundi, or is there? What do they want? Get on the ledge and remove all enemies below you. You can circle to your right to get better shots. There is a way to get below. Follow the path down into the pond. Then climb out. Follow waypoint as it dictates. Kill hostiles as you go. Cutscene: bad guys are evacuating. Shoot bad guys, and if they appear to be guarding a path, go there. Follow path, remove two mercs, follow path to right, remove a small group of mercs at end of path (3-4?) grab two medikits and ammo box. Continue, remove four more guards, continue and take out another patrol group. You'll reach an open area. Take out the merc on top. Follow the path. Your spotter will mention "they came through here". Kill all mercs around the camp fire, collect medikit and ammo pack. Continue. Keep taking out mercs and rebels until you come to this big chasm with a rickety bridge. Snipe all hostiles before attempting to cross. (if you take the right side tunnel you may be able to take them out from a different angle). Cross the bridge, and keep following the path and eliminate hostiles. Sneak up behind this one guy and put a silent bullet in his head, then start picking off the rest below. Follow the path, kill a few more mercs, grab another set of medikits and ammo packs, through a tunnel, and this level will end. 6.4.3 Level 10: All things must end Grab the two medikits and ammo box to your left, and move out. Kill two mercs heading toward you. You should see the watchtowers around the base, with a large fence. You don't need to enter the base, so just go around it. Kill everyone you can see. Follow the waypoints as you circle around the base, killing rebels and mercs as you go. Kill three guards as you head up a hill, and four more when you approach the hut, but you should have no problems. You'll find two medikits and an ammo box in the hut. Continue, and you're at a ridge overlooking the helo. Your spotter will yell "Ambush!" However, this part is important: you must reach the waypoint first, THEN turn around and handle the ambush. NOTE: If you don't reach the waypoint, you get INFINITE number of respawning hostiles instead of just 10 from each location. Look at the building behind the chopper, kill everyone that comes out, plus more coming from the building/barracks to your right. Kill 10 from each location, and that'll end when you get a cutscene. Cutscene: the base has multiple AA installations, call in some arty to level it so air strike can go through. Run to the next waypoint, as you'll reach some huts with crates. Remove the guards, and get to the waypoint next to the hut. Use the laser designator and "zap" the SAM launcher. You get another cutscene. Cutscene: Your spotter spots Kessler, the merc leader, jumping into the helo and leaves! Hide behind the hut(s) as Karume and his rebels want you really dead. A bunch of rebels manned the MGs and Karume is there shooting at you too. There are 2 medikits and 2 ammo boxes at the hut. Grab them and use them. Lean out from behind the hut and take out the MG nests, and take shots at Karume. He must have taken some serious voodoo drugs, since it takes about 15-20 shots before he goes down, and he doesn't stay still either! Shoot the MG nests (3 of them) from one side of the hut, then from the other. Shoot Karume whenever you can. When you've given him enough "lead poisoning", the level ends. Cutscene: artillery and airstrike drop on the camp, destroying everything. Kessler got away. Mission accomplished. Congratulations, you have completed: Marine Sharpshooter 2: Jungle Warfare! Now you can try with a higher difficulty level, and see how well you do! 7 Miscellaneous 7.1 CHEAT CODES There are none. --THE END--