SOCOM: U.S. Navy SEALs Fireteam Bravo - Strategy Guide (Page 02)
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(4) For this part, all you have to do is run with Lonestar and MAGPIE to the extraction point...WHAT? Suffice it to say that something dramatic happens and you can't extract just yet. Kill the two enemies that you see right ahead of you, and remember the thing they're standing by (you'll need to explode it with a rocket). Run back towards where you came into the extraction location and ravage on the four raiders over here. MAGPIE wants to keep moving up a flight of stairs, so let him do that and go up with him. Go back down, though - about four more soldiers have arrived. Now you'll have ample time to fire a rocket at the ZSU (the big satellite-esque thing), turn back to where you shot the last 8 guys, and kill a few more stragglers before the mission is accomplished. Biohazard [3.CW.2c]: Pre-Mission Weapon Selection - The defaults are perfect. Move on. Objectives - (1) infiltrate Al Shakoosh camp, (2) locate chemical lab, (3) set charges in the chemical lab, and (4) extract. Walkthrough - (1) Walk up the path and look right as soon as a sniping post comes into view. Make this guy your first target and take him out. You can stay back in the area you shot him from and pick off the rest of the soldiers from a distance before rushing in and eliminating the rest of them. This will secure the guard post. Stand next to the left of the bridge and scope out to find another sniping post. You know what to do. Run across the bridge and lock-on to an enemy on the other side; get across and decimate him. Follow the path to a cave where another Al Shakoosh member will be waiting. Take him out and follow the tunnel to the next cave, and kill off this hostile as well. Go out the tunnel and to the camp entrance; if you look around from just outside the camp you should be able to remove two or three hostiles from the equation before you infiltrate the camp. (2) Enter the camp and look through the window of the small house on your right. Shoot the guard inside and move on to the middle of the camp. A guard or two should appear over the horizon, so eliminate them if possible. You can go to the path on your left that curves up a hill, snipe the RATBITE bodyguard, and take a picture if you want - but it's not a mandatory objective. Go back down the hill and take the other path that also goes to the left behind you (it leads to point ECHO). Walk down the path, continuing through the part where it becomes enclosed. Gun down a guard or two, and eventually as you near the end of the path you'll get the message that you have located the chemical lab. (3) Rush in and shoot anyone else left in this area (including an elite), and then have Lonestar place his satchel on the boxes in the corner. Follow the other path leading away from here (the one going to point FOXTROT). Eliminate any hostiles in this area - there's about four. Go around to the front of the boxes and place your satchel. You'll see a timer appear on the upper-left corner of your screen. (4) This timer is an indication of how long you have to get to the extraction zone and complete the mission. Run down the path you're on, through the middle of the camp. Take out any soldiers that give you trouble along the way. Once you start running up another hill towards the X, RATBITE should escape. Don't worry, it's supposed to happen. Run down to the dock, finish off the last two hostiles guarding it, and extract. Under Fire [3.CW.3c]: Pre-Mission Weapon Selection - Change Sandman's primary to a M4A1 with attachments being M203 FRAG and the high scope. Everything else is good to go. Objectives - (1) eliminate bunker guards and wait for airstrike, (2) destroy communications equipment, and (3) capture and extract with the main target (codename RATBITE). Walkthrough - (1) Right from the beginning, four guards should sprint out onto the beach that you're on. All of them need to be done away with. Run towards point ZULU until the airstrike comes in and crashes through the main entrance. Easy. (2) If you're walking down the path to ZULU, turn around and take the first right. Either way, it's a fenced in area just ahead of a sniping post. Go to that area. Run up the hill and look at the small room - see the window? Throw a M67 through it. If you can get it in the window, the communications equipment will be destroyed, along with a guard. (3) Open the door and gun down the other guard in here (who almost always manages to avoid the grenade blast). Look down the hall to your right and kill the guard hanging out in there as well. Follow these green halls down until you find an intersection (there's a light over it). Take the right turn, look left, eliminate the hostile at ground level, and run across to the other side of this convoluted split-level platform thing. Climb up, go down the ramp, and do a 180; there's an enemy lying in wait for you. Kill him and go down the hall he's next to. Look to your left right away and you'll be shocked - there's five Al Shakoosh members standing next to each other in a hall doing absolutely nothing. Throw a grenade - you'll kill at least three, maybe even all of them with good placement. Finish off anyone else who dodged the blast. Keep moving past the cots and all the way down the hall. Take the left and open the door. RATBITE's in there all alone. Lend him some company by restraining him. Walk back the way you came past the cots, and look right down the hall where the five guys were. There should be a lone gunman in there, so lock on and blast away. Keep moving out to the main square of the fortress. Look to the upper right hand corner to find three enemies loitering around a door. Chuck a M67, but run out the green hole which was where the airstrike demolished the stronghold. Take a left and run all the way down to the final path (the one leading to point ZULU). Be prepared for a ton of firefights here, as you'll encounter about a dozen enemies while running down this path. Set Lonestar to fire at will mode, and make sure that you stay in motion while killing these soldiers; they're all packing M67s and will not hesitate to throw one if you're standing around. That's an easy way to have a failed mission. Anyway, all you really have to do is make it to the extraction point with everyone alive. Odds are you can do that. Mission accomplished. *POLAND [3.CW.D]* Supply and Demand [3.CW.1d]: Pre-Mission Weapon Selection - The scope use for this mission depends on the brightness of your PSP. If you keep it at default, you can get away with the high scope; however, if your settings are lower, you should probably consider using the thermal. At any rate, you can keep the rest of Sandman's weapons as they are, but the extras need some serious retooling if you just want to beat the mission. I'd go with two sets of M67s and a box of ammo in addition to your digital camera. Lonestar needs to have his primary reworked, as having him use a sniper rifle is stupidity in this mission. Hook him up with a M8, and you can ignore all the additions for it (well, you can add the low scope). I'd also change a set of his MARK 141s for a box of ammo. Objectives - (1) search warehouses for intel, also have Lonestar disable the truck, and (2) locate chemicals, protect chemicals, extract. Walkthrough - (1) Strafe out to the right a bit and look ahead to find an NSO soldier. Kill him and break out the scope or the thermal. Take out the other enemies that are at ground level in your line of vision, then look up and pick up a headshot on the sniper that paces around the steel thing (is it supposed to be a crane? I can't tell...). Regardless, walk towards point CHARLIE, obviously eliminating any leftover guards who hid behind boxes by the starting point. Wait for a guard to come out of the door at CHARLIE and gun him down, then breach the door. Look to the left and target the soldier through the window who should be watching over two hostages. Also look out for another NSO member who could be anywhere in the room (behind boxes, behind lockers, even waiting right at the front door when you breach). Go into the room where the hostages are (rescue them if you want/if they're alive), and pick up the ship's manifest off the table. Run back out the way you came in and look right at the warehouse point DELTA is in to find its entrance. Rush in and prepare for a mild firefight with about three NSO terrorists. Go to the table in the upper-left corner of the room and obtain the warehouse map. Head out the door across from the table and go straight ahead to the gated area. Enter in and a few hostiles will pop out by the truck. Lock onto a few of them, clear them out, and move closer - you'll receive a message from command and a timer appears giving you about 45 seconds to disable the truck. Look right at the front of the truck (i.e. where the engine is) for the disable truck prompt to come on, and have Lonestar disable it. Cover him and watch out for anyone you might have missed. After the truck is disabled, hang a left into the warehouse, shoot down the three NSO terrorists inside, and go to the room in the upper-left corner. Take the shipment log off the table. Go back to the other side of this warehouse (to point ECHO), and the message will come up. You've collected all of the necessary intel (there's only one other piece and it's a bonus - it's the boat's name, found on the boat where you extract). (2) Once you're at point ECHO, you should be able to see a door on your left. Breach it, run straight ahead, take a left, and lock on to the terrorist. Go in the room and around the tanker in the middle, rushing the enemy on the other side in the process. You've supposedly located and secured the chemicals, but make no mistake - it's not over yet. Get ready for a massive firefight. Run to your left by all of the storage crates and wait by the entrance to the tanker room. Six or seven hostiles will pour in, virtually simultaneously. Make sure Lonestar is on fire at will mode, and just do a bit of pick n' pop - eliminate one or two, take cover, eliminate some more, and repeat until they're cleared in this area. You'll know when they're all dead, as a short in-game cutscene comes on and a train charges through the front gate attempting to hijack the chemicals you must secure. Run towards the front gate to find another five or six hostiles. Prepare all of them for a dirt nap. Once this objective is done, simply run to the extraction zone with no resistance whatsoever. Mission accomplished. Undermining Authority [3.CW.2d]: Pre-Mission Weapon Selection - Sandman's loadout is mint, so leave the whole thing alone. Lonestar is usually fine no matter what you give him, but you could at least be considerate and give him the same primary you have (so that he can have a thermal scope). Other than that, everything is ready. Objectives - (1) place entrance satchel and locate demo crew, (2) retrieve intel, and (3) place exit satchel. Walkthrough - (1) Walk up a bit and wait for a guard to walk past you. You should pick up a headshot, then have Lonestar place his satchel when you get the prompt. Take a left down to where point CHARLIE is, shoot the guard right ahead of you, and take out the two guards downstairs. Look towards the lower left corner and have Lonestar disable the generator. Walk ahead to the next section and take out the hostiles inside as quickly as possible. Run towards the set of rocks and rubble on the other side of the room - you'll see the demo crew, dead on the floor. No worries as their death before you get there is part of this mission. (2) Take the path on your left and kill the three hostiles in this room; try not to rush in though, as sometimes they'll end up getting the jump on you just based on positioning. Take the path that leads to point ECHO and kill the two enemies on your left once you get there. Also watch out for a NSO member who should be coming in on the right. Take the left and head to point FOXTROT. There will be an enemy on the way there and three more terrorists in the cave at FOXTROT. Eliminate them and look slightly to the left to find a stack of boxes. Search on it to find the sausage, and obtain it. Look to the corner that would be right of where you came into FOXTROT and shut off the other generator. Start heading towards point JULIET (by now you'll need your night vision and you'll have to play in FPS mode), but at about the 40m away mark look left to find a hostile standing around aimlessly. Fix that problem by aiming at him and removing him from the equation. Keep heading towards point JULIET, but be careful once you arrive; there's four hostiles guarding the important intel. Once they're all gone, you can safely explore the table that's in the upper left corner of the room to find the hard drive (it's the sideways computer tower next to a monitor). That's the only intel you need. (3) This part of the mission is pretty simple, although be careful - if you've lost some life before, you can definitely die here and fail the mission. Go to point ROMEO and get ready to engage five hostiles in a small, enclosed area. You can get the jump on two or three of them from the entrance (although you can't snipe them), but you'll still have to take some down from close range. Sometimes a few hide behind the mine cart on the left (which happens to be where you must place the exit satchel), so to get them you might have to do a bit of CQB. How you eliminate them is irrelevant, though - just get rid of them so you can place the satchel without any distraction at the mine cart. Mission accomplished. Chemical Reaction [3.CW.3d]: Pre-Mission Weapon Selection - For Sandman's primary, it's just preference. I recommend going with the M16A2 for the three-bullet burst fire option. Add a grenade launcher (M203 FRAG) if throwing grenades will be an issue, but most importantly equip the High Scope. You need to snipe for the beginning of the mission. Secondary tends to be irrelevant as few bullets will be used, but put a silencer on whichever you go with. For the extras you need MARK 141s, and M67s. Lonestar's guns won't be an issue (keep the defaults), but make sure he has two sets of MARK 141s and a set of M67s. Objectives - (1) infiltrate the plant, (2) disable the equipment, and (3) capture the main target (codename TINMAN). Walkthrough - (1) Run straight ahead, through the small river. A tree will be on the left; it's already broken through the wall, so there's your entrance. Step up only a step or two and look left, as two guards can be seen loitering outside of the plant. Take them both out at once with an M67. If they avoid the grenade, just take them down as quickly as possible from a distance. Turn right after taking down the guards, and go around the tree to the right-hand corner while staying close to the tree. Once there, tell Lonestar to hold his position. Move over to the right and get a clear view through the scope into the plant. You need to take out 5 NSO members. Two stand right next to each other near a pillar, two are on the inside of the left-hand wall of the plant, and the fifth usually comes wandering by where the first two were after the others go down. Snipe them all. You can now stroll into the plant. (2) Once there, you have two options: go through to the back into another receiving bay, or head to the right of the first bay to a door. Go to the door, as the back receiving bay is useless for standard completion. Have Lonestar do a frag and clear breach. There's three NSO soldiers inside, and usually at least two of them die from the M67. Clear this room and go straight ahead to the next door. Take a right, turn left, and there's a wide open doorway. It's easy to get the jump on the first guy and snipe him from the hallway, then just clean up the other two guards in this room with the M16A2. This room contains the equipment that must be disabled; it's almost directly across from the entrance and has two huge knobs. Have Lonestar disable it. (3) To the left of the entrance of the room you should be in is a door. Have Lonestar do a frag and clear, and take out any remaining enemies. Don't waste any health here. Watch out for soldiers behind broken walls that avoid the M67. From the entrance to this room, go towards the middle and then hang a right, which leads to a set of stairs. Go up the stairs and open the door, which brings you to a hallway. The door on the right is the only one that opens. Have Lonestar do a frag and clear. Note that when Lonestar opens the door, a short in-game cutscene is triggered showing TINMAN fleeing from the room. Lonestar actually throws the grenade during the scene, which takes out the four NSO soldiers in the small room and hits TINMAN but won't kill him. (EDIT: I've been informed that TINMAN can, in fact, be killed by the grenade during the cutscene. It's a luck of the draw thing since the grenade has to come in contact with the first NSO soldier for TINMAN to live. In lieu of this dangerous method, then, simply have Lonestar move and clear; a bang and clear will not work because of a glitch where TINMAN permanently freezes and you cannot do anything to him so the mission can't be completed. I have yet to test this myself; this information was brought to my attention by skilz76. Take the left passage to another flight of stairs. Directly to the right of the staircase exit will be a NSO bodyguard, so get the drop on him if possible. Kill him, then go down to the left and take out the soldier in the corner on the lower roof. Another bodyguard may try to follow you down, which helps - take him out. There should be another bodyguard after that, so make Lonestar move to the gray box-like structure on the roof that should obscure your view of TINMAN. Lonestar will notice the bodyguard and take him out. Now, for the hardest part - the capture. TINMAN is on the catwalk, but don't go on it until he gives up. The easiest way to force surrender is to lock on from afar and tell Lonestar to deploy a MARK 141 while you hold the lock-on. After a successful flashbang or two, TINMAN will scream "I GIVE UP!" Go up the catwalk and restrain him. Mission accomplished. Campaign is now completed as well. ~~~Rapid Fire [4.RF]~~~ Introduction [4.RF.INT] - Rapid Fire (the mandatory cheesy name I have bestowed upon this section of the FAQ) is really just a more efficent way to get the vital information out of the guide. I'm sure that there are people who don't need this guide for an entire level and are only searching for a single part they're stuck on or can't seem to find. Fear not - Rapid Fire lists all the essentials of each mission quickly, so you can do less reading and more actual playing. ...unfortunately, it won't be finished until the next update. Copyright 2005 Thomas Corcoran.
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