SOCOM US NAVY SEALS
          ADMIRAL WALKTHROUGH LEVELS 1-12
                  VERSION    0.75
        COPYRIGHT 2003 David G Mundschau
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   This walkthrough is written for use with Admiral
difficulty level. I've tried to come up with strategies
that are low risk for both you and your teammates,
but in some instances your skills will be called upon.
This is the most difficult game I've ever played, it took
months to finish, not days or weeks like other games,
the numerous glitches and bad programming got to me
so bad, I put the game aside several times to play
others. My  biggest complaint is the way enemies are
beamed in after you've entered an
area, followed by the way they are programmed to
shoot through some walls and rocks, while you can't
even shoot through the air if a rock, wall or even the
ground is within several feet of Kahuna. Levels 8 and
10 are particularly bad.
On the plus side, the graphics are above average, the
sound effects are awesome, and earning the MGL is
quite satisfying, although the weapon is almost useless.
Which leads me to wonder why you can't swap
weapons with your teammates, or go back and get
one you dropped (They disappear).
It would have been nice to get something cool for
finishing the game, like an M82A1A SD-MGL, and a
little red wagon loaded up with M203 frags for
Boomer to pull around.
   Directions are given using North South East and
West as shown on the Tac-map and onscreen radar.
The F90, AKS-74, 552, M63A and M60E are
almost interchangeable, the AKS-74 seems
the best to me, and although the 552 does zoom in
further, the binoculars work almost as well for aiming
your weapons at stationary targets. So, get to it, and
Email you're comments, suggestions, corrections etc
to: [email protected]
        Version 1.0 CONTENTS;
1. OPERATION FROSTBITE
   A. Level 1: Death at Sea
   B. Level 2: Ghost Town
   C. Level 3: Oil Platform Takedown
2. OPERATION GOOD KARMA
   A. Level 4: Golden Triangle Holiday
      a. Level 4 Cheat
   B. Level 5: Temple at Hohn Kaen
   C. Level 6: City of the Forgotten
3. OPERATION SWIFT JUSTICE
   A. Level 7: Mercenary Staging Area
   B. Level 8: POW Camp
   C. Level 9: Mountain Assault
4. OPERATION SERPENT STRIKE
   A. Level 10: Prison Break
   B. Level 11: Mouth of the Beast
   C. Level 12: Deathblow


1. OPERATION FROSTBITE
   A. Level 1: Death at Sea
        Armory: Team M4A1 SD, DE.50, 2x Ammo, Bang
Part I; The M4A1 SD. Start by taking a sidestep to
the right, and spot the two guards, if you line it up
right, one bullet can go through both heads. After they
are down, turn left
and run to the edge of the boat, then head south until
H.Q. cuts in.
  These 2 guys are a little more difficult, the guard
facing you spots you quickly, and the guard with his
back to you will react quickly when you take his
buddy down. You will probably attract the attention of
a Black Marketeer, he'll come running down the ramp
and head south. If you wait a moment where H.Q.
contacted you, looking southwest, they will split up,
the one facing you will turn around and head
southwest, the other will head south, then turn east to
puke, where he's easy to club, then you can find his
partner to the west, near the south end. After they are
down, use the east edge of the boat to travel north of
the ramp, then climb up on the boxes to spot 3 guards,
the two on the ends are sentries you need to recon.
Take all 3 out, then jump down and stay east as you
head south of the ramp. You need to use the shadows
to get onto the ship without being spotted, so start
behind the pile of boxes south of the ramp (the pile is
3 boxes high on the right side, 2 boxes high on the
left). Sidestep to the right, then step forward to the
metal shipping container, turn right so you are facing
north and lie down. Crawl forward a little, until you
can turn northwest and crawl to the left side of the
ramp. Crawl up the left side, and you should reach the
freighter unseen. As soon as you get to the top of the
ramp, turn left, and crawl toward the pile of boxes,
they have a notch that's perfect for hiding. On your
way there, the eavesdropping will occur. As soon as
it's over, order 'Team Fire at Will' and 'Team
Regroup', and get yourself standing in the notch,
looking south, ready to fire if they come into view.
After the firefight is over, check the 2 doors just to the
south, if they aren't open already, have Boomer
Bang/Clear them. There is another pair of doors on
the west side of the freighter, check them too, then get
to stairs just south of the doors on the east side, and
have Bravo hold there while you go up the stairs, go in
the doorway on the right, wait for H.Q. to finish
talking, then be ready to take out the guard that
emerges from the door at the top of the stairs, you can
club him or use your M4A1 SD. Go in the control
room and rush the guard, club or shoot him, then
shoot or turn off the radio. Head back out and go
down the stairs to where you left Bravo, turn around
and go through the doorway, and down the stairs.
Before you get to the bottom of the stairs, use 3rd
person view to spot the guard around the corner, take
him down with your machine gun. Turn to your right
and go down the stairs, at the bottom turn left (west).
Watch the hallway intersection in front of you, a guard
will probably run past, heading either north or south.
There are 3 guards in this area. The guard who usually
runs to the south, one in the room with the Intel or in
the room across the hall, the other farther north, down
the hallway. I head south first, and take out any guards
in the room full of boxes, then I look down the hall to
the north and the guards are usually coming. Take
them down, then go in the room for the Intel.
  As you leave the room with the Intel, turn right and
go down the hall, into a room with two large fans in
the wall. Turn right, go through the doorway, turn left
(north). Straight down the hall is a set of stairs, just
before them is a pair of doorways on the left side, The
first doorway opens to a room full of boxes, in which
you'll find the Iron Manifesto on top of some boxes in
the southeast corner. It doesn't seem to have any
affect on the game whether you fetch it or leave it. The
second doorway has a red glow coming from it, and
contains two guards, as well being the area you need
to place your satchels. I use my crosshairs to order
both Bravo and Able to Bang/Clear the second
doorway, then I go in the first doorway. Upon
entering, you'll see another doorway leading to the
glowing red room, a guard will come through it in a
moment, cap him. While you wait for your teammates
to clear the red room, try to watch through the
doorway, the guard may try to escape out the west
doorway. Once the area is clear, fetch the manifesto if
you want, then go in the glowing red room, and plant
satchels with your teammates on the panels at each
end of the room. You need not leave the room when
done, just wait for H.Q. to contact you.



  1B. Level 2: Ghost Town
  Armory: Kahuna SR25 SD, DE .50, 2x Ammo, Frag
          Boomer F90, DE .50, 2x Ammo, Bang
          Bravo AKS-74, DE .50, 2x Ammo, Bang
Part I; The SR25 SD Start by pulling back on the
stick to walk backwards, as far up the hill as you can,
then take a few steps to the left, so you can spot the
sentry to the northwest, and then order 'Bravo Run to
Charlie'. Do not fire until Bravo reaches Charlie. Once
you've eliminated the sentry, head northwest through
the trees, until you get to the gap before the next group
of trees.
   Sidestep west a little to spot another guard to the
north. Take him out, then get back to Charlie. Climb
up to the peak on the roof of the building at Charlie,
and look north-northeast to spot the guard who
patrols back and forth. Take him out, then order
'Team Follow' and 'Team Fire at Will', then head up
the path. As soon as you climb the snow ridge, look
up the path to see if the guard is visible. If he's not,
you can play it safe and wait for him to appear, or
head down the path to get him, just watch out that you
don't run into him heading back towards you. After
he's gone, and you've arrived at Echo, look at your
Tac-map. With the primary objective 'Obtain Intel'
selected, there is a route marked out. Move so you're
positioned at the tip of the first arrow pointing north
from Echo, then look straight towards Zulu. This will
put you on top of a snow peak overlooking the
compound, and you'll see a far off guard, dispose of
him, then turn to the west, and step forward to the top
of the hill you're on. Another far off guard, between or
to the right of a pair of trees (on the right side of the
shed), needs to be eliminated. Then aim to the left,
another guard is off in the distance, in front of the
Cabin, pop him too. Then look at the window on the
side of the cabin, you can see the outline of a guard
inside, pop him. If the front door is open, he's
escaped, but he'll be easy to spot as he runs around
outside the cabin, or crouches down near the back.
  Turn back to the north, and look for a sniper lying in
the snow near the hilltop. If he's not there, you can
catch him near the Generator, later. Look down the
hill you're on, you'll see a tree in front of you, down
the hill a little. Run halfway to the tree, turn towards
the shed, and aim at the window. You might want to
lie down to stabilize your aim, you need to fire two
shots quickly, at the same spot. All you'll see through
the window is floor, but as soon as you pull the trigger,
instant guard appears, and gives you a moment to fire
again before he kills you or Boomer. As soon as he's
down, order 'Bravo Hold Position', then turn towards
the Lodge, and run to the back of it. If you've
maintained stealth, all 3 guards will still be inside the
Lodge. If you've tipped them off, you will probably
find a guard hiding behind the wooden crate, northeast
of the Lodge. The other two usually hang out right in
front of the Lodge if they come outside. If they're still
inside, move south just enough to pop the side
window with an M67, then get back behind the Lodge
and look north, aiming between the Lodge and the
wooden crate, wait 10-15 seconds, pop the guard if
he runs to the crate. Travel along the north wall of the
Lodge to get to the front, use third person view to
check for a guard squatting outside the door, it's easy
to step out just far enough to pop him. Watch out for
the third guard, who could be at the southwest corner,
outside the Lodge. He can be popped by stepping out
a little, but it's safer to run behind the shed and get him
from behind. If there are any that stayed inside, just
move to the south side of the lodge, and toss an M67
through the window, it will take care of them. After the
3 guards are gone, step inside the Lodge to complete
the secondary objective, 'Secure Lodge'.
  From behind the Lodge, follow the Tac-map path
towards the Generator, where two guards patrol the
area around the Generator, (unless you already
capped a sniper to the north after taking out the Cabin
guards) usually one is lying down, the other walking.
You can sometimes spot a third guard at Zulu also.
After dispatching them, move north until you are
directly east of the Generator, then turn left and move
straight towards it until you get to the snow ridge,
where you can toss an M67 behind it. You must be
standing to make the throw, bounce it off the wall
behind the Generator. After it's disabled, run north to
the wall, turn left and just before you cross the fence,
order 'Bravo Run to Crosshairs' so they stop at the
fence. Continue on to Whiskey, and wait for Boomer
to catch up. You might have to take a few steps past
Whiskey to get Boomer to come.
  From Whiskey, run straight south to the Dredge
wall, and move to the northeast corner of the building.
This will cause the guards inside to spawn, and if you
wait a moment, one will come out the east end, and
run southeast. If he fails to come out, use 3rd person
view to spot him, you may get to see him light up and
puff on a cigarette. You and I both know cancer will
not be the cause of his death. Shoot or club him. From
the east end of the Dredge, run backwards, heading
east and staying to the right of the conveyor, watching
the Dredge. Once you're headed uphill, move left,
until you can spot the guard inside the building, at the
southwest corner. Cap him, and look to the left of the
Dredge, you may find a guard patrolling or rushing
you, he may even come through the Dredge. Then
order 'Bravo Run to X-Ray'. On their way, they might
take out the second floor guard, draw his fire, or
cause him to come running out, so stay aware. As
soon as they get to X-Ray, order them to Zulu. As
soon as they are at Zulu, you can enter the Dredge.
There is one guard on the second floor, two more on
the third floor. The stairs at the northwest corner allow
you to easily spot the second floor guard, as soon as
he walks away from them, run up and club him. To get
to the stairs leading to the third floor, you have to
move west. Before you do, lie down and look through
the stairwell, you may spot a pair of feet you can
shoot. After you've determined it's clear, equip your
M67s, stand up and throw one up from the bottom of
the stairs, then retreat quickly, it may come back
down. It's rare that you'll take out both third floor
guards this way, they will probably run out on the
rooftop. Use third person view to locate them as you
head up the stairs, then pop out and shoot them, or if
you'd rather play it safe, go downstairs and head out
the east end. Use the conveyor sticking out the east
end for cover as you move east, far enough to target
the guard(s) now on the roof, and pop them. You
must visit the third floor before you join Bravo, but
don't touch the laptop yet, first head out the west end
of the dredge and join Bravo at Zulu. If you're quick
enough you can get to Zulu, zoom in on the door to
the Mining House, and watch as 3 guards spawn
around the doorway. Help Bravo with the guards,
who run towards the Dredge, and if the door on the
right side of the Mining House doesn't open, shoot the
window to get one more guard out. Move west from
Zulu into the valley, then head south. You are going
towards the outhouse west of the Mining House, to
cap the guard there. As you approach, watch out for
him, sometimes he'll be moving around, or lie down in
the snow behind the outhouse. There is sometimes a
sniper hiding near the outhouse, amongst the trees,
(he'd be 1 of the 3 guards that spawned at Juliet). Run
up behind the outhouse and use the north wall to get to
the front, then surprise him with a clubbing. Head back
through the valley to get to the Dredge, then head east
to the Generator, then go towards the Lodge. Stop
about halfway between the Generator and the Lodge,
and look to the Mining House. The door on the east
end should be open, and a guard hides behind the
broken wall. Shoot the window to the right if the door
is still shut, to bring him out. Cap him, then order
'Bravo to Juliet', and watch the Mining House while
you wait, help out Bravo if the opportunity arises,
although all the guards should be gone now.
Pincushion might fire on them, but stops when they get
close. Order Bravo to Zulu. Go get the laptop. Head
out the west end of the Dredge, H.Q. will break in
about Pincushion as you run to join Bravo at Zulu.
This could trigger the snowmobile guards to attack, if
you've left anyone alive. If that happens, run a little
west from Zulu, into the valley, and cap the guard to
the southwest, then see if you can take out any others
from there while Bravo does their job. After the
firefight, order 'Bravo Run to Romeo', and get your
C4 ready. Plant C4 on the boxes north of the Mining
House, west of the Lodge, and north of the Shed. Run
back to the Mining House, and fetch Pincushion, then
head for the Cabin. Duck in and out if the cabin to
'Secure Cabin' and 'Secure Compound'. Before you
go to the Extraction Zone, you'll have to run northwest
to lead Pincushion around the snowridge, because he
won't jump off.



 1C. Level 3: Oil Platform Takedown
        Armory: Able M4A1 SD, DE .50, 2x Ammo, Bang
                Bravo F90, DE .50, 2x Ammo, Bang
Part I; The M4A1 SD Start out by stepping back far
enough to sidestep to the right until you can spot the
Iron Brother in between the shipping crates. A burst
from your rifle will take him out, and most likely bring
'Green' running to investigate, so fire two rounds into
his body, or just one to his head. Run between the
crates, staying to the right side, to get his partner. Club
him, then head south, kick open the door and go in
Building D. Turn left and run to the stairs and go
down. Boomer will ask you if you can see the area
sniper, apparently he is unaware that you are not only
indoors, but in the basement. Run north, staying on the
left side, and get ready to club two guards around the
next corner. Hit the northern guard first, then the one
close to the south wall. Turn around and head back
out the door you came in. If you are quick enough,
you'll meet Boomer on the stairwell as you leave.
Head out the door, turn left and run around to the
south side of Building D. You will most likely spot a
guard to the east, codename 'Green', and they should
be checking in on their radios by now. Try not to kill
Green until after he has checked in. Zoom in with your
scope and look up to ID the sniper. Wait for Green to
head north, then run east to the end of Building D.
Occasionally Green will come right at you, if he gets
so far west that he makes it next to the guardrail
around the stairwell in front of you, just shoot him,
then head east. Shooting Green when he's east of the
guardrail is likely to botch the insertion, as the sniper
will probably see him fall. As soon as Green fails to
respond to the radio, the timers will begin counting
down on the bombs. You should have Building A
cleared before you let that happen. When you get to
the east end of Building D, sidestep left, until you can
see through the path in the shipping containers. If
Green stops as he heads northeast, you will see him
through the path, wait until he continues walking
before entering the path. As you reach the end of the
path, look to your left to spot the second sniper east
of Building A, do not emerge from the path or you will
be spotted. Zoom in to ID him, then kill him, turn to
the right and cap the other sniper, then order 'Team
Fire at Will'. Take out Green as he comes back
towards you, or step out far enough to target him.
After Green is down, head north towards Building B,
watching for a guard on the ground at Echo, or
northeast of Echo. Take him out. Order 'Team
Follow' and 'Team Fire at Will'. If you haven't
reached the rank of Admiral yet, you can toss an
M141 into Building A, then run in and club the guard.
If you are an Admiral, you would alert the guards in
Building B, so come back to A after defusing the
bombs, or open the door and shoot him. Attack
Building B. There are two guards inside, left of the
door. One usually comes into view when he hears the
door open. Take them out with your M4A1 SD. If
you've alerted them, they will be waiting with their
weapons pointed at the door, too bad for you. If you
can see them through the little window, try having
Boomer open the door for you, and then treat him to a
little crossfire. Head east out of Building B, go past the
bomb on your left. Get to the stairs on your right, go
down, turn left and head past the second bomb, turn
left again. You'll be facing a guardrail, and a path
leads to your right. 2 guards come from the east while
you defuse the second bomb, so use your crosshairs
to order Bravo onto the path, then head back to the
first bomb while they get situated. Defuse the first
bomb, then run back to the second bomb. Before you
begin defusing, aim your crosshairs at the path, just
east of Bravo, and order 'Bravo Cover Area'. Defuse
the second bomb, and make sure Bravo has
eliminated both guards before you order 'Team
Follow'. Head east on the path, and enter the door on
your left. Follow the hall, and go down the stairs. As
you head west, there will be a guard around the next
corner, to the right. Normally, he comes  running, and
you'll club him as he gets to the corner, but sometimes
he'll be crouching and waiting, and you'll have to go
after him. Keep following the hallway until you turn
north and see the stairs leading up. Back up against
the pipes, facing the stairs, aim down at the ground
and order 'Bravo Run to Crosshairs'. Take a few
steps forward to get out of their way, wait for them to
get behind you, then order them to cover the stairs.
Crouch and throw an M67 up the stairs, then run up
before it pops, hang a U-turn, and follow the building
around, turning left at each corner. Watch for a guard
at the south end, and there will definitely be one at the
north end. Don't move too far west when you get to
the north end, take out the guard on the ground first,
then target the sniper before you move west.
Run west, between the crates, then begin following the
wall on your right. When it turns southwest, begin
aiming to the right of the tank as you run towards it. I
like to switch to full auto fire, as you approach the
tank, two guards will spawn next to it. You can throw
an M67 just before you reach the corner and turn
southwest, then move in to make them spawn, but it's
real easy to toss it overboard, so use a little caution.
Run to where the two guards spawned, order 'Team
Regroup', and then head east to defuse the last bomb.
Then run into Building E, and try to open the door
marked 'Authorized Personnel Only' to locate the Oil
Workers. Head out the south door, turn left and run
up the stairs to Building C. Head to the southeast door
and open it, crouch down and sidestep left with your
back against the guardrail. The Iron Leader will be
standing inside, and will let you shoot him. Enter the
building through the door on the west side, watch for a
guard in the kitchen on the left as you go in. I have
been successful when I've run into the kitchen and
clubbed him, if you are going to turn left and shoot him
as soon as you enter, you must be standing up to get
your bullets over the counter. As you run east into the
hallway, there is a door on the left. If it's still closed,
order 'Bravo Bang/Clear'. If it's open, approach with
caution, the guard may be in the doorway waiting for
you. I've had good luck ordering Bravo to ambush
when the door is open. The hallway turns south, and
there are two doors on the right, both of them open
into the bathroom. I open the first one, and usually
can't spot the guard, but you can step inside and the
wall on your left will provide cover so you can spot
the guard and rush him. After you restrain both
hostages, you have two more guards on the Helipad to
eliminate. Head to the southwest corner of Building C,
turn left and go out the door. There is an observation
tower on your right, it is perfect for taking out the two
guards on the Helipad. Order Bravo onto the Helipad
or go there yourself, and you've completed this
mission.



2. OPERATION GOOD KARMA
   A. Level 4: Golden Triangle Holiday
       Armory: Kahuna SR25 SD, DE .50, 2x Ammo, Frag
               Boomer M4A1 SD, DE .50, 2x Ammo, Bang
               Bravo M4A1 SD, DE .50, 2x Ammo, Bang
Part I; The SR25 SD Order 'Bravo Hold Position',
look northeast and take out the guard standing there.
Follow the trail of hiding spots, and if you hear Bravo
report an enemy, order them to Fire at Will, but wait
for them to report an enemy before you give that
order. As soon as you get to the third hiding spot,
begin looking for the other two guards. Don't move
too close to the hut. After you and/or Bravo have
taken them both out, you can get on the Island. To
avoid Boomer engaging the 2 hut guards, get on the
Island where the ground comes down just enough for
you to leave the water. The island is very thin there,
run across it and turn right, and head for the closest
corner of the hut. Get under the hut and crouch in the
grass. While you wait, get your M67s ready. As soon
as the eavesdropping is done, stand up, order 'Bravo
Run to Charlie' and move southeast (I like to run
backwards so I can see the hut) and toss an M67
through the window. Order 'Team Fire at Will' if you
haven't yet. Then be ready with your DE .50 or SR25
SD for any survivors. Usually one dies and the other
gets blown out the door, but gets up shooting.
Part II; The 552 Scavenge either the 552 or AK-47
from the hut, and grab the Intel. Order 'Bravo Stealth
to Delta' and wait in the hut with Boomer until they are
holding. Then head towards Delta, but don't leave the
Island. Fire a shot in the air (don't hit Bravo) towards
Delta, and wait for Bravo to take out those that come
running, then join them. When you get to Delta, head
to the left of the huge rock, and use your 3rd person
view to watch for the guard as you go around the
rock. If he happens to be looking towards you, or you
blow the shot, you can run around the rock the other
direction and get him from behind. Order 'Bravo
Stealth to Echo', and wait for them to hold there. Fire
a shot in the air towards Echo, then join Bravo there
when you feel it's safe. Order 'Bravo run to Foxtrot',
but as soon as they engage the enemy, order 'Bravo
Hold Position' and give them a moment to fight before
you send them to Foxtrot and join them there. As
soon as you get to Foxtrot, order 'Bravo Run to
Juliet'. Give them a little head start before you run for
the boats, then plant C4 on both of them and join
Bravo at Juliet. As soon as both charges have
detonated, order 'Bravo Stealth to Romeo' and follow
them. There should be a guard in the hut at Romeo,
you can use the left side of the door frame to hide your
approach. Then follow the left edge of the Island to
find 2 more guards hiding behind a board, watching
the docks. Dispose of them, and get your M67s
ready.
     Head for Hut 2, and throw an M67 through the
window. Head to Hut 1 and throw 2 M67s through
each back window of both rooms. If this doesn't clear
the Main Island, search Hut 1, then the Island. As
soon as the Main Island is clear, order 'Team Follow'
and head for X-ray. As you approach, go around the
left of the boulder, and take out the guard in the Final
Hut. Run in and grab the Bio-Data, then Head for
Zulu. The Tac-map shows a path going around the
right side of Zulu, but if you run around the left side
instead, you can avoid some nasty machine gunners.
Get your team to Zulu and you're finished.



2a. OPERATION GOOD KARMA CHEAT
       Armory: Kahuna M4A1 SD or SR25 SD
               Boomer and Bravo M4A1 SD
Part I; The Cheater. At the start, look to the northeast
and spot the guard standing there. After a moment
he'll look in your direction, then he'll turn again and
walk off to the right. As soon as he's moving, turn to
the north and run. Ignore any warnings from H.Q. as
you go. Watch for the Island ahead of you as you run,
as soon as you can see it, run to the left of it. You
want to be about 10' left of shore when you get to it.
As soon as you're there, turn left so you can run
straight to the left of the next outcropping. Don't
follow the contour of the Island, or stop and wait
anywhere, keep moving. When you get to the
outcropping, turn left a little, and run to the next
outcropping, where you turn right. Right after you turn
right and start running, watch for a guard to come
running to the shore, you need to take him out so he
can't report you. Continue following the Island, after
you take the next right, aim straight for X-ray, and run
to the left of the boulder just before the Final Hut.
Take out the hut guard, run in and grab the Bio-Data,
then run for Zulu. Run around the left side of the Island
on your way to Zulu, to avoid the hostiles H.Q. warns
you about. Don't let your Mother see the grade you
receive.




  2B. Level 5: Temple at Hohn Kaen
    Armory: Kahuna SR25 SD, DE .50, 2x Ammo, Claymore
            Boomer M4A1 SD, DE .50, 2x Ammo, Smoke, Bang
            Bravo 552, DE .50, 2x Ammo, Frag, Bang
Part I; the SR25 SD Right away, run straight ahead to
the wall (West), turn right and club the guard. Run
back to where you started, as soon as you get past
Bravo, get on your belly. Crawl around the rock to
your left, staying close to it and stopping as soon as
you can look just west of north. Move too far away
from the rock, or too far forward and Boomer will
engage the enemy. Wait for the 2 guards coming down
the path from the West, they will split up, and one will
come straight at you, and stop at the grass. As soon as
he turns around, get up, rush him and club him, then
target his partner with your SR25 SD, or run straight
at him and club him. Get close enough to the water to
spot the guard standing in the boat to your left, and
pull off a head shot. Run under Hut 1 and eavesdrop.
While you're waiting, locate the guard that patrols
between the sniper shack to the northwest, and Hut 2
to the northeast. Snipe his head if you feel you can
make the shot, or go to Hut 2 when he heads west, to
finish eavesdropping first. The last guard is in the
shack at the northwest, go around the north side of the
shack, run in and club him, then order 'Bravo Run to
Charlie', and get yourself there.
  At Charlie, get ready to hustle. Don't run up the
stairs and go through the doorway, run up the hill to
the right of the stairs, and just before you reach the
wall and turn right, order 'Support Sweep'. Make the
right turn and run along the wall as the Helicopter
approaches, it will begin firing as soon as you enter the
doorway. Run down the short hallway, (there are
snipers above you) and turn left as soon as you go
through the doorway. Club the guard outside the door,
then step back to the door, drop on your belly and
crawl away from the door, turn left and crawl up the
hill. Don't crawl into the grass clump, crawl just to the
left of it, and when you get to the top, use your SR25
SD to target the further sniper first, then the close one,
then get up and run back through the door and join
Bravo at Charlie. If you do this quickly, you'll have
both snipers down and be running back to Charlie
before the Helicopter leaves. Order 'Bravo Run to
Echo' and 'Team Fire at Will'. Wait at Charlie and
count the kills as they're called out,  there are 3
guards, and a 4th may come in from the next area at
any time, so be careful when joining Bravo or
approaching the stairs on the way to Delta. Join Bravo
at Echo and use your crosshairs to order them halfway
up the stairs towards Delta. Go up the stairs and move
to the left doorway, lie down and crawl forward but
do not go all the way through. Target the guard
crouched down straight ahead of you, pop him, then
crawl forward enough to toss an M67 into the space
in between the two stairways. Watch for a guard in the
water who comes out from under the bridge and runs
west, he'll stop to the left of the elephant statue so that
you or Boomer can take him out. Crawl sideways to
the left to target the guards moving around in front of
the right side stairs, there will be at least 2. Toss
another M67 between the stairs. Order 'Bravo Run to
Delta', and keep watch for any more guards while
they travel. Join them at Delta, lie down and crawl
sideways to the right and ID the 4 Sentries, then pop
their heads, starting with the furthest guards. You can
also order Bravo to ambush, but I prefer to keep them
healthy for later use. Run north to the stairs on the left
and order Bravo halfway up them. Go up the stairs
and trigger the video about Morgan, then turn right
and run north through the hallway, and stop before the
area widens. Switch to NVG and aim your crosshairs
at the wall to the north, at the top stripe about halfway
up the wall. This will get you close to the height of the
sniper you are about to take out. Carefully turn left
and aim around the corner, the sniper is not going to
give you any slack here, target him as quickly as you
can. The building to the west is where Morgan is,
inspect the area around it for a patrolling guard, if he's
there, you will also find 3 more guards to the south. If
he's not there, the 3 other guards won't be around,
nor will the other sniper be around. If you spot him,
pop him, then drop down into the temple area, turn left
(south), and begin looking for the other 3 guards. They
usually come at you from the far south, sometimes they
climb up the block in front of where Bravo is hiding,
run across and drop down, sometimes they just run
past it. Time to enter the Temple.
   If you don't spot a guard patrolling around Morgan,
drop into the temple area and head south, to the stairs
on your right. Go up the stairs and inside the Temple.
If you cleared guards in the temple area, there will be
a sniper in the southeast wing, and you can target him
through the window on your left as soon as you enter
the Temple. Either way, there is a guard in the hall
leading south. Equip an M67 and as soon as you have
moved forward enough to see the space between the
two columns on the right side of the hall leading south,
throw your grenade as hard as you can into the space.
Wait for it to pop, then move into the hall, ready to
finish him off if he survives. Move to the stairs on the
west side of the Temple, and exit. Lie down as soon
as you get to the bottom of the stairs, turn to the north,
crawl sideways to the wall on the left, and target the
pacing guard inside the building holding Morgan. A
second guard is standing inside to the right of the
doorway, and if there wasn't a guard patrolling outside
the building earlier, there is now, target him next.
Crawl forward until you can see him and pop him,
then go for the guy still inside the building, just move to
the left and forward until you can pop him. If  you
haven't cleared the second sniper and 3 patrols in the
southeast, now is the time. Move towards Zulu while
watching to the east. At Zulu is a doorway, as soon as
you are east of it, get against the north wall and keep
moving east. You will probably encounter the first of
the 3 guards before you get to the east wall. Move
south along the east wall just a little bit, watching for
the guards, let them come to you. Do not go further
south than the stairs you used to enter the Temple, or
you may get hit by the sniper. After all three guards
are down, run back into the Temple using the east
stairs. Target the sniper through the window on your
left as soon as you enter the Temple. This should
'Clear Temple Area', if not, carefully search for the
survivor. At the bottom of the east stairs of the temple,
order 'Team Regroup' and let Bravo join you. Go to
the northeast corner of the temple area and use your
crosshairs to place Bravo there, then use your
crosshairs to have them 'Cover Area' to the
southwest. Now equip your Claymores, and go to the
doorway at Zulu. Place one Claymore about 6 feet
inside the doorway, one in the doorway, and one on
each side of the doorway, outside. Remember to
reequip the claymores after you place each one, unless
you want to blow yourself up. Now go to Morgan,
restrain her, and make sure your detonator is
equipped. Order her to follow, then immediately order
her to hold position, as you've just triggered 3 or 4
guards to attack. Go outside and watch the doorway
at Zulu, Bravo will take care of the guard who spawns
outside the Temple. When you see the guard come out
of the doorway, trigger the detonator and all 4
Claymores will deploy, leaving no one alive. Restock
your M67s at the doorway, then go back and fetch
Morgan, and take her to Zulu. Order 'Support
Extract', and 4 more guards will spawn. Normally you
will find them on the west side of the Temple, hiding in
the nook south of the stairs. Bomb them with at least 4
M67s, and you may find one or more survives
anyway, these guys must be made of Kevlar polygons.
Time to go for the Ambassador.
 Head out of the Temple area using the same stairs
you used to enter, just jump up on the block to gain
access. Head north to where the path turns left, but
don't go around the corner. There are 2 guards
patrolling on the ground, and a sniper on the roof to
the west. Carefully take the left turn, watching for the
closest guard. Cap him, then get his partner on the
right side, then get the sniper before heading west.
Once in a while a 4th guard comes out of the door
under the sniper, so keep your eyes open as you
approach. When you get to the door, order 'Bravo
Run to Whiskey, and they'll run into a guard on the
way. Follow them and stop just before you go through
the next doorway. You'll see Bravo hiding behind a
weird little building, There is another little building to
the right, and a guard is hiding inside. Equip your
M67s and bomb him through the window. He's
usually in the south corner, which is the corner closest
to you. Watch out as you approach, there may be a
guard between the two buildings, a little further
northwest. You can check for him by traveling to the
left of the structure Bravo is hiding behind. Order
'Bravo Run to Juliet'. There is a guard at Juliet, I've
lost Bravo often enough to him that if they are in poor
shape I go for him by myself. Travel the left side to
spot him, he's up on top of the wall with 3 doorways.
Run up to the top of the stairs leading to Juliet. From
there you can target a couple guards patrolling on the
ground, and a sniper or two on top of the building
housing the Ambassador. The last guard will come
running out of the building when you approach, just
wait outside the door and club him. Go in and restrain
the Ambassador, and you are finished.



  2C. Level 6: City of the Forgotten
        Armory: Kahuna SR-25 SD, DE .50, 2x Ammo, Frag
                Boomer M4A1 SD, DE .50, 2x Ammo, Bang, Smoke
                Bravo 552, DE .50, 2x Ammo, Frag
Part I; The SR-25 SD  Order 'Bravo Hold Position',
head along the right side of the path until you get past
the water. On your left you'll see a hut in the mist, you
can crouch behind the brush and target both guards
through the side window, or crawl forward and take
them out through the front window. Stay tight against
the wall as you move northeast, stop before the
dropoff and scan with NVG for the first of 4 patrols.
Pop him with your SR-25 SD, then run to where he
dropped. You can also wait for him to stop coming
towards you, and rush him when he turns around, but
that will delay you. Head east along the line marked on
the Tac-map, using your NVG, and you'll find the next
patrol traveling from south to north across the path.
Although all 4 patrols can be rushed and clubbed,
you'll save time by using your rifle. Follow the Tac-
map path again, the next patrol travels north to south.
Take him out and then abandon the Tac-map path, go
left to the riverbank and follow that to the next hut,
stop when you have a view of the whole hut. Order
'Team Follow'. Usually you'll have to wait a little for
him to come from beyond the hut, but not always.
There may or may not be a guard inside the hut, run
sideways to your right, watching the window, you
should be able to spot and target his head if he's in
there. Then get to the far right and follow the wall
around until you see the next hut, which will satisfy the
primary objective, 'Recon Insertion Area'.
Run straight at the left side of the hut until you can see
the stone wall behind it. Use your crosshairs to order
Bravo to the stone wall, just left of the far left corner
of the hut. Get back to the wall and continue following
tight up against it until you reach another dropoff, and
stop. You should be able to see 3 tall poles sticking up
on the right, and a stubby one to the left of them. 4
guards patrol near the tall poles, drop them with
headshots. Order 'Team Fire at Will'. One of the 4
guards should move in on your side of the poles, don't
blow the shot, he's holding an MGL. The 5th and 6th
guards are to the south, if you take out 5 of them
quickly and quietly, then the guard in the hut won't
come out, if he's even in there. Draw your DE .50 and
fire a shot at the hut, switch back to your rifle and
watch out, because now they'll come after you, if
there are any left in the area. Take out all 6 and the
riverbank is secure, although enough noise could draw
in guards from the Compound. Now head west along
the wall, you'll come to a little stone peak, begin
watching even more carefully as you continue on.
There are several more guards to deal with. Once you
can see the stairs at Delta, hold your position and
watch for 2 guards to come down the stairs. While
you wait, target the guard to the left of the stairs. If the
guards won't come, carefully advance to the right of
the stairs, you'll see a slot in the broken wall, which is
perfect for disposing of a couple M67s. I like to throw
two and then retreat and wait a little, to see if anything
moves, look towards the Compound too. Run back to
the stone peak, turn south and head towards the
compound. There is a little bit of high ground you can
use to scan most of the area in front of the Compound.
Order 'Team Regroup'
 There are stairs at the east end of the compound, but
I prefer to go to Delta, and as you go up those stairs,
watch carefully to the right, you may find one or two
guards still there by the campfire if they survived your
grenades. Head east along the compound and stop
before you get to the end of the building. Unless you
used the high ground to eliminate the guard who stands
at the south in front of the Compound, you'll spot him
first. Ther are two towers in front of the compound,
move to the stairs of the north tower, and watch the
Compound stairs for a guard to come running out.
After he's gone, move south a little, and a guard will
appear in front of the compound, at the southeast
corner. Drop him, and head to the north stairs of the
south tower, keeping an eye on the Compound
entrance. Two guards are inside, and are difficult to
deal with, as they don't want to come out mo matter
what ruckus you raise. Stand at the top of the stairs
you are on and throw an M67 into the Compound,
maybe you'll get lucky and they'll show themselves. If
you have to, carefully approach the Compound
entrance and try throwing grenades deep inside, or
charge in and try to shoot it out. They are good shots,
try to draw them out first.
Part II; M16A2/AK47 Pick up a weapon and restock
your M67s, it's time to flush out a chicken. Head
south from the Compound and run to the wall, east of
the doorway to Echo. Aim west and send Bravo to
the wall, so they end up with a good view of Echo.
Run over and use your crosshairs to have them cover
Echo, then get things going by entering the doorway to
Echo and tossing an M67. I like to throw it hard
against the wall so it bounces into the path, to the right.
Position yourself to drop the guards as they come
running around the corner, about 10 of them. When
Thongkong makes a run for it, he'll be coming your
way, so carefully make your way around the path until
you can watch the Temple area, looking west. If you
move into the Temple area, you might let him get by,
as he can exit the Temple from the south or east. If
you use NVG, you'll get a 'Leader Identified'
message just before he's visible. A few shots  past his
head can make him halt, a single shot to his shin can
make him surrender, however he's got backup right
behind him, so if you don't want your teammates to
kill him, order them to hold fire, and take out his hens
by yourself. Don't kill him after he's been restrained,
you'll end the mission. Kill him before he's restrained,
and you'll miss out on the secondary objective
'Restrain Leader', but the mission will continue. After
he's dealt with, head north until you can see the
Temple stairs, there should be a guard camping
halfway up the stairs. Take him out, then get as far
north as you can, and look to the west. You'll see a
broken down building, there is a guard hiding on the
other side, looking towards the Temple. Take him
from behind, then carefully scan for any leftovers,
especially on the stairs, you should find another
camper, halfway up. WILL FINISH THIS SOON!
SORRY




3. OPERATION SWIFT JUSTICE
   A. Level 7: Mercenary Staging Area
      Armory: Kahuna M4A1 SD, DE.50, 2x Ammo
 Had this one done, but lost the data, will fix soon!


3B. Level 8: POW CAMP
Armory: Kahuna M82A1A, DE .50, 2x Ammo
       Boomer AKS-74, DE .50, 2x Ammo, Smoke
       Jester M60E3, DE .50, 2x Ammo
       Spectre M63A, DE .50, 2x Ammo
Part I; the M82A1A. Boomer is not needed here,
keep him alive only to avoid mission failure if Bravo
should come to harm near the end. Primary weapons
for Boomer and Bravo can be the AKS-74, 552,
M60E3, M63A, or F90. The ones I listed under
Armory are what they carried when I wrote this.

   Start out by running a short distance down the path-
just past Charlie. On the right side is a clump of leafy
brush between two trees, lie down on it and sight
down the path. Take out the closer guard first, and
then get his partner. Order 'Team Fire at Will', and
get ready to take out 3 more guards as they appear
from behind the tree. They may come running out, or
try sneaking out, just make sure you get three guys,
even if the message 'Perimeter Mercs Eliminated'
pops up after two.
 Once you've taken out the first five guys, head down
the path, to the tree where the guards came out. You'll
be standing just before the top of a little hill. Stand on
the right side of the path, next to the tree, and look to
the next large tree on the left side of the path. The
base of the tree forms a corner, aim your crosshairs at
the ground, just below the corner, and order 'Bravo
Run to Crosshairs'. This will place them on the left
side of the path, fairly close to the tree. After Bravo
settles in, aim your crosshairs at the path, and order
'Bravo Cover Area'. Now run up the path to Recon
the Sentry, and snipe him. You must aim quickly,
because he'll take you out in short order. I run past
the tree, then I aim up slightly and move to the right
until I can spot him through the fork in the tree he's
behind. Zoom in and pop him. As soon as he's down,
turn around and run back, past Bravo, past the tree
you stood by to place Bravo, turn left and run towards
the large rock, far enough that Boomer follows you off
the path. Once you've led Boomer to safety, head
back towards the path, but don't get too close, and
get ready for the two machine gunners coming after
you. Bravo may eliminate them, or allow them to run
past. If they get past Bravo and come into view, fire a
shot at them, and even if you miss, Bravo will take him
out. More often than not this tactic works, but if you
lose Bravo team, just restart, you're only a couple
minutes in so far. Once the two gunners are dead, you
get the message 'Entry Area Secure', unless you failed
to take out the sentry earlier. Do not send Bravo to
take out that sentry, he'll cut them to pieces.
  Head farther down the path, staying to the right side
of the path. You should get to the far right as soon as
you can. Follow the wall, and you'll run over a large
rock slab that forms a slight hill. As soon as you get
past the slab, order 'Bravo Run to Delta'. Keep
running straight ahead, and as the wall curves off to the
right, run straight ahead to the rock cliff. You'll have to
move to the right slightly as you climb onto the rock,
so you can get a clear view of the right side of the
sniper tower. Zoom in on the right corner, so you're
scope view is framed at the sides and bottom by the
wood, and at the top by the mesh hanging down. As
soon as Bravo moves close enough to Delta, the
sniper will appear before you. Shoot quickly or die.
As soon as the sniper is down, jump back and turn
right. Move ahead, stay close to the rock on your left,
and as soon as the ground begins sloping down,
crouch and get an M67 ready. I like to wait there,
holding the grenade, ready to throw it full force. I aim
it a little left (southwest), so it will bounce off the far
wall. If you throw it as soon as you hear them coming,
it will be a little too early, so I wait about a second. If
you get lucky, you'll take out both guys, and the
message 'Area Two Secured' will appear. Usually,
you only get one of them, and after a moment the
second guy will come running out. Sometimes the
second one runs away and hides by a certain tree, if
that happens, you can backtrack a little, get up on the
rock cliff, crouch and lob a grenade on him. Just stay
back on the edge of the cliff, because he will damage
you if he sees you.
Once area two is cleared, begin heading south,
following the wall towards Echo. Just before you get </pre><pre id="faqspan-2">
to Echo, there is a large rock that forms a small path.
Just before you get to this rock, you'll see that the
rock wall you followed turns a little left, forming a
slight corner. Stand in the corner, against the wall and
look east. On the ground in front of you is a 'plus
sign', with a small green circle in the center, just to the
right of that is a dark spot on the ground which almost
forms an oval shape. Aim your crosshairs at the left
side of the dark spot (The left edge of your crosshairs
will be slightly above, and to the right of the green spot
in the plus sign) Order 'Bravo Run to Crosshairs', and
wait for them to arrive from Delta. Once Bravo is
holding, step in front of them and look to the south.
Bravo should be behind you, and you should be
looking through the path formed by a large rock on the
left, and the rock wall on your right. Aim your
crosshairs at the ground in front of you and order
'Bravo Cover Area'. (Be careful when you move in
front of Bravo, if you crowd Jester, he'll move out of
position) Once you have Bravo covering, turn right
and lie down. Give Boomer a moment to lie down, or
he may walk behind you and get his head sniped off.
Crawl towards the rock wall (west) and crawl up the
slope, staying close to the wall. Follow the wall as it
curves to the right, until the rock levels off. Begin
turning left as you crawl, and then zoom in on the
Sniper tower slightly to the west of south. Pop the
sniper and don't be concerned about the screaming
guard, Bravo will put him to sleep. Turn south, and
you should be looking just to the right of a large tree,
equip your M67, and toss one straight ahead, using
7/8 of your maximum throw distance. (If you throw
one full strength, you'll miss, and if you throw one at
3/4, it will land in front of you and you'll be sorry). As
soon as I toss it, I switch to 3rd person view, get into a
crouch, and inch forward so I can watch the
fireworks, and jump down as soon as the grenade
pops, because if he doesn't die, I rush in and club him.
As soon as he's down, run into the river and turn left.
Run past the tree that's growing out of a rock in the
middle of the river, and continue ahead slightly, you'll
see an outcropping of rock on your right. I switch to
1st person view and run to the outcropping, aiming up
at the right corner of the Sniper tower. Quickly zoom
in and as soon as the Sniper moves to the corner, pop
him. If you move too far past the outcropping, he
won't come to the corner, but he will pop Boomer,
and then you. When he moves to the corner, don't
worry about the pole he's behind, your M82A1A will
blow right through it. As soon as you pop him, zoom
back out, and use your left stick to run sideways, to
the left, up out of the water, up the hill a little, until
your crosshairs are near the left side of the tower.
Zoom in and wait for the other Sniper to show himself,
then show him who's boss. If you fail to take out the
right side Sniper with one shot, the left side Sniper will
be waiting for you, and will probably take you out, so
aim carefully. The left side Sniper won't give you much
time either, so be ready. As soon as both snipers are
down, Order 'Bravo Follow', and run back to the
rock you crawled up earlier, pick up the AKS-74 left
behind by Bravo's victim, then run and grab more
ammo from the guy you bombed by the tree. Make
sure you're clip is full, and you're set for full automatic
firing. Now it's time to have some fun!

  Part II; the AKS-74
 With your team following you, head west, to the wall.
Follow the wall towards the POW camp, using the
mist filled ditch. Just before you climb up out of the
ditch, turn around and wait for your team to catch up.
If they get too far behind they'll get shot up when you
start the next firefight. Head along the wall, it will curve
to the left until you're heading south. Cross the river,
and turn left to climb the stairs. As soon as you get to
the top, crouch and get ready to take out 5 guys
charging at you, or, pull back on your stick and drop
back down. As soon as you're back on the ground,
crouch and aim up at the top of the stairs. Use 1st
person view to avoid shooting the stairs. There is a
clump of brush you can get behind, but it won't hide
you, so position yourself between the brush and the
stairs, and get ready for the first guy, who will come
running. As soon as you finish him, turn right and run
behind the tree, then get right back into position by the
stairs, quickly. This will bring out more guards. My
favorite spot is crouching in 1st person view, so that as
I look up at the top of the stairs, you can see tree tops
in the distance, or a little closer, until the tree tops are
no longer visible. If you move too close to the stairs,
the enemies will leap off the stairs, and land amongst
your team, and the crossfire will damage more than
just enemies. They will leap down if you fail to hit them
when they appear, or they will take cover up there and
begin firing on you, so be ready to pop them as soon
as they appear. You need to take out five guys total,
one is already down. Merc number 2 will appear
shortly, sometimes he's there right after you return
from running behind the tree, sometimes he makes you
wait a little. Merc 3 is usually right behind 2, and is
probably Magnus, and he requires a couple extra
bullets, unless you can pull off a headshot. He may run
back to the POW camp if you fail to finish him off, but
he's more likely to kill you, so make sure you fire on
him until he's down for good. 4 and 5 are ordinary
Mercs, and they may make you wait a little before
they arrive. Sometimes the 5th fails to appear, he may
be standing below the Sniper tower at the POW
camp, or hiding between you and the camp. If he fails
to appear, you can head back towards Echo.
(following the wall, to avoid him firing on you and your
team) As you travel the mist filled ditch towards Echo,
there are two large trees on your right, from the
second tree, you can spot him standing below the
tower, and use your binoculars to target him. If he's
not under the tower, then go back to the stairs and
head towards the camp cautiously, you may find him
under the tower as you approach camp. The fifth guy
could also be Magnus, in which case he will be
patrolling the camp, quite vigorously. Once all five
camp guys are disposed of, Order 'Bravo Run to
Juliet'.
   It's time to clear Romeo, which requires a little
ritual if Boomer is still alive. Head to the POW camp,
and go into the shack inside the camp. (If Boomer is
already dead, skip this and head out of the camp)
Head down inside and go behind the stairs and wait
for Boomer to join you. You need to delay him,
because if he accompanies you when you try to clear
Romeo, he'll get both of you killed. Once Boomer is
inside the shack, run out of the shack, and turn to your
left, (west) and aim your crosshairs in the direction of
the stone stairs where you had the firefight with the
camp guards, then order 'Able Deploy Smoke'. Then
head out of the camp, past Bravo, and turn right, and
follow the camp fence. Just before the ground you're
on narrows and begins sloping down, there is a corner
you can crawl up to that overlooks the cabin at
Romeo. Use 3rd person view, and as you approach
the corner, two guards will run up to the cabin's
porch. You can move to the edge as soon as the
second guard makes it to the porch stairs, you don't
have to wait for him to settle in on the porch. At this
time Boomer will probably report 'Item Deployed' or
inform you he can't do it. Either way, move up to the
edge and use your binoculars to target the first guard,
the one on the left side of the porch. Give him a blast
from his deceased comrade's AKS-74, then quickly
target the right side guard and blast him too. Then
swing your binoculars to the right, and target the last
guy, crouching by the tree. Finish him off and Romeo
is clear. Do not go any farther towards Romeo or
clearing the next area will be difficult.
   Head back towards the camp and stand by the
entrance, and look east. You should see a large rock
in front of you, and a dirt path on your left. As you
follow the dirt path, you will see it changes color from
tan to gray right after the rock, and there is a second
large rock right after the first, with a grass path
between the two rocks. Aim your crosshairs at the tan
path, just short of where it changes to gray; there is a
little ridge that separates the two colors. When you
order 'Bravo Run to Crosshairs', you want them to be
on the west side of the ridge, but as close to it as
possible. After you've got Bravo placed, aim ahead of
them, at the gray path, and order 'Bravo Cover Area',
then turn right, and head between the rocks. As soon
as you get through the rocks, turn left (East), and
you'll be overlooking the cabin at Romeo. Although it
appears that stepping off the edge would kill Kahuna,
he'll actually drop down unharmed. Drop down, and
follow the rock on your left, and as you approach an
opening in the rock that would allow you to turn left
and head towards Foxtrot, you'll hear Bravo call out
'Tango Sighted' and fire their weapons. Before you
cross the path, wait until Bravo reports a successful
kill. As soon as you cross the path, stop and wait, and
Bravo will take out another Merc. Boomer will
sometimes follow you, and sometimes he'll head for
the path that Bravo is covering. If he tries to take the
path, he will die. Either way, once Bravo has
eliminated both Mercs, Order 'Bravo Run to Juliet',
then you can take the path that heads (Northeast)
towards Foxtrot, but do not emerge from the path.
Use first person view and edge out carefully, aiming up
towards the Sniper tower. Step out only enough to see
the corner, the Sniper will either be there, or will soon
appear. Use your Binoculars to target and eliminate
him, then duck back in to the path, and get ready for
two Mercs who will appear at the end of the path, and
pop them both. After they are down, you can edge out
and get the second Sniper in the tower. Now you can
head to the Extraction Zone to cap another guy, or
you can head north, cross the river, pass the Sniper
tower and take the path that curves around as it leads
up to the top of the hill over Foxtrot. From the peak
you can target the Merc at the Extraction Zone
without risk. Either method you choose, order 'Bravo
Run to Foxtrot as you do it. (I prefer the hill; it's too
close to the end to take any unnecessary risks). Once
the Extraction Zone is clear, jump in the river and head
northeast, towards the Cave entrance. Stop short of
the entrance, run back a little, turn around and get
ready for 4 Mercs who need to have their polygons
dissipated. Once they are down, head back up to the
Extraction Zone. At the Extraction Zone, move
towards the Sniper tower, down onto the angled
surface close to the tower. Aim towards Whisky, and
you'll see a Merc's head on the other side of the rock
at Whiskey. Use your Binoculars to aim just above his
head, and let your AKS rip. This fool will actually
stand up when he hears you fire, and if your aim is
correct, he'll take a head shot as he's getting up. If
you aren't sure he's down, just watch for a moment
with your binoculars, he'll start peeking over the rock
if he's still alive. There is a second guard at Whiskey,
but he travels between the cabin and the cave, and
although it's possible to target him from the Extraction
Zone, he's a little too far off. So, head towards
Whiskey, following the path, as you approach the
rock at Whiskey watch for the other Merc. If he's
standing to the left of the cabin, you should be able to
take him out with an M67. If he's not there, the trees
on the left can be used as cover to move south, but
watch out for him, he may be moving. I prefer to wait
behind the rock at Whiskey until he's near the cabin,
the M67 way is low risk. Once he's finished, order
'Bravo Run to Whisky', and move south, staying far
left. When you get to the tree that's too far left for you
to slip through, (keep in mind a Merc on the path
could target you there) move around it carefully, using
3rd person view to make sure there aren't any Mercs
standing on the path on your left that leads to the cave.
There shouldn't be, if you took out all 4 guys at the
other end of the cave. Take Bravo to the cave and
move in until you can see two oval openings into a
chamber. Once you enter that chamber, the firefight is
on, so don't go in, stand at the right opening and aim
your crosshairs at the ground in front of the path on
the right side of the chamber. Order 'Bravo Ambush',
and get back. I believe there are four Mercs, but
anytime I've tried to join the fight, bullets stream out of
the dark and I'm done. Once the firefight is over, head
up into the chambers (send Bravo in first if you want)
and secure the POW. If you've cleared the cave, the
message will pop up. If not, you'll have to make a
cautious trip to the POW camp (Bravo Lead to Juliet).
From the POW camp, order 'Bravo Lead to Zulu'. If
you've cleared the caves, you now own this level, and
may move about the area freely. Do not take any
POWs to the extraction zone unless you take all three.
If you want to see what I mean, take 1 POW to the
Extraction Zone. Scotty will suddenly beam in a Merc.
The times I've done this, he spawns near the POW, in
the direction of the Sniper tower. OK, on to #9




3C. Level 9: MOUNTAIN ASSAULT
Armory: Kahuna M4A1 SD, 2x Ammo, Bang, Smoke
       Boomer F90, DE .50, 2x Ammo, Bang, Smoke
       Bravo 552, DE .50, 2x Ammo, Frag, Bang
Part I; The M4A1 SD  At the start, turn around and
run east to the wall. Turn left, and as you follow the
wall, drop on your belly before the wall turns left.
Crawl along the wall and stop about 6-10 feet short of
where the ground begins sloping down, turn to the
west, and use NVG to target the right side guard up
on the bridge. There are 2 guards on the bridge and 3
on the ground. Waiting for the three on the ground to
be visible is too risky, as the bridge guards may spot
you while you wait, so take out the right side guard,
then order 'Team Fire at Will' and let a teammate take
out the second bridge guard, his weapon will bring the
other 3 running. Help them drop the 3 guys, then aim
slightly left of the boulder on the right. Move your
crosshairs straight down into the water, almost to the
lower riverbank, and order 'Bravo Run to
Crosshairs'. Once they're settled in, move the
crosshairs up to the far riverbank and order 'Bravo
Cover Area'. Then you can move west, through the
brush, and stop at the last clump of brush in front of
the boulder on your left. Crouch down and turn to the
northwest, and make sure you're hidden behind the
brush. You'll have a great view with NVG of the
brush the next 4 guys come running through, and you'll
also be able to watch the ladder on the left edge of the
boulder. You can wait, or throw a Mark141 as far as
you can to get things moving. You can just sit there
and watch if you want, Bravo will probably take care
of them as they come running out, but you can help out
if you want. Watch for one to try to climb up the
ladder. As soon as 4 guys are down, run to the right of
the brush clump that conceals the bottom of the ladder
on the boulder. There are six guards left. Look
northwest, through the brush, you can spot 2 of them
in the distance, (if they aren't there, move in a little
closer and they'll appear) try to take both of them out,
then pick up M67s before returning to your hiding
spot.
   There are at least 4 more guys left, see how many
you can coax through the brush with an M67. I can
never get more than 3 to come, so then I turn left and
follow the boulder around to the left until I'm almost
heading south, you'll see a path on the right on the
other side of the river. Run through there and keep
turning right until you can see the path. There is brush
you can use for cover to look north at the barricades
where the last guy or 2 waits. As soon as it's clear, I
place Bravo at the barricade on the path while I go
clear the towers. As you head north down the path,
stop where it narrows and throw smoke into the
corner where you'll turn right. I like to throw a couple;
it increases the chances of getting Boomer through
alive. Once the smoke is thick, run as far north as you
can, then turn right and stay as far left as you can while
you run towards the sniper tower. Stay on the hill just
before the tower, and use NVG to scan the other
tower to the north until your crosshairs locate him. If
you move up onto level ground you increase the
chance you'll be sniped. It's possible he's left the
tower and is on the ground, and occasionally I've had
a hard time finding him even though he's there. Send 4
or 5 bullets his way if you can find him. Once I'm sure
he's down, I climb up and quickly run around and club
the other sniper, then run back down to the path and
order 'Team Regroup'. Continue following the path
until it turns west. On the left side of the path is a
clump of leafy brush, run through it and continue up
the left side and crouch behind the clump of grass, and
get ready for 3 charging guards, one comes from the
right side, 2 on the left. They are easy to drop if you
lead correctly, then watch for a 4th guard to appear at
the end of the path, on the left. He will step out and
begin shooting, so target him quickly. Drop him, then
run up the right side of the path, and stop a few feet
before the grass clump, and wait for two more guards
to come out. Once they're done, pick up either the
M63A or AK-47. I recommend the M63A. Pick up
ammo and head up to the north. Run almost to the
end, past the first path on the right, but stop before the
second path. There is a bunch of brush just south of
the second path on the right, order Bravo behind it
and have them cover the path, then run down the short
path and stop before the clump of grass and toss an
M67. Turn around and run back far enough northwest
to draw Boomer away from the path, then you can get
into position just north of the path and coax out about
8 guards. You might have to toss more grenades from
the brush on the path to get them all to come. Once
you feel you've got 'em all, send Bravo to Foxtrot,
and wait for them to get there in case there are still
Mercs waiting nearby. Don't move too close to the
bunker or the snipers will pop you. Just to the left of
Foxtrot is fine for lasing. After
the airstrike, start following the path towards bunker
2. Just before the path turns left from east to northeast,
you can spot a guard, and use an M67 to take him
out. Just north of him on the left side of the path is a
nook that doesn't appear on the Tac-map. A guard
hides in there, and sometimes comes out when you
attack his comrade. You can throw an M67 in the
nook, but be ready in case he comes running out.
Continue northeast, and just before the path turns
north, there is a rock formation overhanging the path,
with a tree root going straight out the bottom. Place
yourself on the left side of the path, behind the grass. If
they don't come running, fire a shot or toss an M67 to
get things going, you need to coax out 3 guards. After
they're down, you have a sniper to deal with, and
unlike most of the other enemies in this game, your
crosshairs will not ID him. Crawl north on the path,
you'll see clumps of brush on the left after the rock
formation. Crawl towards the brush and then into it
until you can spot the sniper on a ledge, under a rock
overhang. He's usually left of the center of the ledge
he's on. Aim from the brush towards Zulu to find him,
and take him out. (If he gets away, watch out when
entering the 4th bunker)Turn to the west, and you'll
see an opening you can use to lase bunker 2. Don't
move closer to it, (snipers) just move left or right until
you can lase it. You can move the crosshairs around
while lasing to locate your target. Make sure your
team is with you before you lase in case you come
under attack. After the airstrike, sidestep right and
take out 2 guards on the hill. The one closer to the top
of the hill usually tries to run away, so I target him first.
Now head up the hill and lase #3, you can do it just
before you're far enough to turn right to go to Zulu.
After the last airstrike, head towards Zulu. If you
select 'Infiltrate Bunker' on the Tac-map, a gold star
will mark your next stop. Hide behind the brush at that
corner and take out 6 guards. The last guard or two
might make you approach the bunker door before
they'll come out, but they're easy kills if you wait near
the door. After all 6 are down, enter the bunker, head
down the stairs, turn right and go down the ramp.
Follow the path and when it turns to the south, go
through the two rooms, (ignore the stairway for now)
and get ready as you approach the next left turn for
two more guards. Take them out, and the floor you're
on is clear. Go disable the two batteries, then
backtrack to the room with the stairwell. If you go
down the stairs, there are two Mercs at the bottom. I
like to stand at the top and bounce an M67 off the
wall to soften them up and get them coming up after
me, you can target them through the mesh as they run
up, and you can use your crosshairs to send Bravo
halfway down to meet them. Once you get to the
bottom of the stairs, shoot the light in front of you, and
a guard should come from the room ahead of you, so
take him out. There will be 2 more in the room, hiding
behind boxes. I move close enough to throw an M67
into the room, then take out the two guards as they get
up and run around. That leaves 1 guard outside the
door to the room the POW is in, until you disable the
magnetic lock. As you approach the door on the left
side of the room, you can look through at an angle and
target the guard. After he's down, I like to place
Bravo at the door, covering it, in case the 2 guards
come out when the door opens.
  Take out the last battery, which releases the
magnetic lock, and head back to the door, which is
now open. Order Bravo and Able to Bang-Clear, then
go in and restrain the POW after it's clear.


4. OPERATION SERPENT STRIKE
A. Level 10: Prison Break
  Armory: Team M4A1 SD, DE .50, 2x Ammo, Frag
   Be forewarned, if you are the type that throws
controllers, do not attempt this level, or you will end
up throwing your TV out the window, and jumping up
and down on your PS2 until it resembles the game's
coding. If you choose to use an M203 equipped
weapon, several guards are holding M203 HEs, so
grab 2x Ammo and M203 Frags. I have never been
able to take the Heli with M203's, (maybe you can)
they just fly way over it, and the two times I was able
to hit it several times, it was unaffected. Once, I put
Pickle in the cell north of the cellblock, checked the
upstairs for hostiles, and placed Bravo at the bottom
of the stairs as I left to prepare for the Heli battle. I
noticed Boomer was missing, so I checked the Tac-
map and found he was trapped on the stairs by Bravo,
and just as I feared, he got free and tried to join me as
the Heli arrived. So I waited inside, to see if he'd
make it to safety, he didn't. But when I went outside,
the Heli was already smoking, and it only took 12
bullets to make it blow! The M4A1-M203 and
M16A2-M203 can take out guards across the valley
without setting off the prison alarm, and it's easy to
take out the generator with an M203 Frag. Taking out
guards in front of the prison gate, or in view of other
guards that aren't then killed immediately, or letting
one discharge his weapon will set off the alarm. As
soon as you blow the generator, with a Frag or an
M203 Frag, you can do whatever you want (even
noisy firefights) without blowing the secondary
objective 'Explosive Diversion'. Also, you may wish
to dispose of Boomer, he probably will die trying to
follow you into the Armory anyway, and if he gets in
there with you, he might  pin you in a corner on the
second story and just stand there letting the enemy
shoot you down. As usual, I let him live, just to
prevent mission failure if Bravo is eliminated. Lastly, if
you get tired of hearing the narration at the start, you
can usually eliminate it by tapping O as the level
begins, since you need to order 'Team Fire at Will'
anyway, and then attacking the first two guards
quickly enough to get Boomer to talk before she does.
Good Luck.
Part I; The M4A1 SD. This first move needs to be
done rapidly. You have to take a diagonal step
forward and to the right to get around Boomer, then
sidestep right to the other side of the boulder. Run
forward towards the two guards, staying tight against
the boulder on your left. A little bit past halfway to the
guards, the right side one usually begins to turn to his
left. Run diagonally towards him, and club him, then
immediately club his partner. Order 'Team Fire at
Will' if you haven't already. Run towards the
northeast, to get the next three guards. Use NVG to
see if you can spot the first guard ahead of you on the
path. If he's there, don't run up behind him, run farther
to the east and circle left around the boulder, until you
can run straight at him and club him just as he gets to
the cliff edge. Sometimes Boomer while take him out
just before you club him. Rarely, you'll find a second
guard on the path, right around the corner, that spots
you. If that happens, I restart. If he's not on the path,
he'll be coming down the path across the valley, just
aim your crosshairs about halfway up the path, and
order 'Bravo Run to Crosshairs', they'll take him out,
then they'll deal with second guard at the far end of
the bridge, as they travel across the valley, shoot them
yourself to save time instead of bullets. To spot the
guard at the far end of the bridge, step up on the
higher ground on the west side of the path you're on,
or go to the cliff edge on the path. If the bridge guard
is not there, look away and then look back, if he's still
not there, he will eventually come walking up out of
the valley on the path, but if you take out the next
guard soon enough, you won't have to deal with him.
If you alert him, he will either run at an incredible
speed across the bridge, then turn left and run straight
at you along the cliff edge, or jump down into the
valley and run across to come up the path.
    The last guard that needs to be taken out before
you cross the valley, patrols the east end, and if you
stand up and watch, and wait, you can usually spot
him and take him out. The best spot is at the far east
when he walks all the way to the edge of the cliff, but
he doesn't always go there. You might spot him
walking west, in the distance. If you take out a guard
to the east of the furthest east boulder, you've got
your man. You can also aim your crosshairs across the
valley, close to the east wall at the end of the path, and
order Bravo to crosshairs, then wait to see if they get
him without setting off the alarm, but half the time
they'll just sit there and let him shoot them, so you're
better off letting them wait halfway up the path while
you do the honors. After he's eliminated, drop off the
path down into the valley, cross and take the path up
the other side. Head up to the top of the path, order
'Team Hold Fire' and 'Team Follow'. Travel the far
east wall until you're directly east of the first sniper
tower. I don't recommend taking out the first sniper,
he likes to sound the alarm even when he's dead.
 He'll spot you if he's looking east or north, so try to
determine where he's looking before you take your
team north. There is a large boulder that has a notch in
the middle to spy through. When your whole team has
caught up with you, and you see him head to the south
window, it's safe to run. As you follow the wall, you'll
come to a large nook in the wall; follow against the
wall, and stop just before you emerge from the nook,
let your team catch up. Then order 'Team Fire at
Will'. As you leave the nook and head northwest, you
can see half of the next sniper tower. Order 'Team
Fire at Will'.
  To sneak past him, pass by the right side of the
boulder that's blocking your view of the left side of the
tower, and as you pass it, head straight towards the
closest (southeast) corner of the sniper tower, until
you get to the prison wall. If you're lucky one of your
teammates will cap him. Stay against the wall and
move north, to the corner, but don't go around it. Turn
and look south, aim your crosshairs at the ground,
about halfway up the hill, and order 'Bravo Run to
Crosshairs'. You want to bring them in close enough
to the tower that the sniper won't spot them. If they
refuse to come, you're aiming too close to the wall
(avoid the gray stripe along the prison wall), or too
close to yourself. Then use 3rd person view to watch
for the patrolling guard. He either comes around the
prison wall corner to the west, or comes from behind
the boulder on the right, either way, wait at the corner
and he'll come walking up for a clubbing, although it
takes a minute for him to arrive. If he comes from the
west, you can step out a little and shoot him (M4A1
SD or SR25 SD), if he comes from behind the
boulder, watch him approach, he may turn his back to
you for a moment, so you can shoot him. After
disposing of the guard, head west, staying close to the
wall. Just before you make the next left, order 'Team
Follow'. Turn left at the corner and run to Delta.
   Equip your M67s (or M203s), climb up the wall at
Delta, blast the generator. You must jump down as
soon as you fire an M203, to avoid damage from the
shrapnel, the M67s give you a moment. If you destroy
the generator before the alarm goes off, you can then
do anything you want without losing the ability to pull
off the 'Explosive Diversion'. This pre-diversion
vandalism will save you from having to listen to the
siren. Also, if you enter the prison before you destroy
the generator, or if the 3rd sniper fires at you, you lose
the ability to pull off the 'Explosive Diversion',
although you can continue following this guide
regardless of this secondary objective, it only affects
your grade at the end.
   Order 'Bravo Run to Delta', head west, turn left,
head south into the corner and wait for Boomer.
You're under the third sniper tower, and IMO, the
hardest to sneak past, so kill him.
   To take out the 3rd sniper, step backwards, moving
west, along the wall on your right, just a few steps,
enough to find the sniper in his tower. If he's looking
west, you've got a perfect headshot. If he's looking
north, he will look west almost immediately.
Sometimes he's yelling and you have to travel west
until you can spot the east window through the west
window, then step left until you can target him, then
get back over to the wall right away. Then you must
head east, back into the corner, and sidestep north,
your back against the wall, to spot the sniper that
spawns on top of the Armory when you take out the
third sniper. If you don't wait for Boomer to catch up
before taking out the 3rd sniper, the Armory sniper will
cap him as he joins you. As soon as you've blasted
him and the Armory sniper, order 'Team Follow'. Run
west, take a left around the corner, and place a satchel
at the crack in the wall by Charlie. Take cover behind
one of the two boulders, and make sure your team
takes cover. I set my weapon to full auto-fire while I
wait.
   Immediately after the explosion, order 'Bravo Run
to Charlie', run through the hole in the wall, turn left,
head for the door on the west side of the Armory, stay
tight up against the wall of the Armory as you go, most
of the time an MGL guard will come out as you
approach, so keep your crosshairs aimed at the
doorway as you go, ready to drop him. He will be
inside if you don't meet him on your approach, where
his MGL is no good to him.
Before you enter, use 3rd person view to inspect the
room, but do it quickly, you need to get on the stairs
as soon as possible.
   The second guard for the first floor carries an
AKS-74. If the MGL guy is still inside, he's usually in
the middle of the room, or heading out to get you. The
guy with the AK could be in the room to the south,
although sometimes he is in the west room, with the
MGL guard, which is a really bad situation. Watch out
for him to spawn in front of you, as soon as you enter
the Armory, directly east of the door, against the wall,
if you can't spot him before entering. This is a tough
moment, good luck. When you go in, run to the door
to the east room, (You don't need to enter the east
room unless your map search takes you there later)
this will take you past the door to the south room,
hopefully saving you from a blast from the AKS-74,
and allows you to watch out in case he spawns. Then
head to the left of the door to the south room and use
3rd person view to inspect the room. If you still haven't
spotted him, you'll find him hiding on the left side of
the room, around the corner. This room's shape is not
portrayed correctly on the Tac-map.
  After you've cleared the first floor, (or manage to
run right past them-very unlikely you'd make it) order
'Bravo Run to Delta', head to the stairs in the south
room, and club the guard who is usually waiting on the
stairs, although he sometimes runs upstairs, or even
outside, on the roof. He's very easy to club unless
he's far out on the roof. 14 guards will invade the
Armory real soon, so don't let this guy delay you.
Bravo will die if you leave them at Charlie. Get to the
landing halfway up the stairs, and get ready to take out
the guards who try to come up after you. If you try to
wait upstairs, the guards usually come up with half
their bodies merged with the wall, making them
invincible! If Boomer makes it to the stairs, run up to
the top of the stairs to get him past the landing so he's
not in your way, keep an eye on the stairway while
you do this. Have patience, this will take a few
minutes. Just stay on the landing, shooting Sadikahu as
they charge. Most are yelling, but watch out for a
couple silent ones. At some point, switch to an AKS-
74. At all times, make sure you have at least three
bullets in your magazine, if you put 1 or 2 bullets into a
guard and then stop to reload, he'll probably kill you.
For me, it's better to fire off an extra bullet or two,
rather than switch magazines and end up reloading a
magazine with only 1 bullet in it later. If Boomer hangs
around downstairs, just stay in position on the stairs
and let Boomer take his medicine, he might even take
out a guard or two. The goal here is to leave the
Armory in full health. After you've downed about 10-
12 guards, order 'Bravo Run to Echo', this will
complete the objective 'Infiltrate Prison', and might
get the last few guards moving faster. When all is
quiet, (approx. 14 guards downed) order 'Bravo Run
to Delta', wait for them to get there, and then order
'Bravo Run to Charlie'. They get hung up underneath
the 3rd sniper tower if you try to send then from Echo
to Charlie.
Part 2; The AKS-74 When Bravo is holding at
Charlie, find the map, load up on ammo, (M16A2
ammo is here too, on the eastern room floor) and run
through the hole in the wall. Bravo might take out a
guard as you go, or while you're fetching ammo and
the map.
    Order 'Bravo Run to Echo'. There are probably 3
or 4 guards still inside the prison, by the gate. Travel
outside, along the prison wall, to clear the first two
sniper towers and prison front. Once you're close
enough to the 2nd sniper tower to step out and spot the
sniper, take him out, then head east to the wall, and
move south until you can target the 1st sniper tower.
The notched boulder you used to spy on him earlier is
a safe spot to take him out. Head south to get to the
valley. Use the paths to get across the valley, and head
over to the cliff edge at the west end.
  Normally, there are 4 guards across the valley on
the west end, and at some point, a 5th will spawn on
the east end and run west. It can take a little time, but
they'll appear if you wait. Once in a while a sixth
guard will appear. After you get them, head across the
bridge, and stop about where the side walls of the
bridge end. If you let Boomer engage the gate guards,
he will get you both killed, so don't move in too close.
You can target the sniper left of the prison gate, his
comrade that travels the stairs between the gate and
the sniper, and if all the outside guards on the west end
are gone, an MGL guard will appear there too, unless
Bravo takes him out. Watch out for a possible 4th
guard.
  Keep an eye out for guards outside the prison while
you are doing this, if you aren't sure you took them all
out. You can move back and forth on the bridge and
sometimes spot and target them in the distance through
the girders. After the gate is clear, run along the cliff
edge to the west end, watching for any leftover
guards. I run sideways so I can watch the area as I go.
There is a large boulder to the left of the gate, you can
jump onto the east or west end of it, and spend a
minute on the highest peak scanning the prison, if there
are any guards left, you might spot them. When you
approach this boulder you may find a guard using it to
hide. Also, if he hasn't shown up yet, don't forget
about the 5th guard who spawns at the east end of the
prison front, and runs west.
  Now make the trip back to Delta. Climb up on top
of the wall at Delta and look at the tire tracks in the
middle of the prison. As they head towards the Cell
Block, they pass between two big rocks. Place Bravo
on the tracks, to the right of the rocks, approximately
at the left end of the building in front of you.
 This is where it really pays off to have gotten as many
guards as you could before you enter here. If you
were successful, there are just two left, guarding Mr.
Pickle. Drop into the prison, and run east to the prison
wall, and turn right. There are two guards for the Cell
Block, and one of them may spawn outside. They will
not spawn until you get close to the Cell Block. (For
fun, you can travel on top of the prison wall until you
can see into the south end of the Cell Block, use your
crosshairs to order Bravo close to the Cell Block, and
watch one spawn when Bravo arrives. You will be
quickly targeted up there.) You can target them
through the doorway, but be careful, these particular
guards seem to shoot accurately and react faster.
Shooting through the doorway is risky, your bullets
don't like doing that, use full auto-fire and don't let up
until you are sure they are down for good. If you
watch, they sometimes turn their backs to the door.
Bravo will usually cover your back while you inspect,
so take all the time you want. Toss a couple M67s in,
there is no roof on the cell block, just on each cell, and
the two little offices inside. Pickle is safe from such
attacks. Stand with your back against the prison wall,
looking west at the south end of the cell block. Look
up as high as you can, and toss an M67, using
between 3/8 and 1/2 strength, it should land inside the
cell block, in the southeast corner where one guard
usually waits. The guards usually move around after
they are bombed, make sure they haven't hidden in
the one of the offices, and watch for an opportunity,
they may move to a more favorable position. Throw
the grenade too hard and you'll take out Bravo, so
consider moving them first, if you're going to try to
throw one into the southwest corner from where you
are standing. As soon as you contact Pickle you have
about 3 minutes before the Heli attacks. Take him to
the building north of the Cell Block, and put him in a
cell, check the upstairs, then place Bravo at the
bottom of the stairs.
  Get inside the building west of the Cell Block, and
wait for the Helicopter. It approaches from the
northwest, and sometimes it's invisible and totally
silent, and circles around the camp endlessly firing,
never running out of fuel or bullets. I put down my
controller and walked away once, and came back 3
hours later, it was still invisible, still firing, and let me
get Pickle all the way to Foxtrot before killing him.
This has only happened to me when playing as Lt.
Junior Grade. Wait inside until they are close-you'll
hear them move in, it gets real loud. They will come
right over the building if you wait. (It takes two full
clips from an AKS-74 to drop it, so don't go out
there with half a clip loaded. I have been unable to
damage it with M203s) Run downstairs, and if you
step out the door, the Chopper will most likely be on
your right, almost overhead.
    Begin firing on the Heli, if your skills are like mine,
you'll probably die. (Don't fire M203s from the
rooftop, you're too close). The awning over the door
offers a little protection, but won't save you. I've been
successful when I run out the door backwards, while
looking upwards to spot it, then I run sideways while
firing at it, but you have to keep moving! And don't
get hung up on a wall, rock, or pole. As soon as a
small explosion and a puff of smoke comes from the
Chopper, break off your attack, take cover, and wait
for the crash. They will keep shooting at you while
they are crashing. Don't be fooled by smoke coming
off the chopper after you've done some damage,
you'll see and hear it blow out a small cloud when
you're really done.
  At this point you can fetch Pickle and head towards
Foxtrot, or you may wish to leave him in the cell until
after you've cleared the Extraction Zone. Either way,
just order 'Bravo Run to Foxtrot' and follow them, it
should be an uneventful trip. If you take Pickle with
you, have him hold on the path before you get to
Foxtrot, a good spot is among some boulders you'll
come across on your way. Try to Recon the Camp
from behind the brush on the platform just past
Foxtrot on the left side of the path, if you just keep
following the wall on your left you'll run right into it,
you have to climb up. They've always begun coming
after me before I can complete the objective. Bravo
will take out the ones that try to run towards Foxtrot,
and you can use the brush for cover while you
eliminate as many as you can down below. This is
where an M203 or MGL would be handy, if only you
could get one past the chopper. If you have any left,
toss M67s into the 2 buildings, after you've run out of
targets. You have to stand up to make the throw, you
are a target while doing that. To the west of your
vantage point is a path that turns to the southeast, you
have to climb up to get to it. It becomes the bridge
you have to pass under to get to the Extraction Zone
and a couple guards come from it while you're
clearing the area. There is a sniper on the bridge, so
after you clear the area, use the path to sneak up on
him and take him out. Take his spot on the bridge and
inspect the camp, you may spot a guard or two.
Before you head for the path, you may wish to send
Bravo into the southwest building to make sure the
path is clear. Don't send them to the south building
until after you take out the sniper and reinspect the
camp, they will get hit if someone is hiding behind the
southwest building. Fetch Pickle and take him to the
Extraction Zone, but when you get him to Foxtrot,
start using your crosshairs to send Bravo ahead of
you. You'll have to give them the order several times
because the path isn't straight, but it's safer than taking
Pickle to a firefight. If you don't want to risk Bravo
Team, inspect the path on your own before you fetch
Pickle. If you complete this level, the only thing you
have more of than skill, is luck. With any luck I'll be
able to update this with instructions on how to get that
Heli with M203s.....by the way, if you remembered to
grab the map from the Armory before you contact
Pickle, you can use the 3 minutes before the Heli
arrives to take Pickle and your team to the Extraction
Zone. Order 'Team Follow', run Pickle to Charlie and
then head to the Zone, and avoid the whole hassle, the
camp is deserted and you can run right through.


4B. Level 11: Mouth of the Beast
     Armory: Kahuna SR25 SD or MGL, DE .50, 2x Ammo,
                     M67 or M203 Frag and HE
             Boomer M4A1 SD, DE .50, Smoke
             Bravo AKS-74 or 552, DE .50, Frag and Smoke
Part I; the SR25 SD. Right away, order 'Bravo Hold
Position'. Run forward, and drop down on your belly
as soon as you get to the brush on the right. Crawl
around turning right, into the brush. Two Sadikahu will
be available. Wait until the far one is moving left, about
halfway across your field of view, and snipe him. Head
shots only, unless you want to try to plant 3 body
shots as they duck and roll around. As soon as you
drop the further terrorist, drop the close one, then
swing left, aim to the right of the pole, slightly above
the fence height, someone is coming around the corner
to investigate, and he's running. As soon as you drop
the third one, stand up and run to Charlie, staying as
far right as you can, against the wall. As soon as you
get up to Charlie, drop on your belly and crawl into
the brush. Look across to the stairs, your next target
patrols from the bottom of the stairs, travels to the
right, then moves down behind the ramshackle mess,
past the radio. Find and drop him, then look up
towards the cave entrance, and cap the sniper. Aim
down to the ground and sweep to the right, your
second last target is either standing there, or he's
ducking down, with half his head visible. If he's
ducking, you must be standing to pop him, and you
may wish to blow the radio before going for him. Cap
him if he's in the open. Before you stand up, be aware
that the 7th guard may be on the ground close to you,
on your left, and you must deal with him first. If he's
somewhere else or you've taken him out, equip an
M67, stand up, aim for the slab just beyond the radio,
throw it as far as possible, and if your aim is good, the
radio is gone. Deal with the 7th if you haven't yet, he
could have been at the radio and is dead or injured, or
he could be hiding elsewhere. Order Bravo around
with your crosshairs to find him if you want. If things
get messy, an 8th guy will come out of the cave with an
AKS-74 or an MGL, and either aggressively attack,
or hide on the stairs to ambush you. He is a crack
shot, be careful. At any rate, get them down quickly,
take out the radio, then get on the ground and find an
AKS-74, or at least an AK-47, and more ammo.
Part I; the MGL Right away, order 'Bravo Hold
Position'. Run ahead, drop on your belly and crawl
into the brush as you turn right. Watch the far guard,
wait for him to move off to the far left, then get up and
charge the close guard, and club him. If he's standing
at the shed, facing you, wait for him to turn away. If
you get lucky, he'll be heading towards Charlie. Run
up to Charlie, making sure your MGL is ready with a
frag, aim for the slab just beyond the radio, and fire a
shot. Quickly order 'Bravo Regroup' and 'Team Fire
at Will'. Quickly target the sniper at the cave entrance,
then go back to the radio if your first shot failed. Use
your remaining frags and DE .50 to help out your
teammates, stay back from the edges and watch for an
eighth guy to come out of the cave, try to take him out
quickly if he comes off the stairs, or sneak up on him if
he hides on the stairs. As soon as you it's safe, drop
down from Charlie and find an AKS-74 or AK-47, as
well as ammo.
   To be continued, sorry, lost Data

4C. Level 12: Deathblow This one will be updated
next
      Armory: Kahuna
                    Boomer
                    Bravo