MERCENARIES 2: WORLD IN FLAMES
CONTACTS AND SUPPORT GUIDE

Copyright FFVIITattoo, a.ka. Acid Angel 13     2009
ver 2.2

THIS DOCUMENT IS BEST VIEWED IN "COURIER" TYPE FONT (SIZE 10).
EVERYTHING LINES UP RIGHT THAT WAY.

CONTENTS***********************************************************************
i    INTRODUCTION
ii   CONTENTS
iii  FAQ's
iv   CONTACTS/ MISSION LIST
v    MISSION STRATEGY
vi   CONTACTS/ SUPPORT LIST
vii  CHEATS/ WHERE TO FIND WEAPONS OR VEHICLES
viii LEGAL STUFF
ix   VERSION HISTORY/AUTHORIZED SITES

************************************  i   *************************************
INTRODUCTION

 "I hate Venezuela.  It's hot all the time, people shootin' at ya..."
 Of course, it's nice to know you can shoot back- Usually with much bigger
guns.  (And I don't actually hate Venezuela; In fact, I've never even been
there.  The quote is an in game quote of random UP employees.)
 This is a guide to (hopefully) help you keep track of where, and how, to get
your heavy weapons, and how much of a budget you need to keep the mayhem going.
 Now, most people don't seem to like this game much, which, I guess, is why
us PS2 Mercs don't have any guides to speak of.  I bought this game for $20,
and, I gotta say, I'm more than satisfied with what I got.  Granted, I haven't
played the next-gen versions, and, to be honest, I never played Mercs 1,
either.  Maybe I just don't know any better.  That's good for you, though,
'cause I'm ignorant enough to think this game warrants a guide.

************************************  ii  *************************************
CONTENTS

 WHAT IS IN THIS GUIDE: A list of every Contact, the missions they provide,
the Support options gained from those missions, and costs for the Support;
Strategy for the Contact Missions, and some (not all) Collectable information.

 WHAT ISN'T: Hopefully, serious, unmarked spoilers.  If I believe some of
the content would be considered a spoiler, I've marked it as such.  Most of
the spoiler content will be limited to names of persons, organizations, or
locales, but there is AT LEAST ONE MAJOR STORYLINE SPOILER CONTAINED
HEREIN.  It is marked, and I believe it will be appreciated.

 I have added a 'Strategy' section.  If you're having trouble with a
particular mission, you can use Ctrl+F and input the name of the mission,
and you should go right to it.  I would, however, recommend checking out the
WHOLE strategy section as you play- There are a couple of jobs whose success
may hinge on actions you take in prior missions.

 Also, often in this guide, you will see directions to a specific item/
person.  If the direction is in the "magnetic" sense (north, east, south,
west), it refers to that direction according to the GAME MAP.  If, however,
you see "perspective" directions (right, left), it is referring to the
objects' position in regards to your Merc's field of vision... So, if I say
"the biscuits are to the right of this building, and the gravy is on the
left", and it isn't there, try moving around some to change your POV.  Because
of the problems this might cause, I will use the "magnetic" directions more
often than not.

************************************  iii  ************************************
FAQS (that I made up)

 1.Q: This game sucks! Why you wastin' your time writing a guide?!
   A: Got nothin' better to do.  Why you wastin' YOUR time reading it?

 2.Q: Where do I find the Pirate Chests/Schematics/Propaganda/etc.?
   A: Look in the "STRATEGY" section; If any of these items are found in a
      mission area, I've listed it there.  Note that you won't find ALL of
      them with this guide... Sorry.

 3.Q: Where can I find one of those twin-rotor VZ choppers?
   A: Look below, in the "Cheats/ Where to find Weapons and Vehicles"
      section.

************************************  iv  *************************************
CONTACTS/ MISSION LIST

 The first list is composed of the Contacts' names and Missions they offer.
The list is broken up in the order that A) The Contacts themselves appear, and
B) The missions are offered.
 Hopefully, I can avoid any major spoilers this way, so long as you (the
reader) don't look ahead on the list too far.
   You will basically see something like such:

------------------
CONTACT NAME            LOCATION

 FACTION               AVAILABILITY
-----
*MISSION NAME           AVAILABILITY

 DESCRIPTION

 PAYOUT
 SUPPORT GAINED
 REPEATABLE
-----

 "Contact Name" is just that- The name of the Contact.  Not all Contacts are
there at the beginning.  You earn new Contacts by completing missions for the
currently available Contact ot story missions.  New Contacts appear as a "$"
on your map.

 "Location" is the general area in which the contact is found.  Since new
Contacts appear as "$" on the map until you complete a mission for them and
get a card, this pointless bit of information is just there for thoroughness
(is that a word?), and maybe to help you plan ahead a little.  (In case you
want to hit up a particular Contact before another).
 Another reason for this particular notation is to help with SPOILERS.  If
you notice that there is no "$" on your map in the described location, you
may want to avoid reading any further into the Contact's description to
avoid the SPOILERS that may appear in the "Faction" and "Availability" areas.
 Note that once you get a Contact's card, you can Highlight that individual
on the game map any time you like.

 "Faction" indicates the Faction to which the Contact belongs.  Contacts
offer missions and support based on your standing with their parent Faction;
If the Faction is angry with you, the Contact won't give you missions or sell
you stuff until you earn the Faction's favor.  All Contacts serve as Bribe
points for the parent Faction; In other words, if the Faction is pissed, you
can visit any of that Faction's Contacts to buy their friendship back.

 "Availability" refers to the Contact's presence on the map.  NOTE: As some
Contact's arrivals are tied to certain Story events, there may be SPOILERS
in this area.

 "Mission Name" is the name of the mission the Contact will offer you.  Not
all missions are immediately available.

 "Availability", as above, refers to when the mission will be offered.  In
most (but not all) cases, new jobs will open upon completion of the offered
job, one at a time.  This category is mainly for the "but not all" cases, and
WILL CONTAIN AT LEAST ONE MAJOR STORYLINE SPOILER!!!!

  "Description" is a brief description of the mission as per the in-game
text.  This will give you a rough idea of the task st hand.  For further
help, see the 'Strategies' section below.

 "Payout" is the Cash and Fuel reward for sucessful completion of the
mission.

 "Support Gained" is the name of the support option you will unlock by
sucessfully completing the mission.

 "Repeatable" indicates whether or not a mission can be completed multiple
times.  "No" means you can only do the mission once, "(number)x" means the
mission is available to redo a certain number of times, and "Yes" means that
the mission is repeatable indefinitely.
 3 things to note on this:
    1) "No" does NOT mean you only have one shot at the mission- If you fail,
      you CAN retry.  It only means that once the mission is complete, it
      will not occur again.
    2) Support options are unlocked with the first completion of the mission.
      Redoing the mission will not unlock any further support; It only serves
      to raise your standing with the Faction you're working for, and to get
      paid.
    3) Missions will vary slightly if redone, usually becoming slightly more
      difficult and almost always featuring changes in location and
      resistance.

  Individual Contacts will be separated from one another by a long dashed
line (18 characters).  Missions will be separated from the Contact information
and one another by a short dashed line (5 characters) and marked with a "*".

------------------
FERRIC VENBLES          West Maracaibo, almost directly west of UP HQ

PIRATES                 Immediately available at game start
-----
*Medicine Man                Immediately available

 Hijack a truck filled with medical supplies before it reaches its
destination in West Maracaibo.  Deliver it to a Pirate cargo ship docked
nearby.

 Reward: $4,500; 500 Fuel
 Support Gained:Medical Supply Drop
 Repeatable: No
-----
*Precious Cargo              Complete "Medicine Man" to open

 Deliver weapon shipments to Pirate cells throughout Venezuela.

 Reward: $5,500; 500 Fuel
 Suppot Gained: Pirate Supply Drop
 Repeatable: 3x
-----
*Public Transportation       Complete "Precious Cargo" once to open

 While using only a bus, collect several Pirate agents throughout Venezuela
and drop them off at a helicopter awaiting their arrival.

 Reward: $6,500; 500 Fuel
 Support Gained: Cluster Bomb
 Repeatable: No
-----
*Beijing Cocktail            Complete "Public Transportation" to open

 We will inject you with a lethal toxin that will kill you unless you keep
your adreneline up.  Can you race to the antidote in time?

 Reward: $7,500; 500 Fuel
 Support Gained: None
 Repeatable: Yes

------------------
ALAN SMYTH              Directly behind UP HQ building

UNIVERSAL PETROLEUM     Appears upon completion of first story mission for UP
-----
*Verify This!                Immediately available

 VZ tank groups are en route to UP refinery locations.  Destroy the tanks and
verify the VZ officer in charge.

 Reward: $3,500; 500 Fuel (1/2 if dead)
 Support Gained: Anti-Tank Rocket Drop
 Repeatable: Yes
-----
*Up In Smoke                 Complete "Verify This!" once to open

 VZ troops have placed c4 at nearby fuel depots.  Disable them and clear the
enemy forces.

 Reward: $4,500; 500 Fuel
 Support Gained: Demolitions Supply Drop
 Repeatable: 2x
-----
*A Fire Burns...             Complete "Up In Smoke" once to open

 A fire truck is trying to reach an oil refinery location before the fires
get out of hand.  Clear out resistance on the road so the fire truck can
proceed safely.

 Reward: $5,500; 600 Fuel
 Support Gained: UP Technical Delivery
 Repeatable: No
-----
*Capture Outpost             Complete "A Fire Burns..." to open

 Capture a Venezuelan outpost for Universal Petroleum.

 Reward: $6,500; 700 Fuel
 Support Gained: None
 Repeatable: No

------------------
ALEX GRISHA             East Maracaibo, on the southeast end of town

ALLIED NATIONS          Appears upon completion of first story mission for UP
-----
*Barrels On Fire             Immediately available

 Prevent Venezuelan troops from blowing up a large stockpile of oil drums.

 Reward: $5,500; 500 Fuel
 Support Gained: Allied Verity Scout Delivery
 Repeatable: No
-----
*Guerillas In The Midst      Complete "Barrels On Fire" to open

 Listening divices have led us to a major P.L.A.V. outpost.  Eliminate the
Guerrillas while leaving the civilians unharmed.

 Reward: $6,500; 500 Fuel
 Support Gained: Allied Supply Drop
 Repeatable: No
-----
*Outlaws                     Complete "Guerrillas in the Midst" to open

 A squad of VZ troops have set up a camp south of Merida and are in the way
of planned operations.  Get rid of them.

 Reward: $6,500; 500 Fuel
 Support Gained: Allied Verity AT Scout
 Repeatable: No

------------------
SPIKE REDDIE            Port northeast of Merida; East of Home Base

PIRATES                 Appears upon completion of all missions for Ferric
                            Venbles
-----
*Pedal Pusher                Immediately available

 We want to see how good you are at making a getaway.  Take my sports car for
a spin, and see how far you can get in 60 seconds.

 Reward: $7,500; 500 Fuel
 Support Gained: Civilian Street Racer Delivery
 Repeatable: Yes
-----
*Wet Work                    Immediately available

 Track down and eliminate a former Pirate agent who is trying to flee the
country.

 Reward: $5,500; 500 Fuel
 Support Gained: Covert Supply Drop
 Repeatable: 4x
-----
*Hang Time                   Complete "Pedal Pusher" once to open

 You have 5 minute to catch as much air as possible in a sports car.  Earn
cash for each second spent airborne!

 Reward: $8,500; 500 Fuel
 Support Gained: Pirate Gunney Scout Delivery
 Repeatable: Yes
-----
*Mole-a-cide                 Complete" Wet Work" once to open

 A recent mutiny was caused by a mole in our midst.  Subdue him before he
reaches his destination and deliver him to a Pirate safe house for
interrogation.

 Reward: $6,500; 500 Fuel
 Support Gained: Special Weapons Drop
 Repeatable: No
-----
*Keeping It Real             Complete "Mole-a-cide" to open

 The airwaves are filling with anti-Pirate propaganda!  Track down and
destroy a VZ-subsidized civilian radio station.

 Reward: $8,500; 500 Fuel
 Support Gained: Bunker Buster Bomb
 Repeatable: 3x

------------------
CMDR. BRESHNIK          UP outpost, west of UP HQ outside of West Maracaibo

UNIVERSAL PETROLEUM     Appears upon completion of all missions for Alan
                            Smyth
-----
*Special Delivery            Immediately available

 A fuel truck needs to be delivered to an oil refinery, and quickly.

 Reward: $6,500; 600 Fuel
 Suport Gained: UP Technical GL Delivery
 Repeatable: 2x
-----
*Oil Escape                  Immediately available

 Help extract a UP executive from a nearby hotspot.

 Reward: $7,500; 600 Fuel
 Support Gained: Anti-Air Rocket Drop
 Repeatable: No

------------------
LT. ACEVEDO             Guerilla HQ

GUERRILLAS (P.L.A.V.)   Appears upon completion of first story mission for
                            Guerillas
-----
*An Officer And A Mercenary  Immediately available

 Top VZ officers have been waging their own personal wars throughout the
area.  We'd like to see them verified.

 Reward: $4,500; 500 Fuel (1/2 if dead)
 Support Gained: Demolitions Supply Drop
 Repeatable: Yes
-----
*Everyone Loves A Parade     Immediately available

 The fascist military regime is holding a parade in Caracas.  Eliminate the
guest of honor and let the people see them for the fools they are.

 Reward: $5,500; 500 Fuel
 Support Gained: Sniper Supply Drop
 Repeatable: No

------------------
LIN HSU                 Near Guerrilla HQ

CHINA                   Appears upon completion of first story mission for
                            Guerillas
-----
*Incoming Message            Immediately available

 Agents are evaluating the area.  Deliver a set of documents to an agent in
Merida.

 Reward: $4,500; 500 Fuel
 Support Gained: Chinese Supply Drop
 Repeatable: No
-----
*VZ Visitation               Complete "Incoming Message" to open

 The Chinese need some additional manpower to investigate several VZ rally
points.

 Reward: $5,500; 500 Fuel
 Support Gained: Chinese Dongzhi Delivery
 Repeatable: 3x
-----
*Futbol Fracas               Complete "VZ Visitation" once to open

 The Chinese would like you to verify a Universal Petroleum officer as he
prepares to practice at the Merida soccer stadium.

 Reward: $6,500; 500 Fuel (1/2 if dead)
 Support Gained: Chinese Dongzhi AT Delivery
 Repeatable: No
-----
*Securing Our Foothold       Complete "Futbol Fracas" to open

 There are two VZ officers with plans to gather intelligence on the Chinese.
Get rid of them.

 Reward: $7,500; 500 Fuel (1/2 if dead)
 Support Gained: Gunship Support
 Repeatable: No

------------------
LT. JUAREZ              East Maracaibo, directly west of Alex Grisha

GUERRILLAS (P.L.A.V.)   Appears upon completion of all missions for
                            Lt. Acevedo
-----
*Daredevil                   Immediately available

 Prove to the Guerrillas that you're really worthy of their respect.  Get in
a fast boat and catch as much air as possible.

 Reward: $4,500; 500 Fuel
 Support Gained: Guerilla Jackal Delivery
 Repeatable: Yes
-----
*Rescue Prisoners            Complete "Daredevil" once to open

 P.L.A.V. prisoners are being held by the Venezuelan military.  Clear the
area and extract them.

 Reward: $6,500; 500 Fuel
 Support Gained: Tank Buster
 Repeatable: No

------------------
DAEVON RISTO            Pirate HQ, on an island north of UP HQ

PIRATES                 Appears upon completion of second story mission for
                            Guerrillas
-----
*Propaganda                  Immediately available

 Kill an anti-pirate Venezuelan radio DJ and his personal bodyguard.

 Reward: $7,500; 500 Fuel
 Support Gained: Heavy Weapons Drop
 Repeatable: No
-----
*National Pirate Radio       Immediately available

 Protect the Pirate way of life!  Prevent kamikaze ultra-nationalists from
destroying a Pirate radio tower.

 Reward: $9,500; 500 Fuel
 Support Gained: BLU-82/B "Goss Cutter"
 Repeatable: No
-----
*Light It Up                 Complete "Propaganda" to open

 Help the Pirates secure a piece of artillery, then destroy a VZ fuel depot
with it.

 Reward: $6,500; 500 Fuel
 Support Gained: Vehicle Repair Drop
 Repeatable: No
-----
*The Black Mongoose          Complete "National Pirate Radio" to open

 A group of thugs are carousing in our favorite tavern>  Teach them a lesson
by giving them a proper thrashing.

 Reward: $10,500; 500 Fuel
 Support Gained: Artillery Strike
 Repeatable: No
-----
*Capture Outpost             Complete "National Pirate Radio" to open

 Capture a Venezuelan outpost for the Pirates.

 Reward: $10,500; 500 Fuel
 Support Gained: None
 Repeatable: No

------------------
CMDR. HURRICANE         Pirate outpost, west of Pirate HQ

PIRATES                 Appears upon completion of "Capture Outpost for Daevon
                            Risto AND first story mission for Fiona/mercenary
-----
*Forklift Skeet Shoot        Immediately available

 Can you hit an airborne forklift with an RPG rocket?

 Reward: $8,500; 500 Fuel
 Support Gained: Anti-Air Rocket Drop
 Repeatable: Yes
-----
*Fly Swatter                 Immediately available

 Prove your worth with a rifle; snipe a Chinese pilot from a helicopter and
clear the air over the island.

 Reward: $7,500; 500 Fuel
 Support Gained: Sniper Rifle Drop
 Repeatable: Yes
-----
*Fuel for the Flames         Complete "Fly Swatter" to open

 Collect scrap metal for the pirates by winching vehicles into a massive
bonfire on Pirate Island.

 Reward: $9,500; 500 Fuel
 Support Gained: Vehicle Ammo Drop
 Repeatable: No
-----
*Plundered Booty             Complete "Fuel for the Flames" to open

 The VZ thugs you beat up earlier attacked a shipment of high-definition
widescreen televisions.  This time, kill them all so we can retrieve the
cargo.

 Reward: $10,500; 500 Fuel
 Support Gained: Fuel-Air Bomb
 Repeatable: No
-----
*Capture Outpost             Complete "Plundered Booty" to open

 Capture another Venezuelan island outpost for the Pirates.

 Reward: $11,500; 500 Fuel
 Support Gained: None
 Repeatable: No

------------------
LT. SAMGEE              North of Guanare, about midway up the map

ALLIED NATIONS          Appears upon completion of first story mission for
                            Fiona/mercenary
-----
*Get To The Choppa           Immediately available

 An allied officer has gone rogue and is attempting to sell an Ambassador
Gunship to the VZ forces.  Retrieve the chopper for the AN forces.

 Reward: $6,500; 500 Fuel
 Support Gained: Allied Ambassador Delivery
 Repeatable: No
-----
*River Raid                  Immediately available

 Intercept swamp boats that may be carrying counterfiet c-notes.

 Reward: $7,500; 500 Fuel
 Support Gained: Heavy Gunship Support
 Repeatable: No
-----
*Armor'd N Dangerous         Complete "River Raid" to open

 The AN has lost a number of vehicles to the VZ forces.  You'll be rewarded
for their safe return.

 Rewaerd: $8,500; 500 Fuel
 Support Gained: Air Superiority
 Repeatable: Yes
-----
*Capture Outpost             Complete "Armor'd n Dangerous" once to open

 Capture a Venezuelan outpost for the Allied Nations.

 Reward: $7,500; 500 Fuel
 Support Gained: None
 Repeatable: No

------------------
LT. ZHANG               Cumona

CHINA                   Appears upon completion of first story mission for
                            Fiona/mercenary
-----
*Routine Oil Change          Immediately available

 Our enemies have acquired a nearby fuel depot.  Retrieve the trucks parked
there for our own purposes.

 Reward: $4,000; 500 Fuel
 Support Gained: Artillery Barrage
 Repeatable: No
-----
*Pirate Problems             Immediately available

 Local pirates are reselling Chinese equipment.  Find and eliminate their
operation.

 Reward: $7,500; 500 Fuel
 Support Gained: Chinese Tien Kou Delivery
 Repeatable: No
-----
*Illegally Pirated Oil       Complete "Pirate Problems" to open

 A particularly tenacious group of pirates has hijacked several of our fuel
transports.  Let them know that's not appreciated.

 Reward: $8,500; 500 Fuel
 Support Gained: Surgical Strike
 Repeatable: No
-----
*Chinese Takeout             Complete "Illegally Pirated Oil" to open

 Some Venezuelan soldiers have taken up residence in the mountains southeast
of Cumana.  Clear out their hideout.

 Reward: $9,000; 500 Fuel
 Support Gained: Chinese Rui Shi AA Delivery
 Repeatable: No
-----
*Capture Outpost             Complete "Chinese takeout" to open

 Capture an outpost for the Chinese military.

 Reward: $8,500; 500 Fuel
 Support Gained: None
 Repeatable: No

------------------
SGT. MACMURDO           On coast directly northof Lt. Samgee, west of Caracas

ALLIED NATIONS          Appears upon completion of "Capture Outpost" for
                            Lt. Samgee
-----
*River Rats                  Immediately available

 A group of Venezuelan soldiers have set up a hideout in Caracas and are
disrupting trade along the river.

 Reward: $8,500; 500 Fuel
 Support Gained: Allied Consul APC Delivery
 Repeatable: No
-----
*Spies Like Us               Immediately available

 The AN has covert operatives within the Venezuelan army.  Retrieve their
intel from drop-points nearby, avoiding detection by nearby patrols.

 Reward: $8,500; 500 Fuel
 Support Gained: Advanced Gunship Support
 Repeatable: Yes
-----
*Get The Truck Out!          Complete "Spies Like Us" once to open

 Escort a cargo truck from Caracas to Maracaibo.

 Reward: $9,500; 500 Fuel
 Support Gained: Cruise Missile Strike
 Repeatable: No

------------------
SGT. CHEN               Coastlike south of Cumana

CHINA                   Complete "Capture Outpost" for Lt. Zhang
-----
*Not So Safehouse            Immediately available

 The Allies have a safehouse in Caracas where they've kept certain VIPs...
Make it less safe.

 Reward: $7,500; 500 Fuel
 Support Gained: Chinese Chi Lin IFV Delivery
 Repeatable: No
-----
*Spring Cleaning             Immediately available

 Several squads of VZ troops have taken to independently harassing our
troops.  Let Chinese artillery show them who really owns the area.

 Reward: $8,500; 500 Fuel
 Support Gained: Artillery Bombardment
 Repeatable: No
-----
*Allied Officers             Complete "Spring Cleaning" to open

 Several AN officers, cowardly capitalist dogs, are attempting to flee the
area.  Show them what we think of such dishonor.

 Reward: $9,500; 500 Fuel
 Support Gained: Cruise Missile Strike
 Repeatable: No

------------------
CMDR. LEVIATHAN         Island east of Pirate HQ, almos directly east of UP HQ

PIRATES                 Appears upon completion of "Capture Outpost" for
                            Cmdr. Hurricane
-----
*What's Theirs is Ours       Immediately available

 Winch a cargo container of prototype rifles from an Allied Nations cargo
freighter and return it to the Pirates for reverse engineering.

 Reward: $8,500; 500 Fuel
 Support Gained: Advanced Weapons Drop
 Repeatable: No
-----
*Grog Me!                    Complete "What's Theirs is Ours" to open

 Hijack a truck of grog and return it to Pirate island.  Move fast or the
grog will spoil!

 Reward: $9,500; 500 Fuel
 Support Gained: Vehicle Support Drop
 Repeatable: No
-----
*Superpower Segregation      Complete third story mission for Fiona/merc
                                 to open

MAJOR STORYLINE SPOILER ALERT!!!!  MAJOR STORYLINE SPOILER ALERT!!!!
 Specifically, once you return from your first trip to Solano's bunker, and
Home Base comes under attack.  Verify Carmona to finish the job, and both the
Allied and Chinese HQs will appear on the map offering contracts.  When this
happens, "Superpower Segregation" is available.
END MAJOR STORYLINE SPOILER ALERT!!!!  END MAJOR STORYLINE SPOILER ALERT!!!!

 Prevent a meeting between Allied and Chinese officials by planting C4 in
on faction's motorcade.  Trigger the C4 at the right moment to kill two birds
with one stone.

 Reward: $10,500; 500 Fuel
 Support Gained: Carpet Bomb
 Repeatable: No

************************************   v   ************************************
MISSION STRATEGY

 This section will offer strategies for EACH and EVERY Contact Mission listed
above...  Even if there's no real strategy to apply (I like to be thorough).
The missions will be listed in the same order as the "CONTACTS/ MISSIONS"
section, so you can AVOID SPOILERS by looking for the specific mission name
you need help with.
 Also, if I have found any Collectable items at the mission site, I will
list it beside the mission name for convenience.  NOTE #1: As previously
stated, you will not find ALL of the Collectables here, only the ones I've
stumbled upon.  NOTE #2: As of this writing, I will only be doing each
Mission ONCE, so any Collectables found on subsequent runs of repeatable
missions will not be listed.

 Before I start, there are a few overall strategies that apply to most or
all of these specific ones, and some of them may be useful for overall game
play:

 -It is STRONGLY recommended that you complete AT LEAST the first story
mission for Universal Petroleum, which gives you access to the Recruit
Missions, and then complete those, before you get too deep into Contact
missions.  At the very least, recruit Ewan and Eva, as this will allow
you to stockpile vehicles and have support delivered in the field, which
is a serious asset.

 -Be familiar with your weapons set, and use one that suits the job at
hand.  I usually carry either a Carbine or Prototype Rifle as a primary,
and a heavy anti-armor weapon, either RPG or Anti-Tank Rocket, as a
secondary.  If a mission calls for a specific weapons set, or I feel that
a certain set makes the mission easier to complete, I will suggest it in the
strategy.

 -Whenever possible, KNEEL.  It increases your accuracy with a rifle by a
very noticable degree, plus it gives a slight 'zoom' effect.

 -By pushing left on the D-Pad, you activate the game's ID system, which
will place a circular Faction icon above everyone's head.  Not only does this
help you hit the right targets, it also makes them ridiculously easy to spot!

 -When a mission for one Faction pits you against another Faction that you're
trying to remain Friendly with, remember: Factions only seem to care about
personnel.  Blow up all the equipment you want, and no one will care.  It's
when you start shooting PEOPLE that you get in trouble.  And harming (or
trying to harm-they're immortal) civilians pisses off everyone.

 -On a similar note, toward the middle/end of the game, several Contacts
will appear on the map all at once.  Some of these Contacts have missions
specifically targetting another Faction.  Rather than do the missions as
listed (for convenience) in this document, try to mix up your dealings with
each Faction in order to avoid getting one group too angry with you.  For
instance, do a job for, say, the Red Sox, that wants you to slaughter a group
of Rubber Chickens.  Then, go and do a job for the Rubber Chickens to restore
them to "Friendly" status.  And no, Red Sox and Rubber Chickens are not
actual Factions you will be dealing with.

------------------
FERRIC VENBLES-PIRATES

#1: Medicine Man-Cash Pallet

 From the starting point near Ferric, drive south to the long east/west
bridge that connects West Maracaibo to East Maracaibo.  The truck itself
will be marked on the map and should still be somewhere in East Maracaibo.
 Set up your ambush on the bridge.  I like to park my car sideways across
the lane and stand in the opposite lane of the road.  You should see the
yellow arrow above the truck within moments.  Let the truck and its two UP
escorts come to you.  The first UP truck will usually try to just blow through
your roadblock, but the med truck will slow down.  Run up to it from the front
to force it to stop (it won't run you over) and hijack the truck.
 At this point, the UP escort vehicles will probably open fire on you.  To
preserve your standing with the oil giant, simply floor it and run from the
conflict; The trucks shouldn't pursue you off the bridge.  After a few
seconds, you will be "disguised as Civilian", at which point it's a leisurely
drive to the waiting Pirate boat.
 Once the truck is unloaded, the Ambulance will be left behind, so you can
take it home and stockpile it if you want it.  Also, there is a Cash Pallet
near the lighthouse at the drop point.


#2: Precious Cargo

 The truck will be waiting at the dock in West Maracaibo, and must be
delivered to Merida, which is under heavy VZ occupation.  Pick up the truck
and drive it to the marked zone.  Stop just outside of the yellow circle and
get out.  Survey the area for nearby VZ emplacements (within visual range of
the truck itself; Don't hike halfway across town looking for a fight), and
take them out.
 Once any noticable trouble is taken care of, park the truck inside the
yellow circle to complete the delivery.  You are now resposible for the safety
of the Pirates as they unload the truck, which you should have made much
easier on yourself by cleaning out the area beforehand.  Keep your eyes peeled
for any stray VZ troops while the truck is emptied- It only takes a few
seconds (man, those guys work fast).
 After the job is finished, the truck remains, so you can have it if you
like.


#3: Public Transportation

 NOTE: If you failed to take my advice previously, I STRONGLY urge you to do
so now, and recruit Eva.  This mission is one of your few opportunities to
stockpile a bus, and doing so is INTEGRAL to a following strategy.

 Once you accept the mission, a number of busses will appear all over
Venezuela.  You can take some time now to stockpile one or two... Or ten.
So long as you DO NOT enter any other type of vehicle after you enter the
first bus, you will not fail the mission- If you care about that sort of
thing.
 You can also finish the job and take the bus that remains home... Either
way, I must reiterate that having at least one bus on hand later is going to
be a HUGE benefit.
 Once you're ready to actually handle the mission, grab a(nother) bus and
drive to the operatives marked on the map.  There is one in West Maracaibo,
another in East Maracaibo, and the last is in Caracas.  Stop the bus near the
agent and press the circle button to honk the horn, and he'll get on the bus.
 After you pick up all three agents, the helicopter will appear on your map
just east of Caracas.  Pull up next to the chopper, inside of the yellow
circle, and stop.  The Pirates will board the helicopter and the job's
finished!
 Also, it is worth pointing out that the chopper you deliver the agents to
IS NOT the standard Gunney Scout; It is, in fact, a Gunney Transport, the
Pirate version of the unarmed Guerrilla Castro Transport.  So, if you should
want a weaponless, 6 passenger heli in flashy green and gold, here you go.
Instead of delivering the agents all the way to it, you can abandon them
partway and hoof it to the chopper.  Once the heli appears on your map, it
would seem that it stays put for a while... I jumped out of the bus and a VZ
jeep promptly ran over the three Pirates, causing me to fail the job, and yet
the chopper remained in place long enough for me to run to it and confirm that
it is the Transport model.
 ***Thanks to AndySambergSNL for pointing out the chopper.  I thought it was
    a gunney Scout.***
 Note that you should spend most of this mission "disguised as Civilian",
so, although it's a long drive, you shouldn't run into any trouble.


#4: Beijing Cocktail

 This is the first of a number of absolutely insane requests from the
Pirates, and is actually a lot more fun and a lot less difficult than the
mission description makes it seem.
 If you've seen the film 'Crank', you know exactly where the name and
inspiration for this mission came from.  If you haven't, stop reading this
and do so, NOW.
 This mission will add a new meter to your HUD: The Adreniline gauge.  The
gauge will begin to empty if you're not moving fast enough.  As long as you're
moving or doing something to keep your pulse elevated, the gauge will either
remain at its current level or fill a little, and you will be alerted on-
screen by the phrase "Adreneline Rush!" or Adreneline Boost!".  Driving a
vehicle at its maximum speed (it doesn't seem to matter if the vehicle is
slow, as long as it's floored), doing jumps and e-brake slides, and
participating in firefights are all ways to keep the juice flowing.
 The ultimate goal is to race from Ferric's position, in northwest West
Maracaibo, to the finish line at the other end of the map, just outside of
Cumana.  Open the map (your Adreneline gauge will not deplete) and try to
plot the straightest route, then haul ass.  Note that even though the
"antidote" seems to be slightly out of reach from the street, there is a
path up into the hill that you can drive on, right up to the finish line.

------------------
ALAN SMYTH-UNIVERSAL PETROLEUM
 **There is a Cash Pallet lying near the wall behind and to the right of
Mr. Smyth**

#1: Verify This!

 Bring an RPG for this one.  The basic theory is to destroy one of the tanks
immediately, then commandeer the second, which will force the officer out of
it.  Exit the tank immediately and subdue the officer, then destroy the
remaining tank without it running over or blowing up the officer.  Kind of
a pain in the ass, and more trouble than the payout.


#2: Up In Smoke-UP Briefcase x2

 I suggest using a Carbine or Prototype Rifle for this job- Both weapons
have pinpoint accuracy at range, and this mission features a lot of loose
oil barrels just waiting for a stray round.
 As soon as you arrive on-site, make a beeline for the C4 charges and disable
them FIRST, then focus on wiping out the opposition.
 There are TWO UP Briefcases at the location you are sent to: One behind a
green container on the west side of the compound, and another near a huge oil
vat on the northeast side near a UP Anti-Aircraft launcher truck.


#3: A Fire Burns...-UP Briefcase x2 (if not collected during "Up In Smoke")

 The truck is waiting in the northeast corner of Merida.  Drive to its
location by crossing the bridge from West Maracaibo to East, then using the
long north/south road from East Maracaibo to Merida.
 Once you reach the truck, abandon your vehicle and run in front of it.  The
"roadblocks" consist of a number of VZ troops highlighted in yellow.  Take out
ALL of the soldiers in each block to clear it- If any remain, the truck will
stop dead and possibly be destroyed, if you aren't paying attention.  Again,
a Carbine or Prototype Rifle is strongly recommended for this job.
 There are a total of three roadblocks, and then you are responsible for the
truck's safety up to the actual fire (which is burning in the exact same area
that the first run of "Up In Smoke" sends you).
 Once the payment is recieved, you can take the Firetruck, if you want it for
some reason.
 There are TWO UP Briefcases at the location if you didn't get them before:
One behind a green container on the west side of the compound, and another
near a huge oil vat on the northeast side near a UP Anti-Aircraft launcher
truck.

#4: Capture Outpost

 NOTE: There is a Paladin tank cruising the UP HQ grounds that can be used to
make this mission far easier.

 MINOR SPOILER ALERT!!!!
 There are a number of "Outpost Capture" missions offered by the Contacts in
the game, and I use the same basic strategy for all of them.  As you progress
through the game, you will gain new methods of mayhem, but, essentially, all
you need to do is prioritize your targets:
 END MINOR SPOILER
 Step 1: You are required to occupy only ONE building on-site- The Command
Post, which is helpfully outlined in yellow.  ALL other buildings on-site are
enemy spawning death pits.  Wipe them out IMMEDIATELY.  C4, RPGs or Anti-Tank
Rockets, and precision Air Strikes are all effective means of doing so; Just
be careful not to level the CP.
 Step 2: Any vehicles in the vicinity are the next-largest hazard to your
health.  Destroy them next.
 Step 3: Lastly, deal with any stray troops in the area.  If it is a large
concentration, take them out before moving into the CP.  If it's only a few,
enter the CP, crouch in the doorway, and waste them as they come to you.
 Step 4: Wait out the 60-second timer and the job is finished.

 As you progress further into the game, it is recommended that you use Air
Strikes to begin your assault from afar, then move in for mop-up.  Bringing a
tank or, better yet, a helicopter, to the site will greatly enhance your odds
of success and allow you to stay out of the enemy's reach while you deliver
oblivion.  When using a chopper, change the target order to removing any AA
in the area before you destroy enemy barracks, obviously.

------------------
ALEX GRISHA-ALLIED NATIONS

#1: Barrels On Fire-UP Briefcase

 SAVE BEFORE ENGAGING THIS MISSION!!!
 Remember that bus I told you to stockpile?  Time to bring it out.  Take it
over to UP HQ and load it up, but try to avoid the officers- They undermine
your authority (okay, not really), and can be careless with their RPGs.
 Transport your army to the job site.  Before you pass through the gates,
turn the bus around and BACK into the dock area.  This puts your troops on
the proper side of the bus when they get out.  Back the bus straight up and
try to ram it into the green containers next to the warehouse, so you create
a solid wall to the left of the oil drums.
 Exit the bus and run around behind it, so you can cover the gates to the
dock area.  Then shoot and pray for 3 minutes.
 Some optional actions you can take to increase the odds:
  -If you didn't manage to back the bus right up against the green
containers, go around to the left side of them.  you should notice they are
set up in a roughly / - formation, with a small space between them.  Punch
the upper-left corner of the "/" container to close this gap.  It's tough to
describe, but if you see it you should get it.
  -If you think you've got time, run into the warehouse and to the back door.
Nearby should be a pallet with some crates strapped to it- Punch this in front
of the door (the VZ have, on occassion, come through this doorway on me, and
sneaked up behind me to blow the oil drums.)
  -Blow up any jeeps that enter the compound, before some smartass mans the
gun and shoots the oil.

 Should you fail this mission, you're better off reloading your file and
trying all over again, as taking one busload of UP's guys severely depletes
their forces, and there won't be a second load left in the parking lot.

 Once the mission is complete (or during it, if you're that confident), you
can pick up a UP Briefcase near a green container in the paved 'dock' area
directly behind the warehouse.

#2: Guerrillas in the Midst

 Since you don't have precision strikes yet (unless you've already worked
for Spike), I suggest using a heli or AT rocket launcher for this.  If you
opt for the AT rocket, you might need a drop or the infinite ammo code to
finish the task.
 The buildings in question are a little ways off (another good reason to
use a chopper), and are clearly marked in yellow.  Just destory them with
whatever you've got.  Try to hit them from the air or on the hillside just
outside of the red zone marked on your map, and avoid direct contact with
Guerrilla personnel to help preserve Faction attitude toward you.

#3: Outlaws

 This is a simple, straightforward kill-'em-all-and-let-God-sort-'em-out
job, and a great excuse to buy a couple Cluster Bombs, if you can afford it.
Otherwise, do a fly-by in an attack chopper or run in Rambo style- Whatever
sounds like fun to you.
 Be warned that there is a tank on-site, so be prepared to deal with it.

------------------
SPIKE REDDIE-PIRATES
 **There is a Pirate Chest inside the fenced in area to Spike's left, on the
north side, between a long storage building and a couple stacked green
cotainers**

#1a: Pedal Pusher

 This job, another pretty crazy request from the Pirates, is not too
difficult to comprehend.  Does that mean there isn't a "good" way to do it?
Not at all.
 I personally like to hang a left out of the dock area and head toward East
Maracaibo.  When the road ends and T's into another road, go right toward
Caracas.  You should exceed 1000 meters before you reach the bridge.
 I suggest just barely beating the required 1000 meters; That way, if you
need an easy mission to regain standing with the Pirates later, you've got it.

#1b: Wet Work-Pirate Chest

 You can drive out and waste him, or do it much faster from a chopper.
Either way, once the operative is neutralized, check inside the wall around
the house to the left of the front door, the corner closest to the road, for
a Pirate Chest.

#2a: Hang Time

 Yet another insanity confirmation from the Pirates, it fits into the same
category as "Pedal Pusher"; No real "right" way, but a "good" way to do it.
 I like to follow the same route used for "Pedal Pusher".  When you reach the
bridge between East Maracaibo and Caracas, there is a huge bump in the road on
the East Maracaibo side that gives you massive air if you hit it at high
speed.  Simply drive back and forth across the bridge and this bump to earn
your pilot's license.

#2b: Mole-a-cide

 If you can stand to lose a helicopter (or deal with the inconvenience of
retrieving it), I suggest using one to reach the mole quickly.  Otherwise,
chase him down in whatever you've got and drag him outta the truck.  He has
an escort with him that you'll need to deal with (I shot the truck with a UP
Rogue chopper machine gun a couple times, and, apparently, hit the escort).
Once the cuffs are on the mole, toss him in the truck (or your own car) and
deliver him to the safehouse, outside of West Maracaibo, in the vicinity of
the dropoff point for the ambulance in "Medicine Man".
 Should you like to keep the Vaca T1 truck the mole is riding in, you can
stockpile it after the mission is complete or drop it off at Home Base on
your way past and hijack another vehicle to finish the delivery.

#3: Keeping it Real

 The 12 Anti-Tank rockets carried by the Zamora attack chopper are more than
enough to level the building, and the cannon makes short work of the staff
afterwards.  Barring that, use a C4 charge to drop the building and shoot the
staff in the street.

------------------
CMDR. BRESHNIK-UNIVERSAL PETROLEUM

#1a: Special Delivery-UP Briefcase

 You have three minutes to get the truck to the refinery.  My preferred
route is to leave the outpost and skirt the west edge of West Maracaibo, then
cross the bridges to East Maracaibo, and hang a right onto the north/south
road just outside of town (just past the drive up to the dock where "Barrels
On Fire" takes place).  Go south to either the first road leading east, or
to the trail a little beyond that, and get the truck to the marker.  No sweat.
 Once at the refinery area, you can find a UP Briefcase behind a tin-roofed
structure to the north of the trucks finishing point.

#1b: Oil Escape-UP Briefcase (if not collected during "Special Delivery")

 Grab the nearby Rogue chopper to get to the site.  Any time I have tried
using a car, I get a "too late, the exec is dead" message upon arrival.  Drop
into the combat zone and bust a few heads, or just locate the executive hiding
behind some stuff on the north side of the site, get him into the chopper, and
return him safely to UP HQ.  Or, clear the area and extract him, either way
works.
 There is a UP Briefcase behind the tin-roofed structure close to the exec,
if you didn't collect it during "Special Delivery".

------------------
LT. ACEVEDO-GUERRILLAS (P.L.A.V.)

#1a: An Officer and a Mercenary

 Just fly in, kill everyone on-site, and take a couple pictures.  You're
really not out anything-The mere $2000 you lose by not taking prisoners can
be made up by blowing up a single VZ jeep!

#1b: Everyone Loves a Parade

 Ignore the damned useless Sniper Rifle and use an attack helicopter!  Fly
out to Caracas and annihilate all 5 jeeps in the parade just for good measure
(and a hefty profit).

------------------
LIN HSU-CHINA

#1: Incoming Message

 No strategy.  Fly it, drive it, run it... It doesn't matter, as long as
you talk to the agent.

#2: VZ Visitation

 Another pizza-boy errand.  All you have to do is set foot on the target
area.  Of course, there's no penalty for blowing stuff up...

#3: Futbol Fracas

 Finally, a real job!  As long as you've got good standing with UP, this is
still a cakewalk.  Make your way to the nearby stadium, and grab one of the
UP Technicals parked around it.  Drive onto the field, right up to the officer
(clearly marked with a yellow triangle), jump out, and punch him in the face.
Cuff him and toss him into the truck, then drive to a safe area to call the
extract (you don't have to go far; The UP troops won't chase you).  This way,
you can avoid killing any of the men and pissing off Universal (too much).

#4: Securing our Foothold

 There are a couple tanks and a LOT of troops in this area, so it's up to
you to decide if the benefit of full payment outweighs the risk.  If it
doesn't, fly in and blow the place to hell, or Cluster Bomb it, and take
pictures.
 If you choose to go for it, there is a good, clear area near the center of
the camp where the extract choppers can land with no trouble at all.

------------------
LT. JUAREZ-GUERRILLAS (P.L.A.V.)

#1: Daredevil

 This guy's been hanging around the Pirates!
 There are 3 sets of boat ramps, set in a roughly circular "track".  The
trick to getting a good score is to know the "track", and which ramp to aim
for in each set.
 First, when you board the nearby speedboat, it is facing the wrong way.
Turn it 180 degrees and head for the first set of ramps marked on your map.
When you get close, aim the boat for the ramp on the RIGHT.
 Once you clear the first ramp, instead of turning toward the next set,
continue going straight.  In a few seconds, you should see an island to your
left.  Curve around the island and go for the ramps.  Aim for the LEFT ramp
this time.
 After clearing that ramp, go straight and gently curve around another,
vaguely bacwards C-shaped island toward the last set of ramps.  Aim for the
one on the RIGHT.
 From there, just continue to circle the course.  Once again, I recommend
just barely beating the minimum required score of 10,000 (easily done in the
first two jumps if the correct ramps are hit at high speed) and exiting the
vehicle to end the mission; That way, if you need an easy way to repair your
rep with the Guerrillas, it won't be hard at all.
 Lastly, if you happen to be carrying an Anti-Tank rocket launcher, there
are a number of VZ attack boats in the area that can be sunk for a good
profit- Each on takes 2 rockets to sink.

#2: Rescue Prisoners-Cash Pallet

 If you go in by chopper, swing a little south of the combat zone and
approach from the beach side, staying low to the water.  This should keep you
safe from the SAM launcher parked on the ridge near the landside entrance to
the camp, but beware the little bastard firing an RPG from the thatch-roofed
building on the left!
 Coming in from this side also lessens the chances of the lone prisoner near
the same thatch-roofed building from being killed in a crossfire.
 Once the VZ are disposed of (including the SAM-very important!), land off
to the side and release the prisoners, then call the extract into the wide
open space near the beach.
 There is a Cash Pallet behind the orange-roofed building on the beach, near
one of the prisoners.

------------------
DAEVO RISTO-PIRATES

#1a: Propaganda-Fuel Can

 Fly out and waste them.  It's that simple.
 There is a Fuel Can at the base of the radio tower at the job site.

#1b: National Pirate Radio

 Bring a pair of rifles and a few friends.  The Pirate Gunney Scout holds
you plus three, or the Guerrilla Castro Transport gives you room for one more
(which may make a difference, actually).</pre><pre id="faqspan-2">
 Fly out to the location but, before you land, take a look at the area.
There is a road leading up to the tower (circled in yellow); Land the chopper
on this road with its nose pointing toward the radio tower- This will put your
troops on either side of the chopper when they get out, and in a much better
position to be helpful.
 I have read that blowing up the buildings around the tower gives you a
cleaner line of sight on your opponents; I have to agree that it helps, as the
Guerrillas still have to skirt the wreckage to try to reach the tower and you
can see them coming from a mile away, but I've done this job with the
buildings intact, as well.  Either way, stay near the tower's base, use your
map to locate danger, and try to pick off the bombers at the greatest
distance you can.  Oh, and don't count on your Pirate buddies too much.

#2: Light it Up-Fuel Can

 It is worth noting that if you take on this mission at the earliest
opportunity, there will be VZ troops defending the artillery.  If you wait,
however, the VZ will be replaced by... Well, some guys you may not want to
shoot, let's put it that way.
 Use the Gunney Scout near Daevon to take the Pirates to the weapon and kill
all enemies in the area, then lead the Pirate marked with a yellow arrow to
the Howitzer.  That's the easy part.
 Now, the Pirate will complain that the signal is being jammed, and you need
to destroy the interfering device.  The catch is, you can destroy ONLY this
target, or risk failure if you get too bang bang crazy.
 Fly out, and dodge AA fire as you try to hit the jammer.  I suppose you could
land and try to hit it from the ground, too, but the heavy restiction on
collateral damage could get you in a lot of trouble.
 At any rate, once the jammer is destroyed, you might want to get out of the
way...
 After the strike is over, you can finish mopping up any remaining VZ and
land in the compound near the small building by the fence.  There is a Fuel
Can tucked into a doorway in the building near the octagon-shaped end.

#3a: The Black Mongoose

 What makes this difficult is the "no kills" stipulation- You need to subdue
6 fully-armed VZ troops while dodging enemy fire.  Of course, it gets that
much easier every time you cuff somebody...
 All I can tell you is be quick.  Or cheat.

#3b: Capture Outpost

 See "Capture Outpost" strategy for Alan Smyth, Universal Petroleum

------------------
CMDR. HURRICANE-PIRATES

#1a: Forklift Skeet Shoot

 (From Unit 731 Anonymous)
 "All you have to do is let one forklift splash. Now keep your targeting
reticule where it hit the water and let another forklift fly off. The moment
you see the forklift's shadow on the water, fire. You have a high chance of
hitting."

#1b: Fly Swatter-Cash Pallet

 I prefer to try this from the small dock on the north end of the island.
 Don't even mess with the scope.  Instead, line up the crosshairs on the
on the chopper and when the sight turns blue (or red, depending on your
standing with the Chinese), take the shot.  It helps if the chopper canopy
is visible from your position.
 There is a Cash Pallet at the base of a tree near the dock, to the left of
the huge tophat skull sign.

#2: Fuel for the Flames

 You'll need a chopper with heavy lifting capacity; A Zamora or an Ambassador
will do fine.  Once you've got that, simply winch UP Technicals from UP HQ to
Pirate Isle.  It's a short trip, and UP HQ has four vehicles ripe for the
picking in the back parking lot, three of which are easy to snag with your
winch line.

#3: Plundered Booty

 Fly out and waste them.  Simple.

#4: Capture Outpost

 NOTE: There is a lot more Anti-Air vehicles on this outpost than there have
been previously.
 See "Capture Outpost" strategy under Alan Smyth, Universal Petroleum

------------------
LT. SAMGEE-ALLIED NATIONS

#1a: Get To The Choppa

 Listen to the verbal briefing for this... "...Not so much a turncoat as a
guy willing to take a hell of a bribe."  Funny stuff.
 The helicopter appears over a long stretch of north/south road west of Lt.
Samgee's position, and will follow this road on a southward course.  Take the
road to the lieutenant's left, cross the bridge, and intercept the heli, then
return it to Allied HQ near Lt. Samgee.

#1b: River Raid

 If you run down the curved road to Samgee's right and cliff-dive into the
river, you can swim to a dock that makes a good ambush point, provided you
blow up the oil drums sitting on it first.
 You can also take them out from this dock, or the bridge, with a Fuel-Air
Bomb, but you have to line it up right.  Set up the satellite targetting lens
(the screen you get when you press R1 with "satellite" in your weapons slot)
and run it as far downriver as it will go.  Wait until the first boat enters
the screen, and move the crosshairs ahead of it WHILE holding R1 to initiate
the strike.  You want to keep the boat just visible inside the targetting lens,
NOT directly in the crosshairs; There is a slight delay before the bomb is
dropped and goes off, so it is important to properly "lead" the first boat.  If
done correctly, the bomb will burst almost directly above the second boat, and
the ensuing shockwave will catch all three within its radius.  It might be
possible to do this with a Cluster Bomb as well, but given the random nature
of the bomblet bursts, I wouldn't recommend it.

#2: Armor'd n Dangerous

 This mission has one of my absolute favorite lines in the game.  It isn't so
much the line as the way it's delivered, but listen to this guy.  "Now,
destroyed happens in any conflict, but stolen?  That's UNACCEPTABLE."
 Get it and bring it back.  No problem.  Well, a minor problem.  There will
be a bit of resistance, and you probably oughtta clear most or all of them out
before you grab the vehicle, so you don't get blowed up on the way out.
 This mission may be your only opportunity to get ahold of a Statesman IFV;
If that's the vehicle in question (it will be on the first run, and on every
other consecutive attempt- That's every OTHER, as in 1st try, 3rd try, 5th
try, and so on, not EVERY other), you may want to Cancel Job and take it home.

#3: Capture Outpost-AN Dogtags

 See "Capture Outpost" strategy under Alan Smyth, Universal Petroleum.
 There is a set of AN Dogtags (lookes like a pineapple, seriously) behind the
building west of the Command Post.

------------------
LT. ZHANG-CHINA

#1a: Routine Oil Change

 This will be FAAARRRR easier if you have completed "Capture Outpost" for
Lt. Samgee.  If you haven't, the "enemies" in question turn out to be VZ, and
you'll have to fight for the trucks.
 If you HAVE, however, the "enemies" will be the AN... And they'll let you
walk in and drive the trucks out without lifting a finger (provided you're on
good standing with them)!
 Pull the trucks out of the camp and park them just off the main road outside
of camp and toss your smoke on the pavement, then let the Chinese handle it.
There is an AN Verity Scout patrolling the trail down into the outpost, but if
you commandeer it and honk the horn so the ejected driver climbs back in, then
drive it down and park it, they won't come back.

#1b: Pirate Problems

 There are two buildings that need flattened.  Treat this like "Guerrillas in
the Midst"- Use a chopper, or land on the hillside just outside of the red
zone and call in Bunker Busters or use an Anti-Tank rocket launcher, but try
not to kill any more Pirates than is absolutely necessary to finish the job.

#2: Illegally Pirated Oil

 You only need to kill ONE guy.  Do yourself a favor and only kill that one
guy.  If you're a crack shot, you can take him out hitman style from the docks
nearby with a Sniper Rifle; Otherwise, you're going to need to get a lot
closer.  Be ready, because he hops on a jet ski as soon as he sees you coming.

#3: Chinese Takeout

 As with most requests of this type, just fly in and mercilessly slaughter
everybody on-site.  Or bomb them, whatever suits your fancy.

#4: Capture Outpost-Chinese Schematics

 See "Capture Outpost" strategy under Alan Smyth, Universal Petroleum.
 There is a case of Schematics right next to the CP building on the left side.

------------------
SGT. MACMURDO-ALLIED NATIONS

#1a: River Rats

 Another easy kill-'em-all mission.

#1b: Spies Like Us

 This mission seems to give a lot of people trouble, and, I'll admit, I was
one of those people.  Let's see if what I've learned can help...
 There are two ways to do this job: The easy way, and the REALLY easy way.
 First, the easy way: Get a Civilian car.  Drive over to Caracas, and you
will notice the "drop-point" is on the east (or back, to you) side of a
building in the northwest corner of town.  Get out of your vehicle and gun
down the squad of VZ troops patrolling outside the building on foot.  Drive
around the block, to the south side of the building, and turn around in the
parking lot of the building across the street to the south, so that you are
looking north.  You should be able to see the "drop-point", a dumpster, from
where you sit.  Take a quick look around for any VZ jeeps, then, when the
coast is clear, drive right up next to the "drop-point", jump out, get the
intel, jump back in, and mat it.  Note that there is still a chance of being
busted if a VZ jeep turns the corner at the wrong time.
 Now, the REALLY easy way: Take a chopper, and fly around the city killing
every living thing you see wearing a VZ uniform (or with a VZ ID marker over
their head).  Literally, mow them ALL down- men, women, children, little puppy
dogs...  Like the Pirates say, "Dead men tell no tales", dig?  Once you've
turned Caracas into one giant mass grave, retrieve the intel at your leisure.

#2: Get the Truck Out!-Fuel Can

 MacMurdo says he doesn't care how, but if you attempt to hijack the truck
and deliver it yourself, you fail.  Lying bastard.
 Try to stay ahead of the truck as far as you can, low to the ground.  If you
stray too far, Fiona will yell at you for sightseeing, and you may fail if you
don't let the truck catch up.  Be especially careful at the roadblocks, as
there is usually a VZ soldier carrying an RPG that likes to get away from the
group, making him harder to spot, and he'll rip that truck a new one in no
time flat all by himself.
 Unfortunately, the best advice I have for this job is to do it over and over
(while stockpiling the Ambassador each time you fail- At least you get
SOMETHING that way) until you have the truck's course memorized and know what
threats lie around each corner.
 There is a Fuel Can at the finish point near a cargo truck at the southwest
corner of the compound.

------------------
SGT. CHEN-CHINA

#1a: Not So Safehouse

 This is where those Surgical Strikes will really shine... Unless you can
afford Bunker Busters or Cruise Missiles.
 It says safehouse- But there are actually 5.  Being able to destroy them
from a distance will make you a lot safer.
 I noticed that, when using Surgical Strikes, the AN soldiers took notice of
the laser and scattered, resulting in a lot less casualties, and, hence, a lot
less Faction resent, than when using satellite-guided ordinance.

#1b: Spring Cleaning

 You are only given two Arty strikes- One for each area you're supposed to
hit.  Just toss the grenade into the area, then wait for the strike to finish
and go in to mop up what the sloppy attack misses.

#2: Allied Officers

 You've got two targets, with armed escort vehicles.  Use a chopper.

------------------
CMDR. LEVIATHAN-PIRATES

#1: What's Theirs is Ours

 There are a number of containers on the ship, and, naturally, the one you
want is on the bottom!  To make things worse, you are trespassing, and the AN
troops will be firing at you the whole time you're in sight, so try to be
quick.  Latch onto containers and, if you don't hear a chime confirming you
got the right one, rock the heli back and forth to get the container swinging,
then let it fly off into the wild blue yonder.
 Try to avoid killing any of the Allied troops, if you can.

#2: Grog Me!

 Use a chopper for this one; You need a lifter, either a Zamora or an
Ambassador.  Winch the truck away and fly it to the destination- It says
Pirate Isle, but you're actually taking it to Spike Reddies location.  Make
sure you honk your horn to lose the disguise, or the Pirates on the ground at
the docks will fire on you.

#3: Superpower Segregation

 Fly out to the Allied HQ with a UP Rogue.  At the southeast corner of the
base, just outside the red zone, there is a small clearing in the trees,
pretty much just big enough for your Rogue.  Land there, and use a C4 charge
to knock down the fence at the southeast corner.  For some reason, no one
takes notice of this explosion.
 Stay outside of the fenceline for a moment, and look into the base area from
between the guard tower and building in front of you.  If you see any AN
troops from this position (there should be one, standing in the center of the
base), shoot him before you enter the red zone.
 Use the guard tower for cover as you trespass- Move up to it, and run around
the base of the tower to the left.  Equip your C4, and run from the tower to
the car, plant the bomb, and run like hell back to your chopper.
 If you managed to get this far, you're in the clear.  Lift off, and fly
toward Caracas.  Open the map, and look at the eastern end of Caracas for a
set of road shaped roughly like this:
                                      /\
                                     /  \
 Sort of a "house" shape:            l   l
                                     l___l
                                     L_

 The meeting place is off the end of the L_ shaped portion, here: L_x
 At the southwest corner of the "house" shape is a large, white cathedral
sort of building with a courtyard in the center.  Land in the courtyard.
From here, you are not only protected from view (one of the cars will pass by
this location), but you can also see the meeting place on your HUD map.  Wait
until both cars reach the meeting, and, when the car icons are directly over
top of one another... Boom!
 Enjoy your Carpet Bombs...

************************************   vi   ***********************************
CONTACTS/ SUPPORT LIST

 This list will be divided by Faction, in order of the Contact Cards as they
appear in the game menu once all Contacts have been opened.  The Support
items themselves will also be listed in the order the game shows once all
items are unlocked, and not necessarily the order the missions to unlock
said items appear.  Therefore, if you have not completed the mission required
to obtain a given Support item, or have not gotten a Card from a certain
Contact, your game menu may look different from what you see here.
 So, in this section, what you will be seeing is something along the lines of:

FACTION
------------------
CONTACT NAME
-----
*SUPPORT OFFERED
 COST: (F)RIENDLY   (N)EUTRAL  (U)NFRIENDLY               DELIVERY

 DESCRIPTION

 NOTE
-----

 "Faction", as previously, will indicate the Faction to which the Contact
belongs.  As a reminder, Contacts offer support based on your standing with
their parent Faction; If the Faction is angry with you, the Contact won't sell
you stuff until you earn the Faction's favor, and all Contacts serve as Bribe
points for the parent Faction.

 "Contact Name", also, just like before, is just the name of the man you want
to see about a dog.  Or a ludicrous amount of ordinance...

 "Support Offered", remarkably similar to "Support Gained" in the previous
list, is the name of the Support option(s) the Contact offers for purchase.

 "Cost" is divided into three areas: Friendly, Neutral, and Unfriendly.
Based on the Contact's parent Faction's attitude toward you, the support you
attempt to procure from the Contact will cost more or less.  "Hostile"
Factions will not sell you support until a bribe has been paid.  It is in
your best interests to try to play all the fields and keep the different
Factions at least "Neutral" to keep the cost of support from going too high...
Especially the Pirates, 'cause they've got the best stuff!

 "Delivery" is how much it costs (in Fuel) to have the Support delivered to
you in the field.  This cost will not change because of Faction standing, and
it may not apply at all, as you can choose to have Weapon and Vehicle Support
dropped right at Home Base.  You cannot do this with heavy ordinance such as
Air Strikes and Bombs for some reason...

 "Description" is a description of the Support item as per the in game text.
This should give you clue as to how much bang you're gonna get for your buck.

 "NOTE", if it applies, will be a personal comment on the aforementioned
item.  It is worth noting that any "Note"s will be PERSONAL OPINION and
should not be considered as anything but such.  I will, however, offer my
opinion with some reasoning to back it up, as opposed to just "This thing
sucks" or "This is the best (xxxxx) in the game".

 In the same format as above, individual Factions and Contacts will be
separated by a long dashed line (18 characters), and individual Support items
will be separated by a short dashed line (5 characters) and marked with a "*".

------------------
UNIVERSAL PETROLEUM
------------------
ALAN SMYTH
-----
*UP Technical Delivery
 (F)  $16,000   (N)  $20,000   (U)  $24,000               100 Fuel

 An economical choice for your fast-attack needs.  Standard installation
includes a 12.7mm PKM machine gun.

 NOTE: Since you can (literally) find these things just sitting around,
often within a short walk from Home Base, there are a lot better things to
spend your money on.

-----
*Anti-Tank Rocket Drop
 (F)  $14,400   (N)  $18,000   (U)  $21,600                75 Fuel

 Effective against all armored ground vehicles!  Integrated active tracking
system provides high accuracy against moving targets.

 NOTE: This is my personal favorite "backup" weapon.  It will absolutely lay
waste to any vehicle on land and sea, and it has 'dumbfire' capability (does
not require a lock to fire) coupled with armor-piercing missiles that have a
relatively straight flight path, making them effective against structures such
as small houses and quanset huts.  Hell, with a little practice and luck, you
can drop enemy choppers with these things.  Overall, a worthwhile purchase.

-----
*Demolitions Supply Drop
 (F)   $6,400   (N)   $8,000   (U)   $9,600                75 Fuel

 Contains a full load of C4 and grenades.  Boom!

 NOTE: I got nothin'...

------------------
CMDR. BRESHNIK
-----
*Anti-Air Rocket Drop
 (F)  $14,400   (N)  $18,000   (U)  $21,600                75 Fuel

 These heat-seeking missiles are extremely effective against all helicopters,
but are not designed to penetrate heavy tank armor.

 NOTE: The description says it all.  There are a couple of missions where
these come in handy, but overall not worth the trouble.

-----
*UP Technical GL Delivery
 (F)  $28,000   (N)  $35,000   (U)  $42,000               100 Fuel

 What's the difference?  The 40mm machine gun.  That's right, it's a fully
automatic grenade launcher!  Take one home today!

 NOTE: "Take" is the operative word here, since there are usually a couple
of these mere steps away from the Commander.  Why buy what you can steal?

------------------
PIRATES
------------------
FERRIC VENBLES
-----
*Medical Supply Drop
 (F)   $2,000   (N)   $2,500   (U)   $5,000                75 Fuel

 Gauze, antibiotics, bandages, sutures, you name it, we pack it!  This crate
packs enough medical supplies to take care of a small village.

 NOTE: N/A

-----
*Pirate Supply Drop
 (F)   $3,200   (N)   $4,000   (U)   $4,800                75 Fuel

 Some of our personal favorites: 12g shotgun, 5.8mm SMG, ammunition, and
medical supplies.

 NOTE: I would like to mention that the 12 gauge is pretty awesome at taking
out jeeps, and a monster against personnel.  If I could carry 3 weapons, I'd
take one along.

-----
*Cluster Bomb
 (F)  $52,000   (N)  $65,000   (U)  $78,000               550 Fuel

 Excellent for use against enemy personnel and light vehicles.  Very cost
effective!

 NOTE:  Not the greatest air strike in the game, but if you really want to
start wrecking a lot of crap immediately, and have the money to burn, it can
be fairly useful.

------------------
SPIKE REDDIE
-----
*Covert Supply Drop
 (F)   $6,400  (N)    $8,000   (U)   $9,600                75 Fuel

 Keeping a low profile?  This kit contains a suppressed 9mm SMG, ammo,
grenades, C4, and a med kit.

 NOTE: Okay, you lost me at "C4 and grenades".  Low profile, what?

-----
*Pirate Gunney Scout Delivery
 (F)  $44,000   (N)  $55,000   (U)  $66,000               175 Fuel

 Small and agile, armed with fourteen dumbfire rockets, the Gunney light
attack helicopter might be decorated for a party, but in a fight it's very
serious.

 NOTE: By the time this ride is available, you've most likely captured the
outpost for UP, or are close to it; At any rate, the UP Rogue chopper you can
find parked on the landing pad there is a far superior choice.  It's smaller
(meaning it fits into tight spots better), and carries not only rockets but
a cannon.  Oh, and it's free.

-----
*Special Weapons Drop
 (F)   $9,600   (N)  $12,000   (U)  $14,400                75 Fuel

 Only real soldiers need apply!  Knock out everything in your path with a
light machine gun and the awesome 12.7mm anti-armor rifle.

 NOTE: Apparently, I am not a real soldier, regardless of what my discharge
papers say.  Then again, neither are any of the mercenaries in this game, as
anyone with military training knows enough to GET IN THE PRONE POSITION to
effectively fire a sniper rifle.  Otherwise, your SIGHTS MOVE ALL OVER THE
DAMN PLACE and you can't hit ANYTHING.
 And that Light machine gun?  The Prototype Rifle holds just as much ammo,
and wastes a lot less of it.  Don't bother.

-----
*Civilian Street Racer Delivery
 (F)  $20,000   (N)  $25,000   (U)  $30,000               100 Fuel

 Who says you can't have fun in a war zone?  Enemy combatants will be a blur
in the rear-view mirror when you cruise by in this custom-tuned racer.

 NOTES: Somebody forgot to custom-tune the suspension in this thing.  Isn't
it enough that I had to "drive" one in order to unlock it?

-----
*Bunker Buster Bomb
 (F) $240,000   (N) $300,000   (U) $350,000               550 Fuel

 A 4000lb penetrator designed to destroy heavily fortified bunkers.  Don't
let the initial blast fool you, this baby packs a wallop!

 NOTE: When it comes to obliterating things with pinpoint accuracy, you can
definitely do worse.  A little pricey, when compared to later Support that
does the same thing more effectively (there's a real shortage of armored
buildings in this game, and any time you NEED a Bunker Buster to blow
something up, somebody GIVES you one), but for the first accurate, guided
strike you get, not too shabby.

------------------
DAEVON RISTO
-----
* Artillery Strike
 (F)  $40,000   (N)  $50,000   (U)  $60,000               550 Fuel

 For a small handling fee, we'll arrange for a battery of artillery to
perform a "test" on the area of your choosing.

 NOTE: As with all of the "Artillery" options, you call this strike by
marking the area of attack with a smoke grenade, which not only severely
hampers your effective range, but can actually place you within the strike
zone!  Add to that the fact that most enemy soldiers scatter when a grenade
of any sort is used near them, and you can see why I think there are a lot
better ways to blow 40-60 grand.  Like on Surgical Strikes...

*Vehicle Repair Drop
 (F)  $10,400   (N)  $13,000   (U)  $15,600                75 Fuel

 Flat tire?  Broken tread link?  Gaping holes from unfriendly fire?  Patch
up your ride in a jiffy with this repair kit!

 NOTE: Sounds useful, but as I'm the type of guy who either ditches a vehicle
when it's lost effectiveness, or outright cheats, I can honestly say I've
never used this Support option.  I would speculate it isn't worth it, since
enemy RPGs and tanks usually chew up your equipment pretty quick- It doesn't
seem like you'd be able to get the drop on-site fast enough.

*Heavy Weapons Drop
 (F)  $12,000   (N)  $15,000   (U)  $18,000                75 Fuel

 Serious firepower!  Tanks or aircraft bringing you down?  Bring them down
with a mix of anti-tank/anti-air weapontry.

 NOTE: ...All while seriously limiting your effectiveness against enemy
personnel!  Stick with one or the other, but I really can't see needing
both types of "Anti-" rockets.

*BLU-82/B "Goss Cutter"
 (F) $240,000   (N) $300,000   (U) $350,000               550 Fuel

 One of the largest conventional bombs in the world, the BLU-82/B lets loose
an intimidating shockwave perfect for stopping infantry.

 NOTE: "Goss"... My own personal bomb!  Unfortunately, not all that
impressive.  I would stick to Cluster Bombs for the moment, as a much
better replacement will be available soon.

------------------
CMDR. HURRICANE
-----
*Sniper Rifle Drop
 (F)   $9,600   (N)  $12,000   (U)  $14,400                75 Fuel

 Built to exacting Soviet standards, this rifle is perfect for long-range
engagements.  Includes a full supply of match-grade 7.62x54mm ammunition.

 NOTE:  Would be fantastic if your merc was built to exacting Soviet
standards.  Instead, using the scope renders it impossible to hit the broad
side of a barn...  From inside the barn.

*Anti-Air Rocket Drop
 (F)  $14,400   (N)  $18,000   (U)  $21,600^               75 Fuel

 These heat-seeking missiles are extremely effective against all helicopters,
but are not designed to penetrate heavy tank armor.

 NOTE: #1: (^) These prices are not confirmed, as I can't manage to complete
the mission.  What kind of idiot tries to shoot a forklift out of the air
with an RPG anyway?  Prices are based on the Anti-Air Rocket offered by UP;
I presume the prices are the same, as is the situation with all other multi-
Faction offered support.  #2: See NOTE on UP offered AA rockets.

*Vehicle Ammo Drop
 (F)   $6,400   (N)   $8,000   (U)   $9,600                75 Fuel

 From TOW missiles to 25mm heavy machine gun rounds, we'll bring what you
need to keep your favorite vehicle armed and dangerous.

 NOTE: Another one of those things I've never used.  Okay, out-of-combat,
you can simply re-stockpile your vehicle for a second to reload it.  In
combat, I don't think it'll last long enough to need a reload.  This could
be useful in a few rare situations, but overall I don't think it'd be worth
it.

*Fuel-Air Bomb
 (F) $320,000   (N) $400,000   (U) $480,000               550 Fuel

 The fuel-air canister disperses a fine cloud of volitile fuel over a wide
area that, when ignited, produces a massive shockwave.

 NOTE: Now, this thing is sweet!  Expensive, but an awfully effective
replacement for the Cluster Bombs.

------------------
CMDR. LEVIATHAN
-----
*Advanced Weapons Drop
 (F)  $16,000   (N)  $20,000   (U)  $24,000                75 Fuel

 The newest addition to our line of personal supply crates includes the new
5.56mm prototype rifle with a large-capacity box magazine.

 NOTE: Awful late in the game to be offering (for a fee, no less) something
that is quite easily stolen far earlier.

*Vehicle Support Drop
 (F)  $24,000   (N)  $30,000   (U)  $36,000                75 Fuel

 Keep your ride in tip-top shape with this combination supply drop.
Includes both vehicle ammunition and an armor repair kit.

 NOTE: If I were going to try out one of these vehicle drops, this would
probably be the one I'd pick.

*Carpet Bomb
 (F) $400,000   (N) $500,000   (U) $600,000               550 Fuel

 Facing an army?  Reroute a bomber to your target location and deliver up
to 12 tons of high explosives.

 NOTE: Worth the effort to unlock, worth the price to purchase.  This is
unholy destruction on demand, and I don't think you'll be disappointed.

------------------
ALLIED NATIONS
------------------
ALEX GRISHA
-----
*Allied Supply Drop
 (F)   $5,200   (N)   $6,500   (U)   $7,800                75 Fuel

 Made in the USA!  Includes 5.56mm carbine, frag grenades, medical kit, C4,
and plenty of ammo.

 NOTE: Exactly the same crate that sits in your garage at Home Base.  For
free.

*Allied Verity Scout Delivery
 (F)  $20,000   (N)  $25,000   (U)  $30,000               100 Fuel

 Breeze past Allied roadblocks!  Pose for the media!  This sturdy off-road
vehicle includes a .50cal machine gun and room for five.

 NOTE: You can move the same number of people a lot faster in a Gunny Scout
helicopter.  I don't like the way this truck handles, and I don't like any
vehicle that forces you to leave the driver's seat to use the weapon.

*Allied Verity AT Scout
 (F)  $24,000   (N)  $30,000   (U)  $36,000               100 Fuel

 What's better for off-roading than some integrated anti-tank weapontry?

 NOTE: Q and A... Um, anti-tank weapontry I can fire from the driver's seat?
Same complaint as above, 'cause it's the same truck.

------------------
LT. SAMGEE
-----
*Allied Ambassador Delivery
 (F)  $92,000   (N) $115,000   (U) $138,000               175 Fuel

 Bristling with weapontry, helicopters don't get much more intimidating than
the Ambassador.  Decimate your opponents from the air!

 NOTE: Until I learned the best place to steal these, I was buying them in
bulk.  My personal favorite chopper in the game, it carries a monster cannon,
Anti-Personnel rockets, Anti-Tank rockets, and Anti-Air rockets.  The AT and
AA rockets run dry fairly quick, but there's plenty of ammo in the cannon.
Add to that speed, maneuverability, and enough balls to winch mid-size
vehicles, and you've got a pretty desirable mode of transport.

*Heavy Gunship Support
 (F) $100,000   (N) $125,000   (U) $150,000               550 Fuel

 Point and shoot devastation!  Deliver a hail of bullets with pinpoint
precision, but beware enemy SAMs.

 NOTE: Never tried it.  I stick to satellite guided ordinance.

*Air Superiority
 (F) $160,000   (N) $200,000   (U) $240,000               550 Fuel

 Demonstrate your superiority and wipe out those annoying helicopters with
a fighter sweep!

 NOTE: Though I can only think of one specific instance where you may be so
overwhelmed by chopper fire that you'd need someone else to shoot them down
for you, in that one instance, this REALLY shines.  I was literally jaw-
droppingly amazed at how precise and effective this strike is, and there's
something deeply satisfying about seeing three or four choppers suddenly cut
out of the air, simultaneously, with no notice whatsoever.  Awesome.

------------------
SGT. MACMURDO
-----
*Allied Consul APC Delivery
 (F)  $32,000   (N)  $40,000   (U)  $48,000               400 Fuel

 The bigger, badder brother of the Allied Verity Scout, the Consul APC also
has a .50cal machine gun and eight big tires for serious off-road fun!

 NOTE: The Allies have two different APCs on hand, and this 'aint the good
one.

*Advanced Gunship Support
 (F) $160,000   (N) $200,000   (U) $240,000               550 Fuel

 Point and shoot devastation!  Deliver a hail of bullets with pinpoint
precision, but beware enemy SAMs.

 NOTE: Never used it.

*Cruise Missile Strike
 (F) $200,000   (N) $250,000   (U) $300,000               550 Fuel

 Show your enemies you mean buisiness by sending a sub-launched cruise
missile their way.

 NOTE: A more expensive alternative to the Bunker Buster.  Good at what it
does, though.

------------------
CHINA
------------------
LIN HSU
-----
*Chinese Supply Drop
 (F)   $4,800   (N)   $6,000   (U)   $7,200                75 Fuel

 Contains one 7.62mm Type 56 rifle, one Type 69 RPG lanucher, ammo, and
medical supplies.

 NOTE: Huh, huhuh... sixty-nine...  The serious upside to this weapon set is
that most of the VZ are carrying Type 56s (the AK47 look-alike) and RPGs,
which means there'll be no shortage of ammo laying around.  Of course, with
both weapons' questionable accuracy, you'll need a lot of ammo.

*Chinese Dongzhi Delivery
 (F)  $12,000   (N)  $15,000   (U)  $18,000               100 Fuel

 Made in China, this half-ton 4-wheel drive vehicle is perfect for light
tactical tranpotation.  Includes swivel-mounted 7.62mm PKM machine gun.

 NOTE: ...But it looks stupid.  I've driven a couple of these, and I don't
care for the way they handle, honestly.  Way too light, with too great a
tendancy to spin out if you try to drive it like your Need For Speed tuner.

*Chinese Dongzhi AT Delivery
 (F)  $20,000   (N)  $25,000   (U)  $30,000               100 Fuel

 It might not look like much, but when armed with a TOW missile launcher it's
capable of cutting down even heavy armor.

 NOTE: ...Provided you get a shot off and guide the missile to its intended
target before the tank you're shooting at sends you to glorified go-kart
heaven, that is.  Just because this thing "can" stand up to heavies, doesn't
mean it should, okay, kids?

*Gunship Support
 (F)  $60,000   (N)  $75,000   (U)  $90,000               550 Fuel

 Point and shoot devastation!  Deliver a hail of bullets with pinpoint
precision, but beware enemy SAMs.

 NOTE: Look, with all the AA scattered around Venezuela, whenever something
warns me to not use it in the presence of Anti-Air fire, it's pretty much
warning me to not use it, period.

------------------
LT. ZHANG
-----
*Artillery Barrage
 (F)  $80,000   (N) $100,000   (U) $120,000               550 Fuel

 For a small handling fee, we'll arrange for a battery of artillery to
perform a "test" on the area of your choosing.

 NOTE: Another Artillery option that uses smoke for targeting.  Not very
effective, considering the cost.

*Chinese Tien Kou Delivery
 (F) $100,000   (N) $125,000   (U) $150,000               175 Fuel

 A fast scout chopper with solid armaments, the Tien Kou light attack
helicopter is the best of both worlds!  Be prepared for any situation!

 NOTE: Riduculous looking party-hat style communications array aside, this
is a pretty quick chopper.  Problem is, when somebody starts shooting at me,
I have a tendancy to want to stand my ground and shoot back... And the Tien
Kou isn't really made for that.  A good "hit-and-run" chopper, though, if
that's your style.

*Surgical Strike
 (F)  $40,000   (N)  $50,000   (U)  $60,000               550 Fuel

 Enjoy the benefits of a cutting-edge air force for a fraction of the price!
Our contacts will direct a bombing run on the target of your choosing.

 NOTE: Remember, ages ago, at the beginning of the game, you got to use this?
It's finally back, and uber cheap to boot.  Though it pales a little in
comparasin to satellite-guided ordinance (you need a line-of-sight on the
target, meaning you are not fully covered from enemy fire), I still like to
have plenty of these available to cause some heavy damage at the beginning of
an assault.  Great for "Capture the Outpost" missions and a few others.

*Chinese Rui Shi AA Delivery
 (F) $240,000   (N) $300,000   (U) $360,000               400 Fuel

 Sometimes you catch some flak, sometimes you throw it!  Be on the right side
with the Rui Shi heavy anti-aircraft system!

 NOTE: Suffers from three MAJOR drawbacks in my book: 1) You must abandon
your movement in order to fire the weapon; 2) There just aren't that many
situations where anti-air capability is all that helpful; and 3) There are
a LOT of opportunities to steal AA vehicles, including the VZ's heavy AA
launcher.  Buying this is pointless.

------------------
SGT. CHEN
-----
*Chinese Chi Lin IFV Delivery
 (F)  $40,000   (N)  $50,000   (U)  $60,000               400 Fuel

 Complete with TOW missile launcher, transport a crowd and keep your head
down with this Chinese staple.

 NOTE: I actually like this thing.  The TOW system can be fired from the
cockpit, letting you run-n-gun.  For one mission in particular, (SPOILER:
it's a story mission, involving rescuing a set of hostages that requires
you to protect one guy while fighting your way to the others END SPOILER),
this thing comes in pretty handy.  A strong second place (first goes to
an Allied APC.)

*Artillery Bombardment
 (F) $160,00    (N) $200,000   (U) $240,000               550 Fuel

 For a small handling fee, we'll arrange for a battery of artillery to
perform a "test" on the area of your choosing.

 NOTE: Works just like "Strike" and "Barrage", only covers more ground,
with exactly the same reason NOT to buy it.

*Cruise Missile Strike
 (F) $200,000   (N) $250,000   (U) $300,000               550 Fuel

 Show your enemies you mean buisiness by sending a sub-launched cruise
missile their way.

 NOTE: Exactly the same as the one offered by the Allies.  Just depends on
who's side you're on, I guess.

------------------
THE P.L.A.V. (GUERILLAS)
------------------
LT. ACEVEDO
-----
*Demolitions Supply Drop
 (F)   $6,400   (N)   $8,000   (U)   $9,600                75 Fuel

 Contains a full load of C4 and grenades.  Boom!

 NOTE: Just like before, I got nothin'.

*Sniper Supply Drop
 (F)   $9,600   (N)  $12,000   (U)  $14,400                75 Fuel

 Built to exacting Soviet standards, this rifle is perfect for long-range
engagements.  Includes a full supply of match-grade 7.62x54mm ammunition.

 NOTE: Same as the one that will be offered later by Cmdr. Hurricane.

------------------
LT. JUAREZ
-----
*Guerilla Jackal Delivery
 (F)  $14,400   (N)  $18,000   (U)  $21,600               100 Fuel

 When tearing through the Venezuelan jungles, what better than an off-road
buggy?  With room for a passenger and gunner, let this puppy give you some
real traction.

 NOTE: I have a number of reasons not to purchase this: First, NEVER pay for
what you can take.  These things are lying all over the P.L.A.V. HQ area.
Next, the handling is vile, and did I mention the utter lack of any sort of
armor?  Finally, as the Guerillas and UP are natural enemies, and UP
constantly patrols the road leading out of Home Base, what do you think is
going to happen as soon as you pull out of the garage in this thing?
 In it's defense, it does have the ridiculous rapid-fire grenade gun.  Of
course, you can't fire it from behind the wheel...

*Tank Buster
 (F) $200,000   (N) $250,000   (U) $300,000               550 Fuel

 Don't let a little thing like an armored tank column stand in your way.
Point those tin cans out, and this'll take care of everything for you.

 NOTE: I can't recall having ever used this option.  Why, when I can get a
four-shot anti-tank rocket launcher for under $15,000?

************************************  vii  ************************************
CHEATS

 If ya need cheats, I got 'em!  Some of these missions can be a genuine
pain...  Even the odds!
 All Cheats must be entered under the "Factions" screen in the PDA menu
(press Select).  These codes have all been tested and confirmed.

$1,000,000: Right, Down, Left, Up, Up, Left, Down, Right
 -Adds $1,000,000 to your total EACH TIME it is entered.  Beats having to
  earn it the old fashioned way!  (I don't call this cheating, if you
  would've gone after it legit anyway.)

Full Fuel: Right, Down, Left, Up, Right, Down, Left, Up
 -Completely fills your Fuel to 10,000.

Infinite Ammo: Right, Left, Right, Right, Left, Right, Left, Left

Infinite Life: Up, Down, Up, Down, Left, Right, Left, Right

Reset Factions To "Neutral":Up, Up, Up, Up, Down, Down, Right, Left
 -Can be helpful if you blow up somebody you didn't mean to (or did mean to)
  or if you let your son play on your file.  Note that this resets EVERY
  Faction, including the ones you were Friendly with.

WHERE TO FIND WEAPONS OR VEHICLES

 There are certain weapons and/or vehicles which can either a) be very
helpful and available far before they are offered as Support, or b) are
never offered at all.  I will tell you here how and where to get them.
THIS SECTION IS THIS FAR DOWN BECAUSE IT MAY CONTAIN SPOILERS IN THE FORM OF
NAMES AND LOCATIONS!!  I will attempt to list items in a way that can avoid
giving away too much if you don't look too far into it.

 If you do not see your favorite vehicle listed, send me an e-mail with
the vehicle name (or at least type; weapon, car, tank, helicopter, etc.) and
a translatable description of where to CONSISTENTLY find one, and I'll track
it down in my game and then list it here.  Feel free to add your own
opinion on why having the item in your arsenal is a benefit (mark SPOILERS),
and I'll credit it to you and place it in the guide.
 By the way, by CONSISTEBTLY, I mean you can almost always find the item in
question during free roam, at any stage in the game.  If the vehicle only
appears during a specific mission (the Firetruck, for instance), it is listed
above in the Strategy section under the applicable mission.
 Due to a few e-mails regarding this section and the confusion I may have
caused by listing mission-specific vehicles elsewhere in the guide, let me
clear this up a little.  The following vehicles are listed as mission-
specific:

 *Ambulance-Found during "Medicine Man"
 *Bus- Found during "Public Transportation"
 *Pirate Gunney Transport- Found during "Public Transportation"
 *Firetruck- Found during "A Fire Burns..."
 *Vaca T1 SUV- Found during "Mole-a-Cide"
 *Allied Statesman IFV- Found during "Armor'd n Dangerous"

 There you go.  if you're looking for one of these particular rides, find
look under the mission listed, in the "Strategies" section to find it.

-BEFORE ACTUALLY RECRUITING EVA
 *El Diablo monster car
 The problem with the El Diablo is that you don't have a way to stockpile
vehicles until AFTER you complete the only mission the car is available in.
Should you decide you want to bang around the jungle in this thing, here's
how to do it:
(courtesy of Flywire)
 You must go with the mission normally until the point when you must deliever
El Diablo, then take the El Diablo out of the garage and blow it up with C4.
Now it will be a mision failed. Take the mision again, and when you start the
mission there should be an El Diablo parked next to the garage. Complete the
mission and bring the Diablo back to stockpile.

 NOTE: I realize this has been posted before on the boards... "Flywire"
e-mailed me and hence gets credit.  No whining.  (Though it was described on
the boards by "MV44dude111" and  "mhfgod").  Also, from the boards, it
seems apparent that you must bomb the garage and choose "Cancel Contract",
NOT "Retry" in order to make the El Diablo appear next to the garage.
Lastly, it would seem that simply cancelling the contract is enough, but
(and I quote) "Blowing stuff up is fun!"
 So there you have it...

-FIRST UNIVERSAL PETROLEUM STORY MISSION COMPLETE; AFTER RECRUITING EVA
 *Prototype Rifle
 Once Guerilla HQ is highlighted on the map, you can visit it to get a
Prototype Rifle.  Look around the area for any P.L.A.V. agent wearing a GREEN
hat (there should be one in a wrecked plane fuselage near the ground entrance
to the HQ, and two more up closer to the HQ building itself.) These guys are
carrying Prototype Rifles.  If you SUBDUE (knock down, handcuff) the agent,
just as you would a VZ priority target, you can grab the weapon without
harming your standing with the Guerillas too badly.  They will open fire on
you, though.

 *Guerilla Zamora attack helicopter
 Until you can get a better alternative, the Zamora attack chopper is a
rather helpful piece of equipment, with an awesome paint job to boot.  To
find one, open the map and look at the Guerilla HQ area (almost directly
south of Home Base).  Nearby, slightly to the southwest, you should see a
long trail in the jungle that follows a rough circular path.  Extending north
from the circle are two long paths.  If you follow the eastern (right) one of
these to the circle path, and go slightly east on the circle path, you'll come
to a small P.L.A.V. camp where a Zamora is parked.  Trust me, once you find it
once, it's easy to get back.  Also, there should be a couple Guerrillas
hanging around armed with Prototype Rifles in this area, as well.

 *Guerilla Castro Transport
 If, for some reason, you want a Huey-style COMPLETELY UNARMED passenger
helicopter with a Vietnam war-era paintjob, you can find these flying around
in the same area you find the Zamora.  Holds you plus four, one more passenger
than fits in a Gunney Scout.

 *Pirate Gunney Scout
 On the other hand, if you want passenger capacity AND guns, you can find a
Gunney scout parked at a Pirate encampment southwest of West Maracaibo, near
a small inland lake; It's the same place you go to retrieve the wheels for
Eva's El Diablo car during her recruitment mission.

 *UP Paladin Tank
 You no doubt have seen these at UP HQ; In fact, you have to steal one for
Eva to recruit her.  A black tank... How cool is that?

 *UP Rogue helicopter
 Once you complete "Capture Outpost" for Alan Smyth and open Cmdr. Breshnik
as a contact, save, exit, and reload.  The damage you caused to the outpost
while taking it over will be repaired, and you will find a Rogue minicopter
parked near the entrance to the outpost.  This is a very good light attack
chopper, in my opinion, with a Vulcan cannon and 14 no-lock missiles.

 *VZ Ribera helicopter
 This is the chopper everybody asks about, the dual rotor VZ attack heli.  I
don't see the appeal, but this guide isn't for just me.
 If you travel to Guanare and head to the southeast corner of town, you
should find a long, split path extending southeast into the jungle.  One arm,
the western one, of this path leads to a UP oil refinery.  The other leads to
a VZ encampment where you will find the HVT General Pena, as well as a VZ
Ribera.  The General, once taken, doesn't come back, but the chopper will.

 *Civilian Speedboat
 You see a lot of these cruising around, but the easiest way (for me) to
get one is to head over to East Maracaibo.  There are several docks in the
ocean at the north side of town, and you can usually find one unattended.
Why would you want a speedboat, you ask?  Well, if you were to take that
speedboat, while armed with a pair of Anti-Tank rocket launchers (or the
infinite ammo code), and boat out to a certain VZ occupied island, you would
find that, by making perioidic stops and firing on the VZ patrol ships and
vehicles parked around and on the island, you can make a very healthy profit.
(Do the "Daredevil" mission for Lt. Juarez to find the island in question.)
Just remember to bring the boat to a COMPLETE stop before you press triangle,
otherwise your merc bails over the side and you have to swim back to your
boat while taking enemy fire.

 *Civilian Gypsy
 With cars like the RTR and Valorous, which bear strong resemblances to
good old American muscle cars (Chevey Chevelle and '65 Pontiac GTO,
respectively), why would you bother to drive something that looks almost
exactly like... A 1980's Ford Escort hatchback?
 Well, if you're in the mood to mess around, grab youself a Gypsy...
For whatever reason, these little cars can drift like mad, making them
pretty fun to drive.  Why, I don't know.
 If you want to get your Initial D on, you can find these things cruising
all over the Guanare area.

 *Ewan's Cargo Chopper
 The other chopper everybody asks about, and this time, I get it.  Ewan's
heli outlifts anything in the game.
 Most of the advice I've seen suggests calling in a tank/APC drop, and
drilling Ewan with a Sniper Rifle when he arrives, causing the chopper to
drop at your feet.  If you're that good with a Sniper Rifle, good for you.
If not, this helpful strategy comes courtesy of AndySambergSNL:
 You will need your own mid-capacity chopper; A Zamora, Ribera, or the
like, and probably several large vehicles stockpiled (this isn't an exact
science).
 The basic theory is this: Call for a tank/APC drop, then jump in your
heli and lower the winch.  As Ewan is dropping off the vehicle (so he's
close to the ground- This minimizes damage to the cargo monster), try to
hook your winch onto his heli.  If done correctly, Ewan will bail out, and,
hopefully, his abandoned chopper will swing clear of the vehicle and pull you
gently to the ground (make sure that once you're hooked on, you're pressing X
like your life depends on it).  Now, land off to the side, and commandeer the
nameless cargo chopper!  As previously stated, this may take several attempts,
and carries huge risks.
 Note that this appears to be the same chopper used by the AN for
extractions, so you will pick up a AN disguise while operating it.  Also, you
CAN NOT stockpile this vehicle; Do so, and it is gone.  And, lastly, I have
not managed to personally confirm this- Though I HAVE successfully "fished"
for other airborne choppers, so I PRESUME it works via the same physics-  But
don't come crying to me if it don't, okay?  (I did try, at least, but, much
like the Forklift Skeet Shoot, I just don't have the gamer skillz to make it
work.)

-MIDWAY THROUGH GAME; POST BLANCO (if you can't translate that, you haven't
come this far yet.  Stop reading to avoid SPOILERS!!!)

 *Allied Ambassador helicopter
 From Home Base, jump into the drink and swim out to the remains of the
oil rig.  There is a small piece of rubble that you can stand on at the</pre><pre id="faqspan-3">
southwest corner of the structure, over which an Ambassador will routinely
fly.  In fact, this is such a regular patrol route that, by the time you
stockpile the chopper you just stole and swim back, another will appear
within seconds.
 If the patrol isn't flying yet, try completing all of Lt. Samgee's missions.
If that doesn't work, save and reload your game file to reset things.

 *Allied Diplomat heavy tank
 My favorite tank, if only because it can haul ass!  One spawns at the Allied
outpost near Sgt. MacMurdo.  It's a long drive home, but worth it, if you ask
me.

************************************  viii  ***********************************
LEGAL STUFF

  -Mercenaries 2: World In Flames and all related names/terms are copyright
   EA Games and Pandemic Studios.

  This guide is copyright Ryan Goss (FFVII Tattoo/Acid Angel 13), 2009.

  To contact me for whatever reason, e-mail me at:
       [email protected]
Use Mercenaries 2 as the subject, or I'll toss it along with all the spam I
get.
  Any corrections, revisions, additional strategy, or whatever, will be
greatly appreciated and, if relevant, posted in further versions of this guide.
 What's more, I love getting e-mails about my work.  If you send me a mail,
even a nasty one, you WILL get a reply.  If you don't I didn't get it.  Check
back with GameFAQs and look at the newest version of this guide to make sure
you have my current address, and try again.

************************************   ix   ***********************************
VERSION HISTORY (or, Some Stuff You Probably Don't Care About)

4/17/2009- Ver 1.0 complete
6/10/2009- Ver 2.0 : Massive revision, almost a complete rewrite.  Added
          Strategy for each mission, mission descriptions, and Support
          descriptions.
6/26/2009- Ver 2.1 : Addition of Pirate Gunney Transport and methods of
          obtaining Ewan's super cargo heli added.
7/22/2009- Ver 2.2 : Strategy for "Forklift Skeet Shoot" and El Diablo
          stockpile method added.
AUTHORIZED SITES (or, People Who Didn't Rip This Off)

www.gamefaqs.com is the ONLY site that will ever carry my work.  If you
find it anywhere else, it's stolen, and I'd like to know about it.

************************************  END  ************************************