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Game Cheats » Sony PSP Cheat Codes » Games Starting with the Letter S » SOCOM: U.S. Navy SEALs Fireteam Bravo - Strategy Guide (Page 02)

SOCOM: U.S. Navy SEALs Fireteam Bravo - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for SOCOM: U.S. Navy SEALs Fireteam Bravo - Strategy Guide (Page 02).

(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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