-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-
/ | \
/ ___ \ _ ___ _ _ ___ _____ __ ___ _____ __ ____
| | _ \ |/_\ |_ _| \| | _ )/ _ \ \ / / / __|_ _\ \/ / |__ /
==| /== _ \ | || .` | _ \ (_) \ \/\/ / \__ \| | > < |_ \
| |_|_\ |/ \_\___|_|\_|___/\___/ \_/\_/ |___/___/_/\_\ |___/
\ / ___ __ __ ___
\_|_/ / _ )/ /__ _____/ /__ / _ | ___________ _ __
/ _ / / _ `/ __/ '_/ / __ |/ __/ __/ _ \ |/|/ /
/____/_/\_,_/\__/_/\_\ /_/ |_/_/ /_/ \___/__,__/
FAQ/Walkthrough
>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==
For Microsoft X-BOX
Version Final
By Chris Zawada
User: antseezee
E-mail:
[email protected]
Website: www.z-wad.com
Created: 11/30/04
Last Update: 03/10/11
Copyright 2011 Chris Zawada
-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-
Author's Note
----------------------------
First person tactical shooters always bring out a certain rise in most gamers.
The feeling of commanding troops into hostile situations facing excessive odds
only enhances the adrenaline rush that overlays the player. Rainbow Six was
one of the first games to create the innovative tactical shooter genre. Better
yet, Rainbow Six 3 is the newest addition to the next generation of the
Rainbow Six series, featuring a new gameplay engine, better graphics, and most
of all, an accompanying online multiplayer feature. As if this isn't enough,
Ubisoft decided to pop out one more X-BOX exclusive expansion pack to help
keep gamers hooked onto this exciting series. Lock N' load that Beligum-made
weapon, or die in a firefight from hell!
Contributing/Feedback
----------------------------
If you have any contributions, feedback, or strategies you'd like to have
added to the guide, contact me via e-mail or on GameFAQs. I'll be more than
content to add your segment of information, and will also provide credit. If
you have any questions you'd like added to the Common Questions section, ask.
I simply don't have the time to sit around thinking of questions. Provide me
with what you want to know!
Updates
----------------------------
=03/10/11= vFinal
Final update.
=02/03/05= v 1.1
Added the following sections/details:
- Assault Pack 2 Map Summaries (under Common Questions chapter)
(thanks to cre8nhavoc)
- Added Laser Trails Code (thanks to Marcus Dion)
Probably the last update for a bit. Black Arrow has faded away from the Live
community, although it's definitely still up there ranking wise. Halo 2 has
really consumed many gamers out there, both skill-wise and ranking-wise.
=12/07/04= v 1.0
- Finished the guide. It's about time. Noticed I've slowed down greatly as
opposed to my previous works. Maybe this has to do with the fact that the game
was somewhat challenging on single player, nah, just excuses.
=11/30/04= v 1.0
- Started the basic outline to the guide. I've made numerous enhancements to
my gaming station, including the ability to write for games with them next to
my computer WITH Xbox Live support. Expect the best from the very best.
Expecting to complete the guide within 2 weeks.
- I've now added a Quick Search function to the guide. Press CTRL + F, and
type in the designated (#.#) to be quickly forwarded to that specific section
of the guide.
============================
- Table of Contents -
============================
1) Introduction
2) Game Basics
> Controls
> Screen HUD
> Basic Actions
3) Game Modes
> Description of each
4) Weapons/Equipment
> Description of each
5) Walkthrough
> Mission 1: Subway Station (5.1)
> Mission 2: Hotel (5.2)
> Mission 3: Back Alleys (5.3)
> Mission 4: Streets of Milan (5.4)
> Mission 5: Nuclear Reactor (5.5)
> Mission 6: Castle (5.6)
> Mission 7: Ruins (5.7)
> Mission 8: Agora (5.8)
> Mission 9: Military Base (5.9)
> Mission 10: Rocket Facility (5.10)
6) X-BOX Live
> Game Modes
> General Tips
7) Codes
8) Common Questions
9) Copyright/Distribution/Reproduction Guidelines
10) Proper Credits
-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-
============================
- 1) Introduction -
============================
Ever wonder how many of the international incidents involving hostages are
resolved? Well, there haven't been many recently, but I guarantee to you that
a secret international anti-terrorist unit exists. The Rainbow Six series is
based around this exact subject. You take role as commander of this
international unit, help create infiltration plans, then jump into the first-
person action of these professional saviors as they go on daunting tasks.
Rainbow Six 3 is one of the first games to actually place you in the role of
the main character, Ding Chavez, not to mention some hefty upgrades in
gameplay, graphics, sound, and so on. When you combine these factors with the
power of the X, you get one heck of a ride. Rainbow Six 3: Black Arrow is the
exclusive X-BOX only expansion pack for the original RS3. It features several
new maps, some glitch fixes, improved gameplay modes, and a superb X-BOX live
interface. Not to mention that more than half of the original community has
moved on to this game, plus exclusive $5 Ubisoft released maps, what more
could you want?
RS6:BA puts more emphasis on locking and loading, rather than statistically
plotting waypoints and hoping your AI can keep up. You'll find the firefights
to be more intense, the deaths more glorifying, and numerous ambushes which
only dampen your chances for success. An entertaining campaign mode keeps the
typical player hooked, but the online mode is what keeps this game as a winner
in your collection. With the ability to play REAL human opponents on team
deathmatches, and the ability to play online Co-Op on single-player missions,
this is a critical title to any X-BOX collection.
Here's a brief excerpt from the instruction manual (credit to Ubisoft):
*&#> INTRODUCTION <#&*
A series of attempts to kidnap telemetry and rocket scientists pulls Rainbow
into a spider web of international intrigue. A network of disaffected military
officers and terrorists from across Central Asia is trying to create a war in
the oil-rich regions around the Caspian Sea, throwing the area into chaos and
giving the terrorists the opportunity to carve a new country that they would
rule. Rainbow must stop the terorists from developing weapons of mass
destruction and prevent them from starting a devastating war.
*&#> OVERVIEW <#&*
In Black Arrow, you are Ding Chavez, the leader of an elite international anti-
terrorist unit code-named Rainbow. Your mission: to neutralize terrorists and
save the world.
___________________________
/>> Domingo "Ding" Chavez <<
====================================
{ Team 1: Lead Field Operative
{ ID: RCT0047-X0566
{Date of Birth: January 12th, 1968
{ Nationality: American
/====================================
/ The leader of the group, possesses all qualities in marksmanship, courage,
and ability to recover under fire.
____________________
/>> Louis Loiselle <<
===============================
{ Team 1: Field Operative
{ ID: RCT0013-B5928
{Date of Birth: June 6th, 1968
{ Nationality: French
/===============================
/ A conservative at best, efficient when it comes to a mission, not a huge
risktaker.
_________________
/>> Eddie Price <<
===============================
{ Team 1: Field Operative
{ ID: RCT0049-B4197
{Date of Birth: September 21st, 1958
{ Nationality: British
/===============================
/ Elder of the group, does his duty without hesistation, but lacks speed in
younger teammates.
__________________
/>> Dieter Weber <<
===============================
{ Team 1: Field Operative
{ ID: RCT0017-B7682
{Date of Birth: July 9th, 1971
{ Nationality: German
/===============================
/ The sniper of the group, best marksman at long range, has least experience,
but quick and silent in manners.
----------------------------
_____________________
##### GAME INFO #####
//////////|\\\\\\\\\\
Players: 1-16 (w/ X-BOX Live support)
Developer: Ubisoft
Released: 2004
Rarity: uncommon
Special Features: HDTV 480p, Content Download, Scoreboards, X-BOX Live, Voice
ESRB: Mature (17+)
Cover Art on box:
- Shows Ding Chavez on the deck of a battleship giving the "HOLD" command to
teammates
-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-
============================
- 2) Game Basics -
============================
The X-BOX controller is the best layout for any first person shooter out
there. With two rangeful joysticks, and numerous functions for little action
commands, it fits perfect to the entire theme of gameplay.
KEY representation for each button:
Thumbstick = left/right thumbstick pads (black)
Control Pad = left directional pad (black)
A = A button (green)
B = B button (red)
X = X button (blue)
Y = Y button (yellow)
R = R trigger (black, underneath right side of controller)
L = L trigger (black, underneath left side of controller)
START = Start button (black, center)
BACK = Back button (black, center)
Black = Black button (black, right)
White = White button (white, right)
______________
/Game Controls/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Left Thumbstick - moves character
Right Thumbstick - changes FP view of character, aim
Left Thumbstick Click - changes stance to crouch, click again for stand
L - quick switches weapon
R - fire, uses weapon
BACK - brings up mini-map
START - pauses game, brings up menu
Left/Right Control Pad - peeks left/right, leans upper torso
Up/Down Control Pad - silent opens/closes door
Right Thumbstick Click - zooms in with weapon
White - issues Zulu command, this is a Go-Code which puts
your teammate to assault a location if designated
Black - issues Hold command, your team will stand still
behind you
X - reloads, hold down to open up weapon menu, press
a direction at weapon menu to pick a weapon
A - action button, hold down to bring up action menu,
press a direction to do an action
B - puts on thermal vision, allows you to see heat
sources, designated by red coloring, cool is blue
Y - puts on night vision, let's you see well at night,
items become green/white
___________
/Screen HUD/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The following section will briefly discuss what the typical Rainbow Six 3
action shooter looks like. Remember that the game takes place from a first
person view, so you're playing from inside the player's view. There's usually
just a sprite of your current selected weapon, and various accessories to
aware you of your current situation.
_______________________________________________________
| |
| |
| |
| |
| |
| |
| [1] |
| _ |
| |.| |
| |
| ___ |
| _________ \ \ ________ |
| /$%| \ \ \ | | |
| |$%| [3] | /\ \ | [7] | |
| |===[4]===| |^| | | | |
| |[2]|||[5]| [6] \| | |________| |
|_______________________________________________________|
ITEM KEY:
[1] - Targeting Reticle - this is your primary way of targeting enemies,
and tangos throughout the game, there are no
auto-aim, or lock-on abilities.
[2] - Bullets - number displaying how many bullets are left in your
cartridge.
[3] - Health/Heart Rate - shows how many health bars you have, along with
your current heart rate. Your default life bar
consists of 4 pillars, and a faster heart beat
rating usually means enemies are nearby, or you
are about to croak.
[4] - Weapon - displays the current weapon in control of your character.
[5] - Magazines - displays amount of cartridges you have left to reload
in the current selected weapon.
[6] - Operative Control Box - displays current allies alive on your team,
along with any issued commands.
[7] - Minimap - this is an optional mini map which pops up, and shows
surrounding blueprints along with your waypoint, and
viewing direction.
______________
/Basic Actions/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Since Black Arrow is strictly based off of the Rainbow Six 3 engine, it is
critical that you understand some "basic" components before you jump into the
action. This is the first Rainbow Six game to be more action-orientated rather
than strategically based, so it takes some time to get use to the first person
components. Here are some key tips to get started off with:
((^ TAKING ENEMIES OUT ^))
;;;;;;;;;;;;;;;;;;;;;;;;;;
- There are truly two ways of eliminating enemies, either via gunshots or
grenade tosses. While there are tons of different weapons and grenades, the
process of taking them down is simple. Simply press the R trigger to use your
selected weapon, either gun or grenade, and toss/shoot. Use your reticle, and
try to concentrate on either the head or chest of the opponent. Grenades have
arched tossing patterns. Also, be aware that you may be use to inverted
aiming, so I'd recommend turning that option on (vertical invert controls), in
order to be quicker with the joystick. Get use to clearing enemy-infested
rooms with grenades by slowly creaking the door out.
((^ INTERACTING ^))
;;;;;;;;;;;;;;;;;;;;;;;;;;
- To interact with your environment, use the A button. There are not many
objects which can be affected by any of the players in the game, with the
exception of doors, human entities, or objective-based items. Remember that
you HAVE to hold down the A button to defuse bombs, secure hostages, arrest
suspects, or open doors entirely. Do not tap the button once, otherwise you
must repeat the process again.
((^ ENVIRONMENTAL HAZARDS ^))
;;;;;;;;;;;;;;;;;;;;;;;;;;
- On some maps, there are objects which can be shot that cause explosions. The
most notable being red barrels (and yes, they do extreme damage). There are
also electrical/fire hazards, but take quite some time to reach by leaping
down from above.
-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-
============================
- 3) Game Modes -
============================
As with any first person shooter, the two most typical modes one can expect
are single player and multi player. Whether it be the harassing ways of a
toting gunslinger, or a simple kid in a mystical adventure, game modes are
what make certain games better than they really should be. The developers at
Ubisoft went overboard, in some cases preparing an overwhelming amount of
detail into seemingly small gameplay modes. This section will describe these
game modes briefly, and what the main objectives are to do.
_________
/Campaign/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
This is your typical storyline single player mode. Campaign mode allows you to
tackle on a series of missions, each with interacting storylines, plot twists,
and reasons to be executed to their fullest. The Black Arrow campaign features
a few new missions, along with the original campaign. If you're interested in
finding out more, check out the Walkthrough section. Please note that campaign
mode is split into three difficulties, Recruit, Veteran, and Elite.
_______________
/Custom Mission/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Another customizeable game mode allows you to make your own mission, based on
previously distributed ones in the game. In custom mission, you can set the
game type (terrorist hunt, lone rush, practice), select the difficulty, which
map, and view X-BOX Live statistics of high scores of other players. Yes,
that's right, you can compete for a top score on the Leaderboards to have your
own gamertag displayed. This is an excellent way of stretching replayability
since you can get more playing time by yourself, rather than being forced to
play with other players. Scores are calculated based on efficiency of
completion, kills, and any additional bonuses.
_________
/Training/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Similar to a brief introduction mode, it let's you get use to the basic
elements of gameplay. Three phases of training are included with voice
guidance. The three types are basic training, shooting range, and team
training, aka ordering your bots around. They're great for first-time XBOX
players, but you'll soon find them obselete to any typical next-gen veteran.
____________
/Multiplayer/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
The heart and soul of Black Arrow rests in this type of gameplay. Multiplayer
allows you to sign onto X-BOX Live and compete in online matches, play split
screen against/with friends, or a system link option (2 XBOX's). The XBOX Live
mode is the most detailed featuring a quick match (finds best matchup),
optimatch (finds based on your wants), create your own match, competition
(group into clans and compete for online records/tournaments), statistics
(view online leaderboards), download new content, or your community (friends,
messages, etc...).
_________
/Profiles/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Rather than an actual gameplay mode, the profiles section of the game keeps
track of your "user" records, per say. It will keep all current stats held by
your player, especially if you want to switch to a relative or friend to play
without hurting your record.
-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-
============================
- 4) Weapons/Equipment -
============================
What is the sole item that everyone loves in a first-person shooting game?
GUNS, baby, oh yeah! Weapons and equipment mean everything to the typical
action-genre player, since blowing away your opponents with a variety of
weapons brings out excitement and thrill. Black Arrow features a few new
weapons, but most of all, it has a great arsenal from which you may select.
This section will describe the pros and cons of each item in the game, along
with the best situations to use each in. Guns will be rated based on power,
accuracy, rate of fire, range, and overall. Ratings will use a 1 to 5 *
rating, with 5 being the best. A short description will be provided. I will
use the game's default order going from primary, to secondary's, to equipment,
and so on.
///// PRIMARY WEAPONS \\\\\
|||||||||||||||||||||||||||
||_/# MAC 11/9 (9MM) #\_||
==========================
|Sil.|
:::::::::Power: *
::::::Accuracy: **
::Rate of Fire: ****
:::::::::Range: **
:::::::Overall: **
- The MAC 11 was originally developed in the late 1970s thanks to some smart
Israelis. While it makes a great submachine gun, capable of taking down
targets in close-range scenarios, it has a fast firing rate which eats away
the 32-bullet clip. It's silenced too, which takes away from stopping power,
and the range is cut drastically when compared to a scoped SMG. Avoid this gun
unless you're in an urban situation.
||_/# MP5A4 (9MM) #\_||
=======================
||
:::::::::Power: ***
::::::Accuracy: ***
::Rate of Fire: **
:::::::::Range: ***
:::::::Overall: ***
- Pretty much an average SMG. Made by Heckler & Koch which are known for
reliability, but not exactly supremacy. Has a 30-round clip, 3.5x zoom scope,
great for sniping, but not as accurate as you'd hope. Damage is not
impressive. Great if you can get accustomed to it.
||_/# MP5SD5 (9MM) #\_||
========================
|Sil.|
:::::::::Power: **
::::::Accuracy: **
::Rate of Fire: ****
:::::::::Range: ***
:::::::Overall: **
- The MP5SD5 is basically a silenced MP5. Fortunately, it has a faster firing
rate, and it hardly makes any sound making it perfect for stealth mission.
Same extreme scope makes it seem like a sniper weapon, but it has fairly bad
accuracy. Trust it on those Peruvian jungle missions, or if you're completely
stealth. The fast firing rate is perfect for close encounters.
||_/# P90 (5.7MM) #\_||
=======================
||
:::::::::Power: **
::::::Accuracy: **
::Rate of Fire: *****
:::::::::Range: ***
:::::::Overall: **
- Made by the same people who invented French Fries (the Belgiums), the P90 is
a personal defense weapon. It is made to defend targets, not proceed on
offense. Why? Simple. It has a 50-round clip, and sounds like a staple gun.
This baby can be held by your side like a water gun, and has an extremely fast
firing rate. Use it in close encounters, but try to single burst if you're
sniping; fairly hard to hit distant targets.
||_/# SR-2 (9MM) #\_||
======================
||
:::::::::Power: **
::::::Accuracy: ***
::Rate of Fire: *
:::::::::Range: ***
:::::::Overall: *
- As much as I try to like this gun, the SR-2 is a complete disgrace in my
opinion. It is suppose to be a futuristic special forces machine pistol, but
instead, it looks like a microwave gun warped into something wrong. The SR-2
is semi-automatic, meaning no auto fire. It has an average scope on it, but
the damage on the shots are minimal. Would not recommend for combat. Not to
mention a horrible 20-round clip.
||_/# TMP (9MM) #\_||
=====================
|Sil.|
:::::::::Power: **
::::::Accuracy: **
::Rate of Fire: ****
:::::::::Range: *
:::::::Overall: **
- While the gun itself has disappointing ratings, I'm a big fan of it. The TMP
is great for close-range situations as it is silenced, compact, and seems to
take down targets efficiently. It has a controllable rate of fire, and the 30-
round clip doesn't expend away too fast. Only problem is that it has no zoom,
making it prone to long-range attackers.
||_/# UMP (.45CAL) #\_||
========================
|Sil.|
:::::::::Power: ***
::::::Accuracy: **
::Rate of Fire: ***
:::::::::Range: ***
:::::::Overall: **
- Supposedly a new weapon in Black Arrow, but instead, it turns out to be a
boring weapon. Another average SMG with a 25-round clip and no real use in the
game. It's recoil is odd and seems to throw away from targets. Too hard to
snipe with, and only recommended for mission use.
||_/# AK-47 (7.62MM) #\_||
==========================
||
:::::::::Power: *****
::::::Accuracy: **
::Rate of Fire: ***
:::::::::Range: ***
:::::::Overall: ****
- One of my two favorite weapons in the game, the AK-47 is the ideal assault
rifle, for those who know how to wield it. The AK is one of those guns where
you have to learn how to "burst" before bursting onto the scene. It features a
30-round clip that does extreme damage per bullet, however, it has some of the
worst recoil out of any gun in the game. So, you must space your shots. It can
be used for long range as well, but no scope prevents it from being effective.
Great in multiplayer though for taking down close targets, and medium-ranged
ones. Can go on an easy killing spree with. Recommended for advanced users.
||_/# AUG (5.56MM) #\_||
========================
||
:::::::::Power: **
::::::Accuracy: ****
::Rate of Fire: **
:::::::::Range: ***
:::::::Overall: **
- I'm personally not a fan of the Aug. The Swedish weapon just doesn't fit my
likings. It's 30 round clip and extreme scope seem like a great match, but it
does awful in close-combat situations. Has an akward rate of fire, and doesn't
blend in well damage-per-bullet wise for a rifle. Avoid unless you're bored
and willing to try something Swedish. I recommend Swedish Fish instead.
||_/# FAMAS G2 (5.56MM) #\_||
=============================
||
:::::::::Power: ****
::::::Accuracy: ****
::Rate of Fire: *****
:::::::::Range: ***
:::::::Overall: *****
- A personal favorite of most online players, the FAMAS is a french-made gun,
yet it appears to be one of the top ones in the game (ironic enough, heh).
It's basically one of the fastest firing rifles, combined with great damage-
per-bullet stats, nice accuracy, and most of all, has controllable recoil. No
wonder many players use this gun, because it's pretty damn good. I'd recommend
this for intermediate players, or for those who want to up their gaming skills
a bit. The 30-round clip is plenty for killing sprees too.
||_/# G36C (5.56MM) #\_||
=========================
||
:::::::::Power: ****
::::::Accuracy: ****
::Rate of Fire: **
:::::::::Range: ***
:::::::Overall: ***
- The G36C is an alternative to those who don't want to "cheese" with the
G3A3. It's practically a compact version of the G3A3, yet it still packs a
ferocious firing sound. Acts like it launches out howitzer bullets, even
though the damage is fairly high. Has a slow firing rate though, and sometimes
lacks the ability to nail close combat situations efficiently. Great for
average players.
||_/# G3A3 (7.62MM) #\_||
=========================
||
:::::::::Power: *****
::::::Accuracy: *****
::Rate of Fire: ***
:::::::::Range: ****
:::::::Overall: *****
- The G3A3 is the "God" weapon of the game. If I had to estimate, nearly 60%
of the players in Black Arrow use this weapon. Why? Simply because it has
inflated stats that no other weapon can match. The G3A3 rifle is more like a
cannon, since it does the most damage-per-bullet of any gun, with the
exception of sniper rifles. It has a smaller clip to compensate, only 20
bullets, but this is still enough to accurately take down targets. It's firing
rate is slowed down slightly, because of the whallop per bullet, but well
worth the wait. If that isn't enough, it even has a full-zoom scope to top it
off. Use this gun if you're a beginner, and you will never select another.
Believe it or not, I still have never used this gun, but I know so much about
it just from watching other players yield bloodshed all over maps.
||_/# GALIL ARM (5.56MM) #\_||
==============================
||
:::::::::Power: ****
::::::Accuracy: **
::Rate of Fire: ***
:::::::::Range: ***
:::::::Overall: ***
- This is my second favorite weapon in the game, but probably not a high
favorite of others players in Black Arrow. The Galil Arm is practically an AK-
47 with a modded 100-round barrel cartridge, and a slower rate of fire.
Awesome for close range situations since you never run out of ammo, but the
recoil is heavily annoying, as your reticle takes extra time to recover. Can
be used for sniping, but takes a few shots to knock the target down. Use if
you're looking to get a matched K:D ratio, but don't expect anything beyond
the Medal of Honor.
||_/# L85A1 (5.56MM) #\_||
==========================
||
:::::::::Power: ****
::::::Accuracy: ****
::Rate of Fire: **
:::::::::Range: ***
:::::::Overall: ****
- One of the futuristic weapons in Rainbow Six 3, the L85 is sort of like
a "laser-like" rifle, even though it fires normal bullets. Similar to a G36C
as it fires loud bullets, but they are powerful and accurate. Has full zoom, a
30-found clip, and great gun design to go along with it. Nice if you want to
be slick-lookin'.
||_/# M16A2 (5.56MM) #\_||
==========================
||
:::::::::Power: ****
::::::Accuracy: ***
::Rate of Fire: ***
:::::::::Range: ****
:::::::Overall: ***
- The United States Army uses these guns for a reason; they must be pretty
darn good. The M16 is a classic example of a long-range rifle, with average
stats. It can do decent power, decent rate of fire, and just about anything
you demand out of it. It just doesn't go beyond the call of duty. It has a
typical 30-round clip, 3.5x zoom, and seems to be a popular weapon in
many "U.S. modeled" squads.
||_/# M4 (5.56MM) #\_||
=======================
||
:::::::::Power: ***
::::::Accuracy: ***
::Rate of Fire: ****
:::::::::Range: ***
:::::::Overall: ***
- The M4 is a compact version of the M16, designed for those grittier
situations which call for courage and valor. The M4 is a great choice if you
want nice up-close power without having an extremely long gun. Has a 30 round
clip, smaller scope, but still as accurate as the M16 when unscoped. Don't let
it fool you, it's just as good as the M16.
||_/# TAR-21 (5.56MM) #\_||
===========================
||
:::::::::Power: ***
::::::Accuracy: ***
::Rate of Fire: *****
:::::::::Range: ***
:::::::Overall: ***
- The TAR-21 is one of those odd guns where you just can't seem to pick out
for any situation. It has an extremely fast firing rate for a rifle, similar
to the FAMAS. However, it oddly enough is inconsistent in close-range
situations, and the 30-round clip seems too mediocre for the gun's design.
Great balance though if you want to be able to take long shots as well.
||_/# M249 (5.56MM) #\_||
=========================
||
:::::::::Power: **
::::::Accuracy: *
::Rate of Fire: ****
:::::::::Range: ***
:::::::Overall: *
- This gun is a complete disgrace in my opinion. The M249, also known as
the "SAW", is supposedly an extremely powerful rifle machine gun used in
modern armed forces. However, it's a pile of crap in this game. While it has a
gigantic 200-round clip, its accuracy is horrible. Even if you single shot,
the accuracy is way off. Not sure if it's the weight of the gun or what.
Damage per bullet is abysmal as well. This weapon often turns into a close-
combat gatling gun. Avoid at all costs.
||_/# M60E4 (7.62MM) #\_||
==========================
||
:::::::::Power: *****
::::::Accuracy: **
::Rate of Fire: ***
:::::::::Range: ****
:::::::Overall: ***
- This is what the M249 should have been. The M60E4 is practically an infantry
machine gun designed for mounting in bunkers or proned positions. It features
a 100-round clip, but has no zooming abilities. Best of all though is that it
does the most damage-per-bullet, even compareable with that of sniper rifles.
Not to mention that it has great accuracy when single shot, meaning you CAN
shoot this baby long distance. Lock N' load, because that's all I do with this
gun.
||_/# M1 (12G) #\_||
====================
||
:::::::::Power: **
::::::Accuracy: *
::Rate of Fire: *
:::::::::Range: *
:::::::Overall: *
- I'm a shotgun lover myself, but I'm horrendously disappointed at the M1 in
this game. The M1, also known as the Benelli, is a pump-action shotgun capable
of holding 6 shells at one time. Unfortunately, the range is horrible, as it
can barely hit any tango past 20 feet. The damage says 100, even though that
multiplier is a complete lie. The shots spread out from a base of 100, all the
way down to 5 damage. So hitting a target at 25 feet may only yield 12 damage.
The ammo load runs out too quick. Put this in the trash.
||_/# USAS-12 (12G) #\_||
=========================
||
:::::::::Power: **
::::::Accuracy: *
::Rate of Fire: ***
:::::::::Range: *
:::::::Overall: **
- At least this shotgun can be used in extreme situations. The USAS-12 is an
automatic shotgun based off of an M16 design, meaning it actually fires
consecutive shots. A 20-clip load means no pump action, and no separate
loading of 12 gauge shells. Unfortunately, it too shares the problems with the
M1, having limited range, and damage spread. Again, avoid unless you're on a
tango-infested map, inside a 20 feet room (yeah RIGHT!).
||_/# AW COVERT (7.62MM) #\_||
==============================
|Sil.|
:::::::::Power: *
::::::Accuracy: ***
::Rate of Fire: *
:::::::::Range: ***
:::::::Overall: *
- If you're looking for a weapon to get laughs out of, pick the AW Covert.
This sniper rifle sounds like it shoots CO2 bullets. It's the most stealthy
weapon in the game, as it is suppressed with a 10 round clip, but that still
doesn't cut it. The AW Covert simply does no damage - simple as that. It
literally takes 3 shots to take down a single AI opponent, unless you head
shot the person. Why? The silenced ability takes out nearly all of the "Umph!"
in the bullet. Plus, it actually loses range due to the silencer, and that's
why it doesn't have a full 5-star rating. It's fun to use though for a change.
||_/# DRAGUNOV (7.62MM) #\_||
=============================
||
:::::::::Power: *****
::::::Accuracy: ****
::Rate of Fire: *
:::::::::Range: *****
:::::::Overall: ****
- The Dragunov is a Russian-made sniper rifle, modded out of the AK-47,
designed for sniping with explosive power. One bullet can take down any
opponent (including online play), although sometimes it takes two if you get a
torso shot. It has an extreme 10x scope, 10-round clip, and has great power
for any sniper out there. There simply are not enough sniper-based maps to
support this weapon, making it horrible in close situations.
||_/# PSG-1 (7.62MM) #\_||
==========================
||
:::::::::Power: ****
::::::Accuracy: *****
::Rate of Fire: *
:::::::::Range: *****
:::::::Overall: ***
- If you're looking for precision in shots, consider relying your palm on the
PSG-1. This sniper rifle has the best accuracy out of any gun in the game, but
sometimes takes 2-3 shots to take an opponent out. It is slightly more
accurate than the Dragunov, and has easy vertical bounce-back recoil.
Unfortunately, the loud noticeable shot is too redeeming to make it useful in
every scenario. I'd prefer a Draggy over it any day.
///// SECONDARY WEAPONS \\\\\
|||||||||||||||||||||||||||||
||_/# 92FS (9MM) #\_||
======================
|Sil.|
:::::::::Power: *
::::::Accuracy: ***
::Rate of Fire: **
:::::::::Range: **
:::::::Overall: **
- The 92FS, also known as the Beretta, is your typical action-star pistol.
This pistol comes with a luscious 15-round clip, plenty as a backup weapon.
Plus, it is silenced for those sneaky scenarios. However, it hardly packs any
whallop, and usually takes several shots to down a tango. It seems like it
loses some serious range due to the silencer involved. I usually avoid this
gun, although it's an OK fit if you need a non-lethal secondary weapon.
||_/# D.EAGLE (.50CAL) #\_||
============================
||
:::::::::Power: ****
::::::Accuracy: ***
::Rate of Fire: **
:::::::::Range: ***
:::::::Overall: ****
- The Desert Eagle is the ideal secondary weapon because it can finish off
targets that you have damaged severely. It's the strongest pistol in the game,
packing as much damage per bullet as an AK-47. Unfortunately, it is limited to
only 7 bullets per clip, has limited range (unless you have a sharp eye), and
has explosive recoil. But even if you negate all these factors, you could use
this as a primary and still kick some butt.
||_/# MAC 11/9 (9MM) #\_||
==========================
||
:::::::::Power: **
::::::Accuracy: *
::Rate of Fire: ****
:::::::::Range: **
:::::::Overall: *
- The secondary version of the MAC 11 is slightly different than the primary
one. For starters, the clip is cut in half to only 16. This makes the gun
almost a complete waste since your clip will run out quicker than your
hairspray being applied. It's high rate of fire eats away ammo and sheds out
recoil, even though the bullets DO NOT do sufficient damage. If you want to
try 2 MAC 11's, go ahead, but don't try using this weapon as a secondary,
unless your tango is about three feet away from you.
||_/# MK23 (.45CAL) #\_||
=========================
|Sil.|
:::::::::Power: ***
::::::Accuracy: ***
::Rate of Fire: **
:::::::::Range: ***
:::::::Overall: ***
- This is my personal favorite when it comes to pistols. The MK23 is a special
forces weapon, designed for various scenarios. The great thing about the MK23
is that it is silenced, and still does decent damage with a 12-bullet clip.
Really, it's an above average pistol that just about anyone can handle, but
the bullet type is great for piercing armor and doing decent damage.
||_/# SR-2 (9MM) #\_||
======================
||
:::::::::Power: **
::::::Accuracy: ***
::Rate of Fire: *
:::::::::Range: ***
:::::::Overall: *
- Believe it or not, both SR-2's in the game are identical, with the same 20-
round clip, and rate of fire. The only difference is that the secondary
version has a slightly smaller scope (1.5 compared to 2.0), but it still makes
no difference. This gun is a waste for a secondary, since it's a long-range
pistol, and would be horrid for close combat situations. You might be able to
pull it off if you're an expert Black Arrow player, but I highly doubt it.
||_/# USP (.40CAL) #\_||
========================
||
:::::::::Power: **
::::::Accuracy: ***
::Rate of Fire: ***
:::::::::Range: **
:::::::Overall: **
- If most first person shooters, the USP is supposedly the "average" pistol of
it all. The British-like design make it a favorite amongst most teammates
since it's small, consistent, and fairly damaging. The Black Arrow version of
the USP is slightly downgraded, holding a 13-bullet clip, but doing smaller
damage, and no real zoom capabilities. It's an alright backup weapon, but has
no dominating qualities.
||_/# M203 (40MM HE) #\_||
==========================
||
:::::::::Power: ****
::::::Accuracy: **
::Rate of Fire: *
:::::::::Range: ****
:::::::Overall: ****
- The M203 Grenade Launcher is perfect for clearing rooms, especially the HE
version. This is the highly explosive version of the gun, meaning it causes
large explosions and heroic deaths. Unfortunately, you may only use it in co-
op missions/single player, unless the server indicates otherwise. Launch the
grenade close to any target and they will take extreme damage, death in
certain cases.
||_/# M203 (40MM CS) #\_||
==========================
||
:::::::::Power: **
::::::Accuracy: **
::Rate of Fire: *
:::::::::Range: ****
:::::::Overall: **
- The M203 CS Grenade Launcher is basically a tear gas gun. It launches large
pellets that release the deadly crying/cough gas, which helps stun targets in
rooms. Only problem is that CS gas has no use outside (thanks to the
environment blowing it away), not to mention, it does not take down targets.
If your tangoes have gas masks, then this gun is made obsolete. Note that you
can affect your own teammates vision, unless they too are equipped with masks.
||_/# M203 (40MM SMOKE) #\_||
=============================
||
:::::::::Power: *
::::::Accuracy: **
::Rate of Fire: *
:::::::::Range: ****
:::::::Overall: *
- The M203 SMOKE Grenade Launcher is the most useless of them all. It
supposedly creates a large cloud of smoke, which can be used for cover in
various situations. However, I prefer to use smoke grenades since they can be
tossed in hard-to-reach areas, and there's no reason to smoke the enemy's
position with the long range capabilities of the launcher. You'd be better off
using another secondary weapon.
///// EQUIPMENT \\\\\
|||||||||||||||||||||
||_/# FLASHBANG GRENADE #\_||
=============================
||
:::::::::Power: ***
::::::Accuracy: ***
::Rate of Fire: *
:::::::::Range: ***
:::::::Overall: **
- Flashbangs are for those who want to stun certain enemies, rather than
incapacitate them. A flashbang is basically a tossed-device which explodes
after a set amount of time, to release a bright flash of light and large bang.
If you are near one of these, or looking directly at it, your screen will turn
a bright white (not letting you see), and your sound will be distorted with a
pinging. It lasts up to 5 seconds. This gives your opponent enough time to
take you out, but that's the exact problem. Sometimes if your enemy can't find
you (after flashing), the effects wear off, and the device back fires.
||_/# FRAG GRENADE #\_||
========================
||
:::::::::Power: ****
::::::Accuracy: ***
::Rate of Fire: *
:::::::::Range: ***
:::::::Overall: ****
- The Frag Grenade is ideal for any Black Arrow player. This tossed device
explodes doing critical damage to anybody near it. The closer you are, the
higher risk of death. They also explode doorways, and certain structures,
exposing enemy targets. Great for getting frags, or kills.
||_/# M34WP GRENADE #\_||
=========================
||
:::::::::Power: ***
::::::Accuracy: ***
::Rate of Fire: *
:::::::::Range: ***
:::::::Overall: ***
- The M34WP Grenade is practically a napalm tossed device which releases a
fiery hell upon impact. It catches anyone in the splash damage on fire, and a
direct hit usually kills after several seconds. The fire usually goes away
after a few seconds, but it will still do some minimal damage, and scare away
opponents for a bit.
||_/# SMOKE GRENADE #\_||
=========================
||
:::::::::Power: ***
::::::Accuracy: ***
::Rate of Fire: *
:::::::::Range: ***
:::::::Overall: ****
- The SMOKE Grenade is one of the most necessary items in Black Arrow, aside
from the frag grenade. Basically, a smoke grenade releases a large cloud of
dust which halts vision from long-distance targets, and makes it impossible to
see through (unless you use thermals). It is necessary on co-op for getting
past single-entry rooms, since it covers your entry. It also can help stop
snipers from pelting you down on runways. The only problem is that it does no
damage, but is rather an illusionary device.
||_/# TEAR GAS GRENADE #\_||
============================
||
:::::::::Power: **
::::::Accuracy: ***
::Rate of Fire: *
:::::::::Range: ***
:::::::Overall: **
- The TEAR GAS Grenade makes you cry like a baby. The tear gas released blurs
the vision causing flashbacks to occur on screen, making it hard to aim at
targets. The gas looks like an invisible floating spectre. The effects wear
off after 10 seconds if you find a room without any exposed gas. However, the
effects are nullified if you're wearing a mask, which most players happen to
do.
||_/# BREACHING CHARGE #\_||
============================
||
:::::::::Power: **
::::::Accuracy: *
::Rate of Fire: *
:::::::::Range: **
:::::::Overall: *
- The BREACHING Charge looks like something an everyday person would use, but
unfortunately, they suck in Black Arrow. Their only use is to be planted on
doorways throughout the game. They're basically a breaching device. They
supposedly stun targets close to the door, but this rarely happens. The damage
radius made by the breaching charge is very limited, which is another hidden
truth. You'd be better off tossing frags at a door to blow it open, and
hopefully do damage to the enemy. Avoid these at all costs.
||_/# CLAYMORE MINE #\_||
=========================
||
:::::::::Power: ***
::::::Accuracy: ****
::Rate of Fire: *
:::::::::Range: **
:::::::Overall: **
- Another nifty device that McGuyver might use, but only has limited
situations in which it can be used. The Claymore is a trigger-armed, in which
you hold the detonator. You can plant it anywhere on the map, however, it ONLY
explodes in a 90 degree arc towards one direction. The direction you plant it,
is the direction it will explode. This means you can only do directed damage,
and if the opponent already walks over it, then you are screwed. However, it
has about a 7-foot reach, can blow up doors, and does kill anyone in the
direction of the device. However, it can only be set to detonary-position, and
has no proximity mode. Not to mention you have to hide it in a remote area.
||_/# REMOTE CHARGE #\_||
=========================
||
:::::::::Power: ****
::::::Accuracy: ****
::Rate of Fire: *
:::::::::Range: **
:::::::Overall: ***
- Remote Charges make Claymores obsolete that it is not even funny. A remote
charge is the same as a claymore, meaning it has a trigger device. However,
the remote charge blows up in a circular radius, and does the same damage as a
frag grenade, making it a double whammy. You can take out anyone who comes
near your position by pressing the trigger. It must be planted first, and only
sticks to the ground.
||_/# GAS MASK #\_||
====================
||
:::::::::Power: N/A
::::::Accuracy: *****
::Rate of Fire: N/A
:::::::::Range: *****
:::::::Overall: ***
- The GAS MASK is the only device in the game to combat CS-gas. It makes the
effects of the gas obsolete, and does not protrude your vision. The gas mask
also gives your teammates a cooler appearance, which is a plus. Only problem
is that sometimes it can be a waste of an equipment slot on a mission,
especially if no one is using tear gas.
-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-
============================
- 5) Walkthrough -
============================
As with any first person shooter, the levels you play on not only decide the
game's overall difficulty, but also how much fun you'll reap in the process.
This section will provide you with a step-by-step walkthrough of each level,
what objectives to aim for, recommended gear, and where to go. While most of
the objectives in Black Arrow are straightforward, there are little ambushes
tossed in here and there to throw the player off. Since this is based off of
the single-player campaign mode, I will not be giving co-operative or
multiplayer tips. Check out the X-BOX Live section for more information. The
default difficulty I played each mission on was Veteran.
_________________________________
/Mission 1 - Subway Station (5.1)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
^LOCATION: London, UK
"Apparently, a group of armed robbers were interrupted during a heist, and
they have fled into the underground sections of London. However, intel has
revealed that two of the terrorists were seen lugging something heavy into the
train cars. Smells like a bomb if you ask me. Two hostages were taken before
the subway station was cleared, so rescuing the hostages will be your first
priority. Once word has been reached that the terrorists are under attack,
make your way to the train cart, and defuse the bomb. The carts are heavily
covered, so you may be under some Nam-like fire."
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\|
\OBJECTIVES: + Rescue Hostages \GEAR: G36C -- Gas Mask
\ + Defuse Bomb \ MK23 -- Smoke Grenade
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- Start off by moving forward and take out the two guards in the long
hallways. Be careful as one of them may throw CS gas. In the next large room
up ahead, you'll have about 4 tangos to take out. Be weary as many of them
will weave in and out behind lobby seats. When you reach the stairwell,
proceed down slowly as a terrorist will toss a CS grenade. Nail him on the
left side as he pops his head out. Continue ahead to the large room. Do NOT
rush in though. An RPG will pelt the corner of the doorway. Crawl in, and nail
the RPG on the right, then take out the remaining 2-3 tangos. Proceed ahead.
When you get the message that the train is up ahead, I recommend *SAVING*.
Once you turn the corner, and hear a mad scream, look in the train cart
windows. Take out the 3 guards. Then, another should be to your right. Go down
to the right, and make a sharp right into the alleyway to go rescue the female
hostage.
- Smoke the door on the right, and go in the left door. Creak it open, and
nail the terrorist in the right corner, then secure the hostage (hold down A).
Once this objective is complete, go back out the door you came in, and down
the alley. You should see a fence near the end of the train track. Look to
your left, and hit the sprinting guard. Now, go into this tunnel, but be
careful. Crouch and look to your right as a terrorist will try to ambush you
guys. Once you reach the end, hook a right into the train alleyway. Take out
the guard on the loading dock, then proceed under and to the left. Enter the
loading dock, and go through the main doorway. Take out the rolling guard.
Proceed ahead and turn on your thermals. Nail the 3 men up top with the
thermals, otherwise they'll be blocked by the smoke. Continue into the
chainlink alleyway. Look into the left blocked off area, and nail the guard.
Continue straight up, watch for more tangos to pop out of the rooms. Once you
reach a vertical narrow room, with a balcony, start shooting the guards up top
before entering. There should be about 4. Once they're dead, go in.
- Reach the next stairwell and head down. Once you reach the bottom, move back
a bit as a nade will be tossed. Once the coast is clear, enter the next room,
and take out the 3 crouched guards. There will be one more guard in the last
room with a pistol, make sure to creak the door open. Now that it is clear,
secure the hostage, and your final objective will pop up. It's time to defuse
the bomb. You will have 1:15 to get to the bomb before it blows. Make your way
out of the hostage room, and hook a right. Continue down this route, then go
right, and the fence from before will be knocked down. Jump into the main
train alley, and go into the train cart. CROUCH at all costs since you will be
under heavy fire from the right. Keep crouching to the front of the cart. Take
out the lone terrorist, but watch for his grenade. Get to the head of the
train, hold down A to defuse the bomb, then be congratulated on a mission well
done.
*All hostages have been rescued and disaster has been averted in the London
Subway Station. However, this is just the beginning of a glorious campaign.
After all, why were simple gun-toting robbers holding explosive materials
of that sort?*
________________________
/Mission 2 - Hotel (5.2)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
^LOCATION: Cannes, France
"While Cannes is known for being a luxurious location, one bigger flaw has
developed. One of the premiere luxury hotels was hosting a convention for deep-
sea exploration, along with possible military applications involved. The
conference was the target of several armed terrorists who stormed the hotel,
and took 2 scientists hostage. You are to be inserted from the garage area,
and work your way up to the roof. Note that the hostages are probably in the
Suites, along with the terrorist leader and his bodyguards."
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\|
\OBJECTIVES: + Secure Hostages \GEAR: FAMAS G2 -- Frag Grenade
\ + Eliminate Lead Terrorist \ M203 RP -- Flashbang
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- Start off by moving through the garage to the double door. Creak it open,
and take out the guard, then proceed ahead, and take out the next guard around
the corner. Enter the white hallway, and clear the room to the right. Go left
down the route, go into the small room, then into the washroom. Take out the 3
terrorists. Note that some may be hiding in the backroom. Proceed ahead. Go up
the stairwell, towards the kitchen. When you see the cracked door, take out a
frag and nade the kitchen. Now, move to your left into the double door room,
and creak the door open. Take out the terrorists, and then make sure the one
crouched behind the table is down also. Move ahead into the foyer.
- Here comes the tricky part. Once you open the door, an incendiary grenade
should hit the wall in front of you. Lean to your right, and take out the
guard on the balcony behind the windows outside. Take out the ones behind the
table. Continue ahead, and 2 more guards will be on window balconies outside.
One may be disguised by the window frames, and make sure they're dead because
they will toss grenades at you otherwise. Once the room is clear, move ahead
to the next door and open it up. Proceed ahead. If you want, you can split the
group up, make a Zulu-Go code, and attempt a simultaneous entry. However, to
keep things simple enough, just have them follow you, and open the door on the
right. Creak it open, and start sniping. There should be one guard to your far
left behind the couches, one behind the opposite waiting desk, two on the
second floor balcony, and another random patroller. Once the room is clear, go
to the opposite double doors, and pick them open. You may want to breach with
a grenade because there's usually a guard to the right, or on the left near
the stairwell. The guard will surrender if you flash him, or do something to
scare him. Go up the stairs now.
- When you reach the top, open the door and look to your left. Take out the
single guard. There are 3 terrorists around the corner. However, wait, and
Bear (your helicopter support) will nail them through the windows. You may
have to finish off the leftovers. Clear out the room on the corner as well for
a lone guard. Move around the next corner, and take out the 3 guards. Two will
come from the corner, nail them, then secure the first hostage. Three more
tangos will present themselves, including one in another corner room. Four
more will pop up ahead, and be careful not to rush too fast. Enter the left
door. Go up to the next door, and open it up. Proceed in just a little bit,
and head back. Wait for the terrorist to expose himself on the left window
balcony, then take the right one out. Go around the corner, and crouch. Snipe
off the four terrorists, then go to your right. Enter the doorway. There's a
second hostage up ahead, so be careful and clear the rooms slowly. The
coverage on the hostage should be somewhat heavy, roughly 4-5 terrorists, as
the terrorist leader is fleeing. Try to get your teammates to cover both doors
as you creak them open. Once cleared, you're by yourself. Move ahead, and nail
the tangos on the right, then enter the left hall. You'd probably be better
off nading the guys to the right to avoid taking damage for the final battle.
Proceed up the stairs, but watch out for the guard who tosses CS. Once down,
enter the top door. Bear will nail the terrorist's escaping helicopter,
leaving them for you to toast. Head around the corner, and be careful. The
left wall will have two leaning terrorists. Another will be to the right. Try
using the RP grenades to flush them out.
*The scientists were confused as to why terrorists would try to kidnap them
considering their research is fairly minor. However, you performed
admirably in the face of danger, and have kicked more terrorist butt.*
______________________________
/Mission 3 - Back Alleys (5.3)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
^LOCATION: Italy
"Supposedly, a high risk colonel has been spotted in Italy. While under
surveillance, he attempted to kidnap a telemetry satellite expert who was
working on a special secret European project. The scientist managed to flee
before being captured by the terrorists. The Polizia responded, but have only
barricaded the area off due to enemy hostiles. Your duty is to infiltrate the
area, take out the Colonel's men, and ensure that all hostiles are eliminated."
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\|
\OBJECTIVES: + Neutralize Terrorists \GEAR: M16A2 -- Frag Grenade
\ + Eliminate Colonel Magomedov \ M203 HE -- Smoke Grenade
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
- Start off by turning on your Night Vision for this mission (press Y). Pop
the corner and take the man out on the left, and right of the tree. Then, look
down the alleyway, and take out the two suspects. There are two enemies on the
roof on the third floor, so make sure to look up. Don't arrest the suspect
yet, but instead, turn to your right, and make sure the coast is clear. Once
it is, arrest him. Move up ahead, take out the two next to the garbage
dumpster, and the one behind the table on the 2nd floor. Move up, and the next
part is sort of like an ambush. There should be a window directly in front of
you, 2nd floor. Keep an eye on it since an RPG will pop up when you get close.
Someone will toss tear gas, and you will also have to worry about a man on the
2nd floor balcony to the left & right. Once they're down, enter the door, curl
around, and proceed ahead.
- This next market area will be intense. Slowly crack the double door open.
Take the guy out behind the barrel in front of you, watch for a quick rusher,
then angle yourself and take out the 2 remaining men. Continue up the incline
to the next marketplace. Smoke the current level you're at, then turn the
right corner and nail the man. Take out the 2-3 remaining terrorists on the
marketplace below, then curl left, and eliminate the sole guard. In the next
open area, here comes the tricky part. Have your men hold right before the
garbage dumpster, but not in the open. Toss your last smoke grenade in the
open, and sprint through it. Kneel behind the car against the right wall. Look
to your left, and take out the two upper balcony snipers, the man relatively
close to your left. Now, keep crouched here. Stand up, and quickly nail the
two men behind the other car. Sprint forward, look in front of the van, and
take out the Molotov Cocktailer. Go back to the sniper spot from before, look
at ground level, and take out the last tango. Now, enter the double doors,
kill the last terrorist. Exit this building, and look in the new alley. There
are two hidden enemies on the right aclove, a few on the ground, and 3 in the
house. Eliminate them all.
- Once this section is clear, proceed to the end of the upper level, and snipe
the two guys on the ground by the building. Again, look a little to the upper
right, and take out the lone sniper on the balcony. There's a guy to his
right, be weary of him, and take him out from behind the tree on ground level
when you approach. There's one more hidden guard on the left balcony by the
back entrance to the building. Once everything is cleaned off, give your team
the command to Open & Clear on Zulu by the back entrance. You go to the front,
and pull out your Nade Launcher. Creak the double door open, and look slightly
to the left. Nade the man behind the table. Now, give your men the Go code
(press white button). Once they go in, take out the two guys remaining to your
right.
*A formal thanks will be rewarded to you by Dr. LaRocca and the Italian
government for kicking some evil rebellious butt. Several men are in
custody, and we're seeing what they have to say.*
___________________________________
/Mission 4 - Streets of Milan (5.4)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
^LOCATION: Milan, Italy
"The heavily armed police convoy which was escorting the remaining prisoners
has been ambushed. Intel shows a well-organized militia involved in the
assault. However, the lead vehicle operator radioed for backup, and police
managed to contain them in before it was too late. Due to the early time in
the morning, the armed men did not get too many hostages, but you still have
them to worry about. They're currently established in the city center. The men
are requesting safe passage to Macedonia in exchange for the hostages, but the
Italians aren't negotiating. It's nukem time!"
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\OBJECTIVES: + Free Hostages \GEAR: PSG-1 -- Frag Grenade
\ + Eliminate Escaped Terrorists \ M203 HE -- Smoke Grenade
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- Start off by turning on night vision, since it will make your opponents glow
like light bulbs. Go around the corner, and look up at the big blue sign. Take
out the sniper. Move ahead, and there will be four men in total usually placed
at "vicinities." There's another sniper at the far end up really high, two men
on a left balcony (that appear after a set distance), including two men by the
firetruck. Once you proceed forward, there will be a sniper in a double window
bridge up above. Two snipers on side locations, not to mention about three men
placed behind some barricades. Once they're dead, more men will appear at the
far end by the line of cars; eliminate them immediately, and proceed towards
the objective square. There will be about 8 in total; some will be equipped
with RPGs, so get your head down! I recommend hiding by the white car just to
the right of the double doors where you see the bar entrance. Crouch behind,
keep leaning to the left, and sniping them as they pop up. You'll hear a voice
message saying the barricade has been cleared. I recommend *SAVING* here.
- Move on up ahead, but turn your view behind yourself. There will be two
tangos on that same sniper balcony where you first encountered them. Hook a
left, and proceed to the end of the hall. Pick open the door, and open the
next door. There will be a tango immediately in front of you. Take him out,
walk through the doorway, and give your teammates the hold command. Go to the
end of the alley, and take out the man who pops out. Lean around the corner,
and take out the two remaining men. One may pop out of the back entrance to
the building. Once done, have your men move into this room. Move in at the
same time, and take out the remaining guard in the right corner. Regroup, and
proceed towards the large church doors. Once inside, your first hostage will
be up ahead.
- If you want, you can have your men go on a zulu code in the back, and you
can flash the side entrance. However, to make it easier on your men, just try
to go in the right entrance. There are three men in the bar room, one to the
sharp right, one near the hostage, and one across the room. Smoke before going
in. Once they're down, shift your eyes to the outside. You will see two
ambushers outside. Take them out, secure the hostage. Move ahead into the
cracked door room, and take out the lone guard. Smoke the garage where the
second hostage is, go in hard, take out the man by the cars on the left, and
the one running towards the hostage. Two more ambushers will pop out, one from
the left rear entrance and one from outside. Secure the second hostage.
Finally, move outside, and prepare for the final assault.
- Proceed ahead to the double church doors, and move on in. Go down the right
alley, then peak the corner. There will be two standing guards. There are also
two more route guards on the side out of view. Make sure they're taken out.
Slowly crawl along the right wall towards the center courtyard. You can take a
peek if you wish, but all tangos should be down. You'll know this for sure
when you hear the message, "There's a sewer grate here." Go towards the arrow
on the right, and climb down the ladder. You'll start to hear a beeping sound.
Crawl and lean to the right. Take out the two guards by the bomb. Quickly turn
around, and snipe the guard behind you about 100 feet away. Once they're dead,
your mission is complete (woo!).
*All escapees have been captured or eliminated. The terrorists were getting
ready to wire the place up with explosives, but that threat has been
averted. Good job team.*
__________________________________
/Mission 5 - Nuclear Reactor (5.5)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
^LOCATION: Kozlodui, Bulgaria
"Apparently, terrorists stormed the Nuclear Plant. However, the odd element is
that this nuclear reactor is suppose to be out of commission within the next
ten years, as part of an agreement between the EU and the Bulgarian government
for joining the union. There are numerous terrorists set up in positions, and
most of the material inside the plant can be altered for weapon purposes. The
tangos are starting to transport the material, however, it's your job to
intercept the shipment, and shut them out - permanently."
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\OBJECTIVES: + Prevent Uranium Theft by \GEAR: M4 -- Frag Grenade
\ Neutralizing Terrorists \ MK23 -- Smoke Grenade
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- Immediately turn on your night vision, and proceed ahead down the long
alley. There is one man behind the stack of three barrels in the corner, a
sniper on the highest tower, and one more terrorist on a balcony behind that
tower. Once they're eliminated, open the door and head on in. Go up, and peek
around the corner. Nail the crouched terrorist. You can assault either door up
ahead. Three men will come out of nowhere onto the rooftop near the right, so
make them your primary concern. There are also two on the left, one on the
stairwell, and one by barrels. One more will be in the declined depot to the
right. Go up the stairs on the left, and nail the guard who pops the corner.
Creak open the door at the end, and hit the tango on the stairs near the left
wall. Another one will be on the stairs, along with one on ground level.
Proceed down, and open the next door. Two more tangos will be near the center
fence. Once cleared, get ready to move on.
- In the next hall, it should be clear. Give your men the zulu-go code on the
farthest door, but you should sneak in on the closest door. Eliminate the two
tangos along the left wall, and two more by the controls. Give the go code if
you need backup. Once clear, proceed in through the next door. Take out the
lone target. In the next hall, nail the man behind the barrel, then shoot the
glass, and the three tangos that reveal their position. Once clear, move to
the next door. Be careful as a flash will be thrown by the enemy. Nail the
tango at the end, then move ahead, and kill the one at the base of the stairs.
Move down into the generator room. When you hear the door open, there will be
one man in the fenced-off area on the left. Take out the two other tangos
through the weaving generator boxes. Move down the next hall. When you reach
the two separated doors, have your team hold their position. Smoke the right
one, and look straight in. There should be one tango behind a big pipe.
Another two should be patrolling to your left, along with one on a left door
area, one in a center door area, and one near the end of the room. Now that it
is cleared, bring the team along, and move ahead.
- When you get the new voice message, I recommend *SAVING"* your game. Here
comes the tricky part. This next room is similar to the reactor room, as it is
huge, and there are many tangos. Most of them are at the far end of the room,
however, smoke the door before going in. Try to snipe as many as you can by
leaning in and out. Also, look above you as there are several enemies on the
railing above. Once you have the initial enemies cleared, move to the far end,
go up the railing, then make your way to the middle railing. This is where an
ambush will occur. Several enemies will pop out from the window locations, and
from the door on the right. Take the 6 out, and move through the door. Up
ahead is another snotty ambush. Slip the door open, and wait for the RPG to
pelt it. Now, look on the tower to the right, and nail the RPGer. Next, snipe
the guard behind the barrels, and the one in the window (when you get the
angled shot). There will be three on the lower right balcony as you move along
the railing, one behind some boxes on the other side, and two more near the
windows at the far end. Once dead, make your way to the final door to the
control room.
- Give your men the Zulu-go code on the main door, with you proceeding in the
side one. Creak open the side one, frag the man near the middle controls, then
hit the man right in front of you against the left wall. Give the go code,
rush in as well, take out the man on the right for support. Crouch, go up to
the left window, and nail the two remaining terrorists. The one on the left
has a rocket launcher, so be weary.
*The plant is now clear, and all hostiles have been accounted for. You have
done serious help to the world by not allowing any uranium to be smuggled
away. The IAC will make sure that the plant is shut down, with armed
support. Strangely enough, all of the terrorists were from Russian
countries along the Black Sea.*
_________________________
/Mission 6 - Castle (5.6)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
^LOCATION: Milan, Italy
"Vladimir Zhilinski, a former top scientist, was willing to sell some secrets
to the highest bidder. He has worked on numerous secret projects involving
weapons and items of that such. Zhilinski's associates were traced back to the
assault on the Bulgarian Nuclear Plant, and were not happy with the results of
the operations. Zhilinski gave them inside intel, but their mission was a
failure. Apparently, they setup a meeting with the traitor at the Art Museum
in Milan, and have kidnapped him. There is also another hostage inside the
building. Numerous guards nailed the cameras before pictures could be taken,
and the art museum was a former fortress (back in the day), so keep your head
down."
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\OBJECTIVES: + Secure First Hostage \GEAR: TAR-21 -- Frag Grenade
\ + Rescue Zhilinski \ 92FS -- Smoke Grenade
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- Your starting position is near the entrance to the fortress. Start off by
moving to the wooden plank bridge. Cross it into the side entrance gate. Once
inside, take out the patrolling guard in front of you. DO NOT go past the
water fountain as two grenades will pelt it. Wait for the guards to come up,
and shoot them. Also, a sniper will appear in the right window, so get into
proximity and fire. Sometimes one guard will appear in the left gate (usually
on terrorist hunt only). Once cleared, go down, and eliminate the target that
pops out from the open tunnel. Go through, lean left, take out the guard, lean
right, and do the same for the other. You'll now be crossing under the
entrance you came through. Nail the 6 guards at the other side who are leaning
against the walls. Proceed into the right open gate. Up ahead is a curling
stairwell, along with a room upstairs and several cargo crates. Go along the
right side, lean around the corner, and take the guy out on the ground level.
There will be two upstairs by the crates and open window. Proceed up the
stairs, but do it slowly. One of the men will toss a grenade onto the stairs,
so avoid it, or be quick. Nail him as well. Once this area is cleared, go
through the open window room, then curl around, and proceed through the next
gate.
- When you see the open courtyard, lean around the corner and snipe the guard
on the balcony. Wait for another balcony guard to pop up, and get him too.
Move a little further, a guard on the upper left balcony should appear. Take
him out, then move into the next objective point. When you reach the two doors
up ahead, try to peak open and frag it. There are three terrorists inside,
however, they will toss CS gas if you are noticed. It's better to finish them
off quicker than getting caught in a blur of chaos. Move ahead, up the stairs,
then to the next double-room area. I recommend sneaking in through the left
door, while leaving your team back. There are two in the room, one who is near
the turned-over furniture. Another will toss a flash in through the new door,
so get your head down. Make sure you take him out. Move ahead, down the next
series of stairs. You'll finally reach the courtyard. This next part is
tricky. Leave your team near the entrance you just went through, and move
yourself under the shaded parts, but to the other side. Snipers will pop up in
the upper windows, along with the lower door - so take them out! Be careful
for the two snipers who appear after you get near the fountain.
- Once you reach the other side, move into the room. You should see a cracked
door to the left, a normal door, and a window. Lean out the window and take
any visible threats. Then, move out the normal door, and take out the
remaining men. Some will pop up top in the greenyard, so be careful. A
flashbang and molotov cocktail will be tossed at that normal door entrance. So
either get through quick, keep your group back, or smoke it for cover. If you
make it past this spot, move ahead into the center statue area. There should
be 2-3 patrolling guards. When you hear thumping above you, turn around, and
look at the only upper balcony open window. Nail that sniper, then move ahead
down the wooden stairs. There should be one threat on the stairs. When you
reach the wine cellar, it should be empty. Move ahead into the split room.
- This is where it gets somewhat tricky. Position your team to Flash & Clear
on Zulu on the left door, while you sneak open the right door. The idea is to
take out as many tangos before being forced to go in hard. Note that the
hostage is in one of the dungeon cells, but there are also 2 guards hidden in
them as well. Make sure the exterior of the room is clear before moving on in.
Smoke really helps on this part. The hostage is at the far end of the room, in
the left cell. Once it is clear, secure the hostage. An enemy RPG will blast
through the upper stairwell. Take out the guard, then proceed through this
way. You can use either the upper stairs, or the back entrance. Try to get
your backup to go through the alternate way, but if it doesn't work, just have
them move & clear the main room. There is one guard outside the room, and then
two more next to Zhilinski. Shouldn't be a problem.
*One tango was intentionally let go in an attempt to see if he would lead
them on the source of the terrorist ring. Zhilinski's testimony will also
be influential in finding out what their next plans might be. Not to
mention you saved some kick-butt art.*
________________________
/Mission 7 - Ruins (5.7)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
^LOCATION: Tozeur, Tunisia
"The lone terrorist who was let go in the last mission ran right back to his
buddies in the middle of nowhere. Intel photos of an ancient Roman complex
have revealed numerous guards around the perimeter for a desolate temple.
Intel believes this is the main HQ of the terrorists in the Bulgarian and
Milan operations from previous missions. You are to assault this base, take
out all tangos, and eradicate any existence of the terrorist cell.
Unfortunately, the complex is full of winding tunnels, alternate paths, and
routes that can make it seem like a maze. Use your instincts on this one."
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\OBJECTIVES: + Kill Terrorists \GEAR: G3A3 -- Frag Grenade
\ + Hack Laptop \ 92FS -- Smoke Grenade
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^^ You will only have one teammate on this mission, so use him wisely. ^^
- Start off by turning on night vision, since we're going to be doing this one
efficiently. Move ahead until you reach an area where the pathway is about
split into four. Lean around the corner, and nail the RPG, along with the
sniper up top. Have your teammate hold behind you, while you move up the right
pathway. Lean around the corner into the dusty, open area, and snipe the
crouched guard. Take out the two patrollers above, then have him meet up with
you. Up ahead will be an ambush (in the left aclove) where 3 men pop out. Use
the column for support, lean out, and take em' out. Move down the right stairs
ahead. A voice message should tell you to look for an entrance route to the
hideout. You may want to *SAVE* right here, as you'll be facing a series of
ambushes ahead. When you reach the narrow hall with numerous pillars, have
your teammate hold. Several men will pop out from the sides and try to hit
you. Pick them off one by one, or use some Smoke for cover. There is a sniper
at the far end, slightly above, that must be taken out as a priority.
- Reach the end of the hall, but don't go there entirely. A second sniper will
appear at that same spot from before. The end room also has two men around the
corner to the left, so sneak and take em' out. When you reach the next hall,
immediately look left, and take out the man behind the fenced window. Continue
ahead, and toss some smoke at the base of the entrance to the next room. Crawl
into the smoke, and snipe the two men upstairs, along with the two on ground
level. Then, use the stairs on the left to climb up top. Go around the corner,
and crawl towards the top railing where the enemy previously were. Look across
at the other balcony, and there should be a total of 3 terrorists to take
down. Then, continue up the stairs, and into the next area. You are to secure
the main temple. I recommend *SAVING* here.
- Go out, and towards the sandy alley around back. The first V-crack should
have an enemy that should be eliminated. There are two more ambushers ahead
along the left wall. The RPG is out in the desert by the temple to the left as
well. Once dead, proceed ahead and around the right corner. This next part can
get fairly tricky. Try to get your teammate to hold slightly away from the
middle, as there are two men inside the left wall grate area. Once has a set
position at the far end, but the other is a pistol patroller. He usually pops
out after he hears gunshots. The third tango is in the third room along the
right wall, closed off by a cell door. Once clear, head to the end, and look
at the right stairwell. Kill the guard who runs up. Now, you'll see the shadow
of a soldier get larger. He's actually on the enhanced platform along the left
wall. Toss some smoke for cover, nail the tangos on the ground, then look up
at the men on the balcony. Two more will pop out. Proceed ahead up the next
series of stairs. You'll finally reach your objective point saying that it's
time to storm the temple. Use your final *SAVE* slot here.
- Move ahead, and take out the ambusher directly in front of you. Take cover
to the left of the temple stairs, and zoom across. Take out the sniper. Now,
four more ambushers will appear in front of where that sniper was. Nail them.
Another tango will appear inside the temple on the second floor. Take him out,
since he has a high angle shot. Go into the temple. There should be two more
men on the ground floor. When you start to hear screams or rocket launcher,
quickly turn around. There should be 4 snipers on the balcony in front of the
temple stairs. Take them out, the continue down the dark stairs for the true
assault. Pop around the corner, and take the scout guard who is behind the
wooden crate. Go left into the bed shack room, nail the lone guard, and then
you'll notice it splits into two. If your teammate is still alive, have him
hold this room. Otherwise, wish for the best. Go left, clear out the sentries,
then wait till you hear a man with a big machine gun start screaming. Either
grenade this room to clear him out, or do a quick shutter shot. Once clear, go
to the red laptop, and hold down A to extract the information.
*The information retrieved from the laptop should lead to the arrest or
shut down of the remaining cells hiding throughout the world. We'll work
with local and state agencies to put an end to the problem at hand. Good
job team.*
________________________
/Mission 8 - Agora (5.8)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
^LOCATION: Athens, Greece
"While anti-terrorist teams were wiping out the remaining cells, the cell in
Athens was warned of the forecoming. The leader attempted escape, but has been
cut off before reaching the border of the country. However, before leaving,
they planted a bomb in the marketplace of Athens, with the potential to kill
thousands of foreign tourists. Your objective is to defuse that bomb before
the leader gets itchy and decides to sacrifice himself for his cause."
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\OBJECTIVES: + Hunt Down Terrorists \GEAR: AK-47 -- Frag Grenade
\ + Defuse Bomb \ M203 HE -- Smoke Grenade
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- Your counter will start off with 11:00, plenty of time to rush through and
get a cup of coffee at the local cafe. However, time to stop playing games.
Round the corner and proceed down the alley. Take out the men who pop out on
the above balcony, along with the three on ground level. Round the corner, and
look for green-shaded windows. They should pop open to reveal a sniper each,
both on the second and first floor. An RPG should smash into the fountain as
well. Look to the right and take these tangos out. Another RPG is close to the
green windows, along the left wall. Two more men are at the barricade up
ahead. Once you're past this portion, it is time to enter the main market.
Don't rush right in, as a molotov cocktail will fly right at the entrance
path. Pop the corner, and nail the man closest to proximity. Continue ahead,
and go around the next corner for two more men, one against the left wall by a
barrel, and another inside a shop along the right. Look at the high balcony,
and snipe the RPG man. Round the next corner, and make it till you see two
vertical windows. Hit the man in the lower one. Round the next corner, and
toss some smoke.
- The barricade along the right has two men hidden in the background. Shoot
them, then refer to the main alley where you shall find three men who pop out
(one from a closed gate). Round the next corner, and assasinate the standing
guard. When you see the next corner up ahead, wait for a grenade to be tossed.
Now, toss some smoke for cover, peek around the corner, hit the man on the
highest plateau, then the one crouching on the ground. Climb the stairs all
the way to the sharp corner. Yet again, lean around, nail the man on the
scaffold, along with the ones on the ground. Here comes the tricky part. When
you go down the stairs, turn around, and wait for 3 ambushers to try and get
you from behind. Then continue ahead around the corners - slowly. Some men are
waiting ahead. Once they're down, you should get another voice message. Take
out the two normal guards, along with the one hiding in the green open window
on ground level. Now, have your group hold right at the edge of the alley. You
should go along the right wall, and continue along this side until you reach
past the second fenced gate. Turn around, and look at the upper balcony. Nail
the men who try to ambush you.
- Quickly, look back at the second gate and take out the remaining guard. Move
ahead into the next open doorway. Continue ahead, until you see a grenade
tossed. This next open area has about 6 guards, two to the right, two straight
ahead, and two on the upper straight balcony. Most are behind or in a storage
place, so go for the quick burst shot. Once this is clear, try to smoke the
entrance to the in-door market if you have any smoke left. Otherwise, use your
NV and snipe anyone who is up top. That small room with the bomb should be
naded several times, due to the 2-3 enemies inside. That or you can use your
grenade launcher. Go to the bomb, hold down A to defuse, and this is an easy
mission OK.
*No casualties were reported in Athens. Not only that, but you saved
thousands of unknowing lives with your valor, and loaded kick-ass rifle.
Darn, I love these smoking rounds. It appears that one of the terrorists
is willing to talk to save his own skin.*
________________________________
/Mission 9 - Military Base (5.9)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
^LOCATION: Tyrnyauz, Kabardino-Balkaria
"It turns out that the cell leader captured in Athens wasn't a local, but
rather a disavowed former Russian Major. He's willing to sell out his buddies
who wants to carve out their own country by plotting out huge profits from oil
reserves near the Black Sea. By causing chaos and havoc, it would make their
attempt much easier than normal. Your mission is to assault the entire Group's
HQ, a former Russian Military Base, established in Kabardino-Balkaria.
Unfortunately, the region is very loose and heavily secured by enemy forces.
It has been discovered by Intel that some loose warhead missiles were sealed
up in concrete bunkers (when the Russians left), however, the enemy has
unsealed them, and plans on moving them with their own custom-grade material
inside. Your first objective is to disable a train carrying some of the
warheads, and then to discover where the missing missiles have been should out
to."
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\OBJECTIVES: + Destroy Train \GEAR: G3A3 -- M34WP Grenade
\ + Recover Intel \ D.EAGLE -- Flashbang
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^ Again, you will only have one teammate on this mission. Use him wisely. ^
- You will start off by being inserted near the back entrance to the base. Two
men should pop out the back door, but Bear will gladly gun them down like
peanut butter on mashed potatoes. Continue ahead, and sneak open the door.
Nail the lone guard, and make sure you have night vision on. Three more guards
should be in the room to the right, and the NV helps distinguish them from the
background generators. Once cleared, head for the door on the right. Climb the
series of stairs, and prepare for an ambush in this next room. Move in, and
have Eddie hold close to the door. You should move along the middle-right, in
front of the stack of barrels. Start angle sniping the men behind the barrels.
Once a certain amount are down, you'll hear a side gate open. Quickly hide
behind a pillar, and look along the opposite wall for three snipers. Once
they're down, remove the newly spawned snipers, go up the left walkway, then
the right door. You will now be approaching some infantry barracks. Go inside,
and dispatch of the two guards around the corner (behind the barrier). Then,
eliminate the one who comes out of the room. The door on the left that is
locked has two guards inside. There are two more men near the beds on the
right. Try to smoke it since they will have angled shots on you.
- Once this place is cleared, move ahead, and proceed through the next door.
Take out the man along the right corner who sprints. Move ahead, and there
will be another duo of patrolling guards. Open the generator doors, head on
through, and enter the next hallway. Lean carefully as two men will try to hit
you from behind some barrels. Move ahead, and you will face another series of
winding corners with barrels. Take out the three men who hide their positions.
Be careful as one is right before the set of stairs. Once above, slowly open
the door. There's one patrolling guard in between the train carts that must be
taken out. Walk up to the red charge on the wheel, and hold down A to plant.
Once planted, an ambush will take place. Bear will try to give cover, but will
fly away briefly. About three to four snipers shall appear on the upper
balcony if you look to your right. Try to snipe them off. Then, behind you,
two more snipers from windows will appear. Take em' down as well. Continue
around the far end of the train carts, then nail the two men in the general
courtyard before the new door. Enter the new door, and you should see a
stairwell above.
- Go up, then through the next door, and you should be back where you killed
the two snipers from before. Crouch across to the locked door. Seven to eight
snipers will appear back on the previous ledges, along with two new window
locations. You can try to snipe them off, as they will continue to fire their
AKs and RPGs at you. Five of them are on the main balcony, with 2-3 on the
side windows with angle shots. The locked door has to be picked, so be
decisive unless you're under heavy fire. Once it's opened, continue on
through. You'll proceed through a set of corridors and down more stairs till
you reach a large room with 2 entrances. Go through the first entrance you
see, but flash it first. Once inside, nail the 2-3 guards who are protecting
the General. Once down, quickly sprint to the Helo Pad. This might take a few
tries, but aim at the far left corner of the chopper head. While you cannot
see the pilot, if you shoot at the left edge of the chopper, you'll kill the
pilot and it will fall to the ground. If you miss, it will fly away, and you
will receive a mission failure. Be quick with your actions.
*The location of the missile base has been retrieved (probably through
several hours of intense torture on the General). Yaganov is taken
care of, but this is the final mission. You must be quick and sprint
to the location of where they're going to launch it.*
____________________________________
/Mission 10 - Rocket Facility (5.10)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
^LOCATION: Buynaksk, Daghestan
"Apparently, Yaganov and several tycoons were planning on starting a regional
war by launching warhead-prepped missiles at capitals & population centers. In
the chaos, they would make a landgrab in the most oil-rich parts, and form
their own establishment. The plan sounds great on paper, but not on any form
of press whatsoever. Your job is to make sure their lone warhead is not
launched, along with rescuing any undercover agent at the site, and to defuse
a dirty bomb. Boy, they're really stuffing this chalupa up with toppings."
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\OBJECTIVES: + Defuse Dirty Bomb (stealth)\GEAR: MP5SD5 -- Frag Grenade
\ + Rescue Hostage \ D.EAGLE -- Flashbang
\ + Prevent Missile Launch \
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- This first objective is very tricky as you CANNOT allow any guard to be
aware of your presence. If any opposing gunfire is heard, the mission will be
aborted since the dirty bomb will be detonated. Thus, you have to be as silent
as a friggin' Navy SEAL. This means you need to use silenced weapons only. Not
only that, but you're the only man for this mission. Another important item is
that you will be equipped with a heartbeat sensor, so you'll be able to see
red dots on your radar. It's about time they gave you one of these things.
Start off by rounding the corner and taking out the patrolling guard. The room
on the right has two roaming guards as well. Once they're down, go to where
the first guard was, and open the door. Take out the two standing guards here.
One may try to run for help, so be quick with your shot. The next part is
somewhat tricky. There are two patrolling guards on the ground floor, one on
the left & right sides of the first floor. There's also a patrolling guard
walking on the upper balcony. Make sure they're all down, then run up the
stairs. Sneak open the left door, and hit the man in the window. There's
another tango in the left corner that must be taken out. Walk up to the bomb,
which is in between their positions, and hold down A to defuse. I recommend
*SAVING* here.
- Now, go through the open door. There will be one man in a window about 30
feet away. Snipe him off, then continue forward, and open the double doors.
Look in front of you, for an ambushing soldier to pop out. Eliminate him, then
turn right, and knock off the RPG on the balcony. Enter the big room, snipe
the man on the ground level, proceed to the bottom, and open the doors. Once
you get in between the two cargo foldings along the wall, they'll open up to
reveal an ambush. Take out the two on the left, but quickly shift to your
right to compensate for the pressure as well. Another RPG will appear at the
same spot from before. Look around the right corner, and knock off the two
guards, including the one on the balcony. Go right through the transparent
foldings. You should find one tango behind some barrels to the right. You now
have two choices here. You can take the door on the left, or the entryway on
the right. Go towards the right hallway.
- Round the corner, and nail the two tangos next to the fuel and ammo. Open
the next door, and hit the guard with his back facing you. Run down the
stairs, then open the next door. Hit the lone guard, and be careful as there
is one more guard around the left corner. Secure the hostage, but take cover
in the side room. Peak out, and nail the two snipers on the above balcony.
Look at the right upper window, and hit that sniper as well. Turn around, look
up, and hit the final sniper in the other window. You will not have 5:00 to
defuse the bomb. The tunnels that were blocked off from before should now be
open. Head on through. There should be two men in this next room, both by the
yellow crane. Once it's down, round the corner, and enter the narrow halls.
Hit the guards around the corner. When you see a large opening and stairwell,
BE careful. Three terrorists are near the top, and will try to ambush you.
Enter the open doorway, and hit the two scrambling tangos. Up ahead will be a
room made of large circular glass. There are two tangos on the perimeter,
along with two more enemies up ahead in the halls. Keep on sprinting since the
5:00 was cut short for the final mission.
- Reach the next stairwell and continue up till you reach a VERY large room,
better yet, the control room. Lean around the wall, and hit the two crouched
guards. Look up, and hit the RPG in the window container slightly above the
two guards. Look to the left of the RPG, and hit the sniper. Now, the best
recommendation is to go in the right corner of the room, next to the double
doors. Use this as your base sniping spot, and hit anyone who pops out.
Eventually, once the area seems clear (and you realize your timer hardly has
any time on it), sprint for the double window open doors on the ground level.
They should be directly behind the rocket itself. Flash the room, then go in
hard, and nail that control room SOB. Once he's down, walk up to the central
control panel, and hold down A to defuse the rocket launch sequence.
*Your commander is damn well proud of you for saving thousands of lives.
Russian troops have sealed off the area, and are going to do cleanup.
You have done the hardest task at hand, and deserve the Medal of Honor.*
^^ A movie sequence shows a helicopter flying into the distance of what
appears to be a bright and sunny afternoon. Your commander claims that
you have done your job, and will be brought home. In the meantime
though, you have saved millions of lives with your actions, however,
the world will only know a secret. Your commander and fellow comrades
will understand the sacrifices you have made to help support the
world. THE END. ^^
-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-
=============================
- 6) X-BOX Live -
=============================
By far, one of the most interactive and appreciated game modes on the X-BOX is
its exclusive system of online play. By hooking your console up to a local
broadband connection, one can access an online gaming network where they can
play fellow X-BOX Live gamers via a title's given playing options. The most
enhanced mode of Black Arrow is the X-BOX Multiplayer mode, since it allows
you to play co-operatively, as adversaries, and so on. The following section
will explain some of the key online game modes, their objectives, general
playing strategies, and other terms which should be understood.
___________
/Game Modes/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Game Modes are the types of games you can play on X-BOX Live. There are
several different modes to select from. Modes are split up into two types, co-
operative (teammates), compared to adversarial (hostile).
\ /
==-> MISSION <-== == Designed for 1-4 players == Co-Operative
/ \
- Players must group together and complete each of the game's 10 missions,
included in the original campaign mode. Most of the in-mission scripts are
kept, although they are "slightly" altered for online play. They're slightly
altered to provide better performance on levels, and so on.
= Strategies: Straight forward. Try to use a weapon that fits the level. Make
sure you picked a silence weapon for the last, and ensure that everyone acts
according to the gameplan. You do not want a fool messing up your mission by
executing a hostage.
\ /
==-> TERRORIST HUNT <-== == Designed for 1-4 players == Co-Operative
/ \
- Players must group together and kill all terrorists on a given map. However,
the catch is the terrorists' spawn points are random, meaning you will NOT be
facing the usual set pattern of enemies. The most common co-operative mode
since it adds variety and spruces up certain levels. However, there are no
side objectives, hostages, or anything from the mission status.
= Strategies: Same as before. Always use a G3A3, M16, or FAMASG2 to ensure
protection around your perimeter. Many hosts like playing this on Elite, so
expect a challenge. Some interesting items is that if you complete the mission
(although your teammates may be dead), their stats will not be damaged, and
they will receive a win for the mission as well. So the pressure sort of gets
tossed on to you once everyone is dead.
\ /
==-> SURVIVAL <-== == Designed for 2-16 players == Adversarial
/ \
- Players are all randomly spawned onto a given map, and must duke it out
against each other for a given amount of time, or if they die. You only have
one life. If you die, you must wait till the end of the round. It's basically
a survival till the end of the round.
= Strategies: HIDE. I've found that if you can get to a corner of the map,
kill at least one person, then move onto the rest of the map, you'll have a
solid chance of winning. Try to get a fairly small weapon, one for close
quarters considering you'll be facing a ton of roamers on the map. Watch
around ALL corners, but DO NOT get overglued to an area. Always check your
back, especially in places you have looked over once. Most games fit around 10
people, but when the room gets stuffed, prepare for a battle royale.
\ /
==-> SHARPSHOOTER <-== == Designed for 2-16 players == Adversarial
/ \
- Players are all randomly spawned onto a given map, however, they can respawn
an indefinite amount of times, and must total the largest amount of kills. The
round usually ends after a time limit, although a kill limit can be set.
= Strategies: Just scramble around with an powerful gun (G3A3 or M60), and
find a relatively hefty location where you can roam around. Usually, the spawn
zones depend on the map, but if you get near the vicinity or endpoint of a
map, you can control a "territory" per say, and pummel down anyone who
approaches the point for cover. A solid example is the cruise ship. By holding
the elevated deck at the far end, you can pretty much hold the map.
\ /
==-> TEAM SURVIVAL <-== == Designed for 2-16 players == Adversarial
/ \
- By far the most popular game mode online, Team Survival is what this game is
about. There are basically two teams which spawn off at individual points on
the map. You must then eliminate each other till the last standing member of
the other team is eliminated. Try to stick with your teammates on this one,
but keep spaced apart. Cover the flanks. For example, go via the left/right
routes in the attic on Presidio so your enemy can't flank you from behind.
Avoid standing next to a teammate, since it's an easy double kill for an
opponent.
= Strategies: Try to stick with your teammates on this one, but keep spaced
apart. Cover the flanks. For example, go via the left/right routes in the
attic on Presidio so your enemy can't flank you from behind. Avoid standing
next to a teammate, since it's an easy double kill for an opponent. Pick
either a G3A3, FAMASG2, or AK-47 for optimal results. You will find that 4
frags help as well. Rarely anyone uses CS gas, so don't worry about. You can
work with teammates to organize remote charges behind their flanks. Have a
teammate watch the back while your other teammate snipes. Organize attack
strategies such as that.
\ /
==-> TOTAL CONQUEST <-== == Designed for 2-16 players == Adversarial
/ \
- Unfortunately, the next two modes are heavily frowned upon when it comes to
online gaming, for the pure and simple fact that your opponents can spawn camp
you. However, total conquest is similar to a capture-the-flag system, except
you capture points. There are three neutral points on the map. Capture a point
by holding down A on the radar dome. After your team gets all 3 points, you
must hold them for 20 seconds to win the round.
= Strategies: I'd recommend having a guard at each station, with one general
sniper to annoy the heck out of your opponent. Use precise weapons like in the
previous modes, except silenced weapons are effective on this one. You can
often hide in dark corners, and try to catch your opponents off guard as they
attempt to capture a point. If he has backup, try to smoke the area, and give
off the impression that there are more of you. Meanwhile, you can signal in
for backup.
\ /
==-> RETRIEVAL <-== == Designed for 2-16 players == Adversarial
/ \
- Again, Retrieval suffers from spawn camping. You will start off at your
neutral points of the map. You must then rush towards a neutral viral
infectant near the center of the map, and bring it back to your base. The team
that scores the most in the allotted time wins the game.
= Strategies: Aside from strategy, try to have two neutral guards near the
center who basically snipe off incoming enemies. Your other two players
(assuming 4 on 4) should try to retrieve the canister. It's also great to get
someone fairly close to the spawn, who can ambush somebody if they're about to
make a score. Just make sure you're not spawn camping, or else you'll be
booted most likely.
_____________
/General Tips/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
+ The G3A3 is the best weapon in the game, hands down. While I particularly
dislike using it, I must realize the truth at hand. Equip this gun for
power, accuracy, and efficiency. Its low clip can be subdued by burst
firing, and evasion techniques in close-combat situations.
+ If you are at the lead of your team (on a co-op game), crouch all the time.
This helps avoid anyone from accidentally shooting you in the back of the
head. The rest of your team should stand up behind the lead man in a stack
formation.
+ Upon entry of a doorway, slowly crack it open by using the directional
Up/Down. Try using the wall as cover, then leaning around the corner to
snipe off baddies. This is a must-use strategy on the elite difficulty.
Smoke grenades are probably the most used in terms of multiplayer, with
the Gas Mask coming in a high second. Tangos love tossing CS on elite.
+ In team survival, try to spam grenade "popular" entry locations. For
example, on presidio, try nading through the window at the left entrance
where the team comes in from the outside. Hit key locations where you
know there is a direct route to the spawn, since there is usually a 33%
chance at least one person went that way.
**************************************************************************
- I'd like to thank GoBiZkU for the following tips:
+ Listen for footsteps. You can tell the difference between someone
walking on grass, hard wood floor, concrete, metal grating, or a
stairway (and other floor types). For example, if you hear someone
walking around on grass, and you have no teammates in that direction,
try holding back for a few seconds to find the enemy.
+ Learn spots to pre-fire. If you can rush to a spot and pre-fire it
knowing an enemy HAS to go through there, chances are you'll get 1-2
kills just from that.
+ Learn where people camp/rush so you can be prepared as you head in that
direction. If you know someone is going to camp a corner of a room, go in
the room looking in that direction and pre-fire it as you look at it. If
the tango is there, you'll kill the person before they even see you.
+ Use sound and smart placement to use remote charges to your advantage. If
you hide one in a long hallway, and you're on the other side of the door,
chances are the person will throw a grenade at the door. He's likely
standing next to your remote, or it's a perfect time to ambush the tango
without a weapon in hand.
+ My recommended 2x weapons are: FAMASG2 - Excellent upclose
TAR-21 - Average at all ranges
G36C - Excellent long range
+ My recommended 3.5x weapons are: M16A2 - excellent upclose and at long
range, but it's fairly tough
to get headshots in, or rapid
rate of fire going
G3A3 - bad at midrange, best for
extreme long range
+ When you are engaged in a firefight, repeatedly press the crouch button
so you are ducking and uncrouching the entire time. Chances of you being
pelted in the head are much more slim since it makes it tougher for your
opponent to hit a standing target. Also, try to get the reticle on sight
with the target, and hold it down. It works MUCH better than attempting
to burst fire in close range, which many experts "overclaim."
+ At the mid to long range, stick with burst firing. Never attempt to hold
the trigger down since this is just wasted ammo.
+ Claymores can be used as a good distraction. Put them out in the middle
of a hallway (aka Airport). Hide somewhere, but stay relatively close.
Hold the trigger out for the claymore. If it disappears out of your hand,
then you will know that an enemy has shot your claymore. This is a good
way of telling whether or not somebody is nearby. Your opponent's first
instinct is to shoot the claymore since they don't want to be "blown" up
by it. It acts as a proximity alarm, especially on Survival mode.
****************************************************************************
-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-
============================
- 7) Codes -
============================
As with most first person shooters, you will usually find a series of codes
which are entertaining, or add more features to gameplay. In certain cases,
codes can give the user unlimited life, overwhelming amounts of ammo, or warp
them to another dimension. This section will provide in-game codes which can
be used to complete missions. I would like to give credit to:
-
http://www.gamewinners.com/
for providing these two useful codes.
^!/=\ GOD MODE /=\!^
- Press Up twice, Down twice, Left, Right, Left, Right, B, and A during
GAMEPLAY. A message saying "God Activated" will appear on screen. You yourself
are no invincible, but your team is vulnerable still.
^!/=\ CREDITS LEVEL /=\!^
- Click the Left-stick twice, click the Right-stick twice, press X, Y, B, A,
B, and A. Suddenly, the game will say Please Wait, and begins to load a map.
You'll be warped to a dark room with a bunch of head portraits. These are
actually everybody who worked on the Black Arrow team. If you hold your
reticle over the picture, a custom message will appear along with their full
name and role in the game. Real neat stuff, and probably one of the more
appreciative credits scenes I have seen in quite some time.
- I'd like to thank Marcus Dion for confirming that the laser trails code does
work, it's just that your own player does not shoot the lasers. Only your
allies and opposing tangos will shoot blue/red lasers respectively, and there's
no in-game message confirming the code worked.
^!/=\ LASER TRAILS /=\!^
- Click Up, Down, Up, Down, Right Thumbstick Click, and another Right
Thumbstick Click. The game will give NO award message of the code, so be weary.
You yourself will NOT shoot the laser bullets, but rather only your
allies/tangos. Not that much fun, but at least you get to observe the accuracy
of your fellow shots.
-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-
============================
- 8) Common Questions -
============================
)) Gameplay ((
----------------------------
<< Are there any other Rainbow Six games out there? >>
- Yes, there are a ton. Originally, the first Rainbow Six came out back in
1998. The game was one of the biggest hits of the year for its decent
graphics, intuitive gameplay, and strategic planning phases unseen in a first-
person shooter before. Not to mention the insane amounts of difficulty
included. The game challenged gamers to heights not yet seen before, with a
strategic and tactical shooter. Numerous expansion packs were released, and it
was also published on the N64 and Playstation. The next generation of the
Rainbow Six series has evolved into more of an action-hybrid shooter, with
less/no planning involved. Matter of fact, the game engine has been redone in
Rainbow Six 3 (more 3D graphics, leaning abilities, etc...), and there is no
planning phase anymore. It seems as if the series has morphed into a SWAT-
wanna be, or something along those lines. Most fans of the series simply don't
care, since both the original and RS3 are both high-quality games. If you're
looking for the classics, revert to the PC versions, otherwise RS3 is
available on all 3 platforms.
<< What's so unique/different about Rainbow Six 3: Black Arrow? >>
- I got three solid reasons. One: It was only released for the X-BOX. Two: It
has 10 new campaign missions. Three: It has exclusive online maps, a new
patch, and pretty much is the new standard for those who want to play RS3
online in style. It's basically a Rainbow Six 3 addict's dream. Another
positive element is that you DO NOT need the original Rainbow Six 3 to play
this. This game is more of a sequel, rather than an expansion pack requiring
the original game. New players can hop right on into this game, rather than
purchasing the original.
<< What content downloads are available on Black Arrow? >>
- Unfortunately, there have only been two official releases from Ubisoft as to
content downloads. The first is a free "sample" map called Village, which is
fairly decent, but more sniper based. The other release was a $4.99 patch
which contains 4 new maps - English Killhouse, Canadian Winterlodge, Saudi
Arabian Petroleum, and Canadian Office 2. I have not downloaded the maps
personally, but I hear the only worthwhile map is Killhouse. However, that's
not to say the other 3 aren't too bad.
>> I'd like to thank cre8nhavoc for posting a message pretty much summing up
each of the new maps in AP2.
- There has been a SECOND DLC release quite recently (near the end of January
2005). Supposedly, the maps are much better, and it's the same cost of only
$4.99. As usual, there are four maps, with them being Cargo, Prison, Pumping
Station, and Winter Base. Supposedly, Pumping Station seems to be the best, as
it focuses on contrasting light settings, explosive settings, plenty of places
to hide, and a supreme balance of sniping/close quarters combat that every
Rainbow Six 3 player loves to engage in. Every one of the other maps are either
fairly simplistic, or lack extra details to make them go over the top. It's
even been said that the one map has NO sound, making it so ridiculously
difficult to detect enemies (unlike other maps where you can hear footsteps).
<< Were you disappointed with the Black Arrow campaign mode? >>
- Technically yes, although I've never played the original Rainbow Six 3
campaign to be able to compare it to. However, as a veteran from the original
Rainbow Six, and after playing it several times across the internet, I can
definitely say I was saddened by the fact that this tactical series has
morphed into a typical first-person shooter. The Rainbow Six series was known
for its pre-mission phase, where you would plot each waypoint indicator, the
path which had to be taken, and manually set up to four Go-Codes to different
colored teams. Now, it's more like, "Get in there, kick some ass, and get out,
Nukem style." It just seemed like it lost an interesting twist to the mix. The
campaign mode hardly provided any motives, and the idea of a bunch of richies
grouping together in order to form their own country seemed fairly informal.
Why form your own country when you're already a rich billionare? What, you
want more money/power? Bleh, very, very, shifty if you ask me.
<< Any other negative qualities on the game? What would you rate it? >>
- Another huge downside is the lack of online leaderboards. Apparently, Black
Arrow was suppose to have official stats posted, much like Halo 2 does now on
Bungie.net. Unfortunately, it appears Ubisoft got a little lazy in hosting the
stats, and scrapped the idea altogether. If you visit their site, it says the
online scoreboards are "coming soon." Still, you view online leaderboards with
stats, but only through the game. There have only been three content downloads,
one being a free map, the other two being eight costy maps. I see nothing free
out of the mix, except profit differential into Ubisoft's hand. Regardless,
it's still a fun secondary online game, especially if you need a break from
Halo 2, or something along those lines. I'd rate it an 8.0, since it does have
a superb gaming engine for online play, although it can be laggish at times.
)) In-Game Details ((
----------------------------
<< What is ELO? >>
- E.L.O. is the online ranking system that Ubisoft uses to rate players on
Black Arrow. Basically, players are rated based on their Kill:Death ratios,
their success rate on missions, and so on. While I haven't confirmed it, I
PERSONALLY believe that using crappier weapons (MAC11 or MP5) reward more
skill points than using a G3A3 for all of your kills. Other players would
disagree and say it's based solely off of your K:D, but I've always seen a
higher boost when I kill opponents with worser weapons. The E.L.O. system is
similar to Halo 2's, but not exact. ELO ranges from 0-2500 primarily, with
exceptional individuals going higher than that. So if you have 1200, you're
basically an average person. While your overall points can lower, if you die a
lot, you won't be dropping ranks or levels. That's the big difference, where
in Halo 2, it's based strictly off of points, rather than factoring in K:D.
<< Where can I view my stats? >>
- Log in to X-BOX Live, then check out the Statistics or Leaderboards
sections. You can view your cumulative and weekly stats, which is great to see
whether or not you're on a streak. Cumulative is from your total playing time
before they erase them. You can also view your overall rank when compared to
other players. Press the white button to find yourself out of the overall list.
<< What are squads? >>
- Squads are another word for clans. Basically, you can make your own squad,
with a full name, the code name, a description, a motto, and a web URL for the
clan. Squads are the official way that players can get "real" ranks on X-BOX
Live, by playing other clans. Squad matches are only playable through
Competition mode. If you have some sort of oddball connection (no router),
then you may get an error message saying you cannot play Competition mode.
From there, you must have your fellow clanmates on, and then challenge another
clan to a battle. In squads, there are ranked individuals who hold power over
other members in the clan. Players can be promoted based on performance or
skill. Invites can be sent out to recruits. It's basically like Halo 2
clanning, except there are less people to clan with, and it's not
automatically matched for you. You have to challenge another squad yourself.
-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-
======================================================
- 9) Copyright/Distribution/Reproduction Guidelines -
======================================================
This FAQ/Strategy Guide/Walkthrough is my own published work, and copyrighted
by Christopher Zawada. Whatever you do, DO NOT edit this FAQ in any way. DO
NOT steal anything from this FAQ. If you want to use some information in your
own guide, simply ask me. If you want to place this guide on your website,
either link to the GameFAQs game page, or download the file and place it on
your own web server. Basically, you can post this on your website as long as
its in ORIGINAL form, and not linking directly to GameFAQs. Aside from that,
all proper credit is due when necessary. Also, don't even think about selling
FAQs. Trying to prosper off of other people's work will get you in big time
trouble (coming from an eBay seller myself).
Any site out there has permission to host my FAQs (following the above terms),
however, these are a list of current sites that host my FAQs officially:
-
http://www.gamefaqs.com/
-
http://www.ign.com/
-
http://www.neoseeker.com/
-
http://www.cheatcc.com/
-
http://www.cheatplanet.com/
-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>-
============================
- 10) Proper Credit -
============================
I'd like to thank the following people for their help in making this FAQ
possible:
)) CJayC (( for constantly updating GameFAQs, and dedicating his entire life
to it. Takes a lot of effort to keep a site going this long.
)) Gamewinners.com (( for providing two in-game codes for Black Arrow, both of
which are useful for expanding the gameplay. Too bad the developers didn't
toss in a few extra ones for good ole sakes.
)) Rootsecure.net (( for providing a lovely ASCII Generator in which I was
able to create the guide title with. You guys have been generous to not only
have an ASCII generator, but one that is online.
)) GoBiZkU (( for providing several useful X-BOX Live tips which can be
translated to a plethora of newer players out there. While some of them may
seem like common sense, they're often forgotten when it comes to the actual
gameplay. Thanks for reminding players of these useful strategies.
)) Ubisoft (( for producing a solid upgrade to a sparkling shooter in Black
Arrow. Online play is absolutely fabulous, and I hope you guys continue to
provide bandwidth for co-operative and adversarial games. This is by far one
of the top 5 Live games out there, even though Halo 2 ate up most of your
audience.
)) cre8nhavoc (( for letting the world know of what the AP2 maps are all about.
While the hefty $4.99 cost may be a bloodshed for certain gamers, you expressed
your views to let us know how great the maps really are.
)) Marcus Dion (( for confirming that the Laser Trails code did work, it's just
that the game doesn't let you know that it works. One of those tricky wickies I
suppose.
"Some people make sacrifices to make other people happy." - Chris Zawada
"Freeeeeeddooommmmmmmmm!" - William Wallace (Braveheart)