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    FAQ/Walkthrough by crzydiamond65

    Version: 1.00 | Updated: 08/03/12 | Search Guide | Bookmark Guide

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                      SHADOW WARS
                    FAQ version: 1.00
                Written by: Crazy Diamond
              Email: crzydiamond65@gmail.com
                  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 1.00 (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!

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