________________________________ Walkthrough Guide to: Operation Flashpoint: Red Hammer ________________________________ By: UnSub Email: )evilasahobby {at} graffiti {dot} net( Version: 1.26 Date: 24 March 2005 +-----------------------------------------------------------------------------+ Intro: With the amount of possible options available in Operation Flashpoint, it would be stupid to list off all the ways to finish a mission. Here's a list of the ways I finished the Red Hammer missions; there may be better ways. The Red Hammer campaign is available with the Gold Upgrade of Operation Flashpoint. It is also now available in the OpF special edition that boxes up all the OpF games into one package. There is also talk of OpF 2 which I am looking forward to. This has been completed using written notes and my memory; neither are infallible. I may get the vehicle model wrong, but I rarely forget they are there and the faq should tell you about them. If you feel I have missed something vital, please contact me. Don't email me to fill your social calendar- I'm busy. Trust me. :-] I did have some problems with OpF crashing on me in writing this faq. If I've missed something vital, please email me and I'll check it out. Copyright: As the author, I receive all standard copyright protection. You can openly distribute this guide as long as it is received free, in an unaltered form. Look, you know what copyright is, so don't do things that would break it. Notes _____ I'm assuming you are familiar with Operation Flashpoint (OpF) to be looking at this guide. The Red Hammer missions are harder than the original OpF campaign, so you better be! This guide will only be looking at completing the missions in front of you, so it won't include an information on stuff like vehicles and squad control. You'll have to figure that out for yourself. One thing I found is that the Russians are not as well equiped as the Americans. You will have to do a lot of scavenging to make your life easier. Also, try to get used to using single shots rather than bursts with your weapons over medium range - it cuts down on the ammo you use and it also makes it harder for the enemy to tell where you are shooting from. OpF:RH missions sometimes rely a little on luck to finish a mission, so try not to get frustrated. I find driving tanks in tactical view the best way of being able to see and attack targets. It's up to you though. Also, I always (if there are only myself and another soldier) get in as commander, then order the other guy in as gunner. I then switch to driver once the gunner is in place. This gives me the advantages of being commander (ie choosing targets) while driving. I have used a few common abbreviations in this faq, namely N = north, S = south, E = east and W = west, with a few combinations (eg SE = south east). Weapons _______ Steyr Aug and G36: These guns have the firepower of a rifle and a partial zoom. Steal them whenever possible. Dragunov: This sniper rifle is a bit harder to hit with than the M21 and has a lower magazine capacity (10 bullets). Even so, it beats having to fight at close range and can be a lot of fun* to use from a covered position. Remember - it takes time for a bullet to reach its target, so you may have to lead the target to hit it. * if your idea of fun is making headshots from over 200m away, that is. Grenade Launcher (MM-1): Great if the enemy were to be sitting in a circle around a campfire, possibly singing. Since they very rarely are, I didn't really find a use for it. *UPDATE - Michiel called me on this, saying: Because of its long range and fast rate of fire (6) it cleans up indeed. Only problem is the aiming. This really needs some practice. !!! I'll accept that, but given that it only appears once in the regular missions, it's very hard to get to grips with, so I never bothered to use it. Kozlice: You can loot these off enemy civilians early on in RH. As a weapon it can kill you, but it is really the pellet gun of what's available. Use it as a laugh, then drop it for something effective. It's a shotgun. Other weapons should be familiar from OpF ie M16, AK74, AK74 SU et al. AK74s are superior to AK47s in terms of accuracy (but that also depends on you) and recoil. AK74 SU is the carbine form of the AK74, which means it is a smaller weapon. Missions ________ Red Hammer ---------- Follow your squad. Use this mission to get reacquainted with OpF if you haven't played it for a while. Try not to get shot. Once you make it to the lighthouse, you will get attacked by another wave of enemies. Once they're cleared, you will get into a Ural and be taken to a fuel depot, where you have to eliminate the entrenched enemy presence and a squad that comes from the east. The fewer of your squad that die, the easier this will be. Occupation ---------- Follow your squad and do what you are told until you are given control of it. You can take a truck to reduce the time taken to get to your next waypoint, but there are two squads on the road to it, so it's your call. I'd recommend taking them out. Assault the town (try to do it from cover - it makes things easier and safer) and once it is cleared, you get to call in reinforcements. Go to the next waypoint via the forest (NE of enemy base). There is a hidden militia base here, and it is better to take out the soldiers that reside here before hitting the base. Clear the base to meet the objective, then head to the airfield. Loot soldiers if you need to. There is a T55 tank (2 RPG's to destroy) located west of the airfield or inside it (I've had both). Attack the base from cover - I had a much harder time taking the base from the west than when I attacked from the south. Watch out for "hidden" (ie well covered) soldiers. Save before assaulting if you need to. *TIP from H. Rakovsky : get in the BMP at the beginning and your troops will follow you, giving you an awesome headstart! Also, walk to the left of the beginning base. You will notice Christmas trees! (?) Babysitting? ------------ Something goes wrong? Who would have seen that coming? Go prone and stick your head out around the corner of the building. Kill all the infantry you can. Crawl over to the corpses of your comrades and take the RPG. Crawl to some bushes and take out that tank. Run into the building nearest the sabotaged Ural (ie yours) and get the keys off the civilian. Be careful in going to get his truck - I found a Machine Gunner lying in wait for me. Drive the truck back to the Ural and pick up your passenger, then drive to your destination at high speed. *TIP from H. Rakovsky : at the beginning, go towards the fort. there is an amo box with rpg between the tent and unlit fire. After getting Angelina into your new truck, follow the fence before you get to Andre-De south. It leaves an opening before it gets to the woods, so there is a violence-free path to the helicopter. *TIP from Alex Artemenko: in the mission Babysitting? there's AT4 right in the truck that you arrive in. Repulsion --------- Premission: Take a Dragunov and equip your soldiers with Strelas. When you start the mission, the tent behind you has Strela launchers and missiles for use. Since it takes about 2 Strelas to take out the helicopters (although I have seen it done with one) I recommend you let two of your guys take out one helicopter and you load up and take the other. Hopefully you will be able to take both out before they start dropping paratroopers (the one behind the camp does this). An enemy truck comes up the south road. Your squad will shoot at it and a couple of grenades from you should seal up the mission. If not, look for paratroopers near the crashed helicopters (mainly NE of the base). Once clear, you will be replaced and told to travel to another town. Do so to complete the mission. *TIP from H. Rakovsky : A truck comes by with resistance soldiers with shotguns via the southwestern road. Snipe the driver with the dragunov and then those who get out. However, the passengers keep their guns on their backs unless they're fired at. I just replayed that mission after getting alot farther in the game and found thatthere is an unlisted secret objective. Follow where the blue car goes and where the resistance truck came from. Killing the enemies in the castle gives you the objective. This makes me wonder how many other things you can do in the game that isn't stated explicity! If you find any, please email me rakovsky@excite.com! Beachhead Assault ----------------- Head straight up the beach (past the M2 Machine Gun) to the bushes left (not around) the large rock. From here you get a good view of incoming enemy troops, and the distance will not be that far away. Remain well covered and you should be able to take out a lot of them. Your squad should be able to take out any ones you can't. Loot the bodies and take what you need to go to the next objective (ie sniper rifles and LAWs - give some to your squad too). The Vulcan is located in the town and is covered by troop support. Take out the Vulcan and return to the beach. *TIP from Ville Virtanen: "On mission Beachhead Assault, destroy two tanks before you go back to the beach (after you destroy vulcan). It gives you the new objective." Under Fire ---------- Premission: Overload on Dragunov clips. Take the Dragunov off your sniper and give it to someone who can hold more clips. Drive and ignore the shells - they are just there to make you nervous. Get to the turn off to the base you need to go to and disembark. Run to the edge of the big clear land bridge linking where you need to go with the mainland and go prone. You and your sniper friend should then aim to take out 2 squads of guys, a group of soldiers near some tents (look for a fire) and maybe even a small group of guys with a sniper. A small ship may also appear, but your RPG guy should be able to take it. Once you are happy, run across the landbridge. Leave a guy or two to guard the landbridge crossing (just in case - I think the boat drops off a squad) and go to the tents. Pick up a LAW and get a squad member to do so as well. If you have taken out the sniper, tell your non-sniper-rifled sniper to pick it up. If not, be on the lookout for soldiers. When you take out the Vulcans, try to hit them both at the same time. Get in the truck, pick up your guys guarding the landbridge (making sure that an enemy squad isn't just sitting on the other side waiting for you) and drive to the next location. Get out at about 400m, hold fire and sneak in. You can either hit it from the south or west - going in south basically means you have to slaughter the entire base (use the bushes for cover). Going in west means you can hit and run, but you will have a lot of angry men after you. Your call. I found south to be easier. Watch out for the M2 Machine Guns at the north end of the base in either case. *TIP from H. Rakovsky : instead of having your rpg guy take out the boat, use your SVD and snipe EVERYONE ON BOARD. It is so cool (and spooky) going over to the boat with dead bodies. Also, if you are right next to the vulcans, it won't shoot you. Picking Up the Pieces --------------------- Hide in the bushes to the right of the road and take out what comes your way. Get the G36, but watch the road for other soldiers. Go to the waypoint. Tell 2 to stop, then go west up the hill. Near the location you have to go you will find 4 soldiers standing around and a small patrol around the building. Take them out. Have the rescued soldier take a weapon and then drive back to the village. Get in the T72 as commander, then repair the tank. Have 2 get in as gunner. Once he is in, switch to driver. This way you can choose targets and drive at the same time. Tactical view (delete button on keypad) is also easier to operate in. Move up the hill to the west a little way, then move towards the waypoint - it is easier to take out the M60's from higher ground. Look for smoke to locate the 4 M60s at a distance and take them out (M60s require 1 or 2 direct hits from a SABOT to be destroyed). Once they have been destroyed, move back to base and take out the 2 M60s coming up the road. Tank Rescue ----------- Get 2 out of the tank, then do the whole "commander to driver" thing mentioned above. Drive towards Chapoi, but aim to circle around behind it and go to the fuel depot. Take out as many M60s as you can as you drive around the town. Clear the fuel depot of troops, then go and rescue the troops to the north. If you are damaged, send 3 (in the Ural Repair) to the troops in the north and meet there. Get the tank crews back down to the fuel depot and have them get into the tanks. Clear Chapoi of armoured targets and evacuate. *TIP - Andrew offers this: I've found the "commander to gunner" tactic isn't really necessary, if I get into the gunner's position, I can still switch to map and click on a place for the driver to drive to. For that mission however I just had the driver of the Ural get in as the gunner of the T72 and got in as the commander, as there's a Civilian P3 truck where the tank crews are. Rearguard --------- Take out the tanks as they come over the hill, but try to keep near the convoy. Try not to run into it! You don't have to take out all the armoured targets, but every one taken down does help. The convoy will run into an infantry ambush a little way down the track - try to be close enough to protect it. Go to the beach and send a soldier to be a gunner for the Shilka. Take out the boats and the helicopter. Get left behind... Marooned -------- I put this on the Gamefaq boards and someone else passed the mission with it, so I guess it works! You need to find a LAW soldier. There is one running around outside east-ish of the base. Gun him down and take his LAW. Hold fire until you find one - its best not to attract attention too early, but defend yourself if you have to. Once you have what you need, take out one of the Vulcans. The base alarm will go off and soldiers will start to actively hunt you. Run away from the location you hit the Vulcan from - there can be quite a few soldiers running around the base. I think I ran away from the base and back to the east fenceline. Your next goal is to work your way into position to take out the next Vulcan, but to take out as many soldiers as possible in doing it. Every soldier you kill is one less who will shoot you in the back as you run for the Hind. In neutralising soldiers try to use single shots - burst fire simply wastes bullets and makes it easier for the enemy to pinpoint your location. Once the second Vulcan has been destroyed, work your way around the base killing any remaining soldiers stationed there. If you need to, steal grenades and weapons from corpses. If you haven't already, save. Run for the Hind. Reload as you find the one remaining soldier left on the base. Kill him and board the Hind. You will then be given an objective to blow up the grounded helicopters. I found this easiest to do by switching to manual fire, lining the Hind up for a strafing run across all the ?Blackhawks? and firing rockets rapidly as you strafe. The AI gunner (if you have one left!) will fire much more slowly and may miss some, meaning you will have to turn around and go back. *TIP - Andrew offers this: I did find the LAW soldier, and I agree, it makes your job much easier. I also picked up a satchel charge from one of the three soldiers at the camp. It feels like the Vulcans should be more alert, but in fact I just ran up beside one, dropped of the satchel charge, went around to the other; then blew the satchel charge, and shot the law at the other. Both were dead in the space of two seconds. From there the soldiers come running out and me and #2 just gunned them all down. I had to remember to put #2 on hold fire or else he would shoot the first guy he saw, and put the whole base on alert. *TIP from Dave: "i noticed after marooned when you have ot go find a chopper to steal and there were 2 vulcans to take out--and it was mentioned they were easy to walk up to-- thats because they have no ammo or fuel--what i try to do--is if the are turned out--I shoot gunner first then if i can move around shoot driver--then you can take the vehicle--well they were out of fuel and ammo" Grounded -------- Your luck really sucks... Run to the bush in front of you and take out the pilots. Move quickly to the main gate located on the road and look for a patrol of three soldiers, one with a Steyr. Kill them and take the Steyr. Proceed to the base, watching for two soldiers to the left side of the road (they are a bit back in the field, so be careful). Once you get to the base, kill them all. Watch out for a guy at the north end of the base - he can be a bit hidden. You can save at any point as the retry save isn't too far away. Get into the Ural Fuel and drive back to the Hind. Refuel it and take off. Ignore the sudden drop in fuel - you will have enough. Get to the repair point and slow down. You will get repaired in a cutscene and your retry point updated. This next bit is hard. Switch to manual fire - the best technique here is to strafe and strafe hard. Try to fly slowly over the targets at a lower altitude while pounding them with rockets. You have to take out a Vulcan and 2 M60s. Aim for the Vulcan first, then hit the tanks. If it looks like you will miss them getting to the village (which isn't too far away) hit retry immediately. I've had the mission count as a failure and had to start from the beginning again. Once you've taken out the armour, pick up the infantry and go to your next waypoint. More armour to take out. Take out the Vulcan first (as it can kill the infantry and ruin your mission) then the rest of the column. Assassination ------------- You can do this sneaky or violent. Sneaky means going to the officers' meeting hut, planting a satchel charge, running away and blowing it up. This is very hard. Violent is easier and more fun to boot! Premission: Give the Dragunov to your squadmate and give him as many clips as possible. Run towards the road marked on the map. You will run into a couple of three-man patrols on the way - one patrol with a Heavy Grenadier, one patrol with a ?Steyr? (or G36) and a single LAW soldier running about. You will generally run into them in the bush area on the map. I found the Steyr and the LAW to be very useful. If you are quick, you can take out these soldiers, get to the road, plant a satchel charge and be out of concussion range before the M113 drives by. If not, use the LAW to take out the M113. You can miss it altogether and go to the village, but killing it on the open road makes things easier. Get to the village, taking time to neutralise any soldier that gets in your sights. There are a lot of soldiers, so don't expect this to be quick. Use the bushes for cover. The officers are in a building at the right side of the base. You can be clever, but I found sending a LAW through the open door to be pretty effective. Depending on what you have done thus far, there will be one or two M113s in the village. You might want to use the LAWs on them and take the Officers out the old fashioned way. Once you have met your objectives, run to the extraction point. Alamo ----- Prepare to be more frustrated than you have ever been in your life... (well, maybe not, but this is very hard - you will have to take a couple of tries to learn what the tanks do). Premission: Get the Dragunov. First, tell your men to halt (under the Movement radio commands). Go and place your fences. Your aim is to stop enemy tanks entering the town. I recommend: planting two fences blocking the road from the S, placing two fences on the W road (leaving a tank-sized gap) and planting fences in the W field between the houses (leave a gap). Run to the E side of your base and order a gunner and a driver into the BMP and a gunner into the Shilka. Drive the Ural Repair over to the Shilka and get the gunner to repair it. Once this is done, order the BMP into the town and use the Ural Repair to block the E road. Use the civilian trucks to block the way into town from the N. After this, use your fences to block any other gaps into the town. Place your ammo crates in the centre of town out of sight from potential tank fire. Get the mines. Place them outside the gaps you left in the W fences. Try to keep a couple in reserve, or you can sprinkle them in places you think the enemy will come from. I put some near the corners of buildings outside the town. Plant four satchel charges on the road in front of the S fence. Once you are happy, get the rest of your men to take AT4s and arm yourself as well. Place them away from the satchel charges and the mines. Radio in (0, 0, 1). The Abrahms comes up the S road. When it is over your satchel charges, detonate them. Kill any crew that emerges. Next come 4 M60s. If you are lucky, they will hit some mines, but you will need to take out the remaining ones. They take two AT4s or two Sabots. Next come 3 M113s. Try to take them out before they drop troops. You can try to shift your trucks and get the BMP on to them, but watch out for LAW soldiers. Order your other guys to attack them as well. A chopper may appear and drop a couple of paratroopers. Leave your Shilka to take them out (or select his targets). The Shilka can also take out any M113s that come his way. Make sure he fires on any that come around that side of the town. Finally come four M60s. If you have any mines / satchel charges left, try to use them. Use AT4s as usual. Good luck! Once this wave is dead, you have to get to a Hind and evacuate. Remember to get your guys out of their vehicles. *UPDATE - Steven E. Goodison sent me this: "Start with the Dragunov... get set up as normal, but concentrate fences on the SE part of the town (acts as a trap for M60's)... Radio in, and wait for the Abrams to arrive.... at this point don't allow it to reach the mine on the south road blockade, zoom scope in on driver of M1A1, and take him out... the two remaining crew members will bail out, pick 'em off, and hey presto.. you've got a fully functional Abrams at your disposal.... evens up the odds trememdously... completed the mission with the M1A1 and BMP in tandem... easy work... cup of tea!" *TIP from H. Rakovsky : The author may have confused E and W in this one! This made the level even harder. !!! I don't think I've flipped E and W in the above info, but it's possible. It's also possible that the AI will alter what happens depending on what patch you've got. Either way, the Alamo is a very tough mission, so take what has been said above with a grain of salt and play it as you see it. *TIP from Tom K: "after deploying and preparing your troops and vehicles go inside the southernmost house, have the ammo-depot moved inside the house and just fire and reload the AT4 as they slowly creep up the hill. You can even go to the second floor, the ammo-depot is still reachable (through the floor), for a better view. Just have a mine or a satchel charge take care of the first abrams since it survives one AT-blast. I had my comrades in arms stay at the very back covering the few that got out of the tanks with dragunovs. I completed the level easily. Just make sure you don't hit the wall. The windows are kinda narrow but that's the point really, for perfect cover. Enjoy the fireworks!" *More help from Max Colbett: "You just have to hit the abrams with a sabot or a rocket from the BMP(and then quit it as fast as you can) and if that doesn't reach, you let it roll into the middle of the village an shoot it with your AT. The crew will be dead an you can destroy the ennemy's troops with their own weapon... (isn't that ironic ;) ?) I've made it now twice that way, so it can't be a bad idea." Under Orders ------------ Run NE to the road and take out the patrol. Get the G36. Lie in cover until you take out a second patrol (keep looking NW). Get a squadmate to take the other G36. Run through the forest towards the waypoint. You may run into another patrol if you are unlucky. Run out of the forest and take out the guys at the hospital. Watch out for the M113 that drives up and down the road. Once the hospital is clear (you don't have to destroy the M113 to do it) get into the jeep and drive to the waypoint. There are a cutscene... but that's the end of the mission. *TIP from H. Rakovsky : I was able to take out the helicopter with the LAW (aka M9 rocket launcher) by waiting on the beach for it to hang in the air as it turns around. That was so cool. Dark Path --------- You can be violent or sneaky in this mission. I choose sneaky and just took out the targets and those who got too close. Run out of the forest and look SW. See those two figures running like mad? They are Black Ops with HKs. Take them out - they didn't see me run up to them so ditch stealth for the moment. Take a HK and as much ammo as you like. Go to the waypoint, lay prone on the hill and take out the officer (*the first target*) running near the waypoint. Once he is neutralised, slink back into the darkness and towards the next target. Take out the officer running around the fire. Move towards the next target. Watch out for patrols and for the truck going along the road. Go through the forest and get to the house indicated by the waypoint. *TIP from H. Rakovsky : This walkthrough doesn't mention the first target. After taking it out and killing everyone around the fire (at the second target) get in the hummer and drive it to the house. On the way, run enemies down and drive into the two jeeps that come at you on the road. They explode. I killed everyone around the farmhouse this way. They can hardly hurt you in the jeep. !!! I've clarified the above info based on H. Rakovsky's advice. Rage ---- Run SE - look for a Ural in the distance as a guiding point. Get to the bushes near the road. You want to take out the Ural carrying troops - kill the guys in the front, then take out the soldiers as they disembark from the back. Try not to get seen - if they see you, grenades come a flyin', and they are mighty hard to dodge. Also take out the two soldiers on patrol (they come around the ruined building). Take an RPG launcher and at least 2 RPGs. Keep a satchel charge if you wish to be violent. Take a grenade and throw it at the fire (look for the smoke in the ruins). Check to see you've taken out the two anti-air soldiers. A Ural Ammo may come down the road, but all he will do is inform other units of your presence. He seems to call a couple of soldiers in a jeep from nearby - try not to get shot by them! Get in the BDPM and drive towards the Hind location, getting out and walking through the forest to get there. You can do this two ways - plant a satchel charge in the path of the patrolling squad, run away and detonate it, then take out the Shilka and the BMP with the RPG, OR just take out the Shilka and the BMP while avoiding the patrol. I like taking out the patrol as planting the satchel charge next to a fence blows it down, making entering the base easier. But you can't always be sure that all the soldiers are dead, and it sets off an alarm, so you might get shot by the pilots in the base. If you don't take out the squad, just time it so they've already done their pass and then hit the Shilka from the hill, then run around to the base entrance and (carefully) hit the BMP. Anyway, get into a Hind and fly off. Use its rockets to take out the fuel and ammo depot, the fuel depot and the other Hind. BE CAREFUL! You can easily fly outside the mission zone and fail the mission if you get a fast speed up on the Hind. Once everything is done, fly over the evac zone and eject from the Hind. Once that crashes, you only have to reach the evac point to finish the mission. Hope you don't drift too far! *TIP from H. Rakovsky : I finished it without shooting anyone! 4 people (two of them pilots) died from the satchel charges. Also mentionable was getting away in the helicopter base's BMP and having it wasted by a flying helicopter and then limping through the woods to the evac point! (I did it different than the walkthough advises.) Insurrection ------------ Tell your guys to halt and go into the line of trees just below you. Scout out the oncoming patrol with your binoculars, then help your guys wipe them out. Run into the base (watch out for a couple of guys near the entrance). Once you are close enough, the rest of your squad teleports in and gets weapons. Take an RPG launcher, RPGs and a better weapon. Take out the remaining soldiers and run towards the village. Hold fire and get into position on the hill above. Try to keep all your guys protected by some cover. ID the base with your binoculars and give the open fire command when you are happy. Try to do it when the patrol is out in the open. When you've killed all the guys you can see, you will have to come down the hill and take out the T72 hiding behind buildings at the end of the village and then take out the soldiers lying in the bushy area behind the village. Look out for the soldiers behind the camouflage netting. Saviour ------- Go to the question mark on your map, take out the enemy crews and get into the tanks. I prefer the T80, but it's your call. Use the tank driving method as mentioned in Notes. Move down the road, taking out the enemy as you go. You will meet a couple of tanks (a T72 and two T80s but very well spaced out across the beach) but nothing the two of you shouldn't be able to handle. Take out the M2 Machine Guns too. In the first area there is an M2 at the top of the beach, guarded by a RPG soldier. When you get to the end of the beach, follow the road leading right but look out for two T72 tanks coming over the hill. If they aren't there, wait for them, but don't go too far forward. Take them out, then proceed to the Coastal Supply Depot. The front of this base is mined and there is one RPG soldier (next to the Ural Repair). Tell the other tank to stop, drive around the back and drive into the base, taking out the soldiers. Once the base is clear, get out and drive the Ural Repair out the front of the base. You can also get your men into one of the other T72s parked in the base if you think they have low ammo. These tanks need repairing too. Either way, repair your tanks and move on to the waypoint. I recommend you save just before reaching the Inland Supply Depot. You have to take out 2 T80s and a BMP. I also counted 3 RPG soldiers. The T80s are outside the base while the BMP is located inside it. The best tactic I found was to circle the base, firing into it. Once you have killed all the forces located there (look near the camouflage netting / tent area - I found one RPG soldier and a Machine Gunner there) the objective will be met. Rearm, refuel and repair your tank. It seems easier to drive the Urals out to your other tank rather than trying to get it to navigate a way inside the base. Once you are happy, proceed to the next waypoint. You want to go through Bj42 (the depressed ground) to get to the base. This way the 2 T72s at the front of the base can't hit you as you move over the hill. You may find that one hit kills you even though you have full armour - this seems to be because you suffer concussion effects ever time your tank gets hit. Repeated enough times, this kills you. The Ambulance BMP in the base becomes very important. But first... Switch to HEAT. There is a bunch of soldiers near the Mi17, including an RPG. Hit them with the HEAT. If that hasn't also taken out the copter, reload and shoot it. Make your own back route into the base and kill all the soldiers you can. See that Ambulance BMP? Drive over to it and position your tanks to protect you from any weapons fire. One by one get you and your squad out of the tanks and healing at the BMP. Once this is done, knock over the fence in front of one T72, blow it up and repeat with the next one (Sabot rounds). Switch back to HEAT. The final waypoint has a BMP and a RPG soldier. Use a HEAT to take out the BMP - you may get lucky and take out the soldiers as well. If not, reload and fire away. Finally, blow up the house (or try to get a lock on one of the Officers, then blow them up). *TIP from H. Rakovsky : "Preventing Americans from taking the beach had no effect on the game's outcome, even if their boats and APCs are destroyed. Also, the inland supply depot has another empty T80 for your guys to drive." Race Against Time ----------------- The rule of this mission is to keep moving. Make yourself commander of the T80 and tell your other guys to get in. Use tactical view to drive (delete key on keypad). Switch to HEAT rounds. Start to move down the road and take out the BMP and the infantry squad. Continue moving down this road toward the base on the map, but aim to go around the east side of the base (between the sea and the base). There is a Shilka and a RPG soldier to watch out for and a BMP behind the base. Fire at them to take them out, but keep moving down the road. If a Hind appears, target it with your machine gun and you can shoot it down (eventually). When you get to about Ge47, take a shortcut up the hill through Gd46 (the gap in the forest). This way you save time and miss the jeep roadblock. Take out the two BMPs as you move towards the waypoint. Once you get to the base, you will hit a retry point. Drive slowly through the base, taking out the two Spetznatz in front of the captive's tent and watch out for the RPG soldier behind them. You may be getting attacked by a Hind during all of this, so you want to send your driver to become a gunner for the Shilka. When you get close enough, you will hear "Four, follow One!". When this happens and he pops up on your squad bar, action him to get a weapon. Turn around and watch the entrance to the base - there may still be soldiers lurking. Depending on how badly you are damaged, it is up to you to choose your escape vehicles. I favour sending squad members two and three to the Shilka and telling Four to be your gunner, then switching to driver. Get everyone back into formation, then drive up through Gb40 to the top road and down to about Ef58 before heading to extraction. I found a BMP or two in front of the base shown on the map and a Hind attacked as well. I kept the T80 moving, the Shilka took out the Hind and the trip back wasn't too hard. An alternate method is to get into the jeep, drive along the top road and then ditch into the forest when the Hind starts attacking. You can use the forest for cover and the Hind appears to only fire on vehicles. It just takes longer to run back. Hidden Agenda ------------- This isn't too hard, but watch out for patrols when planting bombs and stay away from Officers. You get about three chances before you are identified. Put your weapon into your hand. Run down to the ammo crates and plant a bomb. Run towards the Ural Fuels and avoid the Officer. Plant a bomb. Run around via the beach to the other side of the base and plant a bomb in between the BMPs. Watch out for the squad returning from beach patrol. Run to the crates located near the pier. Take some grenades. Have a look at the manned boat behind the pier. Conceal yourself in the bushes in front of the crates and save. Detonate the bombs and then radio in the attack (0,0,1). Throw some grenades and help generate chaos. Take out the soldiers on the boat behind the pier. The two officers appear from the small building in the NE section of the base. You can either shoot them or run up to them to capture them. Due to a bug I could never get the Officers to get into the boat (everyone just runs to the boat and then stands around, looking sheepish) so I settled for shooting them. Get into a boat. Sail off back to Mother Russia (or at least far enough off the coast to hit the trigger). *UPDATE - this worked after I'd patched OpF:RH, so I managed to capture the officers. If you aren't quick in getting to the boats, you will find the Americans will blow them up. The only option you have left is to run inland and fail the mission. You can also sail away without taking out the officers. *TIP from H. Rakovsky : When I ran to the officers, it automatically put them and me on a boat and ended the mission. This made the game say the Americans put them in a "World Court." Also, not calling in the American attack did not make the ending any different, except that the goal remained unchecked in the journal. Journey's End! -------------- That's it! Enjoy the cutscene. Thanks ______ - To the Gamefaqs OpF: Red Hammer board for showing me which questions to answer. - To everyone involved in the making of this great game. Except the guy who designed the Alamo mission. I don't like you. :-] - To my girlfriend: "You spend more time of the computer than you do with me!". Awww, she says the sweetest things! - To those who showed an interest in my faq. I'm glad it was of some use! Version History _______________ Version 1.1: Fixed some spelling mistakes and added a little more information. 1.2: Added materials sent to me by other players. (H. Rakovsky) 1.21: Added some more information sent in by contributors (Alex Artemenko) 1.22: Added in materials by contributors (Andrew) 1.25: Added in materials from contributors Ville Virtanen, Tom K and Dave. 1.26: Added in materials sent by Max Colbett. ______________________________ The End. Version 1.0 completed 3 August 2002. +-------------------------------------+--------------------------------------+