-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- # # ####### # # ## ## # ## # # # # # # # # # # # # ##### # # # # # # # # # # # # # ## # # ####### # # OOOOO FFFFFFF / OO OO FF \ >------======###### OO OO FFFF ######======------< \ OO OO FF / OOOO0 FF # # # # ####### ###### # # # # # # # # # # # # # # # # # # # # # # # # # ###### # # ####### # # # # # # # # # # # # # # # # # ####### ####### # # FAQ/Walkthrough >>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>== For Microsoft X-BOX Version 1.0 By Chris Zawada User: antseezee E-mail: antseezee@epix.net Created: 12/19/04 Last Update: 01/01/05 Copyright 2005 Chris Zawada -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- Author's Note ---------------------------- Vietnam - either a war we regret, or want to forget. Either way, many video game developers have attempted to create realistic representations of the conflict, and have failed. While some of them were decent, none have surpassed expectations into the excellent column. A small developer in 2015 decided to uptake a project that would represent the war from one soldier's perspective, and also the entire theme of combat. Men of Valor is currently one of the best Vietnam War based shooters that pits you against the Viet Cong and NVA on a quest to help your army win. By completing various objectives, nailing down approaching tangos, and uniting with your fellow forces, it truly comes down to both your skills as a gamer, and your knowledge of knowing what to do. Can you grip the M16 with high-velocity rounds firing overhead, or shall you crumble to the knees of your griping enemy? Contributing/Feedback ---------------------------- If you have any contributions, feedback, or strategies you'd like to have added to the guide, contact me via e-mail or on GameFAQs. I'll be more than content to add your segment of information, and will also provide credit. If you have any questions you'd like added to the Common Questions section, ask. I simply don't have the time to sit around thinking of questions. Provide me with what you want to know! Updates ---------------------------- =01/01/05= v1.0 Finished the FAQ. Certainly a challenging game, and worthy of a top 50 request, but not as bad as I thought it would be. Completed it on the HARD difficulty, and was impressed. Live play is fun, although tedious at times. Guide to be posted today. =12/19/04= v1.0 Started the FAQ. I've been waiting to do this game for about 2 weeks now, and it finally arrived in the mail. The guide will cover the basics, a weapons overview, single-player walkthrough, along with multiplayer tips/strategies. I'm up for the challenge. - I've now added a Quick Search function to the guide. Press CTRL + F, and type in the designated (#.#) to be quickly forwarded to that specific section of the guide. ============================ - Table of Contents - ============================ 1) Introduction 2) Game Basics > Controls > Screen HUD 3) Game Modes > Description of each 4) Walkthrough > Level 1: Training (4.1) > Level 2: Body Count (4.2) > Level 3: Clearing the Hamlet (4.3) > Level 4: Night Trip (4.4) > Level 5: Operation Starlite (4.5) > Level 6: Jungle Ambush (4.6) > Level 7: Eagle Flight (4.7) > Level 8: Contact (4.8) > Level 9: Hill 861S (4.9) > Level 10: MACV Base Defense (4.10) > Level 11: House-to-House Combat (4.11) > Level 12: Hue Counter-Attack (4.12) > Level 13: Back to Khe Sanh (4.13) 5) Weapons > Profile of each w/ ratings 6) X-BOX Live > Game Modes > Classes > Map Strategies 7) Codes 8) Common Questions 9) Copyright/Distribution/Reproduction Guidelines 10) Proper Credits -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ============================ - 1) Introduction - ============================ First person shooters have practically become one of the prime genres for next- generations systems. Thanks to graphical advancements, programming improvements, and the X-BOX's extreme capability of handling them with ease, Microsoft's dandy little box has turned into a massive realm of exploration. Developers can now toss players into surreal environments from different times, themes, and eras. Men of Valor is no different. The game is basically a representation from a lone soldier's perspective of war during the Vietnam War. Surprisingly enough, this is the best title of the Vietnam-based shooters to pop out in quite some time, and from a fairly unknown developer. With its nifty realistic gameplay, and online support, Men of Valor is a wise addition to any gamer's collection. The story is fairly simple. You take the role of a lowly soldier stationed in Vietnam when the war suddenly begins. The storyline progresses with each mission somehow connecting to the war, whether it be the Tet Offensive, rat tunnels, or guerrilla warfare that must be combated. Either way, Men of Valor challenges you greatly, especially during campaign mode. Enemies will be spawning out of various locations, charging you, shooting you, and befiddling you. It all comes down to how you focus on your objectives, use your teammates for support, and help fight against the North Vietnamese/Viet Cong. Here's a brief excerpt from the instruction manual (credit to 2015): You are a Marine stationed in Vietnam in 1965. You are about to be thrown into the line of fire in the fields, rice paddies, and jungles of Southeast Asia. You won't have time to think about politics, protests, or the threat of world Communism - you'll need to focus all your attention on making sure you and your buddies get back in one piece. ---------------------------- _____________________ ##### GAME INFO ##### //////////|\\\\\\\\\\ Players: 1-12 (w/ X-BOX Live support) Developer: 2015 Released: 2004 Rarity: fairly rare Special Features: HDTV 480p, Scoreboards, X-BOX Live, Voice ESRB: Mature (17+) Cover Art on box: - Shows several Marines marching in a swampy marsh after being dropped off -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ============================ - 2) Game Basics - ============================ The X-BOX controller fits great for any first person shooter, mainly because of dual joysticks, and the ability to switch between numerous functions with the overwhelming amount of buttons. Men of Valor's controls are very simple, with the exception of Precise Aim, which takes some time to get use to. KEY representation for each button: Thumbstick = left/right thumbstick pads (black) Control Pad = left directional pad (black) A = A button (green) B = B button (red) X = X button (blue) Y = Y button (yellow) R = R trigger (black, underneath right side of controller) L = L trigger (black, underneath left side of controller) START = Start button (black, center) BACK = Back button (black, center) Black = Black button (black, right) White = White button (white, right) ______________ /Game Controls/ -=-=-=-=-=-=-=-=-=-=-=-=-=-= Left Thumbstick - moves character, strafes left/right Left Thumbstick Click - crouch, hold again to prone Right Thumbstick - aims up/down, turns left/right Right Thumbstick Click - show names L - enters precise aim mode, zooms in with weapon if scope is present, aiming reticle becomes smaller and can be shifted using the right joystick R - fires current selected weapon START - pauses game BACK - brings up current score/objective Control pad - press direction to switch to specific weapon A - changes mode on weapon (semi automatic, automatic) B - bandages yourself if bleeding X - reloads Y - use, action button Black - melee attack White - switches to next weapon - Moving your character is the same as any other shooter for the X-BOX, involving both joysticks in simultaneous action. Melee attack is only useful in very close situations where shooting could be conservative. The control pad let's you switch to the weapon by pressing the corresponding direction for that weapon. Whenever you are shot, you will start bleed. Bleeding gradually lowers your health. In order to prevent this, hold down B. Your bandage should attempt to stop bleeding and conserve as much health loss as possible. Some weapons have various firing modes on them. An M16 can be fired in either automatic, or semi-automatic mode. Precise Aim mode is the biggest factor to get use to. You must hold down L to keep a mobile scope, with you can aim with the right joystick. It's similar to Goldeneye, if you've ever played that game before. On certain weapons with zooming scopes, your view will be farther. Precise aim requires that you stand still, so you cannot move while aiming. You can crouch by clicking the left thumbstick, or prone (lay flat on ground) by holding it down again. You can let go once you're in the specific position to keep the soldier in that position. ___________ /Screen HUD/ -=-=-=-=-=-=-=-=-=-=-=-=-=-= The following section will briefly describe what the Men of Valor interface looks like, and what each bar stands for in the game. _____________________________________________________ | | | ''' | | /[1]\ | | \.../ | | OBJ: [2] | | | | | | /|\ | | -[4]- | | \|/ \^\ | | \# \ | | /^\ \# \_ | | <--===--> \# \ | | \|/ \# \ | | | [3] ||| \ [5] | | ##/###[6] | |_____________________________________________________| Meaning KEY: [1] - Compass - shows your current location with surrounding directions, your objective is the yellow beam to follow. The closer you get to the objective, the more yellow filled the compass becomes [2] - Objectives - this lists your current objectives at hand [3] - Health Bar - shows how much life you have left based on how full the twisted cross is. You will lose life when hit by enemy fire. It becomes a darker color and becomes less filled. Whenever you see a flashing red, hold down B to bandage and counteract the possible damage. If your life bar runs empty, you die. [4] - Aiming Reticle - this determines your aim when firing a weapon. The reticle will expand based on consecutive shots and recoil. Becomes easier to aim when in Precise Aim mode [5] - Weapon Display - this displays your current selected weapon along with which mode the gun is selected on [6] - Ammo Display - shows how much ammo you have left in a cartridge, along with how much remaining ammo for that specific weapon -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ============================ - 3) Game Modes - ============================ We have all seen it in the past and future. First person shooters are transversing themselves into adventure games, featuring online support, single player campaigns, and developer mods. Men of Valor features an AWESOME single- player campaign, along with online support that's fairly good, offline co-op play, and items of the such. The following section will briefly entail each. _________ /Campaign/ -=-=-=-=-=-=-=-=-=-=-=-=-=-= This can be accessed by going to New Game. You must first create a profile. You can set the difficulty of the campaign in your profile by adjusting the difficulty (easy, medium, or hard). There is NO advantage to beating the game on HARD. Campaign consists of 12 "true missions", with one training mission. Probably the best feature of the game. ___________ /X-BOX Live/ -=-=-=-=-=-=-=-=-=-=-=-=-=-= One of the more improved methods of playing the game, X-BOX Live features five different game types, support to add friends, hear voice, and keep record of your statistics. Stats are always logged depending on the game mode, regardless of the size or speed of the server. Loading times are fairly rampant, but you'll get use to them. ________ /Profile/ -=-=-=-=-=-=-=-=-=-=-=-=-=-= This is where you create your character's basic settings, including controller defaults, audio/video displays, and difficulty. It also keeps track of what missions you have beaten in single-player on what difficulty. -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ============================ - 4) Walkthrough - ============================ First person shooters are often considered in a realm of their own. Emerging the player into a series of adventures and environments, you'll find yourself running from ferocious monsters, and mowing down motionless bad guys. The idea of a walkthrough is to guide the player step-by-step through the entire game, including when the going gets tough. This section will lead you through the game, and is strictly based off of the HARD difficulty. Most people tend to have trouble completing it on normal as is. You can change your difficulty by editing your in-game profile. Spoilers are present however, so be careful what you wish for. Before I start, please note that campaign mode is actually split into four "operations" - Da Nang, Iron Triangle, Khe Sanh Hill Fights, and Tet Offensive. Each has a series of missions that operate under them. The walkthrough will only list the mission names, but progress in the given order. Mission ratings are based on a 1-5 * scale, with 5 being the hardest. ____________ ___ (- TRAINING -)(4.1) [============]============================================================ / Operation: Training / Difficulty: * / Objectives: + Understand basic Marine protocol *You'll start off on a brief jeep ride through a local Marine training facility. Obviously, everyone's in a true hush-rush to get to there locations, so don't expect a friendly welcome.* Move towards the yellow objective arrow. Proceed around the corner. Crouch under the fence bars. Once across, you'll have to prone under the next series of poles. Hold down the left thumbstick after clicking it once. You can let go once you're proned. Move across promptly as an M60 will be fired overhead. Once on the other side, go to the medic's station, and listen to what he has to say. Now, move over to the nearby tower, and press Y once to grab a hold to the ladder. Climb up it. Grab the nearby M14 and look to your right. Hold down the L trigger, and use Precise Aim to nail off the white targets in the distance. There's no time limit, although practicing quick switching on targets is beneficial. Once all the targets are down, look back to the table, and pick up the grenades. Toss them into the two pits where the targets were. Aim them near the base of the top of the arrows, since gravity will naturally arc them downwards. Climb down, and head over to the bunker. Walk up to the M60 and press Y. Now, pelt the targets again. As you can see, the recoil is greater on the M60, making it tougher to aim accurately. Leave the bunker and move over to the M79 table. This is basically a grenade launcher in the game. You'll have to arc two shots to hit two destroyed trucks in the distance. The grenade launcher takes some time to get use to, so be efficient with it. Press A to switch to Buckshot mode. This is almost the same as the Shotgun. Hit the target in front of you three times. Leave and head over to the next area to practice "taking cover" from enemy fire. Boy this'll be fun. This next part is somewhat tricky if you're not use to the game. Stand up, and pick up the gun. Hold down L, and lean to your left but slowly. Quickly take out the left/right turrets. If you take damage, hold down B to replenish any lost life. Next, move to the Live Fire training session. You'll have to nail 5 targets, which are representative of Vietcong, along with smoking an enemy bunker. You can rush through the early portion of the jungle until you see white haze in the distance. Most of the targets will be by the trees. Get along the right wall, and prone. An MG will fire from the bunker you have to smoke. You can't knock the turret out though, so be quick, and use trees for cover. Approach it from the right so the MG can't turn and fire at you. Press Y to toss the red smoke, then run for safety as the airstrike will pelt that baby back to southeastern Cambodia. Your training session is complete. *A brief clip is shown explaining how America got involved into the Vietnam War. Due to the waste of supplies given to the South Vietnamese, and their cries for support to the Americans, an expeditionary Marine force was deployed in Da Nang, in order to protect the city and nearby air station. Viet Cong Guerillas placed the Marines under heavy fire, and in less than a month, the Marines started to launch offensive maneuvers on the VC. Casualties were huge towards the VC, and victory appeared to be imminent, NOT.* ______________ ___ (- BODY COUNT -)(4.2) [==============]============================================================ / Operation: Da Nang / Difficulty: *** / Objectives: + Organize up for the battle ahead + Advance up the Hill + Destroy the Enemy Bunker with a Smoked Airstrike *We're fast forwarded to some Da Nang base where we see a young soldier getting interviewed by a Marine journalist. After signing off, and receiving no exciting stories, we're placed back into the role of our young African American soldier (Dean Shepard) about to enter a conflict where many did not return.* Start off by walking to the fellow African American in front of you. His name is Smooth. He'll tell you to go grab the football under the truck so they can play some deep passes to burn up the time. Move over to the truck, crouch, and press Y to pick it up. Once you have it, turn around, and bullet it to Smooth. He'll toss it to his other buddy, who then proceeds to throw it back to you. Quickly press Y before it reaches you to grab it in mid-air (or get pelted in the head, heh). *Suddenly, an RPG will strike the nearby truck, and an ambush attack will start to rain over your base.* Quickly run over to your commander, Zook. The rest of your squad should be there as well. You'll be told to go gather up some equipment, and send a patrol or two to clear out the hills. ^A letter is written home to his family explaining the little-to-no action he has seen over in Vietnam. Thankfully, no one in his unit has been hurt, yet.^ *Back to our adventures, young Shepard is out on an APC with his other buddies as they're out on patrol duty. A few jokes are sparingly said along the way. Suddenly, a bull blocks your path from moving ahead. One of the soldiers attempts to move it, when he trips a mine! He explodes, along with numerous explosions. It's an ambush!* Quickly gather behind the APC, but don't be too eager to engage the enemy. There are VC snipers out in the bush. Wait until Zook gives you the order to charge forward. When given, move along the left, right near the small bungalow shack. There will be about 10-12 snipers, with some respawning to an extent along mainly the left ridge. There are a few more in the middle and right. Concentrate on the left, as your AI tends to ignore them a bit. Try to crouch the entire time, or stand behind an ally. Eventually, some may come from behind you, so quickly engage the approachers. Concentrate on the ghille- suited VC, as they're the best shots. Once you're clear, Zook will give new orders to proceed ahead. They want you to use specific shots, and eliminate any guerillas in the area. You'll start off in the dense jungles approaching a VC-occupied hill. We're going to take it back, Nam' style. As you move ahead, eventually, a message will flash saying to "Get Cover!" Quickly hide somewhere along the sides (right works best), and prone. A VC patrol should walk right past you guys if you're not seen. However, eventually, your lead units will engage near the front. Move up and help them. The passing patrol USUALLY does not turn around, so don't worry about them. You'll be able to find some extra guns off of the dead VC bodies. When you get close to the base of the hill, a trap is found and disarmed. Be very careful for this next part. There are trip mines all over the place. Try to crouch or stand so you can get a height advantage, and see what's on the ground. At the same time, you must concentrate your view on the hill where the enemies will flush down. Move along the right, and then shift over to the left as the snipers start to fire down. Many of them hide behind trees, and will lean out, so be careful. If you find an SKS off of a body, use it. It's almost like a bolt action sniper rifle, with no scope. Use it to pick off the VC in the distance. The hardest part is progressing the hill. A series of snipers will be behind trees, and there will be greenish enemy boxes that contain some VC resistance. When you reach the right hand turn, then left curl to the next hill, get ready for about 5-7 VC. Again, use wooden TREEs for cover, not the bushlines or side jungles. The side jungles are actually solid structures, and you cannot shoot through them. The bushes don't provide any cover whatsoever, and the enemy AI has ease of shooting you on the higher difficulty. When you reach it past the pillboxes, and it narrows out a bit, check some of the bodies for needed supplies. Continue right. You'll reach a much needed checkpoint at the base of the brownish hill. This next part is tricky. There will be a small wall protecting your Marines. However, VC is established quite well, and it appears the only way to push them out is to smoke the bunkers for airstrikes. Immediately, look to your left, and hit the man who is at the flank of your wall. There will also be a bunker along the left. Nail the gunner. Now, proceed up this left path, sticking to the wall. Move behind each tree trunk, and head for the green bunker where you nailed the lone soldier. Prone and crawl into it. Now, crawl out, and stand up. Run to the closest tree. You SHOULD be in vicinity to throw the smoke. Press Y once, and the smoke will be deployed. Run back to that same bunker. Prone and watch the fireworks. The VC bunker will explode, along with some flying bodies. Zook tells you to regroup and count the dead. The squad realizes that the enemy VC were launching rockets via dirt bumps, and using them for leverage. Of course, the real question comes in as to where they were getting such firepower. Again, you'll be ambushed by a plethora of Viet Cong near the treelines. Immediately prone to the right of the second bump, where your squad is hiding. Zook will call in for Napalm on the treelines. Just sit there and wait. In the meantime, you can help fight off the Viet Cong who are approaching your position along the wall. Napalm will light up the forest like Christmas. ^Another letter is written home, with Shepard saying how action he got to see. On a sad note, the only guy who wasn't afraid of anything was the man who got blown to pieces by the mine. He doesn't want his mom to know about the horrific battle that took place.^ _______________________ ___ (- CLEARING THE HAMLET -)(4.3) [========================================================================= / Operation: Da Nang / Difficulty: ** / Objectives: + Regroup with the other Marine APC + Move up the creek towards the Hamlet + Engage the VC in the Ville and avoid shooting the villagers + Clear all of the hooches + Rescue the two reporters + Escort the two reporters to the LZ + Fend off the remaining VC forces near the mortar pit ^Shepard writes another letter home to his family, explaining how local guerillas are proving to be somewhat problematic. There's a village to the south west where the Marines believe the recent enemy activity is originating from. You're being sent on a mission in APCs to clear the village out. You're also taking the famed military reporter, who might catch you in action on TV as well.^ *We're brought back to our young Shepard, who is about to advance through enemy infested territory to help clear out some terrain for future operations. You're zooming along in an APC when suddenly, you hear a loud bang. It sounds like once of your APCs either got stuck or decommissioned by a landmine. You'll have to gut it out on foot from here on forth. Before jumping out, one of your Marine Snipers brags about how many VC he popped down. Unfortunately, he's the first to die upon exiting the APC.* Start off by immediately jumping for cover. Your fellow sniper is down for the count. Fortunately, you probably won't have time to search his body and take the sniper rifle. Immediately, you'll have VC to your right, mixed in with disguised villagers. Get to the left side of the APC, crouch, and peek around the corner. Fire away at the enemy combatants. Then, more will spawn to the left of those men, and finally some behind your flank where you're exposed. After you eliminate the second wave, prone against the dirt wall, and use it to nail the back flankers. They may toss stick grenades, which I recommend RUNNING from. Mortar fire will start to rain down on your APC. Fall back to where your allies are. Continue engaging the VC down to the small creek bed. Watch out for the rushing tangos that will try to catch you from behind. Your M1 Thompson is great for close quarters, but doesn't have great long-range capabilities. Continue along, and you'll eventually run into the moggy swamps. They will slow down your running abilities, so try to nail as many of the surrounding VC as possible. You'll be wading ducks in the water. When you hear your teammates yell that your fellow Marines are nearby, continue straight down the dirt path. There will be an infinite spawn of VC to the left, approaching your stranded Marines. Cross over the mound, and run to their position. Meanwhile, I recommend switching your M1 for an SKS, because you'll run out of ammo quite quickly. Pelt the surviving VC, and then Zook will say that you'll need to take a slight detour to hit the enemy village. Follow your men straight ahead. The game should load a bit more. *Zook says he wants your small group of Marines to move forward on the point, and take a path up towards the hamlet. You'll be facing the most action at hand. Meanwhile, Zook and his guys will flank up the rear of the enemy position. The camera crew is forced to stay back with Zook, since he is suppose to watch their arse.* Move up the creek, and move of the Charlie should be directly in front of you. Up until you reach the wooden bridge, you'll have about 3 flankers on the sides, who have weak aim. Nail them down. When you reach the bridge, search the body for a much needed medkit. Watch out for some VC that will run across the bridge after you move under it. You have a M79. Try to use it on any proned enemies that are hard to penetrate. After the bridge, watch out for women VC who appear usually near gray rocks crouched. These women can be VERY annoying, because they have close proximity to the creek, and the SKS can mean instant death with a lucky head shot. Try to nail them down, make it past the second bridge. You'll notice Zook is pinned down in the area up ahead. Rush ahead, and there will be several MGs in a small brown pit up ahead. Toss a frag grenade or two, then pull out your SKS, and peek around the corner. Pick off the sentries, and move forward through the dense jungle towards the ville. *Zook gives a quick debriefing speech. He says he wants each of the hooches cleared of any VC, and to watch your fire. You CANNOT hit villagers. Heck, there's a TV crew here to make sure you don't.* As you move along, one of your teammates get brutally pigged by a booby trap. You also run into a few villagers who praise you for your coming to the village. One of the soldiers whacks down the mother's son. Suddenly, a grenade is tossed by a villager. Quickly disperse forward or backward, because the grenade has extreme radius, and usually hits you on the sides. Immediately prone, and start to nail down the sentries in the windows of the hooch. Be careful as the villagers running around WITHOUT a gun are innocent. DO NOT shoot them. There's a MG in the middle which I recommend tossing a grenade at. Don't try to flank it via the hooch, because they can easily pelt the walls on the surface. The PPSH will be great for clearing the area because of its high clip, and quick rate of fire. Use it frequently. You can also do a quick peek around the corner and pelt the mounted sentry. Approach each of the hooches from the left side, and quickly move in. Several reinforcements will run from the jungle, so watch your back. You can also do frag tosses into the hooches, but be careful your fellow Marines aren't inside. Once the three hooches have been searched, you're orders are to move into the next ville. You'll find Medkits on two of the three tables in each, so it's great for a quick replenish. Move to the right of the hooches, and go down the path. Watch out for the small squad of VC. When you reach the bridge, immediately prone, and hit the men opposite of it. Look to your left, and snipe off the soldier manning the sentry. Continue across, and pass the sentry building. The next series of buildings will have a MG near the middle-left, a few lone soldiers behind trees on the right, and typical reinforcements pounding in. I found it's best to clear via the lower left first, cross over to the right hooches, then clear out the back ones. Once the dirty work is done, meet back in the middle. *Zook says that the candy ass reporter and his cameraman are missing. You gotta find them before they get their butts smoked by VC. Go to the upper left part of the village, as that's where your new objective points.* Careful, some VC will quickly rush your position. Move towards the last of the hooches, and you'll find more VC resistance. There's an MG in the middle, with flanking reinforcements via the left/right. Focus on the first two hooches before engaging the MG. You can try pelting it with a M79, but I found it best just to snipe it off. Clear through the three hooches, and you'll find the reporters up near the north hooch. Once you have them, guide them back to Zook at the previous hooch spot. Thankfully, there's no VC in between. *Zook will go gather the KIAs, while you and a few other soldiers are to guide the reporters back to the LZ. Unfortunately, the orders from HQ are to burn down the homes of the women and children, because Charlie could easily re-establish their location here within weeks. Of course, the premiere clip of the reporters is them asking the LT how it feels to burn down the homes of various civilians.* Mortar will start to rain down on your LZ path. Move straight ahead. After the loading point, continue your progress. You'll run into a large field with an enemy mortar pit, along with some MGs. The quickest way of eliminating these is to pull out the M79, and take two well placed shots. Fend off the Viet Cong roaming around, then get into the center of the pit. You must guard the two reporters. Several VC will approach from your left, right, then some mixed units. Simply shoot them off with the PPSH, and then wait for the helicopter to touch down. When it does, you'll have to eliminate two VC MGs (that were mounted near the mortar pit), along with any ground forces. This next part is VERY hard, because you won't be able to get medkits from dead bodies. Simply shoot near the vicinity of the MGs, and the ignited ammo should explode nailing them down. Always shoot the ground forces that come closest to you. Whenever they get close, you'll usually take some damage. It takes time getting use to the circular routes and positioning the machine gun, but it's fairly easy. Finally, nail off the remaining VC near Zook and the others, and then you'll lift off. *A short clip is shown of the reporter saying how the Americans lit the huts of the Vietnamese in vengeance of their lost troop. Fortunately, this is not 100% true.* ^Dad writes a letter to you understanding how and why you had to burn the huts down. He understands why you didn't have much of a choice, and that the entire story isn't usually told. Either way, his family still has faith in you.^ ______________ ___ (- NIGHT TRIP -)(4.4) [========================================================================= / Operation: Da Nang / Difficulty: ** / Objectives: + Proceed down the river to the drop point + Move across the bridge while eliminating enemy VC + Kidnap the VC Commander + Escort him back to the boat LZ ^A briefing letter is read to you stating your objective for the upcoming mission. It involves capturing a high ranking Viet Cong commander, and bringing him back to Marine HQ for interrogation. The details are covered to quite an extent. You'll go far if you pull this mission off.^ *You'll start off on a small motor boat patrolling up the river. Suddenly, you'll meet up with some fellow Marines inspecting villager boats. After a brief chit-chat, the villager ends up tossing a booby trap into their boat, and they explode.* Many VC will start to ambush you from the trees. Try to arc your M79 at them, especially the lower forces as they're more prone to give you damage. You'll pass by a series of straw buildings along the river edge. Try to hit the boat that is blocking your path. If you don't, you SHOULD blast through it, but will take some damage. Watch out for two more patrol boats that will get nearby. Time your grenade launches for the barrels. Your grenades will move slightly back because you're firing in motion. After the second series of buildings, try to take out the RPG guys. Many of them are on docks or lower installations. Another patrol boat will come near the right. There will be an RPG on a platform to the left. Take him out as well. By now, you're probably critical on M79 ammo. Your drop off point is up ahead. There will be an MG on the bridge, along with an RPG on the dock to the left. Try to take the RPG out first, then waste your remaining M79 ammo on the bridgemates. Your ship will make one circle around the area then drop you off. Fight off the forces up until you reach the left base of the bridge. Jump behind the MG, and use it against the VC. Gradually move across it. There will be several Viet Cong on canopies above. They're your first priority, since they have closest proximity. Focus on eliminating the VC that rush you on the bridge itself. Move across, but be careful near the end, as two MGs will appear. Snipe them off with the M1 Thompson, then rush to the other side. Make sure you check bodies to replenish your health. Once across, cut a left to where the lanterns are. *Your fellow soldier says that you should avoid popping anyone until you're fairly close to the commander's hideout. There's a ton of resistance up ahead, and stealth should be best for now.* This next part is fairly tricky. Try to crouch, and sneak up on the two talking guards. Unfortunately, you cannot "sneak" entirely, because they face you, and for an eternity. Get close enough to knock them both out with shots, then engage the turret in the tower along the left. The commander's hideout is in a small hooch along the right. Move towards the right, and you'll notice a second tower in the distance. It usually doesn't engage until you stand up, or get close to the nearby hooch. The one hooch has two guards in it. Kill them both, them move inside. Pick up an SKS, and the Stick Grenades too. Move towards that second tower. Up ahead, the path splits into two. Just take the right path where your objective leads to. There will be several more hooches this time. Watch for reinforcements along the left and right sides. Clear them out with your Thompson, but make sure to check their bodies. You're probably low on ammo by now. Several guards will hit your brother from behind, so pelt them as well. He'll kick through the main door on the hideout, but there will be 3 VC waiting for you. Peek from outside the main door, and pick them off. In the next room, there will be two more VC guards, with the commander in the center. Your fellow soldier knocks the commander out, then you hunch him onto your back. Time to get back to the LZ. You'll get some fresh clips for your Thompson. Go back out the same door. There will be an ambush of VC, one to your left, and one to your right behind trees. You'll also find one manning a MG straight ahead. Take them out with the M1, and check the bodies for any needed supplies. Lug the commander's butt back down the same path, but go right this time. The hooch against the wall has a much needed Medkit inside. Unfortunately, you cannot switch weapons while holding the man. If you run out of ammo, it'll be difficult, so conserve your shots. Sprint to the next tower, and take out the MG along the right. Another village will be filled with VC. Let your buddy distract them, while you run along the right. You may have a few bullets left, so use headshots to eliminate the VC in your way. Once you're at the dock, try to hold off any opposing forces with melee attacks or the rest of your ammo. You should only have to wait about twenty seconds. ^A letter from your commander congratulates you on a job well done. Trahn, the VC commander, refuses to talk, but it's only a matter of time. He ships you over some alcohol to help burn the time away.^ ______________________ ___ (- OPERATION STARLITE -)(4.5) [========================================================================= / Operation: Da Nang / Difficulty: **** / Objectives: + Eliminate MGs and RPG teams + Proceed up Hill 43 + Eliminate concrete bunker with C4 + Clear out the rest of the hill of VC + Locate the missing Armored Support column + Take out the last remaining bunker *A brief video is shown explaining what Operation Starlite exactly was. Apparently, it was a two-pronged attack on VC resistance in a strong mountainous area. It was a huge success, netting a 10:1 kill ratio on VC, and was the Marine's first MAJOR assault. You'll be inserting from a helicopter, so this should be interesting.* ^You receive a letter from Dad stating that your brother, Jamie, has been getting into trouble with his gangster buddies. One of them got arrested. He wants you to send him a letter to get his butt back into shape.^ This mission is a real twitch near the beginning, for the pure and simple fact that you'll be facing an infinite amount of VC, until you knock out the correct units. To start off, you'll be grounded onto the beach via helicopter. Start off by sprinting with YOUR teammates. Don't go near the right, as that's an infinite spawn area. Pull out the M79 and pelt the first sand bunker ahead. Clear out the MGs and troops near it. Run up to it, and occupy it. Stay there, until a message says that you have to eliminate the recoiless teams and RPGs. The recoiless are basically mounted machine guns. You'll find them in green bushy areas, near the RPGs. Pelt them with your M14. Then, scan through the grass for white-dressed Viet Cong. These are the RPG guys. Try to snipe them or use your M79 if there's a large vicinity. You must repeat this procedure three more times. Be careful though. Along the edges of the map, VC will keep respawning until you DO. Don't sit in the bunker with the teammates expecting to kill everyone. Once you knock the objectives down (use your compass on locating them), then the VC will stop respawning. Now that it's cleared, it's time to move to the hill 43. Move to the upper right. *Your commander apparently has a freak-out breakdown, and two of the previous units advancing up the hill had to retreat. He wants your guys to move up the hill, and clear out the remaining VC structures intact.* Start off by going near the commander's table. Pick up the Medkit and NATO ammo for your Thompson. Time to lock and load. Move up towards the upper right portion of the hill. You'll eventually reach a VC concrete bunker on the other side. Grab some cover behind your Marines. *Unfortunately, your own artillery is raining down on you, leaving you with few and far options to go. The Viet Cong have an established concrete which needs to be taken out, and radio comms aren't receiving your call to cancel artillery.* Start off by immediately going up the left pathway. You'll have several VC who spawn from the dense jungles. M14 them down, and make sure you check their bodies to gradually heal the wounds from the American artillery. Once you see a peaking hill, toss a frag to clear out the group of out-of-sight VC. Rush down, and crawl into the rat tunnel. Nail the one guard right by the boxes a few feet in front. Try to grab a PPSH by switching it with your M14 if possible. You'll need the large clip for up ahead. Move through the tunnel, cut a left, and nail the guard. Grab the ammo boxes, then move forward. When you pop out of the hole, be careful. There will be several guards over the hill along the bush. Wait for them to come first. It's suicide trying to take along the left side. Nail them down, then when it looks fairly clear, rush to the bunker. Go next to the yellow C4 icon, and hold down Y. Once the charge is planted, run away. A red countdown timer will occur. Get close to the rat tunnel as possible. Keep shooting away the VC reinforcements. Now, go next to the destroyed bunker. Hodges will call off the artillery. *Apparently, Zook says that arty cleared out most of the VC in the hills, but you guys gotta clear the rest. That's why they make Marines!* Start moving towards the top. You're going to run into another bunker. This time, more marines are trapped, and artillery keeps raining down. Hodges manages to cancel the current American artillery, but waves of Vietnamese artillery continues to pound the area. Rush up along the right, PPSHing people down as you go. You'll find plenty of shelter behind the dirt walls and rocks, but the arty keeps hurting you. Try to flank it from the far right, hit the VC guards, then press Y to smoke it. Run back down, engage the troops along the left side from a proned position, wait for the bunker to get airstriked, then move on up. You'll have more Viet Cong fighting up ahead, rushing you from behind mounds. Crouch and shoot them down. The M79 is fairly useless, unless you're taking out a squad of them, because of the uphill battle. I found it easier to gun people down, rather than estimate the arc of the grenade. In the next clearing, you and your patrol will be walking along. Plenty of bodies lying around, along with rat tunnel clearing going on. You'll meet up with McFadden, your CO. *Your LT, Zook, punches McFadden for calling artillery strikes on his own men. A fight is about to pursue, when a higher-ranking officer steps into the ring, and says he wants a word with McFadden. Meanwhile, he tells you and your men to go search for an armored column that went missing to the south near a Vietnamese village. Let's go save the day!* You'll be walking along with your fellow troops towards the last known location of the missing armored column. Suddenly, you'll run into an ambush of about 5-6 VC up ahead. Many of them will sprint from the dense jungles on the side. Simpyl crouch or prone, and fire away at them as they expose themselves. Their shots will be simplistic and inaccurate. You can find medkits on some of the bodies. Continue down to the right, and continue to pelt the large groups that pop out of the sides. The hill should start to dip down towards the left where your objective is. *A series of VC will start to scramble towards the position of the armored column. Perhaps they know of its location and are trying to ambush it. Let's saddle up and hurry before they get there.* Rush ahead, and there will be a series of small hooches. Watch for a series of VC to run out into the field along the fence to the right. There will also be periodic spurts of Viet Cong running across the main pathway. Rush ahead, and you'll see a tank blow up, causing a large explosion. Run up behind the column, and start to eliminate the enemies to your left that are shooting your soldiers. Look at your compass for help. After you've cleared the surrounding VC, go to the last APC, and it will tell you to go clear out the last bunker. You gotta smoke this baby so your fellow Marines can get a Medivac chopper in here. Start moving up along the left of the bunker. A series of enemy soldiers will flush out from the left and middle. Nail them down, and they should stop spawning. Rush up to the left of the bunker, out of its firing range. Start to shoot the people inside that are manning the turrets. The fire should temporarily stop. However, it will light back up, and Zook will get pummeled in the chest after tossing the smoke. Run back behind the last APC for cover. *A fellow Marine pulls Lt. Zook back to the last APC, but he's dying of a fatal wound. He wants you to give his letter to his woman back in the states. Hodges freaks out and starts wondering why Zook had to die. The bunker get blown to pieces by an airstrike.* ^A letter is written home to your brother Jamie, basically explaining Zook's death and telling him that he would love to switch places with him back at home. He says for him not to get into any more trouble, and to stop giving the parents things to worry about.^ _________________ ___ (- JUNGLE AMBUSH -)(4.6) [========================================================================= / Operation: Iron Triangle / Difficulty: *** / Objectives: + Reach the ambush point for the Convoy + Plant the Claymores + Locate the Viet Cong Supply Depot + Destroy all 4 targets with C4 + Search main bunker tunnel complex + Recover 4 Intel Documents + Exit tunnel system *A brief video is shown explaining how the tactics of both the Americans and Viet Cong advanced to a severe degree. The Army started to use helicopter patrols, to respond quickly to ambush situations, while the VC started to dig rat tunnels into mountains to help establish their own hidden base. Regardless, there's an "Iron Triangle" zone near Saigon where the Americans are trying to flush out the Guerrillas, permanently.* ^Shepard writes home to his family explaining how most of his friends got shipped off to Khe San. Meanwhile, he and Hodges are stationed in Saigon along with some South Vietnamese units to help teach them how to fight. He wants his parents to write back on Jamie's progress too.^ You'll be walking along with some fellow soldiers on a pathway. You're supposed to reach an ambush point before the opposing convoy gets there. Move ahead, and near the ruins, a lone man raising his hands will walk out. Suddenly, one of your SVA soldiers will be pelted down with a sniper. Crouch in the dense bushes, and fire back at the scrambling soldiers. Rush straight ahead, but be careful around the white walls for crouched VC. Proceed ahead, and you'll face a series of more troops emerging from the sides. Hodges will tell you that you and your men must make up some time to the ambush site. When you see white rocks to your left/right, along with a dip in the middle, prepare for an ambush of VC on both sides. You might be able to notice one of the camo helmets of the VC soldier along the right side. Start to engage them, and prone near one of the right rocks. Make sure when you pop up, that the side is clear, otherwise you'll get a shot easily to your abdomen. Proceed ahead, and you should hit a checkpoint. Eventually, you'll be able to grab an AK47 off of one of the bodies. Move ahead, and again, Hodges will say to hurry up. For the next couple VC soldiers, just rush forward, prone when they get close and fire. You'll eventually reach the road, it looks something like this: __________________ <-- Plant the 3 Claymores in their individual spots, then C move back to the top of the hill where the arrow is. Crouch, and wait for the VC patrol to walk right in C C between all 3. Detonate it when the two front guards __________________ are close to the front 2 claymores. From there, nail off the remaining VC down the road that approach you. There should be about 7-10 of them. Now, follow Hodges up the road towards the next ambush point. The screen should fade away to a loading point. Your next objective is to locate a Viet Cong Supply Depot. Move ahead, and you'll reach a split Y in the road. Cut a right, and sneak up along the left towards the three VC troops. Nail them all. Don't worry about the woman, as she'll grab a weapon too. There will be two horizontal straight wire booby traps on the road. Avoid them, and proceed along. Watch for VC hiding in the dense sides, especially behind trees. Again, another booby trap will block the road, especially next to the destroyed truck. Go up along the right grassy knoll. Move ahead, and an opening to the right will reveal a small village. Nail the lone patrols, and avoid the caltrop trap along the right. Move up ahead, and another series of VC will try to nail you from the sides. You should hear a truck moving in the distance. Cut a left into the Y split of the road to continue towards the depot. Move straight ahead. Another loading spot should occur. You'll hear another truck sound in the distance. How typical of a supply depot my friend. Move forward, but do it along the bushes for cover. When you reach an opening, several standing guards should be in place. Snipe them off, then run up to the green camo area. Hold down Y to plant the C4 charge in the enemy cache. Grab the Stick Grenades and Medkits before going. Run up along the left where the trees are. Run towards the clearing, and press Y to toss the smoke. Your helicopter should come down and rain down a missile making the bunker a piece of stinking waste. Nail down any guards who rush you, and now proceed up the path towards the depot. Watch for the spikes on the right. You should hit a checkpoint. Move straight ahead, and you'll eventually reach a wide open field. This is the enemy supply depot. The 4 charges must be placed at these locations: /====/ XXXXXX / C / XXBUNKERXX /====/ XXXXXX /====/ / C / TRUCK (C) /====/ AMMO (C) You'll have a few standing guards to engage. Along the way, a series of about 20-30 VC will come out from the left/right sides of the map at specific intervals. These guys are tougher due to their AK47s and RPDs. I recommend you pick up an RPG, and use the large 100-round clip to help fight them off. Start off by planting a charge on the truck, since that yields the biggest explosion. You can hide in a shack to the right of it. Afterwards, concentrate on eliminating the tangos inside the first left shack. A series of 2-3 men will try to ambush you if you plant the AMMO charge, so nail them out. Plant the AMMO charge, then move into the left shack. Plant the charge for that one as well. Now, here comes the tricky part. After most of the initial VC are nailed out, a series of turret fire will rain down from the main Bunker, and also from the bushes. I found it best just to charge straight towards the upper-left shack, taking fire along the way. A new series of VC will spawn out of the forest. From here, prone next to the charge location, and start to nail the VC that ambush your distraction troops. Now, plant the charge once the perimeter is down of mobile targets. Run out, and you can prone next to the clothesline. Don't worry, the blast will be contained. Now, you must cover Hodges so he can take the Bunker Out. Simply go near the shack, and fire at the turrets to suppress them. Hodges will blow it up. Go look at the debris. *An ARVN Ranger will interrogate one of the downed hostiles, and he says there is a series of rat tunnels below. Hodges says that you should investigate the rat tunnels while he calls for an extraction point. The ARVN Rangers seem somewhat scared to go down.* You'll now be inside the rat tunnel base. The NVA flag never looked so crispy on a dawn-ridden day. Quickly turn around, and watch for a guard to crawl out of the right tunnel hole. Switch your M16 for the TI33 Pistol. Now, crawl through the left tunnel against the main wall, but not the farthest to the left. When you reach the split, cut a right, and then nail the 3 Guards around the corner. The one in the back has an AK47, so be careful. In this room, you'll find one piece of intel. Move back out the same way to the main room where you first started. Go to the tunnel farthest to your right. There's a PPSH guard around the corner. Toss a frag grenade to eliminate him. Now, pick up the intel off of the barrel, and pick up the PPSH as well. Move back to the main room. Go back into the tunnel where you found the first intel, and go back to the same room where you found the first piece of intel along with 3 soldiers. Look along the upper right wall, and it says you found a secret door. Press Y. Crawl on through. Go straight (rather than left), and open the door in front of you. Eliminate the two soldiers, then turn around, and go back through the tunnel. Cut a right where you passed it before. Up ahead, you'll reach a room filled with about 4 VC soldiers, some in the lower/upper corners, and some who will rush by. Try to grenade it, then flush the rest out with a large weapon. Move in, and then go right. Kill the commander by the deathbed of a comrade. You'll find some more intel; this should be 3 pieces total. Go back to the main room from before, and then go into the farthest left tunnel. Cut the wire on the trip mine and head on in. Up ahead, there will be a short right path. Take it, and clean out the two VC inside. Now, head back out, and continue down the main path. The next fuel depot room shall have about 6-7 VC, try to stay along the right, peek out, and nail them. Collect the intel on the table. With all four pieces, crawl back to the main room. Your ARVN Rangers will be waiting for you. *Hodges realizes that this intel is crucial to a larger complex somewhere nearby. This is a huge score for the Americans. Unfortunately, an explosion occurs, eliminating the ladder, and an ambush of VC pop out.* Quickly shoot off the VC from the solid wall, along with the ones that drop down through the hole. Go through the newly blown hole, and the others will follow you. Get an RPD, or something with a large clip. Move up ahead, and there should be a total of 3 soldiers in this small shaft. Careful for the one at the mid section; he's waiting anxiously. Make it to the ladder, and climb out. *Hodges starts to call for the extraction, however, the Huey won't go near it until you guys clear out the remaining VC in the area.* You'll now be ambushed by a total of anywhere from 50-70 VC. They continually spawn until you've killed them all. I found it best to fight off the initial wave with your RPD, get an AK47, set it to semi-auto mode, then snipe away at the tangos. Take out the two mounted turrets to your left. Try to get behind the small bunker of the first left turret, and snipe away from there. You can mount on it if you wish, but I must warn you, the Viet Cong will toss grenades at you if you are in the mounted position. If you simply snipe there, and do not man the turret, then you'll do fine. Near the end, the Helo will start to get closer. This is when you should man the gun. Be careful, an occasional flood of VC will appear from the second turret wall, so quickly turn and nail them down. Run up to the helo when you're ready. ^Your Dad sends a letter to you letting you know that your brother, Jamie, was drafted, and decided to enter the Marines. His friends wanted him to sit it out, by burning his draft card, but he persisted to go. It worries your mother sick of having both sons over in Vietnam.^ ^Dean writes a letter home basically stating of how he's doing guerrilla raids on various bases, by collecting up fleeing prisoners as another force raids from the opposing side. Simple stuff if you ask me.^ ________________ ___ (- Eagle Flight -)(4.7) [========================================================================= / Operation: Iron Triangle / Difficulty: ***** / Objectives: + Nail off the river tower and center courtyard + Suppress the VC for the Huey LZ + Knock out the nearby weapon caches + Eliminate AA Gun and rescue downed pilot crew *You'll be flying in another typical Huey mission when your gunner gets sniped off. This can't be good.* Start firing away at the cannon on the helicopter, and pelt many of the MGs, or VC on the ground. Hit the tower near the village with a MG in it. Then, concentrate your fire on the center courtyard where there are several ammo storages. You should see a large explosion when you know you've done something right. Suddenly, an RPG will blast out of a small hooch and hit your chopper. You are going down. I repeat, you are going down. You should wake up near your downed chopper, along with a crapload of VC straight ahead of you. Quickly run up to the dirt ledge, prone, and start firing away. The RPGs should be your primary threat, because these guys can easily knock you out if you give them the time to aim. You'll find them usually in white suits, by the rocks standing up. Now that they're down, focus your aim on any surrounding Viet Cong. Your Hueys are going to be dropping in, but they need the surrounding VC knocked out. Again, mount on the hill, and hit the primary tangos. However, I recommend circling your crash site, because a series of grenading VC will try to hit your hole. Hit them from behind, along with the surrounding faces of the circle. After about 20-30 downed VC, your backup Huey will drop in, pick up your commander, and you'll be given orders to knock out the remaining rocket sites. You must continue onward to a plantation. Move upward, and the screen should load. On a side note, you have a M21 Sniper Rifle now. This will be useful for hitting long-distance targets only. Its scope is unchangeable, making it tougher than your typical FPS where you can zoom in/out. Use the M60 for the most part. Move up ahead, and you'll have to destroy a rice patte along with some ammo storages. Start to nail the VC patrols throughout the jungle. You'll find many of them hiding behind trees, along with the side white structures. Check the bodies to regain health, and grab an AK47. Set it to semi-auto and start to use it against the VC. Move ahead to the main building, but watch for side reinforcements to flood out. I found it best to take shelter along the right sideline/trees, then periodically pop out, fire a few rounds near the windows of the house. There are 5 VC inside. Try fragging it twice, then going in through the front. Watch for angled windows though; I got nailed twice from em'. Once inside, clear the rooms out, and plant the initial charge. Run away though, because the timer speeds up. After destroying the initial wall, the rice cache is revealed. There are three guards waiting there though. Pop around the door corner and pick them off. There's also a crouched hidden one to the right of the blown-up doorway, with some reinforcements to the left. Plant the same charge, check the bodies for health/ammo, and continue onward. You'll reach a checkpoint up ahead. There will be more guards along with some buildings to clear. I found it best to start sniping the outside "perimeters", especially the pighole windows where the VC pop out. However, this is an infinite spawn location, especially near the left/right. I found it best to toss 2-3 grenades where the enemy fire is coming from, rush up along the left, and use the front of the building for shelter. Start to nail the guys who spawn out from the left/right, hide in the shack, and then they will stop respawning. Move forward, and nail the guards in the small paddyshack. Move towards the upper right, plant the charge, then move back quite a bit. This explosion will be big. Now, once it's clear, you'll receive word from one of your choppers that an AA gun is down there somewhere. You now have two options. You can go straight through the enemy building to a direct assault on the location of the gun, which equals a death trap. Instead, take the route to the right. Nail the 3 VC who run away from you in the back. Search their bodies. Rush ahead until you're assaulting the location from the right now. I found it best to hit the guys from behind the trees. Make your way over to a well-looking location, and prone there. Nail the VC that rush out of the jungle opposite of you. Watch for tangos on the right as well. Suddenly, one of your choppers will get pelted down by the gun. You now must locate the missing chopper crew. Head straight ahead, shooting as you move. It should get quiet, and a loading point should arrive. Up ahead, take cover behind the trees. Several VC will be right around the corner to the left. Nail them, then you should see the AA Gun in the distance. Hide on the split tree to the right where Hodges is. Crouch, pull out your sniper rifle, and now, snipe off the two gunners on it. Take out the bunker gunner, and default gunner as well. Once cleared, toss a frag grenade at it, and it should blow up. You can also destroy it with a satchel charge. Now, many VC will rush out of the jungle and start to fire. Take shelter behind a tree. Your fellow comrades are trapped in the church from the downed helicopter. Now, start to pick off the VC as they rush towards your fellows in the church. Eventually, your air support will arrive and nail the VC truck, and enemy bunker with RPG support. WHEN THIS HAPPENS, quickly rush towards the church. If you wait for the order to go into the church, and attempt to rush, you'll be gunned down by the bunker guns in the jungle. When you get into the church, grab a Medkit since you'll desperately need it. Now, crouch inside the church, and start to gun down the VC out front. Eventually, you will hear gunshots from behind. Turn around, and start to nail the rushers from behind. One will keep trying to get in a side window with his AK, so nail him down as well. *After a few minutes of epic battle, your air support will napalm the jungle filled with enemy activity. Your rescue helicopter will arrive to pick you and your men up. Still, it's looking hectic for a war.* ^Dean sends a letter home explaining about what happened during some of the battles, and how the constant retreat of the VC Guerrillas is proving to be a problematic conflict. He spoke of how his chopper was shot down, and he had to rescue a fellow American downed crew. He wants to hear from Jamie who is over in boot camp on Parris Island.^ ___________ ___ (- CONTACT -)(4.8) [========================================================================= / Operation: Khe Sanh Hill Fights / Difficulty: **** / Objectives: + Move on up to observation point + Smoke enemy bunker complex + Frag or destroy remaining bunker + Clear out remaining NVA on hill + Report back to Dandridge + Ambush NVA troops by river bed *A brief video is shown explaining the Khe Sahn Hill Fights. The idea of how both sides knew it to be a critical location, the ensuing emotional battles, and the fighting off the initial attack was a success. However, in less than a year, it would be captured by the NVA in another loss to the American establishments.* ^Your Dad writes a letter to you explaining how Jamie passed boot camp and got posted to the same place you're going (Khe Sahn). He wants you to keep an eye out for him, because he doesn't think he has the same toughness as you do. Keep in touch.^ *Your commanding officer wants you and a few other soldiers to go establish an enemy activity report near the frontline. There have been several reports of roaming NVA units throughout the area. You can take Jamie with you as well.* Start off by moving north. Hold down the right thumbstick to see which soldier Jamie is. Once you have him, let him pick up his rifle, and the squad should regroup. Now, proceed down the hill. You'll be the lead soldier, so keep your head up. A loading point should progress. Continue down towards the river. Your brother will whine with Greaser about the reason for the war. Suddenly, an enemy sniper will fire a shot near the swampy river. Start to follow him down the river. Watch for a soldier up along the left ridge. When you reach your fellow comrades, watch out for a soldier on the left, along with 2-3 to the right, and one straight ahead behind the rock. Continue down towards the right, firing semi-auto shots as you move. When you reach the wounded NVA, your fellow soldiers will try to interrogate him. Unfortunately, he dies before any intel can be lifted. There's probably an ambush up ahead, so be careful. Grab the PU sniper rifle off of the ground. Move up the hill, and you'll start to take occasional fire. Snipe them off with the PU or M16 them. Near the top, an ambush will hit your teammates from the side. Retreat back and save them. Continue up, and you'll run into 2-3 NVA soldiers, along with a guille-suited sniper. Take them out. Make sure to check the bodies for goodies. Proceed up the hill as usual. The next ambush will occur about 1/4 of the way up. Take shelter behind a tree, and zoom in with the PU. You should see a sniper up top, and a default soldier about halfway up near the middle. Move up again. You'll reach a loading point near the top of the ridge. Move on up, and this time, you'll face several more NVA disguised by trees. This next ambush will cover more of a varying arc, ranging from the left to the right of the hill. Concentrate on the left, run over towards the left, and continue firing up at the tangos. Your PU should be running low for now. Conserve it till you find more ammo unless necessary. Near the top, you should curve a turn to the right, and see more NVA in the distance. Eventually, RPGs will start to rain the trees. Concentrate on the tangos with the RPGs, and then watch for the snipers along the left. Some of them have VERY accurate shots. I found it problematic to advance across the left. Your best option is to somehow get near the right, and slowly move up. When an ambush occurs around the RPG part, a man will enter from BEHIND you at the bushes. This is a trick scripting spot, so I recommend you pay careful attention. I died several times there. Progress along the right up the hill, because a series of NVA will appear directly to your right. Your teammate should nail them down behind you, or you can do it yourself. When you reach the peak of the hill, start to do tree-to- tree navigation. Go for the thickest/closest trees, hide, fire, and move to the next one. Try to use an AK47 instead of your pistol, that way you have a M16/AK47 combo. Hodges will let you know when you're fairly close to the observation point. Move ahead for a loading point/checkpoint (WHEW!). The next area will be a tad more brighter, with less debris in the way. You'll also see a dirt-layered path to make it easier to guide to your objective. Start by moving forward. You'll suddenly see NVA patrols start to scramble near trees. Nail the snipers off, along with the riflemen who hide behind small rocks. Continue up the hill, and 2-3 bunkers will start firing down on you. I found it best to hide near the left, behind one of the tree trunks slightly in front of the others, where Jamie usually crouches. Start to pick off any patrols from the left that flank you, then concentrate on the ones up the middle/right. You gotta get close enough to smoke it. Move up, and tap Y to smoke the bunker. Prone somewhere to avoid the MG fire. A mortar strike will eliminate the main bunker, however, one to the right will be left. Take a frag grenade, run up, and toss it at the bunker. It should blow up and be destroyed. Once this done, clear out the remaining NVA units that rush you. Most will come from the main blown-up bunker, although a few others are hidden amongst the rocks. Make sure you move up with Hodges when the command is given. Regroup with your squad afterwards. *Hoss makes a remark at Jamie for not firing his weapon at the enemy. Jamie complains about the situation, and Greaser tries to help him out by the good old survival theme. You frankly don't give a shiznit.* After a small loading point, your next objective is to report back to Dandridge with your patrolling report. Move back past the artillery shell and go near him. *The Marines will be constantly firing mortar shells on the enemy when one of them overheats. Dandridge orders Hodges to go piss onto it, in order to cool it off. What a breezy day. Anyhow, afterwards, a radio report comes in stating that several NVA patrols are coming down onto their mortar position. Dandridge orders you and your men to setup an ambush with claymores to eliminate the patrols.* Go pick up some rounds for your M16 near the mortar, then head back down to the stream. It'll start to rain down light drops, which is the sign of an oncoming storm. Move down towards the stream, then cut a left. You gotta find a place for those bloody claymores. Move down to where the stream meets an intersecting patrol, then move to where the rock is in the middle. Plant the two claymores against the rocks, and Hodges will do the same. Now, run back up to where the beach is, and where Hodges ran. Wait for 2-4 men to gather up near the Claymores, and detonate them with the Clacker. Now, suddenly, a large group of NVA will rush out of the jungle. Start picking them off. When you get the order to retreat to the mortar position, run back along the stream to the base of the hill. Along the way, pick off the NVA opposite of the river. Now, there will be about 10 NVA Regulars up top of the hill. Since they have the advantage, prone near the rest of your troops, and toss frags up. Knock out the proned soldiers first. Then, AK out the rest of them with semi-auto fire. Watch for camoed SKS units near the back bushes. Once cleared, Hodges will radio it in, and Dandridge will tell you to return. Start to run back up the hill towards your compass direction. ^Dean sends a letter home to his parents saying how him and Jamie are doing fine. He says within a few weeks, Jamie could be worthy of a good Marine. He tries to usher his parents not to worry about him.^ _____________ ___ (- HILL 861S -)(4.9) [========================================================================= / Operation: Khe Sanh Hill Fights / Difficulty: *** / Objectives: + Defend the hill by staying in your foxhole + Meet back at the Command Post via the swamp + Defend the hill again, in your foxhole + Flank and rid of NVA forces on the hill + Retake the hill ^Dean writes another letter home letting his father know about the massive amounts of NVA in the hills near Khe Sahn. Regardless, Jamie says hello, and Dean speaks about some of the members in his squad. However, something BIG is about to happen.^ You'll start off with a loaded M60 in your foxhole. Suddenly, Jamie mentions something about seeing movement in the distance. When the NVA rush up the hill, start firing away. Most of them will come from the lower right. Focus your fire on them. Many of them will toss stick grenades at your foxhole. If one lands in, try to run in the farthest corner away from it. Keep firing away. You should encounter about 40 in total, with a few to the left as well. Eventually, your own mortar fire will start to rain down on your bunker positions. Hodges gets the OK from command to retreat. Start to do so. Run to the lower right corner of your bunker and follow your men up the hill. A loading point should progress. You'll now have to move through a swamp to your command post. Proceed along the left. You'll see some NVA scattering in the distance. Along the left, watch for a few in the distance along the sharpblade leaves. Move down the left path, but watch for a few Regulars behind you in the distance. As you move down the left, nail the crouching soldiers inside the bush. You can find a TYPE56 rifle off of one of the NVA bodies. Around one of the cliche corners, 3 NVA will pop out of the left side bush. Nail them down, and proceed towards the objective. You should reach a checkpoint up ahead. As you progress along, you'll run into some wetlands. An explosion should occur on one of the small islands from a landmine. The NVA are fairly close. Mortar strikes will start to rain down on the swamp. Move along the left wall, and watch out for a MG bunker gun in the swamp. Use your M60 and "spray fire" by doing auto fire over a given arc. Try to clear out any NVA hiding behind trees. There will be 3-4 to the left of the bunker. Meanwhile, the mortar fire gets fairly close to your position; avoid crouching/standing still. Keep on moving forward, but keep to the left so your compass direction is straight. There's another hidden bunker up ahead with an RPD that must be taken out. Watch for the quick patrol rush of Regulars along the right. Thankfully, the TYPE56s are fairly weak, and won't do extreme damage like the AKs did before. Continue ahead. You'll reach a loading point up ahead. Now, run up to where Dandridge is. *He'll inform you that most of his left flank has been overrun by NVA. It's up to you and these guys to help defend the hill in your foxholes.* Quickly jump down and follow your compass. Your foxhole is right up top near the other ones. Make sure you grab an ammo box before jumping in. Now, prone, and start firing away with the M60. Pelt down as many of the NVA as you can. The attack will consist of about 35-50, mainly from the middle/left flanks. There will be RPGs on the assault, which should be your priority to take out. Watch for crouched Regulars down to the left right near your foxhole. Keep firing at them, and switching to your other weapons to fire them out. Reload your M60 sparingly, because grenades and the flow of NVA will be a constant threat. Afterwards, your squadmates will cheer when most of the NVA attack has been held off. Get out of your foxhole, and go meet up with Dandridge. *He'll tell you that now is the perfect time to counterattack against the NVA since they've lost most of their flank. He wants you and somebody else to go drive down on the Mule and clear out the remaining NVA.* Press Y next to the mule, and you'll go hitch a ride down the hill with Greaser. A loading point should progress after a bit. You'll start to move down the hill via the Mule. Watch out for the 3-4 lone Regulars that will ambush you. Nail them down, and your Mule should crash. Once on ground, go down slight off course of your objective, and nail off the NVA. You'll run into 5-6 Regulars near a log, by some trees that must be eliminated. A well placed nade can get rid of the ones behind the log. Move forward past the gas- lit torches. You'll run into another NVA establishment along the left, with an RPG behind the tree, a few Regulars, and some crouched snipers along the right. Flank them, kill them, then your fellow Marines will rush up the hill being chased by mortar fire. Start retreating back to the hill where Dandridge is. Follow your compass, and DON'T attempt to check bodies because the mortar fire has locking-on capabilities. You'll now be at the base of the hill. Dandridge and his men will rush up the left flank. Immediately, take cover behind a dirt patch by proning, and M60 away the NVA which rush on the small pathway to the right. Nail them down, and kill them all before progressing. I actually had hardly any life left at this point, and died several times because of random turret fire from the bunker at the top. Now, once they're dead, rush ahead, check their bodies, and get to the base of the hill. Take out the main bunker by tossing two grenades, and shooting the guards inside. There will be a MG nest to the right which has to be eradicated. Just snipe the guards off to make it easy. Once that's down, go meet up with Dandridge who is on the left of the hill. Rush up, crouch next to him, and your men will gradually progress up. Snipe away NVA Regulars that rush from the top. The bunker should keep heavy fire on your position though. If you notice, one of your men to the left SHOULD have a M67 Rocket Launcher, and he will die while firing it. Stay with Dandridge, but snipe away the guards near Hodges who will rush towards the front of it. Hodges will be hit. Run up to the dead body of the man who had the Rocket Launcher, and check his body. Now that you have it, three rockets should put the bunker complex out of commission, permanently. If that doesn't work, you can rush up, and attempt to plant C4, but many NVA will overrun you. You're probably out of grenades, so they'll be useless as well. When it blows up, the NVA will retreat. Go check on Hodges. *Hodges is dead, and Hoss freaks out. He calls Dandridge disrespectful, but he's just trying to do his job.* ^A letter is written home explaining how the NVA counterattacked their position on the hill, and they nearly lost it. Pat Hodges was lost in the process. Dandridge, yourself, and Hoss have been shipped off to the MACV base in Hue, while Jamie and the others are left behind at another station. Greaser and Smooth say they'll keep a lookout for him.^ _____________________ ____ (- MACV BASE DEFENSE -)(4.10) [========================================================================= / Operation: Tet Offensive / Difficulty: ** / Objectives: + Defend the northern wall + Regroup with the Officers, and fend off the NVA + Move to the NE flank, and man the bunker + Hold off the oncoming NVA attack + Eliminate the RPGs *A brief clip is shown explaining the Tet Offensive, which was a major coordinated NVA attack on a series of locations across South Vietnam on the Vietnamese New Year Holiday, also known as Tet. Many locations got overrun, with the exception of the MACV Base, and ARVN Headquarters.* ^Dean sends a letter home talking about the Christmas spirit, and how he misses the guys from 3rd Battalion. At least the beds and sheets are a lot more comfortable than back at Khe Sahn. On a side note, he's looking forward as to how Tet will be celebrated in Vietnam.^ *You and the guys will be sitting in the bunker, when Hoss blurts out about he and Shep will be going home soon. It's obvious that they're fairly drunk, thanks to mulitple booz. Suddenly, one of the guys brings in a Vietnamese Hooker to play partytime with. Fireworks going off, and startle the men. Then, an RPG rocks the front of the barracks, and knocks them out. Go follow Hoss to grab a weapon.* After you get outside, the entire base will be rocked by attacks. You'll only have a M1911 pistol, which is fairly useless. Watch your three allies explode thanks to a rocket, then grab a CAR-15 off of their body. Follow Hoss, and the gate will explode. Gun down the 6-8 NVA which blast through the perimeter. Now, continue to the right, and get some ammo off of the allie's body. Around the corner will be a lined stack of barrels. Take cover near the barracks to the right, peek around the corner, and pick off the NVA which strafe across attempting to enter the perimeter. After about 20 NVA, Hoss will let the other allies hold them off. Meanwhile, he calls in for reinforcements in a nearby radio room. He'll tell you to go to your bunker and help defend against the attack. Go out the blown-open door. A loading point should progress. Move up ahead, and you'll notice NVA are attacking through a north gateway. Start off by going near the first blown-up bunker, but peek around the corner. Snipe off the RPG on the second floor in one of the windows. If you miss this guy, you'll die. Kill the closest NVA, jump in the bunker, and hop onto the MG. Start blasting away the NVA that rush you. If they manage to toss a grenade inside, lay off, and pick up the Med Kit off the ground. Otherwise, hold down suppressive fire on the NVA until you're given orders to move to the Officers' Quarters. Thankfully, there are only about 10-15 to deal with. Jump out, and proceed down towards the right. Several explosions will occur, along with loss of life. When you get fairly close, one of the officers will say he needs your help. Follow him up the stairs, then go across and into the bunker room. Grab a hold of the turret, and start to snipe off the NVA in the courtyard. They will rush out of one of the nearby apartment buildings. Help the two stranded Marines. Eventually, the bus will explode, and they will die. Continue to kill them till the Australians radio in for an ammo refill at Bunker 1. Run back down the stairs, and cut a right. A quick NVA truck will plummet through. Kill the troops that hop out (about 4-6). Now run over towards your next objective. The Australians will take your delightful ammo, but say there's no room for you. Rush over to the Northeast Bunker. You'll find a lone soldier battling away NVA Regulars. Start firing away. Pick up the M79 Launcher and ammo. Keep firing away with your CAR-15, and switch to the M79 if you run into a cluster. An NVA Truck will come in near the end. Nail it out with the M79. Now, your bunker will be destroyed. You're told to go back to the main entrance. Rush back, and suddenly, the perimeter will be breached. Combat off the 5 NVA who rush in. Climb up the tower, and it will get blown with some RPGs. Snipe the RPGs off the roof across the area with your CAR-15. I found it too difficult to use the M79. If the RPGs get too close, jump out of the tower. WHATEVER you do, don't die. Eventually, an American tank will arrive, and blast the building where the RPGs were firing from. ^Your Dad will write a letter home saying how he's worried about you again, after watching the news reports on how many locations were attacked all over Vietnam. He knows you only have a few more weeks left on your Tour of Duty.^ _________________________ ____ (- HOUSE-TO-HOUSE COMBAT -)(4.11) [========================================================================= / Operation: Tet Offensive / Difficulty: **** / Objectives: + Clear out initial Rocket Crew + Establish and clear out the Administration Building + Clear out the back streets leading up to the Church + Clear out the Church ^You'll receive a letter from an outside Captain who has assigned you to an offensive unit to help take back some infested areas of Hue. He understands that you were pretty much on R&R to get back home, but every man is necessary now that the war has shifted tides.^ *Dandridge and a few others will be hiding by an APC when some gunfire starts to rain down on you. You must reach a certain area in the city in order to establish a key presence, and push off VC resistance.* You'll notice that you're in the middle of a large street, with a tank in front of you for support. Start off by moving to the right of the tank. CAR-15 away the VC that run onto the street, and hit the 2-3 NVA up on the apartment balconies. Your tank will fire cannon shells for support, but there will be rocket crews around the street corner. Pick off the tangos near the street corners, crouched behind objects, and standing around. Once the crews are eliminated, your tank will cannon out the MG bunkers stationed in each of the buildings. The remaining hostiles are straight ahead, mostly in elevated positions, although you'll find a few behind trees. Now, return to the tank, and it will cut a left. It should blast through the street barricade. This next part is VERY tough, because you're probably low on health as it is. Rather than waiting for the tank to clear things, I simply stood right next to it as it went right through. I molded my butt as close as I could to the back of the tank for cover, then shot the two men immediately to my left when in view. Now, shift to your right, crouch, and nail the other 2-3 NVA. From here, I got extremely lucky because I managed to prone over to a dead body, and replenish my health while the tank takes out the mainstream bunker and assisting MGs. Your own tank will get destroyed by an RPG, but the main fence to the administration building should be breached. The bodies disappear in waves, so check the bodies before they vanish. There should be two more NVA left along the upper left, then you have a clear path into the building. Move forward through, and you'll reach a loading point. You and Dandridge, along with two soldiers, will be on the lower floor. Start off by gunning down the NVA in the main hall. There will be 2-3 in the right one as well, which should be dealt with. Go down the right hall, and watch for a few NVA hiding behind pillars to the diagonal left. A large explosion should rock the right wall. There will be a MG bunker, along with several NVA inside. Try flushing it with a frag grenade first, then peeking around the corner, and picking off the men behind the sandbag bunker. Proceed into the right room, and 5 NVA Regulars will be ready to greet you. Just keep cover, peek out, and nail them down. You should be able to find plenty of Med Kits on the Regulars. Move ahead down the hall, then cut a left. You'll have another room to deal with, filled with NVA. Thankfully, the checkpoint from before is fairly helpful. Just use the same peeking tactics. When you reach the next hall, watch for the corner. There's another long-range turret. More NVA will be disguised behind tables and small, minute structures. You may find the RPD ideal to use now, due to its large clip compared to the CAR. Now, once you're through the last series of rooms, head outside. A loading point should progress. You'll now be on another busy street. This time we have to advance onto a church. There should be two RPGs straight ahead. Move up till you're behind one of the destroyed cars, and use it for shelter. RPD off the RPGs (the left one is behind a tree, right by a blown-up car). Continue ahead. A lone soldier will rush out of a left building. Continue along the left, and hide inside the one aclove close to the intersection on the right. Now, snipe off the RPG on the ground level, then focus on taking out the MG turret up top, along with the two other NVA sentries. Now that they're down, move ahead. More NVA will rush from the left. Cut a right down the street, but keep near the left-hand side under the MG turret. About 5-6 NVA will appear as you get to the mid-section, mainly from the side balconies. Watch for a series on ground level with RPDs who will take shelter under concrete pillars. You should be able to find a Med Kit on one of them. Up ahead, there will be a few side MGs hidden behind cars. Simply shoot them away. Suddenly, the church tower will start firing away with a RPD and a RPG. Your best bet is to pull out your RPD, and simply fire away at the tower. Keep it busy since you'll have a rocket tank move up, breach the perimeter, and blast the spot where the RPG normally is. Now, head on in. Watch for the NVA Regulars who rush the church courtyard in an attempt to defend it. Nail them down, and make sure the man behind the wall on the left has been eliminated. Now, go in through the front door. Try to take out as many enemies as possible before heading on in. There are some behind the pillars near each side, and a couple behind the rock structures in the middle. Watch out for the crouched enemy at the far end of the room. He's not visible until you pop one of the corners. Matter of fact, he nailed me twice as I progressed through here. Finally, there is one more NVA soldier in the room on the left. Go outside to the back courtyard. *Dandridge, Hoss, and yourself run across a mass grave filled with Vietnamese citizens dead. Apparently, the NVA weren't too fond of Catholics.* ^Dean writes a letter home saying that most of the news media is portraying the war as a one-sided conflict, and not mentioning the mass graves that the NVA filled up in many of the cities. He says he safe, and also hears that Jamie is doing fine up in Khe Sahn.^ ______________________ ____ (- HUE COUNTER-ATTACK -)(4.12) [========================================================================= / Operation: Tet Offensive / Difficulty: *** / Objectives: + Advance to the ARVN Base + Clear out the initial MG and Sniper threats + Clear the Factory of hostiles + Engage NVA Forces in city + Secure first building and follow Ontros tank + Destroy the Flame Tank + Eliminate the NVA forces attacking the ARVN Base + Destroy the second Flame Tank ^You receive a letter from a ARVN Captain Commander stating that he needs your help in retaking the Citadel in Hue, to push the NVA forces out of South Vietnamese territory. Dandridge has approved the assignment, and the CPT has heard highly of your success with the ARVN Rangers back in the mossy jungles. He would greatly appreciate it if you would assist the South Vietnamese in taking back the urban Citadel headquarters.^ Start off by getting out of the APC and following your ARVN commander. He should run up a pelted alley. Immediately, there will be a mounted MG straight ahead, slightly elevated. Snipe it off with the CAR-15. Then, look to your upper left, and pelt the AK sniper. Some troops will be on the ground, but nothing you cannot handle. Move to the right, and there will be two snipers in the upper right window, with some normal NVA to the left. Watch for another MG straight ahead. Several NVA on the left will fire upon you, along with an explosion near a broken-down bus. After the explosion, go to the left, and take out the AK guards. Climb up the small wooden plank, and pick up the sniper ammo/Med Kit. Now, look diagonally across towards the right, and snipe the RPG in the 3rd window to the left. Now, go back down, and eliminate the ground forces approaching your position. Move along the left, and again, about 4-5 men will come from the left alley around the corner. I found it best to take cover near the broken APC, and snipe them away. There will be an RPG on the peak of the hill. Toss a frag grenade or simply stand and do a quick shot. Climb the other wooden plank along the left wall, and you'll find more useful PU ammo. Climb back down, and watch out for some forces on the left. Run straight across into a building alley which is fairly blown to pieces. Don't continue down the road as there are numerous NVA, and it's unnecessary to the objective. Go through the alley, and kill the 3 NVA who pop from their corners. You should reach a checkpoint. Now, your lead person should rush on in. An MG will start firing at him. Pull out your PU and snipe the MG personnel down. Watch out for a close NVA guard to your right. Head straight ahead into the next infrastructure. Take out the 2 NVA Forces to the left, and the one in front of you. One will quickly pop up from a broken wall. Now, you will be given orders to exit the building, and head up to the ARVN Base. Move on out, nail the 2 NVA on the ground, and the one in the upper window. Walk up the planks, grab the sniper ammo, and then head back down. Before jumping down, there will be a civilian with a RPD below you, and a MG will hop into place in one of the upper windows along the right. Watch for a QUICK rush of 2 NVA Soldiers to your left, from a back alley. Once it's cleared, rush ahead with the rest of the men. A loading point should progress. First of all, you'll be at another industrial section of the city. By now, your PU should have well over 50 spare rounds to be fired. So start cracking the whip. Aim straight ahead the factory, and look slightly up. Snipe off the MG turret, the man behind him. Shift your vision left, and take out the two other snipers. There will be two snipers on the ground to the left, a few to the right behind debris. There will be a sniper right above you, in the right building. You can flank him via the wooden plank, or by going under the second floor, and shooting through the crack. Another sniper will appear in the top window of a building along the right wall. Now, move to the base of the factory. You'll find a door entrance along the right. Head on in, and round the corner. Snipe the man in the upper window, then shift your vision to the upper right, nail the camoed guy, and finally annihilate the man at the top of the stairs. Make sure you keep your eyes open. Any man you did not snipe before may still be alive up above. You'll find more PU ammo, along with a Med Kit on the top floor. Go across the top railing to the other side, turn left, and kill the crouch guard. Go downstairs, meet up with Van Bao, and he'll plant a charge against the rear of the factory wall. Move away as it explodes, then head on through. You'll find an MG to your right which has to be sniped, 2 NVA forces on the ground below him, a RPD to your upper left, and a camoed soldier on the ground behind debris. Now that this area has been flushed like toilet paper, head down the left alley. Walk up the wooden plank, and kill the NVA Soldier below you. Move to the far end, watch out for the grenade. Now, prone, and peek out to the left. Hit the 2 NVA Soldiers opposite of you in the windows. Jump down, peek around the corner again, and snipe off the MG. There will be a few soldiers on the ground below him which need to be eradicated. Move ahead, and cut a left. You'll find some ammo in the building corner. Now, go right towards the burning store. Go down the roa. Take it slow into the new destroyed area. Along the right, you'll find 3 NVA Soldiers in this rugged building. Many of them will toss stick grenades. Retreat back when they do. Clear it out, then focus on the left. Snipe off any exposed threats. Go back to the right, and head on through. Some NVA forces will rush from the upper left doorway. AK them out of the way; watch for grenades. Now, move through the door, and proceed to the next part of the city. A loading point should progress. Up ahead, there will be 4 turrets across two buildings. Unfortunately, the game prevents you from sniping them down. Pull out your M79 and blast all 4 away. Your rocket tank will come through and blast a hole in the nearby wall to advance. Head on through, and AK down the 6-7 NVA Forces which come out of the alley. Pop the corner, and M79 the turret out. Then move ahead. Look at where Hoss is crouching. Enter through this doorway, and quickly eliminate the 3 NVA Forces which spawn out. They should appear on the left and right. Proceed up the stairs, but do it slowly. There's one NVA soldier behind the barricaded furniture. Toss a frag grenade, or M79 the roof to help clear him out. Turn to the left, peek around the corner, and snipe off the last soldier behind the boxes. Go all the way around, pick up the Buckshot ammo, and then had back down behind your Ontros tank. It will make a few curves, and get blown to pieces by 2 bastardous RPGs. You must now find a way into the courtyard. Some NVA will appear right into the building to your left. Snipe them through the windows with your AK, and head on through via the small doorway. Now, you'll be surrounded by NVA forces. There will be about 2-3 turrets to deal with. One in the upper right at a diagonal angle behind a window. Go out the doorway you came in, and M79 it. The other two are on the left where Van Bao is. Simply snipe them away with the PU. After killing the remaining forces, a NVA Flame Tank will arrive to the scene. This is the biggest, baddest, and hell-made creature you'll face during the game. It's basically an instant kill if you get hit by the bright yellow beam in the middle of the flames. To eliminate him, start off by going out into the open, and sniping off each of the 3-4 RPGs in the upper right building. These guys are very annoying. Now, you have TWO choices on eliminating it. You can either attempt to get behind it, plant a charge, run for cover, and hope it blows up. Or, you can take the tougher path, enter the building where the RPGs were, pick up an RPG, and fire 3 shots to destroy it. I took the RPG route because it's the main purpose of the RPG gunners, and the "ultimate" way of destroying it. To get there, run along the right, using the debris for partial cover against the flame. Wait for it to get distracted, then sprint past the right corner, and snipe the two NVA Forces at the doorway. Some more NVA will rush from around the building, and you should pop them out. Now, once inside, you'll have three floors to clear. Most of the guards are hidden around corners, so use a cautious approach, peek, and fire. Don't run right through like John Rambo. The stairs will be tough, because there are occasional tangos behind the barricaded furniture. The buckshot was fairly useless in my opinion, because of the delay per shot reload. Keep moving up to the top, and you'll find the RPG in the upper corner stacked by some boxes. Grab it, move over to the closer window, fire 3 direct shots, and the Flame Tank will be destroyed. The ALTERNATE approach is to get behind the tank, find the yellow icon, hold down Y (don't get crushed or flamed), and run. I never did it myself, so it may be tougher to do. You'll have enemy tangos firing on you while you do it though. Once you've destroyed the tank, you're told to go meet Van Bao on the first floor of the RPG building. Go down, plant a satchel charge on the debris in the doorway, move, and then wait for it to blow. Head on through. A loading point should progress. Suddenly, the air will be raining with mortar. Take shelter in the nearby building, and make sure to gun down the two foolish NVA who rush you. Move ahead, and a few more will attempt release. Run out the doorway, and there should be plenty of black smoke. Peek around the corner, and you'll have 10 NVA Regulars in the upper left, a MG in the upper right, along with some ground units. M79 out the MG, snipe off the reinforcements along the left. Proceed along with ease. Again, you may have to M79 another sniper who appears in a barred upper left window. He was difficult to hit with the sniper rifle. Move ahead, and around the corner, the NVA will be assaulting the ARVN base. It shall be under heavy fire. Start off by shooting the men that are coming around the perimeter. Artillery will be raining down on you like Armageddon. M79 the MG right above you, at the edge of the building. Then, rush over to the ARVN bunker. Pick up M79 ammo, RPG rockets, and Med Kits. Start sniping off the NVA inside the building windows. Watch for an RPG in one of the right windows. Now, another FLAME TANK will approach the scene. This time, you'll have trouble killing it, because you should only have 1-2 Rockets. If you have all 3, shoot them away. Otherwise, flank the Flame Tank from around back, plant the Satchel Charge, then run away. Watch for NVA flankers on the left; they shot me quite often. It shall blow up, and the NVA will start to retreat. Hoorah! ^Van Bao sends you a thanking letter for showing your valor and courage on the battlefield in combating against the Communist attack. You not only saved the day, but you kicked more butt than the rice paddies bouncing on the swamps. He says you will always be remembered for helping the South Vietnamese people.^ ____________________ ____ (- BACK TO KHE SANH -)(4.13) [========================================================================= / Operation: Tet Offensive / Difficulty: **** / Objectives: + Find Jamie + Prevent NVA from destroying bunker + Advance to Jamie's Outpost + Fend off NVA attack + Rescue Jamie, and bring back to Khe Sanh Base *Another brief history clip is shown explaining the second conflict at Khe Sanh where 40,000 Communist troops could not take over the American Base being defended by 5,000 American Marines. Sappers attempted to dig tunnels, and the NVA launched rockets at the fuel storage. Regardless, this was like the Alamo, Nam' style.* ^A letter is written from Dean to Captain Dandridge explaining how Dean & Hoss want to go help Dandridge as he returns to Khe Sanh, where the situation is brutal. It won't be pretty, but Dean wants to make sure his brother is alright during the siege. He knows they can use every man they got.^ *You'll be on a cargo plane, along with several other Marines. Dandridge gives you word that you should run to the left, where the trenches are, and not to the right, where the heavy fire from the NVA is coming. Suddenly, Dandridge gets pelted by some AA gun fire, and dies. Your plane will land, but the back hatch comes off, and you jump out while in motion. You land, the plane explodes, and mortar fire is everywhere.* Hold down the right thumbstick to see where Hoss is, and follow him. He'll lead you to a bunker trench where you guys have to hold down. Follow him into the interior of the base, and into the trench. After the loading point, you'll go through a series of progressive checkpoints. You'll eventually reach two "high" Marines, who say they don't know where Jamie is. Hell, they don't even know him. If anything though, he'd probably be laying low in his bunker. Now that you have the point, follow the new path via your compass. You'll see several explosions and Marines being blown to pieces. You'll end up reaching a group of Marines, with a Captain who orders you to man the bunker gun. You must prevent the Sappers from destroying this bunker. I've found this to be an extremely tough part on the HARD difficulty, because the NVA units that approach the bunker both SHOOT and explode when in proximity. The best strategy is to let Cpt. Maynard run in first, make sure you have full health before attempting to hop onto the M60, and then taking the LEFT M60 gun. Now, simply hold down on the R trigger, and hold down the B button at the same time. Start shooting back and forth. DO NOT burst fire. If you attempt to minimize the recoil, you'll easily get pelted and die. Simply hold it down, yield the gun back and forth. It took me several retries to get this done on HARD. There are about 25 NVA in total. Afterwards, go follow Maynard. You should have 2 Med Kits on the ground next to the left M60. Turn around and cut a right down the small road. You'll reach a small bunker area with shelter, along with a cozy loading point. *Maynard will inform you that he received radio word from your brother's crew, who is stuck outside the perimeter under heavy NVA fire. You and Hoss are going to go out there, and save him before the B52's bomb the crud out of the NVA in the streamline.* You must now escort Cpt. Maynard through the American base. Hold down the right thumbstick to see his name, and simply follow him. You should see a Mule drive by. Eventually, you'll hear Hoss say that they're inside the wire. This means the NVA have penetrated the base. Around the tent corner, pop the 2 NVA Regulars. One will be running, while the other is mounted behind some sandbags. Three more will be there to reinforce, and use your CAR to really put them down for the count. The blown up fuel dump barrels will distort your vision, so be weary. You'll have to take point in the nearby trench. Kill the strafing NVA, then peek right and nail the lone guard. Peek out the left corner, and hit the camoed NVA hiding up top near some smoking barrels. Go left. Kill the NVA who pops the corner along the trenchline, then continue around. Check his body for a Med Kit. Another NVA will be hiding along some barrels right to your upper left. Move on up, and you'll have 2 more tangos to take out directly in front of you. Now, you must follow Maynard to the base perimeter. He'll be directly in front of you. Along the way, you'll pass some mortar lines, along with enemy contact in the distance. *Maynard will inform you that they have lost contact for nearly a half hour, and you're all alone. He'll radio down some reinforcements in a bit.* A loading point should progress. You'll now be on a dirt road, with artillery occasionally raining down on you. Up ahead is an NVA patrol. Move past the wheel cart and engage the tangos. Two of them are on the right behind some tree stumps, but be careful, there's a third behind a fire along the left wall. Proceed ahead. You'll reach a checkpoint. Up ahead, you'll be ambushed by 5-6 NVA Regulars along the right wall. Simply crouch in the swamp and pick them off. You'll also be forced to engage another series of NVA (after you eliminate the first) directly in front of you. These guys are tougher, and have better protection. Go along the right trees, use them for cover, and pick away. At the destroyed cart, you'll find a Med Kit, and some ammo for your CAR. Past the truck, you may see an enemy hide behind green bamboo pipes along the right. Toss a frag grenade, then charge with Hoss and take him out. There will be another NVA in front of you. Now, go down the left path. Up ahead, watch for an NVA ambush on BOTH sides. There will be 3-4 primarily coming out of the left, with another two on the right. Some may appear behind you. Always crouch when being attacked from the sides or behind. Hoss may get pelted down a few times. Don't worry about him, he'll get up, but you'll be without support fire for a bit. There is some ammo and a Med Kit next to the downed Huey. Once you're ready, proceed ahead. Go down the right path and you'll run into a loading point. In this next swampy area, run ahead and kill the two NVA behind the bush. After the dead bodies, you'll run into several more NVA along the left side, and one directly in front of you. I found it best to curl against the right bush, especially the tall bamboos. Try to frag grenade the AK snipers on the hill behind the logs, since they're almost impossible to snipe off with the crappy CAR. You can find more ammo near the front of the truck. Continue ahead until you see a dirt mound along the left. Snipe the men in front of you, and try to nade the two behind the dirt mound. It's fairly tough. Crouch and use the mound for cover. Try tossing a grenade slightly past it to clear out any hidden tangos. You should be running out on grenades by now. Run ahead into the checkpoint. Up ahead will be a hill with an infinite amount of NVA that spawn out of the side corridors. The problem is that they'll keep mounting and firing upon you. You must crouch-advance by sniping them off. I found the best route to run along the spiky logs along the left of the hill, since the enemy primarily spawn from the right junglescape. Make your way up into the dark trench, and it'll tell you to go find Jamie. Now, when you reach the first inlet to the right, crouch peek and snipe the guy above the walkway. Do the same for next inlet to the left. Continue ahead. When you reach the straight-ahead trench, sprint towards your fellow allies and Shepard. Run behind the log where the ammo is and crouch. There should be 3 NVA Regulars directly in front of you that have to be shot away. One more will be along the left crouching behind a log. When they're dead, quickly swivel your view, and hide behind a barrel. Snipe off the NVA rush of about 6 directly behind you. Now, you must get to a turret and fend off the NVA bastards. Use the same strategy with the first turret as you did. Remember though, you only have one Med Kit next to you. The turret is right in front of the base. Hold down firing ALL the time, regardless of the recoil. If you try burst firing, you're going to run into tremendous trouble. Just hold down the trigger, and do your best to spread the love around. You'll face about 35 NVA Regulars this time. *A sapper will eventually reach your bunker, and it will be destroyed. Unfortunately, Jamie gets hit by enemy fire and collapses. You gung-ho him over your shoulder, and start to carry him away.* Similar to the kidnapping mission from before, you must carry Jamie all the way back to the Khe Sahn base while firing at enemies. Start to run towards your allies backwards. Go through the straight trench. Jog down to the hill, and you'll face several NVA who spawn from the right jungle. Continue downward. At the bottom, more NVA will be ahead of you, and from the left jungle. You'll have Greaser and Smooth, who are VERY helpful along the way. From here on, most of the NVA will be hiding BEHIND green bamboo poles. Crouch- peek shoot them. Keep jogging along past the blown-up truck. Eventually, you'll get an "airstrikes imminent" message. Start to run. About 6-7 NVA Regulars will sprint from the right jungles where the bombs are dropping. Gun them down QUICKLY. I happened to kill most of them out of luck, especially on my CAR reloads. Run to the loading screen for a quick breather. *A movie is shown with Hoss, Smooth, Greaser, and Dean carrying Jamie on his shoulders up to the Khe Sanh Base. Hoss guns down some NVA before moving onward. Suddenly, a NVA soldier thinks he hears something. Several B52 bombers destroy the entire unit chasing Dean and his company.* *An ending movie briefly sums up the story. Hoss and Dean caught a freedom bird back home two days after Khe Sanh. Jamie and the others had to stay on for a couple of more weeks, but Jamie was fine in one of those medical hospitals. Everyone eventually got home safe and sound. General Westmoreland was suppose to be there in person to award them medals, but he was a no show. Many of the men try to block out the envisions of death. The public never knew truly of what happened in Vietnam, nor would they care. However, at least the soldiers would knew what happened back there - Men of Valor!* ______ |\_______________ (_____\\______________ THE END HH======#H###############H####################### ' ~""""""""""""""`##(_))#H\"""""Y######## )) \#H\ `"Y### " }#H) -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ============================ - 5) Weapons - ============================ Vietnam was all about intense combats in both close quarters and unknown quadrants, along with disguised enemies. So what does this have to do with weapons? Plenty. The Communists were supplying the NVA with Russian-style weapons, while the South Vietnamese and Allies had American weapons. Men of Valor features a plethora of authentic guns from BOTH sides of the war, such as the AK-47, M-16, and M79 Grenade Launcher. This section will briefly profile each, along with rate them, and give a small description on their usefulness. Ratings will be based on a 1-5 * scale, with 5 being the best. -_____________- AMERICAN GUNS _=============_ ::==--> M14 <--==:: =================== // POWER: **** \\ RECOIL: *** // SPEED: ** \\OVERALL: *** ||||||||||||||||||| - Normally equipped to typical infantry units, the M14 Carbine is a basic battle rifle designed for long-range encounters. It only fires via a semi- automatic mode, but has great accuracy on long range tangos, and was a cheap alternative during the Vietnam War. Was actually invented during World War II, usually given to Staff Sergeants. Aside from the fact, it's delay between shots is bad for close encounters, and it cannot switch modes. ::==--> M16 <--==:: =================== // POWER: *** \\ RECOIL: ** // SPEED: **** \\OVERALL: *** ||||||||||||||||||| - The M16 was the most commonly used gun during the war. It's an enhancement to the M14, because it can be switched to auto gun fire in close combat situations. It also has a longer stock build for hitting long range targets as well. The only problem with this gun is that it has a 20-round clip, and is barely as powerful as the M14's damage per bullet. The small clip runs out in hardly any time, and you'll find yourself scrambling for space. Regardless, it is still a well-used firearms in any situation. ::==--> M60 <--==:: =================== // POWER: **** \\ RECOIL: **** // SPEED: *** \\OVERALL: ***** ||||||||||||||||||| - This is the absolute best gun you can get as an American. The M60 is a heavy mounted-designed machine gun for providing suppressive fire in tense situations. It can be carried near the waist as an interesting primary weapon. It has a huge 100-round clip, but each bullet does extreme damage. Recoil in auto-fire is huge, but controllable with the right person. This is VERY useful on multiplayer, especially in ambush spots where you prone, or in close situations where you can just hold down the trigger. This is my personal favorite. ::==--> M79 <--==:: =================== // POWER: ***** \\ RECOIL: * // SPEED: * \\OVERALL: **** ||||||||||||||||||| - The M79 Grenade Launcher is designed as a support weapon, for knocking out established targets with explosive radius. It can fire grenade rounds which arc in a pattern towards destination. It takes some practice to aim the arc, but once you knock it down, you can hit almost any ranged target (camping or mobile). Unfortunately, after each shot, a new gauge must be reloaded. This makes you well exposed. If you switch modes, it will load Buckshot bullets which can be used much like a shotgun in close range. One shot is deadly, but they must BE close. Again, you're exposed as you reload the Buckshot bullet. Many people can wield this gun with deadliness, but I tend to avoid it. ::==--> M1911 <--==:: ===================== // POWER: *** \\ RECOIL: *** // SPEED: ** \\OVERALL: ** ||||||||||||||||||| - The M1911 is the most popular pistol of the American Army, as it features a stable 8-round clip, has OK power, and OK recoil. It was designed as a secondary weapon, and also was useful for clearing out tunnel rats with its small design. Much better than carrying a bulky weapon around. Personally though, I tend to avoid pistols. It usually takes 5 out of 8 shots from one to just kill a person, and getting that guaranteed accuracy is almost a complete joke. ::==--> M21 <--==:: =================== // POWER: **** \\ RECOIL: ** // SPEED: ** \\OVERALL: ***** ||||||||||||||||||| - The M21 is the practical American Sniper Rifle. It is a modified M14 with a longer stock build, and more damage per bullet. The most beneficial aspect of American snipers is that the sniper rifle contains a clip of 20 bullets. This is PLENTY for taking down many tangos which reloading. It fires semi-auto, and each bullet is inside the clip. It does slightly less damage than the NVA PU Sniper Rifle, but the large clip makes up for it. ::==--> CAR15 <--==:: ===================== // POWER: ** \\ RECOIL: **** // SPEED: *** \\OVERALL: ** ||||||||||||||||||| - The CAR15 is actually a more urbanized version of the M16. It was designed for smaller ranges, close combat situations, and is often used by many SWAT teams in modern times. In the game though, it's a silent disappointment. The CAR has indecent accuracy at long ranges, and the recoil can get out of hand, especially in auto fire. I usually avoid the CAR with any player, simply because it sucks. ::==--> M1 <--==:: ================== // POWER: *** \\ RECOIL: *** // SPEED: **** \\OVERALL: **** ||||||||||||||||||| - The M1 Thompson is still one of the best automatic weapons ever developed in American history. It features a large 50-round clip, with a stock-built design made for clearing out close-combat situation such as hooches and multiple bogies. The Thompson was first given to ranking officers during WWII, but still has a useful purpose during the Vietnam War. I love this gun, but it's only attainable during single player. ::==--> FRAG GRENADE <--==:: ============================ // POWER: **** \\ RECOIL: * // SPEED: * \\OVERALL: *** ||||||||||||||||||| - Frag Grenades are the American used grenades during the war. They are similar to small green balls with a pin/clip inside. After the clip is pulled, you have a limited amount of time to toss the grenade before it blows. Frag grenades can be tossed slightly farther than NVA stick grenades, but don't have as much blast radius. -______________- COMMUNIST GUNS _==============_ ::==--> AK47 <--==:: ==================== // POWER: *** \\ RECOIL: **** // SPEED: *** \\OVERALL: **** ||||||||||||||||||| - The AK47 is either a love or hate gun to most players. It features better damage than your typical M16, yet features auto fire, and has a large 30-round clip. I actually love this gun, instead of any American counterpart (unless you give me an M60). Only problem is that the recoil is huge on it, meaning your aiming will have to be precise. Tough to use this gun on the move. ::==--> RPD <--==:: =================== // POWER: *** \\ RECOIL: **** // SPEED: *** \\OVERALL: *** ||||||||||||||||||| - The RPD is the Communist version of an M60. Unfortunately, it's not quite as good, nor durable. It features the same 100-round clip, however, it seems like the bullets fire out "not as fast" as the M60. Recoil tends to be large, and the damage per bullet doesn't go an extreme. Recoil is horrible, especially when standing or crouching. Avoid it unless absolutely necessary on a map. ::==--> TYPE56 <--==:: ====================== // POWER: ** \\ RECOIL: ***** // SPEED: **** \\OVERALL: ** ||||||||||||||||||| - If you remember the CAR15 from before, imagine the skin of the gun replaced with a TYPE56. The TYPE56 is a custom variant of the AK47, modified for the NVA, especially close combat situations. Many sappers and Viet Cong were equipped with these nifty little rifles. With a bayonet tapped on, they could easily be used in small tunnel situations, jungle ambushes, or quick rush attacks. They do not possess the range of the AK, and also don't quite have the bang. Recoil is tremendous. It's recommended that you tap the fire button down in bursts. ::==--> SKS <--==:: =================== // POWER: **** \\ RECOIL: ** // SPEED: ** \\OVERALL: *** ||||||||||||||||||| - Similar to the M14, the SKS is a modeled rifle similar to a semi-auto K98 used by the Germans in WWII. It features a small 10-round clip, but possessess a decent punch per bullet, and was primarily used in long-range distances. Has great accuracy when firing from hidden locations, but the recoil tends to push off a bit. Only used primarily by medics and support units. ::==--> RPG7 <--==:: ==================== // POWER: ***** \\ RECOIL: * // SPEED: * \\OVERALL: ***** ||||||||||||||||||| - The RPG7 is one of the cheaper guns in the game, since it's almost a guaranteed kill if it hits within 5 feet of you. It's basically a rocket- propelled-grenade, that launches an explosive blast which detonates upon hitting a solid surface. RPGs were used in taking down Hueys, hitting enemy convoys, and pelting American troops during the war. Unfortunately, the Americans' counterpart is the M79, which can be difficult to aim, while the RPG7 fires in a straight line. While the Americans do have the LAW rocket launcher in single player, it is not available during multiplayer or regular games. This gun is a true camper cleaner, and can impact the battlefield. ::==--> PPSH41 <--==:: ====================== // POWER: ** \\ RECOIL: **** // SPEED: *** \\OVERALL: *** ||||||||||||||||||| - The PPSH41 is actually almost like a Tommy Gun, as it features a barrel round, 70-bullet clip which can be used for support fire in key situations. It's damage is fairly small, but it can be deadly in close situations where you need low-key presence, and a sense of mind. This gun is great when used during proned situations, and can be moved around from place to place. Unfortunately, they're hard to find, so you'll rarely get a chance to use em'. ::==--> PU <--==:: ================== // POWER: ***** \\ RECOIL: ** // SPEED: * \\OVERALL: **** ||||||||||||||||||| - The PU is a powerful bolt-action sniper rifle designed for long-range combat with a zoomable scope. Often used by camoed VC snipers, the PU can only hold 5 bullets at a time, and each must be reloaded by hand. Great power behind each bullet, but the American sniper is clearly dominant. The VC sniper is automatically camoed with his uniform, which makes him tougher to see in the distance with this gun. ::==--> TI33 <--==:: ==================== // POWER: *** \\ RECOIL: ** // SPEED: ** \\OVERALL: ** ||||||||||||||||||| - The Communist sidearm is nothing more than a M1911, with slightly more power. It has a 8-round clip, minimal stopping power, and rarely recommended unless in very close combat situations. Not much use to this gun, besides whipping people in the head. ::==--> TRIP MINE <--==:: ========================= // POWER: **** \\ RECOIL: * // SPEED: * \\OVERALL: *** ||||||||||||||||||| - Trip Mines are basically trip-wire mines which explode when a small black wire is walked over with your person. They usually DO NOT kill you in one hit, but will bring your health down to no life left. They're best placed around corners, or near doorways. The first planted location is the base where the explosives are, while the second is where the string will end. The string will automatically end if you go to far. Only Guerrillas have these, NOT sappers. ::==--> STICK GRENADE <--==:: ============================= // POWER: ***** \\ RECOIL: * // SPEED: * \\OVERALL: *** ||||||||||||||||||| - The Potato Stick Grenade was originally used by the Germans during the World Wars, but has progressed up the chain of command to the Communists during the Vietnam War. The Stick Grenade cannot be tossed as far as the frag grenade, but it features a slightly larger blast radius which is useful for clearing out campers. -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ============================ - 6) X-BOX Live - ============================ One of the unique features of the X-BOX, and one of the premiere gaming modes is X-BOX Live. This is basically online play to the next degree. Men of Valor features some engaging online modes to play, and actually has five different types to select from. Unfortunately, co-op is not one of the options, but still, it's an entertaining bunch nonetheless. Live play with Men of Valor is more camping-based, but still worth the time based on the map. The following sections will describe the online game modes, multiplayer classes, and a few key strategies for each map. ___________ /Game Modes/ -=-=-=-=-=-=-=-=-=-=-=-=-=-= There are five online game types for Men of Valor, but there are also a few ways of picking them out. You have the options of QUICKMATCH, OPTIMATCH, or CREATE MATCH. Quick match finds the fastest server, and is the best way of getting into any game. Optimatch let's you filter out which game mode type you're looking for, and also how many players you want to filter out for you. Finally, create a match let's you make your own server. If you press X after picking a game type at the map selection screen of create a match, it brings up the server options. They range as follows: =.= TIME LIMIT: set the time limit for the round of the game =.= SCORE LIMIT: set the score limit for the type of game =.= ROUNDS PER MAP: sets how many rounds per map, depends on game type for length =.= UNLIMITED MAP ROTATION: will continually rotate maps based on given rotation until server dies =.= MAX PLAYERS: sets the maximum number of players, a given rule is to allow no more than 8 without a dedicated server =.= DEDICATED SERVER: this takes your XBOX, fills it with a blank console screen, and you cannot play while you host a game. However, it allows for up to 12 people to play Men of Valor lag-free, and is great for getting large games together =.= MAX RESPAWN: the number of lives EACH player has to respawn in the game =.= EVEN TEAMS: automatically even the teams during the match =.= CLASS RESTRICTION: restricts weapons to be used by other classes during the game __________ ___/DEATHMATCH\___ ///==================\\\ /// OBJECTIVE: Attain the highest kill total before the session ends ///DESCRIPTION: Basically a free-for-all battle against all other players. I'd say this is the second most popular game type on MoV, as most players simply love camping in the brush and ambushing people. Not much strategy involved, although Guerrillas, Snipers, and Corpsman are effective. _______________ ___/TEAM DEATHMATCH\___ ///=======================\\\ /// OBJECTIVE: Attain the highest team kill total before the session ends ///DESCRIPTION: Basically team combat where Allies and Communists beat the crud out of each other. You'll find most people to be snipers on both teams, and teamwork is fairly inconsistent. Only certain maps like Dak-to-Hill Siege and Embassy might qualify for teamwork. By far the most popular game mode type on MoV. _____________________ ___/RECOVER THE DOCUMENTS\___ ///=============================\\\ /// OBJECTIVE: Bring back intelligence documents to your base while another /// team prevents to do so ///DESCRIPTION: This is a fairly unique game mode that few people play. There are intel documents hidden on a map. One team defends during the round while the other must get the documents, and capture them at their own base. Each team alternates after each round which ends based on a decided time limit. Very fun, but usually requires 8+ for true teamwork. ___________________ ___/MULTIPLAYER MISSION\___ ///===========================\\\ /// OBJECTIVE: Complete the offensive/defensive objectives on a given map ///DESCRIPTION: This attempts to be the "co-op" of Men of Valor, but comes up short. Based on the map you select, each team must follow a series of objective representing themselves on the map. For example, on Da Nang, the Communists must infiltrate the airbase and destroy two fighter jets. On the other hand, the Americans must hold out for a given time limit. Items such as these are rampant in MM game types. Unfortunately, the defending team almost ALWAYS wins these gametypes because of cowardous camping techniques. ________________ ___/SEARCH & DESTROY\___ ///========================\\\ /// OBJECTIVE: Both teams must get their three mortar pieces back to base /// while preventing the other team from doing so ///DESCRIPTION: This is a simultaneous attack/defend gametype where both teams must get their own three mortar pieces back while stopping the opposing team from doing so. The mortar pieces spawn at random spots, and the game turns into a cat-mouse type where people will camp opposing pieces, and sprint for their own. Rarely played. ________ /Classes/ -=-=-=-=-=-=-=-=-=-=-=-=-=-= Unlike single player, which has you in the role of Dean Shepard, who is an All- American beast, multiplayer splits players into certain soldier classes. There are snipers, grenadies, normal infantry, medics, and your typical hobo. This section will describe each class, their equipment, their custom ratings, and special abilities. _____________________________________________________________________________ <> ALLIED CLASSES <> _________________________ (^%&: MARINE RIFLEMAN :&%^) ------------------------- ARMOR 2.00 | EQUIPMENT: M14 / Knife SPEED 1.00 | (4) Frag Grenades ACCURACY 1.00 | (1) Smoke Grenade _______________________ (^%&: MACHINEGUNNER :&%^) ----------------------- ARMOR 2.00 | EQUIPMENT: M60 / M1911 SPEED 0.90 | ACCURACY 0.85 | ____________________ (^%&: TUNNEL RAT :&%^) -------------------- ARMOR 0.00 | EQUIPMENT: M1911 / Wirecutters SPEED 1.00 | (4) Frag Grenades ACCURACY 1.10 | (3) Satchel Charges _______________________ (^%&: MARINE SNIPER :&%^) ----------------------- ARMOR 0.00 | EQUIPMENT: M21 / M1911 SPEED 1.05 | ACCURACY 1.20 | _____________________ (^%&: GREEN BERET :&%^) --------------------- ARMOR 0.00 | EQUIPMENT: CAR15 / Knife SPEED 1.00 | (4) Claymores ACCURACY 1.10 | (1) Clacker _____________________ (^%&: ARVN RANGER :&%^) --------------------- ARMOR 1.00 | EQUIPMENT: M16 / Wirecutters SPEED 1.00 | (4) Airstrike Grenades ACCURACY 1.00 | _________________________ (^%&: MARINE CORPSMAN :&%^) ------------------------- ARMOR 2.00 | EQUIPMENT: M79 / M1911 SPEED 1.00 | (3) Med Kits ACCURACY 0.90 | ______________________________________________________________________________ <> COMMUNIST CLASSES <> ______________________ (^%&: NVA RIFLEMAN :&%^) ---------------------- ARMOR 2.00 | EQUIPMENT: AK47 SPEED 1.00 | (4) Stick Grenades ACCURACY 1.00 | _______________________ (^%&: MACHINEGUNNER :&%^) ----------------------- ARMOR 2.00 | EQUIPMENT: RPD / TI33 SPEED 0.90 | ACCURACY 0.85 | ____________________ (^%&: NVA SAPPER :&%^) -------------------- ARMOR 0.00 | EQUIPMENT: TYPE56 / Wirecutters SPEED 1.09 | (4) Stick Grenades ACCURACY 1.20 | (3) Satchel Charges ___________________ (^%&: VC SNIPER :&%^) ------------------- ARMOR 0.00 | EQUIPMENT: PU / TI33 SPEED 1.05 | ACCURACY 1.20 | ______________________ (^%&: VC GUERRILLA :&%^) ---------------------- ARMOR 0.00 | EQUIPMENT: SKS / RPG7 SPEED 1.00 | (4) Trip Mines ACCURACY 1.00 | _____________________ (^%&: VC OBSERVER :&%^) --------------------- ARMOR 0.00 | EQUIPMENT: PPSH41 SPEED 1.00 | (5) Airstrike Grenades ACCURACY 1.00 | ___________________ (^%&: NVA MEDIC :&%^) ------------------- ARMOR 2.00 | EQUIPMENT: SKS SPEED 1.00 | (3) Smoke Grenades ACCURACY 0.90 | (2) Med Kits _______________ /Map Strategies/ -=-=-=-=-=-=-=-=-=-=-=-=-=-= Vietnam Maps are often eery, filled with numerous bushes to hide in, hills to prone on, and points worthy of ambushes. The following section will describe each map with key spots for defensive/offensive attack points. ************ = BATANGAN = |||||||||||| > SIZE: 4-12 players - Basically a night-time atmosphere based around a lone wooden bridge, with a cut-in valley near the center, and two opposing villages. Several wooden tower structs provide turret support, but this map is designed for long range battles. You'll find great sniper spots along the borders of the map, but watch for flankers since pathways are designed to pass through these points. If you can make it to the center undetected, try to prone in some of the heavy bush along a hillside. Makes sniping your opponents much easier. This map is better played with on objective-based scenarios. Don't attempt to cross the bridge; otherwise you're dead meat. ************ = BONG SON = |||||||||||| > SIZE: 6-12 players - By far the most popular map on Men of Valor, Bong Son is a sniper-orientated environment. It's practically a village at one end, with some rice paddies near the center, a few APCs near the edge of the field, and an American spawn point in the distance. There are only a few towers, and they're in clear view near the center. Be a sniper on this map and you'll love it. There is plenty of bush to hide in. On the Americans side, you can prone along the right cliffs and snipe from there. There's a downed Huey near the VC village, and also one up on a paddy to the right which you can prone in. The village spawn point for the NVA is quite disadvantageous, but rush to the hills for cover. Just hide and snipe on this one. This mission is HORRIBLE to play as an ALLY on mission. ******************* = CAMBODIAN RUINS = ||||||||||||||||||| > SIZE: 2-8 players - I absolutely hate this map, but it seems to be popular online. It's basically a small close-combat orientiated stone temple, with vines strangling all over the place, some ladders, swampy marshes, and brick steps that lead to the NVA spawn. Avoid playing this on TDM, as many people will spawn camp. Watch for trip mines, and try to prone against a wall. I've found it best to be mobile and simply rush people from the flanking stairwells. Not much you can do on this one though. Airstrikes are great for pushing people around. **************** = CHARLIEVILLE = |||||||||||||||| > SIZE: 2-4 players - A unique map if you ask me. You're basically placed in a circular bordered village with NVA and Americans spawning on each side. The NVA spawn next to a church with a large sniping tower, but the Americans have cover in small paddy shacks. Believe it or not, there are a few towers, and this map is VERY balanced. Despite the advantage of the tower, this one can go either way. Crouch near the sides of houses and peek shoot. The tower is good for sniping, but you'll often be naded or M79ed out. ******************* = DA NANG AIRBASE = ||||||||||||||||||| > SIZE: 6-12 players - Another night-time atmosphere, and also seems to be popular amongst team- based scenarios, Da Nang was one of the most epic battles during the Vietnam War. The Americans spawn inside a fenced barracks area, while the NVA come from a nearby VC village. There's basically a drop-down valley that leads to the fenceline where there are three plotholes you can run through. From there, there's an intricacy of turret towers, fuel dumps caught on fire, a hangar with two fighter jets, and back to the American spawn. You can do cross-fire sniping spots inside the hangar, with two snipers opposite of each other. Another good strategy is to get on one of the towers near the frontline along the left, then crouch, and look back at the American spawn. Snipe any NVA who spawn camp the fenced area. Snipers are fairly dominant on this map, although I've seen rifleman, Guerrillas, and even Medics kick butt. Very fun map, but Americans almost always get trapped inside their spawn. ********************* = DAK TO HILL SIEGE = ||||||||||||||||||||| > SIZE: 4-12 players - Daytime battle that basically "sieges" upon an NVA hill. The Americans spawn on the opposite side with two routes to go. The path up the left leads to a mountainous hill that can only be reached by going under a bridge and around up the hill. Often this is booby-trapped, and NVA are waiting to ambush. NVA can also snipe off the top of the hill overlooking the route. The other path leads to another spawn point, with a tower, then moves forward to a bridge, that is often trapped and awaiting ambushers on the other side. A good sniping spot is to crouch near the ledge and snipe anyone who exposes themself. The NVA almost always dominate on this map since they camp their spawn, and the Americans really "can't" rush in. ********************** = HUE HOUSE-TO-HOUSE = |||||||||||||||||||||| > SIZE: 6-12 players - One of the few and fun environments you'll face, House-to-House involves basically a series of buildings streets, with a center area that intertwines near both spawns. Players can rush through either of the buildings corridors. Trip mines are HIGHLY effective on this map, especially when you plant the base of the mine near a wooden wall, and the trip near the top of a stairwell. There are great sniping spots on the roof, especially the gray-stone colored one, with ventilation ducts. I found it best to stay mobile on this one with a M60, or something great in close range. **************** = JUNGLE RUINS = |||||||||||||||| > SIZE: 2-8 players - The least popular map of MoV is this. Jungle Ruins is a jungle atmosphere filled with decayed ruins that are fallen over, and intertwined in complex designs. There are lots of hiding places, but no TRUE spots to snipe. There's no clear cut advantage, and this is really just a lame deathmatch map. Has a small arena. Guerrillas, Observers, and Machinegunners highly effective. ************* = QUANG TRI = ||||||||||||| > SIZE: 4-8 players - Almost the same as Hue, except it's more industrialized with pathways to walk up, and ambush points. Features smaller roads, and overall area. I found it best to go up the planks, and attempt to snipe. M79 and RPGs VERY effective in getting kills and flushing would-be tangos out. Trip Mines are useful, but not quite as good as on House-to-House. Try to get near the center where most of the action will occur. ********************** = US EMBASSY ASSAULT = |||||||||||||||||||||| > SIZE: 6-12 players - This is a HUGE four-story building with a roof, and ground area that the NVA/Americans battle on. There are library shelves, desktops, stairwells, and plenty of camping locations. The roof can be a deathtrap for those with RPGs, or any explosive weapon. A very useful strategy is to carry an RPD or M60 and run around from place-to-place. You can accumulate many kills in close situations in auto fire. -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ============================ - 7) Codes - ============================ Believe it or not, there are NO codes for this game. No button cheats for god mode. The developers wanted to place a challenge to the users, seeing if they could complete the game without having to refer to cheats. Heck, I'm not even sure there are any action replay codes. - You do NOT receive anything for completing the game on the HARD difficulty. I actually beat the game on my first try through Hard, and received nothing. -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ============================ - 8) Common Questions - ============================ )) Gameplay (( ---------------------------- << What exactly is Men of Valor? >> - Men of Valor is currently the best first person shooter, based on the Vietnam War, designed for the PC, X-BOX, and an expected release for the PS2. It's great because it features a challenging single-player mode, online multiplayer capabilities, and "feels" like the war. Unlike other failures, such as Viet Cong: Purple Haze, or Shellshock Nam, Men of Valor focuses on the heroic elements of the game. You get to fight along side with Allies (although they don't do much), and combat varying situations from the war. It tends to play more modern than Call of Duty: Finest Hour, but has a unique element amongst itself. Compared to the other releases on the X-BOX, it is by far the best. I'd personally rate it a 8/10. << Why is this so darn hard? >> - First of all, you have to understand that 2015 (the developers) did not want to make a breeze-over game. This isn't another Medal of Honor game where you'll hump it out for a week, then put it back in the fridge. Instead, they wanted a challenge for offline gamers, along with some expansion abilities on X-BOX Live. To start off, the reason it is hard for most people is because they DO NOT take cover. Most people think this is like the reincarnation of John Rambo, and will charge like John McClane with two uzis. You gotta take cover. This is like Vietnam. Take cover, then return fire. Get use to precise aiming since it will be your most-used aspect. Try peeking around corners for better efficiency. Get use to retrying your life at a checkpoint. Don't worry about saving the game. It does it automatically at every loading point, and MARKED checkpoint. I completed this game on the HARD difficulty, so don't whine to me about difficulty. One other thing though. You can change the difficulty via your profile settings, by moving the setting left or right. << How many missions are there in total? >> - There are 13 in total, if you count the training mission. You can actually preview each of them by going to New Game, selecting your profile, then scrolling through the missions under each operation. The most challenging is the Tet Offensive, although Iron Triangle is fairly tough. << Any single-player tips? >> - Always get rid of your pistol, and switch it for an AK47, or the Communist equivalent. On many missions, I would run out of ammo for my Allied weapon, and would require some sort of secondary rifle. You have a higher % of being hit by enemy fire standing up. Your aim will also be less focused. Always crouch, even when advancing up hills. I rarely proned during the game unless under heavy fire. Trees are the most useful spots for getting cover and killing enemies. Precise-aim-peek around one to pick off enemy targets. Whenever you have to jump into a M60 bunker gun, HOLD down the fire button and aim at the targets. It's difficult to handle the recoil, but necessary. Don't try burst firing, because the NVA will usually get the upper hand and rush you. Remember that you have frag grenades on most missions, and should use them in taking hard-to-hit enemies. Leave a few for the end of the mission, since there's usually a hidden objective. << Why haven't I heard of this game? >> - It was made by an unknown developer called 2015. Unlike your typical EA game, or Sony product, it really had no publicity. Secondly, it was released in September, which was a breeding ground for the hype of Halo 2. Not to mention Fable, and the other Vietnam games ate most of the spotlight up. This game was actually out for the PC first, and also features online play. Either way, it was modeled out of the Unreal Tournament engine, and happens to be one game "under-the-radar." )) X-BOX Live (( ---------------------------- << Why are the loading times so horrible for online play? >> - I'm not too sure myself. My guess is that the maps are so big, along with plenty of grassland sprites, that it takes quite some time to load everything efficiently. BE patient. Sometimes a "waiting for server" message will pop up during the load times. If it does it at the end, when the bar is full, cancel the loading process and leave. Some servers will leave during a map change, and you'll be left "hanging" thinking the map is loading. If it's only a 1/4 of the way full, this is often due to lag, because so many players are hooked up to one server. << How do I join a game with more than 8 players? >> - The problem with Men of Valor is that it has a tendency to lag out the server host when you reach up to 8 players. I have a decent DSL connection, yet it only recommends I host up to 5 players. Personally, to fix this, go to server options, and turn Dedicated Server on. You, yourself, will not be able to play, but your XBOX will act like a dedicated PC server, allowing up to 12 people to play with GOOD connection speed. The only problem with this is that there will always be 0/max # of players in the server when you start. It gets even worse because most players filter out servers with less than 2 players. Most people won't see your dedicated server. I recommend making friends with some MoV players, then inviting them to your dedicated server, and pumping out the fun. Try making a dedicated server for TDM, RtD, or S&D. << Help! I'm being spawn camped. What do I do? >> - Leave. You can leave them cheating feedback, but Men of Valor tends to take leaving "feedback" a serious thing. If you try to combat spawn campers, remember that your online stats are always being logged. Joining an uneven team, then whining that you got raped because they spawn camped is your own fault. Leave if you don't like the situation. I always do. << How do I view my ranking? >> - Go to the X-BOX Live menu, then click Scoreboards. Rankings are organized based on weekly/monthly stats, and according to gametypes. There's also an overall ranking. I'm usually ranked in the 200s on a specific game mode, although I was around 55 at one point on TDM when I was active. The stats are cleared every month I believe. There are really only about 2500 players who play Men of Valor, so the competition is fairly weak. Halo 2 ruined every gaming community out there! << Any online tips? >> - Tower turrets are useless. They're only drag spots for getting trap-sniped. Try to get the height advantage on maps, such as the rice paddy hills on Bong Son, the church tower on Charlieville, and so on. There are usually four types of brush on each map. The tall bamboo structures usually layer the borders of the map - these are great for standing against. There's thick body-height level brush which can also be stood in, although I recommend crouching. There is neck-high brush which is excellent for crouching in. Finally, there's ankle- depth brush which can be proned in. Try proning against a solid rock with some ankle brush for maximum camo. Teamwork isn't essential to winning. I found it better to go on my own way, and simply kill as many people as possible to bring my team to victory. Guerrillas are an awesome class on Live, along with American Snipers. -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ===================================================== - 9) Copyright/Distribution/Reproduction Guidelines - ===================================================== This FAQ/Strategy Guide/Walkthrough is my own published work, and copyrighted by Christopher Zawada. Whatever you do, DO NOT edit this FAQ in any way. DO NOT steal anything from this FAQ. If you want to use some information in your own guide, simply ask me. If you want to place this guide on your website, either link to the GameFAQs game page, or download the file and place it on your own web server. Basically, you can post this on your website as long as its in ORIGINAL form, and not linking directly to GameFAQs. Aside from that, all proper credit is due when necessary. Also, don't even think about selling FAQs. Trying to prosper off of other people's work will get you in big time trouble (coming from an eBay seller myself). Any site out there has permission to host my FAQs (following the above terms), however, these are a list of current sites that host my FAQs officially: - http://www.gamefaqs.com/ - http://www.ign.com/ - http://www.neoseeker.com/ - http://www.cheatcc.com/ - http://www.cheatplanet.com/ -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ============================ - 10) Proper Credit - ============================ I'd like to thank the following people for their help in making this FAQ possible: )) CJayC (( for constantly updating GameFAQs, and dedicating his entire life to it. Takes a lot of effort to keep a site going this long. )) Rootsecure.net (( for provg an ASCII generator to help make the HALO 2 title. You guys are great for having that free one, which fits perfect to the entire theme of my FAQs. )) 2015 (( for providing some info from your basic manual, along with a great title in Men of Valor. One of the more underlooked games of the year, and by far the best Vietnam shooter developed thus far. Congrats on your success. )) Gamewinners.com (( for providing me with details of no known cheats. )) Halo 2 (( for pushing me over to Men of Valor so I could catch a break from it. How ironic. "Some people make sacrifices to make other people happy." - Chris Zawada "Freeeeeeddooommmmmmmmm!" - William Wallace (Braveheart)