"Shadow Force: Razor Unit" a.k.a. "Delta Ops: Army Special Forces" Unofficial Strategy Guide and FAQ by Kasey Chang released December 27, 2004 0 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 [0.3] This FAQ is about Shadow Force: Razor Unit, the budget shooter from Activision Value, created by Fun Labs (of Romania). It was also republished as "Delta Ops: Army Special Forces" as the other title was not... military enough. It may also be known as "Operation: Shadow Force". 0.1 A WORD FROM THE AUTHOR There doesn't seem to be any FAQ for this budget game, so here it comes. This is a FAQ, NOT a manual. Not that you really need a manual to play this budget shooter. This USG only covers the PC Version, which is the only one that exists. Some of you may recognize my name as the editor for the XCOM and XCOM2: TFTD FAQ's, among others. 0.2 TERMS OF DISTRIBUTION This document is copyrighted by Kuo-Sheng "Kasey" Chang (c) 2004, 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: "Shadow Force Razor Unit Unofficial Strategy Guide and FAQ" is copyrighted (c) 2004 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 websites 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 websites 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. 0.3 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". Or you can send a dollar to me via my PayPal account at ksc1@aol.com. However, don't send e-mail there. Too much spam clogged up that account. 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 (59 at last count) over the past nine years or so, I've received exactly 57 dollars and 6 sets of stamps, as of release of this guide. So I'm NOT making any money off these guides, folks. 0.4 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 Activision'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). 0.5 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. At least count, that's 58 FAQs (this makes it 59). To contact me, see 0.4 above. 0.6 DISCLAIMER / COPYRIGHT INFORMATION Fun Labs is the creator of Shadow Force: Razor Unit. While the game may be known under other titles, I'll refer to it by its original name. Activision Value is the publisher of Shadow Force: Razor Unit This USG is not endorsed or authorized by either company. 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 latest patch (V1.2), available on Fun Lab's website. 0.7 HISTORY 27-DEC-2004 Initial release 1 RU General Info 1.1 THE MOST FREQUENTLY ASKED QUESTIONS Q: Can you send me the game (or portions thereof)? A: No. It's like $10 or less in local stores. Q: Can you send me the manual? (or portions thereof) A: No. You don't need it. The controls are all listed in the game and configurable. Q: Can you tell me how to play the game? A: Read the manual please. Q: How big is the install? A: About 484 MB. Q: Is there a patch? A: V1.2 patch is available at Fun Lab's website Q: What's the difference among the difficulty levels? A: How easy you die, mainly, and how accurate the enemy is. Q: Where is the pause button? A: P, or hit ESC to pop up the in-game menu. Q: How do I save while inside a mission? A: You can't. Finish the mission by fulfilling all objectives. Q: How do I heal myself? A: You can't. There are no medpacks in the game. Finish the mission and you'll be fully healed for the next mission. 1.2 RU HISTORY Fun Labs is a relatively young software company from Romania. Their only previous credit was developing "Secret Service" for Activision Value. RU enjoyed three separate releases under three separate names. The original release was "Shadow Force Razor Unit". It was bundled with other games and retitled "Operation: Shadow Force". Later it was reissued as "Delta Ops: Army Special Forces". Please read the web pages that come with the game. It explains a bit about the guns and other weapons in the game. 1.3 RU HARDWARE REQUIREMENTS Straight from the README file MINIMUM SYSTEM REQUIREMENTS PENTIUM2 CLASS PROCESSOR, 333MHZ 64 MB RAM ON WINDOWS 95/98; 128 MB RAM ON WINDOWS ME/2000/XP 4 MB AGP 3D HARDWARE ACCELERATOR WITH DIRECT 3D SUPPORT HIGH COLOR GRAPHICS (16 BIT) 4X CD-ROM MOUSE KEYBOARD 56K MODEM OR LAN FOR MULTIPLAYER 450MB FREE HARD DRIVE SPACE (not including swap file) DIRECTX COMPATIBLE SOUND CARD WINDOWS 95/98/ME/2000/XP OPERATING SYSTEM DIRECTX 8a OR HIGHER RECOMMENDED SYSTEM REQUIREMENTS PENTIUM3 CLASS PROCESSOR, 700MHZ 128 MB RAM ON WINDOWS 95/98; 256 MB RAM ON WINDOWS ME/2000/XP 32 MB AGP 3D HARDWARE ACCELERATOR WITH DIRECT 3D SUPPORT HIGH COLOR GRAPHICS (32 BIT) 8X CD-ROM OR HIGHER WHEEL MOUSE KEYBOARD 56K MODEM OR LAN FOR MULTIPLAYER 450MB FREE HARD DRIVE SPACE (not including swap file) DIRECTX HARDWARE ACCELERATED SOUND CARD (EAX RECOMMENDED) WINDOWS 95/98/ME/2000/XP OPERATING SYSTEM DIRECTX 8a OR HIGHER 1.4 HOW DOES RU PLAY? RU is basically a military-themed shooter. You are one of the combat air controllers embedded with US Special Operations forces. You are basically an Air Force commando. You are dropped with special operations forces to help them fulfill their objectives by calling in air support. You are fully commando-trained, and you have your gun(s) to protect yourself, of course. 1.5 BUGS AND FIXES From the README of Patch V1.2 * included sound update which enhances EAX3 presets * fixed some very rare memory leaks * fixed the game crash when playing with 'Character Damage' set to animation 1.6 EXPANSION PACKS? SEQUELS? RELATED TITLES? No expansion packs or sequels. This is, after all, a budget game. 2 Your weapons and equipment You are pretty fully equipped for the job you need to do. You usually have one long gun, one short gun, your knife, and two special equipment slots, usually one is grenade and the last one is anything else you may need, like laser designator. Each mission may start you with a different gun. This cannot be changed. From time to time, Wolfman, your "advisor", will jump in with a few comments of his own, like this: Wolfman says: Pay attention, soldier! Stay with burst (3-round bursts) and you should have plenty of ammo for all the targets, though scavenging enemy weapons is quite possible and may be needed later. 2.1 LONG GUN (1) You can only be equipped with one long gun at a time, which could be shotgun, assault rifle (M-4, AK-47, or XM36), or submachineguns (Uzi, MP5, etc.). Usually you get this preset and cannot be changed. Most guns have two modes: pointed, vs. aimed. Pointed just means the gun is in patrol position, aimed forward, but not at your shoulder. Accuracy is somewhat lower in that mode. Aimed means the weapon is at your shoulder and you are looking through the sights now. If the weapon has zoom scopes, this will engage it as well. Most guns can also change firing modes. Depending on the gun, you may have choice among single shot, 3-round burst, or full auto. Wolfman says: you want the gun that offers burst mode unless you KNOW you can find plenty of ammo for it! Full auto "rock-and- roll" may be fun, but it's a waste of ammo. 2.1.1 M-4 Your normal assault rifle, this one is the shorter "carbine" version. Nothing too special about it, decent accuracy even at long ranges. Has burst mode. 2.1.2 AK-47 (M1947) The AK has the nasty habit of "muzzle climb" if you shoot multiple shots. So aim low and let the muzzle climb bring the bullets up into the target. 2.1.3 XM36 UDR Has a nice scope, otherwise not too special. Has burst mode. 2.1.4 MP5-SD It has an integral silencer, otherwise not too special. Has burst mode. 2.1.5 Uzi Nothing too special, as it's basically a very short single-handed submachinegun. 2.1.6 M5 sniper rifle Hold down the secondary (aim mode) button to zoom in. A quick tap means no zoom, while a long click means maximum zoom. No auto fire, single shot only. 2.2 PISTOL (2) Your personal defense weapon is your final line of defense... except your Gerber combat knife. You don't have that many rounds for it, so it is strictly for "last resort". Wolfman says: it's also useful for times when you need to shoot something, but don't want to use your main gun's ammo. Close- quarters combat is best done with pistol unless you have an assault rifle. 2.3 KNIFE (3) Your Gerber combat knife is your last line of defense. Best used VERY quietly... Then SLASH! Wolfman: combine with crouch so you can sneak up on somebody. 2.4 NIGHT VISION GOGGLES (V) Just turn it on and turn night into... not-quite-day. Fortunately the batteries never run out during the game. And it even works when wet! Absolutely needed in caves, and at night. Wolfman says: a flashlight aimed at you will blind you temporarily. Spray bullets in the direction of the light and start dodging and hope for lucky hit! 2.5 BINOCULARS You have a 10X binoc compatible with your night-vis equipment. Wolfman says: use binocs before approaching the area. Its 10X zoom is more powerful than any zoom you got on your gun sight. 2.6 GRENADES Your frag grenades have two triggers... One starts the fuse (i.e. pulls the pin), and the other one throws (and starts the fuse if you haven't done that already). You may want to cook the grenade, which means pull the pin, hold it for a few seconds, before throwing it. This way it explodes almost immediately dropping without giving the enemy a chance to dodge or even throw it back. 2.7 LASER DESIGNATOR Laser designator has limited number of uses. Make sure you have the target correctly sighted, and use the aimed view so you get a clear view. Then bracket the target in the diamond reticule, and click "fire" to designate. 2.8 RPG / STINGER MISSILE You can use these in training, but otherwise, nothing to them. 3 Wolfman's Tactics 3.1 KEEP YOUR MAGAZINE FULL AS MUCH AS POSSIBLE You should reload your gun whenever you see a lull in fighting. You never know where the next enemy may be. It's BAD to run out of bullets when there are still enemies in front of you. 3.2 PEEK AROUND CORNERS SO YOU DON'T GET SURPRISED 3.3 MOVE, THEN SHOOT To shoot accurately, shoot a couple rounds, move aside, then shoot again. You may see the AI do this to you. Emulate them. Fire off 3-5 rounds, strafe left or right, shoot a couple more. Better than holding down the trigger and waste ammo. 3.4 SETUP AMBUSHES IN CORRIDORS AND CORNERS You can setup ambushes in corridors, when enemies must come at you single-file, making the job of shooting them MUCH easier. Go out to offer them a peek (or shoot them!) and retreat. Similarly, you can setup near corners and shoot them as they round the corner. 3.5 WHEN IN DOUBT, GO IN LOW AND MOVE SIDE TO SIDE One of the best ways to surprise someone in a room is to go in prone and shoot up. Most of enemy shots will go over you. If you add movement from side to side, you can avoid even more shots. Move from side to side also works for when you're crouched or standing. 3.6 CHECK YOUR NOTEBOOK You have a note book, so read it! It tells you what you need to do (mission objectives) as well as give you a rough map on where things are. 3.7 ESCORT COMMAND: STAY PUT / FOLLOW ME To have him hold still, just "activate" him. Activate him again to cancel (so he'll follow). 4 Enemies 5 Walkthru for Single Player Campaign The simple player campaign is actually a series of missions chained together in a loose story. 5.1 AIRSTRIP Background: you will designate the two AAA sites as well as the COMM facility for air attack. The Rangers are busy keeping the tangos away and you will have to deal with any in you way on your own. Mission objectives: designate both AAA sites for destruction, designate comm facility for destruction, reach valley to escape. Starting Equipment: XM36 assault rifle in (1), 3 grenades in (4), and laser designator in (5). You start in a small valley. Check your notebook now. You should see that the map is H-shaped. You will pass the depot as you approach the AAA. The 2 AAA are to the west, and the comm facility is to the east (but only accessible via a path from north). The escape path is to the north as well. This suggests that you should clear the depot, then go west and take out the AAA's, then north and around to take out the comm facility, and finally, escape. Get the binocs out and scan forward periodically. You should see bad guys in front. Follow the path, and you should see the tower. At least one guy will be on the tower scanning the surroundings, and other guys will be on the ground patrolling. For now, approach the tower, and take out the guard on top from a distance (use aimed shot, single shot, and zoom), then any one that approaches you. More guards may approach from the west. Take them out. Approach and clear the other tower as well. The depot is unmanned so don't worry about it. When you almost come to the first tower, it's time to turn west. Go past the barrels and boxes, and you're almost at the southern AAA. Look around carefully, make sure no one will shoot you in the back while you designate the target. Then use the designator and designate the AAA, and watch the fireworks. Switch back to rifle now, as you will likely see more guards. Head north a bit (watch for guards hiding among the oil tanks just to west), and repeat with the other AAA site. Your first primary objective is complete! Now it's time to approach the comm facility. It's actually on a hill, one path leading up. Switch to 3-round burst for medium range work. Take out any guards in your way, as well as those you can see. Any one you shoot now will not bother you later. Go southeast, then northeast east from the northern AAA, through the valley, and turn north. You should be able to spot a small bunker up on a hillside, with a guard. Take him out from a distance. Go there carefully, then turn 180, and you should see the path heading up. Go up the path carefully, take out the guards, and you should spot the comm facility. Designate it and watch it get hit. And your second primary objective is complete! Now come back down the hill, and approach that bunker carefully. It should be unmanned, but it never hurts to be sure. Then approach the wall in the valley to reach escape zone and finish the mission. 5.2 RUINS Background: you were separated from the Rangers during the confusion and you have lost your radio. You fall back to the alternate rally point, hoping to contact the friendly forces. Mission objectives: establish contact with friendly forces, escape Starting Equipment: m4 carbine in (1), 3 grenades in (4) You start in the ruins of an old army base. It's nighttime, and things are quiet... TOO quiet. You should have been challenged by Ranger patrols and guards upon arrival, but you've heard nothing. What is going on? Turn on night-vis and arm your rifle in 3-round burst mode. Turn around and look for a flight of stairs going up. Continue forward, turn left and continue, and you should see another set of stairs going up. Go up, and you should come to a hole in the floor leading to a room downstairs. Drop into the room, and explore it a bit. You should locate another room with a big hole in the ceiling. There are some jagged bricks/rocks on the wall that serves as sort of a stairs that you can use to jump and reach the uppermost piece in the corner, and from there, you can jump to that larger piece. (Yes, it's jump-able. Practice!) Once you're there, you should be at a set of stairs going down to your right. Go down, continue forward, and you should see a set of stairs down, as you see a door a bit of the left at the lower level. As you approach the stairs, you heard yourself say: "Something is wrong, I know it!" And then tangos started walking through the door. So... blast them! Take out 3 of them, and perhaps more right at the door. Come down slowly, look in direction of the door, and you may spot another guy just beyond the door. Take him out too, but don't approach the door just yet. The door may have more enemies on the other side. Watch for guards on both lower and upper level at the door. After you take them out, go past the door (not through!) and enter this "courtyard" with the columns. Kill one guy here if you haven't already. You should come to this hole in the wall where you can shoot 3 bad guys on the other side. Do so. When you're sure it's clear, go back to the door. Now go down and turn left, then go through the tunnel, and turn left into empty room. You should see ladder on right wall. Climb and go right. You've come to where you shot the 3 guys dead. Turn left and eliminate one tango hiding behind the wall. He'll shoot you through the hole in the wall if you don't take him out now. Now go the opposite way, and you are on a ledge where you can see that door you can through (and the pile of bodies at the door). Look down the path instead, and get your rifle ready. There may be one bad guy just in front/right at lower level. You should be able to put a bullet in his face. Now turn right 90 degrees, and look for the next wall. Use lean-left to look around the corner... and kill 3-4 bad guys, as they walk there one at a time. Now head back to the path, and point left a bit, take out one tango to left, and head downstairs. You should see the door leading outside. However, don't go outside yet. There are lots of enemies outside, multiple shotguns, assault rifles, Uzi's and more. Shoot them from inside as much as possible, maybe even toss a grenade or two. When the outside is clear, go outside, and you'll see the stairs to your right leading down into the tunnel into the catacombs. Head down, and you end the level! 5.3 CATACOMBS Background: You've made it into the catacombs. See if you can figure out how to get out of the tunnels. Mission objectives: You'll have to escape from one section of catacomb to exit, across the bridge, prevent pursuit (hmmm...), and make it to the exit in the other section Starting Equipment: M4 carbine in (1), 3 grenades in (4). You start in the torch lit tunnel same as end of previous mission. Check your notebook now. See the map? You have to go through this one section, make it out the tunnel, across the bridge, prevent pursuit (by blowing up the bridge, most likely), go into the other tunnel, kill guards there, and make it to the "possible exit". Arm rifle, 3-round burst mode again. Tunnel makes a left, and a door to your left just after the turn. Inside are 2 bad guys. Waste them. Continue down corridor and it turns right. Around the corner are 3 more bad guys. Waste them. Two of the tunnels are blocked in the intersection, leaving you just one path. So continue. Keep moving and killing tangos until you come to this T intersection. Continue forward a bit and zoom in a bit to left. You should see 2 tangos next to a campfire. Take them out. More may investigate, take them out too. Then go left and watch for guards in the water. Take them out. Move to the campfire, and beyond that to left is the exit tunnel. Make sure nobody will shoot you in the back, then approach the tunnel carefully, shoot a guard in the tunnel, and follow it, and you're at the bridge... But two bunkers guard the bridge, one on your side and one on the other side. There are two guards on the far bunker (elevated), and more guards will approach from the other tunnel. Stay in your tunnel and take care of those you can see. Once the cost is clear, turn right and strafe left, as there's likely a guard in the bunker on this side you need to kill. Now you can cross the bridge, but likely there's one bad guy in the bunker cowering. Head up there and put him out of his misery. The ladder is also an excellent spot to arm your grenade and throw it. So toss the grenade at the bridge, and hide in the bunker. Boom! The bridge is down and pursuit is no more. Primary objective complete! NOTE: if you don't blow up the bridge, you cannot escape! Continue into the tunnel on this side, and clear out any guards you see. Don't bother with the storage room as there's nobody there. Just head into that side room like the map says and the mission will end. 5.4 CITY STREETS Background: Make it through outskirts of city to reach local resistance leader Mission Objectives: reach the exit zone Starting Equipment: AK-47 in (1), 3 grenades in (4) There are civilians, so don't shoot everybody you see. Bad guys hide on upper stories so any one NOT on ground floor is fair game. Any one with a gun is also fair game. Shoot them all. The map's useless, so don't bother. Explore every branch to make sure no one will shoot you from behind. Kill more bad guys until you come to the final exit. Enough said. 5.5 BAZAAR Background: Contact the resistance leader who'll direct you to the safehouse. Make sure you are NOT followed! Mission objective: contact resistance leader in merchant zone, make it to safehouse Starting Equipment: AK-47 in (1), 3 grenades in (4) You start out UNarmed, and you should stay that way as much as possible! However, bad guys will detect you, and if so, back up really fast, pull out your weapon, and engage! Check the notebook immediately. You can see you have a map of the area already. While it's not to scale, it's close enough to show you the rough area. Your objective is the merchant area, and you need to go through a kind of maze to get there. Locate the fruit symbols, which will take you to the merchant district. Remember, NO GUNS unless people point guns at you. Keep exploring until you locate the stairs up, and talk to the big bald guy. He's probably talking with someone else too. He'll tell you to go to the safehouse. Then take the opposite exit (do NOT backtrack!) and continue down the path, taking out guards if you must. Guards on rooftops are a real pain as they may engage you, so you may want to engage them first. When you're at the final set of stairs down, guards will appear from the left, and 2 BLUE-clad civilians holding something (knife? cell phone?) will follow you. Take them all down, but do NOT shoot any one else. Civilians (normal ones) will be in the area and panicking from the gun battle. Once that's done, follow the path to a chain-link fence door, which swings open. Head inside, and your mission's done! 5.6 ARMY DEPOT Background: The resistance will help you... but only if you help them do a few things... First, steal some explosives from the army depot. Mission objective: Obtain at least 4 explosive packs, escape from the depot Starting Equipment: MP5-SD in (1), 3 grenades in (4) You start just outside the wall. The rebel will give you a radio so you can listen in on the bad guy's radio traffic... Basically it lets you know when the alarm will be raised, but not good for anything else. Language sounds authentic. They'll ask for Ahmed on the radio. They try a couple times... No answer, then alarm is raised. Arm your MP5-SD and get ready. Turn around and you'll see a hole in the wall next to the bush. Go through (by crouching). Turn right, and head to the wall. Turn left, and hold. There's one guy coming from the far left. If he sees you, you're toast, as you're standing right next to the barracks. Give him a few seconds to pass, lean out to make sure he's gone, then rush into that door you see directly in front. You're in a two-story building. Stay on first floor. You should come to a corridor, with doors on your left and right. Head for the one on the right, and go inside. Now this part is tricky. I haven't gotten past this point without killing someone, but if you can, it'd be better. Any way, you need to get into the other part of the base, and the only way I can see is through that window that's flapping in the sandstorm. To do that, you can prop a chair next to it. However, that exposes you to the guy on the water tower. So you will have to shoot him... unless you know of another way past this guy. Any way, once you past him run really fast between the container and the building in front, and follow the past right, then left, then left. Keep running, until you come to the truck. Turn left, and head into the door. Kill guards as you go, as the alarm is likely raised by now. Once into the door, go through next door, kill guards inside the warehouse (at least 3) and you can explore the warehouse at your leisure for explosives. You should find at least TEN packs, more than you need really. Grab all of them any way. Now the hard part is making your way back out. The only way I know of is to kill everybody in the base you have access to (including the guys on towers), then move a chair from the "dining room" to the other side of that window and climb back in that way. It takes a LONG time to move that chair so I doubt you can do it stealthily any way. Once you're back through, kill guards in the building, then wait at the door to be ready to kill the guards in the barracks that you passed on the way in. Go out the door to tease them, and then come back in and shoot them at the door as they approach. Use lots of ammo as there's nothing after this. Once that's clear, go back through the hole and the mission's done! 5.7 REFINERY Background: The rebels wish to witness your prowess... They want you to blow up the refinery with the explosives from the previous mission. See the objectives. Mission objective: destroy at least 4 tank control wheels/valves, plant explosives in the main and auxiliary consoles, plant explosives in the two surface control consoles, escape (be back at the entrance area in 2 minutes or else!) Starting Equipment: MP5-SD in (1), 3 grenades in (4) This mission is not that tough, but you MAY run out of ammo and be forced to use one of the other guns lying around. Also, recognizing the objectives will not be easy. First, the control wheels / valves are located in groups of 3, on a small platform about a man's height off the ground. They are attached to 3 large brown tanks. To sabotage the wheel, you have to shoot it off. I wouldn't waste the MP5 ammo on this. Pull out your pistol and pump 7 shots into the wheel, which should be enough to remove it. Repeat for the other 2. Locate another group and do the same, and you're done with that objective. As for the consoles, you have four places you need to drop explosives in... The MAIN control room in the basement of the main building (in the "far" section"), the auxiliary control console is just above it (you see it as you enter the building to lower left). The two surface control stations are simpler. One is the building you start next to, and the other one... Looks just the same in the other section of the base. Now back to the mission... Remember the starting spot, as you have to be back here after you dropped off the last explosive in less than 2 minutes (or else!) And no, you don't get a timer. Any way, you start right next to a surface control room, but I would leave this for last. There is no alarm system in place, just patrols, and you can kill anyone you see. There are no civilians in the refinery. Peek around the corner, and turn right to see section one of the refinery. There's a guardhouse ahead, feel free to kill everybody inside. With surprise on your side it should be easy. However, watch out for patrols. Kill them from a distance, and watch for snipers on top of the towers. There's plenty of them around. Pick them off before you get close enough. You should see one of the triple-tanks with the platform up. Go up, scan around for enemies, take them out when you see them from a distance. When done, pull out your pistol and take off those control wheels. You got three, so you need one more. Switch back to MP5SD and approach the gate to the other section of the base. This base is a bit more patrolled, but you should be able to spot the guards long before they see you and shoot at you. Your objective is that big building you see right in front of you. The only way in is through a small guardhouse attached to it on one side. There are guards on the roof as well, so be careful when moving around. You MAY want to take out the other surface station (easy to spot), and the other control wheel(s) first. They're adjacent to the main building. When ready, approach the main building. Get into the guardhouse and kill guards. Then kill guards in the main room. You may need to turn on your night-vis, as it's dark- red inside. Now it gets tricky. Follow the stairs down, and you'll see you're on a mezzanine floor with a door, then you can reach ground floor, so to speak. Go to ground floor first and drop the explosive on the small control console. That's the auxiliary console finished. Now climb back up and go through the mezzanine door. You should see a window. A guard should be behind it, kill him. Follow the corridor turn left, and go in the first door on your left. You're at the main control room. Drop the explosive anywhere... (just USE the console), and the light goes out. However, nightvis may not be advisable, as the guards will be soon prowling the place with flashlights. Get ready by the door. Two to three guards should approach the door soon. Shoot them before they blind you with their flashlights. Go back the way you came (through the mezzanine door) and get out of the building. If you've previous finished the other surface station on this side of the fence as well as found one more control wheel to take off, then the only thing left on the list is that final surface station next to where we started. Else, carefully search the premise and finish off anything you need on this side of the fence. Guards will be roaming the place so take them out as you can. You may need to switch guns with one of the guards now as your MP5SD ammo should be running low unless you have much better fire discipline than I do. Any way, go back through the double door into first section of the base. Follow the road back to the surface control room, and drop the explosive on the console, and then run out side, double back and stop by the side of the building. You're back where you started, and the mission ends! 5.8 STRONGHOLD Background: Rebels have learned that tangos have captured one of the special forces soldiers. They will help you mount a rescue mission. Mission objective: locate the special forces soldier in the stronghold, locate the radio, escape through main stronghold gates Starting Equipment: AK-47 in (1), 3 grenades in (4) This one is run and gun all the way, lots of enemies around. As stealth is not a concern, you have PLENTY of ammo so kill everybody holding a gun. There are no friendlies except for this one guy, and he's deep into the compound. I suggest you shoot a couple rounds at the corner you have turned as a marker on where you have been exploring. I must admit I almost got lost in the maze of levels until I came up with the marker idea. Basically, you will have to shoot everybody in the compound except this one special forces guy. Be careful as some enemies can be hidden behind those wooden screens. Fortunately, you can shoot through them as well. Arm your AK and look left a bit, you'll see the side entrance. Blast it and kill the guards behind it, then wait for the plaza guards to show up, kill them too. Now run inside and look for the first door up. Your first objective is the radio. It's not on your objective list yet, but don't worry, just remember the spot as you'll be back for it later. Climb the stairs and keep shooting guards. Hopefully you'll catch them with their backs turned. Keep going room to room, dodging whenever you heard shots as they have only one target: you! Mark area you've been, and you should find plenty of ammo to go around. Eventually you'll end up in a building with THREE floors. The special forces guy is in the living room, just STANDING there, no guards. (huh?) Don't go near him yet. Instead, run past him and clear out the rest of the building, including outside. By this time, you should have cleared the entire map of enemy presence, so go back up and activate him, and he'll tell you that the bad guys took his radio. So "use" him, and he'll follow you. If he doesn't, go up and give him a nudge (just physically run into him). Now you need to backtrack to the HQ, grab his radio, and make your way out of the stronghold main gate, and that's it! 5.9 TERRORIST GARRISON Background: We will eliminate the terrorist garrison in order to nab the terrorist leader. First we eliminate his guards stationed nearby. Mission objective: eliminate forward guards, eliminate ALL terrorists Starting Equipment: M5 sniper rifle, 3 grenades in (4), laser designator in (5) This one is fun, as you don't have enough ammo for search and destroy, so you have to take out as many from afar as you can. If you feel like doing run and gun, you could take out the enemies first, then take one of the gun dropped and do it that way, but that's not as much fun, actually. The fun is watching the bodies fly when you put the laser on and watch the air strike comes in! You only have 100 rounds of sniper rifle ammo, so make them count. Any way, pull out your pistol and slowly approach the corner to left. There are three guys there around the fire. Kill them all. Now use the sniper rifle and take out the guy in the tower, and designate the main tent below you for an air strike. Quickly or the enemies may disperse. Now look beyond the tent, and you should see a hillside bunker to left, with at least three guys in it. Kill them with sniper rifle quickly before they figure out where the shots are coming from. Else they'll come after you! Also kill the guard by the gate to your right. Now the down below is clear, so head down, and make sure you killed everybody. Use your pistol, save the sniper rifle ammo for later. Head toward that hillside bunker. That's the perfect place to watch the comm facility just beyond it. As it has only maybe 4 guys I'd go in there and shoot them personally rather than waste an air strike on it, but it's up to you. You can find one of the rapid-grenade-throwers in there, but you'll have to lose the rifle, not worth it IMHO. There are one tango on top, two on main level, and one inside. You can take them all out from afar. Now turn 180 degrees and follow the path. You should see the jail. The door is not solid, but rather prison bars. Take out the guards, and DO NOT call air strike on this one, as there are two civilians inside. Go in personally and clear it. There's just a few guys in there, your pistol can handle them, or drop your rifle and pick an AK for this job. Get your rifle back later. Now go past the jail, past the camo-net'ed jeep, and up the hill to your right. You're at the bridge, and this is the BIG facility. Now you wish you had saved the air strikes, right? Designate the building just below the bridge, the big tents, and the cargo/outhouse just beyond that if you got them remaining. Yes, use all of them. Switch to rifle and start shooting tower guards, and any one else you see. Hopefully the air strike will catch most of them. Stay on the ridge and snipe below and take out as many as you can. Then circle the place and look in for more targets. Shoot any flashlights and such. You don't need NV for this mission so you won't be blinded at all. Now just head down hill and mop up, explore every building, including the outhouses. Once you took them all out, the mission ends! 5.10 CITADEL Background: It's time to take on the terrorist leader. The main Ranger force will attack the other part of town, hopefully draw off most of the guards. You will sneak in the backdoor, take out as many guards as you can and wait for the Delta Force operators to get in there and retrieve you. Mission objective: eliminate personal guards, locate terrorist leader, hold until Delta Force operators arrive Starting Equipment: M4 carbine, 3 grenades in (4) You start just outside the citadel. Look through that hole in wall to your right. You should see a tango. Shoot him. Shoot four more tangos in the large room. Go for the exit, but go backwards up the stairs, and very slowly. There's one guy on the other side of that window you want to kill ASAP. If you see top of his head, shoot it. Go out the door, and you come to a corridor with 2 exits to left. Two tangos are down on the first left exit, shoot them before they shoot back. If you got only one, back up and the other one should appear momentarily. Now go for the other exit and kill one guy on the far corner. The next parts are confusing without visual references, so I won't bother giving you the left and right turns. Suffice to say, take your time, check every corner and take out as many guards as you can. Climb every stairs, check every room. Mark the rooms you've been to. You should find plenty of tangos to kill. You don't know which are the personal guards, so just kill as many as you can, then kill some more. If you see a tower, try getting to it and climbing it. It gives you a good view of what's nearby. Take out the guard on top first, of course. Eventually you will come to a tent with some crates nearby. There's a few guards here, at least one in the tent. Next to that is a courtyard surrounded by walls, and if you go through, you'll find 7 to 9 guards in there, plus a sniper on the balcony, and the fight will be nasty. It's better if you can locate the "backdoor", and take them on one at a time from the backdoor (which is off to the side). Watch for the sniper on the balcony in the courtyard! Clear the courtyard, and locate the arch that leads to a backyard, and two more guards. Kill them. Back to the courtyard... You should have noticed the stairs going up. I hope you aren't too wounded, as this next part may be a bit tricky. You may be out of ammo for the M4 here, so you may want to switch to the AK now. Should be plenty left in the courtyard. Run up there and you should see the terrorist leader. He counts as a civilian, so you can't shoot him! And he wanders all over the place too! Now you've found him... Get your AK on auto and face the far wall... Which soon slides open to reveal two MORE tangos inside! Shoot them quickly! (Do NOT go onto the balcony! You'll get cut to pieces by the guards that suddenly appear on the roof along with RPG's!) Now comes the fun part... You don't really have to do this, but it's more realistic if you do. Push the table and the chair to the entrance to form a barricade, and wait for a little while as you point your gun at the stairs down. When the time is up, you then get a cutscene of the Delta boys arriving, and that's the end of the mission! 6 Multiplayer No info at this time, as I don't play multiplayer much, if at all. 7 Miscellaneous 7.1 CHEAT CODES During the game press ~ (the tilde, usually below the ESC key) and type in the console: Code Effect aiDisableEars Enemies cannot hear aiDisableEyes Enemies cannot see god God Mode giveall() Lets you use all of the weapons during the game and gives you 1000 rounds each noclip Walk through walls 7.2 TRIVIA This 3D engine is not based on any existing engine, but custom developed by FUN Labs. It supports TnL if you got it, custom lighting, shadows, reflections, ragdoll physics, and other physics. It does resemble Quake engine in certain aspects. -- the end --