TOM CLANCEY'S GHOST RECON 2 TACTICS & WALKTHROUGH Version 1.0 NOTICE: This guide is for personal use only and may not be reproduced, posted on the Internet or republished without the express consent of the author. Copyright 2004, Thomas J. Race ******************************************** IMPORTANT NOTES: - This FAQ will be updated several times to include feedback received from Ghost Recon players around the world. Check back every week or two for new material. - The revisions will be listed in the following section, "Revision History," to expedite your review. ******************************************** REVISION HISTORY: (None – Ver. 1.0) ******************************************** CONTENTS: I. Congratulations to Redstorm! II. Program Changes 1. Save the Game! 2. 4-Player Cooperative III. New Features 1. Ghost Squad Members 2. Suppression Fire 3. Flanking 4. M29 (OICW) 5. Machine Guns 6. Enemy Artificial Intelligence 7. Weapon Capacity & Selection 8. Weapon Swapping 9. Turrets IV. Tactics 1. Stealth 2. Engage at Long-Range 3. Suppression & Flanking 4. Weapon Recommendations 5. Miscellaneous tips V. Walkthrough 1. Airfield 2. Pagoda 3. Ambush 4. Destroyed City 5. Train Yard (Ver 1.1) 6. Pilot Down (Ver 1.1) 7. Hospital Camp (Ver 1.1) 8. Crossroads (Ver 1.1) 9. Railway (Ver 1.1) 10. Bridge (Ver 1.1) 11. Fuel Depot (Ver 1.1) 12. Convoy (Ver 1.1) 13. Quarry (Ver 1.1) 14. Dam (Ver 1.1) ************************************************ I. CONGRATULATIONS Congratulations to Redstorm for the best military simulation ever created. GR2 is a significant improvement over the original. The addition of suppression and flanking is a stroke of pure genius. I still remember inspecting the troops at the beginning of the Mountain mission in GR1. They stood ready for my command with their authentic uniforms, arm patches and weapons. I noticed that their chests move slightly as they breathed; and that their exhalation condensed in the cold mountain air. ******************************************************* II. PROGRAM CHANGES: 1. SAVE THE GAME!!! Unlike the original Ghost Recon, you can save your campaign in the middle of a mission. This eliminates repetition and keeps the campaign flowing forward. I highly recommend saving every few minutes, using 5 save game files per Campaign, e.g., C_CAMP_1, C_CAMP_2, C_CAMP_3, etc. Multiple files prevent frustration when you accidentally save in a bad situation that could otherwise force you to restart the entire mission. Be aware that the autosave made at the end of a level is kept in the original Campaign name file, e.g., C_CAMP. 2. 4-PLAYER COOPERATIVE You can now create your own "human" squad to fight Campaign missions. This is great fun if you can get people to follow orders! ********************************************** III NEW FEATURES: In addition to great intro music, the following long list of features has been added: 1. Ghost Squad Members Your new squad members are far superior to those in the original Ghost Recon. They have heightened situational awareness, increased durability and improved marksmanship. Your Ghosts can also perform vital functions, such as: destroy vehicles, bandage the wounded, provide suppression fire, flank a position and hold a position. With these powerful allies and tactics, the Campaign is no longer a "run and gun." It is now a tactical theatre for fire and maneuver. (Suppression and flanking are described in detail in this section, and in the TACTICS section, below.) The Ghosts can take a lot of damage. They will usually be wounded two or three times before dieing on you. Your warning of decreased health is when they go into the "Red" on your status indicator (bottom left hand corner). When this happens, they will require first aid to continue. After that, they will die the next time they're hit. You can provide the first aid yourself or assign it to another healthy squad member. To assign it to another squad member: - Move to the wounded person. - Point your weapon at him. - Tap the Yellow key when the "MEDIC" message appears at the bottom of your screen. Your Ghosts are employed most successfully at long range. They can literally kill anything in sight, but sometimes you have to ask them to do so by giving the Suppression order. Otherwise, they will hold their fire so they don't reveal your position. Your Ghosts will automatically fire at: - Short and medium range targets, since they are a threat - Long-range targets that are firing at them Keep in mind that the enemy will do the same. If your Ghosts become detached from your squad, you can "Regroup" by pressing the Black button. You can also ask them to hold their fire - press the White button. Press the White button again to resume fire. You can also tell your Ghosts to ADVANCE by tapping the Yellow key when you're pointed in the direction you want them to go. If you do this accidentally (e.g., you wanted to hold the Yellow key instead), you can stop them from a suicide charge by pressing the Black button (Regroup). 2. Suppression Fire Holding the Yellow button enables this command. It can be used for several reasons: - Fire long-range at enemy targets - Prevent an enemy from advancing, e.g., while you pull out a grenade - Pin the enemy in position while you flank it NOTE: all three of your Ghosts will perform the suppression. If you move, they will stay where they are until they are done providing the fire. 3. Flanking Holding the Yellow button enables the "Right Flank" and "Left Flank" orders. They are only available if there is sufficient space to perform the maneuver. You may be able to move your own player slightly left or right to provide the necessary space to enable the maneuver. A flank attack can be devastating, especially if the enemy is "pinned" by suppression fire from other squad members. This is discussed in detail in the TACTICS section, below. (Read it carefully, a Flank maneuver can also be suicidal.) 4. M29 (OICW) This advanced weapon is a feature all by itself. In the real world, the US Army is scheduled to employ the M29 in 2007. One of 4 squad members will carry it. This amazing weapon has the following capabilities: - Look around corners (at arm's length). - Fire airburst grenades a pre-designated distance. - Laser designate targets for air strikes. Looking Around Corners: Press the Black button to enable the "camera" view. You can now move the weapon around and fire it, while you stay in the same location. NOTE: You can use the "night vision" capability in camera mode to see into shadow areas during the day. IMPORTANT: if you need to move, don't forget to disable camera mode first (Black button again). Fire Airburst Grenades: This capability allows you to shoot at enemies behind cover. Simply point the weapon at the obstruction and tap the Yellow button to lock in the range (it appears in Red over the range indication). Now shift your aiming point above or to the side of the obstacle. When you fire, the grenade will explode after traveling the designated distance. NOTE: if the obstacle being used for cover is spherical, e.g., a boulder, point the weapon at the top of the obstacle to get a longer range distance designation. Otherwise, the grenade may explode harmlessly in front of the target. Laser Designate Targets for Air Strikes: Press and hold the White button at the desired point of impact. You are now a one-man army, similar to how US Special Forces operated in Afghanistan to support the "Northern Alliance" a couple years ago. NOTE: Don't hesitate to call in Air Strikes on infantry. The US taxpayers provide an unlimited amount of ammo! 5. Machine Guns The true machine guns (vs. assault rifles) now have excellent performance. In fact, they are probably the best weapons in the game, next to the M29. Even the SAW is no longer a "scatter gun" – it's the weapon of choice for the first three missions in the Campaign. After the SAW, even better machine guns become available, including: - M240B LMG - MG36 (See detailed Weapon Recommendations in TACTICS section, below) These three weapons will serve you well in the "squad missions" of the campaign. They have comparable accuracy to assault rifles and carry a whole lot more ammo. They are devastating at short range and can mow down half a dozen enemies in the blink of an eye. IMPORTANT: Take it easy on that trigger, Tex! An accurate short burst of 2- 3 rounds is all you need to eliminate an enemy at long-range. If he's still standing, follow it with another short burst half a second later. Problem solved! 6. Enemy Artificial Intelligence (AI) The enemy still has excellent situational awareness and is accurate and deadly at short and medium range. However, he won't fire at long range. He will return long-range fire quickly, but it will be ineffective (exception: snipers). This is his great weakness – exploit it! You can partially defeat the enemy's situational awareness with stealth. This is easy to do by staying on your belly. (See "Stealth" details in the "TACTICS section, below.) 7. Weapon Capacity & Selection You can now carry 4 weapons instead of the 2 that were allowed in the original Ghost Recon. You can switch between them by holding the Red button down. IMPORTANT: If you are not holding your primary weapon (Rifle, Machine Gun), you can always get it quickly by tapping (not holding) the Red button. NOTE: - If you tap the Red Button when you have your primary weapon in your hands, the secondary weapon will be armed (pistol, grenade launcher). - You cannot be prone (on your belly) and select the Rocket Launcher. - If you have the Rocket Launcher in your hands, you cannot select prone. 8. Weapon Swapping You can trade your weapon for another that's on the ground. To do so, simply press and hold the left thumbwheel when the "swap" icon appears at the bottom of the screen. NOTE: - Most swapped weapons come with the maximum extra ammo allowed. - You can swap again to get your old weapon back, but there is a "house- cleaning" program that will remove it, eventually. 9. Turrets Turrets are devastating. You or your Ghosts can man them. To order a Ghost to man a turret, simply point at the turret and tap the Yellow key when you get the prompt to do so at the bottom of the screen. This is especially useful on the "Hold the line" and "Bridge" missions. Some turrets will not point in a useful direction. Also, be aware that you are very vulnerable to enemy fire at short range. Turrets can overheat, but can be fired for extended periods. ********************************************** IV. TACTICS 1. Stealth Tired of the enemy seeing you first and announcing their presence with bullets? It doesn't have to be that way. You can gain the upper hand by being more Ghost-like, i.e., using stealth. TIP #1: The first rule of stealth is to select an appropriate stance for the environment: - Stand when you are on hilly ground (e.g. Ambush map). You can see over obstacles that block your line of vision. Standing allows you to see farther in this environment. Stop to look around frequently. Zoom view areas that are open to you. - Crouch when you're on flat terrain (e.g., Airfield, Pagoda). Standing doesn't help you see better and provides the enemy with a bigger target. Crouching also improves firing accuracy vs. standing. - Crawl when you don't want to see or be seen. Use it to reach a destination you already have in mind, e.g., you're sneaking up on someone you spotted, or you're trying to escape. Your Ghost uniform matches perfectly to most environments, rendering you invisible, especially if you don't move. Learn to change your direction quickly while prone by "rolling and turning" (turn zoom off). NOTE: - Your Ghosts will adopt the same stance as you as long as you are "Regrouped." Detached squad members will usually crouch or stand. Detachment occurs with Flank, Suppress, Advance and Hold Position orders. - Your suppression order may be ignored if you are prone. - Your Ghosts may take cover when you tell them to "Hold Position." TIP #2: The second rule of stealth is to know where your enemy is, or might be. At first, the only known enemy positions will be at the objectives. So, crawl up to the objectives, and find a place from which you can scout the enemy position, e.g., peek around a tree or a rock. As you play the game multiple times, you'll know where they are and can belly up to the position with impunity. Another likely place for an enemy position is at a "choke point" on the map. So, when the map narrows to a thin line of passage, expect it to be defended. Obviously, if you spot an enemy at a distance, and they don't see you, there's an opportunity to sneak up on them. Don't ruin it by running right at them! You can also create situations for stealthy approach by using suppression fire. The basic idea is to fire at the enemy from one direction with part of your squad, and send the remaining members around their flank. This is described in detail, below. TIP #3: The third rule of stealth is to evade the enemy when necessary. When you see the enemy first, you're chances of eliminating him are very high. If the enemy fires at you first, your chances of survival drop dramatically. Your "gut" instinct is to fire back. If you do, you become totally focused on the enemy target and have no real idea how many enemies there are, and whether you're fighting a losing battle. This is the goal of suppression fire – to engage you in a losing battle. In this situation: - Fall back - Seek cover - Find an escape route The first action, falling back, is usually easy. You just traveled over safe ground – go back to it! There are no enemies there. The second action, seek cover, is also usually easy. The maps are littered with boulders, trees, buildings and high grass. Any one of these could keep you alive for the first 20 seconds of the firefight. Now, you have time to think! The third action is usually hard to do. The enemy has watched you take cover and is pressing their attack. You're not going to get away easily. Here are your options at this point: - Throw a grenade and run like hell, hitting the Regroup button as you go. Nothing is more distracting than a live grenade. - If your cover is substantial, e.g., a large structure or the crest of a slope, consider moving along it and distance yourself from the point that they saw you disappear. Now, you can pop out somewhere else, or retreat at high speed with your entire squad. - If the cover is small, e.g., a tree, small rock or tall grass, your movement options are limited. Your only exit may be to crouch/crawl directly back, keeping the tree or boulder in their line of sight. This is greatly assisted by leaving your Ghosts to "Hold Position" or "Suppress" while you escape. When you use this option, you're not abandoning your troops - you're simply trying to get away from a "pinned" position so you can turn the battle around to your advantage. When you are no longer being fired at, you can: - Fire at the enemy from your new position, and order your Ghosts to "Regroup" while you have the enemy distracted, or... - Move to the enemy's flank and pull victory from the jaws of defeat. 2. Engage at Long-Range This is the key tactic in the game, period. If you want your squad to stay in good health and survive the mission, engage the enemy at longest range possible. The reason is simple. Your troops are excellent shots at long-range, the enemy is terrible. You're actually better off at long-range with no cover, than at medium or short range with cover (e.g., peeking around a tree or boulder.) The maps usually provide ample space to employ this tactic. Even on the cramped Airfield map, most positions offer long-range fire. Look for it! As noted before, your Ghosts will not fire at long range unless you give them the "Suppression" order. If you forget to give it, the enemy will return your fire, then your Ghosts will "open up." Either way, it quickly turns into a mismatch. The enemy will fill the sky with ammunition, but only about one in 20 shots will hit anything. They seldom get the opportunity to fire that many shots. Your Ghosts will exterminate them in seconds. 3. Suppression & Flanking This is the standard infantry tactic employed by every significant fighting force in the world, except the North Koreans in Ghost Recon 2. Evidently, the DPRK prefers "frontal" attacks. If you imitate their style, you'll die like a pig. Remember, the enemy has 50-100 soldiers in each level - you have only 4. In military circles, suppression and flanking is also referred to as "fire and maneuver." One group fires while the other maneuvers. Thankfully, Redstorm has provided this option in GR2. The basic idea is to: - Pin the enemy in position with rapid fire from one group of squad members (suppression) - Move the remaining squad members to a firing position from another direction (flank) Result: the enemy cannot find cover that protects them from fire in both directions. They are quickly eliminated. The flanking movement is only possible if the enemy is focused on the group providing the suppression fire, i.e., they're looking the wrong way. If your suppression fire is weak, or your flankers don't have good cover to move, the enemy may spot them and kill them. So, the flanking order carries a fair amount of risk. Here are some tips to optimize your chances of flanking the enemy: SITUATION #1: Your squad is in two groups when you begin to exchange fire. This situation is ideal. You have already ordered two of your squad members to "Flank Right" or "Flank Left" to search an area, or you have told them to "Hold Position" while you scout for the enemy independently. - One group will probably be receiving fire, while the other has not been sighted by the enemy and is free to maneuver. - If you are in the group that is under fire, point your weapon at the enemy and order your other group to Flank Right or Flank Left (pick the flank that offers them the most cover). While they are moving, fire as many bullets as you can in the enemy's direction without getting your head blown off. This will increase your flanking force's chance of getting their alive. - If you are not in the group under fire, simply move quickly to a position on the enemy's flank or rear. Having a machine gun (SAW, M240B LMG, MG36) will greatly enhance your ability to exterminate the enemy when you get there. Also, a grenade attack from medium or short range can be most devastating (throw it behind them so they don't see it). You can increase your opportunities for great flank attacks by splitting your force frequently while searching the map. Splitting your force also gives you two "points of view," increasing your situational awareness. SITUATION #2: Your squad is in one group when you begin to exchange fire. This situation is less than ideal, but you may be able to take advantage of it. - Give two orders to your squad: "Hold Position" and "Suppress." They will fire at a high rate and probably throw a grenade. - While the enemy is ducking their head and moving for cover, sneak away on your own. You may have to retreat from your current position before working your way to the enemy flank. - Move through cover to the enemy's flank and destroy them. Be prepared to abort and retrace your steps if you encounter new enemies that you didn't see before. IMPORTANT: as stated above, consider splitting your force whenever you're searching a large area, e.g., the woods. This gives you more visual coverage of the area and provides more flanking opportunities. You can split and control your squad by constantly ordering your squad to Flank. Two Ghosts will always move to a position ahead and to the right/left. Then you can march straight ahead with the remaining Ghost until you are side by side with a healthy distance between the two groups. 4. Weapon Recommendations As mentioned in "NEW FEATURES," two weapons types dominate the Ghost Recon 2 Campaign: - M29 (formerly called the OICW) - Machine Guns (SAW, M240B LMG, MG36) The Sniper Rifles are also excellent and very useful as your primary weapon on several missions, including: Bridge, Convoy and Dam. Recommended sniper rifles include: - M14 - FAMAS G2S I do not recommend using the assault rifles in the Campaign, except for the M29 (of course). The big advantage of assault rifles is that they can be aimed more quickly than either machine guns or sniper rifles. This is a big advantage in multiplayer, but of limited value in the Campaign or in Co-op. The success of the M240B LMG and M14 is due to their large caliber (7.62 mm). This gives them: - Great "stopping power" (which allows...) - Shorter bursts (which allows...) - Increased accuracy (and) - Requires less ammunition Having the right weapon does not guarantee success. Here are some tips for getting the most from your weapon: Shooting Tips: - Always stop before firing. Your "pips" must be close to the firing reticule, or you're going to miss at medium and long range. - Set your firing rate at "Full Auto" and learn to squeeze the trigger for the desired number of shots. If your weapon has a 3-shot setting, you can use this for long-range battles. - Fire in short bursts at medium and long range (2-3 bullets at long range; 3-5 bullets at medium range). This will allow your "pips" to settle after each burst, maintaining your accuracy. - Fire extended bursts at short range – you're life depends on it! NOTES: - The "pips" in GR2 still spread widely when moving and firing long bursts (with most weapons), but do not seem to affect accuracy nearly as much at short and medium range. Feel free to fire without letting them "settle" if you need to – you may be pleasantly surprised. - The pips on some of the new weapons do not spread widely on long bursts, esp. the M29, M8 and MG36. Feel free to put the pedal to the metal! - Many great Ghost Recon players use "Single Shot" exclusively. If you are one of these superstars, forget about full auto and keep doing what you're doing! (I lost my reflexes 25 years ago.) - Strafing is possible at short range and is much more effective than the original Ghost Recon. But, use it as only a last resort. 5. Miscellaneous tips - Radar: much improved over the original Ghost Recon, the radar now detects enemy at all ranges. It is so precise that you can aim your fire and grenades without ever seeing the enemy. The radar is a medium-range device so red dots are trouble! Take some time to "scale" the display in your head by observing how far the friendly blue dots are from you. - Grenades: These hot potatoes still pack quite a punch. If you want to see a group of enemies scatter in all directions (some on their feet, some flying through the air), just throw a couple of these on their position. However, they take a long time to get ready. Don't get caught with your potato in your hand when a red dot starts coming toward you. For that reason, it's best to change weapons to grenades when you have cover. Also, make sure you're not standing next to an obstruction or under a roof – you'll murder your whole squad! The manual says the longer you hold the grenade, the farther it goes. I did not find this to be true. Once the little "hand" symbol fills up (and it fills up very quickly), you don't have to hold it any longer. The range is determined by how high you throw it. Finally, don't move your cursor until the grenade leaves your hand. If you do, it may land at your feet. ********************************************** V. WALKTHROUGH CAMPAIGN NOTES: - Difficulty Level: the Campaign strategy is basically unchanged due to difficulty level. Enemies will be more numerous and tougher in "Hard." Alternate your campaigns between "Hard" and "Normal" to provide some variety. It's easier to experiment in "Normal." - Fire machine guns and assault rifles in short bursts (full auto or 3-shot). - The folks at Redstorm have decided to give us an incentive to be more aggressive. Some areas are defended by waves of respawning defenders (some appear to be "infinite respawn" areas). The waves continue until you push forward to stop the tide. This walkthrough will help you push through. - A lot of your success in the Campaign is determined by what routes you take to get to the objectives. Unlike most games, the indirect route is usually not the best. I have often found more enemies by taking the "scenic route" than by taking the direct route. - You can access the "Squad Scoreboard" to see how many kills you have by holding the Back button. This is useful for determining the effect of fire on enemies you can't see. - You can adjust your brightness from the Main Menu, "Options." This can make certain day missions, which are otherwise too dark, more playable without resorting to night vision, e.g., Pagoda. 1. AIRFIELD Recommended Weapon: SAW (fire short bursts at medium and long range) Do NOT go through the gate into the airfield – it's dangerous in there! Instead, move to your right (west), outside the fence. When you turn the corner, you'll see the British Soldiers' position (southwest). OBJECTIVE: ELIMINATE MACHINE GUN NEST The Brits are waiting for you to eliminate the machine gun nest. Move toward their position until you can see the machine gun nest. Take out the DPRK at long range. Use the fence to shield you and your squad from most of the enemy troops while you focus on one or two. As you eliminate enemy, keep moving to the right until you've killed them all. Do NOT use a rocket on their position (you'll need them later). When you've eliminated the nest, order your squad to shoot down the helicopter (point at the helicopter and tap the Yellow key when you get the prompt, "Attack Vehicle"). Arm yourself with a rocket in case he misses - but he never does. With the helicopter vaporized, let the British troops move in and fight the DPRK in the center of the map. Move your squad south to the right flank. IMPORTANT: maintain a respectful distance from the white pavement of the airstrip that has mortar shells dropping on it. Eliminate the DPRK from long range with the help of your Ghosts and the British. Let the British filter through your line; they'll attract the attention of the DPRK and make your job easier. If there are long-range targets you want your Ghosts to eliminate, point at the target and order them to "Suppress" (hold Yellow key and D-Pad up). OBJECTIVE: DESTROY CONTROL TOWER When you've eliminated all the DPRK next to the airstrip, move quickly to the East wall (with the big holes in it) for protection from the Snipers in the Control Tower. Order your squad to "Hold Position." Get out your trusty rocket launcher, back up from the wall and fire a shot between two of the snipers on one side of the tower. Go back to the shelter of the wall, reload, then kill the remaining snipers with another rocket. IMPORTANT: the rocket launcher will not fire unless you are stationary. Watch the center of the firing reticule and wait for it to fill in completely before pulling the trigger. With snipers eliminated, move East through one of the holes in the wall and through the adjoining blasted-out room. Look to your left (North) for DPRK reinforcements. They won't be looking your way – let them proceed to their destination. Throw a couple grenades into the room they entered (throw them over the shattered wall). It will sound like a fox raided the henhouse as they scream and run. Insure that your Ghosts are in position to gun down anyone trying to flee. Proceed North. Make sure the room in which you threw the grenades is clear; then move your squad to the Northwest corner of that room in preparation for blowing up the fuel tank (and the Control Tower). Switch weapons to the rocket launcher. Then order your squad to "ADVANCE" (tap the Yellow key) to the east wall 15 feet in front of you (as you face the fuel tank). Your squad won't go far, but far enough to trigger a charge of several DPRK toward you, from the direction of the fuel tank. Quickly order your men to "Regroup" (Black key), then rocket the fuel tank. The ensuing explosion should eliminate all the charging DPRK, and the Control Tower. OBJECTIVE: ELIMINATE HELICOPTER Quickly move east about 50 feet and re-supply your weapons at the ammo crate located there. After re-supplying, make sure you still have your rocket launcher in hand. Hug the wall of the building a few feet south of the ammo crate, and wait for the next helicopter to appear. It should fly over your head from the South and hover a bit in front of you as it makes a turn to attack. Take this one out yourself (Boom!). OBJECTIVE: CAPTURE CONTROL CENTER Proceed north to the aircraft in the shelter and clear out any DPRK. Then switch weapons to grenades. Move to the left (north side) of the aircraft and tell your Ghosts to "Suppress" the top of the ramp. While they're firing, run up to within about 20 feet of the foot of the ramp, and throw one grenade about 10 feet past the top of the ramp. Then throw another grenade as far as you can over the ramp. Order your squad to "Regroup" and switch your weapon to the SAW. Move up the ramp together. If your grenades were accurate, you killed everybody up there. Move to your left (north) past the next alleyway (car and DPRK), and stop behind the building to your right (east). The next alleyway has significant threats that will fire on you immediately. Stay at long range and use the northwest corner of the building (to your right) to shield you as you take them out, one at a time. Then SAW the turret position at the end of the alleyway. Proceed east down the alleyway, keeping your eye to the left for DPRK hidden in the northeast corner. Your Ghosts will protect you from any new threats showing up to the east. You should receive a message that enemy reinforcements are arriving. They'll get out of a truck at the south end of the next alleyway and fight the British. At "Hard" difficulty, they'll be waiting for you so keep your distance. Either SAW them and/or rocket the truck. OBJECTIVE: DESTROY AIRCRAFT Move south toward the final objective. Eliminate any DPRK coming up the ramp from the end of the alley. When you get to grenade range of the ramp, switch to grenades and order your Ghosts to "Suppress" the top of the ramp. Throw one grenade to the foot of the ramp (even though you can't see the bottom of it) and another grenade farther and to the left, where the DPRK come out of the building. Switch weapons to the SAW and move down the ramp with your Ghosts (Regroup). Eliminate any DPRK, and then rocket the last vehicle yourself (fuel truck). 2. PAGODA Recommended Weapon: SAW OBJECTIVE: DESTROY BRIDGE Proceed downriver, staying to your left (southwest bank). When you get to the bridge, order your Ghosts to suppress the DPRK on the bridge. Stay behind a tree until they get them all (they can see through the foliage). After eliminating resistance on the bridge, gun down any DPRK firing at you from downriver. Be sure to stay on your belly at this point – it will improve your accuracy and keep you safe. Proceed to the bridge support (first objective) and order your squad to plant a demo charge when you see the prompt, "Plant Demo Charge" (tap the Yellow key). Proceed east after you plant the charge and watch the movie. OBJECTIVE: LINK UP WITH BRITISH FORCES After the bridge is blown, crawl southeast until more DPRK show up, guarding the entrances to the building complex. Take them out at long range. Then proceed southeast until you can target the two southernmost entrances into the building complex. Stay outside the complex and fire at enemies inside at long range. Eliminate everyone you see until they quit returning fire. Move through the southernmost entrance, watching your left for enemies behind the railing. Kill any reinforcements that show up on the bridge to the southeast. With the area clear, move to the southeast corner near the foot of the bridge. Order your Ghosts to suppress the top of the bridge then throw two grenades – one just over the bridge; the other about 20-30 feet deeper. This should eliminate most of the DPRK on the other side of the bridge. Crawl up the bridge on your belly, and SAW any DPRK that charge over it. When you reach the top of the bridge, peek over the edge and kill any remaining DPRK. Now, the fun begins... The next area is accessible through two archways at the top two stairways. A bunch of DPRK defend this area that you'll have to fight at close range (with dwindling ammunition supplies). IMPORTANT: You can pick up enemy machine guns with full ammo if your ammo becomes critical. (Press and hold the left thumbwheel when the "exchange" icon appears). Pick off the guards at each entrance archway. Then keep bouncing back and forth between the two archways to eliminate the DPRK inside. Use the archways to shield you from every enemy except the one you're trying to shoot. When you've cleared out the area, be cautious when you enter. There are two doorways at opposite ends protected by more DPRK. They'll shoot into the area if you're not careful. Move to one of the exit doors and shoot from the doorway, shielding yourself from every enemy except the one you're trying to shoot. When you clear the door enough to move through it, clear out the adjoining area by keeping your distance from remaining enemy. Then return to the previous area and do the same thing at the other door and adjoining area. By clearing both adjoining areas, you will relieve pressure on the last area (the Pagoda) and make that final mission much easier. FINAL MISSION: THE PAGODA When you reach the final area, the Pagoda, you will find British soldiers and an ammo crate. It is important to help the British soldiers immediately - without re-supplying, if possible. (Another reason to pick up an enemy weapon before you get here). If you stay in the room (with the giant bell in the middle), you will have to fight wave after wave of attackers 10?). It's better to push through the exit doors when you can. The Pagoda area has four doors. You have secured two of them by clearing the areas to which they are connected. There are no enemies behind you. You only have to worry about the two doors (side by side) on the east wall. Two brave British soldiers are stationed outside these doors fighting a bunch of DPRK. Immediately and aggressively help the two British soldiers defend the doors, from inside the doors, until the DPRK are eliminated (the British soldiers will attract most of the fire). There will be a brief pause while the second wave respawns about 100 meters to the east of the doorways. Take this opportunity to fly out the door, and meet the next wave in the grassy area outside. Eliminate this wave at the longest range possible, and you've cleared the extraction zone. Run like crazy for the helicopter before the mortar barrage comes in. 3. AMBUSH Recommended Weapon: SAW OBJECTIVE: DESTROY THE CONVOY This is a night mission so press the Blue button to enable night vision. You start near an ammo crate that you'll need to visit later. Move northeast from your starting location to the concrete road (map grid "F6"). Station yourself on the road at a safe distance looking west for three approaching tanks. Rocket each tank as it appears. Quickly reload to be ready for the next one. If you miss a shot, order your squad to "Attack Vehicle" by pointing at the target and tapping (not holding) the Yellow button. After eliminating the three tanks, return to the ammo crate and re-supply. There are two more vehicles to destroy, but they will remain stationary. Before you work on them, you need to eliminate the enemy infantry in the woods south of the road near the objective marker. After eliminating the infantry in the woods, you can focus on the two remaining vehicles and infantry located on the road. Take out the vehicles from a long-range position in the woods. Just look for the objective marker – they should be close to that. When the two vehicles are destroyed, you have completed the objective. But search the area on the road and south of it for infantry stragglers before continuing. OBJECTIVE: Eliminate Infantry Platoon This mission takes place a few meters north of the road. You must eliminate half a dozen infantry occupying a defensive position that faces north. It's at the objective marker. Start by crossing the road and firing down the central ramp accessible from the south (or throw a grenade). Then, go to your right (east) and work your way to the side of the position. You'll find a pathway that leads out onto the defensive structure, overlooking the woods to the north. Clear all enemies in the vicinity. OBJECTIVE: Eliminate Infantry Platoon to the North Occupy the defensive position you just captured and prepare for an attack from the north. Place your Ghosts on the pathway that gives a clear view of the northern woods and tell them to "Hold Position." Position yourself near the top of the ramp to the right (as you face north) that leads down to the woods. Aim at the bottom of the objective marker and order your Ghosts to "Suppress." That should stir up the hornets' nest. Your Ghosts will begin engaging targets at long range right through the foliage. The enemy will return fire but rarely hit anything. A few guys will probably make it to the ramp you're defending. Eliminate them and the objective should be completed. OBJECTIVE: Eliminate Infantry Platoon to the Northeast This mission is tougher. They won't come to you so you have to find them. Proceed east from the defensive position you captured and move to the east edge of the map (G7). Turn north and search the area, staying at the edge of the map. You'll probably engage a few enemy infantry first, but eventually you get to the northeast edge of the map, and the objective marker will be to the west in the distance. Travel west and crawl a short distance to a position where you can see the enemy standing around with their backs to you. There are at least 12 enemies, but you'll only be able to see 4 or 5. So, the Flank maneuver is a bit risky right off the bat. You can decide the best means of eliminating them. Just be sure to save the game before you experiment! The Ghosts will take some damage because the range is medium. When you whittle the enemy down to a handful, try experimenting with the "Flank" maneuver to take out the rest of them. 4. DESTROYED CITY Recommended Weapon: M29 (duh!) This is a tough mission, especially if it's your first try with the M29. It's a powerful weapon, but will be confusing at first. The most common mistake is to be in "camera mode" (Black button) and try to run away from an attack. You must hit the Black button to exit camera mode before you can move. At the beginning of the mission, enemy troops will make a suicide charge into your position, which is defended by several allied soldiers. This is a respawn area, so kill a wave and run down to where they're coming out to end the respawn. You then proceed through a city full of rubble. Stop at every corner and make a thorough search of the next area with your gun camera before proceeding (press the Black button). Be patient, search well and look for snipers in high places. Save the game a lot! You will eliminate several infantry; then a tank and an armored personnel carrier (APC) with air strikes. You eventually reach a courtyard (D5) that is the beginning of a nightmare... OBJECTIVE: ELIMINATE ALL ENEMIES IN THE COURTYARD In the courtyard, you first must eliminate several infantry and then a tank. Take out the turret position that overlooks the courtyard with an air strike to gain access to this important area. An ammo crate is located in this "overlook" area. NOTE: I don't recommend using the turret – you'll probably be killed quickly due to the short range. Focus on eliminating the infantry before taking on the tank. You can kill the tank by targeting an air strike from the "overlook"; but if the infantry is still running around you might get cornered up there. After you destroy the tank and infantry, more infantry and then an APC arrives. Repeat the process of elimination. The APC shows up in the northeast corner of the courtyard, barely visible from the "overlook." Take the time to find it and destroy it with an air strike. If you don't, it will charge out and mow you down. Replenish your ammo and proceed to the next alleyway, which heads west. OBJECTIVE: ELIMINATE ENEMY RESISTANCE After you eliminate all resistance in the next alleyway from long range, proceed west through the alleyway until another APC shows up, practically running you down. You can't really avoid it, so crawl to the nearest available cover. It will have trouble shooting you when you crawl. IMPORTANT: Many vehicles have a problem shooting down. So, if you're on your belly and at the same ground level as the vehicle, it can't shoot you! Try going prone if you get caught in the alleyway, and move to the side of the road. Back away from it when it stops; far enough to call in an air strike. OBJECTIVE: ELIMINATE ENEMY REINFORCEMENTS After you have eliminated the APC, move to the end of the alleyway. When you get close to the end, you'll receive a message that enemy reinforcements have arrived nearby. Hug the right hand (north) wall and use your camera to check out the next area from a short distance. You'll see another turret (this on is useful) and a few infantry move and stop with their backs to you. Give them an air strike as well. After killing these bad guys, move to the corner and use your camera to look around. When it's clear, move to the next doorway and use your camera to inspect it. Beware of infantry flying back and forth; they can kill you quickly. Eliminate as many infantry as you can with bullets, grenades and air strikes. You can target some air strikes by laser-designating them through the windows of the building that's on fire. After eliminating everyone in this area, a respawn attack will occur. Retreat and man the turret – you can't keep enough ammo in the M29 to kill them all! Cut your way through about three or four waves with the turret, and then return to the area you just cleaned out, and clean it out again! With the last enemies eliminated, you can finally proceed. Around the corner to the next big alleyway, a sniper will try to kill you and then a tank will lumber after you. Turn around, seek cover, then order an air strike for the tank. OBJECTIVE: DESTROY THE LAST TANK & CLEAR THE STREET After killing the tank and the sniper, you enter an "infinite respawn" area that's hard to push through. There are only two DPRK in each wave, but they are extremely aggressive. The best strategy is to kill them both, and then move quickly up the alleyway. Try to take cover behind the car on the right, near the top. It offers a clear view of the last tank and the infantry that you must destroy. Be on your guard, however, destroying the tank does NOT end the mission. You'll have to kill any infantry that are still alive, as well. So, you have to: - Fight several short/medium-range battle with two respawning maniacs - Run up the alleyway - Punch out the non-respawning infantry at the end of the alleyway - Kill the tank commander in the turret before he machine-guns you - Air strike the tank - Kill the two maniacs again who have, no-doubt, respawned by now Piece of cake! The good news – the tank will not fire its main gun at you if you're behind the car on the right. ***************************************************************************88 Future Walkthroughs (Ver 1.1) 5. Train Yard 6. Pilot Down 7. Hospital Camp 8. Crossroads 9. Railway 10. Bridge 11. Fuel Depot 12. Convoy 13. Quarry 14. Dam END Copyright 2004, Thomas J. Race