CTU: Marine Sharpshooter Unofficial Strategy Guide and FAQ by Kasey Chang released June 6, 2004 0 Introduction This section is for "what the FAQ is about" and things like that. Feel free to skip this section. If you like the FAQ, please send me a dollar. :-) See [0.3] This FAQ is about CTU:Marine Sharpshooter, the "sniper" game from Groove Games and Jarhead Games. 0.1 A WORD FROM THE AUTHOR There doesn't seem to be any FAQ for this budget game, so here it comes. This is a FAQ, NOT a manual. Not that you really need a manual to play this budget sim. This USG only covers the PC Version, which is the only one that exists. Some of you may recognize my name as the editor for the XCOM and XCOM2: TFTD FAQ's, among others. 0.2 TERMS OF DISTRIBUTION This document is copyrighted by Kuo-Sheng "Kasey" Chang (c) 2004, all rights reserved excepted as noted above in the disclaimer section. This document is available FREE of charge subjected to the following conditions: 1)This notice and author's name must accompany all copies of this document: "CTU Marine Sharpshooter Unofficial Strategy Guide and FAQ" is copyrighted (c) 2004 by Kasey K.S. Chang, all rights reserved except as noted in the disclaimer." 2)This document must NOT be modified in any form or manner without prior permission of the author with the following exception: if you wish to convert this document to a different file format or archive format, with no change to the content, then no permission is needed. 2a) In case you can't read, that means TXT only. No banners, no HTML borders, no cutting up into multiple pages to get you more banner hits, and esp. no adding your site name to the site list. [Small exception: a "small" toolbar with no banners embedded is okay. See IGN or Neoseeker for examples.] 3)No charge other than "reasonable" compensation should charged for its distribution. Free is preferred, of course. Sale of this information is expressly prohibited. If you see any one selling this guide, contact me (see below). 4)If you used material from this, PLEASE ACKNOWLEDGE the source, else it is plagiarism. 5)The author hereby grants all games-related websites the right to archive and link to this document to share among the game fandom, provided that all above restrictions are followed. Sidenote: The above conditions are known as a statutory contract. If you meet them, then you are entitled to the rights I give you in 5), i.e. archive and display this document on your website. If you don't follow them, then you did not meet the statutory contract conditions, and therefore you have no right to display this document. If you do so, then you are infringing upon my copyright. This section was added for any websites that don't seem to understand this. For the gamers: You are under NO obligation to send me ANY compensation. However, I do ask for a VOLUNTARY contribution of one (1) US Dollar if you live in the United States, and if you believe this guide helped your game. If you choose to do so, please make your US$1.00 check or $1.00 worth of US stamps to "Kuo-Sheng Chang", and send it to "2220 Turk Blvd. #6, San Francisco, CA 94118 USA". If you don't live in the US, please send me some local stamps. I collect stamps too. 0.3 VOLUNTARY CONTRIBUTION Gamers who read this guide are under NO obligation to send me ANY compensation. However, a VOLUNTARY contribution of one (1) US Dollar would be very appreciated. If you choose to do so, please make your US$1.00 check or $1.00 worth of stamps to "Kuo-Sheng Chang", and send it to "2220 Turk Blvd. #6, San Francisco, CA 94118 USA". If you don't live in the US, please send me some local stamps. I collect stamps too. For the record, out of ALL the FAQs I wrote (50 at last count) over the past nine years or so, I've received exactly 19 dollars and 4 sets of stamps, as of release of this guide. So I'm NOT making any money off these guides, folks. 0.4 HOW AND WHEN TO CONTACT ME PLEASE let me know if there's a confusing or missing remark, mistakes, and thereof... If you find a question about this game that is not covered in the USG, e-mail it to me at the address specified below. I'll try to answer it and include it in the next update. Please do NOT write me for technical support. That is Activision's job. Please do NOT ask me to answer questions that have already answered in this FAQ/guide. It makes you look REALLY idiotic. I will NOT answer stupid questions like the ones above unless I'm in a really good mood. If you send questions like that, do NOT expect a reply. The address below is spelled out phonetically so spammers can't use spambots on it: Kilo-Sierra-Charlie-Hotel-Alpha-November-Golf-Seven-Seven AT Yankee-Alpha-Hotel-Oscar-Oscar DOT Charlie-Oscar-Mike To decipher this, simply read the first letter off each word except for the numbers and the punctuation. This is "military phonetics" or "aeronautical phonetics" in case you're wondering. This document was produced on Microsoft Word 97. Some editing was done with Editpad (editpadclassic.com). 0.5 THE AUTHOR I am just a game player who decided to write my own FAQs when the ones I find don't cover what I want to see. Lots of people like what I did, so I kept doing it. Previously, I've written Unofficial Strategy Guides (USGs) for XCOM, XCOM2:TFTD, Wing Commander, Wing Commander 2, Wing Commander 3, Wing Commander 4, Privateer, Spycraft, 688(I) Hunter/Killer. Mechwarrior 3, MW3 Expansion Pack, Mechwarrior 4, Mechwarrior 4: Black Knight, Need for Speed: Porsche Unleashed, The Sting!, Terranova, Fallout Tactics, Starfleet Command Volume II, DS9: The Fallen, DS9: Dominion War, Driver, Warlords: Battlecry, Monopoly Tycoon, Dungeon Siege, and a few others. At least count, that's 53 FAQs (this makes it 54). To contact me, see 0.4 above. 0.6 DISCLAIMER / COPYRIGHT INFORMATION Jarhead Games is the creator of Marine Sharpshooter. Groove Games is the publisher of Marine Sharpshooter This USG is not endorsed or authorized by either company. The information compiled in this USG has been gathered independently through the author's efforts except where noted otherwise. However, the "official" walkthru has been used to verify a lot of the information. This document is based on the retail version with 1.01 patch applied. Thus, any patches applied later may affect its accuracy. 0.7 HISTORY 06-JUN-2004 Initial release 1 AAA General Info 1.1 THE MOST FREQUENTLY ASKED QUESTIONS Q: Can you send me the game (or portions thereof)? A: No. It's like $10 in local stores. Q: Can you send me the manual? (or portions thereof) A: You don't need it. The controls are all listed in the game and configurable Q: Can you tell me how to play the game? A: Read the manual please. Q: How big is the install? A: About 487 MB. Q: Is there a patch? A: V1.01 patch is available at Groove Games' website There may be a V1.02 patch coming soon. Q: What's the difference among the difficulty levels? A: How easy you die, mainly, and how accurate the enemy is. Q: Where is the pause button? A: P, or hit ESC to pop up the in-game menu. Q: What about some cheat codes? A: There aren't any. 1.2 CTUMS HISTORY Jarhead Games had a good history of developing quality budget shooters. Their SEAL Team and SEAL Team II made a bit of money for ValuSoft. Jarhead Games decided to switch publishers and they need to create a new "franchise". The result was CTU: Marine Sharpshooter. 1.3 CTUMS HARDWARE REQUIREMENTS Minimum requirements are: Pentium II/300 MHz. or equivalent processor 64 MB RAM 500 MB Hard Disk Space SVGA, high-color (16-bit) 16-bit DirectX 8 compatible sound card 8 MB DirectX 8 compatible video accelerator (capable of multi- texturing) Recommended specs are: PIII/550 MHz. or above 128 MB RAM 500 MB Hard Disk Space SVGA, true-color 32 Bit Color 16-bit DirectX 8 compatible sound card 32 MB DirectX 8 compatible video accelerator (capable of hardware accelerated transformation and lighting) 1.4 HOW DOES CTUMS PLAY? CTUMS is basically a first-person shooter with heavy emphasis on the sniper rifle, but it's not the only weapon you use. You also have a buddy, your spotter, who has an M-16, and he will not only spot enemies for you, but also engage targets and watch your back (unless you told him not to, as not to give away your position). Also, there are segments where you must do close-quarters battle with your pistol, and others where you must clear out segments of enemies, cover fellow soldiers by taking out enemies before they can engage your friendlies, and so on. 1.5 BUGS AND FIXES There is a patch to V1.01. It replaces some game files. You MUST start a new game after installing the V1.01 patch. If you tried to load an old save with the new patch in place, you will crash the game. The game is very stable and never crashed even once on my test computer, even after repeated task switching. However, there were a few in-game glitches that cannot be reproduced. 1.6 EXPANSION PACKS? SEQUELS? RELATED TITLES? The sequel, Marine Sharpshooter II, is coming soon. Jarhead Games also did SEAL Team series for ValuSoft, another FPS series with elite units. 2 Your weapons and equipment The USMC is the first American military branch to realize the need to integrate sniper / sharpshooter into regular units. In 1966, USMC procured the first batch of Remington rifles, which is then designated as M40. Of the 700 purchased, 550 of them have scopes mounted, making them the first official sharpshooter rifles. USMC's sharpshooting has came a long way since. Here are the weapons you'll use, and a little bit of background info on them. From time to time, Wolfman, your "advisor", will jump in with a few comments of his own, like this: Wolfman says: Pay attention, jarhead! Knowing these may just help you survive, and you may even get to save the world in the bargain! 2.1 M40A3 The M40A3 is the successor to the highly acclaimed M40A1, which can be traced back to the original M40 Remington 7.62 mm rifles all the way back to 1966. The M40A3 differs rather minimally from the M40A1, with slightly improved accuracy and a built-in bipod. Carry weight is about 16.5 pounds NOT counting ammo. It has a composite stock which resists weather changes and is lighter than wood, along with match grade barrel and base. M40A3 has a 5-round magazine, which is breech loaded, making it rather slow in reloading. It is a bolt-action rifle, so it takes a moment to pull the bolt, eject the spent round, and reload the next round. Firing rate is relatively slow. For more information on the real rifle, visit here: http://www.snipercentral.com/m40a3.htm In terms of the game, the pertinent facts are as follows: Magazine Capacity: 5 Rate of Fire: Slow Reload Speed: Slow You use this rifle for level 1, in Afghanistan. Wolfman says: While this rifle isn't bad, the small magazine capacity can be a problem, as is the slow reload speed. Keep it fully loaded at ALL times. Reload whenever you got a second to spare. You will thank me later. 2.2 M82A1 Ah, the Barrett 50-cal. Every sniper's dream... Not! This rifle weights 32.5 pounds, and that's NOT counting ammo and accessories! While effective range is about 80% further than the M40A3, the accuracy is not as high. However, since this rifle is magazine based and semi-automatic, reload is quite fast and rate of fire is quite high. Being semi-automatic, you can actually hold down the trigger and it'll just keep shooting and empty the magazine. The main problem is the massive recoil and the delay in getting the crosshairs back onto the target. However, the Barrett is excellent against vehicles. The bullet will punch through light armor in most cases, and will do wonders to an engine block or a jet engine from over a mile away. That's in real-life though. In the game this rifle doesn't do anything against vehicles. For more information on the real rifle, visit here: http://www.snipercentral.com/m82.htm In terms of the game, the pertinent facts are as follows: Magazine Capacity: 10 Rate of Fire: medium-fast Reload Speed: fast You use this rifle for level 2, in Chechnya Wolfman says: Don't even THINK about using this rifle standing up. The crosshair will wave all over the place and you won't hit a thing. The power of the Barrett is its ability to punch through things, so see if you can spot outline of enemies through trees and foliage and such. And shoot them through the trees and such. One trick I use with the Barrett to survive Chechnya is the sprint and drift tactic. Basically, run the distance of about four to six trees, stay in cover. If your spotter spotted something, stop immediately and hide behind a tree. Immediately lie down and start scanning for enemies. Look for just the foot showing, or a hint of their outline. Even if you don't see anything, that's fine... Just take a good guess on how high the enemy may be. If he moves around a bit, he's standing up, else he's either kneeling or lying down. Then feed him a 50 cal bullet. 2.3 AW The AW is based on the British Accuracy International L96A1, which is also known as the PM. Supposedly AW stands for "Arctic Warfare" since the specs were originally designed for the Swedish army's sniper requirements. However, the rifle's so good, BAI started selling it to everybody. AW is a bolt-action rifle, and has excellent accuracy right out of the box, and can be further improved in accuracy with match- grade ammo. For more information on the real rifle, visit here: http://home.swipnet.se/sniper/sniper/psg90.htm In terms of the game, the pertinent facts are as follows: Magazine Capacity: 10 Rate of Fire: slow Reload Speed: medium You use this rifle for level 3, in Pacific Island Wolfman says: AW is a bolt-action rifle so rate of fire is slow. However, the rifle seems take both magazine feed AND breech feed, thus reload speed is quite fast (not quite as fast as the Barrett of course). It is quite accurate with low recoil. 2.4 SOCOM The SOCOM's full name is Heckler & Koch Mk.23 mod 0 (the civilian version is just plain Mk 23). This pistol uses the venerable .45 cal ACP (used in the old Colt 45!) with the base and chamber upgraded to reliably shoot the upgraded ACP+P ammo. It has an integrated spot for a laser module, and a quick-attach silencer. You also get an extra-large magazine for this use, with 17 rounds instead of the usual 12-round magazine. For more information on the real gun, visit here: http://world.guns.ru/handguns/hg12-e.htm In terms of the game, the pertinent facts are as follows: Magazine Capacity: 17 Rate of Fire: fast Reload Speed: medium-fast This is your personal side-arm, so you have access to it at all times. Wolfman says: SOCOM is your tool for close-in fighting. Do NOT use your rifle for that! When you are moving, pull out your pistol! When you see enemy, shoot him at least three times and move aside. Keep shooting until he goes down. That red-dot in the middle is your laser "death dot". Reload whenever you get a chance. You'll never know when you'll exhaust your magazine. 2.5 KNIFE The venerable marine K-bar, albeit Spec-Op'ed. As you can never get close enough to the enemy to use it, why have it? Still, you wouldn't be a marine without a K-Bar. 2.6 MEDICAL KIT You carry a limited number of medical kits, as does your spotter. They don't heal that much (at most 20%), but every bit of patching helps when you're running low. Note that your spotter cannot patch you, and you cannot patch your spotter. He will use his med kits when he feels he needs it. But once he's out, he's out, and same for you. I don't know of a way for you to see how many med kits your spotter still has. 2.7 NIGHT VISION GOGGLES Just turn it on and turn night into... not-quite-day. Fortunately the batteries never run out during the game. 3 General Tactics 3.1 MAXIMIZE DISTANCE BETWEEN YOU AND NEXT POTENTIAL TARGET Your sniper rifle is a LONG-range weapon, It is NOT built for close-in fighting. That's for your pistol. Thus, you should maximize the distance between you and the next "corner" by hugging the back wall and try to see as far down the next corner as possible. 3.2 LET YOUR SPOTTER DO HIS JOB: SPOT FOR YOU It's NOT your job to run into enemy territory without knowing what to shoot. Your spotter will spot enemies for you if you give him a chance, so let him do his job. Move ahead with pistol out, in case something jumps out from behind that next tree. Move forward in spurts until you get shot at or your spotter sees something. Lay prone and start shooting. When it's all clear, resume the path. 3.3 DON'T LET YOUR SPOTTER DO TOO MUCH Your spotter will try to cover you any way he can, and that means running ahead with his M-16 and engage bad guys if you don't stop him. As you can guess, this is NOT good for his health. And if he dies, you lose. Therefore, you should take the lead, always. Get your pistol out and be ready. If you don't want your spotter to run ahead, tell him "hold fire", and he'll look for a spot to hide near you. If your spotter already ran ahead, follow him quickly (stand up!) and help him with the enemies. Or tell him to hold fire. Obviously, don't do this in the middle of enemies. In general, when you crouch or lay prone, you should set your buddy to "hold fire". This way you will prevent him from suddenly running off to engage a few guys around the corner. On the other hand, if you're pretty sure there are no threats nearby, just far-away threats, then feel free to set him "fire at will", so he can cover your back in case anyone sneaks up behind you. 3.4 SHOOT CROUCHED OR LYING DOWN Both positions improve your accuracy by a lot. The crosshair won't drift as much, and you can lead your moving targets better. You should almost NEVER shoot standing up, except when using your pistol, where it doesn't matter. The price you pay is much lower movement speed. 3.5 EXCEPT WHEN YOU NEED TO "SHOOT AND SCOOT" When you need to engage RPG guys, you may need to use this "shoot and scoot" tactic. Basically, the RPG guy will shoot as soon as he sees you, so you have maybe TWO SECONDS to make the shot and back off to avoid the incoming RPG. Start by pre-aiming to almost the right spot. Move forward, shoot, and backpedal. Don't worry if you miss. The RPG will miss and you'll live to try again. 3.6 LISTEN FOR CLUES OF ENEMIES Audio plays a big role in this game. If you hear conversation in foreign language, enemies are just around the corner. If you hear shots (or ricochets), enemies are either shooting at you or shooting at friendlies. If you hear one round at a time, an enemy sniper is gunning for you. 3.7 SPRINT AND DRIFT While this is a Navy term, you can use this as well. Basically, you run forward (sprint) until your observer spots new hostiles or until you've gone about 4 to 6 trees. If there are new contacts, then you stop and lay prone to engage enemies (drift) that were just spotted, if any. When you clean out the area (or are sure nearby is clean), then run forward and repeat. Remember to switch to pistol when you run, in case something unexpected popped up in close range. 3.8 WHEN TO LET YOUR SPOTTER LOOSE AND WHEN NOT TO In general, your spotter should NOT be shooting, except when area is very tight (like tunnels, corridors, etc.) and you need him to cover your back. Then turn him loose, but keep in front of him. When the area opens up, set him back to "weapons tight" unless you notice enemies at your flank or rear. That happens move often than you think, esp. in Afghanistan levels. Your buddy will move by himself to be next to a cliff, a wall, behind a tree, and so on. He will also copy your posture when it's appropriate. However, he WILL move around, even move right into your line of fire. Do NOT shoot your buddy from behind! In general, your spotter will only shoot at enemies he can reach. Thus, he will not shoot at enemies beyond 50 meters or so, even if he can see them. However, if he sees a path to that enemy and the enemy is within running distance, he will RUN toward the enemy until he's in range of his M-16 and start shooting. And he'll stay there until the threat is taken care of. This is both a blessing and a curse. It's a blessing since you don't have to do all the shooting. Your buddy is a decent shot and he will take care of the flanks and sides for you. However, he can miss point-blank, and you have to run up there and help him with your pistol, esp. when he's reloading. As for when to leave him back... That's hard to say. In general, you need him to stay still when he will get himself killed, like by running into a hail of bullets. Remember though, if you move far enough away from him, he switches automatically back into "follow" mode. If you need your buddy in a specific spot, move around until your buddy stops at the right spot, then set him to hold. This is especially important in the "Alamo" scenario at the end of Afghanistan 3 where you need to hold off the enemies for about 2- 3 minutes. 3.9 WHEN IN DOUBT, GO IN LOW AND MOVE SIDE TO SIDE One of the best ways to surprise someone in a room is to go in prone and shoot up. Most of enemy shots will go over you. If you add movement from side to side, you can avoid even more shots. Move from side to side also works for when you're crouched or standing. 4 Enemies There are essentially three types of bad guys... assault rifle bad guys, sniper bad guys, and RPG bad guys. There's also the attack dog. 4.1 ASSAULT RIFLE GUYS These guys carry AK-47 or similar assault rifles, enough said. Most assault rifle guys are on patrol routes and thus will keep moving, though they often will stay put for a few seconds. They will shoot at you when they spot you, even when they're out of range. Some of them will run at you to get closer, but some won't. Some of them can even do rolls to dodge your shots. If they are far away, use the sniper rifle when they stand still. If they are close, use the pistol. 4.2 SNIPER GUYS Sniper guys are like you... they lay prone or crouch/kneel to look for a good shot against you, and you must out-sniper him. In general, your spotter will spot them before they engage you. However, sweep the horizon every once in a while just in case. Sniper guys don't move. If you see a dot that does not move at all, he's probably a sniper or RPG. In general, you want to engage the sniper from as far as possible, so you should NEVER kill one with a pistol. Unless you are really good and managed to sneak up on one from behind. 4.3 RPG GUYS RPG guys have their RPG launcher and they are NASTY. One explosion will kill you if you're close enough to the fireball. Fortunately, they aren't that accurate, and often the shooter can be killed before they notice you. Still, you need quick reflexes as you must engage him before he engages you. Listen for the sound of RPG "whoosh". Jump out just after the round he fired exploded. Then quickly move out and shoot him. RPG guys tend to hide on ledges, esp. in the later levels. Pay careful attention to any ledge. In general, you'll never get close enough to an RPG guy to use your pistol. 4.4 ATTACK DOG You only see attack dogs in Chechnya 1. If one gets really close to you, it can do some serious damage to you. 5 Walkthru You are a Marine sharpshooter. All Marines are rifleman first, and you are the best of the best. You are a part of CTU, counter-terrorism unit, a group of elite special operation soldiers ready to go behind enemy lines and battle terror where they lie. In the first mission, you are ordered to investigate this mysterious convoy in Afghanistan headed by this warlord Kumar. 5.1 AFGHANISTAN 1 Mission briefing. Kumar the warlord has a convoy in the area. Locate a position to observe and report on the convoy. Time: oh-dark-hundred (that's a military joke, in case you don't get it) Start by going prone immediately. There's a sniper in the distance. Then turn on your night-vis goggles and look in the distance. You should see a bunch of guards, with at least one guy lying flat acting as a sniper. Fortunately he's quite visible. If you don't go prone quickly, Take out all the guards that you can see, then get up and advance up the ramp. Go behind the left house, and there's the tunnel entrance. Get your pistol out, you're going CQB. Set your spotter to fire at will, and head on in. As you approach the first fork, your spotter will tell you it doesn't matter which fork you take, you'll end up at the same spot. So pick one, and head on down. Watch for enemies from BOTH forks! Leave your spotter on "fire at will" as enemies will appear from behind. Take out all enemies in your way. There should be about 4-8 guards in small groups. Clear the ledge when you come to it. Now you get to watch the convoy arrive, as your buddy notices that one of the trucks is carrying radioactive material! You can go on and shoot the truck, but that wouldn't accomplish anything. You can shoot the jeep, but it won't stop the trucks. And the rest are already gone. [For practice, see if you can shoot the jeep so you can get both the gunner and the driver in a single shot!] Kill the rest of the guards running around. Then it's time to leave. Turn around, and you should see THREE entrances. You came through either of two of them, so the third one is the exit. That would be the leftmost one. Use your pistol and your buddy to clear the tunnel until you come to a 180 turn, an upslope, to the entrance. This part gets dangerous, so be careful. Go prone and set your buddy to hold. Creep up slowly, and you should see a rope bridge ahead to left slightly. There should be a guard walking back and forth, though he'll probably starting running the second he can see you. Take him out when you can, but don't go any further forward. Look to the left. At the end of the rope bridge is an RPG bad guy! He'll shoot at you with RPG and that CAN kill you if he manage to hit inside the tunnel. So take him out quickly. You may have to use the shoot and scoot. Once that's done, get on the ledge to the left, but be ready to look right, as there's a guy on his own tiny ledge that'll show up behind you. Crouch to get a better view and take care of the problem immediately. Watch out for enemies appearing behind you. Continue down the path, and look at the end of the rope bridge. There should be some guards beyond that so take them out. There is at least one sniper there, so be careful. Continue up the path. You are in this little "valley". Clear it out of enemies (beware of those who come up from behind!) and shoot everybody. You should see a ramp to the right that goes onto a ledge. There's another ramp further down on the left. Climb on either and keep clearing forward down the path. You'll come to this big valley with two guards on a ledge and two more on ground level. Clear them all out, and a SpecOps Blackhawk will arrive in the distance. Run until you're under it to end the level! 5.2 AFGHANISTAN 2 Mission Briefing: You're going back in. Intel knows where that convoy is going. We'll fly ahead to drop you off with some friendlies, who will take you into the destination town by truck. From there, you're on your own. Find a place to observe the convoy. You start in a "garage". Immediately go prone as guards will find you very soon. Get your pistol out and tell your buddy to hold position but fire at will. Take care of the two guards that will come to you. Then look out and up, as there is a sniper just outside. Now the courtyard is clear. Exit the garage and go right, and you should find a small alleyway. Continue down and clear it into the second courtyard. Clear that as well. There is no way out of the second courtyard, and all the doors are locked... except one door. That door doesn't have a light over it, and the door doesn't have a "lock" on it. Go through slowly, and you'll see there's a hole in the wall to your left. On the other side is a bad guy next to a body (of a UN soldier?). Shoot the bad guy, and continue forward, through the doors you can open. Take out guards as you go, until you come to this right turn into a stairs heading down. Head on down and take out the guards inside, as there may be four or five of them. Examine this room and you should see there's only one way out (NOT the way you came in). Go there, and kill guards as you get into yet another building. Kill the guards you can see, and make your way up the stairs one level at a time. Several guards may be above you. Get to the highest level, and locate the door that lets you onto the roof. Go to the edge, and you see the convoy. That ends this level. 5.3 AFGHANISTAN 3 Mission Briefing: You've just observed Kumar selling the nuclear material to this unknown European guy, who just drove off with the material. It's too late to stop the truck, but HQ has just ordered you to take out Kumar and escape until you can be extracted. Start by locating Kumar and put a bullet through his head. Be quick, or he'll get into the jeep and drive away. After you shot Kumar, two snipers will appear on nearby rooftops, and gunfire will echo in the streets, Your spotter should see them and remarked that you just kicked over a hornet's nest, so take the snipers out if you want to. You can also just rush to the door and get back inside. Get your pistol out and take care of any guards running up (2-3 of them). Retrace your steps and clear out any guards in your way. You'll get back onto that "basement" room. Your buddy said the only way out is through the sewers. See a door that's already open? Down you go. Get down there, and watch for ambush to left. Move down the path and take out any enemies to left and right in the branches. There are no exits yet, so just keep going and keep shooting. Eventually you'll come to this door that you can open. Open and clean out inside. Go through into another sewer. Continue and clear out more enemies. You will come to a ladder. Climb it (just point to look up and press forward to climb). Take out the guard on top, and keep going. You're now back on ground level. Just around the corner is the "second courtyard" very close to where you started in. Your buddy said this place is big enough for the Blackhawk to do evac, but you need to hold on until then. That will take about 2-3 minutes. You should see a large rock in the corner of the plaza. Run for it. Position your spotter behind the rock, then tell him to hold and fire at will, as you crouch behind the rock. Get ready to shoot bad guys. They will come from that door you opened to escape from, as well as from above (diagonal across from the rock, upper level). Your spotter will say "they're above us!" when that happens. You basically have to shoot bad guys for about 2-3 minutes quickly, don't let them get close to you or do you much harm. Once the timer is up, the Blackhawk arrives. Run out there and get under it, and the mission is done! 5.4 CHECHNYA 1 Mission Briefing: Good job in liquidating Kumar. The Russian FIS has been tracking some of the information as well, and they believe the material is at this base. You will approach the base from the ledge overlooking the route. You need to take out the guards around 3 gates so the Spetnatz (Russian special forces) can go through. There will be plenty of guards between the gates. Good luck. You start as the trucks leave in the distance. Despite the implication that you must hurry, the trucks will "wait". Nothing will happen until you get there. You should see a hill. Go prone and climb it SLOWLY. There is a sniper on top as well as several guards. Climb it slowly and look to the left for the sniper. Guards will also shoot at you if they spot you. Pop them when their head pops just above the peak. The sniper is your main threat. Leave your buddy at the bottom. Once you clear the top of the hill, things get easier, though not by much. Start doing the sprint and drift. Run forward about 4-6 trees. If your buddy spots anyone, drop prone and engage the bad guys. If not, wait a few seconds, then go another couple trees. Repeat until your buddy says something about approaching the first gate. (May want to save now) The trick to doing the gate is run as close to the rock wall (i.e. right) as possible, until you get close to the towers, then run to the edge and drop prone, and start doing the guys on the towers. More may run out. Take them out. Then you need to take out the guys down at the gate itself, esp. at the guardhouse next to the gate. One may be tucked in next to the Spetnatz truck itself. If you run outside the treeline, the guards will spot you and you fail the mission immediately. The idea is to surprise them. Once you've cleared the area of bad guys, a Spetnatz will jump out and run into the guardhouse to open the gate. You should continue down the road, and do more of the sprint and drift. Beware of dogs, as these guards do employ dogs. Better to shoot them from a distance then to have one up close and personal as they can do you quite a bit of damage. Repeat at the second gate and in between, kill lots of guards, both the sniper kind and assault weapon kind, even a dog or two. Take out the guards at second tower as usual. The third tower gets a bit interesting, as there is a guy with RPG on the left tower. Take him out first! Then clear the rest out. Continue, take out all guards forward of you and keep advancing. You should get to a snow bank. You should see big buildings beyond it. Climb the snow bank, continue forward, and this mission will end. 5.5 CHECHNYA 2 Mission Briefing: you've arrived at the base, but you need to help the Spetnatz get inside. You will assault the rooftops and take out the defenders from above, continue to cover the convoy. You are on the ground, and there's this building in front of you, with fire-escape ladder on the side. Go ahead and climb up all the way to the rooftop, and clear the rooftop of any opposition. Set your spotter to weapons free as enemies will pop out from behind you. Clear this first rooftop, then look at the other rooftop you can access by the catwalk. Clear any bad guys you can see. Continue forward and cross the catwalk to the other rooftop. Clear this next rooftop, then shoot and clear the visible portion of the third rooftop. Advance to the third rooftop. Run to the edge. Your Spetnatz buddies in the convoy have arrived, and there are a couple guards below trying to shoot them. Take them out from your high ground. There is one way out of this rooftop, which is a small catwalk that leads to a door. Get your pistol out and explore this "barracks" building. Shoot the guards in the washroom (should be 2 of them). Shoot two more guards in the cafeteria. Explore down the corridor and take out a couple more guards. There's a small "comm room" with a radio inside and one more guard. Go to another corridor. If you turn around, you'll see a stairway leading to the roof. Get onto the roof and clear it of a few guards. Use your sniper rifle and take out the guards on the next roof over (there's a catwalk too). Cross over to that other roof. A guard should come out the roof access door, kill him and head down the same door. Climb down the stairs, and you should be in the garage / warehouse on the second level balcony. Clear it from your "balcony", then use the ladder to climb down. Clear the warehouse of any bad guys. There's a "tunnel" to the "left" of the warehouse. Go through the tunnel. You're at another garage/warehouse. Run up and surprise the bad guys. Shoot all of them (you'll probably get hurt for this one, but the trick is keep moving). Once you've taken out the guards, you'll probably hear assault rifles outside. The convoy is under attack again. Go out through the door and you should see some guards. Take them out. There's also a sniper on the other side of the convoy. Take him out too. Then follow the snow bank until you see this ridge. Climb on it for the next segment. 5.6 CHECHNYA 3 Mission Briefing: The Spetnatz colonel thanks you for the cover. Now for the grand finale... The Spetnatz will need your help to assault the final portion of the base. Continue along the ridge line and cover the assault. This part sounds simple but can be difficult as you must shoot a lot of bad guys to cover your own guys. You have to learn how to lead targets now and if you don't, you'll likely fail this mission. Continue along the ridge, take out any guards you encounter. When you get to the guard towers, take out the guards. Continue and take out the enemies at the "checkpoint". Remember to "surprise" the checkpoint by running along the cliff, then dash out. Finally, you'll reach the base as the ridge ends. Get comfortable as you'll be here a while. Start taking out all the guards you can see, both near and far. The Spetnatz convoy will arrive (or is already here). The soldiers (in gray freckled winter camo) will assault the base. They will send guys into both left and right buildings, while bad guys will send reinforcements from up ahead down toward you. The idea is to take out any reinforcements so your assault goes smoothly. After the Spetnatz made it into both rooftops and have advanced, enemy reinforcements, in form of a couple trucks will pull up behind the convoy. While Spetnatz have left a couple guards behind, it's up to you to take care of the few reinforcements that show up, and you need to do that quickly. AVOID Spetnatz casualties. Once that's done, keep shooting guards until you hear your buddy said the scientists are escaping. You should see a couple guys in thick winter coats appear and run toward the waiting chopper in the distance. Feel free to kill a few of them. But it doesn't matter. The waiting chopper will leave, and the mission ends. Good job! 5.7 PACIFIC 1 Mission Briefing: The documents Spetnatz recovered have led us to this remote island in the Pacific that was once a WW2 fortress. It is supposed to be abandoned, but apparently someone thought this would make a great hideout. You must clear the beach of all hostiles, take out the anti-aircraft batteries in the process. Then Blackhawks will ferry in the assault force (Army special forces). You just landed on this rocky beach in your Zodiac boat with your buddy, Explore to the left carefully and take out a few guards. Look up and you should see a catwalk with a couple guards. Take them out too. Continue to the bunker, clear out guards nearby. Then circle to the back of the bunker and get inside (two entrances), and take out the two guards inside. That's clear. Continue down the beach. You'll run into more guards and a sniper or two. Take them out. You will find a "slope" where two guards are coming down from. Take out the guards, then take out two more that will come. Go up the slopes. Turn right and clear your path toward the other bunker. It's behind barbed wire fence, but you can peek at the top of the guard's heads and take them out. Beware of more bad guys hiding nearby. Once the area is clear, your buddy will comment on that drainage pipe that you will use to get inside. Go there, and this level will end. 5.8 PACIFIC 2 Mission Briefing: You are to advance through the enemy forces and clear the enemies to help the assault. You're in the sewer line and you're about to climb into the buildings inside, when you get this little cutscene where two guards talk about the beach patrol haven't checked in yet. One of them will go check on it. You have to take him out! Head past the spotter and go up the ladder, pistol out. Go to the other end of the room, go left, and you'll see another ladder. Climb that and take out the guard. Follow the walkway and go up the stairs. Follow the corridor as it turns right, and take out more guards. Follow corridor and take out more guards. You're almost at the roof. Get ready, then rush out, and shoot all the guards you see, starting right and sweep left. The rightmost guy is the guy you need to shoot. When you do so your buddy will say "That was close". Clear the rest of the rooftop. Continue forward, and you'll find stairs up to your left. Climb up, clear the guards out, and continue up the stairs. This is a great vantage point to clear bad guys out of the area, so take them out from up here. When it looks clear, look to your right for exit down to ground level. Once at ground level, head to the gate. Your spotter will tell you about the next objective. You need to shoot out the three transformer boxes to stop the alarm from sounding. Get as close as you can, then shoot the three boxes. Your spotter will keep count. When that's done, it's shooting gallery time, as enemies are pissed off and they will "assault" your position. There will be armed jeeps and plenty of armed men jumping out from behind those guard towers. Keep shooting them until the Blackhawks arrive and a cutscene plays, and this mission ends. 5.9 PACIFIC 3 Mission Briefing: the assault forces have landed. You have been ordered to clear the enemies from up ahead. The road is long and there's plenty of ways to die though... You start next to the convoy. You need to clear the road ahead of all ambushes, and there sure are a lot of them, including quite a few RPG guys. Continue down the road, keep to the sides, switch sides frequently. Take out all guards in your way. There will be assault rifle guys and a couple snipers, even a few RPG guys up on the ledges. There really isn't much to say, except go slow, save often, and be very careful. Stick to the sides and you may be able to sneak up on the back of enemies. Try walking on the slopes of the sides and you may be able to spot enemies before they see you. Continue clearing enemies down the road. You'll reach the gate. Your spotter will radio in about needing something heavier. Then you watch this cutscene, where the convoy will get there, and they will blow the gate open. Then it's up to part 4... 5.10 PACIFIC 4 Mission Briefing: You are inside the gate, and you're ordered to cover the convoy from the ledge. There's a ledge to your right. Climb up as the lead jeep came under attack by an RPG. Shoot the guys at the guard tower and on the ground. When the area is clear, look to your right. There's a tunnel there that'll let you pass through and follow the convoy. NOTE: Do NOT stay at ground level. If you advance past the jeep, a sniper will shoot you. That guy does NOT exist. You cannot kill him. You can only go around him. Clear the tunnel of bad guys, and continue to next area. You come to another ledge. Clear the ledge, then support the special forces commandos in dealing with the enemy threat. Enemy shooters will keep appearing and want to engage the three guys that ran up to the platform. Cover them and do NOT shoot any friendlies. Keep shooting until your spotter deems the area secured. Continue through the tunnel, clear the next area (one guy has RPG!). Then clear the area of enemies, until your buddy say you can go. You arrived at the control tower. There are a bunch of RPG-guys at the bottom of the tower. You cannot go prone as you can't back up fast enough to dodge the RPG shot. (Yes, that blast into the bottom of the cliff will kill you some how). Instead, pre-aim where he will be, run forward, shoot, back off. Keep killing RPG guys until your buddy says "There he is! Put a bullet in his skill!" The guy who paid $$$ for all that nuke material will run up the stairs to the control room on the top. Take him out while he's still on the stairs, and the world is saved! If you didn't, then the missile is launched... and you lose. Congratulations, you've just saved thousands of lives from terrorists! 6 Miscellaneous 6.1 CHEAT CODES There aren't any. --THE END--