hide results

    FAQ/Walkthrough by monkeydance994

    Version: .7 | Updated: 02/06/08 | Search Guide | Bookmark Guide

    SOCOM U.S. Navy Seals: Combined Assault
    
    monkeydance994
    
    Version 1.0
    
    
    
    			       *-*-*-*-*-*-*-*-*-*
    				Table o' Contents
    			       *-*-*-*-*-*-*-*-*-*
    
    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
    
    
    *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
    INTRODUCTION                                               .:int01:.
    *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
    
    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.
    
    
    *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
    WEAPONS                                                    .:wea02:
    *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
    
    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
    
    *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
    TACTICS                                                  .:tac03:.
    *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
    
    ************
    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
    
    
        ___   ___ _____                                                      
       /   | /   |  __ \              ___                                         
      /    |/    | |  | \            / " \                                         
     /   __  _   | |__| |           <\_v_/>             
    /___/  \/|___|_____/  O U T       | |      
    

    FAQ Display Options: Printable Version