SOCOM: U.S. Navy SEALs Fireteam Bravo - Strategy Guide (Page 01)
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SOCOM: U.S. Navy SEALs Fireteam Bravo FAQ/Walkthrough ~~~Table Of Contents~~~ 1) Introduction [1.IVH.1a] and Version History [1.IVH.2a] 2) Controls [2.CL] 3) Campaign Walkthrough [3.CW] A) Chile [3.CW.A] 1a) Village Recon [3.CW.1a] 2a) Powderkeg [3.CW.2a] 3a) Undertow [3.CW.3a] 4a) Clean Sweep [3.CW.4a] B) Morocco [3.CW.B] 1b) Isolated Agent [3.CW.1b] 2b) Short Fuse [3.CW.2b] 3b) Lethal Crossing [3.CW.3b] 4b) Desert Siege [3.CW.4b] C) South Asia [3.CW.C] 1c) Songbird [3.CW.1c] 2c) Biohazard [3.CW.2c] 3c) Under Fire [3.CW.3c] D) Poland [3.CW.D] 1d) Supply and Demand [3.CW.1d] 2d) Undermining Authority [3.CW.2d] 3d) Chemical Reaction [3.CW.3d] 4) Rapid Fire (abbreviated Campaign Walkthrough) [4.RF] Introduction) What is Rapid Fire? [4.RF.INT] A) Chile [4.RF.A] 1a) Village Recon [4.RF.1a] 1b) Powderkeg [4.RF.2a] 1c) Undertow [4.RF.3a] 1d) Clean Sweep [4.RF.4a] B) Morocco [4.RF.B] 1b) Isolated Agent [4.RF.1b] 2b) Short Fuse [4.RF.2b] 3b) Lethal Crossing [4.RF.3b] 3b) Desert Siege [4.RF.4b] C) South Asia [4.RF.C] 1c) Songbird [4.RF.1c] 2c) Biohazard [4.RF.2c] 3c) Under Fire [4.RF.3c] D) Poland [4.RF.D] 1d) Supply and Demand [4.RF.1d] 2d) Undermining Authority [4.RF.2d] 3d) Chemical Reaction [4.RF.3d] (NOTE: Use the bracketed combinations in your CTRL + F "Find" option to quickly locate each section. Include the brackets for good measure.) ~~~Introduction [1.IVH.1a]~~~ Why hello there! You may know me as Captain Obviousx1. This is my first foray into FAQ writing...which is all irrelevant, so let's get to what this guide is all about. This FAQ/Walkthrough is for SOCOM: U.S. Navy SEALs Fireteam Bravo, appearing exclusively on PSP. The intent of this guide is to provide you with a comprehensive walkthrough for completing the campaign mode. This game contains 14 missions spanning 4 areas of operation for the campaign, and all of them are extensively covered within. However, they are only covered in Commander (normal) difficulty as of this writing. Enjoy! ~~~Version History [1.IVH.2a]~~~ v.1.0 [11/26/05] - Currently a bare-minimum walkthrough containing just the raw essentials and a few odds and ends. I'm planning to add a lot more, but for now all the campaign missions are completed, which should be sufficent (at least for the time being). v.1.01 [12/10/05] - Added navigation codes for easier browsing, a controls section, and the groundwork has been laid for a section which will make this FAQ much easier to skim through for information (the Rapid Fire section; as of this writing, only the introduction is finished). I should complete that by the next update. Also, I've added a bit more information on the Chemical Reaction walkthrough. This mission is quite quirky, as it seems many people have a variety of problems and there's not a foolproof strategy for the mission which gets around the glitches all the time. Hopefully something concrete will emerge, but I'm confident that this guide has enough substance and strategy to eventually pass you through the mission. It's really just trial and error. No other content changes besides that. ~~~Controls [2.CL]~~~ Here's the PSP ASCII diagram: /----L----/::::::::::::::::::::::::::::::::::::::::\----R----\ | | | | | | | | | | | | | ^ | | (A) | | < > | |([]) (O)| | v | | (X) | | | | | | | | | | | | | | | | | | ( ) ------------------------------------------ | | ( ) HOME -VOL+ 0 & SEL START | -------------------------------------------------------------- PSP ASCII Key: (A): Triangle ([]): Square (O): Circle (X): X L: L Trigger R: R Trigger ^: Directional Pad Up <: Directional Pad Left >: Directional Pad Right v: Directional Pad Down ( ) ( ) : Analog Stick HOME: Home button -VOL+: Volume Control 0: Brightness Control &: Music Control SEL: Select button START: Start button Now, here's what each of these buttons does in the game (as per the instruction booklet): Menu Controls - Navigate menu/Highlight menu item: directional pad buttons or analog stick Select highlighted menu item: X Previous Screen/Return to Main Menu: Circle Open Start Menu/Pause Game: Start button TacMap: Select button Voice Chat (with headset): hold Circle + voice (multiplayer only) Access team command menu: tap Circle + directional pad buttons or analog stick Open team command sub-menu: X Highlight tactical command on sub-menus: directional pad buttons or analog stick up/down Execute command: X Execute Team Command Action: Hold Circle Player statistics (online): Select button In-Game Communications Menu (online): tap Circle + directional buttons or analog stick Character Movement and Actions - Move character forwards/backwards/rotate left/right: analog stick Sidestep left/right: hold L trigger + analog stick Toggle free-look mode: tap directional pad right Move character while in free-look mode: hold L trigger + analog stick Change stance (stand, prone, crouch): Triangle Fire/throw/deploy weapon/take picture: X Target lock: hold R trigger Cycle through targets: hold R trigger + tap L trigger Primary weapon/grenade quick switch: hold Triangle Special action: Square TCA command: hold Circle (Single Player only) Reload Weapon: hold Square or directional pad left + square Toggle vision mode (3rd person/1st person/weapon scope): directional pad up or down (multiple taps) Cycle through teammates during online play: directional pad left/right (after you are out of action) (multiplayer only) Open equipment panel: directional pad left Cycle through weapons/equipment: directional pad up/down Select weapon/equipment: X Toggle firing mode: directional pad left + Triangle **IMPORTANT NOTE: The format used to list the controls for this game is taken almost directly from the SOCOM: U.S. Navy SEALs Fireteam Bravo instruction booklet. Although these controls are factual information, the way they are presented should be regarded as copyright by the creators of the manual (I assume that would be Zipper Interactive). Also, in regards to the PSP diagram, "PSP" is a trademarked term by Sony Computer Entertainment Inc.** ~~~Campaign Walkthrough [3.CW]~~~ *CHILE [3.CW.A]* Village Recon [3.CW.1a]: Pre-Mission Weapon Selection - The defaults are good for both Sandman and Lonestar's loadouts, although a high scope is more useful than the low scope the default has for the primary. Suppressers on everything is helpful, but that's already on the standard loadout so no need for other alterations. Objectives - (1) infiltrate the village, (2) find sufficent intel, (3) disable the generator, and (4) secure extraction zone. Walkthrough - (1) Take a right from the starting point to a path that swerves left into the village. As soon as you turn, two guards will be there with their backs turned if you ran there right away. Lock on and blast them. You'll see a drunken villager up ahead. He walks left a bit and then down across the river near your location. Run up and restrain him as he crosses the river. Walk to the middle of the village and look between the two small buildings with grated windows to your right as soon as possible. Stay to the left by the pillar while doing so, and snipe the CLL soldier between the buildings. Walk into the middle of the village to accomplish infiltration. (2) Once in the village, look at one of the buildings you just saw a soldier between. The one slightly northeast of where you should be standing now contains two CLL soldiers. This building has windows, so change to the crawl position and crawl around the back (turn right, turn left, turn left) to the door. Have Lonestar do a standard breach on it. He'll take out the soldier in the first room. Change back to standing or crouching, go left into the other room, take out that soldier, and obtain the report on the right table. Go back outside and look across to the church entrance with your scope. You should be able to snipe a soldier standing there cluelessly. Run up to the church entrance, but exercise caution as two soldiers are still inside. If you get close enough, they'll just rush you with reckless abandon and you can shoot them down easily. Take a picture of the flag on the wall - it's a fist holding a hammer. You can't miss it, as it's bright red and blue. Go into the second room on the left after taking the picture and obtain the map. Leave this small room and look towards the door in the upper-left corner of the room. Have Lonestar perform a bang and clear breach on it. The stun grenade should disorient the soldier outside; quickly run up to him and restrain him. By doing so, you should have enough intel to complete the objective. If you can't restrain the soldier, just look around the village for either another soldier to restrain or more intel that's in the small houses in the level. (3) From the point where you should have restrained the soldier, look right or forward depending on your current orientation to a huge boulder/rock structure in the middle of a few houses. Point DELTA will show up when you look that way, so go towards it. Eventually a pink box on a green trailer will come into view. This is the generator, but first look left and snipe the CLL officer. You can also see into a grated window to the right of the officer, and there's a soldier in there that you can get a headshot on. After doing so, move your crosshairs to the generator and have Lonestar disable it. A timer will come up, which lasts for 30 seconds; you need to cover Lonestar during this time. Two soldiers will come from the left, so simply lock on and fire away. Lonestar will be about finished by then. The generator has now been disabled. (4) You'll get a message from command saying that there are hostiles converging on the extraction zone. Go towards point CHARLIE (basically where the level began). You should see a truck, and as you approach it three soldiers will immediately rush you from the right and the left. Target them and take them down ASAP. Walk closer to the truck, and another hostile will be behind the pillar the truck is next to. Kill him as well. There is a fifth hostile in the same area, but sometimes it takes him a few seconds to get there. Run back to the middle of the village and back to the pillar if you can't find him initially, as he should be there be the time you go back to the truck. Blast this last soldier, and the mission is now accomplished. Powderkeg [3.CW.2a]: Pre-Mission Weapon Selection - The default loadout is no good for this mission. Equip Sandman with an M4A1, suppresser 1, and the high scope. Put a suppresser on the HK5. The default extras are good, though. Lonestar's loadout is good, but change his scope to a high scope and add a suppresser on his HK5. Objectives - (1) cross the river, (2) disrupt communications, (3) photograph and destroy supply caches, and (4) extract. Walkthrough - (1) Walk next to the rock that's directly in front of you, and look down the path with your scope after receiving a radio transmission from command. A soldier should be walking up, so get a headshot. Go to the tree that the soldier you just shot was standing by, and look down with your scope towards the bridge. Look to the right of the bridge, and there will be a guard with his back turned to you. Get another easy headshot. Now use your scope and look to the left of the bridge, but this time across the river. There's a hostile - you know what to do. Look to the right of the bridge across the river now, and take out this soldier as well. Move up closer to the bridge, and look at the path winding up the mountain - another hostile, another headshot. You can now cross the bridge over the river safely and complete this objective. (2) Follow the path until you start to see open space and some structures. As soon as you do, look up to the right with your scope - a soldier is up there in a sniper position. Snipe him for a bit of irony. Walk down the path until you see a soldier behind some barricades. Take him out however you like. Strafe to the right and then look left at the building with a bunch of windows. A soldier should come into view through a window, so snipe him. Go over to that building, but turn back to face the building with the sniping balcony you were just near. You should see a hostile through a window, so take him out. Climb into the window of the building you're actually next to, and breach the door to the upper-left corner yourself. Go down this back exit and look right - a house will come into view. Throw a grenade into the window and the communications will be disabled. (3) Look to the right of the house and up with your scope. A soldier will be in a sniping position on the top level of a water tower. Snipe him. Take the path which goes to the left of the house, though. You'll come to a clearing of sorts, at which point a soldier will walk out from afar. This is another headshot opportunity, but watch out - another anarchist comes out as well, so the sniping will have to be quick. At any rate, take out the anarchist as well, and go to the left towards point DELTA. Another anarchist is there, so get a headshot. Keep going towards DELTA, and a pile of cardboard boxes under an awning comes into view. Take a picture, and then place your satchel. Run back the way you came as fast as possible, and turn left when the path opens up to a cave. While this is happening, the gas masks will be exploded by the satchel. Go into the cave and look right as the path forks; an anarchist will be standing around, so kill him. Now look left, and zoom in with the scope on a barrel with a red diamond and a flame drawing on it. Shoot it to destroy the fuel cache. Turn back around down the right path (where you shot the anarchist) and follow it down. Ignore the first right turn as there's literally nothing there. Keep going straight down until it curves to the left a bit - an anarchist is waiting there, but he's not looking down your path so get an easy kill. Take the left turn and immediately look outside, as another hostile is waiting. Remove him from the equation as well. Follow the path outside and around, and move up until you can see some enemies come into view from a distance. Snipe whoever you can, and you can probably just rush the rest of them (there's three in all). Keep following the path down and look straight ahead; another cache like the gas mask one should appear. Have Lonestar place his satchel, and run as quickly as possible to the part of the path that branches to the right. Take out these two hostiles on the path as the supply cache explodes. You've now destroyed all the caches. (4) Run down the path to point ZULU and turn left...look familiar? It's the beginning of the level. Climb over the barricades and prepare to engage about five hostiles in close-range combat. Once all of them have been killed, look across the river by a boulder to see another enemy waiting. Snipe him. Go down, run across the bridge, and prepare to engage in combat with two more hostiles. After defeating them, walk up a bit more and see a third hostile who needs to be dealt with. Once he has also died, turn back around and go towards the X to extract. Mission accomplished. Undertow [3.CW.3a]: Pre-Mission Weapon Selection - Although the briefing intel says to expect a lot of CQB, there are still occasional opportunities to snipe. Equip the M4A1 and put on suppresser 1 and the high scope. Keep the rest as is, and leave the loadout that Lonestar has alone. Objectives - (1) infiltrate tenement, (2) disable bomb, (3) secure the Chilean Vice President, and (4) extract with VP. Walkthrough - (1) As soon as you start, you can see an anarchist on the catwalk who needs to be dealt with. Kill him, and follow the catwalk down until another guard appears. Take care of him as well. The catwalk curves right, so take it to where there's a ramp leading down to the ground and shoot the enemy that should walk by at this point. Go onto the next catwalk and follow it around until you see an opening for a small room on your left. There's a guard, so rush in and eliminate him however you like. Take the laptop on the crates in the corner. Follow the catwalk until it ends and a set of ramps leading down can be found on the left. Take them down to the lower level, walk straight ahead, and go down the next ramp to an even lower level. Follow it down to the right until you can overhear a conversation. Look to the upper right and two anarchists will be there. Kill them (a grenade could work here if you can make sure to get it in their small alcove). After that, go up to the left and follow the hallways until you see a huge opening on your left. As you walk towards it, a guard will appear straight ahead. Shoot him, then turn left and shoot the enemy down the hallway. Take the ramp up, follow the halls, take another ramp up, and turn right to get on a catwalk. Run down it until you see another anarchist who must be eliminated. Go down the catwalk and turn around. Look underneath it to find a passageway, where there's another hostile. Take the first left you can take, and you'll eventually come to an intersection after following the halls. You can look right and kill some hostiles, or just run left if you aren't spotted. Once you finally go left, turn the corner and defeat the enemy, then use your scope and snipe another hostile who's at the end of the room. Go up either ramp and follow the catwalk to a set of halls. Follow these halls to a set of stairs, go up, and infiltration is complete. (2) Breach the entry with Lonestar (frag and clear should be a good option as there are two enemies right behind the door). If that frag doesn't get the third hostile, he's right around the corner to the left. Wait there patiently after killing the third hostile until a fourth walks out into your hallway. You know what to do. After making another kill, breach the door on your left and go through the rooms until reaching another door. Breach it and turn left. Go down the hall and into the entrance to a large defunct elevator on the left. There's a bomb in the left corner, so tell Lonestar to defuse it. (3) Leave the room where the bomb was just defused, go down the hall, and then turn left. Go down and take a left to get to the flight of stairs. Once you go up the stairs and take the mandatory left, a guard will be there. Lock on and blast away. Go down by where the guard was and eliminate the next hostile that is around the corner. The hall on the right leads to an intersection with the left blocked off, but you'll have to take care of two guards first. Go down, hang a right, and go up the stairs. A guard will be waiting. Kill him, go right and then turn left; an elite guard should be down the hall. Lock on and eliminate him from afar. Soon after a guard may open the door right by you and try to get the jump, so stay aware. After that guard is also done away with you can advance down the hall. Throw a flashbang in the room on the left and restrain or kill the guard. Another elite guard should appear in the hall, so kill him to have all the elite guards neutralized. The Chilean Vice President should be around in the room on the right (or you may have found him already, as his placement on this floor is somewhat random). Secure him. (4) Walk down the hall with the VP and a new objective appears after a short cutscene. A counterattack is storming the tenement and they must be defeated before extraction. Go around the corner and take out two guards (be prepared for CQB if necessary). Tell the VP to hold his position, go down the stairs, and you'll need to take out four anarchists on this level. Two are practically wandering the hall, and two are at the end (so a projectile might make removing them easier). After all four are done away with, get the VP and tell him to follow you again. Go down the hall again and around to the left. Make the VP hold position, and then take the stairs down. There's two enemies down here, so just target and shoot. The counterattack is now defeated. You can get the VP now and go all the way down the hall and take a right. This is the extraction point, but you need to clear away three hostiles before everything is safe and secure. Do that, walk outside, and you've just extracted with the VP (which is what this objective was meant to be in the first place). You've accomplished the mission. Clean Sweep [3.CW.4a]: Pre-Mission Weapon Selection - Sandman's loadout needs minor tweaks. Change to a high scope for the M4A1. For the extras, make the first a set of MARK 141s, the second M67s, and the third a box of ammo. You can also opt for another set of MARK 141s or M67s over the ammo, but you'll definitely have to use your secondary or pick up a new primary from the opposition at some point. Lonestar has a good loadout, though. Objectives - (1) find and disable bombs, (2) secure warehouse/rescue the hostages, and (3) capture the main target (codename TOPDOG). Walkthrough - (1) Walk straight ahead until the red marker for a hostile comes up on your radar. Crouch down, look under the train, and use the scope; you should be in good position for a headshot. Turn back around and run down to where the ground slopes down on your right. Go down the slope and follow it out to the other side of the trains you just shot under. Look over past the tank of chlorine gas and you should see a guard who happens to be totally inattentive. A headshot would suit him nicely. Look to your left with the scope and through the fence, as there's a guard standing back there trying to see you. Snipe him as well. Now, move around the huge tanker of chlorine until the defuse bomb option comes up. Have Lonestar defuse it. Command pages you and apparently has picked up "several hostiles" closing in on the bomb, but only one runs out. Blast this poor guard away and wait for Lonestar to finish defusing the bomb. One down, two to go. Run towards where the enemy just rushed you from until two hostiles come into view ahead of you. Break out the scope again and snipe away. Take a stroll down to where they were standing, go left, and look in between the trains at a guard standing around. Scope, snipe, etc. Go to where this newly made corpse should be, except stay a few steps away. Get into a crawling position, look under a train, and pick up a headshot on the guard on the other side. Move forward a bit and turn right - these guys are standing next to the second bomb, so get some more sniping action in and then head to that tank. A third guard will run in from the door on the side, so eliminate him and then make Lonestar defuse the bomb. You should get an intel update that says the third bomb can be accessed from the catwalks. Head down to point SKYBRIDGE and enter the room. Go up these ramps and follow the catwalk across, dispatching the two enemies you will encounter along the way. Once you get to the end of the catwalk, go left. There's a slope leading to a door, so get down there and open the door. Do a 180 slightly to the left and shoot the guard hanging out by the wall. Go back to the train you should have seen as you opened the door, and look right after going behind it. You'll see two guards who are practically begging for headshots. With any luck, you'll get them both at once. Run up to where they are and go on the other side of the tanker you should now be next to, and have Lonestar defuse the third and final bomb. One enemy should run over from the door you came through to get outside, so gun him down while Lonestar finishes defusing. (2) If you look around by where the third bomb was just defused, there's a severe incline with a path. Take it up and snipe the guy waiting out here as soon as he comes into view. Enter in the door he should be standing directly in front of. Go towards the railing of the catwalk you are now on and look to the right for a prime sniping target. Look directly down for another guard who can be easily sniped. Target to the right on the lower level to find yet another unsuspecting enemy. Keep moving to the right and you'll find two more enemies (one on the catwalk on the other side of the room in the corner, and one at ground level). They also need to be dealt with. Take the catwalk around to an open room and kill off the soldier inside. While you're here, you can do part of the third objective and rescue the hostage, and there's also documents on the table that can be picked up. Go out of the room, take a right, and some stairs leading down should be easily visible to the right of you after you walk down the catwalk into the room. Go down the stairs and hang a right. Soon after another open room should be around there, which is where the last soldier is. Kill him to secure the warehouse, and rescue the hostage inside to finish off that objective as well. (3) Go back up the stairs you just used to get on this level of the warehouse and take them back up into the room. Look left and take the set of stairs (not the one next to the lockers). Open the door and shoot down the two guards to the right. Head up the stairs you see to the right of the guys that should have just been eliminated. While doing so, make sure Lonestar is on hold fire, or at least not on fire at will. TOPDOG is up here, and caution is needed to make sure that you don't kill him. Anyway, go up the stairs, head into the corner to your lower left-hand side, and look ahead to the bodyguard behind the pillar. Get a headshot. Head towards where you just killed the bodyguard and look to the right for another bodyguard. Remove him from the equation as well. If you move up a bit more another bodyguard should rush you, so kill him and look to the pillar in the back with another bodyguard by it. He also needs to die. All that should be left now is TOPDOG, so either throw a MARK 141 at him yourself or have Lonestar chuck one using the deploy option. TOPDOG should surrender; simply apprehend him. Mission accomplished. *MOROCCO [3.CW.B]* Isolated Agent [3.CW.1b]: Pre-Mission Weapon Selection - Sandman's default is a SA-25, but you should set it up with suppresser 1 and the high scope instead of what the game gives you. Everything else in Sandman's and Lonestar's loadout is good to go. Objectives - (1) photograph the main target's activities (codename ODDBALL), (2) rescue village elder, and (3) extract with village elder. Walkthrough - (1) From the beginning, you'll see ODDBALL run from the left to the right path. Going in the opposite direction from ODDBALL are two insurgents who should be dealt with as quickly as possible (snipe if you can). Turn down the right path and look for ODDBALL. He usually meets with a villager down the path next to the streetlight, but can also meet with a villager near the left housing block or the right one. Wherever he is, take a picture from a distance. After successfully taking the picture, continue to follow ODDBALL while he moves on to find other villagers. Note that in this mission all of the villagers are basically placed at random in a general area, so directions for this part of the mission are irrelevant. Just tail ODDBALL, targeting any insurgents along the way and gunning them down silently. Make sure you get all three pictures. Oh, and if ODDBALL goes into a house for a conversation, a plant can be found outside of the doorway most times for cover so ODDBALL doesn't get paranoid. Other than that, good luck. Eventually you'll have the three pictures and monitoring ODDBALL will be finished. (2) Once you get the third picture, you will receive a message saying that intelligence has learned that an elder has been taken hostage. If you follow ODDBALL, he leads you right to the place where the elder is held. So, follow him down there and eliminate the hostiles along the way. The place where the elder is captive is in the right corner, but don't rush in as there are two insurgents waiting right outside the front entrance. A grenade works well here, but you can also just snipe them. At any rate, take their AK-47s. You can go around the back and disable the generator, but I'm not sure what it does besides shutting down that obnoxious buzzing sound and completing a secondary objective. Now, go inside the place and all the way to the end of the hall to find a hostile holding ODDBALL. Kill the insurgent so there aren't problems later, and you can also secure ODDBALL for extraction if you want to do that bonus/crosstalk objective. Anyway, after shooting down the insurgent, go up the stairs you just passed before coming to that room. Gun down the lone insurgent guard holding the elder hostage, and secure the elder. (3) Bring the elder back downstairs (get ODDBALL if you want to bring him out as well), and make whoever you have hold their position just before going out the front exit. Get outside, and look down the path ODDBALL brought you down to arrive at this building - a few hostiles should be waiting. Eliminate them. Retrieve your hostages, make them follow you, and follow the path that is straight ahead if you're just coming out of the small outpost where the elder was. Take down the insurgent at the end of the path, and then another one may run across (so shoot him as well). Hang a right and take that path at the intersection and follow it down. Take out a few insurgents who are hanging out at the end of the path at an intersection, and go down the right path (under the arch). Three or four insurgents will try to make a last stand; simply eliminate them and run over to the extraction point. Short Fuse [3.CW.2b]: Pre-Mission Weapon Selection - The M4A1 is probably the best option for Sandman as the distance is good for the occasional snipe but it also has full auto. Add a suppresser and the high scope. Other than that, the loadouts are good to go. Objectives - (1) acquire all intel and neutralize NAPF officer, (2) neutralize Amad Mouline, and (3) disable all bombs and extract. Walkthrough - (1) From the beginning, move up and look to the upper-right. An insurgent can be spotted, so lock on and fire away. Around the corner is a second hostile. Go right and turn left to find an enemy at the end of this path. A headshot would be in order. Run up to where this hostile was and turn left, then follow the path all the way down and hang a left. Blast the enemy at the end, then rush the house on your right and quickly dispatch the guard inside. Take the frequency book off the table in the upper-right corner. From the house, go back the way you came (up to the wall, left, right) and take the left that leads to the mansion (point CHARLIE). Look right and eliminate the hostile. Make sure that there's not a hostile behind you as well; sometimes he's exploring an area where he can't see you, but every so often he comes out. Anyway, go in the direction of the first insurgent you killed and turn left. Take the right coming up and follow it around the corner to where an enemy should be right by it. Kill him and use the scope to look ahead, as there's a hostile moving in your direction who can be sniped. Move up a bit and look to your left to find the NAPF officer. You can kill him or restrain him, although it should be noted that restraining the NAPF officer nets you a crosstalk objective. Do what you will with him and breach the door in that area. There's a few enemies to be cleared out in this area so expect a huge firefight if you can't find the angles to pick them all off with headshots from afar. After each of them are eliminated, look to the left of where you entered in to see a door to a small room. There's an enemy inside, so rush in and target the hostile. The financial document is on a small table on the right. Leave the room and head all the way into the upper-right corner before looking left to discover a staircase. Run up, turn around to the left, and follow it out into a lobby of sorts. Two enemies will be on the other side of the room. Run down by them, but stay to the far left of the room and go into the door that comes up on your left. Kill the enemy inside and pick up the weapons manifest on the nightstand next to the bed. Walk out of the room from the way you came in and look left; there's a narrow passage across the room. In the room behind it is Amad Mouline, two guards, and the last piece of intel. To get the laptop, simply go to the end of the room opposite of the bookcase and snag it off the ledge, but first... (2) ...you'll have to take care of the threats inside. There's a plethora of ways to do this, but the simple, bare-bones way is to chuck a M67 inside and take out a few of them (possibly including Mouline) before rushing in and cleaning up the mess. If you're really interested in restraining Mouline, though, then strafe in, lock onto the closest guard, kill him, and strafe out. Go to the other entrance to the room and do the same. After the guards are taken out of the picture, throw a MARK 141 in at Mouline. He should be willing to surrender. If not, take a few shots without killing him, and maybe even throw another flashbang. Note that capturing Mouline alive gives you the locations of the bombs for the next objective on your TACMAP. (3) Alright, time to do some defusing. The bombs are placed at random, but the good thing is that there's only a few locations they can be in. If you have the locations on your TACMAP, this section is easy. If not, here's some places to look: a) Bookshelf in the room Mouline was in b) Next to couch in the room Mouline was in c) Next to nightstand in bedroom (where weapons manifest was) d) On back balcony (go in other door by bedroom) e) Next to crates in other bedroom f) Downstairs, in the hall with the short wall next to the stairs, on the left g) In the corner of the hall the last one was in (crates surround it in corner) h) Set of crates next to financial document room i) Set of crates in financial document room j) Set of crates by where the NAPF officer was After disabling all the bombs, simply run to the extraction point (behind the mansion). Mission accomplished. Lethal Crossing [3.CW.3b]: Pre-Mission Weapon Selection - I don't like the M60E3 that Sandman is defaulted with as his primary; it seems to run out of bullets too fast and really doesn't end up being superior to the M4A1. I'd run with that, adding a silencer and the high scope (pretty much standard fare). Everything else should be left alone. Objectives - (1) destroy first bridge, (2) disable NAPF vehicles, (3) destroy second bridge and move to extract. Walkthrough - (1) From the beginning, head down the path (turning left at the beginning if you couldn't tell) and take out the two guards outside. Walk up to the bridge and use your scope to look across for a hostile. Get a headshot as usual, and walk to the middle of the bridge. Use the scope again and get another enemy in the crosshairs by a burning truck. Shoot him down, then rush in and take care of the other hostiles left over. Turn back towards the bridge and have Lonestar place his satchel. Run past the blazing trucks to where the path starts to become enclosed - the bridge will explode. (2) Follow the path down until a flaming truck comes flying in your direction. If you stay in the tunnel until it stops, it won't hit you, so don't worry about it. Look to the left outside and take down the two NAPF members. If you look ahead on the path, you should see another person to zoom in on with the scope. Move up the path a bit more and you'll find another enemy who should also be eliminated. Keep running up to where the path branches off to get to point FOXTROT, and shoot the NAPF scout that comes running along. Hang the left and go to FOXTROT. As soon as the small camp comes into view, scope in and look under the wide open tent to find another hostile oblivious to your presence. Rush in and take out the other hostile in the camp; although two more hostiles will be off on a branching path behind you to the right, Lonestar will keep them occupied until you can turn around and obliterate them as well. Go down to the truck and look to your right for another hostile that hasn't come out of hiding yet, then scope down the path the truck is facing towards and net yourself a headshot on the enemy down there. Walk next to the truck and place the C4 charge when you are prompted to do so. Run towards the right path and go right once you reach an intersection (the first truck will have exploded by now). Head towards point ECHO. Take your time walking into this camp; you'll need to wait for the game to draw in the enemies so you can snipe them. You should get about three or four headshots before getting involved in any type of firefight. Look in the tents and kill off any remaining NAPF members, then move over to the truck and place the charge. Run back down to the path you got into this camp from (the one by FOXTROT). The second truck will explode on your way. (3) While you're going down this path, just remember first and foremost that you really won't be taking any turns; all you're doing is winding down a straight path. With that in mind, don't turn back into FOXTROT - just keep moving. Run down to where you see a smoking truck and either chuck a grenade to get the first two NAPF scouts or maybe get a headshot before running in and ravaging whoever's left with lock-on (there's four enemies at this juncture). Keep following the path down until you can see two NAPF members by a rock. Put some chrome in their domes and move on, following the path as it winds around to where another smoking truck is. As soon as you start moving in that general direction, a NAPF elite should run out, so take care of him. Run past the truck to find two NAPF scouts guarding the bridge. A M67 should eliminate them economically. Now that you're at the bridge and you're about to place your satchel, know this: you MUST run across the bridge after placing the satchel to have any chance at completing this mission. If you run around the other way and the bridge explodes, there's no way to get to the other side and finish at the extraction point. So, place the satchel and go across the bridge after doing so. After the bridge explodes, just walk up a few steps and you're ready for extraction. Mission accomplished. Desert Siege [3.CW.4b]: Pre-Mission Weapon Selection - This mission turns into just a ton of close range shootouts, so go with the M4A1 for the full auto. Toss on the M203 FRAG and the high scope for the few sniping opportunities you will have. Take the silencers off all the other weapons, including Lonestar's; you won't need them at all. Leave the extras as they are. Objectives - (1) place charge at armory, (2) place charge at supply room, (3) destroy radio equipment, and (4) capture and extract with NAPF lieutenant. Walkthrough - (1) From the beginning, turn left into the casbah and use the scope to take out the first guard you can see. Walk in and take the first right that you can, then turn left and follow the small hall to a staircase. Go downstairs and immediately look left, because a solider will be walking towards you quickly. Eliminate him, walk left, and turn right. Walk down this area that's in shambles and turn left - there's a solider in the room who should be dealt with. Get back on the path after killing him and head to point CHARLIE. Turn right and blast the hostiles who come running in at you. Follow the hall they came from to the armory room and have Lonestar place the satchel. (2) Run back to the stairs you used to get down into this area and go back up. Walk into the main lobby (where you first came into the casbah) and eliminate the new guard here. Go across the hall (under the arch) and take a right to find a staircase which you should go up. Take two right turns and take out the enemy at the end of the hall. Take the first left, turn left once you go under the arch, and head to point ECHO. Gun down the soldier who's guarding the supplies, then place your satchel. (3) Leave this room and run over to the ramp/stairs combination in the upper left corner of the room. Follow it up until you can see a small room come into view. Snipe the enemy you can see through the window and walk up into the room. Place the C4 on the radio and run to point FOXTROT to get out of the way of the explosion. (4) Turn the corner at FOXTROT and snipe the enemy up ahead. There's a small room on your left with a hostile inside, so blow him away and you can also take the codebook on the crate. Take a left out of the room and go to point ZULU. You should see a helipad, and an enemy will be nearby who should be eliminated. This is the end of the roof section, and I'm sure you've noticed by now that this isn't where the lieutenant is. By taking out these enemies, though, you are increasing your chances of a safe extraction and you are now familiar with the extraction point (on the helipad). Anyway, run back down to the second level via the stairs you used to get to the radio communications room. Once you're at the end of the stairs (point ECHO should be to your far right), go into the hall and turn left to find an enemy in a small room. Kill him, and you can also take the decoded memo off the table in the upper right corner. Walk to the end of this hall, turn left, and start running; an enemy should appear moving across a hall perpendicular to yours, so shoot him and go over there. Take a right, gun down the unsuspecting hostile walking past the entranceway, and look to your upper-right (but a bit lower than you). You'll see the entrance to a small room which contains the lieutenant. Restrain him, and now all you have to do is get to the extraction point safely (the helipad on the roof which you should remember from before). Odds are you've eliminated all the hostiles that could get in your way en route to extraction, so it should be a leisurely stroll to accomplish the mission. *SOUTH ASIA [3.CW.C]* Songbird [3.CW.1c]: Pre-Mission Weapon Selection - For Sandman, the M4A1 is always good. It's almost boring recommending it for each mission, but it's the most versatile weapon, especially in a mission like this one. Add suppresser 2 and the high scope. Leave the rest as is (including the rockets, which I really don't like but are absolutely necessary for this mission). Objectives - (1) infiltrate camp, (2) secure MAGPIE, (3) cover MAGPIE during intel recovery, and (4) extract with MAGPIE, destroying ZSU while doing so. Walkthrough - (1) Walk up the path until the camp comes into view, then go up a bit further until a raider appears from a distance. Headshot. This might be a bit oxymoronic, but rush down the path as stealthfully as possible until you get the objective complete message. There's going to be three or four raiders around by the time you trigger the message, so lock on and fire away. (2) From where the message should trigger, take a left and follow the path around that way into a cave. Go down the tunnel until a main room comes into view - a raider should be walking past the entrance of the room and you can gun him down. Run in and be prepared for a close-range firefight between you and about three or four other raiders. Take the exit path out until it intersects, and go right. There's three hostiles in here, so eliminate them. Go back to the intersection and take the way to the left; MAGPIE is in here with two enemies. Kill them and secure MAGPIE. (3) Here's where the mission gets a bit more difficult. Once the in-game cutscene is over, try to go back out the way you came in. You'll have to take out at least half a dozen hostiles, though - put Lonestar on fire at will mode. As you go to leave the part where MAGPIE was, there will be a hostile in the hall, one in the room up ahead, and four or five in the room to your right (which is the direction that MAGPIE wants to go in). Go through the tunnel to leave the caves and kill the hostile along the way, then get outside. There's another half dozen raiders outside; run along the path and the raiders will be more than willing to engage in a firefight. Take them all down (you will most likely have to take one of their AK-47s by now since you'll probably be low on ammo). Go back to MAGPIE once they're all dead and follow him as he secures the data disk, the documents, and then as he runs into the next camp. I'd say there has to be about another...8 hostiles in this area. As usual, just rush in and kill them all. Don't worry about your health unless you start to dip into the yellow and red ranges (which likely won't happen). Once you notice that MAGPIE is running towards a house, rush in before he gets there and kill the last remaining raider solider. At this point, MAGPIE should retrieve the last piece of intel (the chemical sample).
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