GG        HH   HH   OO   OO   SS           TT
 GG        HHHHHHH   OO   OO    SSS         TT
 GG  GGG   HHHHHHH   OO   OO      SSS       TT
 GG   GG   HH   HH   OO   OO        SS      TT

 RR   RR   EE        CCC       OO   OO   NNN  NN
 RRRRRRR   EE        CC        OO   OO   NN N NN
 RR RR     EEEEE     CC        OO   OO   NN  NNN
 RR  RR    EE        CCC       OO   OO   NN   NN


                  SHADOW WARS


                FAQ version: 1.00
            Written by: Crazy Diamond
              Last Updated: 08/02/2012



  I.    Version History
  II.   Introduction
  III.  Basic Info
  IV.   Character Classes
  V.    Campaign
    Chapter 1 - Kestrel Down
    1.1   Separated
    1.2   Kestrel Destroyed
    1.3   Pinned Down
    1.4   A New Ally
    1.5   Striking Back
    Chapter 2 - Dead Hand Play
    2.1   The New Crew
    2.2   Mountain Ambush
    2.3   Pipeline Defense
    2.4   The Hatch
    2.5   Perimeter Sweep
    2.6   Dead Hand Base
    Chapter 3 - A New Threat
    3.1   Gas Station
    3.2   Rooting Out
    3.3   Hijack
    3.4   Black Sea Approach
    3.5   Sevastopol Breached
    Chapter 4 - Invasion
    4.1   Russia Attacks
    4.2   Holding the Desna Crossing
    4.3   Behind the Lines
    4.4   Knockout Blow
    4.5   The Tide Turns
    Chapter 5 - Back on Trail
    5.1   The Rail Depot
    5.2   Mopping Up
    5.3   Drone Attack
    5.4   Search And Destroy
    5.5   Friend or Foe
    Chapter 6 - The Coup
    6.1   Raid On the River
    6.2   Hell's Road
    6.3   Incoming
    6.4   Precision Strike
    6.5   Deep Freeze
    Chapter 7 - The Last Stand
    7.1   Outside Looking In
    7.2   The Passage
    7.3   Production Line
    7.4   Megadrone
    7.5   Dream's End
    7.6   Meltdown
  VI.   Skirmish Maps
  VII.  Multiplayer Maps
  VIII. Legal Info


                               I.   Version History


 Version 0.70  (May 13th, 2011) - First version. Includes introduction, basic
 info, character classes and campaign map srategies. Skirmish map and multi-
 player strategies soon to come!

 Version 1.0 (Aug 2nd, 2012) - FAQ finished (for now)! Skirmish maps added. 
 Minor grammatical/spelling corrections.


                                II.  Introduction


Well, first off, congratulations on owning the incredible Nintendo 3DS! I hope
that you are enjoying it as much as I am. And congratulations as well on making
the purchase of Ghost Recon: Shadow Wars! As a big fan of turn-based strategy
games like Advanced Wars and Final Fantasy Tactics, Ghost Recon: Shadow Wars is
easily my favorite Nintendo 3DS game at launch.

Also, this is my first time writing an FAQ, so please feel free to email me
with any comments or suggestions. I have tough skin, so write away! And please,
if you discover any alternate tactics for any maps, let me know and I'll give
you credit and include it in the next version. If anything isn't clear enough
and my strategy isn't helping, email me and I'll try to clarify and update the
guide accordingly. View the bottom of this guide for email guidelines.

The basic strategies of combat and unit placement will just have to be acquired
knowledge. I can't really outline specific placements. Instead I've tried to
save you trouble and time by telling you who to send in what general direction,
and how to anticipate changes in objectives if you haven't played a level yet.
If someone keeps dying and you're following my instructions, look at the 5
basic tips below. I know they sound obvious, but I guarantee that the problem
lies below. If you aren't taking advantage of all five points, you're not doing
it right.

Finally, all strategies outlined below are for Veteran difficulty. If you're
playing on Rookie (shame on you) or Elite, there may be a few changes in unit
placement or type. I did this because I believe most people will be playing
through on Veteran their first time. If you're having a hard time on Elite, you
should probably just play through on an easier difficulty anyway until you learn
the ins and outs of the game.


                               III.   Basic Info


I'm going to keep this section brief. Much of the basic information you need is
contained in the instruction manual and taught to you in-game. Here I'll just
include some general tips and guidelines for successful play. 

 1)   Return Fire - Whenever an enemy fires at you (or you fire at an enemy)
      the defending character has the opportunity to return fire. Before firing
      against the enemy, check their weapon class. Every weapon has different
      return fire percentages, anywhere from 0% - 100% of normal damage given.
      Make sure your character can handle the damage that will be coming your
      way before engaging the enemy in a firefight.

 2)   Support Fire - Not only can the character being fired upon return fire,
      but any of its friendly units as well. There will be times when 4, 5, or
      even 6+ units all fire back upon one poor, overzealous character. Use
      this to your advantage. Always travel in packs of 2-3, and keep them
      grouped close together.

 3)   Line of Sight - While seemingly obvious, your character must be able to
      see the enemy its firing upon. Position them carefully. Elevation, walls
      and buildings all come into play. Use this to your advantage. Generally,
      stick to the higher ground, and hide behind corners, walls and even  
      cars/trucks when needed.

 4)   Cover - There are many different levels of cover throughout the game,
      from the most basic, like trees/bushes and fences, to walls, cars, and
      especially buildings. If you have the option of being out in the open or
      using a building or tree as cover, stay covered. This sounds obvious, but
      if you get too impatient or trigger-happy, you'll take a lot of damage
      quickly. It only takes one turn for your carefully laid plans to fall
      apart when one guy gets killed. Sometimes waiting in a safe spot and not
      attacking is better than carelessly charging out in the open. You're no 
      James Bond, you're a Ghost, dammit!

 5)   Healing - In general, medikits are pretty limited. This means that you'll
      rely on your medic to heal your units and keep them in good health. Do so
      every chance you get! Some missions allow you to choose which characters
      you bring with you. I highly recommend bringing the medic with you on 
      every level possible. Heavy firepower does you no good if even ONE of
      your ghosts dies.


                              IV.   Character Classes


You have six ghosts at your disposal, each with different weapons and abilities.
It is important to learn about each one and know when and where to use them
properly. It won't do you any good to send your medic out to the front lines,
only to be overwhelmed by the enemy forces. Likewise, keeping your gunner back
and away from the action can be just as foolish. Below is an overview of each
of the character classes and some basic strategies on how to use them.

Duke - Commando
Primary Weapon - Assault Rifle
Secondary Weapon - Missile Launchers

Duke is going to be one of your primary front-liners. Keep him towards the front
of your squad as you advance on the enemy. He has above average health and some
decent assault rifles but its the missile launchers that really set him apart.
Save most of the ammo packs scattered throughout the level for Duke to replenish
his missiles. Don't skimp on ammo either! Every level starts fresh, so fire

Haze - Sniper
Primary Weapon - Sniper Rifle
Secondary Weapon - Grenades

Haze is a great asset to your squad. He has an amazing movement range and can 
fire on enemies before they can touch the rest of your squad. His sniper rifles
also do surprisingly decent damage against vehicles, so keep that in mind on
later levels. Choose the lightweight jackets to keep his movement up. Once you
start encountering drones make sure you bring along EMP grenades to effectively
immobilize them.

Richter - Gunner
Primary Weapon - Machine Gun
Secondary Weapon - Grenades

Richter is your heavy artillery. His machine guns do the most damage of any of
the primary weapons and his health is the highest of any other ghost. Try to
always keep him near your other ghosts so that he can support-fire against any
enemy that tries to attack near him. His return-fire damage is at 100%, so he
can be just as effective, if not more so, by hanging around and mowing down
anyone who gets near. His grenades can be good for taking out enemies bunkered
up behind cover or grouped together tightly. I tend to bring Richter on any
mission that offers that choice.

Saffron - Medic
Primary Weapon - PDWs
Secondary Weapon - Medikit

Saffron should accompany your group on EVERY possible mission. She keeps your
ghosts healthy and strong, and eventually her medikits provide invaluable 
secondary abilities to your ghosts. Her primary weapon is actually pretty
decent if used properly. By that I mean you only use it for return/support
fire. Keep her close behind your front-liners and heal/boost on every turn.
If you use Saffron for anything else, you're not doing it right.

Banshee - Recon
Primary Weapon - Silenced SMGs/Assault Rifles
Secondary Weapon - Knife/Grenades

Banshee is less recon and more assassin. Its hard to tell if Richter or Banshee
have racked up the most kills on my first playthrough. Her knife is deadly
and allows you to earn her Rapid Strike ability quickly. This will double the
damage she deals AND allow her to move again, making her a killing machine.
The choice between knife or grenade depends on whether or not there are drones.
I tend to throw her deep behind enemy lines to do as much damage as possible.
Watch her health though. If anyone stands next to her, don't expect her to last

Mint - Engineer
Primary Weapon - Assault Rifle/EMP Gun
Secondary Weapon - Turret/Drone

Mint is the dark horse of your team. His assault rifles are pretty standard,
but what sets him apart is his diversity. His turret is indespensible in some
levels. I really don't think they'd be possible without it. Try to maximize the
usefulness by setting the turret in a place where enemies have to pass by, like
a hallway or bridge. Its return/support fire will tear through enemy assaults.
His drone is more mobile, but significantly weaker and less useful. Mint's EMP
Gun is another valuable weapon. Properly used against drones and vehicles, it
can literally be a lifesaver. Use Mint wisely and he'll be an invaluable 
addition to some of the more difficult levels of the game.


                                V. Campaign


For each mission I will include a section outlining the suggested gear for each
ghost, and if applicable, which ghosts to take with you. As always, these are
only suggestions.

Because of the nature of turn-based strategy games, it would be impossible to 
explain exactly how to win. Much of the damage is random and the AI will vary 
from turn to turn. I'll only outline a basic battle plan that can help you to
succeed quickly and efficiently. 

---------------------------Chapter 1 - Kestrel Down----------------------------

1.1 - Separated

Ghosts - Haze, Duke

This is mostly a tutorial level and will walk you through basics of the game.
Move Haze up towards the left side of the cliff and fire on the closest enemy.
Continue killing the reinforcements and taking advantage of your super shot
whenever available, and you'll have no problem. Duke will join you from the
north east of the map. Advance him towards the enemies and use Haze as support.
When the officer shows up, use Rapid Strike to take him down quickly. Once all
the enemies are eliminated, the mission will be over. 

1.2 - Kestrel Destroyed

Ghosts - Duke, Haze, Saffron

As you begin the mission, Saffron is stuck behind enemy lines. Move her
quickly between the walls and towards the building indicated. After two turns
Duke and Haze will arrive from the northwest. Position Duke so that as he fires
on the enemy, only one can return fire. Continue running to the building with
Saffron, firing on the enemy only if it doesn't slow you down. Once Saffron 
reaches the building, have her heal herself while Duke and Haze run down and
protect her from the incoming hostiles.

Once they've been taken care of you'll recieve a new objective to destroy the
kestrel. Advance all your units across the bridge, healing them with Saffron
as you go. Once across the bridge, move Duke towards the kestrel, while Saffron
and Haze guard the bridge. When the explosives are set, the exit location in
the southeast will be revealed. Ignore the reinforcements and head there. Once
all three ghosts have reached the exit the mission will end.

1.3 - Pinned Down

Ghosts - Duke, Haze, Richter, Saffron

Move Richter to the corner of the building to provide cover as he attacks. Keep
this position until the reinforcements arrive. Immediately have Saffron heal
Richter while Duke and Haze take care of the sniper on the ridge. Send Haze up
around the east side while the other three continue along the river towards
the west ramp, taking care of the snipers as they go. Be aware of cover and use
the trees and cliffs to protect you as you go. Regroup at the cliff above the
building, shooting and sniping anyone who gets in your way. The last enemy
should be a gunner inside the building. Proceed with caution, he can decimate
your ghosts if you're not careful. Don't be afraid to retreat and heal if
necessary. Use Richter's Super Shot to take down the gunner, or save it to kill
the enemy officer. He has a lot of health, but shouldn't be a problem.

1.4 - A New Ally

Ghosts - Duke, Haze, Richter, Saffron

As you begin, keep your ghosts firing safely behind cover. Use Saffron last to
take advantage of her medikits. Also, make sure Haze keeps his distance so that
he doesn't take any unnecessary damage. Don't attack with Saffron's pistol
unless it will finish off the enemy, she won't recieve support fire, and she
can't heal anyone. In other words, never. Don't rush through, but don't waste
time either. You have to get up to the north to save Aydana. As long as you 
stay grouped together and use the rocks and trucks as cover, you'll be fine.

Once you gain control of Aydana you'll be shown how to use grenades. Consider
Aydana your seventh ghost. She'll be joining you frequently throughout the
rest of the campaign. Keep advancing your ghosts towards the prisoners and
using Haze to snipe any enemies from a distance. Clear out all the hostiles
and the mission will be over.

1.5 - Striking Back

Ghosts - Duke, Haze, Richter, Saffron

Move Richter into the building to fire upon the soldier there, while you send
the antitank soldier under your control to damage the SAM. Use Haze to attack
the soldier next to the SAM. You can finish off the enemy in the building with
Saffron, while the rest of your group moves forward. The SAM is your initial
priority. Stay behind cover, such as fences or buildings as you make progress
towards the policemen. You have to move quick to keep them alive. As soon as
you're able, send Duke north towards the building with the police. When all
the enemies on the southern road are taken care of, send the rest up as well.
Use the buildings to protect yourself as you take care of the enemies coming
across the bridge.

Hopefully you've kept 2-3 of the policemen alive, substantially increasing
your squad. Keep back away from the bridge until your sniper can take care of
the enemy gunner holed up on the other side. Take your time and play it safe.
Continue making your way from building to building, leading with Duke,
Richter, Aydana and the policemen, followed by Haze and Saffron. Keep the 
two antitanks in the rear and refill their ammo if necessary. Don't get too
overzealous or you'll be torn apart by their snipers and gunners. Keep it
slow, heal up, and eventually you'll make it through. Use the antitanks to
finish off the SAM and you'll be successful.

-------------------------Chapter 2 - Dead Hand Play---------------------------

2.1 - The New Crew

Ghosts - Banshee, Mint

This mission will introduce you to the final two ghosts of your regular squad.
First you have to move counter-clockwise around the outpost setting explosives
around the trucks. Keep your distance from the three guards tailing you and
make killing the sniper in the middle a priority. If you get spotted, he'll
take you out quickly. With the sniper gone you should have no problem taking
out the other three, as long as you keep your distance.

Once you've blown up the trucks and regrouped with Mint you'll gain control
of him and get the chance to use his turret. Place it in the spot that's
recommended and send Banshee to pick up a medikit. Use Banshee to shoot the
advancing soldiers from the other side and keep Mint back at a safe distance.
If necessary, send Banshee out to take care of the sniper. Finish them off
and you're done.

2.2 - Mountain Ambush

Ghosts - Duke, Haze, Richter, Saffron, Banshee, Mint, Aydana

As the mission starts, use Banshee and Haze to take down one of the guards to
the west and finish him off with another ghost. Send Banshee down south to
attack the gunner and take control of the far south command flag. Use Haze,
Richter, and Aydana to slowly make your way to the north and take out that 
command flag. The rest of the group should head to the command flag immediately
west and setup a defensive position around that area. Have Mint set up a 
turret directly west of the flag, overlooking the road. Once all the command
flags are in your control, get into a defensive perimeter around the north
west corner just above the road.

Once all of the reinforcements have been eliminated the real fun starts. Your
job is to make sure none of the trucks make it to the end of the road. Wait
for two trucks to come out and then call in an airstrike. By this point you
should have plenty of command points, so whenever you see two trucks, blow
them both up with an airstrike. Line up all of your ghosts towards the north
west corner and take care of anything that survives the assaults. Your top
priority is the trucks that drive by, so focus on them. Once the convoy is
eliminated, you'll end the mission.

2.3 - Pipeline Defense

Ghosts - This is your first sub-mission. You may choose only 4 of the available
6 ghosts. I highly recommend taking Saffron with you on every sub-mission. The
choice is really up to you as to who else will accompany her. I chose Mint,
Richter and Banshee. This is a hunker-down-and-defend mission so Mint is an
ideal choice with his turret. I wouldn't bring Duke but Haze could be useful.

At the beginning, use whoever you chose to eliminate the hostile to the south
west. Once he's taken care of, have Mint cover the fences immediately north
west of the building and the rest hang out on the far east side while remaining
inside the building. Protecting that building is your priority. Keep moving
your units north and south along that east side, taking out the enemies as 
they advance on the building. A good place for Mint's turret is in the opening
between the fences to the northwest of the building. If you chose Banshee make
sure to take advantage of her knife. At this point in the game one attack is 
all it will take to kill any of the hostiles. Abuse this. Combined with Rapid 
Strike and she'll be racking up the kills in no time. Keep Mint and his turret
to the northwest and the rest guarding the east side with Saffron running
between. After a few waves the mission will be over.

2.4 - The Hatch

Ghosts - At this point you should have some secondary equipment for some of
your ghosts, if you've been upgrading after every mission. Get in the habit of
pressing "Y" over a ghost and checking their equipment for each mission. Your
choices at this point are limited, but be sure to see what's available and
decide accordingly. I'll offer up some advice, but ultimately the way you play
and what you're comfortable with is up to you.

Have Banshee kill one of the guards with her knife, and use Haze to snipe the
other. That should leave him with just enough health for Richter and maybe
someone else to finish him off. Saffron can immediately heal anyone hurt, and
you can move on to the keys and enter the facility. Use "Y" to check the range
of the turrets inside and stay just outside. Keep Haze up where he can see the
entire hallway and send Banshee in to disable the turrets. With the turret
disabled advance through the corridors with Richter and Duke at the head and
Haze and Mint covering their tail. Keep Saffron nearby. Send Banshee in to take
out turret number two while Aydana heads towards the command flag and key. Have
Haze head to the far right and overlook the hallway while Mint sets up a turret
here. Banshee can help them finish off the last soldiers while Richter and Duke
head up through the blue door Aydana opened.

Here you get your first taste of a drone. Its tough and dangerous, even at half
health. Take it out quickly with Richter and keep Saffron nearby. After its
killed, send Duke in to capture the remaining command flag so you can earn
command points. Split up here with Duke and Mint going north while Richter,
Haze and Banshee lead the way just east of the command flag. Try to take out
the enemy gunner as quickly as possible with either Haze or Banshee. At this
point, have Haze turn north and meet Duke and Mint in the middle. He's going
to go off on his own while the rest of the ghosts continue heading south. He'll
disable the turret and snipe anyone he can. Banshee should head south and
disable the last of the turrets. Keep everyone else out of range until she
does. Have Haze try to take out the mortars. Use the command power 'reactivate'
to allow him to kill them without taking too much damage in return. If they
move out of range, try to have Haze rejoin the group as soon as possible.
Setting up a turret with Mint is a good idea at this point, because you have
enemy gunners advancing down the hallway. Reactivate combined with Rapid Strike
for Banshee is a deadly combo, allowing you to kill 4 (or even more) enemies
in a single turn. Be cheap, show no mercy. As long as you stay grouped together
and keep Saffron nearby, you'll be done in no time.

2.5 - Perimeter Sweep

Ghosts - Another sub-mission. Choose your equipment (which probably consists of
flak-jackets) and pick your ghosts. Once again, take Saffron with you. I also
recommend taking Banshee and using her knife frequently. The other two are up
to you, but be aware that you won't have many opportunities to use Mint's
turret as much this time around. I would say to take Richter with you. The
choice between Haze or Duke depends on your style. Do you want to stay back and
play it slow or blow them to hell with your missile launcher? Both work.

The key is to quickly take control of the command flags and keep the enemy
numbers from growing too much. To accomplish that, I would split up and send
Banshee by herself to the west while the remaining three head north. With
Banshee, don't stop to attack anyone, just make a straight line. You have to
keep them from getting six command points. Retaking the flag will give the
others time to take the other flag. Keep Banshee safe and take out anyone who
gives her trouble. Once both flags are under your control, have everyone meet
in the middle, where the enemy is bunkered up. Attacking from out in the open
is suicide, so use trees as much as possible and take advantage of grenades,
missiles, and/or Haze's sniper rifle. Really all you're doing is distracting
them so that Banshee can flank them and take 'em all out with her knife. Keep
everyone up against the closest wall and wait for the advancing wave to die.
Start moving everyone up to the next wall, advancing towards the northwest
building. Banshee should be leading the way and killing pretty much 90% of the
guys. Feel free to use up your points for reactivate with her as well. Or, as
I prefer, save up for an airstrike and bomb the crap out of that shed.

2.6 - Dead Hand Base

Ghosts - You have access to all your ghosts, but the only choice in equipment
at the moment is probably just armor selection. Feel free to select stronger
armor for characters you feel are getting hurt a lot. I'd keep Haze and Banshee
light so that they can be more mobile. This strategy will pretty much follow
throughout the game, but once again, its a personal decision.

This can be a long mission, so don't do anything stupid. It might be a good
idea to save it somewhere in the middle when you have a pretty good set-up.
Also, be more cautious with Mint, Banshee and Aydana. They don't have a medic
nearby to patch them up, so they can't afford to be reckless. Allow Haze clear
shots down the hallways so that he is the first to fire on any incoming
hostiles. Richter should lead the way and take the brunt of the damage. Have
Mint set up a turret in the hallway that heads straight towards the closed
red and white door. It'll provide cover fire and keep the damage off of Aydana.
If she needs to, there is a room to her west that has medikits. Use Banshee
to clear out the east side of her area and when that's done, wait by the far
eastern red/white door. When Mint and Aydana have cleared out the rest, send
them to the key and free the prisoners. Keep the turret by the door.

The other team should be having a much easier time. Even though the path forks
south, keep them together going west and taking out anyone who resists. Use
grenades and missiles to get over the sandbags and be sure to have someone
(Saffron) capture the command flag in the room nearby. Keep heading south and
hold your men by the door, with Duke going alone to the control room. With the
key activated, the doors open up and everyone is free to move again. Have
Banshee go through her door and run along the back wall, eventually flanking
the enemy. Mint and Aydana will try their best to stay out of the turrets range
while holding their position, and the rest will fight their way to the PDA.
Keep Mint's turret in the hallway where its at, you'll need it there later.

Clearing out all the enemies will likely take some time. Ignore the enemy
turrets for now, just keep out of range and you'll do ok. Duke will need to
use his missiles and try to regroup. Aydana will likely need to make a medikit
run, and Mint's turret will need repairing. Once Banshee has accomplished her
task, have her run up and take out the turret that is blocking Mint and Aydana.
Have Mint pick up his turret and run for the reactor. With the PDA in hand and
the enemies cleared out, regroup near the reactor with everyone. Its helpful
if Mint drops off his turret near the bridge again before reaching the reactor.
Reinforcements will be arriving and you don't want him to be interrupted.
Have Banshee out cutting up anyone she can, slowing down the enemy's advance.
You'll have to keep Mint alive for six turns and then retreat into the back of
the base. Banshee and Haze will hold off most of the units along with the
turret. Everyone else can hang back near Mint and keep him company. Use
reactivate on anyone if necessary. You should have plenty of command points
left. Once the six turns are over, high-tail it out of there.

--------------------------Chapter 3 - A New Threat-----------------------------

3.1 - Gas Station

Ghosts - You have your selection of all ghosts, but once again, not much to
choose from yet. That will change soon. For now, stick with the lightweight
armor. You'll need to move quickly in this next level.

Move all your units up as far as they'll go. Banshee will head by herself to
take care of the cooling unit to the west, the rest will go to the eastern
cooling unit. Haze should stick around somewhere in the middle. Take out the
first guy in the middle with a combination of Banshee's rifle and Haze sniper.
Just make sure you're moving Banshee quickly towards the unit. Have Mint place
a turret in the middle path, somewhere near the red SUV/truck/minivan-thing.
It can suppress the gunner so he doesn't give your squad any trouble as you
try to make it to the eastern cooling unit. Move as quickly as you can, even
ignoring enemies if necessary. You shouldn't have too much trouble. When the
area is secured, have Mint grab the southern command flag and move Haze up the
middle of the map.

With both units taken care of, move your group around the eastern edge of the
map and up towards the command flag. Watch the snipers carefully and stay out
of range. Move Banshee unseen up to the valve and shut off the gas line. Two
trucks bringing reinforcements should arrive, with Mint and his turret and
Haze greeting one, while Duke, Richter and Saffron say hello to the other.
Make short work of both groups while Banshee claims the final command flag.
With both sets of reinforcements gone, the mission will be over. And you never
even had to deal with those pesky snipers!

3.2 - Rooting Out

Ghosts - Another sub-mission. My team consisted of Saffron, Richter, Mint and
Banshee. Seeing a pattern? Feel free to take whoever you'd like, just make sure
you have Saffron and Richter on the team. This is a good map for heavier armor
because its very small and doesn't require much movement.

First off, if you have Banshee on your team, send her down to the southern-most
command flag by herself. Have her take control of that one while the rest of
your team situates themselves among the buildings around the north flag. Try
not to engage the enemy too much, they are in a very defensive position. Its
best to just rely on return and support fire for now. Make your way near the 
flag and sit tight. If you brought Mint along, now's a good time to lay your
turret. Grab the command flag when you get the chance and keep the enemy from
getting six command points. If they do reach six, you'll just have to fight off
more enemies and make the level harder than it needs to be. I'd just say to
restart and try it again if that happens. Richter is going to be your main guy
here, and if you brought Duke, use and abuse his missiles. Haze is a little out
of his league here with all the tight corners and buildings. If you did bring
him along, try to keep him in a building where he can look out over the flag.
Banshee can just run from guy to guy, knifing as she goes along. You'll win
once everyone is killed.

3.3 - Hijack

Ghosts - I recommend traveling light on this one, not because you don't need
the armor, but because it can take FOREVER to get all your guys where they 
need to be if you don't. If you're patient, heavy armor might be useful. That
probably wasn't very helpful, but oh well.

To begin with, move Banshee and Haze up the stairs and wait by the door. 
Everyone else should head as far right as possible to help save the guard.
This is a good spot to demonstrate the power of elevation. These buggers can
be tough to put down. Once the security guard is safe, move Haze through the
door and have him take down the soldier down the hall. Move Banshee to the
command flag and capture that. Send Duke and Richter towards the keyed doors
while Mint sets up a turret at the bottom of the stairs. Duke, Richter and
Saffron should be more than capable of taking care of the prisoner's guards
while Mint finishes off the two coming down the stairs. Once that's done, have
everyone group by the key doors in the center, while Haze and Banshee hang out
by the key doors at the far north. DO NOT ENTER the doors yet! Wait for ever-
one to be grouped and ready. This could take a while.

Once you're ready, have Saffron activate the doors at the beginning of your
turn. Then have Haze snipe from as far a distance as possible while Banshee
closes the gap and attacks with her knife/rifle. Get Mint, Duke and Richter
up and into the fray while claiming the command flag. They should all meet at
the top and start advancing on the enemy officer and his entourage together.
It doesn't take much for the enemy to kill one of your men, so don't get over-
zealous and split up. Take it slow and eventually you can make your way to the
officer and finish him off. If you need to, have Mint lay a turret to provide
some extra fire-power in the room. Or just have Banshee run in and use Rapid
Strike and Reactivate to wipe them all out in one turn. Pretty cool!

3.4 - Black Sea Approach

Ghosts - This level requires sitting tight and defending, so Mint's turret is
ideal. Take Saffron as always. This is a good level for Haze because its wide
open and has a nice hill for sniping. Banshee, as always, is very useful. I
would also bring heavy armor for each character. They're gonna need it.

When the level starts split up into two groups of two and take the command
flags. If you brought Haze, send him to the southern flag. If you brought
Mint, place his turret on the road just on the other side of the fence by
the other command flag. I used Saffron and Banshee and kept Saffron by Mint.
Banshee can pretty much run between the advancing enemy groups, silently
killing anyone who causes too much trouble. This is a very short mission and
can be easy, or it can be hard, depending on how well you position your guys.
All you have to do to win is score 15 kills.

If you're having a hard time surviving you can try ignoring the south command
flag and keeping everyone together and in the building. You won't really be
able to use any command powers, but you'll have a greater chance of survival.
Also, don't be afraid to have Haze turn tail and run. If he gets overwhelmed
by multiple enemies his low health can disappear quickly. Get him to a medikit
and near some support. Another trick is to use the turret's suppress ability to
keep vicious enemy gunners at bay. That way you can focus your attacks on the
rest of the weaker assaults without having to worry about the gunner retal-
iating. Focus on your 15 kills and you shouldn't have too much trouble.

3.5 - Sevastopol Breached

Ghosts - Once again, there aren't really any specific recommendations for this
level. Mobility will be very helpful with Banshee and Haze, but other than that
feel free to choose whatever weapons and armor you'd like. I like to go with
the lighter weight machine gun for Richter because the heavy gun has terrible
move-and-shoot range. However, if he mostly just returns/support fires, that
won't matter. He will need heavy armor though, so go with that.

The Russians at the top of the map are capable of taking care of most of the
incoming hostiles, but they're going to need a little help. Your main strategy
is going to be getting Mint and Haze up there to help take care of the stragg-
lers. Meanwhile, Banshee and Richter should head towards the command flag to 
the west, taking care of the enemy gunner there. Duke and Saffron can head up
somewhere towards the middle, turning west towards the boat just below the
first building. Be sure to have your ghosts grab all three command flags. When
you've taken care of the first wave of enemies, you'll gain control of the
Russians. At this point, you want to have Banshee and Richter moving over the
bridge, going over the boat to the other side. Duke and Saffron should be
following a little ways behind. Enemies will start pouring in on both sides of
the north, so you need to play the coward and immediately get Haze, Mint and
the Russians back to the south and over that bridge with the rest of them. One
thing first, however. Have Mint lay a turret just below the north command flag.
This will serve as a little distraction and should keep reinforcements from
following for while.

You'll probably notice that you can't actually get to the bomb yet, so you're
going to want to send Banshee over to that tall building in the southwest
corner. Do it quickly, while Richter, and eventually Duke and Saffron, guard
the area around the bridge. Your men will take a lot of damage, and Saffron
will certainly be working overtime healing up both you and the Russians, so
you're definitely going to want to stick together as much as possible. It
would be a good idea to abuse 'reactivate' on Banshee to make sure she can
lower the bridge and take care of the guards without getting killed. Between
that and Rapid Strike you shouldn't have a problem dispatching far more guards
than seems reasonable. While she's doing that, have Duke ready to disarm the
bomb as soon as the deck is lowered. Get Richter into a defensive position
and keep Saffron nearby. Your turret will probably get overwhelmed, but that's
ok, it fulfilled its purpose of buying you time to regroup. 

With the bomb disabled, all you have to do now is finish off the rest of the 
assualt. This can be done by literally forming a wall of soldiers, with the 
more disposable Russians at the front. I know, I'm terrible. Don't attack, just
defend. The moment one of the incoming troops fires onto your men, he'll get 
torn apart by 4-5 in retaliation. Just keep Saffron nearby and if you need to, 
use reactivate on her so she can keep your more important ghosts, like Richter, 
alive. This is a VERY good time to use Duke's missiles as well, and if you have
Wide Impact, it will pretty much finish the level for you.

-----------------------------Chapter 4 - Invasion------------------------------

4.1 - Russia Attacks

Ghosts - Go ahead and take the heavy armor for everyone but Mint, Banshee and
possibly Haze. I like to keep the lighter-weight weapons for higher move-and-
shoot capabilities, but that's up to you and how you play. Mint is gonna need
the mobility though.

To start, you're gonna have a lot of enemies advancing on your position, and
you'll start to notice Banshee's knife isn't quite what it used to be. Enemies
are more amored and will take a little more to kill than just one knife. A good
set-up is having Haze fire on an enemy to get their health to 20 and finishing
them off. Get to some covered spots and do as much damage as possible with Haze
before they come at you. For now, keep them together, but be aware that Haze,
Mint and Banshee will be heading across the river to the east while the others
move up north. Keep Saffron with Haze and Mint for a little while just to keep
them in good health as long as possible. Eventually she'll join Duke and Rich-
ter and the others will be on their own health-wise.

Mint is going to have to make his way slowly to the rocks to detonate them and
block off the road. Banshee and Haze will essentially cover him and allow him
to get there safely. If needs be, feel free to lay a turret down and then pick
it back up as you move across the river. As far as Duke and Richter go, try to
keep them out of range of that sniper until you can move in and finish him off.
Keep them under cover and rely on return fire if needed. The enemy gunner has
very high health and does a lot of damage, so use any special abilities your
men have acquired to take him down quickly. Saffron should have her work cut
out for her.

With the road blocked, your next objective is to eliminate the squad that 
appears surrounding the bridge. Start moving both groups towards the bridge,
carefully keeping them under cover of buildings and trees. Mint should lay
down a turret just below the hill. Haze should stick back and snipe while
Banshee can pick off only those who are wounded. Meanwhile Duke, Richter and 
Saffron should be having an equally difficult time with all the snipers, but
if they stay in the buildings and are healed consistently, they should be fine.
If things get really bad, save up some command points and call down an air-
strike, or make a break for the medikit to your direct west. If you think you
can spare her, have Banshee make her way up and over the bridge to help out.
When Mint is finished, move him to the bridge. He'll have to blow it up to end
the mission. Don't worry about his turret, you won't need it anymore.

4.2 - Holding the Desna Crossing

Ghosts - Mint and Saffron are no-brainers. I chose Haze and Richter, but Duke
would make a good choice as well with his missile launcher. You can bring
Banshee if you'd like, but her knife doesn't do enough damage to kill in one
turn anymore. This mission is all about sitting tight and defending a bridge
from incoming enemies, so don't worry about mobility. You want power and high

This is a quick mission. Have Mint lay his turret down on the far side of the
bridge and quickly retreat back to safety. Saffron can grab the command flag
to the west while Haze heads to the fences on the east. I would resist the
urge to claim the command flag on the island simply because its not worth it.
Use Richter up at the front lines right next to the turret. He can take a lot
of damage and his return fire, especially with a heavy machine gun, is incred-
ible. If Haze starts having trouble, send Mint back to assist him. Keep Saff-
ron near Richter, and use the medikits either on the island or by the build-
ings to the north if necessary. There aren't too many enemies on this map, and
once they're all gone, its over.

4.3 - Behind the Lines

Ghosts - This is almost completely the opposite of the last mission. Its a
very large map and requires a lot of movement, so travel as light as possible.
Mint especially. You're going to be moving him around a lot.

This level is pretty straight-forward, but you can run into complications in a
couple of spots. Move Mint onto the glowing box next to the missile silo to
watch it go up in flames. Now three more to go. Get everyone into the trenches
with Banshee and Richter leading the way. Have everyone fire upon anyone they
meet, including the adjacent trench. Mint should be moving as quickly as poss-
ible from one missile silo to the next. Everyone else should clear the path
for him. Keep Haze in the rear. This will allow him to fire upon the enemy
engineers. Think of them like Dark Mint. Don't let them touch the silos.

When Mint blows up the second silo, have Banshee start heading north to clear
out the area and guard the fourth silo, while Mint and the gang continue west.
Take out the third silo and continue on up north. You'll be forced to watch
frustrating displays of Ukrainian military stupidity (this is why you don't
go charging in, kids!) Ignore it for now, just do your job and blow up the
last silo. This shouldn't be too difficult, because by now Haze should have
killed the first engineer and Banshee should have cleared out the area of sol-

With the last of silos gone, start marching your men up to the glowing bunker
at the far north. Mint will have to blow it open, allowing everyone to escape
further north. Group them all together as much as possible and just keep mov-
ing. Don't bother to stop and kill guys, just rely on return/support fire. Get
Mint there as fast as possible. Once you blow open the bunker, only one ghost
needs to make it to the blue safety zone, so send the closest there, while the
rest get into the bunker for cover.

4.4 - Knockout Blow

Ghosts - You can only select three ghosts for this mission, so choose wisely.
The first time I played I used Haze, Saffron and Banshee and ended up playing
ring-around-the-rosy the whole time. It worked, but it was sloppy. For Saff-
ron, bring her miniPDW as a primary weapon. It does 100% return fire damage.
Also bring her medium armor. I'd bring Richter, with his heavy machine gun
and heavy armor. And just to mix it up, go ahead and bring Duke with the
marksman rifle and heavy armor as well. 

This mission gives you 30 turns to accomplish your goal. The map is small, so
moving quickly isn't the issue. Its the heavy defensive position the enemy
holds. I recommend heading west instead of south, simply because it offers more
cover with the trees. Either way works. Try to keep Saffron somewhat close to
the front so that she can support fire as much as possible. Her miniPDW does
a lot of damage. Have Duke in the rear, shooting towards the soldiers coming
from the south, while Richter positions himself in the trees to return fire on
the soldiers to the west.

Once the first four are taken care of, your next goal is to capture that comm-
and flag. This is a great opportunity to use grenades or Duke's missiles. Don't
waste too much time with it though. The clock is ticking and you need to keep
pressing forward. Keep healing both your men and pressuring your way south
via the trenches. You shouldn't have too much trouble getting to the SAM in
time, just focus on keeping your men safe. Save your abilities such as Super
Shot or Rapid Strike for enemy gunners. They're the ones you have to worry
about. With everyone killed, all you have left to do is destroy the SAM. Use
Richter or missiles if you have any left, and it should go down fairly quick.
And trust me, that was a LOT easier than using Haze and Banshee.

4.5 - The Tide Turns

Ghosts - This is your first real mission up against drones. They'll be showing
up in pretty much every level from now on and are a real pain in the ass. This
changes your strategy up a bit. Mint is going to want his EMP gun. Its a real
drone killer. Also, have Banshee ditch the knife in favor of EMP grenades. I
know, I love the knife too, but trust me, drones suck. Richter's heavy machine
gun also does 50% damage against vehicles, so bring that too.

Send Haze and Banshee to the command flag to the south, Duke to the command
flag at the north, and the rest head for the bridge. You'll want Mint to lay
at turret on the bridge as soon as possible, protecting the Partisans. Once
Haze has claimed the command flag, bring him up north to help Duke while Ban-
shee continues across the river. As soon as Mint has layed the turret down,
send him up to the command flag, distracting the reinforcements. When all the
enemies are taking down you'll gain control of the Partisans and Aydana will
show up.

Use Aydana and your new Partisan allies to QUICKLY grab control of all the civ-
ilians and move them south as soon as possible. Richter should sit tight in
the building by the command flag, and Duke and Haze should try to rejoin the
others as soon as possible. Keep saving up those command points. They'll come
in handy later. Mint's EMP gun is going to be vital against the drones coming
in from the north. It acts like suppress, keeping it from being able to move
the next turn, while still dealing a decent amount of damage. The best use of
your command points will be airstrikes that can ideally do damage to at least
three drones. Keep the civilians running along the far east side of the map
and get them out of there as fast as possible. Everyone else is going to be
trying their best to cover their escape and eliminate everything on the map.
Once all of the drones are destroyed and the civilians have escaped, the
mission will end.

Just a quick word of advice about drones. You'll learn quickly what works and
what doesn't. For example, what works are EMP grenades, missiles, sniper rifle,
machine gun and EMP gun. What doesn't work are assault rifles, pistols, SMG's,
and most anti-infantry grenades. Always stay covered, preferable with a build-
ing. They do massive amounts of damage per turn, especially the blade drones
you'll see later.

---------------------------Chapter 5 - Back On Trail---------------------------

5.1 - The Rail Depot

Ghosts - More drones on this level, so EMP weapons/grenades, heavy launcher,
basically anything that does extra damage to vehicles, bring it. Anti-material
grenades, heavy armor for some of the characters. Be ready to bring on the
heat. Keep Mint moving light though, he'll be moving around again. If Saffron
is upgraded for it, bring her stim pack medikits. If she uses a stim pack on
someone who's already moved, they can move again. Nice!

Keep the set-up they give you, Mint, Duke, Haze and Saffron running along the
south of the train, while Banshee and Richter take on the north side. Clear it
out of enemies while Mint dashes from one spot to the next. There are three
total to blow up the train. The sooner you blow up the train, the less drones
you'll have to deal with. When Mint's about to lay the last bomb, get everyone
at least one space away from the train. Before you blow up the train, Aydana
and her partisan army should arrive, giving you some much needed firepower.
Once the train is gone however, the enemy will recieve some reinforcements of
their own.

Now all you have to do is take out the rest of the Zemya troops. There are a
lot of them, so you should try to group up as much as you can. Elminate the
northern squad that is separating the rest of your troops first. Then you can
split up, having Mint and the Partisans going west along the north of the train
and your ghosts going around the other way. As long as you keep covered you
shouldn't run into too much trouble. Use up the rest of your missiles and use
any command powers you may have accumulated. Don't be afraid to retreat for
medikits if necessary. You have to keep all your ghosts, Aydana, and at least
three partisans alive. Once the map is clear, the level will end.

5.2 - Mopping Up

Ghosts - This mission will require you to quickly capture and maintain control
of command flags to deny the enemy reinforcements. Banshee works great for
these kinds of missions because she can easily split up from the rest of the
group. For the others, I brought Saffron, Richter and Haze, but really Duke
and Mint would work equally well. Its up to, and at this point I'm sure you've
figured out which ghosts and what equipment work best for you. This isn't a
very complicated mission, so specifics are up to you. Oh, and no drones, so
bring anti-personnel grenades, and Banshee's knife.

Start off running Banshee to the northeast command flag. Get everyone else 
into the buildings/trees below for cover. Use a stim pack on someone if you'd
like. Keep under cover and try to make as much progress as possible towards
the two command flags. Don't be discouraged if you're not moving as fast as
you'd like. There are a lot of enemies and its best to play it safe. Banshee
can make a quick turn and grab the central command flag as soon as the north
flag is secure. If Banshee gets overrun, don't play hero. Her health is way
too low for that. Just run and try to group her back with the others.
Eventually their numbers will start dropping, and as long as you don't let
them get multiple reinforcements, the mission will be over in no time. Just
remember, cover, cover, cover!

5.3 - Drone Attack

Ghosts - Ok, no drones on this level. Just kidding, you saw the title, right?
You know the drill, EMP's and heavy weapons. Bring Duke's heavy launcher, it
does 100% on vehicles. Ditch Banshee's knife in favor of EMP grenades.

To start off, you're going to want to get to a position where you can defend
the civilians as they make their way to the exit. Send Banshee and Duke west,
Haze and Mint north to guard the bridge, and Richter to take out the command
flag directly east of the bridge, along with the enemies guarding it. Saffron
can hang out with Duke initially, but you're going to want her up at the bridge
where the real action is taking place. Make use of your EMP weapons as much
as possible. This will go a long way towards keeping those civilians alive and
keeping the drones from demolishing your ghosts.

Your goal here is to have Duke and Banshee meet Haze and the rest in the midd-
le near the third command flag. When Aydana and her bodyguard show up, have
them move towards the northwest corner. Eventually, capturing one of those
trucks will be your new objective. Your ghosts should all be moving in that
general direction, clearing out the drones on the way to that corner. Be care-
ful of separating your ghosts out too much. It only takes one turn for 2-3
drones to completely eliminate a full, healthy ghost. If you get the chance,
saving up for an airstrike is a fun way of wiping out the drone reinforcements.
However, as long as you have plenty of EMP grenades and use them wisely, they
won't even have a chance to retaliate. With the truck captured, drones killed,
and four civilians saved, the mission will end.

5.4 - Search And Destroy

Ghosts - You can't really make any wrong choices about who to take with you. I
chose Banshee and Richter, along with Saffron. I brought Banshee so that she
can sneak around and disable the turrets, while Richter slowly takes out anyone
trying to kill him with his return fire. There aren't any drones, so knife,
heavy machine gun, anti-personnel grenades, etc. If there are other ghosts you
prefer over the slow-moving tank Richter, feel free to bring them along. I just
don't recommend Haze. Unless you get really creative with Mint's turret, he's
probably not going to do well either. Also, as a sidenote, I find Saffron's
boost ability to be more helpful on this map than the usual stim packs I use.

Have Banshee head over to the radio tower, knifing anyone along the way who
only has 20 health. Make sure she stays in good health, Saffron won't be near-
by. Keep Saffron next to Richter as they make their way carefully north to the
command flags by the hospital. As soon as she takes over the radio tower, have
Banshee head north to the power generators and shut them off. With the turrets
disabled, nothing is stopping Banshee from running in and killing the commander
with her knife. He has 40 health, so it will take more than just one turn, but
as long as Banshee has full health, it won't be a problem.

The real trick to this level is keeping Richter alive long enough for Banshee
to finish the mission. Richter and Saffron are essentially your elaborate dis-
traction to get the enemy away from the commander. Keep Saffron nearby to heal
Richter and keep Richter inside a building whenever possible. His heavy machine
gun is extremely effective at defensively killing enemies with return fire.
For that reason, keeping him along a building edge, even if he can't offensively
attack from that position, is a great strategy. Enemies will attack him from
various sides, inflict minimal damage, and Richter will unleash the pain in
retaliation. Works every time.

5.5 - Friend or Foe

Ghosts - For this mission you only use the first five ghosts, not Banshee.
(Small spoiler - Duke will explain at the beginning why Banshee isn't with the
rest of the squad, but she will join up by the end, so you might want to check
out her equipment regardless.) Your focus on equipment is heavy armor, heavy
weapons. You won't be fighting against drones until the very end of the mission
so the choice of grenades and weapons is up to you. I suggest bringing EMP
grenades with Haze and Banshee while keeping anti-personnel grenades with Rich-

As soon as it begins, keep Haze out of range and firing on the enemies. Have
Mint lay a turret as far forward as possible, but don't have it fire on anyone.
Use Dukes missiles to attack the rear gunners. Keep everyone moving up and wipe
out the rest of the troops. Once everyone is taken care of, pick up the turret
and move for the locked door. An elaborate scene will play out and you'll gain
control of Aydana while enemies will pour in and take defensive positions in 
the next room. This next part is fun.

Feel free to use up grenades and missiles whenever they're grouped together too
close and just asking for it. There are ammo crates scattered around, so you 
might as well use them. Keep Aydana alive for this first part, if she gets too
aggressive she'll be overwhelmed. As long as they all stay closely grouped,
their support fire will destroy anyone who gets too close. Clear out the room
and get to the next locked door. Mint should be towards the front and close to
the door when you open it. Quickly make short work of Morozov's guards and then
turn your attention to Morozov himself. He has a lot of health and should take
a while to kill. As soon as he's down, Mint will have to access the computers.
Once he does so, you'll have a limited amount of time to get everyone into the
central hallway, so move them as quickly as possible. Clear out the incoming
hostiles and make sure the hallway is clear for Mint to come in within the six

As soon as the area is clear and the western section of the base gone, you'll
regain control of Banshee. Zemya forces will send in gunners and drones in 
your direction, so quickly set up a defense and start taking them out. If you
save up and use a Wide Impact with Duke, you should be able to take out most
of the drones. Banshee's EMP grenades will be able to finish off the rest.
Haze and Richter shouldn't have any trouble with the remaining gunners. Clear
them all out and head south towards the locked door. As soon as the door opens,
you'll be greeted by a large number of reinforcements, so make sure you're pre-
pared for that. If one ghost opens the door by himself, he'll be torn apart in
seconds. Deploying a turret right by the door, prior to opening it, is a good

After you've secured Demidov you'll lose control of Richter and Aydana. You'll
just have to finish the mission without them. Keep clear of the southern
enemies. They have the upper ground and its not a battle you want to fight.
Move north towards the central hallway you huddled in earlier. All that remains
is taking care of the rest of the enemy forces. The four gunners at the far
north will be the last to take out. Just keep everyone alive and close together
and you should be fine. Save up Banshee's Rapid Strike for the last gunners and
use Mints turret if you need to. With everyone taken care of, this long, event-
ful mission will come to an end.

-----------------------------Chapter 6 - The Coup--------

6.1 - Raid On the River

Ghosts - More drones, so bring EMP weapons and grenades, heavy armor, heavy
machine gun. The rest is up to you and how you play.

Have Mint immediately shoot the nearest drone with his EMP gun. Mint, Banshee
and Haze will make their way across the frozen river to the east while the two
drones, Saffron, Richter and Duke will head for the bridge to protect the
Russians. The blade drones are your priority. They do too much damage to let
live, so take them out as quickly as possible. Duke and Richter should hold
this position at the end of the bridge, defending and protecting the Russians.
Be very liberal with your use of missiles and grenades. Meanwhile, Haze, Mint
and Banshee will make their way across the river and take out the two officers.

A complication will arise when you try to get to the second officer. A tank. It
has a massive range and powerful attack so your options are limited. By this
point, if you've been grabbing the command flags, you should have enough for an
airstrike. Use that to take out the enemy officer. If he's still alive, Banshee
or your sniper drone can finish him off. This mission is straight forward but
it can be tough. If you're having problems, just try being less aggressive and 
more defensive, saving up those command points for that airstrike.

6.2 - Hell's Road

Ghosts - For this mission, bring along Haze, Saffron and Mint. Heavy gear,
heavy armor. Mint should bring his EMP gun and Haze needs his EMP grenades.
Saffron should bring along stim packs.

Immediately send Mint up north as far as possible. He's going to lay a turret
down just at the bend in the road to the north. This will be your emergency
defense in case the enemies recieve reinforcements or a truck makes it past
your defenses. Send Haze and Saffron to the west to take out the command flag.
Have Haze go first and stay within range of Saffron's stim pack so that he can
make as much progress as possible. Once Haze gets to the command flag, ignore
the enemies and take it. You HAVE to keep them from getting six command points.
Keep Saffron nearby and keep moving Haze to the west along that ridge, taking
out the enemy drone.

Meanwhile, Mint should do his best to take out the enemies and truck. This will
be tough. Haze will be able to provide some level of cover for Mint, especially
if you use Saffron's stim packs instead of healing, allowing Haze to fire
twice. This will build up his Super Shot much faster and allow you to clear out
any stragglers. All you need to do with the trucks is shoot them once with
Mint's EMP gun. The turret you set down should be able to cover the rest, as
long as you make sure you shoot the truck as close as possible. Take out the
blade drone before it can do any damage and get to the second command flag
before they reach six points. If you can accomplish all of this and stay alive,
the level should be made from here on out. Otherwise, just start over and try
it again. Its tough, I know, but if you get lucky and play your cards right,
the rest will be cake. Stop all the trucks from getting past and the level will

6.3 - Incoming

Ghosts - For this level, you'll fight against some drones, but not too many.
Bring Banshee's EMP grenades, however. They'll come in handy. Also, you don't
need to worry much about movement speed. Go ahead and bring heavy armor and
weapons. Mint will be moving around a good deal, so if you want light armor for
him, go right ahead.

Immediatly have Banshee move north and throw an EMP grenade into the center of
the three drones. Then have Duke finish them off with a well-placed missile.
Have Haze and the sniper drone fire on the gunner to the west while staying out
of range. Then bring Saffron down, stim-pack Haze, and fire again. This should
make cleaning up the rest of the enemies a piece of cake. Slowly fight your
way up to the center. Once everyone is taken care of, have Mint blow up the
debris blocking your progress.

You'll want to move everyone out and get into the building as soon as possible.
Mint should lead the way and start heading around counter-clockwise, taking
control of each of the three turrets as he goes around. You'll need these later.
Have Banshee head to the south of the building and make her way around west,
capturing each of the command flags as soon as possible. DON'T spend any points
yet! You'll need them for the end. From the cover of the base you shouldn't
have any trouble taking care of the incoming drones. Clean up the area and get
ready for the reinforcements that will come in.

Take out this next wave while maintaing a defensive position. Don't get too
agressive, just wait for them to come to you. That way the turrets can do as
much of the damage as possible and keep the brunt of their attack off of you.
Once the next wave is gone you'll see why you needed to save up those command
points. Drones will arrive from two positions to the east. Wait until both
groups are sitting together and call down an airstrike. If you were fast enough
you might even be able to call down two. Otherwise take care of the rest with
Banshee's EMP grenades or your snipers. Once the last drone is destroyed the
mission will be over.

6.4 - Precision Strike

Ghosts - Take Saffron, Richter and Banshee for this mission. There aren't any
drones, so go ahead and bring Banshee's knife. Heavy weapons, heavy armor.

This is a different kind of mission. All you have to do is take out the enemy
commander. There isn't a whole lot I can say because the commander's location
is random each time. He could be very close, and he could be on the opposite
side of the map. Your strategy will be different depending on where he is.
Basically, if you think you can get to him and kill him before the enemy gets
six command points, or soon after, then go for it. Otherwise, you need to keep
them from getting reinforcements. Once you control the command flags the rest
of the mission should be very easy. Don't underestimate the commander, he has
a LOT of health and won't go down easy. Stay persistant, and if necessary
ignore his bodyguards, and he'll go down. All you have to do to win is kill the
commander, so you can be a little reckless if it'll help end the mission

6.5 - Deep Freeze

Ghosts - You'll want heavy armor and weapons again. The only exception to this
is Mint. Go ahead and bring light armor so that he can move a little faster.
Banshee won't be able to use her knife really so bring her EMP grenades.

Send Mint up towards the command flag directly north and lay a turret as close
as possible. Use the turret to fire on the guard here. Fire upon this same
guard with your sniper drone. Then have Haze and Banshee move towards the
gunner to the east. You'll want Haze and the sniper drone to take over the
high ground directly to the east and fire on anyone they can see.

Meanwhile, everyone else should start making their way towards the bridge of
the ship, clearing out anyone they can from here. Have Richter take out the
turret on the ship from a safe distance while Duke and the drone try to take on
the gunner on the opposite side of the fence. You'll need to clear out this
entire area of enemies. You might notice that if you get too close to the ship
a commmando will fire missiles at you. Use this to your advantage once he's the
only enemy left. Have him continue to fire missiles at Duke or Richter and keep
healing them until the commando is completely out of ammo. This will make things
easier later.

Once you gain control of Aydana make sure you don't send her too far north.
Instead you'll want Haze and your sniper drone to clear out these enemies until
her path is completely clear. Take your time, you don't have to rush this part.
Once everything is clear, wait until all of your men are gathered around the
bridge to the ship before moving Aydana to the control tower. Once you're ready
move Aydana into position.

Next you'll want to have Mint head directly west to the command flag and STAY
THERE for a long time. Send Haze and the sniper drone up to the middle of the
ship to take care of the two enemies up there while Banshee moves as fast as 
she can to let Aydana onto the ship as well. Once she's safe, use Richter and
your drone to take out the incoming enemies. Hold this position until they're
all killed and then move your ghosts off of the ship to where Aydana was. Keep
Banshee on and move her to grab the intel. This whole time, Mint should be
hanging out by himself and having a grand 'ol time. Once you grab the intel all
of this will be clear to you.

Its crucial that you have as many command points saved up as possible. At this
point spam reactivate on Mint and get him to both detonation sites and off the
ship, all in one turn. Keep everyone off the ship but close enough to help
clear out the drones. Its no use trying to kill all the drones, however. They
just keep coming. Instead, use up any last command points you have to get
Banshee off the ship as soon as possible. Once everyone is clear Mint will 
detonate the charges, destroying the ship and all the drones with it.

---------------------------Chapter 7 - The Last Stand--------------------------

7.1 - Outside Looking In

Ghosts - There aren't as many drones as usual for this mission so you don't
have to worry about that as much. Heavy launcher for Duke and some EMP grenades
should be enough. Go ahead and bring Mint's assault rifle and drone instead of
the turret. Also, pack Banshee's knife and light armor.

The intro will tell you about two different entrances into the compound. The
northern entrance isn't too useful for anyone but Banshee. Send her up north,
killing anyone she encounters with her knife. Everyone else should start
making their way west. Have Mint set down his drone and start having it follow
your men. Mint can repair it if it gets too damaged. Use Haze and Saffron's
stim packs to take out the sniper and gunner in the guard tower. Feel free to
throw down a missile with Duke as well. Once that's taken care of, position
all your men as close to the wall as possible, including Banshee, without going
inside the compound. Then, when you have a new turn, send Aydana in and have
her capture the command flag by the tanks while Mint goes to the command flag
to the west.

Enemies will start showing up so position everyone inside the compound and get
ready to take 'em down. Use Super Shot with Haze to make short work of one of
the drones while Duke and Richter take out the Engineer's bodyguards. Your goal
is to make sure none of the engineers reach the tanks. While this is going on,
have Banshee knife the engineer to the north with Rapid Strike so he goes down
in one hit. Try to keep her away from the gunners and use the medikit here if

Once all the engineers are killed and the compound is clear, head up to the
hole in the northwest as soon as possible. Banshee should lead the way, moving
to the building to the east, while everyone else tackles the incoming hostiles
and drones. As long as you keep a consistent pace and don't screw around, the
tanks won't be a problem. But if you take too long, they WILL come up into the
compound and it won't be pretty. All Banshee needs to do is get inside the
building and then enter the secret entrance, so everyone else is just there to
distract. This is a good time to use reactivate so you can just finish the
mission before they find Banshee.

7.2 - The Passage

Ghosts - The mission says that you only have Banshee but that's not exactly
true. Be sure to check out Duke's gear as well. Banshee MUST have EMP grenades
in order for this mission to work. Also, be sure to bring Duke's heavy launcher
and heavy armor. Also, bring Duke's assault rifle instead of his Marksman.

You should recognize this level as soon as it starts. Its pretty much the same
as the tutorial mission, but that doesn't mean its just as easy. Move both
Banshee and Duke as far as they can go and fire whenever they can. Once you
get to the two turrets, however, leave Duke behind. He'll have to take care of
the enemies behind while Banshee moves on ahead. Ignore the turrets and just
get past them with Banshee and open the door. Here's where the real fun begins.

If everyone is in good health, I suggest saving at this point. You might have
to try this a couple of times before you get it right, especially with Duke.
Once all the enemies and drones to the north are grouped together, launch a 
missile with Wide Impact to take out as much as possible. With Duke, just keep
dancing around the enemies, moving from medikit to mediki as necessary and 
launching missiles at the drones.

Banshee's strategy is a bit different. Move up to spot diagonally above the
first drone and throw an EMP grenade so that it hits the first three. Don't use
a grenade on the same group twice, you need to try to maximize the damage done
with the three grenades you're given. When you have to resort to your rifle,
get into the same position earlier, one space diagonally away from the drone.
This will keep you hidden while still doing maximum damage. If you need to, run
back to where Duke is, who probably has already taken care of his group, and
grab the ammo refill there. Duke's missiles can help support Banshee while she
refills. Once all of the drones and turrets are gone the mission will end.

7.3 - Production Line

Ghosts - Bring Duke's heavy launcher, Mint's turret, and Banshee's knife. The
rest is up to you, but like normal I recommend heavy armor and weapons. I'd
leave Mint's EMP gun behind, he'll be more useful with an assault rifle.

Get Banshee up to open the door as soon as possible. Get Duke up there to join
her as well. Ignore the guards on the scaffolds above him. Once he gets up there
and Banshee has opened the door, have them both wait as close to the blue door
between them as possible. Now its everyone else's turn.

Move Haze up as far as he can and use Saffron's stim on him so that he can fire
on the gunner to the west. Move Aydana up north to take out the sniper and let
Mint take care of the guy to the east. Richter will move in and try to finish
off the gunner to the west. You'll notice reinforcements coming over to try to
take out Duke. Throw a grendade with Aydana or fire on them with Mint. Don't
worry too much about it, but any little bit helps. Use Haze to take out the
turrets while Richter and Saffron make their way along the scaffolds to the
west and head up to claim the command flag and console. As soon as they do so,
move everyone up against the door to the north and wait there.

Now its time to run. The strategy here is speed. Get Banshee straight over to
the console and get that door open as quickly as possible. Duke will follow
behind as best as he can, but he'll get stuck doing all the fighting Banshee
doesn't have time for. Ignore the reinforcements to the southwest. If you move
fast enough they won't be a problem. Once Banshee opens the doors, get ready
for a fight.

All you have to do to finish the mission is get everyone up to the north and
out of the complex. This is easier said than done, but once again, just keep
moving and it won't be a problem. Its helpful to lay a turret down here with
Mint to slow down the advancing reinforcements from the south. Meanwhile, Ban-
shee will run over and fulfill your secondary objective of sabotaging the pro-
duction line. As soon as she does so, get her out of there. Use reactivate as
necessary. Duke's missiles and any grenades you have will come in handy for
blasting away the drones that try to block your advance. Just remember, the
longer you stick around and fight, the more you'll have to kill.

7.4 - Megadrone

Ghosts - No knife for Banshee, she needs her EMP grenades. EMP gun for Mint too.
The name of the level is Megadrone for a reason. Heavy armor, heavy weapons,
you know the drill. And as a side note, I highly recommend that you fully up-
grade both Duke and Haze before this level or the next.

You need to set up two teams and split up for this level. I suggest sending
Banshee, Duke and Mint together to the right and Haze, Richter, Aydana and
Saffron to the left. The reason for this is because Duke and Mint both regen-
erate small amounts of health every turn so they don't need the same constant
attention as the others. This first part is pretty standard. Just keep making
your way through the complex and taking out anything that gets in your way.
Just don't open up a door and spawn the next group of enemies until everyone is
ready and waiting by the door. You don't have to worry about coordinating the
two groups, they can pretty much just work on their own until you get to the
consoles at the top of the map. With the group on the east side, don't open the
door at the very top unless you absolutely need the medikit or extra ammo. A
few guys will spawn, nothing you can't handle, but its really just a waste of

With both consoles activated the real fun begins. Now your objective is to
defeat the megadrone. Hopefully the drone will start veering off into the hall-
ways on the west side. Hit it with everything you've got, don't hold back! Wide
Impact, Super Shot, grenades. Anything that will do decent damage. EMP grenades
are particularly useful becaues it'll keep it from retaliating on its turn. Once
you've brought its health down halfway the megadrone will retreat. This will
give your ghosts time to regroup, but the mission is far from over. This is a 
good opportunity to save, just in case something goes wrong.

Reinforcement drones will start pouring in from the sides. Instead of trying to
blow your way past, I've found it easier to instead try to group your ghosts
together in the middle and take out all the drones one by one. Eventually
they'll stop coming. The megadrone will probably try to come down and join the
fight, so put it down for good this time. It does massive damage so make sure
that you retreat anyone who is getting hurt. Just get them out of there and into
the hallways. There are a few medikits lying around out there. As long as you
stick together and concentrate on the deadlier of the drones you shouldn't have
any trouble. When all the drones are taken care of, move north and take out
the last three guys. The mission will end once all your units have exited the

7.5 - Dream's End

Ghosts - This mission has more enemy soldiers than drones so feel free to bring
Banshee's knife. Its the last time you'll be able to use it. You can pretty
much bring whatever you want, its a mixed bag. I still recommend heavy sniper
rifle and Mint's EMP gun, as well as his turret instead of drone. Its also a
good level to try out Duke's light launcher if you prefer a larger explosion
with less damage. Works great on infantry.

Go ahead and move Mint up as far north as possible and lay a turret down. Use it
to take out the nearest soldier and bring Haze out into the hallway. Move Saff-
ron up to Haze and use a stim on him. Move all your ghosts out into the hall-
way and fire on whoever is left. Have Haze slowly make his way up the hallway
with Banshee while the rest of your ghosts head into the room on the west side.
Mint can grab his turret on the way after its done its job. Keep Saffron with
Haze so that he can either heal if he gets too close to the snipers, or use
stims so that he can kill more. If Banshee gets to the far end of the hall
before the others, have her come around and flank the enemy. Grab the command
flag and keep moving.

You can go in the room in the northwest corner if you'd like. It has some ammo,
a medikit and a command flag, so its worth your time. It also has two enemy
commandos. To make sure they don't do too much damage, lead with Mint and lay
his turret in the middle of the room. Use suppress and follow up with Richter.
Have him use suppress as well on the other guy. Banshee can follow them with her
knife and that should make the other a sitting duck.

Keep Saffron with Haze and using the stims on him as your ghosts continue east.
He should have Super Shot every other turn this way, so use it on any gunners.
Mint can keep laying turrets down and picking them back up. The keyed door in
the middle of the hall just opens up to a drone, so just skip it. The pass you
want is in the keyed room at the eastern-most end of the hall. Open it at the
beginning of your turn with Aydana. There should be a drone guarding an officer.
As long as Banshee is fully upgraded, you can do 12 damage to the officer and
finish him off with her knife. Mint's EMP gun and Haze's sniper rifle should
be more than enough for the drone. Or you can just throw some grenades.

Once the officer goes down, reinforcement drones will start showing up. Quickly
get everyone through the door below you to seal the drones out in the hallway.
Start winding your way carefully towards the room where Demidov and Strashin
are waiting. You'll encounter a large number of blade drones, so be careful
about who leads the way. Richter is a good choice because of his high return
fire % and high health. Haze's sniper rifle is also very effective. As long as
Saffron stays close by you shouldn't have much trouble.

As soon as you get to the keyed door where Demidov is, get Mint through to the
other side and lay a turret down. Its crucial that you do this BEFORE the four
soldiers inside are killed. Finish them all off and soon Mint will run over to
the computer. You'll now have to protect him for a few turns while he gets the
power back to the elevator. Keep Banshee and Duke up by the turret to protect
Mint while the rest of your squad moves south to the end of the hallway. Haze
and Saffron's stims should be enough to hold back most of the incoming troops
but keep the others nearby in case any get past. All you have to do is survive
for a few turns, so don't worry about getting overrun. Mint will finish his
thing right before things get really ugly. As soon as he's done, the mission is
over, so don't sweat about the retreat.

7.6 - Meltdown

Ghosts - Think "exclusively drones" and you get the picture. Not a whole lot
of moving around either. Kind of a disappointment seeing as its the only level
where you can use all your ghosts fully upgraded.

Ok, the idea here is to ignore the drones and get to those buttons as fast as
possible. Just make sure that all your ghosts are on the other side of the door
first. This'll trap the drone and keep it from getting to you. Every turn a new
drone will appear, so don't screw around! Move Mint, Duke and Banshee to the
left and Haze, Richter and Saffron to the right. It helps to lay a turret down
with Mint. This distracts the drones and lets you slip by unharmed. Worry about
healing as soon as you're safe on the other side. Also, move Aydana to the far
southeast corner of her area. When the turret appears here, blow it up with a
grenade. You should be able to seal off the doors with only one or two drones
in each area. Finish them off quickly.

Next you're going to want to move as quickly as possible to the two switches.
The longer you wait to get there the more drones you have to deal with. If you'd
like, take out another turret with Aydana's grenades. This will give her some
more breathing room for the next part. As soon as you hit one of the switches,
the door to that side will close, blocking off more drones from coming. After
you do that, you can take care of the ones that made it through. All that's
left to do is finish off Strashin. Apparently Aydana REALLY wants to do this
herself, so its probably best to just finish him off with Haze. GO USA!!!
You'd think she'd be pissed about this, but instead she just takes credit for 
it herself. Typical. And THAT is the end of the game.


                               VI. Skirmish Maps


Welcome to the Skirmish Missions! First off, my apologies that it took me so
long to finish this section. Some of these missions can be extremely difficult.
One in particular nearly had me throwing my 3DS across the room! Once again,
these strategies mostly apply to Veteran difficulty. If you find any strategies
outlined don't work for Elite, or you discover a better way to do it, please
email me and I'll be sure to credit you for the suggestions in my next update,
which hopefully won't be quite as long as this first one! Lets get started!

-------------------------------Training Missions-------------------------------

Training 1 - Sniper Defense

One of the main differences you'll notice starting off is that not ALL of your
units must survive in order to complete the mission. If one dies, its not over
yet. Granted, trying to finish a difficult mission with one less unit can be

First off, ignore the incoming enemies and get your snipers across that bridge.
Its tempting to try to start picking them off right away, but there are going
to be a lot guys coming and you need better cover. Send the sniper closest to
the bridge all the way around and near the cliff with the helicopter. The 
other two can start hanging out just on the other side of the first bridge.
When the enemy is in range be sure to take out the same guy with both of your
snipers. Your goal is to have the fewest able to attack you as possible.

Once all three are in position and firing, you'll notice that the enemy is rec-
eiving a large number of reinforcements, one of which being a gunner. Use the
lone sniper on the far cliff to start picking away at his health as soon as
possible. Also, keep an eye on his range. He can reach a little further than
you will probably expect. As the enemy continues to advance on the two snipers
by the bridge, have them continually retreating backwards, yet still firing on
the closest in range. You don't want to get swarmed, but you don't want to
waste a turn not attacking either. Keep this up, using Super Shot whenever you
can on anyone who isn't injured yet. Eventually, all three should be in about
the same spot on the far cliff by the helicopter. At this point there should
only be two or three left for you to kill, and that shouldn't be too big of a
problem for you. Especially if you have any Super Shots left over.

Training 2 - Medical Emergency

First off, get your two Commandos into the building. Start moving your Medic
down and over to towards the bridge. There's a path just below where you start.
When you have the option to either go north or south on the second turn, head
south and across the bridge. Meanwhile, your Commando's should stay inside the
building. Once the medic is about to cross the bridge, have the Commando's take
out one of the northern enemies from the cover of the building. This will 
protect the medic enough to get inside the building and begin healing your men.

The strategy here is keep your units with more health on the outside edge of
the building. Any units that are extremely injured should stay at least two
squares inside the building. Be sure to keep them separated to an extent once
the mortar gets close enough to take a shot. By that point they should be
healed enough by the medic to survive. Just keep anyone in danger of dying
outside of the range of any threats, especially the mortar.

Training 3 - Go Gunners

The key to success with this mission is the Suppress ability. Immediately move
the western-most gunner south and suppress the sniper in the building. Move
another gunner into the southeastern most corner of the building up north.
Suppress the sniper that is in the building with another gunner, and then move
the last gunner up into the cover of that building as well. Your goal on the
next turn is to suppress the mortar enemy and any other sniper who has a shot
on your gunners. As long as they have been suppressed, they can't do any damage
to you. So refrain from going for the kill and play it safe.

Once the first wave of enemies is taken care of, start to make your way east
using the cover of buildings and/or trees. As soon as you get a shot on a
sniper, suppress him. This will clear the way for the rest of your gunners to
charge up and get into better positions. Continue making your way east and then
north, taking out the sniper in the building up there. Use the trees as cover
and then, when you have an opportunity, get a gunner inside the building with
enough health to survive one shot. This shouldn't be too big of a problem
since the sniper won't be able to do too much damage from inside the building.
Suppress him until his health is down enough to kill.

At this point you'll want to group up and send them towards the southern build-
ing from the western side by the river. The tree here will provide excellent
cover allowing you to get close enough to suppress their snipers. Use Super Shot
if you have it, but otherwise you should have enough opportunity to suppress
each of the three in the building, effectively ending the level.

Training 4 - Fire in the Hole

This mission can be a bit tricky at first, but the solution is really quite
simple. Right away have the northwestern most assault begin heading north and
around to the cliffs on the west side. His goal is to make it all the way to
the structures and walls that line the cliffside. Meanwhile, the other four
should strategically attack the five closest enemies with their grenades. This
can best be done by placing two in the tree and two behind the burning truck.
Lob the grenades from safety and be sure that they can't fire back at you. Four
grenades should be plenty to take out this first wave.

You should be able to use your grenades and the cover of the trees and the
truck to take out the second wave as well without any casualties. Just be sure
to keep the two soldiers in the tree on the FAR side of the tree. This will
keep them from being able to fired upon while you wait for the enemies to get
within range. Once the third wave starts to strike you'll probably begin to run
low on grenades. This would be a good time to fall back and get to the ammo
packs that are scattered along the cliff's edge. Feel free to leave one or two
men behind to slow their advance. You really only need one or two alive at this
point so a couple of guys can stay behind and fight to the last grenade.

This mission can either go one of two ways, depending on how well you held off
that first position. Either you can defeat all of the enemies between the men
in the trees and maybe a final grenade or two from the cliff, or you can wait
for them to make their way all the way around and up to the spot where the walls
are. This is the reason you had one soldier trek up there and wait. From the
safety of the walls, one soldier can do devastating damage with his grenades.
This is your fail safe in case things go horribly wrong. If you play your cards
right, it will be completely unnecessary.

Training 5 - Hidden and Dangerous

Immediately have each Recon capture the nearest flag. You're going to need all
of the command points you can get. The enemy will leave the flags alone as soon
as you capture them, leaving you to accumulate all the command points you need.
Starting from the northwest corner, lets call this one Recon #1. Moving clock-
wise we have Recon #2 and Recon #3 on the far south. Start moving all three
units north and through the gate, across the bridge, and to the glowing
corners on the far north of the map. On the second turn you'll probably notice
that Recon #3 is in a very bad position right now. Use your command points to
allow him to move again.

On the third turn you'll need to use reactivate again in order to get Recon #2
to safety. Fortunately you'll be able to use this ability once every turn.
After they all clear the bridge split them up and collect your knives. This is
where the real fun begins. Start attacking the closest enemies with your
knives, but make sure that you don't leave anyone within movement range of the
advancing troops. This is where Reactivate and Rapid Strike come in handy.
I've actually finished this mission with only one Recon alive at this point by
taking full advantage of your abilities. With careful planning, the seemingly
unstoppable advance will be completely destroyed.

Training 6 - Tool Time

This mission is pretty straightforward. Move each Engineer towards their flags
and either capture the flag or lay down a turret in a good defensive position.
You'll notice that each flag is near a hill. The turret should be right on the
closest flat spot to each hill, not one square away. Otherwise its line of fire
will be all screwed up and they won't be able to fire unless the enemy climbs
the hill first. The northeastern Engineer has a great turret spot just three
squares south of the flag. For the northwest, place it two squares south and
one square west of the flag. And finally, place the south turret one square
south and three west of the final flag.

With these placements, all you have to do is stay out of range (which means by
the medikits) and only pop out when you need to repair one of the turrets.
This won't happen often, maybe once per turret, maybe never. That depends on
whether or not a gunner comes. Their placement tends to be random, so keep an
eye out for them. Heal up with the medikits and wait for 12 commands points so
you can call down an airstrike. You should get to use an airstrike twice if
you've done everything correctly. Use them only on areas that have enemy
gunners approaching. Try to kill anywhere from 2-3 guys with each strike. There
really isn't any need to wait for a larger group than that. This mission should
end without any trouble at all.

Training 7 - Rocket Men

This is a short and simple mission of the "shoot a bunch of stuff with rockets
and don't die" variety. The first thing you should notice is that not all
rockets are created equally. You have two Commandos equipped with the SMLAV3
launcher (meaning shoulder mounted launcher anti-vehicle) and three Commandos
with the SMLAP2 (shoulder mounted launcher anti-personnel). This basically
boils down to "kill the drones with the SMLAV3 as quickly as possible".

In order to maximize your damage first have the two anti-vehicle Commandos
attack the group of drones to the north. One of them can attack area right in
the middle, hitting all four enemies. The other can hit and hopefully kill two
of the drones. The rest of the Commandos should fire and hit the three groups
of Assaults. On the second turn, do your best effort to protect the anti-vehicle
Commandos by clearing out the stragglers. With a little luck you should only
have the sniper drones left to deal with.

If you're playing on Elite, by this point the anti-vehicle Commandos are dead
and you still have sniper drones to deal with. Make your best effort to take
them out with the resources you have left. Keep your guys grouped together so
they can return fire on the drones. If they separate, focus on only one of them.
This mission can be quite strange. The large range of randomness with the
rockets damage will vary the difficulty every time you play it. Meaning, if it
doesn't work the first time, try it a second time and it might be incredibly
easy. This is just one of those levels that requires a little bit of luck.

-------------------------------Battle Missions---------------------------------

Battle 1 - Lightning Fast

This is a much easier mission than the last one. Start off with your northern
pair of soldiers. Use the sniper and commando to attack and kill the nearest
enemy. Keep the sniper up on the cliff and bring your commando as close to the
enemy as possible. Don't worry about taking damage, that won't really be a
problem on this mission. Do the same thing with your southern pair. Use the
sniper first, keeping him in the same spot he started in. Then finish the guy
off with your commando who will move in as close as he possibly can. Go ahead
and end your first turn here.

For turn #2, use your northern sniper to finish off the closest enemy assault.
Use your commando to target one of the enemies iniside the building. Obviously
you need to either attack area or select one that will allow your blast radius
to hit every single guy inside that building. Now use your southern sniper to
attack the next assault, then finish him off with your commando. Try to get the
commando as close towards that building as possible while still finishing him
off. Now spam reactivate with your northern commando, attacking the guys inside
the building until you run out of rockets. You should get a Wide Impact at some
point, so be sure to use that. Try to keep moving towards the building so that
you can get orange square damage. Once he runs out of rockets, start using
reactivate on your other commando and finish them off. Save your Wide Impact
with this commando to use on the two assaults just north of him. The enemies in
the building should be finished off by just the first three rockets, saving the
last one and Wide Impact for those two assaults. Go ahead and end your second
turn here.

If you did everything correctly you should have only two more guys to kill and
plenty of command points in order to do it. Ignore your two men in the south
west corner and just start using your other sniper and commando. Once again,
don't worry about taking damage, just focus on whatever it takes to hurt them
the most. Your soldiers have plenty of health to outlive whatever they can do
to you. At this point you should be able to finish the mission with command
points to spare.

Battle 2 - Cave Escape

This can be a little tricky, and its much longer than most other missions. For
that reason, I recommend saving frequently at the beginning of your turns.

Start off by moving your gunner in to capture the flag. Get your medic right up
to the locked door and move the engineer in to open the door for the medic.
Have the sniper shoot the assault in the corner of the building and the
commando use a rocket on the building with the gunner. The recon should move
east and fire on the closest target over there. After you watch your opponent
take his turn, save the game.

Next, have the gunner move down and attack the assault there. Move the engineer
to the door lock space and place a turret directly south of his position. Move
the medic as far inside the door as possible. Use the commando to fire another
rocket, this time hitting both the gunner and the mortar along with anyone else
who happens to be in range. Move your sniper as far out of range as possible
while firing on the mortar. Move the recon one space west and use a grenade on
the advancing assaults. Once again, save at the beginning of your next turn.

By this point, you've probably noticed that I'm far more specific than normal.
These first turns on this mission are critical. Start moving the gunner, medic
and engineer towards the rest of your team while using the turret to slow down
the advancing reinforcements. This turret will be able to hold its own for the
duration of the map, effectively stopping any units from this area ever getting
to your ghosts.

Have the recon stay put and finish off the two assaults with another grenade.
While being careful of your position, have the commando use another rocket to
finish off the mortar and gunner. Keep him far away from the sniper to the
east. Use your sniper to fire on the assault while keeping close to the enemy
sniper but out of range of the assault. Be sure to save again.

At this point you should be able to finish off the assault with your sniper.
Then, use your commando and Wide Impact to kill the enemy sniper that is making
his way along the balcony. Move your recon over and unlock the door by the
balcony. Keep moving the rest of your ghosts east.

Now grab the medikit with your commando and capture the flag with your sniper.
With your recon, use Rapid Strike from two squares away, inflicting red damage.
Finish the gunner off with another attack from this same distance. Be sure to
save again. Next move your recon over towards the medikit to the west. Start
healing up your gunner and keep everyone moving. Get your gunner up onto the
balcony while everyone else makes a break for the door where your recon should
be waiting. Feel free to use reactivate on your gunner to make sure that he
can make it across in time. Once you get the door open, move your recon down to
help cover everyone. All you have to do is get enough distance so that you can
move to the extraction point without getting fired on. Once you feel like you
have that distance, start moving as fast as you can and don't look back. Use
reactivate if you need to, but by this point you shouldn't have any problems.

Battle 3 - Shootout

This can be another difficult mission. Start by immediately moving all your
men as far east as possible. Your goal is to get them situated inside that
two story building by the blue car. You want your sniper to be positioned at
the far south end in the street. He doesn't really need any cover here because
he'll be out of range for the most part. You'll want to keep everyone out of
range of the sniper and especially the gunner, even if that means cowering 
deeper inside the building. As soon as one of their units is out in the open
streets attack him with all of your men and finish him off. Your sniper should
be extremely valuable at this point. You'll want to especially use him against
their gunner or sniper. Those are the two units that will do the most damage.

Keep your gunner alive as long as possible. Don't get sloppy with him. It may
take a few turns, but I've found this spot to be particularly good. It forces
them into the open, allows your sniper to pick them off, and gives you a
reasonably decent area of cover. If you fail, learn from your mistakes and give
it another shot. This is a particularly difficult mission to give a step-by-
step for so all I can say is keep at it and experiment with your placements.

Battle 4 - Tank Trouble

Start off with your engineers. Have one engineer move east and capture the flag
there. After capturing the flag, move him down a little ways south and lay down
a turret. This should be all you need on this side of the map. Have the other
engineer move as far west as possible, lay down a turret, and use suppress on
the gunner there. Then move the recon in and attack the gunner. Have a commando
attack the gunner with a rocket. Start moving your gunner down south towards
the command flag there. On your next turn, finish the gunner off with your 
recon and engineer. Have the turret suppress the enemy sniper and your gunner
suppress the commando capturing the flag. Use your sniper to start damaging
the other assault near that flag and have your commandos start moving in and
up towards the flag on the far northwest corner of the map. Just keep using
suppress on the sniper with your turret.

Get your recon over to the northwest corner flag as soon as possible and
capture it. Don't worry about being spotted, just get that flag before they do.
Despite your best efforts to secure the flags, chances are pretty high that
they will get 8 command points and call in reinforcements, which include an
extremely tough tank. Don't panic, just don't let them get another 8 after that.
You should be saving up all your command points for airstrikes and using them
to take out the tank that appears. Don't bother trying to attack it with any of
your ghosts. You'll get killed before you know happens.

Use your recon to run down south and secure the last flag. This shouldn't be
too difficult. Use your sniper and your gunner to cover the recon and attack
anyone who gets near the flag. Go ahead and use up any rockets you have left.
This part should be extremely easy. All you have to do now is save up those
command points and airstrike the tank if one appeared.

Battle 5 - Zombie Survival

This is a pretty easy mission. Its also a lot of fun. There isn't really any
major strategy. The zombies are pretty basic enemies. They can move four 
spaces and can only attack adjacently, so as long as you keep your distance
you shouldn't have any trouble.

To start off, move your men down onto the far side of the bridge. Group them
up into a square. Some of them are going to get hit, so that part is unavoid-
right now. Just focus all four on one zombie and it should go down. When one
guy gets hit, move him into the back row and just keep shooting. Eventually
you'll be informed that you can upgrade a unit. Grab one of your injured
soldiers and move him up to one of the key spaces. I recommend grabbing the
engineer for your first upgrade. The turret is great against zombies, it can
suppress, and doesn't take much damage.

Place the turret on the bottom of the bridge and use suppress to stop the
zombies from advancing. Soon you'll get the option of uprgading another unit, so
send up another wounded soldier to be upgraded. They are all good choices to
make except for the recon. Its not really very useful compared to the others.
I like to use the gunner, but the commando's rockets will come in handy at the
end. The sniper tends to rack up a lot of kills and can use Super Shot which is
also useful, but it can't support fire. The choice is yours.

Eventually you'll notice a red zombie appear. Keep a close eye on this one. It
can move incredibly far and does more damage than the other zombies. Suppress
is probably a good idea until he's damaged enough to finish off. Just don't let
him attack your men. This is the final wave so if you can survive this one
you're in the clear.

Battle 6 - Convoy Ambush

This is one of my favorite missions. You get some good firefights in the
beginning, provides a nice little challenge, and you get to use anti-tanks.

First send the assaults in your western group up and into the building to the
west of the road. Bring the sniper up and into the corner there by the fences.
Have the eastern group do the same with the gunner coming up as far north as
he'll go. Start positioning your men so that they can support each other and
fire from cover of the buildings. This part will take a few turns so be
patient. There are plenty of medikits lying around so make use of them. Try not
to let anyone die at this part. The more guys you have the easier the last part
will be.

Keep fighting your way north towards the road at the top of the map. You should
be able to make use of the medikits and keep everyone alive the whole mission.
When you get to the middle of the map, join the two groups together. Make sure
that your gunner and sniper survive. Reinforcements will come from the south
for you, a medic and three anti-tanks. Have them join with your group as soon
as possible. Use the medic to heal up and make your way to the far northwest
corner of the map. This is where the tanks are going to start coming in. Get
everyone healed up and positioned around this spot. You'll want your assaults
in the little vineyard on the hill, the sniper down by the two-story building,
your gunner inside the little shack, and the anti-tanks spread out in the road.

As soon as a tank appears have all your men attack the enemy assaults that are
guarding it. Use the anti-tanks to destroy the tank, obviously. When you run
out of ammo for your RPG's, run down and grab an extra pack by the buildings.
At this point in the mission you should outnumber the enemy to such an extent
that this will be a piece of cake.  

Battle 7 - Zombie Apocalypse

The hardest part of this mission is getting the civilians to safety so they
can be upgraded. Immediately have all three move as far as they can towards the
bridges. The eastern and southern civilians should head for the eastern bridge
while the western civilian takes a round-a-bout path, eventually making it to
the same bridge, while avoiding the zombies. Move one commando and the medic
towards the western bridge and the other commando to cover the eastern bridge.

The key to zombie missions is counting out the six spaces required to stay safe.
This is especially important when trying to get the third civilian to safety.
Just do what it takes to keep him six squares away from any zombie and you'll
eventually be able to get sneak him across one of the bridges. I've found it to
be easiest to have him go the long way around the southern part of the map and
get across the eastern bridge.

To be perfectly honest, all of that is a little unnecessary. You will be perf-
ectly fine with only two civilians surviving. The priority for upgrades should
be the gunner first, sniper second, and mortar third. The mortar is actually
pretty useless, so if you don't feel like going through the trouble you can use
the third civilian as zombie food. Maintain a safe distance and protect the
bridges as long as you can. The gunner's suppress ability comes in handy here,
just as it did before in Zombie Survival.

Eventually the red Zombie Boss will appear again. By this point its best to
group up in the middle on that hill between the bridges. This way you have more
fire power and regardless of which side the Boss appears on you can suppress
him with your gunner. This mission shouldn't be too much trouble as long as you
keep track of your distance from the zombies.

Battle 8 - Mega Munch

There's really not a whole lot of strategy to this mission. By about the second
turn you'll pretty much be surrounded anyway. All I can do is give you a few
pointers and hopefully you won't have any trouble with it. For one, avoid the
tanks whenever possible. Don't bother attacking them. Just stay out of their
way and kill off the drones as quickly as possible. Try to take out the sniper
drones and rocket drones first. The gunner drones won't be too much of a 
problem because you can return fire on them, taking them out much faster than
the others.

Whenever you see a group of three or more within range, use your rockets. You 
come equipped with ten, which should be more than enough, so make liberal use
of them. If you do use your machine gun be sure to get in as close as possible.
Maximize the damage you do, because speed is crucial. As long as you keep away
from the tanks long enough, the ten drones should be destroyed with plenty of
health to spare.

Battle 9 - Deadly Game

This is a fun little mission that will test your basic combat skills that
you've acquired throughout the game. You also have a fair amount leeway with
your ghosts. Its ok if one, two or even three ghosts die. As long as your Recon
stays alive, you'll be just fine.

There will be two waves of enemies on this map, so keep that in mind. First,
get your sniper positioned up along the wall with the medic right behind him.
Have your recon run out and greet the first wave head on. Get your commando
pressed up against the western wall on your side of the middle. This will allow
him to fire rockets at the enemy over the wall. Have your gunner stay back a
bit, pulling him out just far enough to cover anyone in case one of their units
gets bold and comes closer. 

From this position you have three things to worry about. First, their two
snipers can do massive damage to one unit in one turn. Keep an eye on their
range and try to heal up anyone who gets hurt. Take at least one of them down
as quickly as possible. Second is their commando. He'll be firing rockets at
you from across the wall just like you are. As long as he only hits your
commando, you should be fine. Third, if your recon gets surrounded and killed
its pretty much game over. Stay safe and only come in when you think you have
the advantage.

Be extremely cautious with all of your men. They tend to try to target your
sniper right off the bat so keep the medic nearby and try to keep the sniper
out of range. You don't really need him firing on them right now. The real
damage will be coming from your commando and recon. If they start to get too
close your gunner can join up as well. Keep him directly behind one of the
small walls for extra cover.

The second wave should arrive just as the first wave is taken care of. Send
your recon up to greet the new arrivals. Hopefully you have Rapid Strike
available. Have everyone else wait in the middle, bringing the enemy down to
you instead of marching up to them. Combining your sniper with the medic's
stim packs can really do significant damage to their units. Your commando will
probably be low on ammo, so have him run to your starting point and pick some
up. The second wave is much easier because they tend to split up on their way
down. As long as you keep out of range of their snipers your recon can take care
of the entire wave.

Battle 10 - Reactor Race

This mission is extremely easy for being the final Battle mission. Your goal is
to protect the civilians so that four of them reach the launch panel at the top
of the map before four of their engineers. This can be accomplished with one
extremely cheap move on your part.

Immediately move your engineer down to where the civilians and engineers are
spawning. Have him lay a turret down just out of range of the enemies light
turret but where it can still attack the engineers that spawn there. What you're
going to do is continually suppress the engineers with the turret and then
attack them with your own engineer.

Meanwhile, have your medic power up your sniper and then use him to attack
their sniper. Keep your gunner down and heal him as he suppresses their gunner.
You'll be in this position for a while. They'll attack your gunner, you heal
him with the medic, and your sniper slowly takes care of them. If your gunner
is getting too beat up, get him out of range and heal him up. As soon as your
sniper gets Super Shot, have him run over and use it help out your engineer.
He should be having some trouble with a sniper.

Once the first wave is taken care of you should be in an extremely good
position. There really is no rush. Your turret and engineer can keep them from
getting a single engineer up to the panel. Meanwhile, the other three can start
clearing a path up for the civilians. Be sure that whenever you don't need to
use your medic to heal someone you power up either your sniper or gunner. By
keeping your engineer down below you lose a lot of effectiveness against their
turrets. The best way to compensate for that is with Super Shot.

The only thing you'll need to watch out for is a commando who likes to use
rockets against your weakened units. Play it safe and slow and keep everyone
alive. Like I said, there really isn't any rush. Even if they kill a few 
civilians, all it will do is delay the inevitable. Once you've taken care of
all the turrets and enemies along the way, all you have to do is wait for four
scientist to make it to the panel and the mission is over.

-----------------------------Challenge Missions--------------------------------

Challenge 1 - Lighthouse Defense

This was the first mission of the game that nearly made me throw my 3DS across
the room! If you're trying on Elite, good luck! It can be extremely frustrating
so I suggest saving after every two or three turns if you feel like you've
done well. If you get unlucky with the damage that you deal on a particular
turn just load your previous save file. Be prepared for some real frustration!

Its possible to complete this mission on an earlier difficulty by leaving the
turrets on the edge of the hill. This would logically be a good spot for them.
A better strategy is to retreat to the lighthouse and place the turrets along
the edges of the building. You'll start the mission off with one engineer and
a second when you move him into the lighthouse. Immediately place those two
along the edge of the lighthouse. By the 8th turn you'll recieve a third
engineer. Try to get him back inside to safety as quickly as possible.

Part of the problem with this map is that the enemies just keep on coming. At
first there seems to be no end in sight. Just keep repairing those turrets as
much as you possibly can and keep at least one of the engineers safe. You'll
notice that whenever possible they will ignore your turrets and run straight
for your engineers. Just try to sit tight and fight through the waves.

I realize that I'm being a little vague, but really this map is all about your
turret placement. Once they're laid down it just comes down to knowing when to
attack, suppress or wait. You'll more than likely fail mulitple times, so just
remember to save at the beginning of your turns so you don't have to go through
it all over and over again. Completing this mission on Elite is a true
accomplishment. Good luck!

Challenge 2 - The Great Drone Robbery

This mission is kind of a joke. Compared to the other two Challenge Missions
its incredibly easy. In fact, its probably the easiest of all the skirmish
missions. Immediately move your sniper into the southern tree. Next, move as
far southeast as possible. Wait in this spot for another turn. Now start
moving towards the glowing spot on the train. Keep just barely out of range of
any soldiers. Get to the train car as fast as you can, resisting the urge to
fire on anyone.

As soon as you do you'll receive quite possibly the most imbalanced set of
reinforcements of the entire game. No offense, but if you still need help after
getting two gunner drones, a sniper drone and a launcher drone, you should
probably find a new game to play. All you have to do at this point is keep your
original sniper alive. Have fun!

Challenge 3 - Turret Defense

Its a toss-up between this and Lighthouse Defense for most challenging mission
of the game. Most people seem to find Lighthouse Defense to be more difficult,
but I was certainly stuck on this mission for a longer period of time. Once
again, be prepared for 3DS throwing rage!

The first wave shouldn't be a problem at all. First move as far left as poss-
ible. On your second turn, lay the turret down below you and along the cliff
edge. Use the turret to take down any attackers, and if necessary, any trucks
that make it through the canyon. Get the engineer down into the canyon as
soon as possible and fire on the trucks that come by. After three or four
trucks, the first wave will be over and you have the choice of a new unit.

Your choice is between a gunner and a sniper. I recommend the gunner because
of his return fire and superior health. You have unlimited turns between waves,
so make sure that you reposition and heal your turret. I suggest getting the
turret to a position closer to where the enemy spawns, preferably at the top
of the hill to the west of the tree.

Once the turret is in place and you've selected the gunner with your engineer,
start moving the engineer down into the canyon. Keep the gunner on the ramp
above to lure the enemies towards him and not your engineer. This should keep
him free to EMP fire on all the trucks that are moving past. As soon as two
trucks are in range use Rapid Strike on them. As long as you use it to fire on
two trucks each turn, don't hesitate to activate it. If you use it at the
beginning of a wave, you have the chance to use Rapid Strike twice.

If any trucks make it past the engineer, move him to the east to cut them off.
You can also use your gunner at the north bend of the canyon to fire down on
the trucks and do a little damage. When the enemy sniper appears, just avoid
him and let him fire on the turret. Keep everyone out of range until he is the
last unit left. Hopefully your gunner will have enough health to charge the
sniper. Use suppress as soon as you're able to effectively disable the lone 
sniper and take him down.

Speed is key in the third wave. If all enemies on the screen all killed by the
end of your turn, the wave will end. Otherwise, for the third and fourth waves,
the enemies will appear to be endless and frustratingly difficult. I highly
recommend getting the recon for this new wave. The recon has a very
effective knife, allowing you to deal 30 damage per turn. That combined with
Rapid Strike can be very effective for taking down difficult targets. Converge 
on the newly spawned enemies and take them all down as quickly as possible. 
Save before this new wave and restart if you suffer any casualties.

Be sure to heal up and refill ammo before starting the final wave. Position 
the recon at the far west of the map along the ridge the enemy sniper was in 
the second wave. Otherwise have everyone near the turret when you start. I 
recommend forgoing the medic and just sticking with a unit that can quickly 
eliminate the next wave. It is crucial that you do so quickly and efficiently. 
If you do so, you'll notice that this level can actually be quite easy. Trust 
me, it took me a while to learn this secret. If the enemies are allowed to 
continue spawning you will quickly be completely overwhelmed by some very 
annoying and very powerful rockets. And that's not even covering the mass 
amounts of trucks. So in short, you essentially cheated your way out of an 
impossibly difficult level. Congratulations!


                               VII. Multiplayer


                                 coming soon


                               VIII. Legal Info


I'm assuming this FAQ is reaching a small audience, but the standard info stays
the same. This was written completely by me, and as such, requires my permission
to post on any website. It may not be sold or posted without my knowledge. Feel
free to print a copy for personal use only. If you would like this guide to be
posted on your site, please email me at -

If you send me any emails, please include (GR:SW FAQ) in all-caps in the subject
line. If this guide helped you in any way, send me an email and let me know.
It'll make me feel better for spending so much time on it. Not that I mind,
because this game is so much fun! Good Luck!