SOCOM U.S. Navy Seals: Combined Assault

monkeydance994

Version 1.0



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				Table o' Contents
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Introduction..........................................int01
Weapons...............................................wea02
	Assault Rifles...............2.1
	Machine Guns.................2.2
	Submachine Guns..............2.3
	Snipers......................2.4
	Pistols......................2.5
	Others.......................2.6
Tactics...............................................tac03
	Commands.....................3.1
	Stealth......................3.2
	Choosing Equiptment..........3.3
Walkthrough...........................................wal04
	Winterblade..................4.1
	Reprisal.....................4.2
	Whipsaw......................4.3
	Broken Chains................4.4
	Stockpile....................4.6
	Disruption...................4.7
	Bombshell....................4.8
	Sea Wasp.....................4.9
	Blindside....................4.10
	Dragonfly....................4.11
	Stormcloud...................4.12
	Chokehold....................4.13
	Trailblazer..................4.14
	Snake Pit....................4.15
	Frostbite....................4.16
	Shephard.....................4.17
	Kingfisher...................4.18
Unlockables..........................................unl05
	Badges.......................5.1
	Jukebox......................5.2
	Weapons......................5.3
	Movies.......................5.4
Badges...............................................bad06
Legal Nonsense.......................................leg07


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INTRODUCTION                                               .:int01:.
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You know, this may be my favorite video game ever for PS2. I really didn't like
it at first, I thought it was way to hard, but it's grown on me a whole lot 
lately, and frankly I am unsure as to why that is. Not that I really care 
anyway. Keep in mind my gaming variety is somewhat limited as I am only 13. 
So (unfortunately) there will be no more SOCOM games for a few years.

This and Guitar Hero III are pretty much the only games I ever play on my PS2 
anymore, now that I have a 360. The badges are honestly the best part of the
game. Call me obsessed, but I swear I have started the game over to get the
badges about eight times. And I don't mind, that's the crazy thing about it.

This is my seventh FAQ now, so hopefully I'm getting better and it's not just
a waste of energy to read anymore, like most of my others.

But no matter, I don't think anyone ever reads this anyway.





See? Read above if you haven't already.


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WEAPONS                                                    .:wea02:
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I've broken these up into the different classes for easier searching.

NOTE: These are only the default weapons, I'll add the unlockables as I get 
them. And, compatability is the variety of add-ons available, i.e. scopes, 
silencers, etc. For the weight, the lower, the heavier. This isn't a
scale, it's a way to show how good something is. The heavier, the worse. So 
it gets lower. I already have some of the unlockables, up to the SEAL
set, and they are all included here.

*******************
Assault Rifles  2.1
*******************

M4A1 Carbine

Damage:     	   7/10
Accuracy:   	   7/10
Weight:            4/10
Compatability:    10/10
Rate of Fire:      6/10
Firing Modes:      Semi-Automatic, Automatic
Range:             Short/Medium

One of my favorite rifles. It's got the best compatability of any default
weapon, and can have a silencer. The only downside is it's weight, it's much
heavier than the other assault rifles, considering that they don't weigh
much to begin with. Regardless, this is a great weapon for using at first and
is always great for almost all missions.

M8

Damage:            7/10
Accuracy:          8/10
Weight:            7/10
Compatability:     5/10
Rate of Fire:      7/10
Firing Modes:      Semi-Automatic, Automatic
Range:             Short/Medium
Is in Real Life:   XM8, a rifle recently rejected by the U.S. military

More or less the same gun as the M4A1, except much lighter. The M8 has the
option of most of the heavier attachments too, such as the Thermal. So, if
it's a night mission and you want Thermal, this is the gun for you. However,
thermal is about the only useful attachment other than the silencers. So, that
severly chops the greatness of this weapon.

M14

Damage:            7/10
Accuracy:          9/10
Weight:            7/10
Compatability:     4/10
Rate of Fire:      7/10
Firing Modes:      Semi-automatic, Automatic
Range:             Short/Medium/Long

My personal favorite rifle is the M14. I went through the game for a long while
thinking that this was a sniper, and was mistaken. But that's the great thing
about the M14: You can get 12x Scopes, and High Scopes. Which means, it CAN be
a sniper when you want it to, but for close range you can turn off the scopes
and switch to automatic. That alone makes me like this gun the best so far. The
only problem I have noticed is that it has very few attachments to come along.
But it has most of the good ones, like rifle laser, and scopes. Just no 
silencers. Doodie.

AK-47

Damage:            7/10
Accuracy:          6/10
Weight:            7/10
Compatabilty:      5/10
Rate of Fire:      8/10
Firing Modes:      Semi-automatic, Automatic
Range:             Short/Semi-Medium

Unfortunately, this is not one of the better rifles. By "unfortunately", I mean
it's one of the coolest looking guns, and there's a freaking ton of ammo for it
in the earlier part of the game. It's also unfortunately incompatible with 
silencers, probably the most important of the attachments. Still a very solid
weapon despite everything said above, it's a fairly good choice to pick for
an open combat mission, plus the light weight allows a fair amount of 
accessories.

NOTE: You must have nine badges to unlock this weapon. In the first six 
missions, though, you can pick it up, and sometimes in the later missions.

M16A2

Damage:            8/10
Accuracy:          9/10
Weight:            6/10
Compatability:     6/10
Rate of Fire:      4/10
Firing Modes:      Semi-Automatic, 3-Round Burst
Range:             Short/Medium/Long

Probably one of the top three rifles in the game. It's incredibly accurate,
and like the M14, it can be a sniper when you want it to be. It's got fair
compatability, having all the grenade launchers and most of the scopes, but
no silencers. And, it is limited to semi-automatic and 3-round burst. 3RB is
one of the most useless firing modes, and the lack of automatic makes the M16
not as good for very close quarters. Still a very solid weapon.

NOTE: You must have 18 badges to unlock this weapon.

AG-94

Damage:            7/10
Accuracy:          9/10
Weight:            5/10
Compatability:     4/10
Rate if Fire:      7/10
Firing Modes:      Semi-automatic, 2-round burst, automatic
In Real Life Is:   AN-94

One of the best rifles in the whole game, at least at the tops of the ones I've
used. It's heavy, it's got low compatability, but guess what? No recoil
in automatic. None. The crosshair doesn't move when you shoot in automatic.
Is that not AWESOME?! This alone makes this a very, very good weapon. And it
can get the decent scopes, lasers and whatnot, but NO RECOIL!

NOTE: You must have 15 badges to unlock this weapon.

552

Damage:            7/10
Accuracy:          8/10
Weight:            4/10
Compatability:     7/10
Rate of Fire:      9/10
Firing Modes:      Semi-Automatic, 3 round burst, automatic
In Real Life Is:   Commando 552

Nevermind, THIS is my favorite rifle. It's really accurate and it CAN be 
silenced. It also is compatible with most scopes and a front grip, my personal
favorite attachment. This is a lot like a heavier, more accurate HK5 with
scopes. This is pretty appropriate for all missions, too, so I often get this
unless I am trying a new weapon out.

NOTE: You must have 15 badges to unlock this weapon.

RA-14

Damage:     	   7/10
Accuracy:   	   7/10
Weight:            4/10
Compatability:     6/10
Rate of Fire:      8/10
Firing Modes:      Semi-Automatic, Automatic
Range:             Short/Medium
In Real Life Is:   OC-14

Pretty much the same as the M4A1. Because this gun pretty much IS the M4A1, 
with less attachments. It's also got a higher rate of fire, so it's pretty
decent.

NOTE: You must have 12 badges to unlock this weapon.

STG 77

Damage:            7/10
Accuracy:          6/10
Weight:            6/10
Compatability:     5/10
Rate of Fire:      7/10
Firing Modes:      Semi-Automatic, Automatic
Range:             Short/Medium
In Real Life Is:   Steyr AUG

A less accurate and lighter M4A1 with less attachments.

NOTE: You must have 21 badges to unlock this weapon.

IW-80A2

Damage:            8/10
Accuracy:          8/10
Weight:            2/10
Compatability:     8/10
Rate of Fire:      8/10
Firing Modes:      Semi-Automatic, Automatic
Range:             Short/Medium
In Real Life Is:   SA-80

The best assault rifle I have used yet. It's very accurate, powerful, and
pretty much plain awesome. Except the weight. It is VERY heavy, mesasuring up
near some of the Machine Guns and snipers, which calls for pretty much no
extra equipment other than smokes and some medkits. But that's pretty much
all I ever get anyway, so I always get the IW-80, no matter the circumstances.

NOTE: You must have 24 badges to unlock this weapon.

HK36

Damage:            7/10
Accuracy:          8/10
Weight:            4/10
Compatability:     8/10
Rate of Fire:      8/10
Firing Modes:      Semi-Automatic, Automatic
Range:             Short/Medium
In Real Life Is:   G36C

Another one of the best assault rifles. In my book of the top three assault
rifles, this is second. First is IW-80, third M16A2. It's really accurate,
and is a little more lightweight than the IW-80, but it doesn't do as much
damage. It can be silenced, which is good. Just doesn't stand up to the IW-80,
though, and seeing as you unlock both at the same time, the HK36 is easily
overlooked.

NOTE: You must have 24 badges to unlock this weapon.

BEST ASSAULT RIFLES:

1. IW-80
2. HK36
3. M16A2
4. 552
5. M4A1
6. M14
7. AG-94
8. M8
9. AK-47
10. RA-14
11. STG-77

*****************
Machine Guns  2.2
*****************

MK .48

Damage:             9/10
Accuracy:           4/10
Weight:             3/10
Compatability:      4/10
Rate of Fire:       8/10
Firing Modes:       Automatic
Range:              Short

Whoa. This is quite a big gun, which packs quite a big punch. Despite this,
it is my least favorite of the machine guns. It is very inaccurate, and
it's way to heavy. Plus the fact that it can't be silenced. And it has only
one firing mode, automatic, although the unstable part of the MK .48 can be
nearly remedied by the front grip. The weight is honestly the key factor in
making this gun suck, though. A little piece of advice, from little old
MD: Don't use this gun. I know the scores make it look good, but an extremely
low score in such key factors as accuracy and weight will ruin all good 
qualities, even though they are more or less nonexistant here.

MG36

Damage:             7/10
Accuracy:           7/10
Weight:             5/10
Compatability:      4/10
Rate of Fire:       8/10
Firing Modes:       Automatic
Range:              Short

Now THIS is more like it. Take everything good about the MK .48, and put it in
one pile. Then take everything bad about the MK .48, and throw it into a trash
compactor. Then throw in the accuracy of an assault rifle, and viola! You have
the MG36. This is basically an M4A1 with twice the ammo (mad multiplication
skillz). While having the same bad compatability as the MK .48, it really
doesn't matter anymore. It's not like your going to need a scope on any
mission you plan on using an LMG in. So, for close range combat, this thing
is one of the best.

M60E3

Damage:             8/10
Accuracy:           8/10
Weight:             6/10
Compatability:      1/10
Rate of Fire:       8/10
Firing Modes:       Automatic
Range:              Short

This is the best LMG that I have used yet. It's not extraordinarily powerful,
but two or three bullets will kill someone, and that's really easy to do
with the M60E3. While only having extra clips and a bipod, this is not even
a medium range weapon, but at close range you can kick some serious butt.

NOTE: You must have 18 badges to use this weapon.

RTK-74

Damage:             5/10
Accuracy:           4/10
Weight:             5/10
Compatability:      5/10
Rate of Fire:       7/10
Firing Modes:       Single Shot, Semi-Automatic
Range:              Short/Medium
In Real Life Is:    RPK-74

It sounds good, but it's not. While it has a fair rate of fire, the chances
of you actually hitting the target are terrifyingly low. You'll probably die
before you get enough hits in. It could be a decent weapon if you used it
like a rifle, and it actually gets some pretty good scopes. But if you want to
use an assault rifle, then use an assault rifle, not an LMG wannabe.

NOTE: You must have 12 badges to unlock this weapon.

BEST MACHINE GUNS:

1. M60E3
2. MG36
3. MK .48
4. RTK-74

********************
Submachine Guns  2.3
********************

HK5

Damage:             6/10
Accuracy:           8/10
Weight:            10/10
Compatability:      6/10
Rate of Fire:       8/10
Firing Modes:       Semi Automatic, 3-Round Burst, Automatic
Range:              Short
In Real Life Is:    Heckler & Kosh MP5A3N

I love this gun, and it's so cut out for some of the missions that it seems
like it's almost cheating. It's near perfect for missions where you need to
carry some heavy equiptment, such as armor or an M3. It can also be silenced,
which makes me think this may be to good to be true. It's also the only
starting weapon that has 3-round burst. The only caveat is that you can't
put a scope on it. Dern. You can however get a red-dot sight, although that's
more or less useless; it only zooms in to 1.5 magnification. But oh well, you
shouldn't be taking a submachine gun on a mission where you would need a scope.

9mm Sub

Damage:             5/10
Accuracy:           2/10 (6/10 in semi-automatic)
Weight:            10/10
Compatability:      1/10
Rate of Fire:       9/10
Firing Modes:       Semi-Automatic, Automatic
Range:              REALLY Short
In Real Life Is:    UZI

How terribly dissapointing. If I were to describe the 9mm sub in one word, it
would be.... hmmm.... SUCKS. It is one of the least accurate guns in the game
(yes, one is even LESS accurate). It has three attachments. It can, though, be 
silenced. See the accuracy rating? It's terrible in automatic. While not so
bad in single shot, the damage from a single bullet probably feels like a leaf
may have barely touched you while it was falling. The rate of fire is terrific,
but in automatic you most likely won't hit anything. The weight is also 
wonderful, but by this point I don't think anyone even cares. Yep. That about
sums it up, I think.

NOTE: You must have nine badges to unlock this weapon.

F90

Damage:             6/10
Accuracy:           7/10
Weight:             9/10
Compatability:      2/10
Rate of Fire:      10/10
Firing Modes:       Semi-Automatic, Automatic
Range:              Short
In Real Life Is:    P90

A very, very nice improvement from that last one. This MAY be better than
the HK5, and it's definately even with it. While only having a silencer
as an attatchment, it's got some really cool features. For one, it has a
fifty shot clip. Pretty good. And, it has a built in red dot sight. That's
really cool to me, and if you count the weight of the HK5 and the red dot
together, the F90 ends up being more lightweight than the HK5. And that's
really saying something. While a little less accurate because of it's
really high rate of fire, this is definately a very solid submachine gun. 

NOTE: You must have 21 badges to unlock this weapon.

HK7

Damage:             6/10
Accuracy:           8/10
Weight:             9/10
Compatability:      6/10
Rate of Fire:      10/10
Firing Modes:       Semi-Automatic
Range:              Short
In Real Life Is:    MP7

Probably the best of the submachine guns. It's got an insane rate of fire,
though this is countered by a small clip size (20 shots o_O). It can be 
silenced, just like all the other SEAL weapon set guns. It is suprisingly 
damaging, though it probably just seems that way because of the crazy rate
of fire.

BEST SUBMACHINEGUNS:

1. HK7
2. HK5
3. F90
4(DEAD LAST). 9MM SUB

************
Snipers  2.4
************

SR-25

Damage:            8/10
Accuracy:          9/10 (with a high scope/12x scope, anything's that accurate)
Weight:            5/10
Compatability:     6/10
Firing Modes:      Semi-automatic
Range:             Long

I don't like this sniper much. Then again, I'm not particularly fond of snipers
in the first place. But, as far as snipers go, I'd pick an M14 anyday. But, 
a brightside to this is this is the one default sniper that can be silenced.
And, unless you just like snipers, that's really the only reason you would get
a sniper anyway, so, this is my default sniper of choice.

M87ELA

Damage:           10/10
Accuracy:         10/10
Weight:            1/10
Compatability:     4/10
Firing Modes:      Semi-automatic
Range:             LONG
In Real Life Is:   Robar RC-50

WOW, look at the damage and accuracy! To bad it doesn't really matter, and that
is for two reasons. 1) 8 damage will kill with one shot, and I don't think 
you'll be going head on against a vehicle with a sniper anytime soon, and
2) Accuracy is about the same with the SR-25. And, to top it off, you can't
silence this, and though it gets all scopes, so does the SR-25, except the
high scope. But you have to unlock that one anyway.

M40A1

Damage:           10/10
Accuracy:         10/10
Weight:            7/10
Compatability:     4/10
Firing Modes:     Semi-Automatic
Range:            LONG

Probably the best sniper. It's pretty lightweight, and it gets all scopes
except the high scope. As with all snipers, it will drop the target with one
shot, but the range is particularly long for this one. You know the little
bars in the weapon select screen? The range one is all the way filled. So,
this would be my choice, but you can't have a silencer, which isn't good.
If you don't need a silencer, though, this is a good choice.

NOTE: You must have 18 badges to unlock this weapon.

M82A1A

Damage:            10/10
Accuracy:           9/10
Weight:             2/10
Compatability:      6/10
Firing Modes:      Semi-automatic
Range:             LONG

Not a very good sniper. It ways FAR to much, and it can't be silenced. It does
get all the scopes though, which is good, but you have to unlock some of them
beforehand, which makes it less useful.

NOTE: You must have 15 badges to unlock this weapon.

SASR

Damage:            10/10
Accuracy:           8/10
Weight:             6/10
Compatability:      3/10
Firing Modes:       Semi-automatic
Range:              LONG
In Real Life Is:    Dragunov SVD

Probably the worst sniper. Take the SR25, and make it heavier and less accurate
and you've got this gun. It only gets the 4x, 12x, and low scopes, too. 
Although it can be silenced, I'd pick a different one anyday.

NOTE: You must have 12 badges to unlock this weapon.

BEST SNIPERS:

1. SR-25
2. M40A1
3. L95AW
4. M87ELA
5. M8A1A
6. SASR

************
Pistols  2.5
************

226

Damage:            5/10
Accuracy:          8/10
Weight:            8/10 (based on pistol weight, i.e. not comparing this to M3)
Compatability       N/A (pistols only have two attachments)
Rate of Fire:      7/10
Firing Modes:      Semi-automatic
Range:             Short (as for all pistols)
In Real Life Is:   SIG P226

This is a decent, lightweight pistol. It's got a great amount of ammunition and
is decently powerful. This is the choice you want to make for missions where
you need some heavier equipment, i.e. M3, Claymore. There really isn't much
else to say here.

Mark 23

Damage:            8/10
Accuracy:          7/10
Weight:            7/10
Compatability:      N/A
Firing Modes:      Semi-automatic
Range:             Short

This is the best default when you don't need other heavy stuff. It's capable of
killing a paramilitary in one shot, pretty handy if I do say so myself. When
I played this game for the first time, I almost always picked the 226, I guess
attracted to the amount of ammuntion. Then I tried this one out, and I like it
better. This is better for open combat than the 226, simply because of the
strength it has behind it's shots.

Model 18

Damage:            6/10
Accuracy:          1/10 (7/10 in semi-automatic)
Weight:            7/10
Compatability:      N/A
Firing Modes:      Semi-automatic, automatic
Range:             Short
In Real Life Is:   Glock 18

Yep, really. An automatic pistol. Pretty freaking cool, eh? No. Don't think
that, whatever you do. Just... just don't. I tried to kill someone with it
once, and emptied the entire 17 shot clip before he finally died. Yes, the
accuracy is really that pathetically terrible. Now, switch it to semi-automatic
and you've got yourself a fairly decent pistol. One thing I should note is that
this is quieter than the others. This doesn't really matter though. A silenced
shot is always the same volume (as far as I know) and if you fire a pistol
someone's gonna hear it. Plain and simple.

NOTE: You need nine badges for this weapon. And this is the less accurate
      weapon.

DE .50

Damage:            10/10
Accuracy:           8/10
Weight:             3/10
Compatability:      No silencer
Firing Modes:       Semi Automatic
Range:              Short
In Real Life Is:    Desert Eagle

The best pistol ever. On Ensign, this thing kills in one hit, and two on
Commander. Not only does it kill quickly, but it sends your enemies flying into
the nearest wall. Pretty freaking awesome. And, of course, it DOESN'T come with
a silencer. That would be way to good to be true. WAY to good. It does have a
pistol laser though, but I still haven't figured out what those do yet, to
be honest. But oh well, if stealth is not required, PICK THIS PUPPY NOW!

NOTE: Unfortunately, you must have 15 badges for this weapon. Figures.

F57

Damage:            6/10
Accuracy:          8/10
Weight:            9/10
Compatability:     N/A
Firing Modes:      Semi-Automatic
Range:             Short
Is in Real Life:   Five-seveN

This is the third best pistol I have used yet. It's even more light than the
226. It's not very powerful, but a few quick shots will kill someone, and it's
not to difficult to manage those few shots.

9mm Pistol

Damage:            6/10
Accuracy:          9/10
Weight:           10/10
Compatability:     N/A
Firing Modes:      Semi-Automatic
Range:             Short
In Real Life Is:   P9S

Probably the best pistol, technically. While the DE .50 will kill someone
INSANELY quick, this pistol is SO light, you can carry pretty much anything.
It can be silenced, and is the same damage-wise as the F57.

NOTE: You must have 24 badges to unlock this weapon.

BEST PISTOLS:

1. 9MM PISTOL
2. DE .50
3. F57
4. MARK 23
5. 226
6. MODEL 18

*************
Shotguns  2.6
*************

M4-90

Damage:            10/10 (if all pellets hit)
Accuracy:           1/10
Weight:             2/10
Compatability:      2/10
Firing Modes:       Semi-Automatic
Range:              POINT BLANK

Terrible, terrible, terrible, terrible. Hideous. Sure the damage is great.
If all pellets hit. Which only happens about never. Granted, if you're standing 
two feet away from an enemy, they better watch out, but honestly your better
off with a 226.

TA 12 Gauge

Damage:            10/10 (same as above)
Accuracy:           2/10
Weight:             1/10
Compatability:      2/10
Firing Modes:       Semi-automatic
Range:              POINT BLANK
In Real Life Is:    Tactical 12-Gauge

A little tiny bit better. Which in this case, is a bunch of technical 
mumbo-jumbo for sucks. It's only that little millimeter better simply because
of more ammo, and it seems to be a half-millimeter more accurate.

12 Guage Pump

Damage:            10/10 (same as above)
Accuracy:           2/10
Weight:             2/10
Compatability:      2/10
Firing Modes:       PUMP ACTION! I know, it sucks.
Range:              POINT BLANK.
In Real Life Is:    SPAS-12

A little more accurate than the M4-90, but still utterly terrible. It's a 
shotgun, and if you've read above then you get the idea.

BEST SHOTGUNS:

1. 12 GUAGE PUMP
2. TA 12 GUAGE
3. M4-90

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TACTICS                                                  .:tac03:.
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************
STEALTH  3.1
************

Stealth can make a whole lotta difference in this game. Half the time it seems
like it's an objective to not be seen, and the other half your gonna die if
they see you, just because there are so many of them. So, here are some tips 
on staying stealthy.

1) Use Silencers

Duh-dur. I'm sure you would never have figured this out. Yeah, use silencers,
because they make your guns all, you know, silent. The only problem is that
two out of every three missions is a stealth mission, and one out of every
three weapons can be silenced. The M4A1, M8, SR-25, and HK5 seem to be the
guns the game picks as a default for each appropriate team member. I'd get the
M4A1 or M8, as they have scopes. And the snipers just suck.

2) Use smoke grenades

Suprisingly enough, people can't see through a thick screen of smoke. Go 
figure. Use the smoke and knife kill of shoot the paramilitaries before
the smoke clears. Problem solved.

3) Kill the people before they see you, or before they start screaming at you

This is probably the hardest to do. Always have a scope on hand, unless I say
otherwise, because killing groups of targets from far away doesn't immediately
give your position away, allowing you to stay hidden. If they scream at you, 
then stealth in the immediate area is completely blown, and any maintain 
stealth objectives will be failed.

*****************************
Choosing Your Equiptment  3.2
*****************************

First of all, you hopefully have common sense and won't try to fight a battle
at close quarters with a bolt-action sniper rifle while zoomed in to 12x
magnification. I really hope you won't do that.

So, assuming you won't, you should have a small idea of how to choose your
weapons and accessories, and I will elaborate. These are my choices for 
different situations.

CLOSE COMBAT: HK5 with a rifle laser and extra clips

MEDIUM RANGE COMBAT: M4A1 with a 4x scope and front grip

LONG RANGE COMBAT: M14 with a 12x scope and rifle laser

STEALTH CLOSE RANGE: HK5 with a suppressor and red dot

STEALTH MEDIUM RANGE: M4A1 with a 4x Scope and suppressor 2

STEALTH LONG RANGE: SR-25 with a 12x and suppressor

STEALTH NIGHT: M8 with thermal and suppressor 2

This is just some examples, I'll tell you more about which weapons to get 
before each mission. 

*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
WALKTHROUGH                                                .:wal04:.
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*

****************
Winterblade  4.1
****************

(Equipment)

I.    SPECTER
        A. M4A1
           1. Suppressor 1
           2. 4x Scope
        B. Mark 23
           1. Suppressor
        C. Smoke
        D. Medkit
II.   JESTER
	A. M4A1
	   1. Suppressor 2
	   2. 4x Scope
	B. 226
	   1. Suppressor
	C. Smoke
	D. Flashbang
III.  KILLJOY
	A. HK5
	   1. Red Dot
	   2. Suppressor 2
	B. 226
	   1. Suppressor
	C. Smoke
	D. Armor
IV.   SIMPLE
	A. M4A1
	   1. Suppressor 1
	   2. 4x Scope
	B. 226
	   1. Suppressor
	C. Smoke
	D. Smoke


(Briefing)

Team, we have a critical situation. Four hours ago, a Pavehawk helicopter was
downed by enemy fire and crashed in the southern mountains of Adjikistan. The
helicopter was transporting a SEAL team that was in the area to extract a CIA
operative -- codenamed UNDERWOOD -- who was gathering intel on a group of 
paramilitary terrorists operating in Adjikistan. The Adjikistani president --
Ismail Karim -- suspects rebel insurgents, who are openly hostile to the
newly formed Adjikistani government. Whoever is responsible will be dealt with
accordingly, but it is imperative that we first secure the crash site and 
locate any survivors.

We need you to locate the downed helicopter and demo it to prevent sensitive
equiptment from falling into enemy hands. Then search the nearby village for
any surviviors from the crash. Be sure to disable any communications; the less
the paramilitaries know of our actions here, the better. Fireteam Bravo is on
the ground as well to help with the effort.

(Objectives)

I.    PRIMARY
	1. Infiltrate Crash Site
	   a. Recon From Delta
	   b. Recon from Echo
        2. Demo Helicopter
	3. Destroy Communication
	4. Search for Survivors
II.   BONUS
	1. Obtain Map
	2. Obtain Sausage
III.  CROSSTALK
	1. Neutralize Squad

(Walkthrough)

Move foward a tiny bit to where your head just comes through the bushes. Lay
down and use the scope to kill the two paramilitaries ahead. Get into the
crouching position, and get used to making this your default stance. Go up
and to the left at the intersection and up the little path towards DELTA. When
reaching the waypoint, zoom in on the crash site.

{RECON FROM DELTA COMPLETE}

Go back down the path and to the intersection. Go the opposite way you did 
the first time. When getting to the area with a hill to the left, be careful.
Zoom in and you'll see two paramilitaries. Wait for them to get out of your
sight, then cautiously move to the tree. Creep forward until you can see a
tree at the top of the screen (third-person view). Tell ABLE 2 to deploy smoke
and JESTER will throw a smoke grenade. Wait for the smoke to form a light mist
and go foward. Knife kill all the paramilitaries you can, and shoot the rest.
SPECTER will contact SANDMAN and say that you have neutralized a squad.

{NEUTRALIZE SQUAD COMPLETE}

Go back to the tree you stopped at a minute ago. Move carefully up to ECHO,
using the bushes as cover when possible. Zoom in on the crash site with your
scope.

{RECON FROM ECHO COMPLETE}

Now, move to the bushes an make sure you have a clear path toward the crash
site. Order whoever is nearest to deploy smoke near the center of the site,
and when it appears run up and kill everyone in view. That's real nice, isn't
it? There may be a couple of paramilitaries on the opposite slope down. Kill
them too.

{INFILTRATE CRASH SITE COMPLETE}

When you've cleared the area, order ABLE 2 to place C4. He will, and you'll 
have a few seconds to run for dear life, so you won't explode into a pink mist.

{DEMO HELICOPTER COMPLETE}

Move back to DELTA and go down the path through the rocks. Advance carefully
here, as there may be a few paramilitaires standing along the path. When 
about 25 meters away from ROMEO, use the left bushes for cover and either
throw a smoke grenade yourself, or order one of the fireteam members to at the
base of the pinetree. When the smoke appears, kill the paramilitaries. There 
may be one hiding behind the dead tree to the right. Check. Once the area's 
completly clear, go into the tent and pick up the map.

{OBTAIN MAP COMPLETE}

Leave the tent and turn right. Go through the path underneath the dead tree.
Follow it until the snowy ground starts to turn rocky, and slow down. Lean
out and shoot the three paramilitaries. Go toward the flaming barrel. There
are two snipers to your right and left. Snipe them before they shoot at you.
When they are both dead, head left to where the sniper was, and go down the
path along the dead tree. When you get to the bottom of this path, snipe the
paramilitaries down below. Check the first house for the survivors. If they're
in here, skip down to the next objective. If they aren't, go back down to the
center of the village and check the two buildings. They will be in one of these
if not the top one.

{SEARCH FOR SURVIORS COMPLETE}

Head west. Cross little bridge and follow the path up to the bigger bridge. 
Before getting on to the bridge, use the scope to locate and kill the 
paramilitary sniper on the path leading down on the opposite side of the bridge
and any by the tent that you can see. When all visible paramilitaries are dead,
cross the bridge and head down the path. About halfway down, order BRAVO 1 to
deploy smoke near the tent. Kill all the paramilitaries, but DO NOT DESTROY
THE COMMUNICATIONS!!!!!!!!!!!! I really hope y'all see that. Head into the
water and cross the lake/pond/thing to the other side. Look behind the rock and
you'll see a sausage lying on the ground. Pick it up. 

{OBTAIN SAUSAGE COMPLETE}

Now go back to the tent and destroy the communications.

{DESTROY COMMUNICATIONS COMPLETE}
   
((( MISSION COMPLETE )))

*************
Reprisal  4.2
*************

(Equiptment)

I.    SPECTER
	1. M14
	   a. 12x Scope
	   b. Rifle Laser
	2. Mark 23
	   a. Pistol Laser
	3. Smoke
	4. Medkit
II.   JESTER
	1. M4A1
	   a. Red Dot
	   b. Front Grip
	2. Mark 23
	   a. Pistol Laser
	3. Smoke
	4. Smoke
III.  KILLJOY
	1. MG36
	   a. Front Grip
	   b. 4x Scope
	2. 226
	   a. Pistol Laser
	3. Smoke
	4. Smoke
IV.   SIMPLE
	1. HK5
	   a. Red Dot
	   b. Rifle Laser
	2. 226
	   a. Pistol Laser
	3. HE
	4. Smoke

(Briefing)

The paramilitaries have been tracked to a number of mountain caves not
far from the crash site. We believe the paramilitaries are using these
caves as a staging area to launch attacks on the surrounding countryside. U.S.
forces have already begun a major offensive to neutralize enemy forces in the
area. However, aerial reconnaissance indicates that paramilitary forces have
moved deeper into the caves to avoid the U.S. bombing campaign.

While air support continues to shake things up from the sky, your orders are
to penetrate the caves and cripple the paramilitaries' mountain operations
by taking out key elements of their infrastructure. Remeber to keep a look out
for any missing members of VANDAL's team.

(Objectives)

I.    PRIMARY
	1. Cripple Stronghold
	   a. Destroy Communications
	   b. Plant Ammo Satchel
 	   c. Plant Weapons Satchel
	   d. Plant Fuel Satchel
	2. Secure Missing Fireteam
	3. Move Underwood to Extact
II.    BONUS
	1. Obtain Troop Intel
	2. Obtain Sausage
III.   CROSSTALK
	1. None

(Walkthrough)

Move foward to the little bridge. Immediately after crossing, lean out and
kill the paramilitaries. Move forward and lay down on the rock about 39 meters
from FOXTROT. There is one paramilitary straight ahead on the mountain, two
near the landing pad on the left, and one to the right on the wooden balconies.
After they are all dead move forward and jump onto the balcony. Follow it 
until you reach an intersection near where the right sniper was. Turn right 
and keep going. Some people will shoot at you from the right; just ignore
them and keep going up the circle. There is a paramilitary with a sniper up
here so kill him before he shoots you. When reaching the top of the circle,
head for JULIET until your about 9 meters away from it. Climb onto the balcony 
and go right. When near the entrance, go out onto the ledge and pick up the
sausage.

{OBTAIN SAUSAGE COMPLETE}

Go inside the caves. Head toward LIMA. Lean out and order BRAVO 2 to deploy
HE near the center of the paramilitaries. If not all of them were killed, 
order ABLE 2 to deploy smoke and finish them off. Go to PAPA and then down to
the left and order BRAVO to deploy smoke. When it appears, kill all the
paramilitaries by the rock pillar. When they're dead, head over to the colorful
box thing and lean out and kill the rest of the paramilitaries. Plant a satchel
on the boxes and run to WHISKEY.

{PLANT FUEL SATCHEL COMPLETE}

Climb up the step about 18 meters from WHISKEY. Wait for another fireteam m
member to get up and order him to deploy smoke in the room. Run in and kill
the paramilitairies. When they're all dead, open the two doors in the room
and plant satchel charges on both weapons and ammo boxes.

{PLANT WEAPON SATCHEL COMPLETE}
{PLANT AMMO SATCHEL COMPLETE}

Head toward VICTOR. Get in the water and go straight. See that little building
up ahead? Order ABLE 2 to deploy smoke near it. Run up and kill the
paramilitaries outside it. Open the door and use your pistol for an easy 
headshot, and then to disable the radio.

{DESTROY COMMUNICATIONS COMPLETE}

Go back to WHISKEY and then to XRAY. Head into the tunnel near the wooden wall
and open the door at the end. Pick up the intel on the table.

{OBTAIN TROOP INTEL COMPLETE}

Open the other door and order BRAVO 1 to deploy smoke into the room ahead. Run
into it and kill the two paramilitairies standing around. Then open the door 
and kill the paramilitary in here. Order ABLE 2 to restrain UNDERWOOD.

{SECURE MISSING FIRETEAM COMPLETE}

Point the crosshair at UNDERWOOD and press X for him to follow. Walk outside
and snipe the guy on the turret. Move onto the waypoint EXTRACTION and be
ready for a group of paramilitaries to come from the west. Lay down and get the
scope ready and snipe them as they come. 

{MOVE UNDERWOOD TO EXTRACTION COMPLETE}

((( MISSION COMPLETE )))

************
WHIPSAW  4.3
************

(Equipment)

I.    SPECTER
	1. M8
	   a. Thermal
	   b. Suppressor 2
	2. 226
	   a. none
	3. Smoke
	4. Medkit
II.   JESTER
	1. HK5
	   a. Red Dot
	   b. Suppressor 2
	2. Mark 23
	   a. Suppressor
	3. Smoke
	4. Armor
III.  KILLJOY
	1. M4A1
	   a. Red Dot
	   b. Suppressor 1
	2. 226
	   a. Suppressor
	3. Smoke
	4. Smoke
IV.   SIMPLE
	1. M4A1
	   a. Suppressor 1
	   b. 4x Scope
	2. 226
	   a. Suppressor
	3. Flashbang
	4. Flashbang

(Briefing)

The paramilitary group has a training camp nestled in a forest at the foot of
the mountain range where the Pavehawk went down. This camp is the last known
location of the CIA agent VANDAL's team was sent in to extract. Agent UNDERWOOD
was close to identifying the source of the paramilitaries' support before his
cover was blown. We suspect he left intel in the area that might shed more 
light into where these paramilitaries are getting their support. Use caution,
the area is highly concentrated with enemy troops.

You'll need to infiltrate the camp and locate the Intel that UNDERWOOD may
have left behind. With such a high concentration of enemy forces, maintaining
stealth will be of the utmost importance. Be creative with your surroundings
to stay undetected. Hopefully you will catch some early morning fog for cover.
And if you see any opportunity to dismantle their operations, feel free
to do so.

(Objectives)

I.    PRIMARY
	1. Infiltrate Boat Launch
	   a. Recon Boat Launch
	2. Infiltrate Watchtower
	   a. Recon Launch Tower
	3. Infiltrate Sawmill
	   a. Recon Sawmill
	4. Demo Firing Range
	5. Obtain UNDERWOOD's intel
II.   BONUS
	1. Destroy Radio Relay
	2. Obtain Sausage
III.  CROSSTALK
	1. Obtain Cartel Intel

(Walkthrough)

Start off by zooming in on the Boat Launch.

{RECON BOAT LAUNCH COMPLETE}

Get in the water and swim to the right toward the mountain. When you get close,
walk along the edge until your near a little inlet of water. Swim through it 
and go to the second house. Order ABLE 2 to deploy smoke at the foot of the
door. When the smoke appears, go inside and kill the paramilitary. Wait for
the smoke to clear, then order BRAVO 2 to deploy flashbang in the next
room. After it blows up, run in and the paramilitaries will surrender. Order
ABLE 2 and BRAVO 1 to restrain them. ONLY DO THIS IF YOU HAVEN'T BLOWN STEALTH!
If you maintained it, just shoot them while the smoke is up. The cartel intel
may be in this building. If so, skip to the next objective. If not, continue
reading.

Move back out and order BRAVO 1 to deploy smoke near the door to the other
building. When it is up, run inside and kill the paramilitaries. The intel may
also be in here. If not, keep going.

Go back out of the building and make sure that there are no paramilitaries by
the docks. Head over to the truck and hide behind it's right side. Order ABLE 2
to deploy smoke in the center of the area that's on the other side of the truck
and when it appears run over inside it. Kill any paramilitaries here and go 
inside.

{INFILTRATE BOAT LAUNCH COMPLETE}

If you haven't located the cartel intel yet, it will be on the table near the
stairs, or upstairs by the radio.

{LOCATE CARTEL INTEL COMPLETE}

Go upstairs and use the thermal to snipe the paramilitaries behind the boat 
launch. When they're dead, go back down to where the docks in the boat launch
are. Jump in the water and swim out. Take a right and swim through. When you
see the bridge, there will be two paramilitaries on it, and another on the
shore on the bridge's left, near you. Kill him and swim through the other
"passage" and towards DELTA. When about 95 meters away from DELTA, you can
stand up. Zoom in on the waypoint.

{RECON WATCHTOWER COMPLETE}

Now swim to the left of the watchtower and go up the path that is mostly taken
over by bushes. When reaching the turn, start walking very slowly. There will
be a paramilitary on the first balcony of the watchtower. Shoot him and then 
order BRAVO 1 to deploy smoke near the front of the watchtower. Run into it
and kill any visible paramilitaries, then open the door and kill the two in
here. 

{INFILTRATE WATCHTOWER COMPLETE}

Shoot the radio and then use the action "disable alarm" on, you guessed
it, the alarm. Make sure all of the fireteam is inside the watchtower.

{DESTROY COMMUNICATIONS RELAY COMPLETE}

Order FIRETEAM to hold position and go up the ladders. When reaching the top
of the watchtower, you will see AZTEC crouched in a random position in the
topmost room. Restrain him.

{SECURE MISSING FIRETEAM COMPLETE}

Go back down to the bottom room. Order ABLE 2 to deploy smoke at the foot of 
the door. When it appears, walk out and snipe the paramilitary to the left.
When he is dead, zoom in on the sawmill.

{RECON SAWMILL COMPLETE}

Now, swim toward the sawmill. When you reach the ramp thing, order FIRETEAM
to hold position. Then swim toward the thing that looks like a ride-on 
lawnmower and use the action "pull lever" on it. Go back to the ramp thing.

Climb up and crouch. When the rest of the fireteam is up, walk slowly forward.
Clear the sawmill's rooms, and by then there should be a waypoint INTEL,
which obviously points to the intel you are supposed to find. But don't
get it just yet.

If you are going for a high stealth score and/or using this mission to attempt
a stealth based badge, do not follow this next step, and refer to GTA3 Addict's
walkthrough for the remainder of this mission.

It's battle time.

Unless you are still stocked with ammo for your rifle, pick up and AK47 off of
a paramilitary you killed in securing the sawmill. Walk over to the balcony
where you can see almost everything behind the sawmill, find a target, and
start shooting. Order FIRETEAM to fire at will and duke it out with all the 
paramilitaries. Be sure that all the fireteam members have decent cover, so
they don't all die immediately.

I don't recommend this strategy for Admiral.

After most of the paramilitaries are dead, go to waypoint INTEL and grab it.
Incase, for some strange reason, there IS no waypoint INTEL, here are the
possible locations.

1) In the building to the sawmill's west
2) In the building to the sawmill's northwest
3) In the sawmill's west entrance ramp, on the barrels
4) Some other table in the sawmill

So, pick it up.

{OBTAIN UNDERWOOD'S INTEL COMPLETE}

DO NOT DEMO THE FIRING RANGE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Instead, go to the west until you reach the cliff thingy with the target and
a bunch of stumps. Go south until you find the way to climb up. The sausage
is sitting on one of the stumps. 

{OBTAIN SAUSAGE COMPLETE}

NOW you can demo the firing range.

{DEMO FIRING RANGE COMPLETE}

((( MISSION COMPLETE )))

******************
Broken Chains  4.4
******************

(Epuipment)

I.    SPECTER
	1. HK5
	   a. Suppressor 2
	   b. Red Dot
	2. 226
	   a. Suppressor
	3. M3
	4. Medkit

II.   JESTER
	1. M4A1
	   a. Suppressor 1
	   b. 4x Scope
	2. Mark 23
	   a. Suppressor
	3. Smoke
	4. Smoke

III.  KILLJOY
	1. M4A1
	   a. Suppressor 1
	   b. 4x Scope
	2. Mark 23
	   a. Supressor
	3. Smoke
	4. Flashbang

IV.   SIMPLE
	1. HK5
	   a. Supressor 2
	   b. Red Dot
	2. Mark 23
	   a. Suppressor
	3. AT4
	4. Smoke

(Briefing)

We think member's of VANDAL's team along may be being held captive, along with
Adjikistani civillians, in an old Soviet Gulag. Situiated in a chain of small
rocky islands, the Soviet Gulag used to hold imprisoned scientists who were
forced to work on chemical weapons research. The gulag was liberated 30 years
ago. During the establishment of Adjikistan, Ismail Karim insisted that the
camp remain intact as a historic mermorial. Somehow the paramilitaries got 
access to this camp and are using it to hold civillian prisoners.

Eliminate the anti-air defenses and the communications relay at the lighthouse
to secure a safe passage for the rescue helicopter. Then search the larger 
island for any detained civillians. Member's of VANDAL's team may also be
detained there; so keep a sharp eye. In addition, paramilitary attack boats
often run between here and nearby islands, so watch out.

(Objectives)

I.    PRIMARY
	1. Destroy Communications
	2. Demo AA guns
	3. Secure Guard House
	4. Secure Prisoners
	5. Secure Missing Fireteam
II.   BONUS
	1. Destroy Cargo Transport
	2. Obtain Sausage
III.  CROSSTALK
	1. Obtain Battle Plans

(Walkthrough)

First off, I wanna mention the sniper on the first balcony. Swim close
to the island, and then go under and finish the trip. Go up the hill
and up to the door. Order ABLE 2 to deploy smoke at the bottom of it and
run in when it appears. Kill the paramilitary(s). Walk upstairs and pick up
the map lookin' thing on the boxes in the corner.

{OBTAIN BATTLE PLANS COMPLETE}

Keep on goin' uppin' and kill the paramilitaries up here. There may be one near
the stairs too. Treat him like the others. When reaching the top, shoot the
radio with your pistol, to save ammo.

{DESTROY COMMUNICATIONS COMPLETE}

Go back down the stairs. There will be one paramilitary by the AA gun north
and two by the gun to the east. Kill them. Order ABLE 2 to plant C4 on one
of the guns, and you plant one on the other.

{DEMO AA GUNS COMPLETE}

Go back into the lighthouse. Pick up the sausage on the shelves to the
right.

{OBTAIN SAUSAGE COMPLETE}

Go bak down to the docks. Swim across the water to the other island. There will
be two paramilitaries patrolling the area. Lean out from the rock on your
right and kill them. After that, switch the M3 to your quick switch weapon.
(Select it in the weapons menu with L1). Then start running. Go past the
watchtower and into the camp. Run to the right and toward the water. 

Now. There are two strategies here.

1) Shoot the driver out of the boat.
2) Shoot the boat with the M3.

Try the second one first, but if that fails, restart from checkpoint and 
kill the driver with your HK5.

If you destroyed it with the M3, then...

{DESTROY CARGO TRANSPORT COMPLETE}

If not, keep reading.

Now that I've gotten all the paramilitaries in the camp shooting at you,
run back the way you came. Heal up with a medkit(s) and then get back to
fighting. Once the camp has been mostly cleared away, go into the barrack
buildings. There will be a hostage in each. Restrain them.

{SECURE PRISONERS COMPLETE}

Now head toward the big building. Cross the bridge and kill the paramilitary 
that is outside to the left. Then go inside and clear the first floor. 
Go halfway up the stairs and then order BRAVO 1 to deploy smoke near the top.
When it appears, go up and kill the paramilitaries. Go outside onto
the balcony and kill the one(s) that may be out here. 

{SECURE GUARDHOUSE COMPLETE}

Go to the turret and get on. If you didn't destroy the cargo transport earlier,
shoot it with the turret and it will blow up eventually. Go back inside.
WINGTIP will be in one of the rooms on the top floor. Secure him.

{SECURE MISSING FIRETEAM COMPLETE}

((( MISSION COMPLETE )))

**************
Stockpile  4.5
**************

(Equipment)

I.    SPECTER
	1. M4A1
	   a. 4x Scope
	   b. Front Grip
	2. 226
	   a. None
	3. AT4***
	4. Medkit
II.   JESTER
	1. HK5
	   a. Rifle Laser
	   b. Red Dot
	2. 226
	   a. None
	3. Smoke
	4. AT4
III.  KILLJOY
	1. MG36
	   a. Front Grip
	   b. none
	2. Mark 23
	   a. Pistol Laser
	3. Smoke
	4. Frag
IV.   SIMPLE
	1. M4A1
	   a. Red Dot
	   b. Rifle Laser
	2. Mark 23
	   a. Pistol Laser
	3. Smoke
	4. Smoke

**= Only bring this if you failed to destroy the caro transport in the last
    mission.

(Briefing)

With intel recently obtained by Fireteam Bravo, we've learned that the 
paramilitaries are working with a local drug cartel and are acting as the 
middle mann between the cartel and an as of yet unidentified third party. To
maintain the clandestine nature of their smuggling operations, the
paramilitaries have seized an abandoned Soviet storage facility located in
a remote island chain off the coast of Adjikistan. It gets worse; this
storage facility housed chemical weapons during the Cold War and we fear that
the paramilitaries may have gained access to the chemicals left on-site. We
need to put their export enterprise out of business to ensure that these
chemical weapons never reach the black market.

Your mission is to disrupt the smuggling operation in order to cut off the
paramilitary funding. We also need you to mark all of the chemical weapons
with marker beacons for the Hazmat team, which will dispose of the weapons 
once you have secured the area. Remember to watch your fire around those 
canisters.

(Objectives)

I.    PRIMARY
	1. Disrupt Operations
	   a. Demo Vehicle Depot
	   b. Demo Heroin Crates
	   c. Obtain Shipping Manifest
	2. Mark Chemical Weapons
	3. Secure Storage Facility
II.   BONUS
	1. Demo Weapons Shipment
	2. Obtain Sausage
III.  CROSSTALK
	1. Obtain Storage Log

(Walkthrough)

Swim near CHARLIE to the right of the building. When reaching the end of the
wall, lean out and shoot the paramilitary walking along the path, and then the
one standing near the wall. Lean back in and snipe the one on the low cliff
to the left of the path leading up the hill. Walk around to where the standing
paramilitary was and order ABLE 2 to deploy smoke near the entrance to the
building. When the smoke appears, run into the building and place a satchel
on the barrels between the two trucks. If there is still enough smoke, order
BRAVO 1 to deploy smoke outside left of the path, so that it will cover
your advance into the next building. Run into the next building, smoke or no.

{DEMO VEHICLE DEPO COMPLETE}

There will be a few paramilitaries in here, two of which are on the left and
right balconies. Shoot them all and go to the table near the wall. There will
be a green folder on the table, which you should (obviously) pick up.

{OBTAIN SHIPPING MANIFEST COMPLETE}

Alright, now we need to demo the heroin crates, but they're one of the randomly
placed items the game developers so kindly added. Walk to the door, but don't
go out yet. Look to your left on the concrete dock-lookin' things. If they are
there, they will be on the left extension of the main dock. If not, look to
the left over under the area with the makeshift roof. Lay down and go ahead
and snipe these paramilitaries and the mercenary*. If the crates are there,
you may not be able to see them. So, if you can't see, walk slowly outside,
but don't leave the cover of the wall. Use the third-person view to look around
the corner when you get to it. If the crates aren't there, they are under the
makeshift roof.

NOTE: The crates are brown with a white crab on them. Weird, eh?

After checking around the corner, order BRAVO 1 to deploy smoke near where you
are standing. When it appears, zoom in and edge forward until you can see 
plainly. There will be a sniper up ahead. Kill him, then demo the crates, 
wherever they are.

{DEMO HEROIN CRATES COMPLETE}
{DISRUPT OPERATIONS COMPLETE}

Go down the ladder near the area where the mercenary was and place a satchel
charge on the crates.

{DEMO WEAPONS SHIPMENT COMPLETE}

Go to the left of the area the sniper was before you shot him. Climb up and be
ready for two paramilitaries over by the tree near (again) where the sniper
was. Kill them, but don't go past the entrance to the bunker. When they are 
dead, order BRAVO 2 to deploy smoke between the concrete barriers in front of
the bunker entrance. When the smoke appears, go into the bunker and shoot the
paramilitary on the turret and the one just hanging out. Walk down and to the
left and enter the hallway. Keep going until you reach the next narrow hallway
and wait there. An idiotic paramilitary will come running out at you. Shoot
him. When he's dead, order BRAVO 1 to deploy smoke where he was standing. When
it appears, go out and shoot the paramilitary to the left, then shoot the one
that may be standing in the room to the left and up. When they're dead, you'll
probably still have some of the smoke left so run into the next room and to the
left. Kill the paramilitaries in here and then place a marker on the crates.
They're the ones with the blue barrels inside them. Don't move after you press
"place marker" or you'll cancel the action. Go back into the middle room and 
plant a marker on the barrels here. Go around to the right and approach the
right door from the right. (whew) Lean out and shoot the paramilitary in here.
You might be unable to do this, as he may be behind the boxes to the left. When
he's dead, go up and up the ramp. Be ready, as there may be a paramilitary up 
here waiting as well. When he's dead, if he was there, go through the new 
hallway. When reaching the crates, lean out of the door and kill the three
paramilitaries that are here. When they're dead, place the marker on the 
crates. 

{MARK CHEMICAL WEAPONS COMPLETE}

Go down the hallway left of the crates. The sausage will be lying next to one
of the green pipes. Pick it up when you cross it.

{OBTAIN SAUSAGE COMPLETE}

Keep going down the hall. You'll reach a whole in the ground. Drop down it,
but be ready for a paramilitary that may be inside the room. After he's dead,
assuming he was there, pick up the green folder on the table.

{OBTAIN STORAGE LOG COMPLETE}

Go out into the next room, but just a little. Throw a smoke grenade in the 
center, and when it appears go in and kill the paramilitaries in the room.
This should secure the facility, but if not check around in any rooms you
didn't go in.

{SECURE STORAGE FACILITY COMPLETE}

((( MISSION COMPLETE )))

* = Mercenaries will begin to play a pretty big part of the game now. They
are in all black always, and have really tough body armor. There a force
to be reckoned with, to say the least.

*************
Highwire  4.6
*************

(Equipment)

I.    SPECTER
	1. M8	
	   a. Suppressor 2
	   b. Thermal
	2. 226
	   a. none (supressor makes to much weight, more at bottom)
	3. Smoke
	4. Medkit
II.   JESTER
	1. M4A1
	   a. Suppressor 1
	   b. 4x Scope
	2. 226
	   a. Suppressor
	3. Smoke
	4. Smoke
III.  KILLJOY
	1. HK5
	   a. Suppressor 2
	   b. Red Dot
	2. Mark 23
	   a. Suppressor
	3. Smoke
	4. Smoke
IV.   SIMPLE
	1. M4A1
	   a. Supressor 1
	   b. 4x Scope
	2. Mark 23
	   a. Suppressor
	3. Smoke
	4. Smoke

If you take anything on your pistol, you'll be carrying to much weight. You
will still be able to walk and everything, but unless you use your pistol a
lot, I wouldn't take a suppressor.

(Briefing)

Considering this assignment has become more than an in and out routine mission,
you've done a great job. Ismail Karim's theory that the rebels are behind the
paramilitary terrorist attacks is doubtful. The rescued rebels have informed
us that paramilitaries overtook a river village once held by the rebel forces.
According to these rebels, the village is the focal point of a paramilitary
operation. We've also been informed that VANDAL and the rebel leader 
-- callsign BADGER -- are being held captive by one of the paramilitary 
leaders.

We need you to rescure VANDAL and the rebel leader -- BADGER. WE also need you
to take out the paramilitary leader on-site -- callsign MONGOOSE. The 
paramilitary leaders have done a professional job of keeping low profiles --
the kind you would only expect from extensive military training. Both VANDAL
and BADGER are in immediate danger. You've got one shot at this. If you are
sloppy, both VANDAL and BADGER will be executed.

(Objectives)

I.    PRIMARY
	1. Secure BADGER
	   a. Secure Terrace Farms
	2. Neutralize MONGOOSE
	   a. Secure Village
	3. Secure VANDAL
	4. Secure Airstrip
II.   BONUS
	1. Demo control tower
	2. Obtain Sausage
III.  CROSSTALK
	1. None

(Walkthrough)

Get in the vehicle and head towards DELTA until about 15 meters away. Get out
and go right. Climb up the rocks and follow the path. You'll come to two
rebel fighters standing around a flaming barrel. Walk over to the barrel and 
pick up the sausage.

{OBTAIN SAUSAGE COMPLETE}

Go back down to the vehicle. Go down the road on foot until you can have a 
clear shot at the opening to the airfield. Lay down and zoom in. Kill one of 
the paramilitaries and the other will get on the turret. Kill him when he does
that. When they are both dead, walk towards where they were and to the doorway
leading to the building on the right. Don't worry about the helicopter taking
off, just make sure it doesn't see you. Order ABLE 2 to deploy smoke inside the
building. When it appears walk in and kill the paramilitary. Turn on night
vision and go toward the opening to the west. Lay down and snipe the 
paramilitary on the runway. When he's dead, move to the other door and use
night vision to make sure there is no-one near that can see you move to the
next building. There will probably be a paramilitary inside the building, so
lean in the doorway and shoot him. When he's dead walk in and use the window
to snipe the sniper on the building to the west. Make SURE you get a headshot,
you'll kill stealth. When he's dead, go to the other door and snipe the
paramilitary to the right of the building the sniper was on. There will be
two more paramilitaries by the second turret. Lay down to snipe them. Make sure
that you can still get a second headshot on the paramilitary you didn't kill
incase he lays down; he may get on the turret. Kill him either way.

{SECURE AIRSRTIP COMPLETE}

Go to the front of the building that the sniper was on and plant a satchel.
If necessary, move slowly along the building's facade until you see the "place
satchel" action.

{DEMO CONTROL TOWER COMPLETE}

Go back to the vehicle and go to waypoint CHARLIE. When the terrace farms come
into view, get out. Go down and use the bushes as cover. There will be two 
paramilitaries patrolling on the second and third "levels" of the terrace
farms. Kill them and then carefully search the buildings. There will be two
paramilitaries in the building with BADGER. Kill them.

{SECURE TERRACE FARMS COMPLETE}

Order ABLE 2 to restrain BADGER.

{SECURE BADGER COMPLETE}

Now go back to the vehicle AGAIN, and back toward the airstrip. Get out and
go down near the barricade and crater. Hop into the crater and go down this
path. When the house comes into view, kill the two paramilitares. There will be
one patrolling and another sitting in the corner of the house. When they're
dead, move along until the village comes into view. Turn on thermal and kill
any visible paramilitaries. There is one up to the left, and another will be
walking around to the right, though he may not be visible. You may also be
able to pick off one through the window in the house straight ahead. I once
killed MONGOOSE this way. Y'never know. If you don't kill MONGOOSE, go into
the building I am talking about. He may be in here. If not, kill the lone
paramilitary and go back the way you came. Don't go around the back just yet.
Go up the road that the "left paramilitary" was on. The group of buildings 
to the bridge's right will house MONGOOSE if you didn't kill him already. 
Kill him.

{NEURTRALIZE MONGOOSE COMPLETE}

Go across the bridge carefully. The first house on the left is where VANDAL
is. Kill the paramilitaries around him, but don't restrain him yet. Secure
the village. I'm sorry I can't be more specific, but the location of the
paramilitaries has, so far, never seemed certain in any way, shape, or form,
not even a few random ways that change around. Be sure to look EVERYWHERE.
I found the last paramilitary on a tiny outcrop of the river walls once, 
walking into the wall. There may also be a few on the ledges behind MONGOOSE's
second possible location. When the village is secure, restrain VANDAL.

{SECURE VANDAL COMPLETE}

((( MISSION COMPLETE ))) 

***************
Disruption  4.7
***************

(Epuipment)

I.    SPECTER
	1. M4A1
	   a. Suppressor 1
	   b. 4x Scope (medium scope, if its unlocked, is really helpful)
	2. 226
	   a. Suppressor
	3. AT4
	4. Medkit
II.   JESTER
	1. M4A1
	   a. Suppressor 1
	   b. 4x Scope
	2. Mark 23
	   a. Suppressor
	3. Smoke
	4. Smoke
III.  KILLJOY
	1. HK5
	   a. Suppressor 2
	   b. Rifle Laser
	2. Mark 23
	   a. Suppressor
	3. Smoke
	4. Armor
IV.   SIMPLE
	1. SR-25
	   a. Suppressor 1
	   b. 12x scope
	2. 226
	   a. Suppressor
	3. Smoke
	4. Smoke

(Briefing)



(Objectives)

I.    PRIMARY
	1. Infiltrate Training Camp
	   a. Maintain Stealth
	2. Obtain Arms Intel
	3. Obtain Laptop
	4. Demo Arms Deal Supplies
	5. Capture Mercenary
	6. Move Mercenary to Extract
II.   BONUS
	1. Destroy Troop Transport
	2. Obtain Sausage
III.  CROSSTALK
	1. None

(Walkthrough)

Get down into the bushes and lay down. Zoom in as far as you can and snipe the
two paramilitaries on the bridge. There will be a paramilitary on the top of
the guard tower thing too. There will be one patrolling around the back of
the building, and you should be able to see him when he gets around to the 
left and right ends. There will also be one on the second level, outside
balcony. There will be another one somewhere around the bottom too. If you
don't see him, cross the bridge slowly and he will be near the way up to the
tower. He will be somewhere around there. Of he's not, be ready for a 
paramilitary around the rock to the left. When they are dead (or avoided) move
forward down the road. Go to the left and lay down in the bushes on the ledge.
Snipe the two paramilitaries on the turrets, and there will be two more behind
the first roadblock. When all four are dead, move forward to that first 
roadblock. When all three fireteam members are behind it, tell them to hold
position and put the AT4 on the quick switch option. (press L1 on it in the
weapons menu) Go behind the second barricade with your back to it. You will
see an enemy vehicle coming on your radar. Bring out the AT4. It will drive by,
and when it does shoot it with the AT4. Make sure not to kill yourself in the
process, as that makes things slightly more difficult.

{DESTROY TROOP TRANSPORT COMPLETE}

Order ABLE 2 to follow and go to the path leading down that is next to the
bridge. The enemies around here are in what seems to be random positions, but
there are a few definitives I will try to help you with. Go slowly and 
carefully over the stream and up the little hill to the left. There will be
some paramilitaries around the entrance to the camp. DO NOT SHOOT AT THEM.
Follow the path that is more like a natural trench, very slowly. There will
be a sniper in the bush on the right raised area. When getting near that area,
use the radar and third-person views to make sure there are no paramilitaries
that can see you. Then move up behind the bush and kill the sniper. Go back
down and stick to the left of the trench. When reaching the split in the
path, go right. There will be a paramilitary patrollins the shore. Kill him
and go around to fence/wall. There will be a door. Open it and go inside.

{MAINTAIN STEALTH COMPLETE}
{INFILTRATE TRAINING CAMP COMPLETE}

Now, it doesn't really matter what you do. Order BRAVO to follow. Quickly open
the door to the building your next to and go inside. Use the window to snipe
any paramilitaries that are visible. Check the table for a green folder. If
there is none, turn back to the door. Order ABLE 2 to deploy smoke in the area
between this building and the next. When it appears, run to it and enter. Check
the table here for the folder too. If it's not here, move out and get in the
weird little area that's full of water. This should give you decent cover if
you get attacked. Snipe any other visible paramilitaries. Then run quickly
into the building straight ahead. Order ABLE 2 to deploy smoke in the center
of the room. Wait for it to get nice and thick and go upstairs. There will be
a mercenary standing up here being completely oblivious to the smoke forming
out of nowhere around him.

How stupid do you get, honestly?!

Run up to him and knock some sense into him (out of him, more like) a couple
of times until he surrenders. Order ABLE 2 to restrain him.

{CAPTURE MERCENARY COMPLETE}

Pick up the laptop on the table behind the mercenary.

{OBTAIN LAPTOP COMPLETE}

Go back down stairs. The building near the gate will have the intel if you
haven't gotten it yet.

By the way, if BRAVO hasn't rejoined you yet, they may be stuck on the gate
to the camp. Use the lever inside this building to open the gate.

{OBTAIN ARMS INTEL COMPLETE}

See the boxes outside this building? Order ABLE 2 to place C4.

{DEMO ARMS DEAL SUPPLIES COMPLETE}

Go down to the training structures. Remember the building that you went in when
you first got in the camp? The structure that is immediately in front of it
is our target. Jump on the first "level", then on the second. From there, run
and jump onto the balcony of the building. The sausage is on the barrels.

NOTE: The drop down will hurt you a bit; make sure you are at least in the
yellow health before jumping down. Or up, for that matter.

{OBTAIN SAUSAGE COMPLETE}

Go back to the mercenary and order him to follow. Go to waypoint EXTRACTION.

{MOVE MERCENARY TO EXTRACT COMPLETE}

((( MISSION COMPLETE )))

**************
Bombshell  4.8
**************

(Equipment)

I.    SPECTER
	1. M8
	   a. Suppressor 2
	   b. 4x scope
	2. 226
	   a. Suppressor
	3. AT4
	4. Medkit
II.   JESTER
	1. M4A1
	   a. Suppressor 2
	   b. 4x Scope
	2. 226
	   a. Pistol Laser
	3. AT4
	4. Smoke
III.  KILLJOY
	1. M8
	   a. Suppressor 1
	   b. 4x Scope
	2. 226
	   a. Suppessor
	3. Smoke
	4. Smoke
IV.   SIMPLE
	1. M4A1
	   a. Suppressor 1
	   b. 4x Scope
	2. 226
	   a. Suppressor
	3. Smoke
	4. Smoke

(Briefing)

Thanks to the Intel you found in the training camp, we've been given greater
insight into paramilitary operations. One such operation is the movement if
several large shipments of weapons and equipment by train. The train's 
destination is an industrial wharf on the western border of Adjikistan where
it appears that the paramilitaries are in the midst of an immense project. We
need to find out what they are planning.

Reconnaissance is showing a lot of activity on the wharf for this time of
night, and it's centered around a train shipment that arrived several hours 
ago. There is also activity in a construction lot behind the wharf and our
guess is that they're using that area to stockpile equipment. Make your way
to the loading area and construction site, investigate the shipment, and 
destroy any weapons and equipment you find. This should be a clean hit and
run mission.

(Objectives)

I.    PRIMARY
	1. Investigate Train Shipment
	   a. Neutralize snipers
	2. Investigate Construction
	   a. Search for Intel
II.   BONUS
	1. Obtain Schedule
	2. Obtain Suasage
III.  CROSSTALK
	1. Obtain Uranium Intel

(Walkthrough)

Climb up and try to quickly snipe the paramilitary patrolling the top-left
area. If you can't get him in time, wait until he comes out from the other side
of the barrels. When he's dead, move to the left ramp. Try to locate some
paramilitaries inside the warehouse ahead. Shoot the ones you see. If you can't
see any, move up and order ABLE 2 to deploy smoke inside the warehouse. When
it appears, go inside and take a left into the hallway with the all the doors.
The schedule will be inside one of these doors, along with a shotgun-toting
paramilitary. Kill him quickly before he blows you through the nearest wall and
get the intel that will be on a table in the room.

{OBTAIN SCHEDULE COMPLETE}

Go up the stairs near the door in the hallway. When you reach the top, go out
of the door and shoot the paramilitary. Turn to the left and kill the 
paramilitary on the roof. Turn to the right, then, and kill the paramilitary
on thr overhang roof/thing on the building straight ahead. 

NOTE: That last paramilitary may be inside the building. Wait for him to come
out if he's not visible.

{NEUTRALIZE SNIPERS COMPLETE}

Go down the stairs to the right. Move to waypoint DELTA. When you get there,
walk near the stuff. 

{INVESTIGATE TRAIN SHIPMENT COMPLETE}

Now go to the ramp leading gown to the water. Jump in and swim south, to ECHO.
When reaching it, get in the pipe. Follow the pipe to JULIET. Climb the ladder
and go right. Enter the door and go out of the room. Walk along this long wall
when you get outside until you get to a warehouse type thing. Order ABLE 2 to
deploy smoke inside it. When the smoke clears, go in and kill the 
paramilitaries. Go back out and head towards the trailers on the hill near
INDIA. In the middle one is the sausage, and the uranium intel is in one
of the these as well.

{OBTAIN SAUSAGE COMPLETE}
{OBTAIN URANIUM INTEL COMPLETE}

Now snipe any paramilitaries you can and head towards the big building. Go in
the door and head upstairs. Kill any paramilitaries in the hallway and clear
out the rooms. The blueprints will be in one of these rooms. 

{SEARCH FOR INTEL COMPLETE}

When you find this, you'll have to plant satchels at the mechanical things.
Go back down the stairs and do so.

{PLANT SATCHELS COMPLETE}

Go upstairs and climb the ladder in one of the rooms. When on the roof, kill
the paramilitaries and get your AT4 on quick swicth. A helicopter will come
eventually. Shoot it with the AT4. If you miss, a few rifle clips will take
it down.

{SECURE ROOFTOP COMPLETE}

((( MISSION COMPLETE )))



*************
Sea Wasp  4.9
*************

(Equipment, and yes, I realize this is a default stealth mission)

I.    SPECTER
	1. M4A1
	   a. Front Grip
	   b. Rifle Laser
	2. 226
	   a. Pistol Laser
	3. Smoke
	4. Smoke
II.   JESTER
	1. M4A1
	   a. Red Dot
	   b. Front Grip
	2. 226
	   a. none
	3. Smoke
	4. Smoke
III.  KILLJOY
	1. MG36
	   a. Front Grip
	   b. 4x Scope
	2. 226
	   a. None
	3. Smoke
	4. Smoke
IV.   SIMPLE
	1. HK5
	   a. Red Dot
	   b. Rifle Laser
	2. Mark 23
	   a. Pistol Laser
	3. Smoke
	4. Frag

(Objectives)

I.    PRIMARY
	1. Secure Warehouses
	   a. At DELTA
	   b. At ECHO
	   c. At FOXTROT
	2. Secure Hostages
	3. Plant Satchels
	   a. At PAPA
	   b. At LIMA
	4. Investigate Cargo
	5. Obtain Nautical Charts
II.   BONUS
	1. Capture Freighter Captain
	2. Obtain Sausage
III.  CROSSTALK
	1. None

(Briefing)



(Walkthrough)

Walk out of the door. Go into the warehouse to the left. Kill the two
paramilitaries in the first room. Order ABLE 2 to secure the hostage. Go into
the next room. There may be a few paramilitaries on the catwalks. Kill them
if there are. There will also be a few on your level. Kill them. Order ABLE 2
to secure the next hostage.

{AT DELTA COMPLETE}

Go out of the other door. Go along the railroad until reaching the next 
warehouse. Hop out and go up the stairs. Close the door and shoot the sniper.
Use your pistol to save ammo, he won't know your coming and you can get an
easy headshot. When he's dead, shoot the paramilitary below the platform you're
standing on, if you can see him. If not, go down the opposite stairs you came
up.

Open the door here. Move into the hallway with a bunch of doors on either side.
Open each door from the side, lean in and kill any paramilitaries that may be
inside. As far as I know, the exact room is random. There will probably be
at least one hostage as well. Once he's secured, move to the end of the narrow
part of this area. Order BRAVO 1 to deploy smoke near the middle of the next
area. While it's up, kill any remaining paramilitaries.

{AT ECHO COMPLETE}

Move out and shoot the paramilitary that is probably patrolling the this area.
There will be another paramlilitary on the bottom dock area. When they are both
dead, move into the warehouse at FOXTROT. There may not be any hostages or
paramilitaries in here. In that case, just walk around inside until it says
you completed the objective. If there are, order ABLE 2 to deploy smoke 
somewhere near the entrance. When the smoke is up, go in and kill the
paramilitaries and order BRAVO 1 and 2 to secure each hostage, assuming that
there are multiple.

NOTE: The amount of hostages in each warehouse is another one of those random
location things, so if any information is uncorrect above, you'll have to find
it deep down in your heart to forgive me. They're somewhere, and it shouldn't 
be all that terribly hard to find them.

{AT FOXTROT COMPLETE}
{SECURE WAREHOUSES COMPLETE}
{SECURE HOSTAGES COMPLETE}

Move out of the warehouse and along the building to the right. Open the door
and follow the hallway to the next door. Throw a smoke grenade (yourself this
time) at the bottom of the door here. When it starts to appear, open the door
and shoot the paramilitaries inside. Keep going through to the next area. There
will be a paramilitary to the your left when the hallway/alcove your in opens
up into the bigger area. Kill him. Go to the opening. Order BRAVO 2 to deploy
smoke near the gangplank onto the ship. When it appears, kill the 
paramilitaries that may be standing around and the one on the balcony to the
left. Go to the right and up onto the raised area. Kill any paramilitaries up
here too. Then go back down and in the hatch. Move down the stairs and kill
any paramilitaries that may be standing around here. Be careful; most of the
paramlitaries have 12 Guage Pumps now, and because the area is so cramped, they
can punch a hole in your health. Plant a satchel near the wheel looking thing.

{AT PAPA COMPLETE}

Go into the hallway via door of your choice. When halfway down, order BRAVO 2
to deploy smoke near the hatch. When it appears, walk in. Kill the
paramilitaries that may be loitering around. Walk up to the boxes.

{INVESTIGATE CARGO COMPLETE}

Look in the space between the boxes on one of the sides to find the sausage.

{OBTAIN SAUSAGE COMPLETE}

Order BRAVO 2 to deploy frag into the strangely dark room. Make sure your out 
of the way when it blows up. Go in, and any paramilitaries that may have been
hiding in the shadows will have blown into smithereens. Lean out and kill the
paramilitaries that are possibly in the next room. 

NOTE: If you come across the nautical charts, don't pick them up, or you
will be unable to complete the next bonus objective.

Go back onto the deck and into the area you didn't go in earlier. Go up the
stairs and keep up them until reaching the bridge (place with all the controls)
and order ABLE 2 to deploy smoke inside. When it appears, kill the 
paramilitaries, but not the guy in the suit. Rifle butt him a couple of times
until he surrenders. Order ABLE 2 to restrain him.

{CAPTURE FREIGHTER CAPTAIN COMPLETE}

Now, to the nautical charts. They may be located in a variety of places, and
here are all the ones I know, which I'm pretty sure is all of them.

1) In the bridge on the table
2) In the room with the stairs leading up to the bridge
3) On the wall at PAPA or LIMA
4) In the room with the cargo.

When you pick them up, mission complete.

{OBTAIN NAUTICAL CHARTS COMPLETE}

((( MISSION COMPLETE )))

***************
BLINDSIDE  4.10
***************

(Equipment)

I.    SPECTER
	1. M14
	   a. 12x Scope
	   b. Rifle Laser
	2. 226
	   a. None
	3. AT4
	4. Medkit
II.   JESTER
	1. MG36
	   a. Front Grip
	   b. Rifle Laser
	2. 226
	   a. None
	3. AT4
	4. AT4
III.  KILLJOY
	1. MG36
	   a. Rifle Laser
	   b. Front Grip
	2. 226
	   a. None
	3. AT4
	4. AT4
IV.   SIMPLE
	1. M4A1
	   a. Rifle Laser
	   b. Front Grip
	2. 226
	   a. none
	3. AT4
	4. AT4

(Briefing)

Aerial reconnaissance has recently picked up images of paramilitary activity
along a river gorge. It seems that your recent actions at the industrial wharf
have forced the paramilitaries to find alternative transportation methods for
their weapon and supply shipments. Several armed convoys have been spotted 
leaving an ancient temple, where we believe weapons and supplies are being
stored. The convoys then follow an ancient Chinese route through the mountains.
We need to disrupt this trade route permanently.

You'll need to ambush the convoy of enemy vehicles moving through the gorge.
The ancient strutures scattered throughout the area should provide excellent
cover for your ambush. We also need you to infiltrate the temple and destroy
any weapon components you find. The paramilitaries may also be holding 
civillian hostages. Be sure to secure any you find. 

(Objectives)

I.    PRIMARY
	1. Destroy Convoy
	   a. Demo North Bridge
	   b. Secure Plateau
	2. Demo Weapon Components
II.   BONUS
	1. Destroy Communications
	2. Obtain Sausage
III.  CROSSTALK
	1. Secure Hostage

(Equipment)

I.     SPECTER
	1. M14
	   a. 12x Scope
	   b. Rifle Laser
	2. 226
	   a. none
	3. AT4
	4. Medkit
II.    JESTER
	1. M4A1
	   a. Red Dot
	   b. Rifle Laser
	2. 226
	   a. none
	3. AT4
	4. AT4
III.   KILLJOY
	1. MG36
	   a. Rifle Laser
	   b. Front Grip
	2. 226
	   a. none
	3. AT4
	4. AT4
IV.    SIMPLE
	1. M4A1
	   a. Rifle Laser
	   b. Front Grip
	2. 226
	   a. none
	3. AT4
	4. AT4

(Walkthrough)

Walk to the ledge and lay down. Snipe any visible paramilitaries. If you can't
see any, don't worry. Move down the ledge and cross the river. Go up the left
staircase. Put the AT4 onto quick switch. Go up to the building's right edge.
Lean out and shoot the paramilitary out of the turret. When he's dead, order
ABLE 2 to takedown on the jeep.

Move into the house. Shoot any paramilitaries through the windows or doors that
may have become visible. When they are dead, move into the next house. Shoot
the paramilitary out of the other turret as well. When he's dead, order ABLE 2
and BRAVO 1 to finish off the last vehicles.

{DESTROY CONVOY COMPLETE}

Kill any paramilitaries lingering around.

{SECURE PLATEAU COMPLETE}

Move west and place a satchel in the middle of the bridge.

{DEMO NORTH BRIDGE COMPLETE}

Now go back towards the ledge you started on. When reaching the bottom, go
south towards DELTA. Shoot the paramilitary by waypoint INDIA. Go right at
INDIA and cross the little bridge. Follow this path down and cross the next
bridge. Go up the path and to the tree on top that is about 98 meters away from
JULIET. The sausage is at the base (?) of the tree.

{OBTAIN SAUSAGE COMPLETE}

Go across the river and into the building. Kill the two paramilitaries on the
bottom floor. Go upstairs and order ABLE 2 to restrain the hostage.

{SECURE HOSTAGE COMPLETE}

Move out of the front door this time and go up towards JULIET. When reaching
the top, kill the paramilitary in the room about 10 meters away from JULIET.
Then go in the room he was in and shoot the radio.

{DESTROY COMMUNICATIONS}

Go out and turn right. Go into the room and go to PAPA. When about 5m away from
PAPA, go into the other little hallway. Lean out and throw an M67 in the room,
if you picked some up. If not, just go carefully in and shoot the 
paramilitaries. Turn left and go down the stairs. Go right and take the first
left turn you come across. Lean into the doorway on the left and shoot the
paramilitary. There will be another somewhere in the room. Kill him as well.
Walk in the room and order ABLE 2 to place satchel. Run out of the caves.

{DEMO WEAPON COMPONENTS COMPLETE}

((( MISSION COMPLETE )))

***************
Dragonfly  4.11
***************

(Equipment)

I.    SPECTER
	1. HK5
	   a. Red Dot
	   b. Rifle Laser
	2. 226
	   a. none
	3. M3
	4. Medkit
II.   JESTER
	1. HK5
	   a. Rifle Laser
	   b. Red Dot
	2. 226
	   a. none
	3. AT4
	4. AT4
III.  KILLJOY
	1. MG36
	   a. Front Grip
	   b. none
	2. 226
	   a. none
	3. Smoke
	4. Smoke
IV.   SIMPLE
	1. HK5
	   a. Red Dot
	   b. Rifle Laser
	2. 226
	   a. none
	3. AT4
	4. Smoke

(Briefing)

The paramilitaries have converted an ancient ruin into an attack helicopter
base. From here, they have launched several raids against rebel-held areas.
The fact that the paramilitaries have access to such sophisticated technology
leads us to believe they must have a powerful benefactor. While we work to 
uncover who may be behind the paramilitary operations, we need you to put
this base out of commission.

Your orders are to systematically destroy the base to cripple the 
paramilitaries' air offense. Unless you feel like getting into a fistfight with
enemy air support, you might want to consider using stealth to your advantage.
Be aware that Fireteam Bravo is conducting an operation at the base of a dam
to the north. Stay alert to any threats that may be headed their way.

(Objectives)

I.    PRIMARY
	1. Cripple Helicopter Base
	   a. Demo Fuel Dump
	   b. Demo Radar Station
	   c. Demo Weapons Cache
II.   BONUS
	1. Destroy KA-50 Helicopter
	2. Obtain Sausage
III.  CROSSTALK
	1. Destroy M1-24 Helicopter

(Walkthrough)

Start off by switching the M3 to your quick switch. Move forward over the 
bridge after that. Kill the paramilitary walking along the path, then pull out
the M3. A helicopter will be hovering in the air to the northwest. Shoot it's
underside quickly before it has time to kill you. If you miss the first rocket,
start the mission over.

{DESTROY KA-50 HELICOPTER COMPLETE}

Go along the path and to the entrance of the ruins. To your right, a
paramilitary will be near a turret up the stairs. Kill him. Go to the stairs
and lean out to kill the other two paramilitaries. Go up the stairs of the 
temple looking thing. When reaching the top, go left and kill the sniper. When
he's dead, go back and go left. Drop down near the armored truck. There will
be a group of paramilitaries standing around this truck. Order ABLE 2 to place
satchel, and while he's busy kill the surrounding paramilitaries.

{DEMO RADAR STATION COMPLETE}

Go to waypoint INDIA. Get behind the rock "wall" to the west if it. SANDMAN 
will come in and say that they've blown stealth and enemy reinforcements are
coming. Great. By "enemy" reinforcements, he means an attack boat. When the
boat gets here, via northwest, it will begin circling the area. Wait behind
this wall for it to come, and shoot it (M3) to take it down when it's visible.
Or, for an easier time, kill a paramilitary with a scoped weapon. Take it and
go back to the INDIA wall and lay down so you have a clear shot at the boat 
when it drives by. Shoot the gunner and/or pilot to neutralize the threat.

NOTE: If you decide to use your last rocket on it, you will have to rely on
one of the Fireteam members to neutralize a helicopter later on. It's very slow
moving though, so you should be okay. I'm only even mentioning it incase you'd
rather be safe than sorry.

When the boat's threat has been neutralized, move down to the tall grass in the
water. Go left and move across the water on the shallow edge. When you get to
DELTA, go to the clump of tall grass farthest from you. Search through it for
a toy boat. Yep, really. On the boat will sit the sausage. Pick it up. 

{OBTAIN SAUSAGE COMPLETE}

Move up the shore near DELTA and move south along the right edge. Go around
this area of ruin when about 80 meters away from ECHO. Kill the paramilitaries
around the boxes and order ABLE 2 to plant satchel.

{DEMO WEAPONS CACHE COMPLETE}

Pause the game and read this next section and get it down. As soon as the
charge is placed, run as fast as you can to waypoint CHARLIE. Press yourself
up against the south wall when you get into the open area you were near in the
beginning. Check to see which teammate(s) is/are nearby. Watch the radar for
an enemy helicopter. As soon as you see the helicopter, order [insert nearby
teammate's name here] to takedown.

{DESTROY M1-24 HELICOPTER COMPLETE}

From where you are, order ABLE 2 to place satchel on the fuel dump. It's the
group of barrels near the temple thing, covered by what appears to be a tarp.

{DEMO FUEL DUMP COMPLETE}

((( MISSION COMPLETE )))

****************
Stormcloud  4.11
****************

(Equipment)

I.    SPECTER
	1. M4A1
	   a. 4x Scope
	   b. Front Grip
	2. Mark 23
	   a. Pistol Laser
	3. AT4
	4. Medkit
II.   JESTER
	1. M4A1
	   a. Red Dot
	   b. none
	2. 226
	   a. none
	3. Smoke
	4. M3
III.  KILLJOY
	1. MG36
	   a. Front Grip
	   b. Red Dot
	2. 226
	   a. none
	3. AT4
	4. AT4
IV.   SIMPLE
	1. M4A1
	   a. Front Grip
	   b. 4x Scope
	2. 226
	   a. none
	3. AT4
	4. AT4

(Briefing)

The rebel village you liberated several days ago is under from a mix of 
mercenary and paramilitary units. They have already taken the airstrip and are
using the nearby docks to prepare for a major assault to prepare for a major
assault on the village. If we don't get in there fast the rebels will be 
slaughtered within the hour. You will have support from Fireteam Bravo, who is
assigned to secure the left flank of the village.

We do not have time to establish a strong village defense -- with mercs and
paramilitaries combining forces the enemy is too strong. It's inevitable: The
rebels are going to lose the village. If you can slow down the enemy advance
into the village and retake the docks, we might buy time for the rebels to 
safely evacuate the village.

(Objectives)

I.    PRIMARY
	1. Halt Paramilitary Advance
	   a. Demo South Bridge
	   b. North Bridge
	   c. Demo SAM Shipment
	2. Relieve Allies
	   a. Secure ECHO
	   b. Secure FOXTROT
	   c. Secure JULIET
	3. Secure Docks
II.   BONUS
	1. Destroy Armor
	2. Obtain Sausage
III.  CROSSTALK
	1. Secure Nightowl's Sister

(Walkthrough)

Walk forward and shoot the paramilitaries on the bridge to the left. When they
are dead move to the center of the bridge and place a satchel charge. Continue
to the other side.

{DEMO SOUTH BRIDGE COMPLETE}

There will be three paramilitaries on the path to the left. Shoot them and then
move into the house on the left via the staircase about 127 meters away from
waypoint ECHO. Go onto the staircase and order ABLE 2 to deploy smoke near
the turn into the room. When it appears, go in and kill the two paramilitaries
and the one outside. He has a shotgun, so be careful. When they're dead, order
ABLE 2 to place satchel on the boxes in the room.

{DESTROY SAM SHIPMENT COMPLETE}

Go to the tree near the powerline. Pull out the AT4 and lean out and shoot the
tank. It may not be destroyed immediately, but it will blow up in a second,
most likely killing all paramilitaries in the immediate area.

Go up to the tank's wrekage and use it for cover for killing the paramilitaries
around it. When all visible paramilitaries are dead, go into the buildings to
the right. Nightowl's sister will be in here. Kill any paramilitaries around
her and order the nearest teammate to restrain her.

{SECURE NIGHTOWL'S SISTER COMPLETE}

Go back to where the tank used to be. Plant a satchel at the center of this
bridge.

{DEMO NORTH BRIDGE COMPLETE}
{HALT PARAMILITARY ADVANCE COMPLETE}

Go back to the little path that the three paramilitaries were on. Follow it
until you see a river. When it comes into view follow the path to it's left
and head for FOXTROT. You will see some rebels shooting at the paramilitaries
from the opposite side of the river. Shoot the three paramilitaries they are
shooting at.

{SECURE FOXTROT COMPLETE}

Walk into the river and walk toward the waterfall. Look in the water and you'll
see the sausage near the invisible wall, kinda to the right.

{OBTAIN SAUSAGE COMPLETE}

Turn around and head for INDIA. When about 25 meters from JULIET, you'll be
able to see a tank. Order ABLE 2 to Takedown on it, he'll pull out an AT4 and
blow it up.

{DESTROY ARMOR COMPLETE}

While ABLE 2 is destroying the tank, kill the paramilitaries in the area.

{SECURE JULIET COMPLETE}

Turn around and follow the path through the mountains to ECHO. When you see
the rebel, get ready for a paramilitary near the house on the other side of
the road. There will also be one down the road to the left. Kill them both.

{SECURE ECHO COMPLETE}
{RELIEVE ALLIES COMPLETE}

Move back to the river. Go down the path that the rebels are standing on.
Eventually the docks will come into sight. Snipe whatever paramilitaries you
can, then move into the first building. There are four, yes, FOUR 
paramilitaries in this building, so you may want to throw a frag grenade in
(you've most likely picked some up) first. When it's clear, move inside and
use the windows to snipe any other visible paramilitaries. There will be
two around the barn looking shed.

{SECURE DOCKS COMPLETE}

((( MISSION COMPLETE )))

***************
Chokehold  4.12
***************

(Equipment)



*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
UNLOCKABLES                                               .:unl05:.
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*

These are lists of the various things you can unlock in the game, and how many
badges you need to unlock them.

***********
Badges  5.1
***********

Obviously, you don't need badges to unlock badges, but I'll list them anyway.
Later on, I've gone into detail with the badges, so if you're looking for tips,
this ain't where you're going to find them.

1)  Capture
2)  Defuse
3)  Demolish
4)  Escort
5)  Extract
6)  Recover
7)  Secure
8)  Over-Achiever
9)  Covert Ops
10) Trident
11) Efficiency
12) PDQ
13) Exemplary Record
14) Tadpole
15) Frogman
16) SEAL
17) Sub-Rosa
18) Dodger
19) Mercy
20) Marksmanship
21) Grenadier
22) Unseen Strike
23) Bastille
24) Liquidator
25) Shadow Operator
26) First Aid
27) Anti-Armor
28) Melon Hunter
29) Support
30) Above and Beyond
31) Communicator
32) Sausage

************
Jukebox  5.2
************

1)  Main Theme - 15 Badges
2)  Kariminal - 15 Badges
3)  BOOMER's Reprise - 15 Badges
4)  Catch and Release - 15 Badges
5)  The Infinate Soul - 21 Badges
6)  Urban Destruction - 21 Badges
7)  Bang and Clear - 21 Badges
8)  Roll Over Adjikistan - 21 Badges
9)  Credits - 21 Badges
10) Fireteam BRAVO - Sync with SOCOM Fireteam BRAVO 2

************
Weapons  5.3
************

ADJUSTABLE SCOPES - 6 Badges
-----------------
contains:

Low Scope
Medium Scope
High Scope

PARAMILITARY LIGHT - 9 Badges
------------------
contains:

9mm Sub
AK-47
Model 18

PARAMILITARY HEAVY - 12 Badges
------------------
contains:

SASR
RTK-40
RA-14

DEFENSE FORCE - 15 Badges
-------------
contains:

TA 12 Guage
AG-94
552
DE. 50

REBEL - 21 Badges
-----
contains:

M16A2
M60E3
M40A1

MERCENARY - 24 Badges
---------
contains:

STG 77
F90
F57

R44M - 27 Badges
----
contains:

R44M only

ENEMY EXPLOSIVES - 30 Badges
----------------
contains:

GL-36 Frag
RPG-7

MM-1 - 32 Badges
----
contains:

MM-1 only

***********
Movies  5.4
***********

1)  Fallen Hawk - Default
2)  Storm Surge - Beat Highwire
3)  Polaris - Beat Chokehold
4)  Envoy - Beat Kingfisher
5)  Shadow Element - Sync with Fireteam BRAVO 2
6)  Turning Point - Complete Traffic Control in Fireteam BRAVO 2
7)  Karim's Orders - Complete Rising Tide in Fireteam BRAVO 2
8)  Endgame - Complete Dark Heart in Fireteam BRAVO 2
9)  Credits - Complete Campaign



*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
BADGES                                                    .:bad06:.
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*

These are the coolest things in the game. The more of these you have, the more
weapons and whatnot you get. And who doesn't like guns?

***************
The Badges  
***************

I'm gonna wrap all this into one, as they're all more or less the same thing.

INSTANT ACTION BADGES

Time Consumation:     7/10 each
Difficulty:           4/10
How to Get:           Beat all instant action missions at any rank (Ensign 
reccommended)

There all the same, except some take longer. Different objectives, but pretty
much just locate, interact in some way, finish.

OVER ACHIEVER

Time Consumation:    10/10
Difficulty:          10/10
How to Get:          Beat all IA missions on Admiral (technical phrase for NEAR
		     FREAKIN' IMPOSSIBLE!)

Almost certainly the absolute hardest badge to get. All of the missions, which
completing that alone would take hours on end, but on ADMIRAL! GOD! I don't
like to even think about how much time that would take.

COVERT OPS

Time Consumation:     8/10
Difficulty:           6/10
How to Get:           Beat the campaign with a cumulative stealth score greater
		      than 300,000

Not all that hard. If you can't get it, just go stealth on all missions.

TRIDENT

Time Consumation:     8/10
Difficulty:           6/10
How to Get:           Beat the campaign with a total score more than 1,200,000

Pretty scary lookin', isn't it? It's not that hard though. I got it the first
time I beat the campaign, though I had played the game a lot before actually
completing it.

EFFECIENCY

Time Consumation:     Less than seven hours, wherever that ranks for you
Difficulty:           4/10
How to Get:           Beat the campaign in under seven hours.

Really easy. On Ensign, you should probably get this without even trying if
you follow this guide and pause when you're not playing.

PDQ

Time Consumation:     Either 8/10 or 10/10
Difficulty:           8/10
How to Get:           Beat the campaign in under four hours

One of the hardest. I haven't gotten it yet, so I can't really give you that
much advice. It shouldn't be that hard once you're familiar with all of the
levels. Do it on Ensign, too, for a much easier time. The time rating means
that you beat it quickly in under four hours, or you fail and have to redo it
again.

EXEMPLARY RECORD

Time Consumation:     8/10 or 10/10
Difficulty:           8/10
How to Get:           Beat the campaign with a cumulative performance score of
	    	      more than 400,000

Pretty hard. Performance is suprisingly hard to get. Try not to let your 
teammates do much, and always shoot for headshots. Semi-automatic is probably
the way you wanna go to for better accuracy.

TADPOLE

Time Consumation:     8/10
Difficulty:           3/10
How to Get:           Beat the campaign on Ensign

One of the easiest to get. The name implies what to do. This guide should help
you with that.

FROGMAN

Time Consumation:     8/10
Difficulty:           6/10
How to Get:           Beat the campaign on Commander

Not quite as easy. I wrote the walkthrough based on this difficulty, so it
should "walk you through" it. Go figure.

SEAL

Time Consumation:     9/10
Difficulty:          10/10
How to Get:           Beat the campaign on Admiral

No where NEAR as easy. I haven't done this yet, but once I do I'll be sure to
post any tips I can come up with. The reason it gets a longer time rating is
because you will spend more time advancing cautiosly and spending more time
being more precise and careful. MUCH more time. Trust me.

SUB-ROSA

Time Conumation:      4/10
Difficulty:           4/10
How to Get:           Beat a mission with a stealth score greater than 30,000

I got this one very early after I started the game, and I didn't even know what
badges where when I got it. I'd do a mission like Winterblade or Kingfisher for
this, something easy or close quarters.

DODGER

Time Consumation:     7/10
Difficulty:           8/10
How to Get:           Beat a mission without any members of the fireteam 
	    	      getting injured and no medkits used.

This one, I personally thought I would never get. Then I got it on Blindside,
after I had died 3 time in a row. Go figure. You could probably get it on
something like Whipsaw Sawmill recover, something really quick in which you
could avoid being seen period.

MERCY

Time Consumation:     6/10
Difficulty:           8/10
How to Get:           Beat a mission without any member of the fireteam killing
	 	      an enemy.

I got this one in 48 seconds. Yep. I was doing recover on the Whipsaw sawmill.
I ordered FIRETEAM to hold position at the start, and, of course, JESTER
decided to come along with me. When I got to the little ramp leading up to
the sawmill, I ordered ABLE 2 to hold position. I threw a smoke grenade inside.
When it appeared, I ran upstairs and threw another one near a door. That was a
mistake, so throw it at the floor in the middle. When it appears, search the 
rooms for the intel. It may not be here, though, I got lucky. I picked it up
and the smoke disappeared, but the mercenaries in the room with me failed to
notice. Fine by me.

MARKSMANSHIP

Time Consumation:     5/10
Difficulty:           5/10
How to Get:           Beat a mission with an accuracy rating greater than 85%

Not to hard at all. Get a sniper and do a wide open mission, like Shephard
or Winterblade, and always be sure to get headshots. Getting headshots is
not required to get the badge, but it makes things a heckuva lot easier.

GRENADIER

Time Consumation:     7/10
Difficulty:           5/10
How to Get:           Kill at least forty enemies with explosives

Not hard either. Me, I'd do Stockpile, Bunker, Secure instant action missions
over and over again, with an M4A1 with an M203 attachment, and some M67's.
Use them until they're gone, finish the mission, and do it again until you
have finished.

UNSEEN STRIKE

Time Consumation:    5/10
Difficulty:          4/10
How to Get:          Kill twenty enemies with the knife

REALLY easy. Do this on the same IA settings as the last one, but take smokes
and a silenced weapon. You'll probably get the badge between 3-5 runs through
the mission, as long as you throw some smoke in the room and kill all you can
with the knife.

BASTILLE

Time Consumation:    8/10
Difficulty:          6/10
How to Get:          Capture 40 enemies

Quite a little bit harder. Use the same strategy as above, but don't kill 
anyone, unless he may kill you. And despite how reasonable is sounds, don't
do a capture mission. You may capture 20 people, but if you accidentaly kill
SNAKEBITE, then you fail and it doesn't count. On secure, it doesn't matter if
you kill them.

LIQUIDATOR

Time Consumation:   10/10 (but you don't really notice you're doing it)
Difficulty:          3/10
How to Get:          Kill at least 600 enemies

Pretty straightfoward. I got this one without trying, after you get a couple
of badges, you'll probably have gotten this one, even without trying.

SHADOW OPERATOR

Time Consumation:    8/10
Difficulty:          4/10
How to Get:          Kill 150 enemies undetected

By the time you've finished a campaign, you'll probably have gotten this one.
If not, play through again on the next difficulty. The stealth missions will
get it for you.

FIRST AID

Time Consumation:    For me, 1/10, (:P)
Difficulty:          1/10000000000.2
How to Get:          Use forty medkit charges

This was a necessity for me, and probably the easiest one to get. It's pretty
much saying, "do really crappy, but don't die." Sounds okay to me!

ANTI-ARMOR

Time Consumation:    10/10
Difficulty:           3/10
How to Get:          Destroy 10 occupied vehicles in your career

This is really easy, but it takes way to long, to the point of being
unreasonable. Blindside will get you three by itself. The missions with 
vehicles to destroy are, in order:
1) Broken Chains or Stockpile(*)
2) Disruption
3) Bombshell
4) Blindside ('s got three, yo)
5) Dragonfly ('s got three too)
6) Shephard (**)

* = You only destroy it on Stockpile if you failed on Broken Chains
** = Avoiding the helicopter is the crosstalk objective, don't kill it unless
     you've already beaten the game and gotten the crosstalk badge.

MELON HUNTER

Time Consumation:    10/10
Difficulty:           4/10
How to Get:          Kill 150 enemies with headshots

Also easy but time consuming. You'll need to play a lot, and always go for
headshots, which not only takes forever but's a pain in the butt to deal with.

OBJECTIVE BADGES (Support, Above and Beyond, Communicator, Sausage)

I will not go into details on this. My walkthrough will get you these badges,
so long as you're careful to follow. I'm not asking you to look at every word,
just to be sure you do the objectives in the right order.

*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
LEGAL NONSENSE                                             .:leg06:.
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*

This file is copyright 2008 by Chapel Collins

Don't use this on anything except on GameFAQs or FAQS.IGN without my permission


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