Rainbow Six 3: Black Arrow - Strategy Guide (Page 02)
Below are the cheat codes, hints and help for Rainbow Six 3: Black Arrow - Strategy Guide (Page 02).
||_/# AW COVERT (7.62MM) #\_||
==============================
|Sil.|
:::::::::Power: *
::::::Accuracy: ***
::Rate of Fire: *
:::::::::Range: ***
:::::::Overall: *
- If you're looking for a weapon to get laughs out of, pick the AW Covert.
This sniper rifle sounds like it shoots CO2 bullets. It's the most stealthy
weapon in the game, as it is suppressed with a 10 round clip, but that still
doesn't cut it. The AW Covert simply does no damage - simple as that. It
literally takes 3 shots to take down a single AI opponent, unless you head
shot the person. Why? The silenced ability takes out nearly all of the "Umph!"
in the bullet. Plus, it actually loses range due to the silencer, and that's
why it doesn't have a full 5-star rating. It's fun to use though for a change.
||_/# DRAGUNOV (7.62MM) #\_||
=============================
||
:::::::::Power: *****
::::::Accuracy: ****
::Rate of Fire: *
:::::::::Range: *****
:::::::Overall: ****
- The Dragunov is a Russian-made sniper rifle, modded out of the AK-47,
designed for sniping with explosive power. One bullet can take down any
opponent (including online play), although sometimes it takes two if you get a
torso shot. It has an extreme 10x scope, 10-round clip, and has great power
for any sniper out there. There simply are not enough sniper-based maps to
support this weapon, making it horrible in close situations.
||_/# PSG-1 (7.62MM) #\_||
==========================
||
:::::::::Power: ****
::::::Accuracy: *****
::Rate of Fire: *
:::::::::Range: *****
:::::::Overall: ***
- If you're looking for precision in shots, consider relying your palm on the
PSG-1. This sniper rifle has the best accuracy out of any gun in the game, but
sometimes takes 2-3 shots to take an opponent out. It is slightly more
accurate than the Dragunov, and has easy vertical bounce-back recoil.
Unfortunately, the loud noticeable shot is too redeeming to make it useful in
every scenario. I'd prefer a Draggy over it any day.
///// SECONDARY WEAPONS \\\\\
|||||||||||||||||||||||||||||
||_/# 92FS (9MM) #\_||
======================
|Sil.|
:::::::::Power: *
::::::Accuracy: ***
::Rate of Fire: **
:::::::::Range: **
:::::::Overall: **
- The 92FS, also known as the Beretta, is your typical action-star pistol.
This pistol comes with a luscious 15-round clip, plenty as a backup weapon.
Plus, it is silenced for those sneaky scenarios. However, it hardly packs any
whallop, and usually takes several shots to down a tango. It seems like it
loses some serious range due to the silencer involved. I usually avoid this
gun, although it's an OK fit if you need a non-lethal secondary weapon.
||_/# D.EAGLE (.50CAL) #\_||
============================
||
:::::::::Power: ****
::::::Accuracy: ***
::Rate of Fire: **
:::::::::Range: ***
:::::::Overall: ****
- The Desert Eagle is the ideal secondary weapon because it can finish off
targets that you have damaged severely. It's the strongest pistol in the game,
packing as much damage per bullet as an AK-47. Unfortunately, it is limited to
only 7 bullets per clip, has limited range (unless you have a sharp eye), and
has explosive recoil. But even if you negate all these factors, you could use
this as a primary and still kick some butt.
||_/# MAC 11/9 (9MM) #\_||
==========================
||
:::::::::Power: **
::::::Accuracy: *
::Rate of Fire: ****
:::::::::Range: **
:::::::Overall: *
- The secondary version of the MAC 11 is slightly different than the primary
one. For starters, the clip is cut in half to only 16. This makes the gun
almost a complete waste since your clip will run out quicker than your
hairspray being applied. It's high rate of fire eats away ammo and sheds out
recoil, even though the bullets DO NOT do sufficient damage. If you want to
try 2 MAC 11's, go ahead, but don't try using this weapon as a secondary,
unless your tango is about three feet away from you.
||_/# MK23 (.45CAL) #\_||
=========================
|Sil.|
:::::::::Power: ***
::::::Accuracy: ***
::Rate of Fire: **
:::::::::Range: ***
:::::::Overall: ***
- This is my personal favorite when it comes to pistols. The MK23 is a special
forces weapon, designed for various scenarios. The great thing about the MK23
is that it is silenced, and still does decent damage with a 12-bullet clip.
Really, it's an above average pistol that just about anyone can handle, but
the bullet type is great for piercing armor and doing decent damage.
||_/# SR-2 (9MM) #\_||
======================
||
:::::::::Power: **
::::::Accuracy: ***
::Rate of Fire: *
:::::::::Range: ***
:::::::Overall: *
- Believe it or not, both SR-2's in the game are identical, with the same 20-
round clip, and rate of fire. The only difference is that the secondary
version has a slightly smaller scope (1.5 compared to 2.0), but it still makes
no difference. This gun is a waste for a secondary, since it's a long-range
pistol, and would be horrid for close combat situations. You might be able to
pull it off if you're an expert Black Arrow player, but I highly doubt it.
||_/# USP (.40CAL) #\_||
========================
||
:::::::::Power: **
::::::Accuracy: ***
::Rate of Fire: ***
:::::::::Range: **
:::::::Overall: **
- If most first person shooters, the USP is supposedly the "average" pistol of
it all. The British-like design make it a favorite amongst most teammates
since it's small, consistent, and fairly damaging. The Black Arrow version of
the USP is slightly downgraded, holding a 13-bullet clip, but doing smaller
damage, and no real zoom capabilities. It's an alright backup weapon, but has
no dominating qualities.
||_/# M203 (40MM HE) #\_||
==========================
||
:::::::::Power: ****
::::::Accuracy: **
::Rate of Fire: *
:::::::::Range: ****
:::::::Overall: ****
- The M203 Grenade Launcher is perfect for clearing rooms, especially the HE
version. This is the highly explosive version of the gun, meaning it causes
large explosions and heroic deaths. Unfortunately, you may only use it in co-
op missions/single player, unless the server indicates otherwise. Launch the
grenade close to any target and they will take extreme damage, death in
certain cases.
||_/# M203 (40MM CS) #\_||
==========================
||
:::::::::Power: **
::::::Accuracy: **
::Rate of Fire: *
:::::::::Range: ****
:::::::Overall: **
- The M203 CS Grenade Launcher is basically a tear gas gun. It launches large
pellets that release the deadly crying/cough gas, which helps stun targets in
rooms. Only problem is that CS gas has no use outside (thanks to the
environment blowing it away), not to mention, it does not take down targets.
If your tangoes have gas masks, then this gun is made obsolete. Note that you
can affect your own teammates vision, unless they too are equipped with masks.
||_/# M203 (40MM SMOKE) #\_||
=============================
||
:::::::::Power: *
::::::Accuracy: **
::Rate of Fire: *
:::::::::Range: ****
:::::::Overall: *
- The M203 SMOKE Grenade Launcher is the most useless of them all. It
supposedly creates a large cloud of smoke, which can be used for cover in
various situations. However, I prefer to use smoke grenades since they can be
tossed in hard-to-reach areas, and there's no reason to smoke the enemy's
position with the long range capabilities of the launcher. You'd be better off
using another secondary weapon.
///// EQUIPMENT \\\\\
|||||||||||||||||||||
||_/# FLASHBANG GRENADE #\_||
=============================
||
:::::::::Power: ***
::::::Accuracy: ***
::Rate of Fire: *
:::::::::Range: ***
:::::::Overall: **
- Flashbangs are for those who want to stun certain enemies, rather than
incapacitate them. A flashbang is basically a tossed-device which explodes
after a set amount of time, to release a bright flash of light and large bang.
If you are near one of these, or looking directly at it, your screen will turn
a bright white (not letting you see), and your sound will be distorted with a
pinging. It lasts up to 5 seconds. This gives your opponent enough time to
take you out, but that's the exact problem. Sometimes if your enemy can't find
you (after flashing), the effects wear off, and the device back fires.
||_/# FRAG GRENADE #\_||
========================
||
:::::::::Power: ****
::::::Accuracy: ***
::Rate of Fire: *
:::::::::Range: ***
:::::::Overall: ****
- The Frag Grenade is ideal for any Black Arrow player. This tossed device
explodes doing critical damage to anybody near it. The closer you are, the
higher risk of death. They also explode doorways, and certain structures,
exposing enemy targets. Great for getting frags, or kills.
||_/# M34WP GRENADE #\_||
=========================
||
:::::::::Power: ***
::::::Accuracy: ***
::Rate of Fire: *
:::::::::Range: ***
:::::::Overall: ***
- The M34WP Grenade is practically a napalm tossed device which releases a
fiery hell upon impact. It catches anyone in the splash damage on fire, and a
direct hit usually kills after several seconds. The fire usually goes away
after a few seconds, but it will still do some minimal damage, and scare away
opponents for a bit.
||_/# SMOKE GRENADE #\_||
=========================
||
:::::::::Power: ***
::::::Accuracy: ***
::Rate of Fire: *
:::::::::Range: ***
:::::::Overall: ****
- The SMOKE Grenade is one of the most necessary items in Black Arrow, aside
from the frag grenade. Basically, a smoke grenade releases a large cloud of
dust which halts vision from long-distance targets, and makes it impossible to
see through (unless you use thermals). It is necessary on co-op for getting
past single-entry rooms, since it covers your entry. It also can help stop
snipers from pelting you down on runways. The only problem is that it does no
damage, but is rather an illusionary device.
||_/# TEAR GAS GRENADE #\_||
============================
||
:::::::::Power: **
::::::Accuracy: ***
::Rate of Fire: *
:::::::::Range: ***
:::::::Overall: **
- The TEAR GAS Grenade makes you cry like a baby. The tear gas released blurs
the vision causing flashbacks to occur on screen, making it hard to aim at
targets. The gas looks like an invisible floating spectre. The effects wear
off after 10 seconds if you find a room without any exposed gas. However, the
effects are nullified if you're wearing a mask, which most players happen to
do.
||_/# BREACHING CHARGE #\_||
============================
||
:::::::::Power: **
::::::Accuracy: *
::Rate of Fire: *
:::::::::Range: **
:::::::Overall: *
- The BREACHING Charge looks like something an everyday person would use, but
unfortunately, they suck in Black Arrow. Their only use is to be planted on
doorways throughout the game. They're basically a breaching device. They
supposedly stun targets close to the door, but this rarely happens. The damage
radius made by the breaching charge is very limited, which is another hidden
truth. You'd be better off tossing frags at a door to blow it open, and
hopefully do damage to the enemy. Avoid these at all costs.
||_/# CLAYMORE MINE #\_||
=========================
||
:::::::::Power: ***
::::::Accuracy: ****
::Rate of Fire: *
:::::::::Range: **
:::::::Overall: **
- Another nifty device that McGuyver might use, but only has limited
situations in which it can be used. The Claymore is a trigger-armed, in which
you hold the detonator. You can plant it anywhere on the map, however, it ONLY
explodes in a 90 degree arc towards one direction. The direction you plant it,
is the direction it will explode. This means you can only do directed damage,
and if the opponent already walks over it, then you are screwed. However, it
has about a 7-foot reach, can blow up doors, and does kill anyone in the
direction of the device. However, it can only be set to detonary-position, and
has no proximity mode. Not to mention you have to hide it in a remote area.
||_/# REMOTE CHARGE #\_||
=========================
||
:::::::::Power: ****
::::::Accuracy: ****
::Rate of Fire: *
:::::::::Range: **
:::::::Overall: ***
- Remote Charges make Claymores obsolete that it is not even funny. A remote
charge is the same as a claymore, meaning it has a trigger device. However,
the remote charge blows up in a circular radius, and does the same damage as a
frag grenade, making it a double whammy. You can take out anyone who comes
near your position by pressing the trigger. It must be planted first, and only
sticks to the ground.
||_/# GAS MASK #\_||
====================
||
:::::::::Power: N/A
::::::Accuracy: *****
::Rate of Fire: N/A
:::::::::Range: *****
:::::::Overall: ***
- The GAS MASK is the only device in the game to combat CS-gas. It makes the
effects of the gas obsolete, and does not protrude your vision. The gas mask
also gives your teammates a cooler appearance, which is a plus. Only problem
is that sometimes it can be a waste of an equipment slot on a mission,
especially if no one is using tear gas.
-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-
============================
- 5) Walkthrough -
============================
As with any first person shooter, the levels you play on not only decide the
game's overall difficulty, but also how much fun you'll reap in the process.
This section will provide you with a step-by-step walkthrough of each level,
what objectives to aim for, recommended gear, and where to go. While most of
the objectives in Black Arrow are straightforward, there are little ambushes
tossed in here and there to throw the player off. Since this is based off of
the single-player campaign mode, I will not be giving co-operative or
multiplayer tips. Check out the X-BOX Live section for more information. The
default difficulty I played each mission on was Veteran.
_________________________________
/Mission 1 - Subway Station (5.1)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
^LOCATION: London, UK
"Apparently, a group of armed robbers were interrupted during a heist, and
they have fled into the underground sections of London. However, intel has
revealed that two of the terrorists were seen lugging something heavy into the
train cars. Smells like a bomb if you ask me. Two hostages were taken before
the subway station was cleared, so rescuing the hostages will be your first
priority. Once word has been reached that the terrorists are under attack,
make your way to the train cart, and defuse the bomb. The carts are heavily
covered, so you may be under some Nam-like fire."
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\|
\OBJECTIVES: + Rescue Hostages \GEAR: G36C -- Gas Mask
\ + Defuse Bomb \ MK23 -- Smoke Grenade
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- Start off by moving forward and take out the two guards in the long
hallways. Be careful as one of them may throw CS gas. In the next large room
up ahead, you'll have about 4 tangos to take out. Be weary as many of them
will weave in and out behind lobby seats. When you reach the stairwell,
proceed down slowly as a terrorist will toss a CS grenade. Nail him on the
left side as he pops his head out. Continue ahead to the large room. Do NOT
rush in though. An RPG will pelt the corner of the doorway. Crawl in, and nail
the RPG on the right, then take out the remaining 2-3 tangos. Proceed ahead.
When you get the message that the train is up ahead, I recommend *SAVING*.
Once you turn the corner, and hear a mad scream, look in the train cart
windows. Take out the 3 guards. Then, another should be to your right. Go down
to the right, and make a sharp right into the alleyway to go rescue the female
hostage.
- Smoke the door on the right, and go in the left door. Creak it open, and
nail the terrorist in the right corner, then secure the hostage (hold down A).
Once this objective is complete, go back out the door you came in, and down
the alley. You should see a fence near the end of the train track. Look to
your left, and hit the sprinting guard. Now, go into this tunnel, but be
careful. Crouch and look to your right as a terrorist will try to ambush you
guys. Once you reach the end, hook a right into the train alleyway. Take out
the guard on the loading dock, then proceed under and to the left. Enter the
loading dock, and go through the main doorway. Take out the rolling guard.
Proceed ahead and turn on your thermals. Nail the 3 men up top with the
thermals, otherwise they'll be blocked by the smoke. Continue into the
chainlink alleyway. Look into the left blocked off area, and nail the guard.
Continue straight up, watch for more tangos to pop out of the rooms. Once you
reach a vertical narrow room, with a balcony, start shooting the guards up top
before entering. There should be about 4. Once they're dead, go in.
- Reach the next stairwell and head down. Once you reach the bottom, move back
a bit as a nade will be tossed. Once the coast is clear, enter the next room,
and take out the 3 crouched guards. There will be one more guard in the last
room with a pistol, make sure to creak the door open. Now that it is clear,
secure the hostage, and your final objective will pop up. It's time to defuse
the bomb. You will have 1:15 to get to the bomb before it blows. Make your way
out of the hostage room, and hook a right. Continue down this route, then go
right, and the fence from before will be knocked down. Jump into the main
train alley, and go into the train cart. CROUCH at all costs since you will be
under heavy fire from the right. Keep crouching to the front of the cart. Take
out the lone terrorist, but watch for his grenade. Get to the head of the
train, hold down A to defuse the bomb, then be congratulated on a mission well
done.
*All hostages have been rescued and disaster has been averted in the London
Subway Station. However, this is just the beginning of a glorious campaign.
After all, why were simple gun-toting robbers holding explosive materials
of that sort?*
________________________
/Mission 2 - Hotel (5.2)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
^LOCATION: Cannes, France
"While Cannes is known for being a luxurious location, one bigger flaw has
developed. One of the premiere luxury hotels was hosting a convention for deep-
sea exploration, along with possible military applications involved. The
conference was the target of several armed terrorists who stormed the hotel,
and took 2 scientists hostage. You are to be inserted from the garage area,
and work your way up to the roof. Note that the hostages are probably in the
Suites, along with the terrorist leader and his bodyguards."
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\|
\OBJECTIVES: + Secure Hostages \GEAR: FAMAS G2 -- Frag Grenade
\ + Eliminate Lead Terrorist \ M203 RP -- Flashbang
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- Start off by moving through the garage to the double door. Creak it open,
and take out the guard, then proceed ahead, and take out the next guard around
the corner. Enter the white hallway, and clear the room to the right. Go left
down the route, go into the small room, then into the washroom. Take out the 3
terrorists. Note that some may be hiding in the backroom. Proceed ahead. Go up
the stairwell, towards the kitchen. When you see the cracked door, take out a
frag and nade the kitchen. Now, move to your left into the double door room,
and creak the door open. Take out the terrorists, and then make sure the one
crouched behind the table is down also. Move ahead into the foyer.
- Here comes the tricky part. Once you open the door, an incendiary grenade
should hit the wall in front of you. Lean to your right, and take out the
guard on the balcony behind the windows outside. Take out the ones behind the
table. Continue ahead, and 2 more guards will be on window balconies outside.
One may be disguised by the window frames, and make sure they're dead because
they will toss grenades at you otherwise. Once the room is clear, move ahead
to the next door and open it up. Proceed ahead. If you want, you can split the
group up, make a Zulu-Go code, and attempt a simultaneous entry. However, to
keep things simple enough, just have them follow you, and open the door on the
right. Creak it open, and start sniping. There should be one guard to your far
left behind the couches, one behind the opposite waiting desk, two on the
second floor balcony, and another random patroller. Once the room is clear, go
to the opposite double doors, and pick them open. You may want to breach with
a grenade because there's usually a guard to the right, or on the left near
the stairwell. The guard will surrender if you flash him, or do something to
scare him. Go up the stairs now.
- When you reach the top, open the door and look to your left. Take out the
single guard. There are 3 terrorists around the corner. However, wait, and
Bear (your helicopter support) will nail them through the windows. You may
have to finish off the leftovers. Clear out the room on the corner as well for
a lone guard. Move around the next corner, and take out the 3 guards. Two will
come from the corner, nail them, then secure the first hostage. Three more
tangos will present themselves, including one in another corner room. Four
more will pop up ahead, and be careful not to rush too fast. Enter the left
door. Go up to the next door, and open it up. Proceed in just a little bit,
and head back. Wait for the terrorist to expose himself on the left window
balcony, then take the right one out. Go around the corner, and crouch. Snipe
off the four terrorists, then go to your right. Enter the doorway. There's a
second hostage up ahead, so be careful and clear the rooms slowly. The
coverage on the hostage should be somewhat heavy, roughly 4-5 terrorists, as
the terrorist leader is fleeing. Try to get your teammates to cover both doors
as you creak them open. Once cleared, you're by yourself. Move ahead, and nail
the tangos on the right, then enter the left hall. You'd probably be better
off nading the guys to the right to avoid taking damage for the final battle.
Proceed up the stairs, but watch out for the guard who tosses CS. Once down,
enter the top door. Bear will nail the terrorist's escaping helicopter,
leaving them for you to toast. Head around the corner, and be careful. The
left wall will have two leaning terrorists. Another will be to the right. Try
using the RP grenades to flush them out.
*The scientists were confused as to why terrorists would try to kidnap them
considering their research is fairly minor. However, you performed
admirably in the face of danger, and have kicked more terrorist butt.*
______________________________
/Mission 3 - Back Alleys (5.3)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
^LOCATION: Italy
"Supposedly, a high risk colonel has been spotted in Italy. While under
surveillance, he attempted to kidnap a telemetry satellite expert who was
working on a special secret European project. The scientist managed to flee
before being captured by the terrorists. The Polizia responded, but have only
barricaded the area off due to enemy hostiles. Your duty is to infiltrate the
area, take out the Colonel's men, and ensure that all hostiles are eliminated."
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\|
\OBJECTIVES: + Neutralize Terrorists \GEAR: M16A2 -- Frag Grenade
\ + Eliminate Colonel Magomedov \ M203 HE -- Smoke Grenade
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- Start off by turning on your Night Vision for this mission (press Y). Pop
the corner and take the man out on the left, and right of the tree. Then, look
down the alleyway, and take out the two suspects. There are two enemies on the
roof on the third floor, so make sure to look up. Don't arrest the suspect
yet, but instead, turn to your right, and make sure the coast is clear. Once
it is, arrest him. Move up ahead, take out the two next to the garbage
dumpster, and the one behind the table on the 2nd floor. Move up, and the next
part is sort of like an ambush. There should be a window directly in front of
you, 2nd floor. Keep an eye on it since an RPG will pop up when you get close.
Someone will toss tear gas, and you will also have to worry about a man on the
2nd floor balcony to the left & right. Once they're down, enter the door, curl
around, and proceed ahead.
- This next market area will be intense. Slowly crack the double door open.
Take the guy out behind the barrel in front of you, watch for a quick rusher,
then angle yourself and take out the 2 remaining men. Continue up the incline
to the next marketplace. Smoke the current level you're at, then turn the
right corner and nail the man. Take out the 2-3 remaining terrorists on the
marketplace below, then curl left, and eliminate the sole guard. In the next
open area, here comes the tricky part. Have your men hold right before the
garbage dumpster, but not in the open. Toss your last smoke grenade in the
open, and sprint through it. Kneel behind the car against the right wall. Look
to your left, and take out the two upper balcony snipers, the man relatively
close to your left. Now, keep crouched here. Stand up, and quickly nail the
two men behind the other car. Sprint forward, look in front of the van, and
take out the Molotov Cocktailer. Go back to the sniper spot from before, look
at ground level, and take out the last tango. Now, enter the double doors,
kill the last terrorist. Exit this building, and look in the new alley. There
are two hidden enemies on the right aclove, a few on the ground, and 3 in the
house. Eliminate them all.
- Once this section is clear, proceed to the end of the upper level, and snipe
the two guys on the ground by the building. Again, look a little to the upper
right, and take out the lone sniper on the balcony. There's a guy to his
right, be weary of him, and take him out from behind the tree on ground level
when you approach. There's one more hidden guard on the left balcony by the
back entrance to the building. Once everything is cleaned off, give your team
the command to Open & Clear on Zulu by the back entrance. You go to the front,
and pull out your Nade Launcher. Creak the double door open, and look slightly
to the left. Nade the man behind the table. Now, give your men the Go code
(press white button). Once they go in, take out the two guys remaining to your
right.
*A formal thanks will be rewarded to you by Dr. LaRocca and the Italian
government for kicking some evil rebellious butt. Several men are in
custody, and we're seeing what they have to say.*
___________________________________
/Mission 4 - Streets of Milan (5.4)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
^LOCATION: Milan, Italy
"The heavily armed police convoy which was escorting the remaining prisoners
has been ambushed. Intel shows a well-organized militia involved in the
assault. However, the lead vehicle operator radioed for backup, and police
managed to contain them in before it was too late. Due to the early time in
the morning, the armed men did not get too many hostages, but you still have
them to worry about. They're currently established in the city center. The men
are requesting safe passage to Macedonia in exchange for the hostages, but the
Italians aren't negotiating. It's nukem time!"
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\|
\OBJECTIVES: + Free Hostages \GEAR: PSG-1 -- Frag Grenade
\ + Eliminate Escaped Terrorists \ M203 HE -- Smoke Grenade
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- Start off by turning on night vision, since it will make your opponents glow
like light bulbs. Go around the corner, and look up at the big blue sign. Take
out the sniper. Move ahead, and there will be four men in total usually placed
at "vicinities." There's another sniper at the far end up really high, two men
on a left balcony (that appear after a set distance), including two men by the
firetruck. Once you proceed forward, there will be a sniper in a double window
bridge up above. Two snipers on side locations, not to mention about three men
placed behind some barricades. Once they're dead, more men will appear at the
far end by the line of cars; eliminate them immediately, and proceed towards
the objective square. There will be about 8 in total; some will be equipped
with RPGs, so get your head down! I recommend hiding by the white car just to
the right of the double doors where you see the bar entrance. Crouch behind,
keep leaning to the left, and sniping them as they pop up. You'll hear a voice
message saying the barricade has been cleared. I recommend *SAVING* here.
- Move on up ahead, but turn your view behind yourself. There will be two
tangos on that same sniper balcony where you first encountered them. Hook a
left, and proceed to the end of the hall. Pick open the door, and open the
next door. There will be a tango immediately in front of you. Take him out,
walk through the doorway, and give your teammates the hold command. Go to the
end of the alley, and take out the man who pops out. Lean around the corner,
and take out the two remaining men. One may pop out of the back entrance to
the building. Once done, have your men move into this room. Move in at the
same time, and take out the remaining guard in the right corner. Regroup, and
proceed towards the large church doors. Once inside, your first hostage will
be up ahead.
- If you want, you can have your men go on a zulu code in the back, and you
can flash the side entrance. However, to make it easier on your men, just try
to go in the right entrance. There are three men in the bar room, one to the
sharp right, one near the hostage, and one across the room. Smoke before going
in. Once they're down, shift your eyes to the outside. You will see two
ambushers outside. Take them out, secure the hostage. Move ahead into the
cracked door room, and take out the lone guard. Smoke the garage where the
second hostage is, go in hard, take out the man by the cars on the left, and
the one running towards the hostage. Two more ambushers will pop out, one from
the left rear entrance and one from outside. Secure the second hostage.
Finally, move outside, and prepare for the final assault.
- Proceed ahead to the double church doors, and move on in. Go down the right
alley, then peak the corner. There will be two standing guards. There are also
two more route guards on the side out of view. Make sure they're taken out.
Slowly crawl along the right wall towards the center courtyard. You can take a
peek if you wish, but all tangos should be down. You'll know this for sure
when you hear the message, "There's a sewer grate here." Go towards the arrow
on the right, and climb down the ladder. You'll start to hear a beeping sound.
Crawl and lean to the right. Take out the two guards by the bomb. Quickly turn
around, and snipe the guard behind you about 100 feet away. Once they're dead,
your mission is complete (woo!).
*All escapees have been captured or eliminated. The terrorists were getting
ready to wire the place up with explosives, but that threat has been
averted. Good job team.*
__________________________________
/Mission 5 - Nuclear Reactor (5.5)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
^LOCATION: Kozlodui, Bulgaria
"Apparently, terrorists stormed the Nuclear Plant. However, the odd element is
that this nuclear reactor is suppose to be out of commission within the next
ten years, as part of an agreement between the EU and the Bulgarian government
for joining the union. There are numerous terrorists set up in positions, and
most of the material inside the plant can be altered for weapon purposes. The
tangos are starting to transport the material, however, it's your job to
intercept the shipment, and shut them out - permanently."
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\OBJECTIVES: + Prevent Uranium Theft by \GEAR: M4 -- Frag Grenade
\ Neutralizing Terrorists \ MK23 -- Smoke Grenade
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- Immediately turn on your night vision, and proceed ahead down the long
alley. There is one man behind the stack of three barrels in the corner, a
sniper on the highest tower, and one more terrorist on a balcony behind that
tower. Once they're eliminated, open the door and head on in. Go up, and peek
around the corner. Nail the crouched terrorist. You can assault either door up
ahead. Three men will come out of nowhere onto the rooftop near the right, so
make them your primary concern. There are also two on the left, one on the
stairwell, and one by barrels. One more will be in the declined depot to the
right. Go up the stairs on the left, and nail the guard who pops the corner.
Creak open the door at the end, and hit the tango on the stairs near the left
wall. Another one will be on the stairs, along with one on ground level.
Proceed down, and open the next door. Two more tangos will be near the center
fence. Once cleared, get ready to move on.
- In the next hall, it should be clear. Give your men the zulu-go code on the
farthest door, but you should sneak in on the closest door. Eliminate the two
tangos along the left wall, and two more by the controls. Give the go code if
you need backup. Once clear, proceed in through the next door. Take out the
lone target. In the next hall, nail the man behind the barrel, then shoot the
glass, and the three tangos that reveal their position. Once clear, move to
the next door. Be careful as a flash will be thrown by the enemy. Nail the
tango at the end, then move ahead, and kill the one at the base of the stairs.
Move down into the generator room. When you hear the door open, there will be
one man in the fenced-off area on the left. Take out the two other tangos
through the weaving generator boxes. Move down the next hall. When you reach
the two separated doors, have your team hold their position. Smoke the right
one, and look straight in. There should be one tango behind a big pipe.
Another two should be patrolling to your left, along with one on a left door
area, one in a center door area, and one near the end of the room. Now that it
is cleared, bring the team along, and move ahead.
- When you get the new voice message, I recommend *SAVING"* your game. Here
comes the tricky part. This next room is similar to the reactor room, as it is
huge, and there are many tangos. Most of them are at the far end of the room,
however, smoke the door before going in. Try to snipe as many as you can by
leaning in and out. Also, look above you as there are several enemies on the
railing above. Once you have the initial enemies cleared, move to the far end,
go up the railing, then make your way to the middle railing. This is where an
ambush will occur. Several enemies will pop out from the window locations, and
from the door on the right. Take the 6 out, and move through the door. Up
ahead is another snotty ambush. Slip the door open, and wait for the RPG to
pelt it. Now, look on the tower to the right, and nail the RPGer. Next, snipe
the guard behind the barrels, and the one in the window (when you get the
angled shot). There will be three on the lower right balcony as you move along
the railing, one behind some boxes on the other side, and two more near the
windows at the far end. Once dead, make your way to the final door to the
control room.
- Give your men the Zulu-go code on the main door, with you proceeding in the
side one. Creak open the side one, frag the man near the middle controls, then
hit the man right in front of you against the left wall. Give the go code,
rush in as well, take out the man on the right for support. Crouch, go up to
the left window, and nail the two remaining terrorists. The one on the left
has a rocket launcher, so be weary.
*The plant is now clear, and all hostiles have been accounted for. You have
done serious help to the world by not allowing any uranium to be smuggled
away. The IAC will make sure that the plant is shut down, with armed
support. Strangely enough, all of the terrorists were from Russian
countries along the Black Sea.*
_________________________
/Mission 6 - Castle (5.6)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
^LOCATION: Milan, Italy
"Vladimir Zhilinski, a former top scientist, was willing to sell some secrets
to the highest bidder. He has worked on numerous secret projects involving
weapons and items of that such. Zhilinski's associates were traced back to the
assault on the Bulgarian Nuclear Plant, and were not happy with the results of
the operations. Zhilinski gave them inside intel, but their mission was a
failure. Apparently, they setup a meeting with the traitor at the Art Museum
in Milan, and have kidnapped him. There is also another hostage inside the
building. Numerous guards nailed the cameras before pictures could be taken,
and the art museum was a former fortress (back in the day), so keep your head
down."
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\OBJECTIVES: + Secure First Hostage \GEAR: TAR-21 -- Frag Grenade
\ + Rescue Zhilinski \ 92FS -- Smoke Grenade
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- Your starting position is near the entrance to the fortress. Start off by
moving to the wooden plank bridge. Cross it into the side entrance gate. Once
inside, take out the patrolling guard in front of you. DO NOT go past the
water fountain as two grenades will pelt it. Wait for the guards to come up,
and shoot them. Also, a sniper will appear in the right window, so get into
proximity and fire. Sometimes one guard will appear in the left gate (usually
on terrorist hunt only). Once cleared, go down, and eliminate the target that
pops out from the open tunnel. Go through, lean left, take out the guard, lean
right, and do the same for the other. You'll now be crossing under the
entrance you came through. Nail the 6 guards at the other side who are leaning
against the walls. Proceed into the right open gate. Up ahead is a curling
stairwell, along with a room upstairs and several cargo crates. Go along the
right side, lean around the corner, and take the guy out on the ground level.
There will be two upstairs by the crates and open window. Proceed up the
stairs, but do it slowly. One of the men will toss a grenade onto the stairs,
so avoid it, or be quick. Nail him as well. Once this area is cleared, go
through the open window room, then curl around, and proceed through the next
gate.
- When you see the open courtyard, lean around the corner and snipe the guard
on the balcony. Wait for another balcony guard to pop up, and get him too.
Move a little further, a guard on the upper left balcony should appear. Take
him out, then move into the next objective point. When you reach the two doors
up ahead, try to peak open and frag it. There are three terrorists inside,
however, they will toss CS gas if you are noticed. It's better to finish them
off quicker than getting caught in a blur of chaos. Move ahead, up the stairs,
then to the next double-room area. I recommend sneaking in through the left
door, while leaving your team back. There are two in the room, one who is near
the turned-over furniture. Another will toss a flash in through the new door,
so get your head down. Make sure you take him out. Move ahead, down the next
series of stairs. You'll finally reach the courtyard. This next part is
tricky. Leave your team near the entrance you just went through, and move
yourself under the shaded parts, but to the other side. Snipers will pop up in
the upper windows, along with the lower door - so take them out! Be careful
for the two snipers who appear after you get near the fountain.
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