____________ ________ ________ ________ __________ | __________| | ____ | | ______| | ____ | | __ __ | | |_________ | | | | | | | | | | | | | | | | |________ | | | | | | | | | | | | | | | | | _________| | | |_ __| | | |_____ | |____| | | | | | | | |___________| |________| |_______| |________| |_| |_| |_| ASCII art drawn by Dezoo. Written by Dezoo. I wrote this to help players with this really good game, and it is really hard so... This is a single-player mode walkthrough. I have never played SOCOM online. I have heard that single-player is a waste of time and the game should only be brought for online, but this is rubbish. The single-player mode on SOCOM rules, so people who are always online and going straight to "Online" from the Main Menu, select "New Game" and appreciate the awesome and epic game that it is on single-player! Introduction: You are a US Navy SEAL, a member of one of the world's elite special forces units. You begin at the rank of Ensign, and as you finish the games four operations, twelve missions altogether you get promoted to the next rank up. Your mission... is to help keep the people around the world free from terrorists. The Enemy: The enemy varies in several different aspects. Each have leaders, who need to be mostly eliminated. The Iron Brothers are a band of shadowy terrorists, intent on inflicting damage on America. They are Russians, and their reason for getting in fights with the Navy SEALs is that they have a base on US soil, or rather in US snow, in Alaska. The Riddah Rouge are paramilitary soldiers, intent on "liberating" Hong Kong and making them free of the monarchy. Their reason for coming up against the Navy SEALs is beacuse they have possession of biological weapons! The Mercenaries are paid to fight, though you don't get to fight the people who paid them. Their reason for tangling with the Navy SEALs is because they have captured a band of US Marines. Last of all, the Sadikahu are religious fanaticals, fighting for some cause that they believe in, and they are modelled on the Taliban and Al-Qaeda and such terrorist organisations. Mission Details: Mission 1: A terrorist organisation known as the Iron Brotherhood, made up of former Spetznaz operatives is receiving illegal arms shipments from the Black Market. According to the U.S navy Intelligence, they must be stopped. A barge heading to the Iron Brotherhood's base in Alaska must be intercepted before it reaches target. Scuttle this barge and ship to cause damage to the Iron Brotherhood and foil their plans. Mission 2: The Iron Brotherhood's base in Alaska has been located. Your mission is to take it out. Their true plans are being kept on a computer. This computer must be recovered. However, the computer is heavily guarded and the Iron Brotherhood will erase the data if you are discovered. Infiltrate their base, take out as many Iron Brothers as you can on the way to your goal, do not have the alarm turned on either or you will most likely fail. An Iron Leader is guarding the computer as well, so beware (he is a sort of boss, but not really all that tough). Take him out on the way. Mission 3: The Iron Brotherhood has launched an offensive. Repel them from the oil rig and defuse the bombs that they have planted, rescue the hostages and eliminate the last of the Iron Brotherhood. You will run into the Iron Leader on your way, take him out to stop the Iron Brotherhood forever. Mission 4: Time to fight a new enemy and bring about their demise! They have possession of chemical weapons and they must be stopped. A book with intel in it is in one of the huts that they are stationed in. Destroy their boats to prevent their escape, recover this book and eliminate all of the terrorists in this area. You will be fighting them in stormy weather though, and they are on foliage covered islands. Foliage, huh? Your advantage, remember. Mission 5: These terrorists, called the Riddah Rouge have kidnapped the U.S ambassador for the country and his wife. they demand money for it, money which the government will not pay as it will give Sudarak Thongkon, their leader the money required to finish their "research?" on chemical weapons. Your mission is to infiltrate completely undetected, or at least don't let the handlers know what is happening until both hostages are secured. This is a tough mission on the higher difficulties, look out! Mission 6: The Riddah Rouge has been successfully been driven back. Detain or eliminate their leader, Sudarak Thongkon before he can escape. The first part of this mission is in foliage covered area, and the other part is in the ruins of an old city, temples and all. Find the chemical weapons among all this and eliminate the Riddah Rouge forever. Get a taste of grenade launcher fighting. Mission 7: Yet another terrorist organisation has been discovered. They have captured some U.S marines. Time to get payback. Eliminate all terrorists encountered. Strangely, these guys have all SEAL weapons? Mission 8: The terrorists, called Pre-emptive Strike (no actual members are encountered though, strangely) have indeed hired European mercenaries to do their fighting for them. The POWs are being guarded by Magnus the torturer, most likely their leader. Kill him before he can execute the hostages. Mission 9: The mercenaries of Pre-emptive Strike have retreated to their base, an old WW1 bunker and other fortifications that they are now manning. In the midst of all this, the U.S Marine's unit commander, a Major Norris is still being detained, in the deepest part of the bunker, confined. Find him and rescue him. On the way are old bunkers, but they are resistant to your fire. Call in air strikes with the designator to destroy them and eliminate the last of the mercenaries (the actual people of Pre-emptive Strike get away though, in fact you don't even see them). Mission 10: The final enemy, and the most fanatical of them all, these terrorists have their own private base with a helicopter and all. It is an old Russian prison taken over by a Middle Eastern terrorist group in Turkmenistan. Recover, Mr. Pickle (real name I can't remember) Experience heavy grenade launcher combat for the first time and get used to being killed them MGL (Multiple Grenade Launcher)-wielding enemies many times, I warn you... brave SEAL that this is the hardest mission of them all! Mission 11: The Sadikahu, as they are called have control of this system of caves out in the desert. Use stealth to eliminate the Sadikahu before they can detonate the nuclear bombs they have here. They are prepared to guard these bombs with their lives, and don't even think that they will surrender, because there's not a chance. Just stop those bombs! Mission 12: So this is it, brave SEAL. Your last mission... the Sadikahu are holding off in a bombed-out, war-torn city in Turkmenistan. Destroy their leaders and take out as many of the Sadikahu as you can on the way, this is the finale for now. Good luck! Now, the walkthrough. Mission 1: Operation Frostbite: Death At Sea You are ordered to infiltrate a ship and scuttle it before illegal weapons are delivered to terrorists named the Iron Brotherhood. A detail of terrorists is already on the ship. Enemy: Iron Brothers, Black Marketers Weapons: Primary: HK5, HK5SD (silenced). Secondary: Mark 23 SD (silenced), 9mm Pistol SD (silenced) Enemy: Primary: AK47, AKS-74, M40A1 Secondary: Model 18 I used the HK5SD and the Mark 23 SD. Anyway, after the cut scene when you start, Bravo Element will be holding their positions. There will be two Iron Brothers ahead of you. You can wait for them to finish talking and then take them out one at a time with Rifle Butts and Knife Attacks, or you can use First Person to get good aim and spray them both with the HK5SD if you have it. The bullets will go through the first Iron Brother and kill them both. They have AK47s. There is a second pair of Iron Brothers on the other side of the barge. Use the same tactics on them and don't forget to hide the bodies. Now go back to where the first pair was and shoot out the floodlights and other lights for more cover. There is a Black Marketer on patrol here. Focus on the snipers. There are two of them in elevated positions. Use your Night Vision Goggles to spot them. Don't kill them until you have identified them both and then take them out with single shots if you can. That leaves the sentry. Switch your gun to Burst and stand back otherwise your bullets will hit the side of the ship. With him gone, crawl up the ramp to the ship. Not getting spotted till this point will complete an objective. If both commanders (Iron Leader and Captain of the ship) are still unaware of your presence there will be a cut scene and another objective will be complete. Eliminate them before they can get back to their quarters. The Iron Leader has an Iron Brother guarding him and the Captain has a Black Marketer. Kill them too. Now order Bravo Element to follow. You could now shoot out some more lights before proceeding or just upstairs to the cabin to trigger another cut scene. There will be two Black Marketers with AK47's. If you have been detected you could just toss a grenade in and finish anyone who is left. Shoot the box to your right (radio) to complete an objective. Now go down to the ships hold. There are Black Marketers with AKS-74s down here as well as a few Iron Brothers. Once you go down the stairs, it don't matter which lot because they both lead to the same Black Marketer. There is another Black Marketer near the crates below him. Go down there and you will find a somewhat heavily guarded corridor. Kill the Iron Brothers and Black Marketers here. In one of the rooms here is a book of plans that you must get to complete an objective. You must now go down to the bottom of the ship where there should be four more Black Marketers. Order your team to Fire At Will and storm in and kill the two that you can see. In the room with the boxes are two more. Climb up the crates here to pick up the Iron Manifesto (don't know what this is for), but it is a small folder. Go to the wall of the room lit red and press the action button when it prompts you to set your Satchel Charge and get another one of your SEALS to plant his. If you have done everything then this mission is complete now. Tips: Take out lights with a silenced weapon when enemies aren't looking at them to decrease their field of vision. Don't do this before you have completed the objective where you must listen to the leader's conversation about their plans though, or they will break up the meeting. Mission 2: Operation Frostbite: Ghost Town Retrieve that intel and destroy those weapon caches, success is up to you... Enemy: Iron Brothers Weapons: Primary: HK5SD, SR-25, SR-25 SD, M4A1 SD, M40A1 (I'm not sure exactly) Secondary: Mark 23 SD, 9mm Pistol SD (I'm also not sure of what's available here either) Enemy: Primary: 9mm Sub, 552, M40A1 Secondary: DE. 50 Upon starting, get Bravo to move to Charlie to complete an objective. Use a SR-25 (recommended for this mission) to take him out from distance. There is a second terrorist here as well so wait for him and take him out. Now head up the small hill, and equip your Sniper Rifle. Take out the Iron Brother that is up here. Go up there and climb up the wall. Keep going along the path and go around the corner. Up ahead is a dead end-nothing here. So like I said, head left and take out the Iron Brother here. He is very close to you though, so perhaps who should switch to your pistol (preferably a silenced Mark 23 or silenced 9mm) and put a few bullets into him. Now these cliffs here are an excellent sniping position. You should be able to clearly see the Iron Brother walking around below, so take him out. If you have a sniper rifle with up to 16* zoom, you may be able to see the Iron Brother walking around to your far left faintly. Take him out if possible. Stealthily get to the lodge and go all the way around it otherwise you will have to go past some windows that they will see you from. You could also toss a grenade through the window. Anyway, from around the lodge, go into the door and use a silenced weapon to take out the two Iron Brothers quickly. If you done it all correctly, then the Iron Brother up the stairs shouldn't come down. If he hasn't then go upstairs and take him out with a head shot (Objective Complete!). Now head towards the Mining House. This rectangular building houses two terrorists, not including Pincushion. Go in and take out the Iron Brother with a rifle butt. Just go up to the other, but don't fire or you might hit Pincushion. Now rifle butt him (Objective Complete!) and go behind Pincushion and press X to restrain him (Objective Complete!). Now leave the Destroy Weapon Caches objective till last, because the C4 explosions will cause the Iron Leader to begin deleting the data on the computer. So head over to the dredge, pausing every now and then to survey the area with your sniper rifle, because there are two Iron Brothers on patrol outside the dredge. Use your Sniper Rifle to take them out. Now sneak up into the dredge and take out the Iron Brother who has a 9mm Sub here silently (perhaps a Knife Attack?) and then go to the other side of the dredge. Take out the Iron Brother here who has a 552 Assault Rifle with either a Sniper Rifle or silenced weapon. Now don't go upstairs. Instead, go outside. Locate the position of the generator and take it out with either explosives or pulling the lever (explosives will disable it permanently but draw attention). Now head back to the dredge and go up those stairs. There is another Iron Brother here. Just rifle butt him, because it will take him a moment to react. Now head to the last lot of stairs. Take out the Iron Brother here (a stun grenade first?). Beware of the other terrorist who is around the corner. He will never give up. So just finish him off with your silenced weapons. Now take that Intel on the table (the computer) and you will get an objective complete! Now leave this dredge. Depending on what you've done so far will attract a number of Iron Brothers in this location. You may want to pick up an enemy 9mm or 552 before holding them off. Three Iron Brothers will be charging down the hill. Just cut them down. Reinforcements will arrive once you go up the hill. Another two Iron Brothers charging and two using trees as cover and shooting at you from there. So cut them down with gunfire too. Now time to take out the Weapon Caches. There are three of them. Look on the TACMAP (Tactical map) for their precise locations. Approach each one and plant C4 on it, then run away. There shouldn't be very many terrorists left now. Just cut down whoever turns up. Now go and get Pincushion and tell him to follow (you should have him restrained by now). Cut down any terrorists in your way with a 552 or 9mm Sub and clear the ammo filled Cabin (Objective Complete!). Now just head to the extraction point (precise location on TACMAP) to finish the mission. Pincushion must be with you alive though. Tips: There is lots of dense foliage to use for cover. When sniping, always hide in foliage to prevent being spotted. Of course, doing this with a loud weapon won't really help you. Don't bother sniping with a weapon other then a sniper rifle... you will most likely miss and the enemy you aimed at will investigate, decreasing your stealth rating and also decreasing your chance of finishing the mission. Mission 3: Operation Frostbite: Oil Platform Takedown The Iron Brotherhood has launched an offensive. They have taken over an oil rig and are prepared to die (taking all the oil rig personnel with them) during the detonation of the oil rig. They are on a suicide mission, and you must make sure they don't take out the oil rig and release oil into the water, poisoning the sea life and making the oceans unsafe. Use stealth to take them out before they can. Enemy: Iron Brothers Weapons: Primary: HK5 SD, M4A1 SD Secondary: (I'm not sure) Enemy: Primary: 9mm Sub, AKS74, M40A1 Secondary: Model 18 (I think) Start off with Bravo in holding position. Do not tell them to follow until you have completed the "Silent Intrusion" or something like that objective. There are two Iron Brothers to the right of the large crate thing that you start behind. I recommend the M4A1 SD for this mission. Shoot them both. There are two ways you can do this mission. You can go into Building D (Objective Complete) and then go down the tunnel that is sort of hard to see. Just follow it along and take out enemies. Alternatively, go forwards, till you see a ramp, and you will see the two snipers you were ordered to eliminate. Find them with the NVG (Night Vision Goggles) which replace the binoculars on night missions (Objective Complete), shoot them (Objective Complete) and if you have done all this silently then (Objective Complete) the time won't start. Either way, you will run into one of the Iron Brothers who have got a radio. If you kill him, he won't be able to report, and that will cause the Iron Leader to start the time. Luckily, you will be able to hear what they're saying. They have code-names (you will either run into Green, or if you go the other way I think you run into Black). I'll leave exploring that area up to you, because I rarely go that way and therefore I don't know what is there. Anyway, assuming you go my way there should be a building that is what this ramp leads up to. This is building B that you have come across. Go in and you will spot two Iron Brothers. Take them both out silently, (objective complete) with a silenced pistol preferably and then go to the door on the right of the room. Go out and you will come across one of those darned bombs. Position Kahuna in front of it and hold down the X button to begin defusing it. Once he is finished (the process may take twenty seconds). Now head down the ramp to the next area. There will be another of those bloody bombs here too, so begin defusing this one, but beware that there are almost always two Iron Brothers coming at you from the direction Kahuna is facing once the bomb defusing process starts. Remember that your men can do this as well, if things get tough and you can cover them. Anyway, once this second bomb is defused and the two Iron Brothers that I mentioned are taken out and hopefully silently then you shall head to the next area. Go to where the Iron Brothers you just killed were, go down the ramp, past this building (don't go in). Keep moving and forward go past Building C and then when you see building E turn left and go to the large green things. Check here for the final bomb. One Iron Brother with an M40A1 will be here, kill him first and have your men watching your back in case more Iron Brothers come (about three). Objective complete! Now head into the building E, kill the Iron Brother and then go down the corridor. Check the door marked "Authorized Personnel Only" and the hostages will be in here and in safety because the door is locked. Objective complete! If all hostiles in building E are dead then the "Secure Building E" objective is complete. Now head outside and go to building C. There should be a sort of kitchen and a Iron Brother will rush at you, firing. Shoot him dead. Now there are three rooms. The one of the left has one Iron Brother and one hostage. Kill the Iron Brother with your silenced pistol (be quick or they will kill the hostages) then go into the room that has two doors. Kill the Iron Brother here before he can kill the hostage. Restrain the hostage (go behind him and press X) and if you haven't restrained the other hostage go back and do it to him. Now go into the final room of building C, kill the Iron Leader while he is looking at the video game thing and sometimes there is an Iron Brother in here too, so M4A1 him (the M4A1 is recommended for this mission). The "Secure Building C" objective will be complete. Go outside and head up to the Helipad. There are two Iron Brothers up here. Kill them with a spray of M4A1 bullets. Go back down and head to building A. There is one Iron Brother there. Spray him with some M4A1 rounds. If you haven't gone to building D then go there, but there is no one there to kill, strangely. Once all this has been completed, the "Secure Oil Platform" objective will be complete. Mission accomplished! Tips: Don't make your move without some good recon first. Study the map before attempting this mission, check the TACMAP every now and then, and most of all make your own recon before moving so you can take out the snipers and sentries that the Iron Brothers have on this level. Remember to have your men covering your back at all times while defusing bombs, it is very important, because once the time starts, your enemies will be on to you from all directions. If time is running out, go into building C (I think the Iron Brotherhood are using it as a sort of headquarters, then take out the Iron Leader for some extra time although this does not always work for some reason. Mission 4: Operation Good Karma: Golden Triangle Holiday I guess it's called that because there are three islands or is there. This is a huge map, full of muddy, swampy warfare especially in the later stages. The new enemy, the Riddah Rouge plans must be found and taken. Destroy as many Riddah as you can to mess up their organisation on the way. Enemy: Riddah Weapons: Primary: HK5SD, HK5, M14, M40A1, M60E3, SR-25, SR-25SD, M4A1SD, M4A1, M16A2 Secondary: Mark 23, Mark 23SD, 226, 9mm Pistol Enemy: Primary: AK47, 552, M63A Secondary: (I'm not sure) The approach to this mission should be stealth, but I only use stealth to complete the first objective. Shoot the Riddah on the hill that you can see right where you start. Follow the path of grass that's in the water. It leads right. Just keep heading right till an objective is complete (go right following the grass, that is). Now from here, just kill the two Riddah with your SR-25 SD (I recommend you choose this before entering the mission). The "Eliminate Sentries" objective should be complete. Go under the house thing (don't kill the Riddah in here yet) and listen to them talking about eliminating enemies of the people and stuff. Objective complete! Now go up the stairs into the hut, kill the two Riddah with SR-25 SD fire. Note: You can try and kill enemies that are in the huts by shooting them through the floor! The "Secure Outer Island" objective will be complete. Get the folder off the table to complete the "Search Hut For Intel" objective. All objectives on the first island are now complete. Head over to the island with the tall tree, but don't actually go to it. It has a lot of foliage on it. There are two Riddah on patrol here, or they are just standing there behind the foliage. Head shot them with the SR-25 SD (recommended for this mission). A force of three Riddah (I think they are suspicious) will come to the island, crossing the water from a position on a nearby island. Keep calm, have Kahuna crouched and still and start getting head shots (quite easy) with the SR-25 SD or you can have your men do it. Don't go onto the island, because another three Riddah will appear and cause unnecessary engagements. Go left around the island where all this confusion is and you come across the big island that is by far my favourite! Note: Ignore all this and go directly for the dock area on the large island and take out the boats quickly. Using stealth on this island is very tough, so I give you geographical intelligence on it in case you want to create your own SOP (Standard Operating Procedure). ------------------------------------------------------------------------------------------------ Main Island Intel: The island is cut in two. The bit you have come across is by far smaller. The gap between them is narrow, and a wooden bridge connects both parts. The gap is like a trench and it is narrow enough to go through (perhaps you may want to go through here). A Riddah patrols at the end, so head shot him if he is visible. The Riddah Rouge have several installations on the big part of the island, a path from the dock area leads to a village type area. Bad news, that is! One hut can be seen from your position, and serves as a sort of sentry tower. One Riddah is in here. In the village area, there is one hut that is only partially built, and should be unguarded if you have been completely stealthily till now. If not, one Riddah with an M63A should be here. Right next to this is Hut One, which you must take over. It is large, sort of like two huts joined together. There are four Riddah here and all must be killed. Hut Two has two Riddah in it. Try shooting Riddah through the floor for fun (an idea if you know the precise location of the Riddah!). The "Final Hut" is on the other side of the island and you are advised to breach it (perhaps you could go all the way around the island and go here first). The most threatening area is the village area (basically Hut One and Hut Two near each other and packed with Riddah and the dock). Also, this island has a fair bit of foliage, but the village area and other areas are clearings. Clear these areas before setting foot on them. The terrain on this island goes as follows. The small bit is highly elevated, but the stairs that you should be facing lead up to it. The big island (side facing you is the same. Both are like miniature cliffs. On the right, where the docks are and everything to the back of the island is not elevated, and you can walk straight up here and it goes uphill rapidly until you reach the part you should be looking at right now. The two main fortifications goes as follows. The wooden stairs that lead up to the small part of the island have a fallen tree trunk. Two Riddah are using this as a barricade (you will have to kill them to go up the stairs stealthily). The other is the dock, and I recommend sniping from the first hut I mentioned in this intel. The dock is basically unguarded, but it is a good position and a nightmare to be doing a frontal assault on when the enemy is alert. Just one non-silenced gunshot gets all the Riddah on this level alert! Enemy details goes as follows. The enemy will head to the dock for evacuation if the boats are still around and they have been alerted for quite some time (an idea if you don't care about your stealth rating, perhaps you can just waste them as they head for the boats. There is only one sentry on this island, the one that I mentioned that walks around the end of the gap between islands. Enemy troops will come in from position Zulu (three Riddah) to attack after breaching the final hut (a secondary objective) so beware of them. ------------------------------------------------------------------------------------------------ Anyway, intelligence report finished, back to taking over this island (a nightmare on higher difficulties) and this is my favourite island too. This is my SOP for this situation. I didn't go straight to the docks, remember that what I do here is the most stealthily approached. From where you are, move in closer and stopping to check if the two Riddah at the fallen tree have appeared yet, and as soon as they do, hold your position, crouch and stay still and begin getting them both with head shots. Once they are dead, run up the stairs (make sure your men are holding fire, stealth is important to succeed here). Turn right and you will see the first hut that I mentioned in the intel on this island. Go to the little wooden bridge and you should be in front of it. Go under the hut, and if you still have a 100% stealth rating until you get here, you will hear him say "The people must be liberated even if it costs them their lives or something like that. I just got in close and killed the Riddah inside by shooting him with the Mark 23 SD (what I had with me) and then pistol butting him while he was giving a shout of agony. He has a 552 Assault Rifle. From here you should be able to see the island's only sentry and this gives you a good view of the docks area (the two boats are here, but I left them as the last objective). Head shot that sentry that is walking about here. Now send Bravo to position Juliet to complete that objective, and then have them follow you again. Follow the path and it will lead to Hut One and Hut Two (or check your TACMAP). Go to the partially built house and aim at Hut One (the biggest one of them all). There are four Riddah here. Two of them, stay at the windows for a while and then run out to the other room, for no apparent reason. Aim for them first and take them out with a head shot for each of them. Now get in closer, a silenced pistol equipped and rush into both rooms. The other two Riddah should be in the left side of Hut One. Pop out and shoot them quickly and if you have not killed them, go back behind cover and do this again until both are dead. The "Clear Hut One" objective should now be complete. Go over the other hut, this one is just one of the normal ones. Two Riddah are in here, both with AK47's. Do the pop out and shoot then retreat tactic again to kill them both, and don't spend a long time at it or else they will fire (see tips section for this level to find out more on this tactic). Objective complete! If you have cleared both Huts in this village-like area, then the "Secure Main Complex" objective is complete. Time to head to the Final Hut. Look at your TACMAP to find it's precise location, it should be somewhere at the other end of the island. Order Bravo to Bang/Clear (throw in a stun grenade then run in and kill hostiles) or Frag/Clear (throw in a Frag Grenade and kill hostiles). I think there is also a Smoke/Clear command and a HE/Clear command, but I'm not sure. I don't use HE (High Explosive) grenades on stealth missions and never use Smoke Grenades (they don't have a purpose really. It would be cool if you could call in Helicopters with them, but you can't. Once the Riddah in there is dead, objective complete! Go in and take the Bio-Data off the table and the "Retrieve Bio-Data or something like that objective is complete. The lady at HQ will now inform you that the sound of weapon fire has alerted extra Riddah. Go outside and you will notice them coming from position Zulu, on the final island. Give them a few shots each before they get to your position which is rather difficult to do, but you will have to bear with it. Go back to the docks now and destroy the boats, only two enemies are left alive and they are on the last island. Objective complete! Just remember that if you can't place a C4 on the back of the boat then go to the back of the boat and do it. Now head for position Zulu, not far from the Final Hut. You will come across many crates, and two Riddah, one with an AK-47 and one with a 552 are here, anoung them. Kill them (head shot from the SR-25 or an M67 or HE grenade will do. You can now go safely to the extraction point in the middle of the island to finish the mission, or you can enjoy this levels lush scenery, like the large island (my favourite that I spent ten minutes or so exploring). Remember that there should still be some Riddah patrolling the really small islands. Tips: On this level there are barrels. Ones that sparks come out of explode, from continuous fire. They are good during gun battles, against clusters of enemies. Use the "peekaboo" tactic (useful on games like Syphon Filter here). Go to a corner, and move the camera so that you can see your enemies, then use the left or right button to lean past that corner and take out a few enemies. Useful tactic with the pistols. Be quick though, because the enemy won't hesitate to blow all the blood out of your body with a burst of accurate gunfire. Mission 5: Operation Good Karma: Temple At Hohn Kaen The Riddah are desperate after losing their outpost and as a result have kidnapped an ambassador and his wife and demand ransom. However, if this is paid then Thongkon (Riddah Rouge Leader) will have enough money to buy the resources needed to build his horrible weapons. You must go in, hopefully without letting the terrorists know what has happened because they will kill the hostages if they do. Enemy: Riddah Weapons: Primary: M60E3, SR-25, SR-25SD (I'm not sure of them all exactly) Secondary: (I'm not sure) Enemy: Primary: AK47, M63A, M40A1 Secondary: (I'm not sure) You will start off behind a large rock. Check the Support menu you will have the option to call in a sweep, that is, basically calling in a helicopter to take out as many terrorists as possible before leaving and some nice music will play at the same time. You won't be able to complete the "Eavesdrop on conversations" objective though. Anyway, back to the mission. Call in the sweep now or else begin moving and go straight ahead. Around here you will find a Riddah in concealment. Kill him with a Knife Attack or Rifle Butt. From here you will see two Riddah walking along on patrol. Take out the one at the back with a silenced weapon (if not then the "Eavesdrop On Conversations" objective will fail). Do the same for the other guard. There should be three more Riddah in the area. One has an M40A1 and is in the house to the far left. Take him out with the SR-25 SD (recommended for this mission). There is one in a boat behind the nearest house, so get a head shot on him. The last one will be on patrol opposite this valley area that you are in, so you can either head shot him if your good, otherwise leave him for now and get in a bit closer after eavesdropping on the first conversation. The objective on the TACMAP at the top, whatever it's called will now be completed if all Riddah in this area are taken out. Now go under this first house, listen to the Rice Farmers talking about the hostages and it will say up the top when they are finished. No go to the house all the way over to the right of this area and do the same. If the Rice Farmers are still unaware of what happened then the "Eavesdrop On Conversations" objective is complete. Head to the next area, which is all the way up the top of this valley and you will go through a arch thing and come out in a grassy area with plenty of grass and vegetation. There are two Riddah with M40A1s acting as snipers up above you, two Riddah crouched over the hills to your right, and two Riddah on patrol, who you should take out with your SR-25 SD first. Now head up the hills to your left, sticking close to the walls so that the snipers above you can't shoot you and shoot the two Riddah here with your SR-25 (don't do this while they are talking on their radios obviously). Now the next bit might sound a bit suicidal. Climb up to the top of the arch, with a silenced pistol and gun them down before they can fire their M40A1s and draw attention. From here, snipe any Riddah coming down the stairs (usually only one) which you have to go up next. So go up the stairs that I said you should go up and you can go left or right (I always go left for some reason) but they both lead to the same area anyway. There are four Riddah in this area. One on patrol in the water to the far left, head shot him first. The remaining three Riddah will get suspicious. Leave the sniper who is up the stairs on the far end of this area till last. The two Riddah that come should be eliminated next, preferably with a silenced pistol because they are up so close. Now take out that sniper before he can see you, although to aim at him you must be in a position where he can see you, so take him out quick. Now, you can either go to the path on the far right of this area, which is over this small bridge that goes over the water that the first Riddah in this area that I mentioned patrols. Or you can go up to the window and take out some Riddah first, although you will almost certainly be spotted. Go to the window and take out the sniper who is at the window which is almost opposite, although not quite. Three or four Riddah come down the stairs, don't bother with them yet. Now go up the path I mentioned and when you see the shadowy area, get down and make sure Bravo Element is on hold till the three terrorists are killed. Use your SR-25 SD and take out a terrorist when another isn't facing him, and if they notice that they are being sniped at, then they will run for cover or attack you. Now strangely, there is a fourth terrorist here, but you can't see him yet. Either he comes out of nowhere when all the other Riddah are killed or when you are not facing them, then he will fire at you. Kill him as well with your scope. The "Identify Sentries" objective will be complete if you use your NVG or scope to kill them from distance, and the "Secure Flank" and "Ambush Flank Guards" objective will be complete as soon as you run up the stairs on the left or where the Riddah are. Now, you should go up the stairs first, not ahead, you'll come back there later. Anyway, once upstairs, go forward and take out those three Riddah if you didn't take them out from the window position before. Otherwise go right. You will come across some gaps in the wall where you can take out the sniper who is positioned at the top of the arch. Now keep going along to the wall, turn left, past the statue and keep going till you reach the arch the sniper that you just killed was on. If you pass the arch you come to a dead end. Once out, head over to the small building on your right but do not go in. First, you might want to plant some Claymores at the arch, because Riddah will come out of there once you have the ambassador's wife. Throw in a Stun Grenade before entering and make sure to throw it towards the right of the room. Run in, kill the Riddah closest to her and then the other with Rifle Butts or perhaps Knife Attacks. If they surrender, then do what you like with them. Anyway, once they are out of the way then Restrain the ambassador's wife. Objective complete. Now order her to follow you and head to the middle of this area outside. Call for Support (it will reappear) and then call for Extract. Now watch that arch and detonate the Claymores as soon as you see the first Riddah coming, then quickly turn right and take out the Riddah here who is about shoot at the ambassador's wife as she is about to get in the helicopter. Then shoot anyone else remaining (sometimes a third Riddah comes out of the arch). Now there is another Riddah inside the large temple, so go in there and kill him if you want and then go through the arch or just go through the arch. Now go all the way back to them stairs and go up the path this time. Get down as soon as you get around the corner and start sniping. Shoot the sniper on top of the arch here (once he fell off which looked really funny), and then the Riddah who is on patrol back and forward. There is a third Riddah who usually just stands about so head shot him last. Get up from your little sniping position (make sure all your men are following you and follow this path. When you see the Riddah who is patrolling this path, just take him out with a silenced pistol. Keep going till this path ends and you see some ruins. There are two Riddah here, one you can see immediately, so get out your SR-25 SD and snipe him and then stick close to the nearest temple, silenced pistol equipped and shoot the other. Go forward, but just edge around this next corner with your sniper rifle and shoot the sniper here. Now run forward up the stairs into his good sniping position. Take out your SR-25 SD and start getting a head shot in on all of the Riddah, there are heaps of them if you look around enough then equip your pistol, run down to the big building here and blast the Riddah talking to the ambassador. Aim up and kill any Riddah here (usually one). Restrain the ambassador to complete the mission! No need to take him to a helicopter, strangely. Congratulations, you have just finished one of the game's toughest missions. Well done! Tips: Don't use anything noisy for the duration of this level, stealth is important. Use silenced weapons always, snipe from distance and use Rifle Butts and Knife Attacks whenever. Snipers aren't excellent on this game. Don't fear enemy snipers, the accurate and deadly M40A1s that they carry take ages to reload compared to other weapons. Rush snipers, strafing slightly as you charge at him with your pistol. A sniper shot doesn't take a lot of damage off you, because they don't seem to take time to aim, and usually hit you in the foot. He will reach for his pistol when you are right next to him, just pistol butt him while he does. Mission 6: Operation Good Karma: City Of The Forgotten The Riddah Rouge is now hiding. Sudarak Thongkon code-named Bad Dog is here and so are those darned weapons that he's got. It's your job to go in and finish the Riddah Rouge for good! Enemy: Riddah Weapons: Primary: M60E3, SR-25, SR-25SD (I'm not sure of them all exactly) Secondary: (I'm not sure) Enemy: Primary: AK47, M16A2, MGL, M40A1 (not sure if the M63A is used on this level) Secondary: (I'm not sure) You start off in the jungle. Run along the jungle towards the house-like thing and you will see two Riddah. Take out the one on the right first, if you take out the guy on the left, the guy on the right will turn and see it. So head shot the Riddah on the right, and then the Riddah on the left. There's nothing in the hut of interest. Move forward slowly, and look through your NVG (the scenery on this level is great, isn't it). Keep looking back and forth until you see the Riddah coming, but don't shoot till you actually see his whole head, and if he's using his radio, don't shoot. If you do shoot him while he is talking on the radio, whoever he was talking to would know what happened, obviously. So after giving him a head shot then keep moving forward and you will come across the low rise in the terrain, where the next sentry is. Look at him through the NVG or Rifle Scope until he is identified and then aim for his head and squeeze as long as he is not talking on the radio. Keep moving forward again, and the third Riddah will be up ahead at the second hut. There is sometimes a Riddah in the hut as well. Identify the sentry and head shot him. Now go hunting for the last guy who is just nearby and head shot him. Now go back to the second hut and use your Pistol repeatedly on the guy here (Mark 23 SD or 9mm Pistol preferably). If you have used your NVG to identify all the four sentries then you will get an objective complete. If you have killed all the sentries you will get an objective complete. Once you head towards the next area you will also get another objective complete. Now go to the next area, which is just up this strip of jungle. There are many Riddah here, and at least one with an MGL. Try and kill Mr. MGL first, because if he shoots you then you won't stand a chance. There should be four others left, not including the one that is sometimes in the hose thing to the left. Stay standing and once you see an enemy then you can get down and lie prone. Now kill him with a head shot. After you've killed one then pull back and wait for the others to come looking, because they do that. Just head shot each one as he comes toward you, you can get your team to Fire At Will which helps. Once all the four or five Riddah on patrol here are dead then you will get an objective complete. Clear the hut if there is an enemy in there. Now go forward and up the stairs. But if you have been shot at already then wait for the enemy to come running down the stairs. If you haven't been noticed yet, they will be behind the wall to the right of the stairs where the campfire is. Anyway, kill the Riddah walking around with a head shot (he is to the left of the stairs) and go up them. Now look right to face the two Riddah at the fire. Get to the wall and use the peek tactic to take them out one at a time (peekaboo and then use sniper rifle and go back). The second terrorist may run at you, so just rifle/pistol butt him as he goes around the corner). Now go to where the sentry was and keep going left towards the area marked Compound on the radar. Once around the corner you will see a Riddah walking around. Head shot him. Now go towards the stairs leading to the small building and stop. Shoot the Riddah that comes running towards you here. Now go up the stairs and kill the Riddah coming down them with your silenced pistol (you should have chosen the Mark 23 SD or 9mm Pistol). Go into the building and stick close the thing in the middle of the room and move around it. Quickly rush the Riddah here and kill him with your pistol or a pistol/rifle butt. Objective complete! Now head back outside and go to your right. When you come upon a sort of tunnel go in. If you have been undetected all the time so far then they will be talking about Thongkon and his plans. Use the peekaboo tactic to kill them, and if one of them runs at you then just wait for him to come around the corner and then smash him dead with a rifle butt. If you have been detected then you will hear the shouts of attacking Riddah. About three will come into the tunnel thing and cause unnecessary engagements so attempt to be unnoticed. Now go to the end of the tunnel thing and you will come out in a place filled with ruins. Riddah patrol here, there is one at the far left which is where you have to go and another will come running so head shot him from distance. No you will be facing the Temple. This is where Thongkon is. First, kill the Riddah on the stairs to the right. Now go in quietly and if you have been undetected so far then you will here one Riddah say to Thongkon "Sir, the men say they are being attacked by ghosts". Thongkon will reply "Simpletons. They are not ghosts but soon they will be" or something like that. You will need Mark 141 grenades (stun grenades) to make Thongkon surrender quickly, or else you will need to follow him and risk being under fire. Believe me, it can be done. Restrain Thongkon to finish the objective (you can just kill Thongkon, but you won't get 100% if you do. Now leave him there (objective complete) and pick up the intelligence report on the ledge thing here somewhere (objective complete). From here you can head back outside (not really anything to do here, though). Go down the stairs to the door that's here, but it is resistant to your firepower. Place a C4 on it and back off, and make sure your fellow SEALs aren't near it either, because once the green bar on the right of the screen has gone then the C4 will explode (objective complete). As soon as it has equip your pistol and head down the stairs that are behind it. Two Riddah will come up so take them out and go down these stairs. Another two will appear at the stairs here so kill them then go through here. Go towards the big lot of stairs but beware, four Riddah are coming up here, so get busy with your pistol and calmly kill them one at a time. Now go down the huge stairs and turn left. Go down these small stairs here and you will face the last two Riddah on the level. Kill them and go to the thing in the corner of the room. Don't go through the gate thing or the mission will be aborted. So as I said, go to the thing in the corner and press X. When all the rockets have disappeared then it is mission complete! Tips: On the jungle bit, you could try staying in the water and staying close to the beach for the jungle bit. I've tried it before, and it's a good strategy. Just don't go out too far or you'll fail the mission. Use the Cover Area command to help you when you are advancing. Bravo Element will cover you as you head to where the crosshairs were when you gave the command. Mission 7: Operation Swift Justice: Mercenary Staging Area The Riddah Rouge have been defeated. But there is no rest for you and your SEALs. Some marines have been kidnapped by a mercenary organisation and are being tortured in their camp. But first you must take out the mercenary staging area and defeat them there. They have been stockpiling some ammunition, so you must also destroy that to prevent the mercenaries from getting the weapons that they need. Enemy: Mercenaries Weapons: Primary: HK5 SD, HK5, M14, M40A1, SR-25 SD, M87ELR, M4A1, M4A1 SD, M16A2 Secondary: Mark 23 SD, 226, Mark 23 Enemy: Primary: M60E3, M14, M40A1 Secondary: M9 I find that this mission is impossible to do by stealth, so the M60E3 is ideal for this mission. The mercenaries have SEAL weapons, strangely. You start off in a patch of grass. Run forward and kill the two mercenaries here with the M60E3, now go right from here up the road. Kill all the mercenaries you come across (about four) and one has an M14. Kill them all with machine-gun fire. Mercenaries will come from the small camp area as well so go there but first kill the mercenary with the M14 that goes up the cliff like thing to do some "no-scope sniping". Now go to the camp place as I said and from here go right. You may encounter a few patrols on your way to the hut. Kill the mercenary here (you can shoot his legs from underneath the hut) and plant a satchel charge on the communications tower thing here to see a cool cut-scene where the tower blows up. The "Disable Communications" objective will be complete. Alternatively you could go in the hut and shoot the communications box on the bench to save your satchel charge. Go uphill and kill the mercenary that you see here (the hut with the map is behind it. Use your binoculars and look from the right of the communications tower thing to find it). He has an M60E3. Go inside and pick up the Map off the table. Objective complete! Now check your TACMAP and find the position of Site 1. Stay away from the roads and head towards the area that doesn't lead to the 2 sites on the TACMAP. Be sure to kill the mercenary with the M79 Grenade Launcher on the way, because he will kill you quicker than anyone else. The sniper in the tower has an M40A1. Just go up there and kill him (if you have a sniper rifle) then shoot him from the ground. Three mercenaries will swarm you. Lie prone and let them eat lead from here. Another mercenary will be behind the house-like thing here so kill him as well. Don't keep going forward or you will leave the mission area and abort the mission. Go right towards the two sites to flank them. As soon as you do though, five or so mercenaries will charge at you from the camp, so lie prone and let them have lead. Once you've finished, take time to aim and take out the sniper, go up there yourself and kill him or have your men kill him, it's your choice. But the sniper has an M40A1 so watch out. Once he is dead, go into the camp itself. There are some tents and lots of crates here. Kill the mercenary who is guarding Site 1. Order Boomer or another member of your team to place a satchel charge here. If you have a satchel charge then do it yourself (you probably used it on the communications tower). The "Site One Satchel" objective will be complete. Run along to Site 2, and kill the terrorist here that has an M60E3. The "Secure Area" objective will be complete. Now order a member of your team to plant a satchel charge at Site 2. Objective complete! Now evacuate the area and go far away from here, this place will blow up. You will see an awesome cut-scene showing the ammunition that you planted the satchels at blow up. But if you go back, strangely there is not much wreckage to look at, you will be disappointed. The "Destroy Munitions" objective will be complete. Now you will get an objective named "Prevent Enemy Escape". So go back along the road and the last mercenaries should be here at the eating area. Kill the chef and the two mercenaries and take out the sniper however you like. If the mission is not finished here then you're going to get frustrated and will have to search the whole map to find the last mercenaries (they don't come up on your radar). I've mentioned all the terrorist positions so by the time you get here they should be all dead. Objective complete! If all other objectives have been completed then mission complete! Tips: Have your men on Fire At Will mode at all times. This isn't your usual stealth mission and so you must prepare for hardcore combat as well as your men. Lie prone when using the M60E3 and M63A, the recoil is excessive and firing from this position increases it considerably. Want to try the mission using stealth? Be my guest. Just remember that the SR-25 SD is the only chance you've got at attempting this level if you do it that way. It just seems impossible to do it stealthily. Mission 8: Operation Swift Justice: POW Camp The mercenaries have a well-defended outpost deeper in the jungle. The POWs are being held here and it is up to you to get them out. This is one of the game's toughest missions- exercise extreme caution. Enemy: Mercenaries Weapons: Primary: HK5 SD, HK5, M14, M40A1, M60E3, SR-25, SR-25 SD, M4A1, M4A1- M203, M4A1 SD, M16A2-M203, M16A2 Secondary: Mark 23, 226, 9mm Pistol, Mark 23 Enemy: Primary: AKS-74, M82A1A, M63A Secondary: F57 You start off this mission on a small path in the jungle that was probably designed for vehicles that need to get in. Have Bravo hold position and have them hold fire. Go forward a bit to the rock and lie prone. Wait for Boomer to catch up and then go around the rock. When you see the two mercenaries lie prone on the ground and wait for them to get far away from the tree as possible. Kill the mercenary at the back with a head shot so that the guy in front does not notice (you should have the SR-25 SD so he won't hear you either) and then head shot him. Now go forward but when you get close to the tree go into crouching stance and move slowly. One of the two mercenaries you can now see says to the other "You worry too much. They will never find us here". If they say this then that means that they have not noticed the death of their two comrades. This bit is rather tough to do without being seen for a moment. Have your SR-25 SD aimed at one of the mercenary's heads. Now shoot one of them repeatedly as you run towards the other and rifle butt him. Once they are both dead (hopefully you are still stealthily and objective complete by the way!) then head forwards till a Help message comes up saying something about the mercenaries having guards posted here. Now go back and get crouched with the SR-25 SD. There are about three sentries around that will shoot you really quickly (excluding the sentry himself). If you have been spotted already they will be running towards you for a moment, and you won't have much of a chance of eliminating them silently. Watch the sentry through your sniper scope when he appears on the cliff thing up ahead and snipe him. Objective complete! Now eliminate the mercenary who will be almost automatically in your sights. He will be running if he saw the sentry die so shoot him quick. The second mercenary of the three will usually follow him- kill him as well. If he doesn't then move in with your pistol... you know what to do to him. Once he is dead move for the last mercenary who is to the left somewhere. Objective completed once you have killed this one. Go up the cliff thing from the left. But instead of going to where the sentry was, there is an even better sniping spot. Keep looking to your left and you will notice a narrow path that you can hardly stand on. Keep running to the top. You can't lie prone up here, I don't think but just remain crouched a snipe the sniper in the guard tower to the right. There are two mercenaries around, one nearby at the bottom of the hill and the other runs over the river thing. Don't head further towards the camp or the guard tower on the left yet, it is more stealthily if you head right. Head this way, and there will be three mercenaries. Two are on the ground with AKS-74s and one is in the tower with an M82A1A. Stay here, and have your gunsights trained in this area because the mercenary further away will sometimes run to attack here. Now take out the sniper in the tower. The last mercenary of this group will be behind the tree up ahead. You can probably see a part of him poking out but it isn't wise to shoot him until you can see his head. If you can't then run around the tree (come in from the left) and you will probably be behind the terrorist. Pistol/rifle butt him or pistol him quickly. Now head towards the guard tower and into the water. You will see a path but you can't go up that way. Climb up the rocks to the left and you will now be in a area covered with grass. One mercenary will sometimes run towards you here, just snipe him before he gets close. Now keep going towards the fence that is part of the POW camp and stop once at the rock. A mercenary is sometimes here and also in the guard tower here. Kill these mercenaries and go into the POW Camp. But there is a secret way to get into the camp and it is alot more covert. From that rock I said about, look to your right and there will be a hidden path (remember that observation is important to success on this game). You can get a clear shot in on Magnus from here and any other mercenaries. Lie prone and make sure your shots will hit. Ignore his taunts and kill Magnus (he will taunt you if you get into a shootout with him. Now have Bravo follow you and wait for them to get there. Since they will follow your path you have acted as a spearhead and have eliminated most of the mercenaries in their path there won't be many left for them to deal with. While you are waiting (objective complete as well) restrain the POWs and put them in the house and away from the windows. Objective complete! When Bravo arrives have them hold position in the house and order them to cover the door. Now they will keep watching the entrance at all times and terrorists that appear there will be top priority for elimination. So now that the POW's are safe you have a new objective. Pick up an AKS-74 (Magnus had one) and head for the cave. From the camp, go right down the path. There are two mercenaries at the house-like thing and one in the trees. Start shooting at them. When they are dead, move in and past the house. Now find the path leading up to the caves. There is sometimes one mercenary here (you can go into the caves from the other end, but assuming you follow me) so kill him. Go into the cave and there will be two mercenaries in the first part. Keep following the cave along till you reach an area with shallow water. Turn right and kill the mercenary you can see and don't bother going up there. Go left and kill the two terrorists. Now rescue the POW up the top and have him follow you. Now go back to the place with lots of water and go up the other part. Kill the two terrorists here (objective complete) and go outside. The camp should be around here, and the Extraction Point is here somewhere. Kill any mercenaries in the camp area before they notice you (about three). Now take out the two snipers in the tower (the only sniper tower with two snipers on it in the whole game). Take the POW up to extraction. Now run back to the POW Camp, and have Bravo and the POWs follow you. The path to and from the POW Camp to the Extraction point should be clear. Pause every now and then to wait up for them to catch up. Remember that as soon as all three get to the extraction point safely the mission is a success. But strangely as soon as a POW gets to the extraction point, only one bullet is all it takes to kill him. Tips: On higher difficulties this is a nightmare and you will be killed instantly as soon as a terrorist aims his gun at you. These guys are very tough, only fire a non-silenced weapon when they are not looking at you. Mission 9: Operation Swift Justice: Mountain Assault The mercenaries are on their last legs and are prepared to fight to the last man in an old German fortification. However, the marine commander, a certain Major Norris is still in terrorist hands and must be rescued. You are to infiltrate this stronghold and rescue him. Enemy: Mercenaries Weapons: Primary: HK5 SD, HK5, M14, M40A1, M60E3, SR-25, SR-25 SD, M87ELR, M4A1, M4A1-M203, M4A1 SD, M16A2-M203, M16A2 Secondary: Designator (compulsory). Boomer and Spectre can have the Mark 23 SD, 226, 9mm Pistol, Mark 23. Enemy: Primary: AK47, M63A, M82A1A Secondary: F57 I used the M60E3 for this mission. Anyway, order your team to Fire At Will and make sure they are following you. Kill the two mercenaries that have AK47s that are on the small wooden bridge and blast the three mercenaries. Two have AK47s and one has an M63A. Now go the long way around to get the advantage of surprise over your enemy and take them down. There are about four of them. If you don't see four now, then the others will come. One or two of them are behind barricades as well, so use grenades if possible. Now go down the path and once around the corner, take out the mercenaries here. To your left is a sniper tower of sorts. It is easier to climb up there and blast the mercenary sniper who has an M82A1A. Mercenaries with M63As may appear in the place that you are about to go. Look around while you are still on the tower and kill the mercenary on the other tower. Get off the tower and follow the path once again. It will take you past a waterfall and head left. Once here, a mercenary will appear from the right and two from the left. Now go right and come across another sniper tower, but the guy on it should be dead if you shot him from the other sniper tower. More mercenaries are up on either path, but taking the right is probably safer. If you go right, instead of heading to the area near the first bunker, you will take a path with about four mercenaries. Kill them all and continue. There will be a mercenary sniper on the rocks. Eliminate him and the other mercenaries that are here on the ground. There is a front door to the base, but you can't get in that way. The first bunker is here on the hill left of the door. Use your Designator to call in an air strike to take it out but you might want to take out the mercenary in it first. Now back to that path and go left. More mercenaries await you. They have AK47s. The second bunker is at the end of this path on a hill to the left of the end of the path. Take out the mercenaries and remember that there are some waiting in ambush behind the rocks. Eliminate them. Take out the second bunker with an air strike called in with the Designator. Go up the hill, while shooting mercenaries and heading down the next path. At the end is another bunker that you must take out. Now all the bunkers should be destroyed. Head into the base, but first eliminate the two mercenaries that charge out. Now once you have entered the door they came out of, you should be in the base. Go down the ramp. Remember that cutting off the power in this area (each area has a different fusebox) will disable the lights and decrease the chance of you being spotted. Once you are at the bottom, head right along the corridor. By the time you get here you will have completed an objective. Turn right and kill the mercenary (equip your silenced pistol or pick up an AK-47 or something like that off an enemy for this indoors fighting). Keep following the corridor and you will get to an empty room. Go forward more and you will be in a room with some shelves. Look to your left and there will be a ramp. You can go down there now (to finish the level you must go down there eventually) but there is a corridor up the other end of the room. There are three terrorists up ahead. Get up to the corner and run sideways while firing and then go back. The survivors will run around the corner, blast them as they do. Up ahead are some dead ends that are not really worth looking at, they just have a few items that can't be interacted with. Head back to that ramp and go down it. Turn off the power by turning off the fusebox to the left (objective complete!) and head forwards. There are four mercenaries in the next room. Take as many out as you can from here. Grenades are probably also a good idea but I haven't tried that. Now have your comrades fire at will and move in. Once all four have been killed, move to the other end of the room and behind the crates and open the door. Cut the wire (objective complete!) and the previously locked door is unlocked. Go through here (the door opens by itself as soon as the power is off) and take out the mercenary on here. Open the door and there will be two mercenaries. Kill them quickly incase they shoot Major Norris. Watch your fire as well. Once both mercenaries are killed then restrain Major Norris. If all other primary objectives are completed then you get a mission complete. Tips: Remember the positions of snipers. This is a truly excellent level to me. The foliage is dense and great for hiding in. There are two actual snipers that are on this level. One is on a large rock that you should pass after taking out all mercenaries in the towers. The other is rather hard to locate, but he is near bunker 2 and is in a highly elevated position. Mission 10: Operation Serpent Strike: Prison Break You are now up against some of the most dedicated and fanatical terrorists in the world! These guys are extremely well organised and even have their own helicopter! Your mission is to infiltrate a prison (tough first few times). No, not like you think it is. The terrorists actually control the prison and it is one of their outposts. Before them, it belonged to the government forces but during all the warfare in Turkmenistan they took it. I am not sure, but I think the government has been taken over by these terrorists- called the Sadikahu (don't know what it means but it sounds very appropriate for these antagonists) and no longer exists to oppose them, because nothing is mentioned about government forces in the briefings or on the missions. Anyway, enough talk. Time to complete one of the game's toughest missions! Enemy: Sadikahu Weapons: Primary: HK5 SD, HK5, M14, M40A1, M60E3, SR-25, SR-25 SD, M87ELR, M4A1, M4A1-M203, M4A1 SD, M16A2-M203, M16A2 Secondary: Designator (compulsory). Boomer and Spectre can have the Mark 23 SD, 226, 9mm Pistol, Mark 23. Enemy: Primary: AK47, M63A, M82A1A Secondary: F57 Weapons: SOCOM: U.S Navy SEALs has an impressive arsenal of weapons, more than any other game of it's time I tell you. Here's an explanation of each: Weapon Name Description ------------------------------------------------------------------------------------------------ | HK5 | A sub-machine gun that is extremely useful for early battles. 30 rounds per | | | magazine ain't much though, and you will find that you need to reload often. | |----------------------------------------------------------------------------------------------- | HK5 SD | Ditto, except that this is silenced and seems to shoot a bit slower. Accuracy| | | and range appear to be reduced as well. | |----------------------------------------------------------------------------------------------- | SR-25 | A sniper rifle, and very good. First available on Mission 2 and is semi- | | | automatic. 20 rounds is more then enough per clip and the 8* scope is good. | | | A definite surprise since it's the first sniper rifle you get. | ------------------------------------------------------------------------------------------------ | SR-25 SD | The game's only silenced sniper rifle. It is basically the SR-25 fitted with | | | a silencer, and it has slightly less accuracy and range. | ------------------------------------------------------------------------------------------------ | M40A1 | A loud sniper rifle with a high recoil but it does more damage then the SR-25| | | or SR-25 SD. Bolt-action and holds 25 rounds. Slow rate-of-fire though. | ------------------------------------------------------------------------------------------------ | M4A1 | The first SEAL assault carbine that you get and one of the best. It has 30 | | | rounds a magazine and a 2.5* scope. Loud, good range and accuracy with a slow| | | rate-of-fire meaning that the magazine isn't exhausted too quickly. | ------------------------------------------------------------------------------------------------ | M4A1 SD | Silenced M4A1 adapted for stealth. It also has a 3* scope for more pinpoint | | | sniping. | ------------------------------------------------------------------------------------------------ | M4A1+M203 | The M4A1 with an M203 Grenade Launcher capable of firing HE, Frag and Smoke | | | grenades far further and quicker than Kahuna can throw them. | ------------------------------------------------------------------------------------------------ | M14 | Forerunner of the M16, the M14 was made in 1957. Only 20 rounds a magazine, | | | worse accuracy and range. Why would you use it? It already is being phased | | | out of service by the U.S military. Oh! and it can't fire bursts. | ------------------------------------------------------------------------------------------------ | M60E3 | Oh yeah! Direct some solid firepower into your enemy with this unaccurate but| | | long ranged machine gun. 100 rounds per magazine. The perfect weapon for fire| | | fights and is more accurate when lying prone. | ------------------------------------------------------------------------------------------------ | M63A | Terrorist version of the M60E3. A very good weapon, and I think it is better | | | although it has a smaller magazine at 75 rounds. ------------------------------------------------------------------------------------------------ | M16A2 | Updated version of the M16, the M16A2 can only fire single shots and bursts. | | | It has 30 rounds per magazine and is probably more accurate and longer ranged| | | then it's newer carbine, the M4. | ------------------------------------------------------------------------------------------------ | M16A2+M203 | The M16A2 Assault Rifle with an M203 Grenade Launcher slung underneath. The | | | M203 is exactly the same on this weapon. | ------------------------------------------------------------------------------------------------ | M87ELR | A one-shot-one-kill sniper rifle with a 6* scope that can be zoomed in to 12*| | | . It is a bolt action rifle with 10 bullets per magazine. | | ------------------------------------------------------------------------------------------------ | M82A1A | The best sniper rifle for combat, the M82A1A fires an extremely powerful | | | bullet that penetrates obstacles and goes right through them. 10 rounds a | | | magazine and very deadly. | ------------------------------------------------------------------------------------------------ | AK47 | An extremely common weapon, the AK47 and the AKS74 are the two most common | | | terrorist weapons on SOCOM. Slow rate-of-fire and 30 rounds a magazine. Not | | | as good as the AKS74. | ------------------------------------------------------------------------------------------------ | AKS-74 | The AKS74 is the most common terrorist primary weapon on the game. Nearly all| | | the Sadikahu have this weapon, and it is very good. Brilliant accuracy and | | | range make this weapon good. | ------------------------------------------------------------------------------------------------ | 552 | A common assault rifle in the first half of the game, the 552 is a weapon | | | with a higher rate-of-fire than the AKS74, a bad thing since the gun chews | | | up ammo faster. | ------------------------------------------------------------------------------------------------ | 9mm Sub | No proper name for this weapon. Simply called 9mm Sub. Cool weapon, but very | | | useless. Shoots very fast. | ------------------------------------------------------------------------------------------------ | M79 | Grenade launcher that shoots slowly. Not as good as the MGL. Can fire Frags, | | | Smokes and HEs. Six rounds and that's all. | ------------------------------------------------------------------------------------------------ | MGL | Grenade launcher. Try firing this up in the sky down onto your enemies for | | | plenty of devastation. Six rounds and that's all. Fires different ammo to the| | | M79. | ------------------------------------------------------------------------------------------------ What I think: If you ask me, SOCOM: US Navy SEALS is a great game. Brilliant graphics and sound. I was having trouble adjusting to the controls although there are several presets. There are twelve long missions, each with different objectives. The Prison Break level was rather annoying first time through though, but thankfully there is nothing else like that on it. The plot is damned intriguing and addictive, but the cutscenes that introduce every new terrorist enemy need to be watched to experience this game at it's best. Each enemy type is well thought about and has his own reason for going against the United States. You can also choose from a list of extensive weapons. Sniper Rifles, Sub-machine Guns, Assault Rifles... even Grenade Launchers, it's all there. Once you have unlocked every single weapon, you will have over thirty to choose from. No officers though, strangely and the terrorists act without orders strangely. There is only one vehicle battle on this either, although after fighting the Hind on the Prison Break you won't want to fight another vehicle. Blood is good here, not too much. No gore either but that's fine with me. Plenty of espionage and battles over the twelve expansive missions, fighting five different terrorist organisations. Strangely, you never get to fight actual troops though. Last of all, I wanted to write about what I thought would be a really good multiplayer map for SOCOM. It would be called Red Skies, and it would be really good for tactical game play. Name: Red Skies Time: Combat will be early in the morning, at dawn. Weather: Red Skies with black, obviously are really atmospheric. In reality, red skies lead to rain, so rain will be kicking in lightly. Terrain: Wet black soil everywhere, patches of dead grass found occasionally, clumps of black trees, old wooden bridges that swing when you walk on them that are the way above shallow water. No live plants, very barren area. A few swamps that will bog vehicles down, best avoided. Bases: Terrorists have the ruins of an Aztec temple, with numerous tunnels leading into it from the outside. The front entrance is very well fortified, both by the terrorists who have heavy machine guns pointing outwards and the old strong walls build by the Aztecs that can stop even M82A1A bullets. The SEALs have a more modern castle with weaker walls then the terrorist stronghold but far more intact then the terrorist base. Vehicles: SEALs have the advantage, with about four light vehicles out the front of their castle and one mammoth tank (a tank with the heaviest firepower but slowest speed in the game) at the back. The terrorists have one light scout with a heavy machine gun on it in the base, which is best placed at a weak spot to serve as a mobile machine gun. Details On Terrain: As previously said, the ground is wet black soil with the light rain splashing on it- good for terrorists in black. As SEALs don't have any that dark, they are disadvantaged in terms of concealment. As I said before, there are clumps of dead (burnt) trees and no leaves (still standing trunks, not fallen tree trunks) that are mostly in the vicinity of the terrorist base. Terrorist sharpshooters can do big damage from there. The soil is not entirely level, either and is bumpy. The wooden bridges I spoke of (there are two be four of them over a shallow river that runs through the middle of the map. Vehicles can't go over the bridges, and will be bogged if they try to cross the water. Soldiers can cross without bridges, the water is not deep enough but the water is deep enough to impair movement and slows down soldiers considerably. The wooden bridges swing as they are walked on. The shallow river must be crossed by bridge or by wading through the water to get to the other base. You cannot go around the river. The SEAL castle is not fortified with machine guns, but the ground around it is extremely barren which means the terrorists have no choice but to launch a frontal assault by foot. As no vehicle can cross rivers, all vehicles should be used as mobile machine guns to make up for the lack of defences on the SEAL side. The SEAL's castle has four groups of stairs on each corner leading into it. The SEALs Mammoth Tank is behind the castle, but the castle cannot be outflanked and terrorists must go through the castle to get through to the Mammoth Tank (whatever the heaviest tank in the game is). The terrorists must go up any one lot of stairs to get on the castle- there is no other way in. The castle walls are short enough for the men on top to stand up and shoot over, but it is high enough so that crouched or prone SEALs cannot be hit. In the castle, a few doors can be opened (not all) and these lead to rooms that the SEALs have stacked spare weapons in (only SEAL weapons in these rooms) which can be picked up and used, and lots of spare ammo as well. The SEALs should not let the terrorists get to this advantage, but the main corridor that that branches off into the rooms is in the center of the castle and the terrorists must fight up the stairs (have terrorists going up the two sets of stairs that can be accessed from the front at the same time to surround SEAL forces) to get to it. The castle walls are not strong enough and M82A1A rounds or M87ELR rounds can penetrate the walls to eliminate SEALs on the castle roof that are crouched or prone (an attacking team of terrorists should have one man equipped with an M82A1A or M87ELR to make use of this advantage). It also works the other way but is obviously not as effective when the SEALs try to fire through it at the assaulting terrorists. Both sides may want to destroy the bridges to hamper the other sides advance although it also hampers your ability to quickly get over the river, now you have no choice but to wade through the water to get over. The terrorists have a machine gun post at each of the four round concrete tunnels and the machine gun posts are far in enough for the shadows of the tunnel to protect them from SEAL snipers. The machine guns can be swivelled all the way around to prevent terrorists coming out. Machine guns also guard the end of each tunnel leading into the ruins. The only other way in is an assault up the stairs, which have four heavy machine guns pointing outwards towards the clumps of trees the terrorists should have snipers at. This is the terrorist's most concentrated defence, and an attack up the stone steps into the ruins is suicidal when the defences are fully manned. The terrorist scout car can be positioned there as a mobile machine gun (good tactic). Recommended Modes: Team Deathmatch (SEALs on a team against terrorists also on a team of there own) Tactical (a Team Deathmatch like mode with more teamwork and so on required). Good luck with SOCOM: U.S Navy SEALs, and I thank it's creators for making such a great game. It truly is excellent and the improvement in the later games is marvellous! Keep up the good work, guys! (and girls too) I would really like to know why Zipper Interactive or whoever is in charge of the music and cast keeps changing it. I noticed in the manuals of 1,2 and 3 that the person who makes the game's brilliant and atmospheric is always different. The music of the original SOCOM was awesome (the march-type music at the main menu, the almost sad music that really has atmosphere in the Options Menu and the very military music played at the briefing of each mission). The music of the second SOCOM was really good (composed by another person or people). The music of the trailer (or preview as you may call it) was really suspenseful. And for SOCOM 3 (I haven't played Fireteam Bravo 1 and 2 or Combined Assault 1 and 2) the music was once again epic- but it didn't really fit into the game. It just doesn't have enough suspense in it. The music of SOCOM 3 would be really good on a Star Wars game, eh? But it's still better then satisfactory. I noticed it was composed by different people yet again. Also, I would like to know why the cast (especially the female voice at HQ always changes). On SOCOM 1 it is just normal and rather feminine, on the second there is not a big difference and on the third it really sounds like a tough military woman's voice (I prefer the voice of SOCOM 1, but on SOCOM 3 the female's voice adds so much more atmosphere somehow). So I say that they should keep her in HQ for the future games... but if not there is always that woman from SOCOM 1 to do it, isn't there? Note: Cheathappens.com is the best cheat website and it will always be the first one I put my future walkthroughs on! Everybody submit your walkthroughs to cheathappens.com. You don't need to register and you don't need to put your real name on it! How cool is that! I'm just excellent at all this FAQ-writing don't you think? I mean come on... at least I can spell properly unlike most other FAQ-writers. And it's all very detailed. If you want to know what else I am writing then just know that for the almost sacred Playstation 2 I have started an FAQ on James Bond 007: Agent Under Fire, plan on one for Mission Impossible: Operation Surma, almost finished one for Metal Gear Solid 2: Sons Of Liberty, started one on Command And Conquer: Red Alert on Playstation 1 and Syphon Filter 2 on Playstation 1. However I probably won't finish all this... unless somebody actually wants me to do this because who really cares about the original Command And Conquer (even though it is an awesome game). I might scrap that (unlikely), will probably scrap the one for Command And Conquer: Red Alert, perhaps scrap the one on Syphon Filter 2, will almost definetly scrap the one for 007: Agent Under Fire, probably won't start the one on Mission Impossible: Operation Surma at all. However I plan on one for Medal Of Honour: Rising Sun and ah- the big surprise... one for SOCOM 3: U.S Navy SEALs. And for computer I have started on one for the original Command And Conquer (a strategy guide as well and two other technical FAQs for the computer version about how to modify the prices of things, make your own missions and so on). You need the very old DOS version for it as well. So yeah, I guess you'll be reading more of my epic work in future... and have fun silently fighting your way through SOCOM: U.S Navy SEALs.