MERCENARIES 2: WORLD IN FLAMES
WALKTHROUGH/FAQ

Copyright FFVIITattoo, a.ka. Acid Angel 13     2010
ver 2.0

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

CONTENTS***********************************************************************
(Bracketed letters are quickfind designations)
i    INTRODUCTION
ii   CONTENTS
iii  FAQ's
iv   PLAYING THE GAME
    --CONTROLS
    --PDA
    --THE MERCINAIRIES
    --STOCKPILE
    --GENERAL GAMEPLAY STRATEGIES
v    TOOLS OF THE TRADE [TOT]
    --WEAPONS
    --AIRSTRIKES
vi   WALKTHROUGH
    --MISSION 1[MS1]: RESCUE CARMONA (STORY 1)
    --MISSION 2[MS2]: WHAT'S YOURS IS MINE (STORY 2)
    --MISSION 3[MS3]: EXECUTIVE BONFIRE (UP/OIL 1)
    --MISSION 4[MS4]: AMAZON ESCAPE (RECRUIT EWAN)
    --MISSION 5[MS5]: BUILD A MONSTER CAR, SERIOUSLY (RECRUIT EVA)
    --MISSION 6[MS6]: COMRADE, WHERE'S MY CAR? (RECRUIT MISHA)
    --MISSION 7[MS7]: LISTENING CLOSELY (UP/OIL 2)
    --MISSION 8[MS8]: RAMPART RUINATION (GUERILLA 1)
    --MISSION 9[MS9]: VIVA LA REVOLUCION (GUERILLA 2)
    --MISSION 10[MS10]: RIGGING THE GAME (STORY 3)
    --MISSION 11[MS11]: EVERYBODY PAYS (STORY 4)
    --MISSION 12A[MS12A]: FOUR LITTLE VIPS (ALLIES 1)
    --MISSION 13A[MS13A]: REFINING OUR GROUP (ALLIES 2)
    --MISSION 14A[MS14A]: WAR IN THE SUN (ALLIES 3)
    --MISSION 12C[MS12C]: RESCUE CHINESE SPY (CHINA 1)
    --MISSION 13C[MS13C]: UNIVERSAL DEVASTATION (CHINA 2)
    --MISSION 14C[MS14C]: WAR IN THE SUN (CHINA 3)
    --MISSION 15[MS15]: EVERYBODY PAYS, EVENTUALLY (STORY 5)
vii  HIGH VALUE TARGETS [HVT]
viii COLLECTABLES [CLC]
ix   CHEATS [CHT]
x    RANDOM STUPIDITY [RND]
xi   LEGAL STUFF [LGL] (In case you want to e-mail your hate)
xii  VERSION HISTORY/AUTHORIZED SITES

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

 This will be my, what, sixth guide?  Maybe seventh... Anyways, it'll also be
the third for Mercs 2, which goes to show ya I've got nothing better to do.
In all honesty, though, I still don't see what's so horrible here.  Sure, it
sorta pales next to GTA: San Andreas (what doesn't?), and doesn't really
do much for itself as a sequel, but I don't see how that makes it hate-worthy.
I must be the only one, though, since all 3 of GameFAQs guides are mine.
 In case you're new to Mercs, and can't understand why this game gets the
hate it does, the big problem with this title is just that it had the bad
fortune to be released second-in-line; If World in Flames had come before
Playground, sure, it'd be compared to San Andreas, but so is everything else.
Is Mercs 1 better?  NO- Some of the play mechanics are a little different,
but most of it is exactly the same.  Bigger?  YES.  That's where the problem
comes from.  Nowadays, we as gamers all expect our sequels to be "more", not
"more of the same"...  In a smaller package, no less.
 To be brutally honest, don't let the hate discourage you.  This isn't as
bad as everybody seems to think.  Not an overly long campaign, to be sure,
but still fun to play, clean and responsive control-wise and graphically, and
overall worth the twenty bucks you probably dropped on it.

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

 WHAT IS IN THIS GUIDE: This guide is going to focus on the STORY missions
ONLY.  I've already written a guide for the Contacts.  As a whole, consider
the "Contacts/Support" and "Vehicles" guides suppliments to this one; This
guide will refer to certain vehicles and support assets, but is not going to
go into great detail as to how to obtain those.
 It also bears mention that this guide contains SPOILERS- It's a storyline
guide!  The missions are presented in chronological order, so to avoid
spoiling anything, just don't look too far ahead.

 Also, often in this guide, you will see directions to a specific item/
place.  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.

 Finally, let it be known that this guide was written WHILE playing (my
strict policy forevermore), so you can be certain that everything I give you
here works.

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

 1.Q: This game sucks! Why you wastin' your time writing a guide?!
   A: Save it.  It can't suck that bad, since you're obviously playing.
      Or are you reading this guide because I entertain you?

 2.Q: Where do I find the Pirate Chests/Schematics/Propaganda/etc.?
   A: There is a specific section of this guide devoted to the collectables.

 3.Q: Where can I find one of those twin-rotor VZ choppers?
   A: Lucky for you, that's metioned in the "HVTs' section, even though this
      isn't a vehicle guide.

 4.Q: What about other vehicles?
   A: Probably not here, my friend.  Look at my Vehicle guide for specific
      instructions on how and where to get EVERY stockpilable ride in the
      game.

 5.Q: What do you mean when you say some HVT's are good for spawning Allied
      Ministers?
   A: Okay, even though this is covered in my vehicle guide, it does come up
      a couple times in the HVT Section, so here's the gist: It is possible
      to force Allied Minister (extract) choppers to spawn so you can steal
      and stockpile them.  To do this, capture a High Value Target and take
      him to the Docks in Merida, then call for an extract.  Soon after the
      chopper arrives on station to make the pickup, another one should spawn
      in the arear that you can commandeer and take home.  This will continue
      to work as long as the extract chopper is on the ground in the docks
      area.  See my Vehicle Guide for more specific details on this.

 6.Q: But I only want to read THIS guide!!
   A: Start a petition.  Seriously, if I get enough requests for it, I can
      probably be convinced to triple the size of this document by adding the
      content of two other guides to it.

************************************  iv  *************************************
PLAYING THE GAME

--CONTROLS
 Let's say you picked up your game out of a bargain bin somewhere, and you
got boned out of your manual.  Well, you only missed out on about six pages
anyhow;  Here's how to get your merc into the action:

 ON FOOT:
    Left Stick.............................Move Merc
    Right Stick............................Rotate Camera/Aim
    R1.....................................Fire Weapon
    R2.....................................Weapon Switch*
    L1.....................................Toss Grenade
    L2.....................................Switch Grenade Type**
    D-Pad ^/v..............................Scroll Support Menu
    D-Pad <................................Toggle Faction ID on/off
    D-Pad >................................Toggle Objectives display
    R3 (Push Right Stick)..................Crouch/Stand
    L3 (Push Left Stick)...................Biniculars/Scope
    [] (Square)............................Melee/Smash
    O (Circle).............................Jump
    X (Cross)..............................Reload/Select Support
    /\ (Triangle)..........................Action (Talk, Hijack)
    START..................................Pause Menu
    SELECT.................................PDA

    *Obviously, you need to have two weapons to swap between them
    **You get two types: Fragmentation and Flash-Bang
        -Frag Grenades are casualty inducing (lethal)
        -Flash-Bang are nonlethal "stun" grenades

 VEHICLE CONTROLS:
    Left Stick.............................Steer/Move (Treaded Vehicles)
    Right Stick............................Camera/Turret (Tanks)
    R1.....................................Handbrake (car)
                  .........................Fire Weapon (if equipped)
    R2.....................................Switch Weapon (if equipped)
    L1.....................................Exit Vehicle (Merc only)
    L2.....................................Exit Vehicle (passengers only)
    [] (Square)............................Brake (car)
                  .........................Altitude Down (helicopter)
    O (Circle).............................Horn (Calls Passengers)
    X (Cross)..............................Accelerate (car)
                  .........................Altitude Up (helicopter)
    /\ (Triangle)..........................Exit Vehicle (Merc and passengers)
    D-Pad ^,v..............................Activate Winch (helicopter)

--PDA
 The PDA menu is where you go to view the map, set up your Support options,
check your standing with the various Factions you have dealings with, keep
tabs on High Value Targets, and see your general game stats.  It's also where
you input cheats, if you're that kind of person...

 MAP
 The map is just that: A map of the combat area.  What you see is what you
get- There is no "second area" like Playground of Destruction.

 SUPPORT
 This is a list of all the Support options your Merc has at his or her
disposal, from vehicles to weapons drops to air strikes.  In order to make
an option available in the field, you must first enter this menu and select
the option to place it in the Support Menu.

 FACTIONS
 The Factions screen lets you know what the different groups throughout
Venezuela think of you.  "Hostile" groups (red bar) will attack you on sight
and will refuse to sell you support or offer missions until you buy them off
(you cannot buy the VZ's friendship); "Unfriendly" groups (orange bar) will
sell you Support, but at inflated prices; "Neutral" (yellow bar) groups sell
at mid-level prices, and "Friendly" groups (green bar) will hook you up with
a discount.
 Faction standing may change depending on your actions- In general, working
for a Faction is a good way to improve your rep with them, and attacking them
will reduce your standing.
 NOTE 1: It seems that Factions only care about personnel; Blow up all the
unmanned vehicles and empty buildings you like, and no one cares.
 NOTE 2: ALL Factions will lose standing if you are hostile to civilians;
Also, be aware that civilians are IMMORTAL, so you can't revenge-kill them
for the stupid things they do, even if you don't mind giving up a little
Faction respect and some cash.

 HIGH VALUE TARGETS
 Scattered throughout Venezuela are ten of Solano's most trusted officers.
If you manage to verify these targets, you get some extra cash and fuel.
Following the main body of the walkthrough, you will find a section devoted
specifically to the locating and taking of these targets.

 GAME STATISTICS
 This is a database of all the relevant (and useless) stats for your current
game, such as Missions Completed, completion percentage, and things like
number of kills, favorite weapon and vehicle, etc.

--THE MERCENARIES
 You get your choice of three Soldiers of Fortune.  Regardless of which one
you use, there is no change to the story, missions, or anything aside from
some minor dialogue changes in cut-scenes.  The Mercs play exactly the same,
so the choice is simply an aesthetic one (as opposed to Playground, where each
Merc had a certain tactical strength.)

 JENNIFER MUI:
   Birthplace: Hong Kong, China
   Nationality: British
   Ethnicity: Caucasian/Chinese
   Age: 35

   "Jennifer grew up in a lower middle class family, always on the brink
 of poverty.  After spending 2 weeks living in a car with her parents, Jen
 vowed to find a better life.
   Joining Her Majesty's Armed Forces, Jen was quickly recruited by MI6.
 She earned high marks in all training exercises, and commenmdations after
 both of her first two missions, but the pay was not enough, and Jen never
 felt secure.  When the opportunity arose, she mustered out and went
 freelance, rapidly becoming the most highly paid mercenary in the world."

 MATTHIAS NILLSON
   Birthplace: Arvidsjaur, Sweden
   Nationality: Swedish
   Ethnicity: Caucasian
   Age: 33

   "Seeking, even as a youth, the most brutal and extreme experiences
 possible, Matthias joined Sweden's legendary Arctic Rangers.  After being
 discharged for insubordination, Matthias joined the Wolfpack Brotherhood
 motorcycle gang.  The Brotherhood soon rose to become the most wanted
 criminals in Sweden, and Matthias was, not for the first time, jailed.
 Official records do not make it clear whether he escaped or was released,
 but in either case he is still a wanted man in his home country, and
 cannot return home.  The mercenary lifestyle affords him the unique
 combination of a large income, the chance to live an explosive lifestyle
 with no supervisors, and a career that takes him all over the globe."

 CHRIS JACOBS
   Birthplace: San Jose, CA
   Nationality: American
   Ethnicity: African American
   Age: 37

   "Born into a military family, Chris became a cocky, effective, patriotic,
 and obedient soldier.  But as he ascended in rank and gained experience, he
 became increasingly frustrated with the bureaucracy and inefficience of the
 military.  This led to an escalating series of conflicts with superior
 officers, and Chris eventually left in disgust, his cockiness now balanced
 by a dark, cynical sense of humor.  Still driven by a desire to punish the
 bad guys, and unable to quit the battlefield, Chris became a mercenary."

 Since the Mercs all play the same, one of the things you can consider to
spice up your game is to adopt certain character traits (rules) to play by.
This at least gives things a little diversity.  My personal setups are like
this:

 Jacobs: I like to treat Jacobs as the U.S. military type- Arm him with a
Carbine and Anti-Tank rockets, and he's a monster on the battlefield.  Avoid
abusing air strikes and he's pretty balanced as far as gameplay goes.  He
also gets the "better" of the dedicated weapons sets- Carbine, Prototype
Rifle, AT and AA rockets.  I try to play Jacobs with my own military training
in mind; Tactical, slightly cautious and conservative.  Take the time to aim
and make sure you have the advantage at all times, even if it means dropping
a load of ordinance to soften up the enemy a bit before going in.

 Nillson: I usually play Matthias as the "super mercenary"- He just grabs
whatever weapon happens to be available and kills everything in his path.
He's the type of guy that uses airstrikes like they're free and doesn't need
handcuffs- Dead bodies don't fight back.  Playing Matthias this way gets
expensive quick, but if you can fund the destruction, it's an easy way to go,
with no shortage of ammo and minimal risk, since it's "in character" to rain
megatons of destruction upon any target within range, which generally lets you
stay behind cover while the jet does the work.

 Mui: Mui plays on the complete opposite end of the spectrum.  Quiet and
calculating, playing Mui means you should CAPTURE every High Value Target
rather than blow them away.  I also like to tailor her weapons set to her
ethinicity; Granted, she's a British National, but her Asian features make
her a prime candidate for the Chinese weapons set- Assault Rifle, RPG, Sniper
Rifle... Basically, anything with a wooden part on it somewhere, except the
Light Machinegun (that's a squad-based weapon!).  She should be played with a
stealth-based mindset, focusing on fast, precision strikes.  This makes Mui a
genuine challenge to play, but that's the price you pay for spending all those
hours looking at her backside.

--STOCKPILE
 This is pretty much the pinnacle of this game's innovation over its
predecessor.  Instead of Playground of Destruction's "on demand" support,
you can now store weapontry, vehicles, and support options at your Home Base
and have them delivered to you in the field (if you have the proper assets.)
This ends up being a double-edged sword, though:  While, on the one hand, it
is extremely nice to be able to steal and save loads of vehicles for your use,
as opposed to Mercs 1's "pay to play" system, having a hundred free
helicopters on hand comes with a significant tradeoff- You MUST purchase
airstrikes and other field-support items in advance to use them.  Where Mercs
1 offered an virtually unlimited supply of airstrikes (so long as your funds
held out), here they are in finite supply.  If you run out in the field, you
can't get more until you visit a cotact and purchase them.  This can be
frustrating in both directions, as running out of support can leave you in a
bad way if things get too hot, but it can also suck to stock a vast arsenal
only to let it sit and collect dust- Especially since airstrike options can
get VERY expensive if you're into high-end demolition.

--GENERAL GAMEPLAY STRATEGIES
 Okay, so this is a combat-based game; It follows, logically, that some basic
combat stategy can be useful, correct?  Granted, I have a military background,
so some of this may seem pretty straightforward to me, but for those of you
who haven't had any formal warfighting training, here are some basic tips to
keep your skull intact:

-Use stealth as often as possible.  Try to get as close to the enemy as you
can, undetected, before you open fire.

-That said, never, NEVER attack from an uncovered position unless there is
absolutely no alternative.  In other words, HIDE.

-Whenever possible, assault the enemy from an elevated position.  Translation:
Take the high road.  Get above them.

-When you do open fire, do so from a kneeling position; Not only does this
make you a smaller target, it also slightly zooms your view and makes your
shots more accurate.  NOTE that kneeling will severely compromise the rate
of fire for some weapons, especially the AK47 (Assault Rifle).

-Be aware that, in this game, there is no Geneva Convention prohibiting
use of anti-armor weapontry on personnel.  Shooting at enemy ground troops
with a tank is not only perfectly legal, it is encouraged.

-ALWAYS, ALWAYS use the Faction Marker feature (press left on the D-Pad).
This puts a little flag over everybody's head and makes them stick out like
a sore thumb for easy targeting.  (If only it worked that way in real life).

-Though they are not covered in this guide, as a general rule you should
complete EVERY Support mission available, as soon as they are available,
with the possible exception of Ferric Venbles, the very first Contact-
You may want to wait until you recruit at least Eva first.  Support missions
are not particularly difficult and greatly increase your combat potential.

************************************   v   ************************************
TOOLS OF THE TRADE [TOT]

 Let's take a look at the different types of weapontry you'll be encountering
during your time in the war zone:

--WEAPONS
 The standard weapons available for your Merc.  You can carry two at a time;
It's generally a good idea to carry one primary offensive weapon to take out
troops and one anti-armor weapon to dispose of vehicles, especially tanks.
 Weapons will be divided into subsets.  Ammunition will appear in a xx/yyy
format, with the "xx" being rounds in the magazine, and "yyy" being the
number of extra rounds your Merc can carry on his or her person.  Accuracy and
rate of fire, as well as the weapon descriptions, are my own- Though I can't
see how you'd be able to dispute RoF or accuracy (accuracy being number of
shots fired vs. number that hit the target as distance increases.)  Power was
determined by using each weapon on a full-health target and recording number
of body shots required to cause fatal damage.

*Light antipersonnel weapons

 Shotgun (M500)
    The Mossberg 500 .12 gauge shotgun is a perfect crowd pleaser up-close.
 It has a wide spread and packs enough punch to take out enemy personnel and
 unarmored vehicles like jeeps in just a few shots.
 -Ammo: 7/28
 -Accuracy: Low
 -Rate of Fire: Slow
 -Power: Incredible at Close Range, less with distance

 SMG (HK MP5)
    A small-arms wonder weapon, the MP5 spits lead at a ridiculous pace, with
  insane accuracy (I have literally seen paper targets where an entire clip
  was emptied through a dime-sized hole... No joke).  A little low in the
  power department, though, when compared to other available firepower.
 -Ammo: 45/90
 -Accuracy: High
 -Rate of Fire: Fast
 -Power: Low

 Silenced SMG (HK MP5, silenced)
    Firearm of choice for special-ops personnel, the silenced version of the
  MP5 offers the same accuracy and rate of fire, only MUCH quieter.
 -Ammo: 30/180
 -Accuracy: High
 -Rate of Fire: Fast
 -Power: Good

*Rifles

 Carbine (M4)
    Staple of the U.S. Military forces and an all-around pretty good gun,
  the M4 Carbine has replaced the M-16.  Able to drop targets from over
  500 meters with spot-on accuracy, this is a great weapon to have on hand.
 -Ammo: 30/180
 -Accuracy: High
 -Rate of Fire: Fast
 -Power: Very Good

 Assault Rifle (AK47)
    Cheap, simple, and effective, the AK-47 assault rifle is a favorite of
  fighters everywhere.  Nearly indestructable and able to vaporize a
  cinderblock (or some poor bastard's cranium), you're lucky this thing
  performs worse in the game than in real life, because it's the weapon
  most often used against you.
 -Ammo: 30/120
 -Accuracy: Fair
 -Rate of Fire: Mid (slow when kneeling)
 -Power: Very Good

*Heavy automatic weapons

 Light MachineGun
    When you need a wall of high-speed lead in front of you, this is the way
  to go.  This sucker pours ammo like wine- But it's accuracy suffers as a
  result.
 -Ammo: 100/100
 -Accuracy: Fair
 -Rate of Fire: Fast
 -Power: Very Good

*Scoped weapons (accuracy is based on no-scope use, as using the scope
   is near impossible.)

 Sniper Rifle
    "One shot, one kill..." If you can get the sights to settle on whoever
  you're trying to hit, you can be fairly certain they won't be getting back
  up.  Even better, no one's the wiser, since you can nail someone from a
  mile away with this rifle.  IF you can draw a bead...
 -Ammo: 5/20
 -Accuracy: Unbelievable
 -Rate of Fire: Medium
 -Power: Massive

 Anti-Armor Rifle (M96)
    I swear, if it weren't for the horrid aiming aspect in this game, this
  weapon would outmatch every other weapon available.  Go on, try it on a
  person- You know you want to.
 -Ammo: 5/15
 -Accuracy: Awesome
 -Rate of Fire: Slow
 -Power: Ludicrous

 Prototype Rifle
    Personal opinion disclaimer: The best primary weapon you can get a hold
  of, hands down.  Skip the scope, and you've got an accurate rifle with a
  great rate of fire and solid stopping power.  Track one down ASAP and put
  in the infinite ammo code so you've always got it.
 -Ammo:100/200
 -Accuracy: High
 -Rate of Fire: Fast
 -Power: Great

*Anti-Vehicle weapons

 RPG (Type 69 Rocket Propelled Grenade)
    This is the first, and absolute worst, rocket-based weapon you can get.
  Chances are you'll be half dead before you manage to hit whatever you were
  aiming at, and out of ammo to boot.  Good as a secondary ONLY until you can
  replace it, which should be done with a burning sense of urgency.
 -Ammo: 1/6
 -Accuracy: Terrible
 -Rate of Fire: Medium
 -Power: High

 Anti-Tank Missile (AT4)
    Once you pick up an AT Rocket, there's no turning back.  Nothing in the
  game matches its raw power and accuracy, and it has the advantage of
  unparalleled versatility: You can tear up jeeps, tanks, SAMs, buildings,
  personnel... You name it.  It is even possible to drop choppers with it,
  with a little practice.  DO NOT HESITATE TO GET THIS WEAPON!!!
 -Ammo: 1/4
 -Accuracy: Perfect [Lock On]
 -Rate of Fire: Slow
 -Power: Massive

 Anti-Air Missile
    Absolute garbage.  It has its moment in the sun for one mission, and one
  alone, and even there it proves unbearable.  Please, don't do it to
  yourself.  Please.
 -Ammo: 1/1
 -Accuracy: Perfect [Lock On]
 -Rate of Fire: Slow
 -Power: Low (only good vs. aircraft)

--AIRSTRIKES
 When you gotta deal with a large amount of enemy in a small amount of time,
this is where to turn.  In general, airstrikes are an unmatched, albiet
expensive, way to crush your foes in a true wrath-of-God sort of fashion.
 Rather than categorize, airstrikes will be listed in approximate order of
aquisition (provided you do support missions at the earliest available
opportunity, which I urge you to do).  Following each will be a description
of what it does, and notes on guidance (laser vs. satellite), functionality,
and base cost.  Note that base cost is the price of the support from a contact
with NEUTRAL Faction standing, and may be altered based on different Faction
opinion.

 Cluster Bomb
    For the very first strike you get, the Cluster Bomb isn't too shabby.
  What it does is drop a bunch of tiny bomblets that scatter and hit (or
  miss) targets over a fairly wide area; It does have a tendancy to be
  somewhat sporadic and unreliable, but, for the most part, it's good at what
  it does.
 -Guidance: Satellite
 -Functionality: So-so
 -Base cost: $55,000

 Bunker Buster Bomb
    The Bunker Buster is an amazing piece of ordinance.  Not only does it
  deliver a crushing blow to any structure you choose to aim it at, it also
  releases a massive shockwave shortly after impact that completely
  obliterates anything in the blast radius.  Indispensible for localized
  strikes.
 -Guidance: Laser
 -Functionality: Awesome
 -Base Cost: $300,000

 Gunship Support
    This is actually semi-cool... You point the laser, but rather than
  holding it on a given target until you get a solid lock, a few seconds
  after you start waving the beam around, a stream of heavy cannon fire comes
  raining down on the enemy.  Move the red dot to direct the fire to new
  targets.
 -Guidance: Laser
 -Functionality: Okay
 -Base Cost: $75,000

 Tank Buster
    If you find yourself completely overwhelmed by heavy armor, the Tank
  Buster can really save your ass.  On the other hand, the fact that it
  focuses strictly on armor and ignores ground troops makes the Cluster,
  Fuel-Air, or Carpet Bombs far superior.
 -Guidance: Satellite
 -Functionality: Limited, but great
 -Base cost: $250,000

 BLU-82/B "Goss Cutter"
    Mainly for antipersonnel use, the Goss Cutter is semi-useful for a very
  brief moment between the Cluster Bomb's availability and the availability
  of the far-superior Fuel-Air Bomb.  It will not be missed if you neglect
  to pick one up.
 -Guidance: Satellite
 -Functionality: Not particularly useful
 -Base Cost: $300,000

 Artillery Strike
    This is the first of three equally useless strikes in the game.  If the
  unpredictable, extremely sporadic nature of the damage it deals is not
  enough to turn you away from this strike option, consider then that it is
  guided not by laser or satellite, but by a SMOKE GRENADE tossed by your
  merc, which not only places your mercenary within the strike zone with a
  very small window of escape before heavy ordinance rains upon him or her,
  but it also causes the same scatter response from the enemy as any other
  grenade, with the ultimate result of causing more harm to you than the
  enemy.  Never ever use this.  Ever.
 -Guidance: Smoke Grenade
 -Functionality: Useless
 -Base cost: $50,000

 Heavy Gunship Support
    Just like the Gunship Support, you point the laser and stuff blows up.
  It makes for an interesting toy, at least.
 -Guidance: Laser
 -Functionality: Okay
 -Base Cost: $125,000

 Air Superiority
    This is a very specialized strike, like Tank Buster, designed
  specifically for use against helicopters- Which it does amazingly well.  It
  does have the slight shortcoming of not being able to hit Allied
  Ambassadors for some reason, but open this up on any other airborne
  nuisance in the game, and you'll be pleasantly surprised with the results.
 -Guidance: Satellite
 -Functionality: Limited, but great
 -Base Cost: $200,000

 Artillery Barrage
    Another avoid-at-all-costs strike, you'll actually get to see the effect,
  or lack thereof, of this strike in the support mission you do to gain it.
 -Guidance: Smoke Grenade
 -Functionality: Useless
 -Base Cost: $100,000

 Surgical Strike
    Second only to the terrifying might of the Bunker Buster, this strike
  actually surpasses its big brother in two departments: Cost, which is BY
  FAR much cheaper than the Bunker Buster (or any other strike, for that
  matter) and damage control- If you want to annihilate one thing, and ONLY
  that one thing, this is the perfect solution.
 -Guidance: Laser
 -Functionality: Awesome
 -Base Cost: $50,000

 Fuel-Air Bomb
    The F-A Bomb one-ups its counterparts (Cluster and Goss Cutter Bombs) in
  the destruction department.  It has far greater accuracy and coverage than
  the Cluster Bomb, and beats out the BLU-82/B in raw carnage.  A must have.
 -Guidance: Satellite
 -Functionality: Awesome
 -Base Cost: $400,000

 Advanced Gunship Support
    Of the three Gunship Support options, this one is by far the best.  It
  works just like the other two: Aim dot, kill stuff, but the attack lasts an
  amazingly long time- Long enough to completely annihilate a small outpost
  such as the ones you capture in Contact Support missions.  Not impressive
  when compared to the instant destruction satisfaction of big bombs, but fun
  to play with.
 -Guidance: Laser
 -Functionality: Pretty Good
 -Base Cost: $200,000

 Artillery Bombardment
    And finally, the last of the Artillery strike options, which proves even
  more useless than the previous two by having a larger net of imprecision,
  meaning a much greater likelihood of killing the one guy you're trying
  desparately NOT to kill: You.
 -Guidance: Smoke Grenade
 -Functionality: Useless
 -Base Cost: $200,000

 Cruise Missile Strike
    The Cruise Missile tries to combine the local destruction of the Surgical
  Strike with the precision of satellite guidance, but it just doesn't quite
  make the grade.  By the time you could maybe need one of these, chances are
  you can either lase whatever you're trying to knock down from relative
  safety, or you've got a Fuel-Air Bomb to do the job.  Really not all that
  useful.
 -Guidance: Satellite
 -Functionality: OK
 -Base Cost: $250,000

 Carpet Bomb
    If you have yet to witness the awesome spectacle of the Carpet Bomb, I
  won't spoil it.  Suffice to say that when you call for it, run the
  targeting reticule out as far away from you as you can, and remember that
  the jet comes in from behind your merc, so his field of vision is the
  firing zone, and for your own safety do not walk forward.  Enjoy.
 -Guidance: Satellite
 -Functionality: Unmatched
 -Base Cost: $500,000

************************************   vi   ***********************************
WALKTHROUGH

>>At points during this walkthrough you will encounter small segments
designated by ">>", often after a mission, sometimes during.  These are
tips and hints for your benefit and may affect your success during the game.

--MISSION 1[MS1]: RESCUE CARMONA (STORY 1)

 This is your basic starter mission, to get you accustomed to the setting and
finer points of the control scheme.  For this mission, you are confined to a
single small island.
 As soon as you land, you will recieve a radio directive to destroy a
barracks, and a Surgical Strike will be added to your inventory.  You may
notice a dark path on your map that leads directly to your new target-
IGNORE THAT.
 Instead, climb the big green hill in front of you.  You should see a guard
tower.  It's unmanned, so head that way.  Once you're on the stone-looking
part of the hill, you can peek over the edge and see the target, outlined in
yellow.  Take a moment to survey the area.  You see the other barracks?  Go
along the edge of the hill until you're pretty much lined up with that
building.  Creep right up to the edge of the hill, and select the C4 in the
Support Menu.  If you're right at the edge of the hill, when you push R1 to
set the charge, your Merc should toss it down onto the barracks.
 Once you've done that, go back a little, and try to be looking down on the
marked barracks from a sort of V-shaped bend in the hilltop- You should be
able to see maybe half of the building when you're kneeling, which is how your
Merc will be positioned to lase the target.  Once you're in position, get into
the Support Menu again, and call up the Surgical Strike.  Shine the little red
doom-dot on the barracks and hold R1 to initiate the strike.
 When the barracks is annihilated, back off from the edge of the hill to
avoid taking any stray rounds, get back in the Support Menu, and pick the C4
detonator, then blow the second building.
 Creep back to the edge of the hill and pick off any VZ you can draw a bead
on; Toss a couple grenades if you need to.  Even if this doesn't kill anyone
(it rarely does), it may scare them into a better position for you to shoot
them.
 Now Fiona wants you to commandeer a tank!  Maybe she oughtta come down here
and do it herself!
 At any rate, rather than going all gung ho psycho and diving off the hill,
guns a' blazin', go back down the way you climbed up, and NOW follow the path
around the bend to the encampment you just vaporized.  Be on the lookout for
any VZ troops you may have been unable to take from the hilltop.
 Once the area is clear, check near the buildings for crates containing
health (which you shouldn't need, yet) and weapons.  You should pick up the
RPG and some ammo.  There should be some other weapons lying around from the
troops you killed, as well, both Carbine and Assault Rifle, so make sure
you've got a full clip.
 Directly beside the health crate is a small hill/berm.  Climb up that, and
you should be able to get the drop on a few VZ.  Take them out quickly, as
the tank will figure out where you are and start firing on you, which is VERY
bad for your health.  Retreat down the hill and use the Medpaks as necessary.
Try to take out all the ground troops you can before you go for the tank; This
will make your life much easier.
 Once you're satisfied that the area is clear, run up the path toward the
tank.  On the right side (your Merc's right) is a guard shack and a big, camo
tent- Cut to the RIGHT side of these.  Slowly creep along the tent, and be
ready to jump out shooting.
 The tank has a turret gunner, and you can't hijack it unless he's dead.
Bolt out from behind the tent and burn him, then get back as quick as you can.
The tank should fire at you, but the tent will absorb most of the damage for
you.  IMMEDIATELY after the tank fires, run back around the edge of the now
ruined tent and sprint for the cannon.  You must do this quickly, while the
tank reloads, or risk eating a very large hunk of lead.
 A green circle should appear at the end of the cannon- Run into the circle
and press TRIANGLE to begin the hijack mini-game.  Press the proper buttons
at the correct time to take the tank and add some fuel to your stock, or just
ignore the prompts, and get the tank anyway.
 Now that you've got the enemy vastly outgunned, use that cannon on some of
them.  Feels good, don't it?
 Drive the tank up the path toward your objective.  As you come around a
bend, notice two concrete bunkers on the sides of the road- Two shots from
the cannon will crush these, and the guards inside them.
 Continue on to the mansion, and flaunt your superior firepower until you
recieve a prompt to release Carmona.  Be aware of the hill to the left; There
are a couple guys in the tree platform and a few ground troops that come
running over the hill.  Note that once the area is clear, you can drive the
tank right up into the building and park it on top of the cell Carmona is in.

>>After the scene, you pretty much have open access to Venezuela.  Though not
 exactly recommended, you are now free to check out the area, start gathering
 Collectables, and make a few bucks blowing up VZ equipment.

--MISSION 2[MS2]: WHAT'S YOURS IS MINE (STORY 2)

 There are a couple ways to go about this job: Toe-to-toe, or massive
firepower.  I don't know about you, but I prefer to dominate the enemy.
 If you choose to go toe-to-toe, you need to decide how to get to the
mansion.
-Option A: Swim (takes a LONG time)
-Option B: Boat (takes almost as long)
-Option C: Hoof it (actually, this isn't an option at all)
-Option D: Drive it
 Options A and B will deliver you to the seaward side of the mansion, which
is relatively undefended; Not exactly a bad thing.  This gives you the jump on
the troops out back, plus gives you plenty of cover from inside the mansion
itself.
 Option D, if you follow the road all the way, brings you right into the
heaviest opposition, but it makes it much easier to complete the bonus
objective, since you'll be positioned perfectly to do the job.
 All of these options put you on the ground against superior numbers and
firepower on an elevated position- Bad news all the way around.
 And then there's Option E- Air Superiority.
 Instead of driving right to the mansion, open the PDA Map, and look south of
Merida.  Guerilla HQ should be marked on the map.  South of that is a trail
that is roughly circular in shape.  Drive out to that trail, and at the top-
center offshooting trail (on the map), you will find a small Guerilla camp.
You'll know you're in the right place, because they have an attack
helicopter... For a few minutes.
 I shouldn't need to say any more...  By the way, if you go after the Zamora,
you might as well swipe a Prototype Rifle from one of the green-hat Guerillas
near the chopper.  It's pretty much hands down the best primary weapon you can
get, period.
 Once you've got the chopper, swoop in and rain destruction upon every man,
woman, and child in Venezuela...  No, wait- We're the good guy.  You should
mercilessly exterminate every VZ troop on the estate grounds, though.
 Try to take out as many troops as you can from beyond the estate walls.
This will delay the bonus objective for a time, at least until the area is
pretty much secure.  When Fiona radios you to stop the trucks from leaving,
land the chopper on the bridge in the back yard.  This blocks the first
truck's path and makes it stop in its tracks.  Jump out and commandeer the
truck, then immediately get back out of the truck and shoot the driver before
he takes your helicopter!
 Once the first truck is dealt with, get back in the chopper and see if you
can pick off any of the troops in the front yard from out back.  Fly over the
mansion and land on the northeast corner near the helipads, in front of the
second truck.  Take that one as well, and kill the driver.
 Now, you can either jump back in the chopper and use its cannon to smoke
the Officer standing on the balcony, which will halve your verification
reward, or you can go inside and subdue him.  The mansion should be empty, or
almost (there might be a single guy in there), so you might as well get the
full bounty.
 Duck in through the big wooden doors and make your way to the main hall.
Climb up on of the staircases, and look out for the Official guard (if he's
there).
 The Officer himself will not leave the balcony, so when you get to the door,
take a second, steel your nerves, and bum rush him.  Hit [] (Square) to
melee him and quickly hit /\ to lock him up.
 Since the area is clear, the safest way to extract the officer is to carry
him back downstairs and out front, to the helipads.  Call the extract down on
one of the landing pads (those fools can't fly for s$!t, and it comes out of
your pocket if they crash!) and load up the Officer for a nice bounty.

>>After the scene, you will be made aware that there is a supply crate in the
 mansion- It contains Medpaks, Ammo, C4, and a Carbine.  You are also
 (falsely) informed that you can now stockpile- You CAN start collecting
 drops and airstrikes, but you have no way of delivering them!
>>At this point, there is a single Contact on the map, which you can use to
 get some support options available, or you can go directly to UP
 Headquarters for the next story mission.
>>Another thing you can do is save, then stand out back and demolish VZ jeeps
 as they cruise past the mansion.  When you run low on ammo or health, save,
 exit, and reload to respawn the supply crate inside (essentially, you have
 infinite health and ammo this way), and you can make a few bucks!

--MISSION 3[MS3]: EXECUTIVE BONFIRE (UP/OIL 1)

 Okay, you can get in the truck near the gate, as the game suggests, OR you
can commandeer the tank patrolling the UP HQ lot, which will make busting
through the VZ roadblocks you're going to encounter FAAAARRR easier.  As an
added bonus, once you're actually on-site, the tank can be parked in such a
way as to provide additional cover for the executive while he takes care of
business.
 Truck or tank, either way, you need to get to the docks in East Maracaibo,
just over the bridge.  If you brought the tank, once you get there, you may
want to park it to the left of the fire (as in, the left side as seen from
the front gate), so that it can take some of the fire that will be incoming
soon.
 Run inside the building and let the exec know you're there.  He now needs
you to provide security while he disposes of some "sensitive material"- There
are 6 boxes total he needs to burn, one at a time.
 Get back out front and blast some VZ!  They will approach mainly from the
front gate and the buildings/green containers on the south side (to the right
as you exit the door).  Eventually, a jeep will turn up at the gate, so be
ready for that.
 Be aware that there is a stock of Medpaks and Ammo inside the building if
you run low.
 As soon as the exec tells you he's finished, a VZ helicopter will show up
from the direction of the front gate.  Hijack it, and park it behind the
warehouse.  There is a back door into the building; Run inside and get the
exec, and have him follow you to the chopper.  Once he's on board, fly him
back to UP HQ.  As soon as he's safely inside, you're good.

>>You need to recruit a pilot before you can do another UP contract.  Luckily,
 Fiona has found one.  I strongly urge you to recruit Ewan, Eva, and Misha
 before going any further.  I also suggest that you get a helicopter for
 Ewan's mission (any type will do).

--MISSION 4[MS4]: AMAZON ESCAPE (RECRUIT EWAN)

 If you bring your own chopper, it isn't getting Ewan to his own bird that's
a pain in the ass; It isn't even defending him for the three minutes it takes
to fix the rig (so long as you don't just stand still like a knob).  No, it's
getting that helicopter out of the jungle that sucks.

>>Make sure you pick up all 9 crates lying around the chopper.  They're
 right out in the open, and you actually get about a full minute to scout
 the area before the VZ show up.  Getting them adds a bonus to your pay.
>>Allegedly, you can map out the chopper's route back to the mansion, and
 then go along the route and take out all the enemy BEFORE Ewan flies the
 path; I just use the cheat code.  It might take a couple tries, but it'll
 stick.
  Or, of course, there's the old fashioned way of doing it over and over (and
 over) until you get it right.
  If you're worried about doing things legit, by the way, the cheat code goes
 away at the end of the mission, so you CAN only use it for that one part.

--MISSION 5[MS5]: BUILD A MONSTER CAR. SERIOUSLY (RECRUIT EVA)

 Once again, it may benefit you to bring along a chopper for this job.  You
need a lifter, so get a Zamora from the Guerillas.
 Once this mission begins, about the only "difficult" part is finding the
proper car for the design; What Eva wants, specifically, is an RTR.  There
are plenty of them about, so it shouldn't take long.
 After that, everything else you need will be pretty much handed to you.
Don't worry about Fiona's comment about the tank- UP won't care at all,
unless they're already pissed at you.
 For the wheels, if you brought a chopper, you can just fly over and winch
them away, instead of spending a hard-earned $50,000 on them.  As long as
there's no shooting, the Pirates won't lose Faction standing with you.
 Once you bring Eva all the parts she requires, you need to deliver the
monster car to the client.  This is where the chopper comes in.  It seems that
Eva has made some enemies of the Pirates, and they'll block the roads out of
town.  Instead of risking losing the car and/or standing with the Pirates,
just winch the car to its destination.

>>NOW you can stockpile vehicles.  This is a good time to break off and do
 the UP Support missions, at least until you pass "Capture Outpost".  This
 will cause UP Rogue helicopters to spawn just outside of West Maracaibo.
 The Rogue is a great light attack chopper, and you can easily get dozens of
 them for free.  Personally, I suggest doing ALL support missions currently
 available, except maybe Spike Reddie, but that's up to you.

--MISSION 6[MS6]: COMRADE, WHERE'S MY CAR? (RECRUIT MISHA)

 Yet again, bring your own helicopter; I recommend a Zamora, both for lifting
capacity and Anti-Armor ordinance.  And, for the love of all that is sacred,
SAVE FIRST!  This mission is almost guaranteed to test your patience, and will
most assuredly ruin any good standing you have with the Pirates.
 Misha can be found in East Maraciabo.  After you speak to him, you may
notice, "What the hell?!  My Zamora's gone!!"  Don't worry, it's right around
the corner.
 It seems Misha has two bad habits: Drinking loads of vodka, and gambling.
Nothing wrong with that, except he gambled away his flashy sports car, and now
you need to steal it back.
 The car is located on a cursed isle what can only be found by them that
already know where it be...  The Pirate Impound , just north of East
Maracaibo.  It is heavily defended by Anti-Air, helicopters, and ground
personnel; Which should be dealt with in the order listed.  Approach from the
west and try to deal with the AA from outside the red zone.  You might as well
just raze the whole island to the ground before you even land- Doing so will
piss the Pirates of like nothing else, but is particularly good for your
personal well-being.
 Chances are, though, you'll be blown out of the sky before you get to land;
If this is the case, swim for a steep trail located approximately at the
south end of the main airstrip (it shows up on your map), and climb that.
Take it slow, and when you reach the top, take out all the troops you can see
ASAP, then deal with the SAM.  Slowly move north up the strip until you clear
it entirely, then get a chopper.  Hijack a Pirate chopper if you can, or call
back to base for a delivery if you can't.
 Once the threat has been neutralized, land on the main airstrip on the
island, near a pair of warehouses; The car is inside one of them.  Drive it
outside, and winch it back to Misha, who will now join your crew in one of
the game's most amusing cutscenes.

>>NOW might be a good time to go repair your rep with the Pirates; If this is
 your first severe transgression with them, it'll set you back $30,000 to get
 back on speaking terms with them- a small price to pay.  As a rule, I
 consider it a very good idea to maintain as good a relationship with the
 Pirates as possible, not because they have cool accents, but because they
 offer more airstrikes than any other faction, and the most effective ones,
 at that- Having them available for cheap is a very good thing.
>>You now have the option of working for either Universal Petroleum or the
 P.L.A.V..  Taking the Guerilla contracts will open a new set of Support
 missions that may or may not prove immediately useful. Just to keep things
 organized, I'll list the UP job next, then the P.L.A.V. contracts together.

--MISSION 7[MS7]: LISTENING CLOSELY (UP/OIL 2)

 This is something of a stealth mission, and a pretty annoying one at that.
 The first thing you'll want to do is approach Guanare via Merida, so that
you reach the two southern checkpoints first- THIS IS IMPERATIVE!!  It will
[almost] guarantee your sucess in this job.
 As soon as you arrive on station, your primary objective is to quickly and
QUIETLY deal with any VZ in the area- Be sure to search around buildings
across the street, in alleyways, etc., and be on the lookout for patrolling
jeeps.  First off, being spotted will lead to any VZ in the area attacking
your listening post when Ewan delivers it, potentially destroying it.  More
importantly, if you are spotted by an officer, and he is allowed to escape and
report, it means an instant MISSION FAIL!  It is well worth the time to take
a proactive approach and kill them all before you call the LP.
 If you enter from Merida-way, the first LP site you arrive at, the western
one (Listening Post Location 2), has a crate full of Medpaks, so you can run
the streets to clear any VZ occupation and come back to heal up before you
move on.
 Once both southern LPs are in place, it's time to cross the river.
 Immediately across the bridge, at the first croosroad, you will see a VZ
patrol.  Take them out quickly.  Be prepared to defend the house that they</pre><pre id="faqspan-2">
are patrolling, as VZ troops will likely come after you from the north.  Once
you feel satisfied that you're out of immediate harm, proceed toward the
final LP location.
 If you're following the street, you should notice a large, open area to
your left, near an orange-roofed estate- REMEMBER THIS SPOT!!!  It is
absolutely vital!
 As you come around the corner, another VZ partol will attack you from a
house.  Deal with them and take cover behind the wall around the house.  Take
a moment to survey the immediate area for the enemy; It would be a shame to
throw away everything now.
 The last Listening Post location is a wide open space, so be absolutely
certain you've cleared the area before you call it in.
 AS SOON as you verify the LP is on site and not under attack, go IMMEDIATELY
back to the clear area I told you to remember.  It might take a second, but
this is where the truck holding the hostage spawns!  (No, it is not cruising
town while you do the job).  Since you're right there, and it has to actually
start moving from a complete stop, it should be a simple matter to commandeer
it.
 The VZ will instantly pull some roadblocks out of their asses to block your
escape.  The safest route out of town is to go back across the bridge, and
make a sharp right into the jungle onto a long path leading east, then south.
Follow this trail to its end, and you will arrive at a UP refinery, a safe
place to call for the extract chopper.

--MISSION 8[MS8]: RAMPART RUINATION (GUERILLA 1)

 It is suggested that you bring an Anti-Tank Rocket launcher to this mission.
 The P.L.A.V. have offered you a boat for this mission, and it's actually
not a bad idea to take it.  There are too many AA assets on the island to even
consider approaching by air, and their range is better than yours.
 Take the boat and approach from the south.  Ideally, your course should lead
from the dock in East Maracaibo directly north to the island.  When you close
to a certain distance, the map will update and show you the targets- YELLOW
targets are key structures you must destroy to render the island unusable as a
base; GREEN targets are AA emplacements that need to be dealt with before you
can call for support, and are the primary targets.
 The first SAM launcher you will encounter is on the beach at roughly the
southermost edge of the island.  Slowly pilot your boat toward the island
until you are in range, STOP THE BOAT ENTIRELY, and press /\ to stand.  From
here, you can safely fire on the SAM launcher to disable it, then switch to
your primary weapon to take out as many VZ as you can before making landfall.
 Go ashore at the beach you just cleared, BUT DO NOT GO INLAND.  Stay along
the southern edge of the island.  To the east is a rocky ridge; From this
ridge, you can safely dispose of two more AA emplacements.  Use the ridgeline
as cover and take out any ground troops you see.  You aren't timed, per se,
so take it easy and let the enemy come to you.
 Once the beach and surrounding areas are secure, look inland, toward the
bay in the center of the island.  From your current position, you should be
able to see a dock.  Run for the dock, and the two officers the serve as the
bonus objective should spawn.  Rush them and take them out- Ignore everything
else for the moment, as you'll only be taking small-arms fire anyway.
 As soon as the officers have been dealt with, run back to the east end of
the dock and take cover near the blast doors there in order to safely kill
off any VZ troops in visible range.  When the area is secure, there is a crate
full of Medpaks on the southern bank of the bay.  Use them as necessary, then
go back out onto the dock.  You should be able to get a lock on the fourth AA
asset from about halfway down the dock.
 At this point, go back the way you came, to the south beach, and head for
the castle.  You should notice a red-orange sort of colored dot on your HUD.
This is the jammer that's wrecking your SMS signal and preventing you from
calling for backup.  Since you should be out of AT Rockets, use C4 to turn it
into scrap.
 With that taken care of, use the arched doorways next to the jammer to enter
the castle itslef and clear the structure.  When you get to the bridge, don't
take it out just yet.  Use it to cross the bay entrance and begin your assault
up the north side of the island.  LEAVE THE BRIDGE INTACT FOR NOW!!
 Use the walls on the bridge and around the northwest tower for cover as you
cross.  Take care as you move up the north side; You've already taken out
almost all the enemy troops on the island, but there are a few left.  Some
are in tree platforms.  You should probably pick up an RPG as you head for the
lighthouse and the final AA asset on the northeast corner of the island- It's
one of those AA machinegun tanks, and you probably won't be able to take it
with C4.  Put the big camoflauge tent btween you and the tank, then jump out
and fire.
 As soon as the last AA target is gone, Accosta will enable Strategic
Missiles in your Support Menu.  Of course, since you're right here, you can
save cash and fuel by using C4 on the two targets in the immediate vicinity:
The big tent and the lighthouse.  Head back down the north side of the island
toward the bridge and blow them.
 When you reach the west tower, you can set another C4 charge to level it, or
you can do it with a Missile Strike from the castle... Either way, cross the
bridge (drop another C4 on your way if you're going that route), and get back
into the main castle structure.
 Run up two ramps in the actual castle to the upper wall.  You should be
directly south of the two arched doorways where the jammer once was.  Blow the
last two key structures, and the hostage should spawn literally at your feet
(note that a couple VZ will spawn with him).  Deal with the troops, untie the
hostage, and call the extract into the center of the castle.

>>You now have access to a pair of new contacts.  I would do the missions, if
 for no other reason than to start establishing relations.

--MISSION 9[MS9]: VIVA LA REVOLUCION (GUERILLA 2)

 Yet another mission I recommend bringing a helicopter to.  It should be a
Zamora, but if you've got AT Rockets, you can get away with something else.
 It's time to liberate Merida.  Start by flying to town and landing on the
roof of one of the buildings near the target point.  You need to be close
enough to effectively fire on the target zone, but far enough away to not
start taking fire until after you start sending it down, and far enough that
incoming fire doesn't pose much of a threat (i.e. they're missing a lot).  My
personal favorite spot is an L-shaped buinding directly across the street from
the cathedral, next to a hideous orange modern art thing- You can't miss it.
Land on top of the building and start raising hell, either by shooting down
on the Command Post or, if you've got cash to burn, dropping a Cluster Bomb or
two, which has spectacular results.  (Bunker Busters work well, too, because
of the massive blast radius, but at $240,000 or so, they're awful expensive to
throw away like that.)
 Once you've wrecked everything in the vicinity, Fiona will speak up and tell
the target's at the soccer stadium... But wait!  Before you can go take care
of him, there's a P.L.A.V. safehouse in the area that's come under attack!
 The safehouse is just north of the cathedral, so fly over and earn a few
extra bucks.  The first wave will be a couple of jeeps from two directions,
not all bad, but next a pair of tanks will show.  Take those out, and you
should have lowered the VZ's strength enough for the Guerillas to handle it.
 Now it's time to go after the target.  Circle the stadium and kill off as
many ground troops as you can from the air, then either land in the stadium
and finish up face-to-face or, if you're good, confident, or just don't care,
pick off the lieutenant's entourage with your chopper guns.  If you've cleared
the area completely, you can then call the extract right down into the
stadium.

>>If you neglect to check the map, you may fail to notice that a new Pirate
 contact has appeared on one of the northern islands (provided you've done
 all Pirate Support missions up to this point)... Missing this will cost you
 the opportunity to secure some devastating new airstrikes at their earliest
 availability.  (You won't miss out entirely, just until you notice the $ is
 there, but I like to have things ASAP, personally.)
>>Take this opportunity to get yourself a speedboat, or some other form of
 waterborne conveyance, because it will be exceptionally helpful soon.

--MISSION 10[MS10]: RIGGING THE GAME (STORY 3)

 I would strongly suggest bringing an Anti-Tank Rocket launcher and a few
satellite-guided airstrikes (Cluster Bombs or, better, Goss Cutters) along
on this job.
 Approach the oil rig by boat.  You will encounter a VZ patrol boat as you
near the rig; Use your AT Rockets to send it to Davey Jones' Locker (2 shots).
 Get on the lower platform and start climbing up, but stop once you find a
good, safe position (The stairwell is a good place).  Before you proceed to
the top, call in an airstrike or two onto the upper platform to clear out some
of the enemy concentration.
 When you reach the top, you will very quickly come under attack from a VZ
attack chopper, the infamous HIND.  For those of you that haven't lusted after
this piece of equipment, HIJACK IT!!  You will need it later!  Take the heli
back to base and stockpile it, then fly back to the rig in your own heli to
complete the contract.  Or, since you will ultimately need two Riberas to
finish the game, cancel the contract and start it over so you can collect
another without hunting the jungles for it.
 The target is located on the second level of the northeastern block.  I urge
you to obliterate the other three blocks before you go after him.  For one,
there is a sentry posted atop each one armed with AA Rockets, and for another,
each block only serves as an enemy-spawning death pit anyway.  Levelling them
will make finishing the mission much easier.  When that's done, climb the
stairs and bust into the office.
>>CUTSCENE
 After the scene, quickly run down the catwalk toward the east end of the
rig.  Ignore the target for the moment, you'll have all the time you need
soon.  There is a small VZ helicopter now parked on the north helipad.  You
should have a couple AT Rockets left- It only takes one to send the chopper
to the scrap heap.
 Now that Blanco's stranded, go down to the main platform and subdue him (or
waste him.)
 If the area is secure, and you opted to NOT blow Blanco's brains out, you
can call an extract onto the south helipad to remove him.
 The final objective is to wreck the rig.  Get into your own chopper and
open fire.  There are 12 tanks total to destroy in order the bring the rig
down, and then you'll have thirty seconds to vacate... Which is why it's a
good idea to be airborne BEFORE you start blowing stuff up.

>>Following the rig's demolition, the AN and China will invade the combat
 zone.  Be sure to check for new Contacts, as this essentially begins the
 point in the game where what assets you have available to you will play a
 very strong part in your mission success.

--MISSION 11[MS11]: EVERYBODY PAYS (STORY 4)

 To begin with, for this mission you will want: The VZ Ribera gunship (HIND)
I suggested you steal last mission; A handful of Fuel-Air bombs; And maybe a
few Cluster Bombs.  The Ribera you should have, but the bombs you need to
open (through Support missions) and purchase- I'll tell you now, this won't be
cheap- Fuel-Air bombs come at $320,000 a pop, and that's with good standing
with the Pirates)- so you'll probably need to make some cash.  Do whatever you
need to (wink, wink), but make sure you have access to this support for this
mission.
 Start by flying the Ribera toward the target area.  Stay above 300 meters
for most of the trip to avoid ground-based AA.  When you reach the site, you
should be "Disguised as Venezuelan".  This will protect you from the AA in the
area.
 After you reach the target circle, Fiona will update your map with the
actual mission target, the blast doors of Solano's bunker.  Keep your cool
and fly in that direction.
 When you reach the target, DO NOT simply open fire... You need to be a
little strategic about this.  Position your Ribera above the helipad located
across from the blast doors.  Now, reverse to the north, until you are above
a flat, walled area with some warehouses and oil cylinders in it.  Land here.
 Be ready for a fight as soon as you're out of the chopper, as there are a
few troops stationed just north of this area, and there is a huge doorway in
the wall they can see you through.  If they don't spot you right away, good-
Hit them before they figure out what's going on.  DO NOT try to take them with
the chopper- There is simply too much AA in this area, and you need that
Ribera intact.
 Once your back is covered, go to the hill on the south side of this area,
between you and the bunker.  Press your face right up against the grass, and
send a Fuel-Air bomb or two over the wall.  Use the satellite image from
each piece of ordinance to determine if you need more; One or two F-A bombs
will more than do the job.
 After the area around the blast doors is secure, jumb back in the Ribera
and quickly hop the hill to the blast doors side, then land ASAP, before any
AA takes a shot at you.  If you ruined the helipads with airstrikes, land near
the guard tower- You need to be far enough away from the blast doors that the
shockwave from the Bunker Buster doesn't wreck the chopper.
 Call the strike, and after the Bunker Buster fails, run toward the blast
doors to initiate some dialogue.  AS SOON as the dialogue begins, you have
gone as far as you need to, so TURN AROUND IMMEDIATELY AND GET INTO YOUR
CHOPPER!!!
 Once inside, press the X button as hard as you can and accelerate straight
up to above 300 meters.  Do not, I repeat DO NOT worry about getting any
forward motion until you reach 300+ meters.  As soon as you reach that minimum
safe distance, you must then proceed DIRECTLY back to Home Base.  You have
five minutes, plus the few extra seconds you bought getting airborne before
the distress call, to get back and get inside.
 Once you arrive back at base (or, before, actually), you need to decide if
you're going to take Carmona alive or not.
 If you decide NO, then it's easy: Land directly at the back door of the
estate (that's the street side, not the sea side) and run inside- This is the
only door not blocked by concrete.
 After the cutscene, stand in the doorway and give Carmona another hole to
breathe out of, then deal with as much of the VZ forces as you can from the
safety of the mansion before you go out to verify him.
>>The up side to doing this is that you now have a yard full of VZ equipment
 to stockpile.  The down side, however, is that you halve Carmona's sizeable
 bounty.
 If you decide YES, things will be a little tougher, if only because of the
time limit.
 As you near the PMC, switch to the Ribera's Anti-Tank missiles and descend.
There are two tanks and two SAMs parked around the sea side of the estate- Try
to take some, if not all, of them out as you descend.  Set the Ribera down on
the landing pad, where you normally stockpile helicopters (if it survives),
and clear out any opposition you might have missed while landing.  Try to
commandeer the tank on the northeast corner of the mansion if you can; If you
managed to destroy it, round the corner and move along the north wall, where
you will encounter another tank.  Take control of it and use it to quickly
destroy as much of the armor surrounding Home Base as you can.
 Remember, you are only timed for ENTERING Home Base, not for finishing the
mission.
 Get inside the Base before time gets too tight.  There is a Medpak crate
just outside the back door if you need it.
 After the cutscene, chase Carmona down and subdue him, then finish taking
care of any troops or equipment you may have missed, especially SAM launchers,
before you call in the extract.

>>At this point, as long as you have been keeping current on the Support
 missions, you should now go see Cmdr. Leviathan for the final Support
 mission... And access to the devastating Carpet Bombs.
>>To get rid of the concrete barricades blocking the doors at Home Base,
 either do a mission, or save, quit, and come back to your game.
>>You have now reached a branching path in the game.  Regardless of your
 employer choice, the ending will remain the same- What WILL change, however,
 is who remains on the map after the next three missions:
 -Choose to work for the AN, and AN HQ will ultimately be nuked and cease to
  exist, except as a poisonous radiation zone.  All AN contacts remain,
  however.
 -Work for China, and Chinese HQ will be nuked... PLUS, UP and its Contacts
  will be GONE.  FOREVER...
>>It IS possible to work for BOTH the AN and China... But, the bottom line is
 that you're only going to get ONE nuke, and you can only use it in ONE
 place, so trying to curry both nation's favor is only going to cost you a
 LOT of money, between bribes and the Support you will expend during these
 missions.

ALLIED CONTRACTS

>>Before you start the first mission, secure yourself some sort of APC; I
 honestly feel the Statesman IFV is far superior to anything else available,
 but getting one can be a nuisance, as you can only find it during Allied
 Support mission "Armor'd n Dangerous", and then you have to drive it back
 to Home Base from all the way across the map.
>>Bring your own helicopter, preferably an Ambassador, to AN HQ when you go
 to take the first job.

--MISSION 12A[MS12A]: FOUR LITTLE VIPS (ALLIES 1)

 After accepting the contract, you will be informed that you have to provide
your own transport.  Good thing you brought your own, right?
 Approach the Isla de Margarita from the southwest (in other words, straight
from AN HQ), and focus on the fatter, southern half of the island(s).
 As soon as you enter the red zone, your map will update with the position of
the crashed plane and a number of green vehicles- These are AA launchers.
Forget the plane for the moment, and deal with the AA.  The Chinese don't
make particularly strong Anti-Aircraft Rockets, so you should be able to fly
around and hit the launchers with the Ambassador's AT Rockets and not worry
all that much.  IT IS TOP PRIORITY to destroy all of the AA on the southern
(fat) half of the island, around the crash, BEFORE you go after the other
launchers- This way, if you get shot down, the southern section is secure.
 After the AA is gone, or you're shot down, land on (or swim to) the south
half of the island, not right next to the crash, but close.  Take out any
ground troops you encounter.
 If the area is clear of troops and AA, add an APC to your Support menu and
have it delivered BEFORE you approach the plane wreck.  Use the APC to get to
the plane.
 Once you reach the wreck, the first Allied agent will show up.  Get him into
the APC, then destroy the yellow target.  Don't bother extracting the agent
yet.
 With the agent on board and the black box destroyed, it's time to rescue the
other three.  They are being held in a camp on the north half of the island.
 Take the APC to the main road you see on the map and follow that across.
This is where the Statesman really shines, because you can fire both of its
weapons from the safety of the cockpit, which makes dealing with any stray
ground troops a breeze, plus your V.I.P. isn't exposed sitting in the turret
(and he will).
>>BE PARTICULARLY CAREFUL about your targets; There ARE idiot civilians
 running around the combat area, trying to get shot.  Don't oblige them.
 Follow the road right into the enemy camp.  Once you get across the bridge,
take it slow and easy as you approach; The gate is blocked by a load of troops
and a tank, so deal with them accordingly.
 After you gain access to the actual camp, and take care of any troops you
safely can from the APC, use L1 to get out of the vehicle alone and finish
cleaning up, then release the other three hostages.  GET EVERYONE INTO THE
APC!  This is vital, as having one of these guys hit by a stray round at this
point could result in a broken controller.  Tuck them all safely inside and
level all of the tents in the area.  Park off to the side and get out and
call the extract.  Unfortunately, at least one of the V.I.P.s has to be
outside the APC for the extraction option to show in the Support menu, but
once the smoke is popped, you can all wait safely inside until the chopper is
on station.

>>You will want to have some kind of Anti-Aircraft weapon at your disposal for
 the next mission.

--MISSION 13A[MS13A]: REFINING OUR GROUP (ALLIES 2)

 First, you must disable three explosive devices at the site.  The nice thing
is, you are NOT timed to pull this off, so you can safely hurry up one tower
and pick off the opposition from above before you move along to the next
device.
 If you didn't bring an AA Rocket launcher with you, there is a soldier on
top of the easternmost tower, near the explosives, carrying one- You'll
definitely want it.
 As soon as all the charges are disabled, Chinese choppers will raid the
refinery.  Hold them off by shooting them with the Rockets or hijacking one
to turn on them.  The choppers show up one at a time, so if you dispose of
them quickly, this will not be terribly difficult.
 After four or five choppers, an Allied chopper will arrive on site, and
your job is done here.

--MISSION 14A[MS14A]: WAR IN THE SUN (ALLIES 3)

 The first thing you need to do is meet up with a strike group west of
Caracas; Each group consists of a Verity Scout, a Diplomat Tank, and a
Statesman IFV.  Once you meet the group, take the vehicle of your choice (I
suggest the tank) and proceed to the nearest target.  If you meet up with the
closer southern group, this will be the motorpool; From the north, it is the
heliport.
 If you choose south, your tank should have no trouble chewing up any enemy
forces you encounter on your way to the motorpool.  Once you reach the area,
either blast the building a couple times with the tank's cannon, or clear out
the enemy and capture the building by standing near it for sixty seconds.
 Shortly after you reach the target area, you will be swarmed by Chinese
helicopters, which your tank can easily decimate.
 The next target you move to (or first, if you choose the north group) should
be the heliport to the northwest.  If you decide to go the "capture" route for
this area, this is where the "Air Superiority" Support option absolutely
shines.  Misha makes quick work of the choppers, two or three at a time- It is
truly beautiful to watch.
 Next, you need to secure the barracks.  Your tank should have easily
survived to this point, and, once again, its cannon will make quick work of
the building itself, or the forces guarding it if you choose to capture.
>>You DO NOT get paid any extra for capturing the outposts, so there is no
 reason do do so if you don't want to.
 When all the outposts are destroyed or captured, all there is left to do is
eradicate the Chinese HQ.  You are given a Bunker Buster for the task, so all
you need to do is get close enough to use it.  As long as your Diplomat's
holding up, this is a simple matter.

CHINESE CONTRACTS

--MISSION 12C[MS12C]: RESCUE CHINESE SPY (CHINA 1)

 This mission is actually pretty straightforward.  The hostage is on the
roof of a building just southwest of the Chinese HQ... It pretty much takes
up the entirety of the red block that is marked as Allied terrirtory!  The
scaffolding leading to the roof is on the west side.  Ignore the ground
troops, the Chinese are keeping them busy.  Drive right up to the base of the
scaffolding and run up the three levels to the roof.  Quickly take out the
two Allied pilots guarding the hostage, and untie him.
 Fiona will then babble something about stairs to the ground, but, quite
frankly, all you need to do is jump into the Allied Minister you're standing
next to and quicky accelerate out of AA range (300+ meters), then give the
red zone a wide berth on your way back to Chinese HQ.  Your best bet is to
land on the helipad, by the way, as the Minister is too long to set down in
the yellow circle without hitting something.

>>The next mission will cause Universal Petroleum to be erased from the map,
 including your Contacts.  If you want anything from them, I suggest you get
 it now...
>>Be sure to bring an Anti-Tank Rocket launcher to the next job.

--MISSION 13C[MS13C]: UNIVERSAL DEVASTATION (CHINA 2)

 This job is about as simple as they come.  The target is ENORMOUS... Of
course, UP is more than aware of this, and they've tried to do something to
remedy the situation: Signal jammers.
 Don't let that fool you, though.  From the Chinese HQ, drive, fly, walk...
Whatever... Until you get to West Maracaibo.  If you flew, land in the parking
lot directly southwest of UP HQ, where you procured the firetruck for Eva's
El Diablo.  This is just out of the red zone.
 From here, cross the street and stick close to the water's edge, outside the
red, until you get to the huge radio tower.  Get on the concrete slab under
the tower and have a look around; As long as you're not in Hostile status with
UP, no one will start shooting until you do.
 There should be a guy or two on the ground outside the wall, and one man
apiece in the guard towers- Take them all out.  Take cover behind the nearby
rocks as necessary and clear the south side of the wall.
 Get back on the concrete slab, and stand near the northwest leg of the radio
tower.  Look directly north, at the wall.  To the left side of your field of
vision, you should see a UP emblem painted on the wall- Run over and plant a
C4 charge directly on that, then get back on the slab near the northwest leg.
 Blow the C4, and, after the wall collapses, you should be able to draw a
bead on the jammer inside with your AT Rockets.  Wax the jammer and run up
next to the wall.  Stick close to the wall and follow it east, toward the
water.  When you reach the corner, duck around it real quick and use your AT
Rockets to dispose of the Allied APC parked on the ramp behind the HQ
building.  Swap to your primary weapon and take care of any ground troops
near the APC, and any on the wall, then hug the wall and move north toward the
gap.  Watch the radar for two Rogue choppers that will assault you; When they
get in the air, press your back to the wall and wait until they move overhead
to shoot them down.  A standard rifle will do the job- Aim for the left canopy
window.
 Once the choppers are down, you're pretty much in the clear.  The second
jammer is inside the round-roofed structure just inside and right of the gap
in the wall.  Make a beeline for the structure and set a C4 on the back of the
jammer, then quickly retreat back out through the wall before you blow the
charge.
 With the jammers down, you're free to lase the building and Bunker Bust it
into oblivion.  As it comes crashing down, jump into the water and swim like
mad out of the red zone, and the mission is complete!

>>Before tackling the final contract, be aware that the following assets will
 greatly assist your effort: Anti-Air Rockets, Fuel-Air Bombs, Carpet Bombs,
 Bunker Busters, Tank Busters, possibly Cluster Bombs, and HEALTH DROPS.

--MISSION 14C[MS14C]: WAR IN THE SUN (CHINA 3)

 At the outset of the mission, you will need to meet up with one of two
attack groups stationed just east of Caracas.  Both groups consist of a pair
of tanks, so neither has any distinct advantage in terms of military might,
though the south group starts significantly closer to the motorpool, and the
north group will begin by assaulting the barracks and airfield.
 First, note that these three locations are outposts, so you CAN capture
them by occupying a marked area for sixty seconds.  Capturing an area IN NO
WAY means that the troops on site will stop firing at you, though.  Then
again, neither does bombing them...
 Which leads to the next note: This mission can be completed fairly quickly
and easily with a pair of Bunker Busters and a Fuel-Air bomb.  Simply lase the
targets from a safe position, and you're done!
 For instance, if you choose the north side, you can actually lase the target
from your starting position, without moving an inch.  From there, run or
drive south into a little clearing, and you will be ablt to climb a small hill
behind the airfield, putting you in a perfect position to lase it.  After
these two areas are secured, drive your tank back EAST, and use the long
north-south road east of Caracas to come up behind the motorpool.  Stop just
on the west end of the bridge, where the Chinese jeep is, and run up onto the
ridge to your left.  There is a high point on this ridge where you will be
able to see the yellow arrow designating the target, but not the actual
building, so you can't lase it... One Fuel-Air bomb will fix that.  Note that
the satellite targeting reticule won't make it all the way to the building,
but as long as you can see a corner of the building in the reticule, it'll be
close enough.  Be particularly careful of the Ambassador chopper that will
show up immediately afterwards, though.
 If you choose to TAKE the Outposts, you're in for a rougher ride, but...
 Depending on which side you choose to start from, you will need to employ
a few basic tactics:
>>You DO NOT get paid any extra for capturing the outposts, so unless you
 want the challenge, or bragging rights, it's FAR easier to Bunker Bust the
 targets.
 When attacking the MOTORPOOL (south side): Use your tank to eliminate as
much on-site armor as you can before an Ambassador shows up.  If you can,
shoot the chopper down; Otherwise, commandeer it ASAP to prevent it from
doing very bad things to your life bar.  If you managed to take out most of
the threats in the motorpool, use the chopper for mop-up and capture the main
building (marked in yellow).  If not, land it somewhere and call in a Tank
Buster or two to thin out the opposition.
 When assaulting the BARRACKS (the first target you'll encounter on the
north side), Cluster Bombs are good for business.  Again, watch out for the
Allied choppers that will be all over you.
 Next, you'll have to deal with the heliport.  This can be a pain, as the
Air Superiority Support doesn't seem to work well against Ambassadors; Try
to drop them with your tank (if you still have it) or resort to AA Rockets
if necessary.
 When all the outposts are destroyed or captured, it's time to take the AN
out for good.  Since you can't capture the HQ, here's the easiest way to turn
it into smoldering rubble:
 Hijack, or call in, a helicopter.  Fly it toward the HQ (they have no AA
assets, so you should be safe.)  Just to the east of the HQ are three
buildings in roughly a triangle with steeply sloped red roofs; they are 152m
tall, if that helps.  One of them is exactly east of the target building,
across the street.  There are two thin, flat sections on the roof that are
JUST BARELY wide enough to land a chopper on and get out- Land at a slight
angle, because if your Merc hops out onto the roof, you're done.  CAREFULLY
move to the edge of the flat section so that you can lase the target.  (This
approach is kind of amusing, since you are so high up that Misha's jet will
actually fly in from BELOW you!)

MISSION 15[MS15]: EVERYBODY PAYS, EVENTUALLY (STORY 5)

>>You will be automatically thrust into this mission IMMEDIATELY upon
 completing the last mission for whichever country you chose to work for.
 If you do not feel you have secured the necessary Support to complete the
 job, you can cancel the contract and go visit your Contacts; This job will
 then appear at Home Base.
>>You will need another Ribera (HIND) heli for this job, so if you don't have
 another, go looking for HVT Gen. Pena and capture one.

 Fly your Ribera to Solano's bunker, same as you did before.  Keep it above
300 meters and head for the yellow target circle on the map.  When the
bunker appears on the map, head toward it.  DO NOT OPEN FIRE YET!!!!!
 When you reach the bunker, there will be three signal jammers operating.
Find the one parked on a hill next to a SAM launcher to the southwest of the
bunker; You should be up about 200 meters.  Take out the SAM with your
chopper, and quickly land next to it, before you get shot down.  Exit the
chopper and run around the bushes to get at the signal jammer.  Use a C4 to
shut it down, and shoot any VZ that happen to jump out of it.
 With the jammer out of commission, you are now free to finish the job.  Go
back to where your Ribera is parked and select the Nuke under the Support
menu.  Fiona will scream at you that you're too far away- That bitch is so
full of crap it's coming out of her mouth- If you can see it, you can shoot
it.  Lase the bunker and enjoy the show...

************************************  vii  ************************************
HIGH VALUE TARGETS [HVT]

 There are ten HVTs in the game.  These are optional targets that you can
capture/verify for some extra cash.  Killing them (or letting them be killed
by their own troops) yields only half the bounty.
 I can try to describe how to track them down, but there's a great map on
GameFAQs if I fail at the task.
>>You are not required to Capture/Verify any of the HVTs during the course of
 the game; If you complete the game (finish the final mission), you still get
 to come back and play around in Venezuela, which means you can also take the
 HVTs after the main bulk of the game is completed, as well.

>>Some general rules when dealing with HVT's:

 1) For the most part, a smaller bounty means an easier capture.

 2) All HVT's are conveniently marked with a green circle and their name
    in bright green, easy-to-read letters over their heads- So don't blow
    them away accidentally!!

 3) For the more difficult/ well-protected HVT's, it is sometimes more
    profitable (and easier on your sanity) to simply call in some heavy
    artillery, such as a Fuel-Air or Carpet Bomb, and take a picture.  What
    you lose in bounty, you'll make up in ruined equipment.

 4) If you're dead-set on taking all ten targets alive, be aware that the
    enemy AI is STUPID.  No, seriously, it is.  I have lost countless HVT's
    to fragging by their own troops, especially careless RPG gunners.  Be
    prepared for some serious frustration if you're hell-bent on this goal.

 HAPPY HUNTING!!

1. Sgt. Cedro 'The Locust' Mendez
  $30,000 alive ($15,000 dead)

  "Believed to be north of Caracas, Mendez commands a small but effective
   fighting force, and is known to have dealings with the local Pirates--
   possibly providing protection, but more likely a simple non-hostility
   agreement."

  Found at: On the string of islands north of the mainland, he's on the
  second from the east, or west of the two islands connected by a road.

  >>I suggest starting your hunt for this target by paying a visit to the
  docks on the north coast of Caracas.  This guy does have a SAM launcher at
  his disposal, so flying in is a poor choice.  Instead, grab a speedboat at
  the docks and proceed directly northeast.  This will bring you up on the
  south side of the island, probably very close to a group of Pirate
  buildings.  Park near these and climb up the big, steep hill just in front
  of you.  When you reach the top of the hill, your first priority should be
  to pull out your Anti-Tank Rocket and obliterate the SAM launcher AND the
  single tank on-site.  Once that's done, feel free to switch over to your
  primary weapon and move down into the camp to take the HVT.  Be aware that
  there should be a VZ patrol boat anchored just to the north of the camp, so
  you should take care of that before you call in an extract.

2. Sgt. Evarado 'The Frog' Morales
  $20,000 alive ($10,000 dead)

  "Commanding a small armored force, Morales is not an effective commander
  but is well-liked by his men. Morales is believed to have abandoned the VZ
  military proper since Solano's coup, and now operates independently. Last
  seen outside Caracas."

  Found at: Just west of Caracas, there is a long trail that connects the two
  main roads leading west out of Caracas; Morales can be found close to the
  southern end of this trail.

  >>I recommend a ground-based assault for this target.  He has no tanks in
  his command, but he does have a handful of SAM's guarding his camp.  While
  an approach from the south is more direct, coming in from the north will
  let you dispose of one of the SAM's on your way in, plus it gives you a
  better bird's-eye view when you actually reach the camp, and allows you to
  deal with the most immediate threats (the jeep parked at the water's edge,
  and then the handful of troops) with the element of surprise on your side.
  I suggest ditching whatever vehicle you used to reach the area on the main
  road and hiking it in from the trail entrance, rather than just cruising
  into the camp.
    Once the target is down, MAKE SURE to destroy the SAM parked on the light
  brown trail leading west out of the camp (it's up a small hill to the right
  of the crates) before you call the extract.  It may be wothwhile to carry
  the prisoner south to the main raod to call the chopper, as the pilots seem
  to have a tough time setting down on the beach.

3. Lt. Montez 'Venom' Garza
  $10,000 alive ($5,000 dead)

  "Garza considers himself a 'rogue', believing he's destined for greater
  things. In reality a cowardly and inefficient commander, it's remarkable
  that he's kept the loyalty of his men. Last seen between Guanare and
  Merida."

  Found at: Just like the description says, between Guanare and Merida. If
  you open the map and go into zoom mode, he's directly west of the label
  that reads "Guanare".

  >>Catching this guy is not a particularly difficult (or rewarding) task,
  but, given his proximity to the Merida docks, he IS a great candidate for
  spawning Allied Minister gunships.
    Drive down the southeast curving road out of Merida toward Guanare, and
  the blip should show up while you're driving.  Stop the car directly south
  of the blip and get out- Between you and the target is a hill.  Climb up
  that, and you're in a perfect elevated position to effectively pick off the
  handful of troops Garza commands.  Be careful of the jeep, however...
  Blowing it up while Garza is standing too close will cost you half of the
  already tiny bounty.

4. Lt. Rogelio 'Darkness' Vega
  $15,000 alive ($7,500 dead)

  "Having proved himself a ruthless officer, Vega has set up a side business
  of 'protection' in recent days. He does not command any vehicles, but his
  men are loyal, if not especially skilled. Known to operate near Guanare."

  Found at: Directly south of Guanare, just off the southernmost road.

  >>This guy can be easily taken on foot, since he is both so close to the
  main road and so poorly protected- All he has on hand is a pair of jeeps
  and a handful of troops.  Drive along the south road in Guanare until the
  HVT icon pops up, then park almost directly north of him.  There is a small
  hill between the main road and the camp that you can walk right up- NOT the
  trail, mind you, but just a hill right across the street from a church- and
  from there, you should be able to easily demolish his small force before
  they know what hit them.  Be VERY careful, though, as this guy likes to
  take cover behind a sandbag barricade that is dangerously close to some
  fuel cans- One misplaced round is all it takes to halve your take.
    Again, it may be profitable to haul this guy out of the jungle to a
  better LZ before you call the extract, probably outside of Guanare, as the
  place is crawling with VZ troops.  This guy is also a good candidate for
  spawning Minister helicopters.

5. Sgt. Matro 'El Sanguina' Herrera
  $25,000 alive ($12,500 dead)

  "Viscious, near-suicidal tendancies mark Herrera's command history,
  earning him the moniker 'sanguine' in recent years. Whether he is operating
  independently or under Solano's command is unknown. Last seen operating
  between Maracaibo and Caracas."

  Found at: Along the northern coast, pretty much dead-center between
  East Maracaibo and Caracas, on the east side of the river.

  >>Probably the easiest way to come after this guy is on foot from the small
  outpost just east of Caracas that you capture for the Allies (Contact Sgt.
  MacMurdo sets up shop here).  Run west along the coast until the green
  marker shows up.  There are two AA machinegun tanks here, one slightly up
  the hill next to some buildings, and one on just the other side of a small
  ridge right on the coastline, where you'll be coming from.  Get out your
  Anti-Tank rockets and slowly creep to the edge of the hill until you can
  draw a bead on the AA next to the buildings.  Waste it, then use your rifle
  to dispose of any troops that charge you.  Keep the rocks between you and
  the second AA until you clear out the soldiers, then duck around the hill
  and real quick-like waste the second tank.  Go back to your primary weapon
  for mop-up (which won't take long) and secure the target.  Be on your toes,
  as there are a number of small boulders and pockets in the hillside where
  troops can hide.  There are a couple RPG guys here, and they can put a
  serious hurting on you if they manage to attack from a hiding spot.
  Luckily, if you happen to get brought down by one of them, you can choose
  to 'Continue' and you will respawn at Home Base, but all the damage you did
  stays the same, meaning you can fly back with an attack chopper and shoot
  up the remaining troops if need be.
    To extract the HVT, the Allied pilots can actually manage to land on the
  small piece of beach where the dock is, so toss the smoke grenade close to
  to the wood.  Be careful, though, as the Pirate patrol this area, and will
  fire on the extract chopper.

6. Gen. Horado 'Reaper' Torres
  $50,000 alive ($25,000 dead)

  "Operating from the mountains south of Cumana, little is known about
  General Torres, except that he is feared. Commanding a significant armored
  force, he has successfully held off all attempts at capture, even by proven
  and well organized forces."

  Found at: Directly south of Cumana, on the east side of the river; There is
  a trail leading into the jungle- Torres can be found at the southern end of
  this trail.

  >>As you can expect, a guy with this high a price on his head should not be
  approached by air.  Instead, find the entrance of the trail from Cumana and
  hoof it.  Coming right in the front door is generally not the best choice,
  but in this case, the really isn't any other way.  Because of that, be
  prepared for heavy resistance.  The first checkpoint you reach should be
  fairly close to Torres's position and be guarded by a tank and a few ground
  troops, as well as a SAM launcher.  Take out the tank, then the soldiers,
  leaving the SAM for last- It can't hurt you, after all.
    Just up the hill from this checkpoint is a couple sandbagged machinegun
  positions.  Hide behind a rock and take out the guys manning them.  Move
  carefully up the hill, hugging the ridge to the left, until you get to a
  bunch of boulders.  You should be able to VERY QUICKLY duck out from
  behind the boulders, so that the target spots you, then run like mad back
  down the hill and hope he chases you.  The reason for this is that there is
  an enemy-spawning barracks a little left of the boulders, as well as a
  number of tanks on-site, and if you try to take the target where he stands,
  there is a high likelihood of you or him being killed.
    If you manage to lure him around the boulders however, you should be able
  to take him down in relative safety, after you deal with the few troops
  that follow him.  Once the target is subdued, if you have a Carpet Bomb,
  crouch near the boulders and center the target reticule on the orange-
  roofed building in the center of the camp- This should dispose of almost
  all the enemy in the area, as well as the buildings.  If you haven't got
  Carpet Bombs, you can still lase the orange-roofed building with a Bunker
  Buster for a similar effect, though you may also need to hit the barracks
  with a Surgical Strike.
    Once the area is secure, the best place to bring the extract down is in
  the clear area at the top of the hill near the boulders; The ground is
  brown here, and there is no shade.

7. Gen. Dantae 'Thunder' Garcia
  $30,000 alive ($15,000 dead)

  "Believed to be near the river east of Guanare, Garcia is known to be
  possessing one of Venezuela's few HIND gunships, in addition to a
  significant armored force. Approach with caution."

  Found at: Open the map and go to zoom mode. Directly east of the label
  "Guanare" is a small trail leading down from a round island in the river.
  Garcia can be found on this trail. Don't let the description fool you-
  This isn't the guy with the HIND.

  >>The quickest, safest way to approach this target is from the north.  Fly
  a small chopper, such as a UP Rogue, in and descend toward the small round
  nub of land that extands into the river- It looks like an island on the
  map, but it's connected.  In this area you will find a small open space
  where you can land and be safe from the Genral's AA.
   From here, proceed up the small trail toward the target.  As you come
  around a bend in the path, you should see a checkpoint guarded by some
  troops and a tank; Use the hill as cover and dispose of them.  Just past
  the tank is a SAM next to an orange-roofed building.  Take it out, then
  run up the trail and to the right of the building, so that it is between
  you and the target's position.  Use the building as cover to assault the
  target's security force.  Come around the building to the right and you
  will see a small shack sort of structure.  Cut around to the right of that
  as you move up the hill toward the target.  You will come to a pair of
  large rocks near an orange-roofed building.  From between thes rocks you
  can fire on a jeep parked across the trail.
    Check the target's position before you run around the boulders.  There is
  a tank parked on the other side, and if he is too close, you may kill him
  by destroying it.  Because of the placement of the boulders, and the
  building near them, the tank can be safely assaulted from many angles, so
  be sure to blow it from a safe place, both for you and the HVT.  Once the
  tank is down, finish clearing the area of any remaining troops and take the
  target down.  There is a slightly greenish colored patch of ground in the
  center of the camp where it is safe to call the extract in.

8. Gen. Cenon 'The Disease' Pena
  $55,000 alive ($27,500 dead)

  "Little is known about Pena, aside from a spotless record of command and an
  unquestioning loyalty to his commanders... whatever their orders. Known to
  spread his forces out for maximum coverage, and to command multiple armored
  vehicles.  Last seen near the strip mine in the Amazon jungle."

  Found at: Open the map and zoom. Immediately east of Guanare there are two
  southward-leading trails running parallel to one another in the jungle;
  Pena is at the south end of the eastern trail (the other leads to a UP
  outpost). THIS is the guy with the HIND, and it WILL come back even after
  you verify him.

  >>To begin your assault on the well-defended General Pena, open the map and
  zoom in on the area southeast of Guanare.  There is a thick black trail
  leading south out of Guanare itself, then a longer, thinner trail to the
  east of that, and, finally, a huge round green area east of that.  Make a
  waypoint on the longer, east trail pretty much exactly east of the end of
  the thicker, west trail.  Fly a small chopper over and land on the
  waypoint.  This puts you reasonably close to the target, yet far enough
  away to avoid his AA.  You should come down next to a small white shack if
  you put the waypoint where I suggest.
    As you move south down the trail, you will reach a hill.  At the top of
  it, you will find a sandbagged checkpoint with a couple troops guarding it,
  and Fiona will call to inform you that your Support Signal is jammed.  Deal
  with the troops and the nearby jeep, then quickly turn to the right and run
  up the flat, light brown stone looking ground to a second guard post.
    Very soon after you reach the top of the flat stones, the Ribera (HIND)
  chopper will come looking for you, so now is a good time to help yourself
  to it, and use it to continue the fight.  You should be able to see the SAM
  launcher almost immediately upon getting the Ribera, so take it out first,
  then waste the tank and the jammer in the camp before you turn that cannon
  on the ground troops.  Be VERY CAREFUL with the guns, as the blast radius
  on those shells is ridiculous, and you don't want to risk taking out the
  target (once you've got the Ribera, the fight is pretty much over, so why
  waste the bounty now?).
    At the top of the hill there is a flat area of ground, near the tank,
  where the Allies should be able to land with relative ease.  Once the
  extract is complete, you can use the awesome might of the Ribera to winch
  your original chopper back to Home Base and put them both in stock.

9. Sgt. Beltran 'The Snake' Ruiz
  $35,000 alive ($17,500 dead)
</pre><pre id="faqspan-3">
  "Last seen in the far southwest, Ruiz is a timid commander. Favoring long
  periods of hiding out with occasional guerilla strikes against his enemy,
  he is nonetheless in command of a significantly-sized force and should not
  be taken lightly. If you can find him, that is."

  Found at: Southwest of Guerilla HQ. Look on the map for the "race track",
  the roundish trail southwest of Guerilla HQ, where the Zamora chopper is
  found- There is a trail leading southwest off the southwest part of the
  "race track". In case I didn't say 'southwest' enough, Ruiz is located
  pretty much as far southwest as you can go in the combat area.

  >>This guy has some AA and a very restictive area protecting him, so don't
  attack from above.  Instead, land where the trail he's on meets the "race
  track" round trail, or just follow the trail all the way through the jungle
  to reach him.
    As you move down the trail, you'll first encounter a small checkpoint
  manned by one lonely bastard standing dangerously close to a bunch of fuel
  drums.  Taking him out will probably lead to a few armored troops coming
  down the hill to check on the commotion, but one-at-a-time they're easy to
  deal with.  There is a SAM launcher stationed on top of the large hill
  right behind the checkpoint, but you need to move a little further up the
  trail and backtrack to get at it.
    Stick to the right side of the main trail as you climb the hill.  When
  you reach the curve in the trail you should see some fuel drums behind
  sandbags.  Just to the right of those is an AA machinegun tank and a jeep,
  which you should be able to safely hit from behind the edge of the hill on
  the right side of the trail.  After that, slowly creep around the corner to
  engage the main bulk of the force and another jeep.  Try to lure the target
  into chasing you a little before you take him down, as there is a tank just
  to the right of the orange-roofed building at the end of the trail.  Deal
  with the HVT, then the tank.  Behind the tank is another SAM and a few more
  troops, so take care of them before you call in the extract.  There is a
  nice, wide open space right in front of the orange roofed building that is
  perfect for landing the chopper.

10.Sgt. Fanuco 'The Wolf' Medina
  $45,000 alive ($22,500 dead)

  "Commanding a small but strong fighting force, Medina has broken his former
  loyalty to the VZA and is currently awaiting more lucrative opportunities.
  Potentially dangerous but not known to be an effective officer in his own
  right. Known to be southwest of Cumana."

  Found at: Open the map and zoom. Directly south of the "C" in the "Cumana"
  label is the upward-curving end of a looooonnnnggg trail leading east out
  of Guanare- This is where "funky cold" Medina is.

  >>You can choose to fly out to save time; If so, land on the trail where
  it branches into the north, curving part where the target is and to the
  south, over the river.  Run up the trail until you reach a curve with a
  very large rock on the opposite side.  Cross over, next to the rock, and
  move west toward the target.
    There is a ridge on the right side of the trail; If you climb it, you
  will be looking down on a jeep and an AA machinegun tank that make up
  Medina's tiny force.  Unfortunately, taking him alive is difficult because
  of the confined area, as blowing up the tank will probably kill the target.
  You can either duck around the ridge and try to lure the target down the
  trail to capture him, or just blast the equipment and take a picture.

************************************  viii  ***********************************
COLLECTABLES [CLC]

 At the moment, this list will not even HOPE to cover every single
collectable item in the game; It will, however, list all of 'em I can find.

FUEL CANS-25 (16 listed)
*On the island in the very first mission, near a shack east of the barracks
    you Surgical Strike.
*On the back side of Home Base.
*Behind Eva's garage in West Maracaibo; Across the street from Ferric Venbles'
    position.
*An oil pumping facility directly east of Home Base, near a cargo truck.  If
    you do UP Support mission "Up in Smoke" twice you end up here.
*Beside a huge tower on the north coast of East Merida; Directly north of
    where Misha appears, north and slightly west of Allied contact Alex
    Grisha.
*In the very north section of Caracas, next to a shed on stilts; It's the
    furthest northwest corner of the road-loop, across the street from the
    house where you find the Pirate rogue the first time you do Pirate
    support mission "Wet Work".
*Base of the lighthouse on the VZ island fortress north of East Maracaibo.
*VZ emcampment on the west coast of the river between east Maracaibo and
    Caracas, south of both, where you go during Pirate Support mission
    "Propaganda"; It's under the radio tower.
*VZ supply dump directly between Caracas and Cumana, it is the place you
    attack during Pirate Support mission "Light it Up"; It is in an alcove
    in the white building with the tarp covered lumber in front.
*Docks at the northeast corner of Cumana; The fuel is located at the north
    corner of the only building here.
*Warehouse at the southeast corner of Caracas, directly across the street from
    a VZ group on the beach (they have two 5-ton trucks)- You attack this
    group in Chinese Support mission "Spring Cleaning"; The gas is right next
    to the fence on the east side, next to a two-storey building.
*Directly north of Solano's bunker, inside a walled area with warehouses.  It
    is next to the doorway in the north wall.
*North tip of the small island just west of Margarita, in the camp where HVT
    Sgt. Mendez is found; The gas is next to some crates under a net right
    on the beach.
*South area of the small, one-building camp west of Caracas that Sgt. Herrera
    calls home; It is right next to the single orange-roofed building.
*East of Guanare, at the end of a short trail leading south from a round
    island in the river, where HVT Gen. Garcia is found; It is near a small
    white shack on the north side of the camp at the end of the trail.
*End of the trail as far southwest as you can go in the combat area, where HVT
    Sgt. Ruiz is found; It is next to a machinegun emplacement near the
    orange roofed building at the very end of the trail.

CASH PALLETS-25 (14 listed)
*Docks northeast of Merida, where you start the mission to capture Home Base;
    Also where Pirate contact Spike Reddie appears.  It is behind the
    building outside of the fenced area, marked "Estrella Polar".
*In an alcove on the seaside of Home Base, across from the waterfall.
*At the base of the lighthouse just west of West Maracaibo; The dropoff
    point for the Ambulance in Pirate Support mission "Medicine Man".
*Behind UP Headquarters, at the opening in the wall by the dock.
*At the Pirate "scrapyard", southwest of West Maracaibo, where you get
    the wheels for the El Diablo; It's on the southeast corner of the
    building, behind a crate of scrap.
*In a parking lot in the northwest corner of East Maracaibo; Where you
    drop off the El Diablo monster car.
*Between two buildings east of a small pond in Merida, close to the building
    you have to demolish in the first run of Pirate Support mission "Keeping
    It Real".
*Small VZ camp between East Maracaibo and Caracas, on the north bank of the
    river flowing just south of Caracas near an inlet; It is the area you go
    to during Guerilla Support mission "Rescue Prisoners".  The cash is
    behind the only orange-roofed building in the camp.
*Under a huge skull sign on Pirate HQ island, along the south coast of the
    west side of the island, near a helipad.
*Near a tree on the north part of the westernmost island; There will be a dock
    nearby after you capture this island for the Pirates.
*Island directly east of Fortress Island, northwest of Caracas, or the island
    you attack during "Capture Outpost" for Pirate contact Cmdr. Hurricane.
    The pallet itself, when the map is open, is directly north of a small,
    round island just off the mainland west of Caracas; It is next to a
    barracks.
*Pirate Outpost south of Caracas; There is a trail leading into the jungle
    off the southernmost tip of the Caracas street system.  This is the area
    you attack during Chinese Support mission "Pirate Problems".  The pallet
    is located next to a large red building on the west side of the compound
    (one of the buildings you blow up in the Support mission).
*Margarita Island, south end, behind a shack on the beach just west of the
    bridge.
*Small island just west of Maragrita, on the south side there is a small
    Pirate outpost with a couple buildings; The cash is right next to the
    larger building's door.

DOGTAGS-10 (1 listed)
*At an outpost west of Caracas, near a small, round island just off the
    coast of the mainland- Originally it is a VZ outpost, then an AN
    outpost after you capture it.  The dogtags (pineapple) are behind
    the barracks building west of the Command Post.

BRIEFCASES-10 (7 listed)
*East Maracaibo docks, directly behind the warehouse, just inside the paved
    area.
*UP refinery north of Guanare, on the west side of the river, where you end
    up during a couple UP Support missions; It is on the north side of the
    compound behind some crates.  There is an AA truck nearby.
*UP refinery directly east of Guerilla HQ, where you end up during a couple
    UP support missions, on the west side of the compound behind two stacked
    green containers.
*Same refinery as above, on the northeast corner, behind a huge oil cylinder.
    There is an AA truck nearby.
*An oil pumping facility directly east of Home Base, behind an oil well on the
    northwest corner of the fenced area.  If you do UP Support mission "Up
    in Smoke" twice, you end up here the second time.
*UP refinery southeast of Guanare, far back in the jungle; The briefcase is
    between two oil cylinders on the east side of the compound.
*Same refinery as above, just inside the fence on the west side of the
    compound, near a green container

PIRATE CHESTS-10 (6 listed)
*Docks northeast of Merida, where you start the mission to capture Home Base;
    Also where Pirate contact Spike Reddie appears.  It's between a building
    and some cargo containers along the south wall of the dock area.
*Near a house in the very north section of Caracas; It's the house where you
    find the Pirate rogue the first time you do Pirate Support mission "Wet
    Work".
*Pirate Impound island, on the west side, south of the helipads near a shed.
*On the east side of a small pond in Merida; Just south of the building you
    have to demolish in the first run of Pirate Support mission "Keeping It
    Real".
*VZ supply dump directly between Caracas and Cumana, it is the place you
    attack during Pirate Support mission "Light it Up", under a small shed
    at the base of a watchtower.
*A warehouse in Guanare, it's near a green container on the southeast corner
    of the warehouse area across the street from Listening Post location 3
    in UP mission "Listening Closely"; Or, the place you attack in Pirate
    Support mission "Plundered Booty".

SCHEMATICS-10 (4 listed)
*VZ outpost on the coast south of Cumana, it is the place you attack in
    Chinese Support mission "Capture Outpost" for Lt. Zhang; The schematics
    are located on the south side of the Command Post building.
*Chinese HQ, near a tree by the curve in the road leading into the base camp.
*Margarita Island, south end, near a rock cluster just south of the curving
    tip of the south end of the bridge; If you open the map, you should be
    directly south of the south tip of the bridge and directly east of a
    small round island off the north coast of Caracas.  It is between a rock
    and some bushes.
*Margarita Island, north end, on the west side of the hotel by some patio
    tables.

PROPAGANDA MATERIALS-10 (3 listed)
*Guerilla HQ, right behind where you find Ewan; On a small hill just north of
    the actual HQ tent near some crates.
*Guerilla outpost southeast of Guerilla HQ; You attack it during Allied
    Support mission "Guerillas in the Midst" (do the job, and hang around
    the area until you get paid, then you can safely enter the territory
    without trespassing).  It's behind an orange-roofed house, next to
    an alarm tower and a ruined car under netting.
*VZ encampment directly west of Guerilla HQ, where you are sent during
    Chinese Support mission "Securing Our Foothold"; It is next to a
    small, orange roofed house.  If you were to open the map and zoom,
    then draw an imaginary line that underlines "Guerilla HQ" and extends
    to the west, it would be on this line.

************************************   ix   ***********************************
CHEATS [CHT]

 Don't think of it as cheating... Think of it as REALLY good body armor...
And REALLY big magazines... And your own personal gas pump... And a GREAT
PR Representative... And a REALLY deep bank account (which, incidentally,
actually makes sense if you played Mercs 1- What happened to all THAT money,
anyway?)
 All Cheats must be entered under the "Factions" screen in the PDA menu.
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.

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
 -This resets EVERY Faction, including the ones you were Friendly with.
  Use with caution.

**************************************  x  ************************************
RANDOM STUPIDITY [RND]

 Okay, so this game may not be all a lot of us expected.  It might not hold
up that well in tandem with next-gen versions (then again, is anything going
to stand up to a game on a technologically superior system?)  It may even
fail to hold its own against Mercs 1 or GTA: San Andreas.
 Does that make Mercs 2 unplayable?  Not at all- I still believe I got my
money's worth.
 But, for the sake of argument, let's say you're looking for a little more
to do in virtual Venezuela.  This section is devoted to having some fun in
the war zone.  Oh, and it's called "stupidity" for a reason- Don't expect
anything particularly impressive.

**CRANK
 If you saw this movie, you probably noticed that "Bejing Cocktail" side
mission doesn't quite deliver the same rush.  Give this little 'challenge'
a shot:
 Start the "Bejing Cocktail" side-mission, and stretch it out.  Your goal is
to visit EVERY major city sector on the map.  In each city, you must exit
your car, engage at least one participating unit (civilians don't count) in a
fire- or fist-fight, and then acquire a new vehicle to move on to the next
area, with the ultimate goal of reaching the antidote without perishing... Or
plummeting from a helicopter.

**COMBAT SIMULATION
 So, you stockpiled a bunch of busses.  Now what do you do with them all?
How about hosting a private war?!
 Get two busloads of soldiers from opposing factions- A load of UP mercs
and Guerrillas, say- and drop them off in the back yard at Home Base.  Let
the games begin!  Alternately, you could just deliver a load of troops into
enemy territory, but that doesn't seem entirely fair.  The great upside to
this is your Faction standings don't suffer, since you're not directly
killing anybody.

**CHOPPER-POPPER
 This is a favorite of my son's in Mercs 1, where your rifle control is far
better.  All it really entails is arming yourself with a scoped weapon and
sniping helicopter pilots.  Immature?  Yes.  Entertaining?  Hell yes.

**GONE FISHIN'
 Nothing spetacular here, just get a helicopter (heavy-lifters like the
Zamora, Ambassador, or Ribera work best) and try to catch stuff with your
winch.  Civilian cars, boats, other helicopters...  It really doesn't matter,
it's still kind of fun all the same.

**TOMARACAIBO DRIFT
 Once again, nothing spectacular.  The little Gypsy hatchbacks work well for
this; Just commandeer one and get slideways on the curves of Venezuela.

**VENEZUELAN SPACE PROGRAM
 So you wanna be a space cadet?  This is an entertaining way to kill some
time.  Simply drop a bunch of C4 satchels next to any random object you'd
like to see in orbit and detonate.  Childish as it may be, there's still
something pants-wettingly hilarious about seeing a garbage bin fly 400 feet
straight up in the air.

**ARMY OF ME
 You might want a backup savefile for this; It will essentially ruin your
game.
 Quite simply, turn your back on everybody in the territory and reduce
your standing with every Faction to "Hostile" by whatever means necessary.
Then, try to do anything while the entire world tries to kill you.

**TIME WARP
 --USE OF THIS TRICK REQUIRES THE INFINITE HEALTH CHEAT--
 Input the health code- You're going to want it.  Find any random car and
commandeer it.  Once the car is yours, get out, walk several yards away, and
toss at least four (4) C4 charges down in the street.  Next, park the car on
top of the C4, get out, and climb on top of the car.  Now, blow the charge.
 Here's where it gets interesting.  Instead of launching both you and the
car into orbit, the car instead vaporizes, and your Merc will fly several
yards horizontally.  A second or two later, the car will suddenly appear out
of thin air, on fire and trailing smoke, and fly several yards parallel to
the ground itself.  It's as if your Merc's weight on the car causes the C4
to rip open a temporal rift when it goes off, thrusting the car into another
dimension for a few moments, only to reappear somewhere else.  Bizarre.

**FUN WITH HEAVY ORDINANCE
 Again, input the health code.  Grab some random car, and call down a Goss
Cutter or Fuel-Air bomb on top of yourself.  You have just enough time to get
into the car before the bomb strikes, and does some interesting and mildly
amusing things to your ride.
 This also works with laser-guided ordinance, such as Bunker Busters, but you
need to be standing right next to the car when you lase it, and be quick with
the timing to get back in.

 Like I said, nothing truly impressive, but maybe a few distractions.  And
I am more than willing to accept submissions for this section.

**************************************  xi  ***********************************
LEGAL STUFF [LGL]

  -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), 2010.

  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.
  This guide is for FREE distribution ONLY.  Do not alter, sell, or steal
it.  You MAY download it to your hard drive for personal use if that is
covenient for you.

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

2/3/2010- Ver 1.0 complete
2/27/2010- Ver 2.0 Finished HVT Section and Weapons descriptions

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  ************************************