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    FAQ/Walkthrough by KeeperBvK

    Version: 1.14 | Updated: 03/12/07 | Printable Version | Search This Guide

    Tom Clancy's Rainbow Six: Lockdown Guide (GameCube)
    by KeeperBvK aka Burkhart von Klitzing (KeeperBvK@web.de)
    
    Dedication: I dedicate this work to my beloved dad who passed away on the  
                07/13/2005.
                I always loved you and I always will. Thank you so much for the  
                time we had.
    
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                                   0.1 Legal Stuff
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    This Guide may only be posted on these websites:
    www.gamefaqs.com and its affiliates
    www.cheatcc.com
    www.freewebs.com/boar6
    www.supercheats.com
    www.ign.com
    www.1up.com
    www.gamerhelp.com
    www.gamesover.com
    www.honestgamers.com
    and it may not be used commercially in any possible way.
    If you want to post it on another site please contact me via E-Mail or via 
    the Message Board.
    Do not claim this guide or any part of it to be your creation.
    If you find any mistakes (even regarding the language as I'm German) please 
    let me know.
    Copyright 2007 Burkhart von Klitzing
    
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                                    0.2 Contents
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    When searching for something specific just press Ctrl + F and type in 
    whatever you are looking for. 
    
                                     | Latest Update | Search Key |
    ---------------------------------|---------------|------------|
    0.1 Legal Stuff                  |      1.14     |            |
    0.2 Contents                     |      1.14     |            |
    0.3 Version History              |      1.14     |            |
    ---------------------------------|---------------|------------|
    1.0 About the Game               |      0.1      |     AAA    |
    2.0 Walkthrough                  |      1.0      |     BBB    |
        2.1 Operation: Deadline      |      0.69     |     BB1    |
        2.2 Operation: Backlash      |      0.69     |     BB2    |
        2.3 Operation: Dragon Hammer |      0.69     |     BB3    |
        2.4 Operation: Ricochet      |      0.69     |     BB4    |
        2.5 Operation: Chimera       |      0.69     |     BB5    |
        2.6 Operation: Bloodline     |      0.69     |     BB6    |
        2.7 Operation: Bone Yard     |      0.69     |     BB7    |
        2.8 Operation: Breakpoint    |      0.69     |     BB8    |
        2.9 Operation: Leviathan     |      0.69     |     BB9    |
        2.10 Operation: Lowlife      |      0.62     |     B10    |
        2.11 Operation: Sandstorm    |      0.69     |     B11    |
        2.12 Operation: Archer       |      0.75     |     B12    |
        2.13 Operation: Catalyst     |      0.81     |     B13    |
        2.14 Operation: Red Scythe   |      0.93     |     B14    |
        2.15 Operation: Citadel      |      1.0      |     B15    |
        2.16 Operation: Lockdown     |      1.0      |     B16    |
    3.0 Controls                     |      0.25     |     CCC    |
    4.0 Characters                   |      1.13     |     DDD    |
    5.0 Weapons                      |      1.12     |     EEE    |
    6.0 FAQ                          |      1.06     |     FFF    |
    ---------------------------------|---------------|------------|
    7.0 Closing Comment              |      1.09     |     GGG    |
    8.0 Experimental                 |      1.09     |     HHH    |
    9.0 Credits                      |      1.13     |     III    |
    ---------------------------------|---------------|------------|
    
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                                 0.3 Version History
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    0.1: Finished on 10/11/2005, 13 KB large
    About-the-Game-section, Controls and the walkthrough for the first mission 
    are complete so there's still a lot to come. Sorry this guide is so short at 
    the moment but I just got this game today. ^^ (Rejected by gamefaqs.com)
    
    0.15: Finished on 10/13/2005, 25 KB large 
    Added the second mission, integrated the mission objectives into the mission 
    description instead of listing them separately and added the character info, 
    the FAQ and the Closing Comment.
    
    0.25: Finished on 10/18/2005, 40 KB large
    Added another question to the FAQ, added some info on the controls, changed 
    the description of Weber and wrote guides on mission 3 and 4.
    
    0.31: Finished on 10/20/2005, 49 KB large
    Added cheatcc.com as a site legitimate to host this guide.
    Explained the origin of the name Ding.
    Added another question to the FAQ...still completely made up by me. ^^
    Wrote the guide for mission 5.
    
    0.37: Finished on 10/21/2005, 55 KB large
    Added the sixth mission.
    
    0.44: Finished on 10/25/2005, 63 KB large
    + Added mission #7.
    + Moved the controls, characters and weapons behind the walkthrough, since I 
      guess these sections are less often read and are less important than the 
      walkthrough which should be accessible without too much scrolling.
    + Added www.freewebs.com/boar6 and www.supercheats.com.
    + Added the credits section.
    + Altered the look of the version history.
    + Improved on the contents section.
    + Added the English mission names.
    
    0.5: Finished on 10/28/2005, 70 KB large
    + Added mission #8.
    + Added a question to the FAQ...still all of them are made up by me.
    + Added IGN as legitimate to host my guide.
    
    0.56: Finished on 10/30/2005, 79 KB large
    + Added mission #9. (Damn, that was really tedious and frustrating -.-0)
    
    0.62: Finished on 11/04/2005, 83 KB large
    + Added mission #10.
    
    0.69: Finished on 11/09/2005, 92 KB large
    + Added mission #11.
    + Changed the word suitcase into briefcase. ^^
    + Added the intel-briefcase locations into the mission guides (before, they 
      used to be only listed at the beginning of each mission guide)
    + Made some minor changes and fixed some misspellings.
    + Finally added a question to the FAQ that was really asked by a reader of my 
      guide instead of being made up by me. ^^
    
    0.75: Finished on 11/13/2005, 99 KB large
    + Added mission #12.
    
    0.81: Finished on 11/17/2005, 105 KB large
    + Added mission #13
    + Added another question to the FAQ (one I made up, again)
    
    0.87: Finished on 11/20/2005, 111 KB large
    + Added mission #14
    
    0.93: Finished on 11/22/2005, 119 KB large
    + Added mission #15
    + Improved a bit on mission #14
    
    1.0: Finished on 11/27/2005, 126 KB large
    + Completed the walkthrough, so the only thing to come now, is the weapons 
      section.
    + Fixed a minor mistake in mission #15.
    
    1.05: Finished on 11/29/2005, 133 KB large
    + Added the weapons section: Thx to Alan Smith for providing most of the 
      information there.
      
    1.06: Finished on 01/05/2006, 133 KB large
    + Just a minor update with two new questions in the FAQ section.
    
    1.07: Finished on 01/06/2006, 134 KB large
    + Added the Experimental section.
    
    1.08: Finished on 01/07/2006, 134 KB large
    + Another minor update. Only added 1up.com.
    
    1.09: Finished on 02/23/2006, 136 KB large
    + Experimental got its own section.
    + Added Search Keys.
    + Minor changes in layout.
    + Revamped the contents section.
    
    1.10: Finished on 03/25/2006, 136 KB large
    + Added gamerhelp.com
    
    1.11: Finished on 04/03/2006, 136 KB large
    + Added gamesover.com
    
    1.12: Finished on 04/30/2006, 136 KB large
    + Spotted a typo
    + Added a hint to the weapons section. Thx to David McIntee
    
    1.13: Finished on 05/31/2006, 137 KB large
    + Added some character info. Thx to g_man1679
    
    1.14: Finished on 03/12/2007, 137 KB large
    + Added www.honestgamers.com
    
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                                 1.0 About the Game                           AAA
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Rainbow Six: Lockdown is the direct sequel to last-years Rainbow Six 3. Just 
    like its predecessor, Lockdown is a tactical first-person-shooter being 
    released on all three consoles available at the moment (GCN, PS2 and X-Box) 
    but for the newest entry in the long-living series Red Storm did not only 
    leave out the 4 in the title but they also tweaked the Gameplay quite a bit. 
    I have to admit that I've never played any Rainbow Six game before but as far 
    as I know, the spotlight of Gameplay has been moved a bit away from tactics 
    onto action. You still have got lots of possibilities to solve certain 
    situations by commanding your team but for example the whole pre-action 
    strategy section has been removed. There you used to create waypoints for 
    your team members, you created squads, you decided on the when and where and 
    you could also decide on who would join your team for the mission and on 
    which equipment they have.
    In Lockdown you get a pre-fixed team at least with the option to choose their 
    equipment, they will always only follow the orders you give them during a 
    mission and unlike other Rainbow Six games fallen team members will still be 
    available in other missions so you shouldn't worry too much when losing one. 
    Some missions even differ way more from the usual Rainbow Six Gameplay as you 
    take control of Dieter Weber (yay, a German fighting for the good guys in a 
    video game ^^), the sniping specialist of the unit, who wins his missions by 
    sniping instead of infiltrating.
    
    
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                                   2.0 Walkthrough                            BBB
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    Please not that this walkthrough is based on the higher difficulty setting so 
    if you're playing on normal don't worry if you can't see an enemy I refer to 
    here as he simply might not be there anywhere.
    BTW: Please don't bash me if my objective descriptions don't correspond to 
    those you find in the game as I play the German version, simply translating 
    the descriptions.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-2.1 Operation: Deadline-=-=-=-=-=-=-=-=-=-=-=-=BB1
    Player Character: Ding Chavez
    Additional Team Members: Louis Loiselle, Renee Raymond, Ayana Yacoby
    
    Location of the intel-briefcases:
    1: In the first room of the parking deck. Move up the small ramp to the left 
       of your starting position.
    2: In the second hall of the parking deck, just down the ramp.
    3: On the yard, to the right of the entrance.
    4: Enter a small room when standing on the street in front of the bank.
    5: On the upper level in the bank, near the stairs leading down to the 
       President's location.
    
    1: Leave the parking deck.
    Directly run to the grey car parked in front of you with your team following 
    you, zoom in and kill every enemy in sight. Now run in on the door up ahead 
    and surprise the two remaining enemies there (intel-briefcase #1). Send your 
    team around the corner and down the staircase to get rid of two more 
    terrorists and move to the first closed door. Open it, use your night vision 
    goggle and shoot the sole terrorist standing behind the nearby-van as well as 
    the enemy standing a bit further in the room. While still standing in the 
    doorway, give the order to move straight to the other side of the room and 
    shortly after move in yourself and kill the threat behind the corner to your 
    right. After a while four enemies will fall into your back so be prepared. 
    Once you've taken care of them, turn around and shoot any remaining enemies 
    from a far distance (intel-briefcase #2).
    Fortunately the next section is safe so just run through, open another door 
    and be prepared when you reach the third closed door. Open it, make sure 
    you're still using your night vision and send in your team behind the van 
    that parks in front of you. You run it right after and especially aim for any 
    terrorist in medium distance for example the one in the right corner and 
    snipe for the bunch of enemies coming from the doorway in the far right 
    corner. Once they're done for it, give your team the order to close in on any 
    surviving terrorist and assist them. Once the hall is cleared out you can 
    switch off your night vision, move to the nearby waypoint and complete your 
    first mission goal.
    2: Cross the yard-plaza.
    Here your buddies will most often do the trick nearly on their own so you 
    might want to tell them to open the door and to clear the area. If you do, 
    still make sure to come along right behind the first team member since they 
    often act pretty stupid when it comes to killing enemies standing directly 
    besides them, so help them out a bit. When they have dealt quite some damage 
    and you can't see any antagonist running about anywhere, order them to follow 
    you and carefully look up into an open window next to the entrance you took 
    to the yard. There is a sniper you should be able to take out rather easily.
    Now move along the wall with the open window, kill the sole terrorist 
    standing behind the well and look up to the see another open window. Again 
    move in slowly, zoom in and when you see the slightest bit of the sniper, 
    kill him (intel-briefcase #3). Afterwards move on, send your team around a 
    few more corners and assist them in finishing off two more enemies before the 
    second objective is cleared and you both reach a checkpoint and a new section 
    of the level.
    3: Gain entry to the bank.
    Prepare for a few terrorists to come around the corner almost instantly and 
    finish off any remaining ones by carefully moving in. Throw a grenade into 
    the building with the next waypoint, enter it and wait for two terrorists to 
    run into their doom.
    Here comes the hardest part of the first level: Stay in the doorway, look to 
    the left, move out slowly and shoot a far-off terrorist. Move a bit further 
    and shoot another one standing on the same platform as the first one. Now 
    your teammates will rush onto the street and try to protect it at all costs. 
    Run to the front of the white van and help your buddies as good as possible 
    until the area is secured. Especially watch for the guys on the roof to your 
    left and on those coming out of a building to your left. When every enemy has 
    been killed another one comes out of the entrance to the bank where the next 
    waypoint lies (intel-briefcase #4).
    4: Secure the counter area.
    When entering the bank, wait at the first corner to your right until a patrol 
    comes in sight. Shoot him and you'll bait another terrorist that you should 
    beat easily, too. The next corner holds two more terrorists before you can 
    enter the great centre hall of the bank. Don't just rush on it or you get 
    shot from all sides without even knowing where to look first. Instead tell 
    your people to hold position and you use the left or the right entrance, look 
    around the corners a bit, try to kill any enemy you see and hide whenever 
    somebody fires at you. Then go back and enter the other entrance and repeat. 
    Once you don't see any threats anymore when looking around the corner, tell 
    your team to rush into the hall and follow them. Run to next waypoint and 
    into the adjacent room with them, then go to the staircase and kill any 
    terrorist that might still be there. Here you can feel relatively safe as you 
    can only be attacked from the doorway up above. Walk up and throw a grenade 
    at the guy standing behind the thin wall. Send your team to the place where 
    the grenade struck and position yourself just next to the door so you can 
    clear the area from quite a lot of enemies. Once you can't see any more of 
    them move straight from the door to next wall and see if you can get a clear 
    shot at somebody on the other side. Then let your team follow you and walk to 
    the other side where two terrorists will come through a doorway (intel-
    briefcase #5). Take the stairway down, kill two more enemies right behind the 
    door and you will have fulfilled the next task.
    5: Rescue the President.
    Now you better have the Motion Tracker equipped as you will have to quickly 
    shoot an enemy standing in a small room. Use the Motion Tracker or simply 
    have a good reaction time to kill him and slowly move in a bit to see the six 
    terrorists standing in the next room to your left. Kill as many of them as 
    possible on your own, then send in your team. If not all enemies show up you 
    might also want to throw a grenade at their position, but of course only when 
    you're not being shot at.
    The rest is pretty easy: Walk around a corner, send in your buddies around 
    the next corner to defeat the last two terrorists and you will see the 
    President ready to be rescued.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-2.2 Operation: Backlash-=-=-=-=-=-=-=-=-=-=-=-=BB2
    Player Character: Dieter Weber / Ding Chavez
    Additional Team Members: Eddie Price, Louis Loiselle, Renee Raymond
    
    Location of the intel-briefcases:
    1: In a small room near the cells on the first storey.
    2: Open a door near the long hallway with the snipers shooting in from the 
       outside.
    3: In a hallway right before you leave the first level section as Ding Chavez.
    4: In a cell on the third storey.
    5: In the cooling chamber of the restaurant.
    
    1: Protect Rainbow.
    The first section of this mission is pretty relaxing when put in relation to 
    the first mission. All you need to do is to sit on your set positions and 
    protect your team with your sniper rifle. The enemies usually come from the 
    same places over and over again and the few threats on the roofs or in 
    windows are shown by a red arrow. So if you see one, directly head to where 
    it points and deal with the threat.
    2: Investigate the first storey.
    Tell your team to open the door and to throw in a flash bang. Then enter the 
    room crouch behind the counter to your right and clear the area first with a 
    frag grenade then with your gun.
    3: Secure the weapon chamber in the second storey.
    Now go through the door to your left, kill the sole terrorist and enter the 
    next door, shoot the surprised enemy to your far right and follow the hallway 
    until you reach a waypoint with two patrolling bad guys who should be easy to 
    shoot down on your own and even easier to kill if you have your team on your 
    heels. Note that once you've killed them, two more of them will rush in at 
    the waypoint (intel-briefcase #1). Move up the stairs and open the first door 
    on your left without having your team do anything. Instead throw a grenade 
    across the counter to the right and use the motion tracker to swiftly move 
    around the corner and kill any remaining enemy in the room. Leave the room, 
    let the door on the right be opened in combination with a flash bang throw 
    and finish off any survivors yourself. Right after that a single enemy enters 
    the room. Before you open the next door, be aware that you will face lots of 
    enemies, so let your men throw in a flash bang and assist them by waiting at 
    the door and especially killing any near-by terrorists.
    4: Gain entrance to the prison in the third storey.
    Leave the weapon chamber via the only possible new way and send your team 
    around the corner to take down the two enemies at the end of the hall. 
    Afterwards send them into the hall and quickly move in yourself where you 
    directly zoom in on the roofs across the street to defeat four snipers. Let 
    your team move on to an opening at the left and they should be doing fine 
    with the two terrorists waiting there (intel-briefcase #2). When approaching 
    the next waypoint, use the motion tracker and you'll see two enemies coming 
    around the corner so they won't give you a hard time. After seeing the 
    ceiling above the stairs crash down, enter the first door on the right and 
    command your team to rush in. Follow them and have a look at the door you 
    just came through as some enemies will follow you. When taken care of 
    everybody there, go back into the building and open the next door on the 
    right either with a flash bang or with a normal grenade. Go to the next 
    waypoint, open the door and give the order to open the next door and to rush 
    in (intel-briefcase #3). Next, open just another door but let your men throw 
    in a flash bang. They should have no problem to clear the room on their own 
    and so you can leave this section of the level and enter (who would have 
    thought) another one.
    5: Secure the prison.
    Kill the sole guard and open the prison door via the computer keyboard in the 
    small room. Go through the door, wait at the corner for an enemy to come 
    around and kill him and then send your team around the next corner to kill 
    another patrol. Go to the next door and set a breaching charge. Zoom in, aim 
    at either one of the terrorists behind the door and give the go-code. 
    Instantly start shooting when the door has been opened and hide once the guy 
    you aimed at has died. Your team should do the trick for the other one. 
    Alternatively you can wait for the enemies to stand in the back of the room 
    and make your team throw in a frag grenade. Walk back and open another door 
    around the corner. Use the stairs, command your team to open the door and to 
    clear the room, wait for another terrorist to come around the corner and use 
    your motion tracker. You should see two people standing behind a near-by wall 
    where you can lob a frag grenade at. Move down the stairs, throw a grenade 
    around the corner and close in on the door that has probably been destroyed 
    by the grenade. Have a short look inside the next room, so you lure out one 
    of the terrorists. Then snipe at the one standing far-off on a platform and 
    use your motion tracker to quickly dispose the remaining four behind some 
    columns and look out for another one standing up high behind a column to your 
    left. Let him see you for a brief moment then hide until he needs to reload, 
    show yourself again and shoot him. Don't run too far into the hall as killing 
    the last enemy here triggers two more to enter the room from your left. If 
    you stay near the first column these two guys will probably not even realize 
    you're there so you can easily shoot them from a distance. Now move over to 
    the cells and search for enemies above you via the motion tracker. If you 
    find one, throw a grenade at him (intel-briefcase #4). Go to the next doorway, 
    move past the stairs and shoot a guard behind another door. You can do this 
    without opening the door so make use of this neat possibility. Then move on 
    and look to your right where you will see another patrolling guard whom you 
    should shoot on your own. Then go back and up the stairs, surprise another 
    patrolling enemy and zoom in on the door next to the waypoint. You should be 
    able to see a terrorist behind it who you can kill once again without opening 
    the door. After disposing him, go to the waypoint and use the keyboard.
    6: Secure the restaurant and rescue the hostages.
    Go to the waypoint, open the next door and step out for a moment before 
    reentering the building. This way you can bait three enemies one by one to 
    your position making for some relatively easy kills. Move on and watch for an 
    enemy jumping in from the right and for a far-off enemy who you should kill 
    by sniping. Slowly move to the ladder on the left (make sure that you are 
    crouching) and closely watch the roof on the right as there is a sniper 
    standing on it. When you have reached the ladder, use the motion tracker to 
    reveal a single enemy standing right up ahead. He can't see you and you can't 
    see him but as you're only separated by a small wall you can lob a frag 
    grenade at him. Climb down the ladder and let your team throw a flash bang 
    through the door, rush in and kill the two terrorists near, respectively 
    behind, the counter. Go around the first corner and peek around the second 
    one to bait one of the five enemies. Then use your motion tracker to kill the 
    moving one while he turns his back to you and send your men in to do the rest 
    with your assistance. After crossing the now cleared hall, throw a grenade 
    into the right opening of the hallway. Use the motion tracker at the end of 
    the hallway to easily kill an enemy around the corner but do it quickly so 
    you don't endanger yourself to be shot by the terrorist in the far left 
    corner of the next room. Remember his position and move around the corner 
    again to finish this guy. When entering the kitchen, look out for a surprise 
    attack from the door on the far left. Use this doorway and look into the next 
    room while taking down a sole enemy directly in front of you. Move to the 
    left edge of the door and throw a frag grenade into the cooling chamber on 
    your right. This should take care of both guards standing there (intel-
    briefcase #5). Go through the hall and move slowly around the corner until 
    you see one of the terrorists' leg. Shoot it and use the motion tracker to go 
    around the corner swiftly shooting another bad guy. Finally open the last 
    friggin' door in this level, walk up the stairs and shoot the last enemy but 
    watch out not to hurt the hostages.
    
    -=-=-=-=-=-=-=-=-=-=-=-=2.3 Operation: Dragon Hammer=-=-=-=-=-=-=-=-=-=-=-BB3
    Player Character: Ding Chavez
    Additional Team Members: Roger McAllen, Pak Suo-Won, Jamal Murad
    
    Location of the intel-briefcases:
    1: In the Entrance Hall next to the left pair of stairs.
    2: In a small room to the right of the Entrance Hall.
    3: Down the stairs in a great hall right after defusing the bomb.
    4: Between the two stairs leading down to the assembly hall, inside one of 
       the Public Viewing Galleries.
    5: In a small room next to the assembly hall. Go there directly when 
       taking the stairs down to the hall.
    
    1: Secure the entrance to the Parliament.
    Let your team open the entrance door and also throw in a frag grenade. Then 
    let them rush in and take care of the remaining enemies to the left and to 
    the right. Enter the great hall from the right as three more terrorists will 
    enter it on the left. Stay at the columns and kill them one by one (intel-
    briefcase #1).
    2: Use the surveillance system to locate the bomb.
    Enter the room the three enemies just came from and open the next door. Make 
    your team stay there, open the next door, tell Pak to deactivate the first 
    camera and move around the corner to protect him against three terrorists. A 
    frag grenade is quite nice to have here. Open the door near you with a flash 
    bang and rush in to kill both enemies here, then open the other door there 
    yourself and dispose the sole bad guy in the adjacent room.
    Go back to the great hall, enter the other room there and both open the left 
    door and deactivate the camera on your own. Afterwards open the right door as 
    well as the door behind it and kill the single enemy yourself (use the motion 
    tracker to know exactly where he stands) (intel-briefcase #2). Go to the 
    adjacent hallway, tell your team to stay there and close in on the camera 
    when it is turned away from you. Shoot the enemy behind the window and 
    deactivate the camera. Now use the computer in the room behind the window to 
    deactivate the metal detector...and please don't ask me why you can't just 
    hop over the wooden "barrier" next to it instead. ^^ Move slowly to the right 
    and throw a frag grenade into the open room. Now your teammates should go to 
    the door on their own and deal with the remaining terrorists. Use the 
    computer and leave the area via a checkpoint.
    3: Defuse the bomb in the maintenance room.
    Go up the stairs and open the door yourself: Your team should be able to kill 
    the three enemies from there. If not, wait until your men cease fire and have 
    a look yourself to clear the room. Alternatively you can also make your team 
    stay behind giving you the chance to throw in a frag grenade at the end of 
    the room. Send your men around the small corner, let them kill the two 
    enemies there and prepare yourself for four more bad guys to rush around the 
    corner in front of you. If you time it right you might also want to throw a 
    grenade there just before they are in sight. Give the order to halt and 
    deactivate the camera next to the following door before commanding McAllen to 
    defuse the bomb.
    4: Reach the conference room.
    Quite a few terrorists will open the near-by door, so be prepared. Once they 
    are done for, go to the door and while staying there (absolutely do not go 
    through the door) kill some more enemies standing in the adjacent great hall. 
    There should be three to the left and three to the right all of them hiding 
    near or behind a column. I suggest you position your team just in front of 
    the door inside the great hall and you walk to either side where an enemy 
    still lives, kill him (if he hasn't seen you so far, lob a grenade at him), 
    turn around and see four enemies coming down the stairs. They will open fire 
    on you, so hide behind a column and let your men do the dirty work (intel-
    briefcase #3). Go up and use the motion tracker to easily kill an enemy to 
    your left and to furthermore bait two terrorists from the right to your 
    position. Move further into the room and watch out for an enemy to appear in 
    the right door. Use the motion tracker to enter the door and kill the 
    remaining enemies before deactivating another metal detector. Lob a grenade 
    at the next corner to get rid of an enemy and to lure two more of them into 
    their doom. Now use the motion tracker, peek inside and kill the first 
    terrorist, then repeat for the second one. Alternatively if you are quick 
    enough, you can enter the library before the three enemies do, so they can be 
    shot while moving down the stairs. Move up the stairs and run to either door. 
    An enemy will come through both doors, so kill the one near you really 
    quickly and then instantly aim for the other one.
    5: Rescue the hostages.
    Enter either one of the two small rooms, open the door, walk along the wall 
    (while crouching) and go into the room with no opening onto the plenary 
    assembly hall. Tell your men to hold their position here and go back into the 
    previous room where you use the motion tracker next to the opening, aim at an 
    enemy, move around so you still have the blue sight but already your weapon 
    ready, kill the guy you aimed at and hide again. Repeat this until you cannot 
    see any hostile forces around anymore but watch out not to kill the hostage.
    Some enemies will probably try to get to your position but your team will 
    take care of them. Then go around the whole upper level once to clear it and 
    to make sure you haven't missed out anybody (intel-briefcase #4).
    Now move down the stairs (intel-briefcase #5) and hide somewhere as a few 
    terrorists will rush in on you. After having dealt with them, the mission is 
    finally over.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-2.4 Operation: Ricochet-=-=-=-=-=-=-=-=-=-=-=-=BB4
    Player Character: Dieter Weber / Ding Chavez
    Additional Team Members: Eddie Price, Renee Raymond, Ayana Yacobi
    
    Location of the intel-briefcases:
    1: In a small room on the upper level of the east wing library.
    2: In the first cellar room.
    3: Behind the curtain in the lecture hall.
    4: On the upper level of the west wing library.
    5: In the right room directly after traversing the west wing library.
    
    1: Secure the starting zone.
    First of all stay where you are and try to kill as many guards as possible. 
    If you hide too early, you are very likely to be shot instantly. After having 
    killed some, either go on shooting or if you are being hurt, quit sniper mode 
    and hide for a moment before stepping out again to go on sniping.
    2: Protect Rainbow.
    Your teammates are being brought onto the yard via a helicopter and they need 
    to reach the entrance to the University. This requires you to kill lots of 
    terrorists spawning in three different corners of the yard on various levels. 
    Don't even try to memorize the enemy patterns as it would be way to hard for 
    the approximately four minutes of consecutive sniping action (furthermore I 
    don't even know exactly if they spawn in the same pattern every time you try 
    this section). Instead stay to the left of the balcony and shoot any 
    terrorist you see and if there is none in sight but your team gets attacked 
    from the left, leave sniper mode, position yourself on the right and dispose 
    the threat. Usually the main target for the hostile forces is your team but 
    if you happen to hear gun fire really clearly, hide as quickly as possible 
    since a single hit might very well kill you instantly. And don't worry too 
    much about your men as they can handle a lot of terrorists on their own if 
    you aren't quick enough or if you have to deal with some other enemies.
    3: Check the east wing.
    Tell your team to hold their position right at the beginning and open the 
    first door. Peek inside and hide if attacked to kill two terrorists. Then 
    enter the library and hide behind the first book shelf to your right. From 
    here you should be able to shoot an enemy standing behind the far-most shelf 
    on the left as well as an enemy waiting on the upper level at the left sets 
    of stairs. Go to the next shelf and kill some terrorists running from table 
    to table. When everything seems quite, go to the next shelf and use the 
    motion tracker to see if an enemy still waits at the right sets of stairs. 
    Sometimes he does and sometimes he can be shot earlier when he runs around 
    seemingly aimless. Now comes quite a tricky part: Move up the stairs about 
    half way and then run back down and hide behind the nearest book shelf as 
    lots of enemies will spawn on the upper level and you wouldn't stand a 
    realistic chance not to get hurt when fighting them on the upper level. 
    Instead wait a few seconds here, then move out and zoom in on the far-off 
    door where four enemies should have gathered by now. Dispose them by moving 
    out in combination with aiming at one, shooting a few bullets at him and then 
    hiding again. Now let your team follow you, walk up the stairs and go to the 
    door up ahead. Use the motion tracker to see when two terrorists are suddenly 
    spawned in the small room behind the door, then open it immediately and clear 
    the room. Move on, on the upper level until you reach the second pair of 
    stairs. Throw a frag grenade over the railing, look down and kill any 
    remaining enemy (intel-briefcase #1). Now move down the stairs and keep an 
    eye open both for any survivors and for the two doors at the end of the 
    library as both will be opened for a surprise attack (first the right one, 
    then the left one). Enter the hallway behind the waypoint and throw a grenade 
    at the far-off right corner next to the table barricade and another grenade 
    behind the barricade before really moving in. Take down any survivors and 
    move along a bit further before once again commanding your team to halt. Open 
    the door, peek inside to see where the enemies are, hide, peek again and kill 
    the first bad guy. Repeat this until you've shot every enemy in the gallery. 
    Enter the next room and go back right after as three guards will have 
    gathered at the back of the gallery waiting for you to shoot them. After 
    taking care of them, get your teammates back on your heels and move on into 
    the museum. Go straight to the wall in front of you and zoom in to kill the 
    first few of six terrorists. When you don't see any more, slowly move along 
    the hallway in direction of the table and look around the corner to dispose 
    the rest. Before going to the waypoint, tell your team to stay. Now enter the 
    gallery through the new entrance and use the motion tracker to see two 
    terrorists standing above you. Kill them on your own, then bring along your 
    team and kill the two enemies in the next room to clear the first objective 
    as Ding in this mission.
    4: Interrupt the energy supply of the building.
    Enter the cellar and use your motion tracker when opening the door. This way 
    you can easily get rid of the two terrorists in the first room (intel-
    briefcase #2). Open the next door, kill the patrol moving in front of you, 
    step in to aim at the enemy to your far left, take cover behind the water 
    tank just to your left and step out to shoot the guy at the end of the room. 
    Before entering the next room, employ the motion tracker to catch a patrol 
    off-guard right behind the entrance. Throw a frag grenade into the window and 
    the way to the power-regulating machine is clear.
    5: Check the west wing.
    Go back into the big brownish room and be prepared for a single enemy 
    standing in front of the railing as well as an enemy standing far-off. Both 
    can very well be discovered with the motion tracker just like the one in the 
    next room. Now you really deserve the break-granting checkpoint.
    Once again use the motion tracker to shoot four terrorists once you have 
    moved up the stairs but watch out for the one on your left who will run 
    around pretty madly once he discovers you. Make your men stay and peek around 
    the second corner to dispose two enemies which you should do rather 
    defensively since they shoot quickly and aim well. Open the first door and go 
    inside a few feet to trigger two enemies entering the hall: One from the left 
    door and one from the centre door. First kill the centre one as he rushes in 
    on you, then relax and aim at the left one who only sits in front of the door 
    offering his head for an easy hit (intel-briefcase #3). Send your team up the 
    centre row and split up by moving up the left row where an enemy will come 
    through the door. Then let your men go through the centre door and assist 
    them by going through the left one. Go around the corner and wait for two 
    patrols to come from the left not even realizing you're there. Now go to the 
    barricade up ahead, tell your team to stay there and position yourself in 
    front of the right entrance to the library with your night vision goggles 
    turned on. You will have to repeat the "hide behind the wall, peek around, 
    aim, shoot and hide again-system" really often but isn't too hard to do. Just 
    watch out for enemies storming into your hallway, although your teammates 
    should do most of the work for these guys. Then take your men with you again 
    and slowly search via motion tracker for any remaining enemies inside the 
    library (intel-briefcase #4).
    6: Rescue the hostages.
    Remember to keep your night-vision turned on! Step to the right of the 
    waypoint and look to the left where you should see two terrorists. After 
    shooting them, turn around, open the right door (intel-briefcase #5), 
    traverse the room behind it and look inside the opening to your left where 
    you should see another five enemies that can be killed from here. Follow the 
    hallway and look into the small library to your left to deal with two more 
    enemies. After reaching the next waypoint you will only have to clear out one 
    single room to end the mission but this might be a bit tricky, since it does 
    not only hold quite a few terrorists but also the hostages. Go to the far-
    most door and prepare your team for opening the door and throwing in a flash 
    bang but don't give the Go Code just yet. Instead use the motion tracker and 
    memorize where the hostages are crouching and where most of the kidnappers 
    are. Now give the Go Code and wait until the flash bang has exploded before 
    rushing in and taking down any enemy you see but definitely make sure not to 
    hit a hostage or you will have to start again from the last checkpoint.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-2.5 Operation: Chimera-=-=-=-=-=-=-=-=-=-=-=-=-BB5
    Player Character: Ding Chavez
    Additional Team Members: Annika Lofquist, Pak Suo-Won, Louis Loiselle
    
    Location of the intel-briefcases:
    1: In the truck right after the start of the level.
    2: In the hallway right after deactivating the third camera.
    3: In a small room at the cooling hall.
    4: In a storage room near the toilets in the underground section.
    5: In a small room at the shooting range.
    
    1: Gain entrance to the factory level.
    Open the first two doors, then activate the motion tracker behind the third 
    one and command your team to told position. Once the two guards inside the 
    adjacent room turn their back on you, open the door and kill them. Enter the 
    garage and move a bit to the left allowing you to take down an enemy at the 
    truck far-off. Then move a bit further to the left to kill an enemy hiding 
    behind the crates in the truck. Once again move a bit more to the right to 
    shoot a patrolling terrorist next to the truck. Order your team into the 
    garage and make them hold position once again. Now you need to use the motion 
    tracker in combination with swift moves and precise aiming to clear the open 
    area on your own. See where an enemy awaits you and always first aim for the 
    one that requires the least movement. If anyone should rush in on you, your 
    team should be able to do the trick (intel-briefcase #1). With your men at 
    your heels, enter the door to the right and surprise the three enemies inside 
    on your right. Open the next door and hide at the left wall to make two 
    enemies run into their doom. The next door is best opened by your team 
    combined with a frag grenade which takes care of both terrorists standing 
    there. Turn on the night vision goggles and open the next door yourself again 
    and look outside to kill five terrorists just up ahead and an additional one 
    hiding near the waypoint to your left. Turn off the night vision, go to the 
    waypoint, make your team halt and kill three enemies around the corner on 
    your own, before you and your men can enter the factory building to complete 
    the first objective.
    2: Deactivate the security system of the factory.
    Crouch and walk alongside the railing so you won't be seen by the sole 
    terrorist whom you should kill by using the motion tracker when going up the 
    stairs. Tell your team to stay there and run past the first camera to the 
    second cauldron where you have to dispose two more enemies via motion tracker. 
    Run parallel to the wall so you can reach the first camera. After 
    deactivating it, open the door on your right, step outside and deactivate the 
    second camera before bringing your team along. Tell your men to open the next 
    door and to throw a frag grenade through it, but you will still have to watch 
    closely and assist them directly after they have opened the door as you will 
    face six terrorists in a small hallway. Again, command your team to stay and 
    open the next door yourself. Prepare for two enemies in front of you as well 
    as for another one to your right. After getting rid of them, slowly move in 
    and hide at the computer panels on the left to the last camera. Wait for a 
    terrorist to rush in on you and then deactivate the observation device. This 
    will trigger two enemies to enter the hall from the right so be prepared. 
    Move up the stairs (intel-briefcase #2) and let your team throw a frag 
    grenade into the next room. Your buddies should be able to clear the room on 
    their own, giving you the chance to watch your back as three enemies will 
    come the way you just took.
    Afterwards hack the near-by computer.
    3: Gain entrance to the underground complex.
    Climb the ladder, crouch and move on. You will not be seen by the hostile 
    forces but your men will be able to attack the two enemies on the lower level. 
    Once they're amidst a fire fight you might want to stand up and assist them. 
    Afterwards use the motion tracker to easily dispose the last two terrorists 
    of this level section around the corner. Go outside and tell your team to 
    stop in front of one of the windows, because once you open the next door a 
    sniper will spawn on a roof and your men will easily kill him this way. Take 
    your team with you again, turn on the night vision mode and look into the big 
    room without actually entering it. Kill the enemy to the far left, then enter 
    the room, hide behind the first column and kill the remaining two enemies. 
    While doing this, three more GLF members join you from the door located in 
    the opposite corner of the room but they are easy to snipe. Turn off the 
    goggles and use the motion tracker instead to shoot two enemies standing on 
    the lower level to your right. After reaching the waypoint, wait at the 
    corner in the hallway for a patrol to head into its doom and for two more 
    enemies following him. Slide down the ladder, slowly walk down the stairs 
    while crouching and wait for seven terrorists to run up. Get to the bottom, 
    enter the hallway and wait for three enemies to come around the corner. Climb 
    the two ladders and move on a bit to trigger the cut-scene. Now use the 
    motion tracker and kill the first enemy to your left; peek a bit more into 
    the room and shoot the remaining six GLF members with the assistance of your 
    team (intel-briefcase #4). Then go to the next corner and shoot another two 
    bad guys there to end the second level section.
    4: Find the base commander.
    Slowly move around the corner to surprise three terrorists, then let your 
    team open the door to your right and make them throw in a frag grenade which 
    should be enough to deal with the three guards inside the room. Open the next 
    door yourself and wait for two men patrolling on your left to come into sight 
    and kill them. Go back to the beginning of the section and take a left 
    instead of entering the small room. Make your team halt, wait for a sole 
    enemy coming around the corner and then use the motion tracker to kill two 
    more to your left (one of them hides behind some boxes) (intel-briefcase #4). 
    Let your team follow you again and go into the toilet room on your right. 
    After a few seconds the other door here will be opened and four terrorists 
    will partly enter the toilets and partly stay behind the door so a frag 
    grenade can be really neat here. Now make your team stay in the toilet 
    room...yes, it's a torture, but heck, they're Special Forces!! Then go to the 
    waypoint, look inside the near-by room and kill an enemy, before using your 
    motion tracker to kill another one which should bait two terrorists from up 
    ahead into the room. After shooting them, use the motion tracker again to 
    clear the room. Go to where the two guards came from and use the motion 
    tracker to easily dispose three enemies in the room to your left. If you're 
    careful they won't even realize you're there. Open the door behind the 
    waypoint make your team wait, follow the hallway, open the door and take care 
    of the three GLF members practicing shooting as well as of those enemies 
    coming through a door and a doorway and especially watch out for those taking 
    cover behind the sand bags at the end of the corridor (intel-briefcase #5). 
    Go around the corner and await a sole enemy rushing to you. Then throw a frag 
    grenade into the opening on the left. Go to the next door without actually 
    opening it. This will make two enemies spawn in the room behind the door, so 
    go back and throw a frag grenade over the wooden wall into the room. It will 
    probably not kill the terrorists there but at least make them come out so you 
    can use the motion tracker to easily kill them separately. Now go through the 
    door and be prepared for a GLF member to open the door to your left. Kill him 
    as well as the five enemies behind him that won't leave their position. A 
    frag grenade might work very fine here if used correctly. Now all you need to 
    do is go into the tunnel to your left and there you'll find and automatically 
    rescue Mergen.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=2.6 Operation: Bloodline=-=-=-=-=-=-=-=-=-=-=-=-BB6
    Player Character: Ding Chavez
    Additional Team Members: Jamal Murad, Eddie Price, Ayana Yacoby
    
    Location of the intel-briefcases:
    1: Enter a room right after walking down the first set of stairs.
    2: In the small cafeteria room. Take the left or the centre hallway after 
       defending the intensive-care unit.
    3: Next to some lady toilet rooms. You really can't miss this one.
    4: In the cafeteria near the microwaves behind the counter.
    5: In the office room right after the laundry room.
    
    1: Advance to the intensive-care unit.
    Kill the terrorist around the corner; then position yourself in the small 
    office room and wait for two bad guys to rush around the corner in front of 
    you. After moving down a set of stairs kill two enemies on your left one by 
    one (intel-briefcase #1). Stay behind the next door and aim for the GLF 
    member standing in front of it before opening it. Once you have opened the 
    door, instantly start shooting. Sometimes though, he stands behind the thin 
    wall so employ the motion tracker to kill him. Afterwards use the motion 
    tracker to kill another enemy behind the corner. Go through the left doorway 
    and clear the oncoming hall by standing in the entrance and taking down the 
    four guards.
    2: Defend the intensive-care unit.
    Stay where you just were to complete objective 1 and prepare for quite a 
    bunch of enemies rushing in from three entrances to the hall right up ahead. 
    Most of them will run into the hall so you can shoot them from your safe 
    position but some will stay in the hallways requiring you to hunt them down. 
    But only do so when the situation has calmed down and make sure to check 
    where exactly a terrorist awaits you by using the motion tracker (intel-
    briefcase #2).
    3: Secure the hospital station.
    Go into the right hallway and wait for five GLF members to run into their 
    doom. Walk down the stairs (definitely crouch here) but only half-way 
    enabling you to see three guards standing at the end of the stairs. The 
    right-most one will probably see you when shooting him, but the other two can 
    be shot in the arm or in the leg when only these parts are visible. Enter the 
    next room, kill a sole enemy behind the first column and entrap two more GLF 
    members entering the room from the left. Follow the hallway to the only 
    opening on the right and hide behind the blue laundry-containers until three 
    enemies come into the sight in the adjacent room. Use the motion tracker to 
    dispose two more bad guys so another room is clear. Step into the next 
    hallway and prepare for two enemies to hide behind a bed and for two more 
    terrorists to stand behind the first corner on your right. If one of these 
    comes out, kill him first or he's very likely to cause some serious trouble. 
    Then zoom in and aim for the barely visible heads of the cowards waiting at 
    the end of the hallway. Once they are dead, move around the right corner and 
    clear the hallway. Go to the next closed door, aim for an enemy, open the 
    door and kill the first GLF member in there. Then peek inside more and more 
    to get rid of three or four additional enemies before finally taking out the 
    guy hiding behind the bullet-proof glass on the right to end the third 
    mission objective and to reach the checkpoint.
    4: Eliminate the terrorists in the cafeteria.
    Go down the stairs but only to a point where you cannot already see the end 
    of them and use your motion tracker to see when two enemies will run to the 
    stairs and back again. Now is the time to rush down yourself and catch them 
    relatively off-guard. Step outside and watch for a sniper high up ahead 
    before going to the right opening into the cafeteria. Open the door and 
    quickly kill the terrorist standing behind a table in front of you. Go inside 
    to shoot an enemy on your left and prepare for some terrorists to enter from 
    the centre door of the cafeteria where you might want to throw a grenade at. 
    Move on and look out for an enemy trying to surprise you behind the counter 
    as well as for the last two GLF members in the cafeteria coming from the 
    other end of the hall (intel-briefcase #4).
    5: Rescue the hostage in the basement.
    Go to the centre door and take care of a sole enemy rushing in on you and you 
    will have a safe trip through the next two hallways and the next room. Before 
    entering the doorway with the green light above, use the motion tracker to 
    know exactly where the next enemy is. Kill him and traverse the room which 
    will make six (yes, six!) terrorists spawn in the next hallway. Two of them 
    will come around the corner, providing two easy kills and the remaining four 
    can be best killed by using the motion tracker to swiftly strafe and take 
    down the one waiting a few feet away from the other ones and by throwing a 
    frag grenade against the wall in the hallway so it bounces off and directly 
    to the flock of enemies. Walk down the stairs to the basement and make your 
    men halt. Throw a frag grenade at the door to dispose the first two GLF 
    members standing behind it or at least one of them and rarely even all three 
    and, if necessary, finish off the last one or two with another grenade-off-
    the-wall throw. Once again, aim at an enemy before opening the next door to 
    kill him instantly. Rush in to kill the other guard on your right and move 
    into his direction but looking to the left so you get three heads into your 
    sight inviting you to land some headshots. Move on, use the motion tracker 
    and take down the last terrorist in the laundry room. Open the door, kill two 
    enemies coming from the right (intel-briefcase #5) and prepare for the rescue 
    of the hostages, by which I mean: Park your team in some far-away place so 
    they are given absolutely no possibility to accidentally kill Mergen. Now 
    open the door and shoot the two enemies in plain sight and use the motion 
    tracker to dispose the last kidnapper on your right.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=2.7 Operation: Bone Yard=-=-=-=-=-=-=-=-=-=-=-=-BB7
    Player Character: Ding Chavez
    Additional Team Members: Louis Loiselle, Jamal Murad, Renee Raymond
    
    Location of the intel-briefcases:
    1: At the first intersection in the catacombs.
    2: Right after completing mission objective #2.
    3: Go through the first two sub wagons and down a ramp onto the rails.
    4: On your left after walking up some stairs. You basically can't miss this  
       one.
    5: On the lower level in the subway station, inside a small room under a set 
       of stairs.
    
    1: Secure the terrorist hide-out.
    Make your team lob in a frag grenade when opening the door to the building. 
    Rush in and crouch behind the boxes directly in front of you where you should 
    clear the room and especially have a look at the door in the right corner up 
    ahead as three enemies will come through it. Use the motion tracker when 
    walking into the next room to kill another terrorist and to already finish 
    the first objective.
    2: Investigate the catacombs.
    Go down the ladder and move on until you reach an intersection where you need 
    to kill an enemy around the right or left corner (it depends on how quick you 
    have been up to here). You might try doing it with a grenade or by simply 
    strafing around the corner and shooting him quickly (intel-briefcase #1). 
    Stay here for a while until another GLF member closes in from the right way. 
    After disposing him, move on via the left path where you should take a right 
    at the next intersection. Then look to the left where you should be able to 
    see the first waypoint as well as four enemies. Kill them one-by one by 
    peeking out of your hallway and hiding again soon after. Go back to the 
    previous intersection and take the other path to the waypoint as you will be 
    able to zoom in and easily take down two terrorists up ahead from here. 
    Before investigating any further, throw a frag grenade at where the second 
    enemy stood to kill another guy around the corner. Now you can leave the 
    first part of this level.
    Peek inside the first room without entering it to kill four enemies one after 
    another but watch out for any of them to rush in on you, so have your team 
    stand behind you. Next comes a relatively tricky part, since you will have to 
    clear a crowded big hall. Turn on your night vision, zoom in and go to the 
    next doorway, which will trigger a short cut-scene. Strafe a bit until you 
    see an enemy. Kill him and move on, always stopping once you scout an enemy 
    to take him down. Slowly move to the right wall of the short hallway and then 
    move on in the direction of the great hall, "hugging" the right wall. You 
    will trigger new enemies to enter the area from up ahead twice but don't 
    worry: They won't run to your right, so you can concentrate on the left side 
    of the stalagmite barricade. When the action seems over, go to the 
    stalagmites and have a look in between them to see the last terrorist in here. 
    Move on to the next doorway and look inside the adjacent room to dispose two 
    GLF members on your right and also to fulfill the second mission task. Turn 
    of your night vision goggles (intel-briefcase #2).
    3: Secure the command centre.
    Step through the hole and into the next room where you take a left. Activate 
    your motion tracker after passing the stairs to surprise an enemy behind the 
    corner. Make your team halt and use the motion tracker to kill three more 
    terrorists on the lower level before taking your men with you again and 
    before reaching the next waypoint. Stop at the next corner from where you 
    should be able to take down four enemies, three of them either standing far-
    off or running past you at medium distance and the fourth one waiting behind 
    the near-by column. After having dealt with them, kill two terrorists inside 
    the first sub-wagon. You can do this really easy, given they can't see you 
    but you can see them through the windows (intel-briefcase #3). Now you'll be 
    able to enter the third level section.
    4: Find the leader of the Parisian cell.
    Go to the opening of the big room and await a patrol from the right. After 
    having taken it down, five (!) GLF members will make their way on the right 
    so be prepared and maybe lob a well-timed grenade at them. Go through the 
    door and use the motion tracker to dispose a terrorist behind the left corner 
    and one behind some boxes, reachable by closing in on the door up ahead. 
    After going up the stairs and opening the door, don't be tempted too much by 
    the intel-briefcase lying around. Instead of grabbing it instantly, slowly 
    strafe towards it, while looking at the window-like opening on your right to 
    kill two enemies. Stay there for a while and use the motion tracker to see a 
    bunch of GLF members come up from the lower level to the end of the hallway 
    in front of you, rushing in on you (intel-briefcase #4). Next, command your 
    team to hold position and throw a frag grenade down onto the lower level. 
    Have a look via motion tracker on how many of the four guards standing there 
    have survived and if any of them rush up the stairs. If one does, retreat and 
    wait for him to come. Then lob another grenade at the remaining enemies to 
    wipe them out. If any of them should still have survived, use the motion 
    tracker and attack them from above. You will know that the area has been 
    cleared once you hear a radio message. Now the times has come to reach the 
    next waypoint and to meet the leader of the Parisian terror cell.
    5: Secure the subway station.
    After watching the really short and in my opinion pretty useless cut-scene, 
    make your team halt and go to the door where you need to take down eight (!) 
    enemies in a relatively small area. Use the motion tracker and don't try to 
    be a hero. Just look where the hostile forces wait, peek out for a short 
    moment and kill an enemy. Note that only two of them will come up the stairs 
    on the right so you can pretty much concentrate on the left area. Get your 
    team at your heels again and walk down the stairs on your right where you 
    will encounter a sole terrorist on your way down (intel-briefcase #5). 
    Proceed to the waypoint on the other side of the station and make your men 
    stay there as they would be very likely to go down if they were to follow you 
    into the last room of the level. Run around the corner (definitely do not 
    crouch here or you'll be to slow) and along the left wall past the column to 
    the edge leading into the next room. Now carefully strafe to the right and 
    shoot down a sniper up ahead on the upper level before strafing a bit more to 
    dispose a bad guy on the stairs to your left. Beware that the terrorists in 
    this area seem to aim quicker and better than any before. Once you don't see 
    any threat anymore, bring along your team again and move on a bit, which 
    triggers some more GLF members to enter the hall from various entrances. 
    Especially have a close look on the two big stairs in the right, respectively 
    left, corner.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=2.8 Operation: Breakpoint=-=-=-=-=-=-=-=-=-=-=-=BB8
    Player Character: Dieter Weber / Ding Chavez
    Additional Team Members: Eddie Price, Renee Raymond, Ayana Yacoby
    
    Location of the intel-briefcases:
    1: On the lower level of the second storage hall.
    2: Outside in the rain, where you complete the second mission objective.
    3: In a room right after having taken down fourteen enemies (after the first 
       waypoint of the third level section).
    4: In a container on the first container yard you come across.
    5: On container yard 3, reachable after killing the first six enemies here.
    
    1: Protect Rainbow and GIGN.
    First of all, do not press any button while the cut-scene rolls. This way the 
    first few enemies, which are very likely to hit one of your team members, 
    will be taken down automatically. Afterwards go to the right-most window, 
    shoot the sniper on your left and protect your team, seemingly being the only 
    target for your enemies right now. Once you see a red arrow a bit to your 
    left, go to the left-most window and kill the lone terrorist on the roof. 
    Then go to the centre window and finish the objective which should be fairly 
    easy by now as most enemies will come from up ahead, desperately trying to 
    hide behind a few boxes. They will both attack you and the team but they're 
    slow and they don't aim too well.
    2: Investigate the storage-hall complex.
    Move to the right side of the first big shelf, a few feet away from it, and 
    wait for a patrol to come into sight in front of you. Take your time as it 
    won't face you but walk away from you. After having taken him down, five more 
    terrorists will appear behind the dead body so let your crosshair rest there. 
    Now use the motion tracker to kill two GLF members around the corner, one of 
    them standing behind the forklift. Step outside of the hall, until you 
    realize you're being shot at. Retreat into the hall and use the motion 
    tracker to see that the attacker has come down the stairs to the toilets 
    outside. As you now definitely know where he stands you can run outside and 
    dispose him. If he doesn't want to leave his first position you will need to 
    go back out again and kill him by having remembered where he is. Go up the 
    stairs next and tell your team to stay there. Open the door and kill five 
    terrorists waiting on the lower level. They cannot reach you directly and if 
    they try to go through the lower door, your teammates will take care of them. 
    Enter the hall and wait in front of the waypoint when sending your men onto 
    the stairs to trigger four enemies opening the door behind the waypoint 
    (intel-briefcase #1). After leaving this hall, watch out for the truck as two 
    GLF members hide behind it. Zoom in and slowly move towards the right side of 
    the truck and shoot as soon as you see one of the guys leaving his hiding 
    place or when you see a leg or an arm. Enter the next hall and swiftly move 
    around the first big crate to your right to take down a single enemy. Walk 
    along the left wall to trigger a defending event (as I call it ^^). A couple 
    enemies will rush in from both ahead and from a few doors on the upper level. 
    When everything seems clear, use the motion tracker to eventually discover 
    any remaining terrorists (when I played this, there were always still 4 GLF 
    members behind a big box) and prepare for four enemies to open the door at 
    the waypoint. A well-timed grenade can do most of the work here. After 
    leaving the hall you will have completed the first objective as Chavez 
    (intel-briefcase #2).
    3: Secure the office of the harbor master.
    Enter just another hall and wait at the shelf to your right, using the motion 
    tracker to surprise a patrol behind the shelf. Tell your team to stay here, 
    put on the night vision goggles and enter the adjacent hall behind the 
    waypoint. Move along the right wall and the boxes lying there until you see a 
    short cut-scene. When it ends, instantly move back around the corner and stay 
    behind the boxes. Move a bit to the right to kill two enemies standing on a 
    platform, then peek around the left corner as there are four terrorists in 
    close-range, but luckily they won't go to your position. After having killed 
    them as well, there is a final enemy standing on a platform over the 
    checkpoint, so dispose him and leave this level section.
    Go around the corner and shoot the patrol at the end of the path as well as 
    the other one behind the window near the first enemy. Open the door, step in 
    a few feet and wait for a terrorist to open the next door. After taking him 
    down, go to the just-opened door and try to hit the three enemies on the 
    right of the hallway just by shooting at an arm or leg of theirs. Then kill 
    an enemy on the left via motion tracker and enter the room with the window 
    you previously shot through. Between here and the waypoint up ahead there are 
    three terrorists awaiting you, so aim quickly and precisely. Alternatively 
    you might already have taken down two of them when they opened the door and 
    went through it before retreating. Before actually going to the waypoint, use 
    the motion tracker to dispose two enemies in a room to your left and another 
    one just standing at the left side of the waypoint. Walk up the stairs, kill 
    the single enemy there and make your team halt before the last turn as the 
    next room is lots of fun to play on your own but it's going to give your men 
    an extremely hard time if they accompany you. Look around the corner, zoom in 
    and take down any enemy you see at the end of the hallway. Once you don't see 
    any more joining the guards, hug the left wall and use the motion tracker to 
    discover any remaining enemies both left and right. I cannot exactly tell you 
    how many GLF members you have to shoot here, but I believe it might be 
    fourteen (!!). The bad guys here will only very rarely leave their position 
    to run towards you, so take your time. Go near the windows (still moving on 
    your own) and use the motion tracker to get rid of two more enemies before 
    this area has finally been cleared and you can get your team back (intel-
    briefcase #3). It doesn't need to have caught up with you before you get to 
    the oncoming enemies, so while your men run towards you, already go down the 
    stairs and await a terrorist opening the door after a few seconds. Simply 
    crouch in front of it and aim in the centre of the door; you can't miss him 
    this way. Then position yourself in the doorframe and kill two bad guys 
    coming from the right.
    4: Reach container yard 3.
    Leave the office, traverse a safe hall and go to the first container yard. 
    The waypoint is straight up ahead and so are two enemies "guarding" it. Turn 
    on your night vision and take them down on your way there before you can 
    already finish another objective (leave your goggles turned on) (intel-
    briefcase #4).
    5: Support the GIGN and secure the area.
    Move on to trigger six enemies rushing in on you from ahead. When you hear 
    them speak, lob a frag grenade at the corner and then do the rest on close-
    range with your gun. Go through the open container and kill two GLF members 
    hiding behind a stack of boxes on the other side (intel-briefcase #5). Stay 
    left and go through another container, leading you directly to a bunch of 
    terrorists currently shooting at the GIGN members, so don't waste too much 
    time or you will instantly fail your mission if one of the French dies. Now 
    go to the truck and protect your allies against the last few enemies until 
    the mission is finally won.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=2.9 Operation: Leviathan=-=-=-=-=-=-=-=-=-=-=-=-BB9
    Player Character: Dieter Weber / Ding Chavez
    Additional Team Members: Roger McAllen, Renee Raymond, Ayana Yacoby
    
    Location of the intel-briefcases:
    1: Near the arcade machines.
    2: Behind the counter right next to a hostage in a big room.
    3: On the parking deck.
    4: Near the stairs right after defusing the first bomb.
    5: In the room where the second bomb lies. You get there when running for the 
       second bomb.
    
    Note: When I played this mission for the first time, I ended up with all my 
    teammates killed right before the checkpoint (damn enemy spawning) and about 
    350 shots left although I had already restarted the level over and over again. 
    Both is extremely counter-productive here and so I finally gave up on it when 
    I reached the final room various times but always ran very low on ammo and on 
    time. What I did now, was to start from the scratch, clearing the bridge only 
    with my secondary weapon and mostly only shooting when I was sure to hit. 
    Furthermore I protected my men as good as possible even risking my own life.
    Your own health doesn't matter too much here, but you will need your team in 
    the final room, both to survive and to save time, and you need a lot of ammo 
    on this boat trip (I had 500 rounds, all three men left and my life bar in 
    the red at the checkpoint on my successful run).
    
    1: Secure the mission starting zone.
    Turn on the night vision goggles and prepare for the best sniping action in 
    this game so far. You don't have to think about leaving your position (as it 
    is impossible), you don't have to protect anybody here (just do not hit the 
    hostages) and the enemies aiming skills definitely show that it has been a 
    long day for them. Just zoom out whenever you have killed somebody, zoom in 
    on the next one and especially watch out for those being marked by a red 
    arrow as they wield a bazooka.
    2: Protect Rainbow.
    You are still Dieter Weber but now the helicopter moves forward parallel to 
    the ship and you need to protect your teammates, but still this section is 
    rather easy. Your buddies aren't really endangered and you aren't either as 
    the terrorists keep missing you. Just aim relatively quickly and keep in mind 
    that the tangos might come from just about anywhere.
    3: Secure the bridge.
    Let your team halt in front of the right door and open the left one on your 
    own, but don't go in. Step back a few feet and only shoot any enemy you can 
    see from there as (game designer's galore) three terrorists will simply spawn 
    directly in front of you. After having disposed them, take a look inside the 
    bridge and slowly clear it.
    4: Advance to the machine room.
    Open either door, go out, open just another door and after moving down the 
    stairs, kill a sole patrol at the waypoint. Now command your teammates to 
    stay in the small niche at the waypoint and open either door. One GLF member 
    rushes to you, while another one will either open the other door, hopefully 
    getting shot by your men, or he will follow his buddy (Sometimes even three 
    will attack you). Then do the old trick of peeking into a room and sniping at 
    a lot of enemies (I believe it might be thirteen). Watch out for the two 
    doorways at the end of the room, though, as sometimes new terrorists enter 
    the hall from there. Go to the waypoint (with your team again) and enter the 
    bluish room where you should lob a frag grenade at the enemy standing there, 
    since he is not the only threat: There are four tangos waiting in this room. 
    After having dealt with them, order your team to stay here and go to the 
    glass railing in front of the arcade machines to take down a single enemy on 
    the lower level (intel-briefcase #1). When you get to the waypoint and kill 
    the two enemies behind the arc-shaped wall you will know why not to have your 
    team with you here: New GLF members rush into the hall from the right and 
    from the left, some of them trying to hunt you down, some of them standing 
    right in the hall and some others waiting behind the arc-shaped wall rushing 
    in on you if you come too close. So shoot down the first two bad guys, go a 
    few steps into the hall to trigger the attack, then instantly retreat to the 
    arcade machines and fight off anybody following you. Then use the motion 
    tracker to slowly rid the hall of the threat. Whenever you are being shot at 
    and you cannot kill the one shooting at you, retreat, since he might be 
    coming to you. Sometimes a frag grenade lobbed bouncing the arc-shaped wall 
    can ease this area. After a total of twenty (!!!) enemies, get your team back 
    on your heels and appreciate the small groups of GLF members you encounter 
    next: Take down two around the corner after the waypoint (slowly strafe until 
    you see their arms) and one at the end of the stairs (use the motion tracker 
    and shoot him while standing on the stairs without him seeing you). Then use 
    the motion tracker to dispose a tango around each corner as well as one 
    between them. Take care not to do what I did the first time I got here: 
    Around the left corner you will see a person crouching at the end of the room, 
    but do not shoot him, as he is a hostage. Take your men with you and go 
    around the right corner to the end of the big room where you will need to 
    shoot four tangos behind or near the counter (a frag grenade works pretty 
    well here) (intel-briefcase #2). After reaching the waypoint, once again 
    advance all on your own, first opening the right door to kill a two-man 
    patrol coming out of the door at the next waypoint and another enemy a bit 
    left of that and then opening the left door to kill another guard behind the 
    corner. The bazooka guys here should take themselves out. Now look down the 
    railing to shoot three more GLF members and position your team at the door on 
    the side of the waypoint. As you go down the stairs a few steps you will 
    trigger some tangos spawning behind you and rushing to you, so head back once 
    you hear the action. Then take your team with you again and go down all the 
    way, killing four enemies on your way, before you can leave this section of 
    the level.
    Instantly hide behind the corner at your back and let your team rest there. 
    Turn on the night vision and peek out, aim, kill, retreat and repeat for a 
    long, long time (for twenty enemies, once again). When you don't see any GLF 
    members anymore, go to the corner on the other side and shoot anybody you see 
    there. Throw a frag grenade at the centre area from time to time, as it is 
    often used as a hideout. Once this area has been cleared, too, advance a bit 
    on your own and retreat when you see new enemies just to repeat the whole 
    procedure. Once the whole hall has been cleared, take your men to the 
    waypoint (intel-briefcase #3). Let your team throw in a frag grenade when 
    opening the next door or you might also use the motion tracker to aim at one 
    of the two enemies awaiting you prior to opening it yourself, so you're able 
    to hit one of them directly. Use the motion tracker to surprise a two-man 
    patrol when opening either door and advance to kill another two terrorists 
    behind the corner (motion tracker, again).
    5: Find and defuse the bomb.
    Zoom in and kill the bad guy up ahead, go up the small set of stairs on your 
    right and kill the enemy around the corner. Now close in on the hostage and 
    the bomb but look to the left since you will stumble upon two terrorists 
    there. A grenade might help. Let Price defuse the bomb while you walk over 
    the bridge-like arc waiting in front of the soon-to-be-unlocked door, given 
    you only have five minutes to defuse the second bomb.
    6: Defuse the second bomb in the storage room.
    Go down the stairs (intel-briefcase #4), kill three enemies, move on to kill 
    two more enemies there and then around the corner where you need to dispose 
    another two GLF members around the corner (use the motion tracker). Open the 
    next door and shoot five enemies in the next bigger room (motion tracker, 
    again). Two more tangos await you before you need to enter the final room 
    with an enemy hiding on the right, one hiding to your left, one being up on 
    the higher level and three being at the far left end of the room. Send your 
    team in first as your survival is far more important than the one of your 
    teammates. Send them in and deal with the guy on your right giving you the 
    opportunity to hide and to analyze the situation (intel-briefcase #5). Look 
    where enemies are left, maybe throw a grenade or two and carefully clear the 
    area but remember that you need to defuse the bomb which takes about six 
    seconds.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-2.10 Operation: Lowlife-=-=-=-=-=-=-=-=-=-=-=-=B10
    Player Character: Ding Chavez
    Additional Team Member: Eddie Price
    
    Location of the intel-briefcases:
    1: In the first small room you'll come across.
    2: In the yard with the steam exhaustion.
    3: Right after leaving the bar.
    4: Around the corner from the market.
    5: Near the car crash.
    
    1: Eliminate armed persons.
    After the cut-scene ends, instantly run to the door on your right, open it 
    and aim quicker than the guy behind the window. Since Price is in Defense-
    mode you cannot order him to follow you (what a great special unit, indeed) 
    but you can assist him by walking up the stairs and shooting three enemies on 
    the platform in the starting hall. If Price hasn't cleared the lower level by 
    now, help him from up above. If you got hit or Price is really low on health 
    or even beyond that, you might want to restart the mission now (intel-
    briefcase #1).
    2: Hinder the KGB-contact from escaping.
    Leave the building and slowly peek around the corner to kill five terrorists 
    which shouldn't be too much of a problem as they either look in the wrong 
    direction or need to much time aiming. Go to the entrance of the next 
    building and wait for four tangos to open the right door and basically walk 
    into your crosshair. Make Price halt, go to the fence leading out of the 
    building and take down five enemies at the waypoint (to the right of a car). 
    This requires you to step out after a while, but when you do, watch out for a 
    GLF member to show up above the waypoint, directly starting to fire at you. 
    After traversing another building (together with Eddie), look up at a set of 
    balconies where two tangos await you (intel-briefcase #2). Go through the 
    doorway at the waypoint, look around the first corner and throw a frag 
    grenade into the near-by room. If any of the four enemies there survive this, 
    deal with them via your gun. Order Price to stay in the small room prior to 
    the bar, move in yourself, hugging the left wall and once you hear any 
    enemies come from the hallway near you, make Price enter the bar, too, so you 
    can kill them from two sides (intel-briefcase #3). Make Price hold position 
    once again, as you won't need him for the rest of the first part of this 
    mission and as he would be very likely to die. Climb up a ladder and kill two 
    GLF members outside on a ledge before you can leave the first level section.
    Tell Price to wait, open the door and retreat before carefully taking down 
    the four terrorists in the storage hall. Take Eddie with you again and wait 
    in front of the next door for two tangos to open it and to run into their 
    doom. Go to the market and peek out to take down a few tangos not even 
    realizing you're there, before they will finally recognize you. Now have a 
    look onto the market until you see an enemy, attack him and retreat whenever 
    you are shot at. Repeat this until you have killed twelve bad guys but watch 
    out for not hitting one of the civilians around (intel-briefcase #4). Go 
    through the next room and shoot an enemy which will cause two more enemies to 
    close in on the position of the just-killed tango (intel-briefcase #5). Move 
    on until you see the traitor waiting for you, go up the right set of stairs 
    and shoot the two GLF members to our left.
    3: Protect KGB-contact.
    When the cut-scene ends, throw a frag grenade at the end of the way you came 
    from and shoot any enemy you see. Position yourself near the first lantern to 
    the right and throw as many frag grenades both at the first set of stairs and 
    at the door you came from. In between have a look and shoot a few rounds with 
    your gun but neither rush in on the enemies or go into the small building. If 
    you do, the target person can be easily shot down. After having fought off 
    twenty tangos the mission is over.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=2.11 Operation: Sandstorm=-=-=-=-=-=-=-=-=-=-=-=B11
    Player Character: Dieter Weber / Ding Chavez
    Additional Team Members: Louis Loiselle, Eddie Price, Renee Raymond
    
    Location of the intel-briefcases:
    1: In a small room at the big, bazooka-infested yard.
    2: In the second market place you come across.
    3: On the large open field right at the beginning of the second section.
    4: In a room to the right of a waypoint (where the left way takes you up a 
       set of stairs and the centre way leads on).
    5: Next to some stairs close to the end of the mission.
    
    Note: Although differently stated in the mission briefing, any fallen team 
    members will in fact be rescued and will therefore be around in later 
    missions again.
    
    1: Search for the customer list of the weapon smuggler in his apartment.
    For the first time in a Weber mission you start as Ding rather than as the 
    sniping specialist. Peek around the second corner and quickly shoot two 
    enemies one by one. Let your men open the first door in combination with a 
    flash bang and rush in to take down two terrorists, before making your team 
    halt. Now open the next door on your own and use the motion tracker to 
    position yourself perfectly for a frag grenade lob at the four tangos 
    awaiting you. If any of them survives this, just run and gun, before using 
    the notebook on the table.
    2: Advance to the exfiltration point.
    Let your team stay in the previous room, open the door, retreat to the 
    previous door and wait for a sole enemy to enter the room as well as for two 
    more tangos running past the door leading outside. Step out and have a look 
    if a bazooka wielding enemy awaits you in the far left corner on the lower 
    level. If he does, kill him. Move along the right wall and hit a GLF member 
    coming through a door nearby. Walk down the stairs, order your men to halt 
    here (if you let them stay where they were, they will ignore your halt 
    command over and over again from here on) and advance until you see a bazooka 
    shot fly past your storey. Now retreat to the stairs, dispose a bad guy at 
    the waypoint and throw a frag grenade behind the stairs to easily get rid of 
    another tango (intel-briefcase #1). Enter the doorway and carefully approach 
    the next set of stairs, as a terrorist will run up them. Now go down and use 
    the motion tracker to swiftly move around the corner and zoom in on a tango. 
    Make your teammates halt once again and make good use of the motion tracker 
    to kill as many terrorists around the right corner as necessary. By that I 
    mean, you don't have to shoot every single tango there is (as this is 
    impossible here, given that new ones respawn after having taken down a squad) 
    but that you will need to distract and kill as man of them as necessary until 
    you and your men are able to go around the left corner without even coming 
    near a hostile crosshair. Watch out for four civilians running around pretty 
    wildly, especially when you need to eliminate the sole GLF member entering 
    the first yard you come across. Enter the short corridor, order your men to 
    stop and kill two enemies standing on balconies right around the corner as 
    well as four terrorists on the yard (motion tracker) who partially tend to 
    blow up themselves and a tango camping behind a window to your left, on your 
    own (intel-briefcase #2).
    3: Advance to the secondary exfiltration point.
    Still don't take your men with you but move on a bit onto the next market 
    place until you see a short cut-scene, then immediately retreat (run, do not 
    crouch) so you have a better position to eliminate four terrorists on your 
    level, one behind a window on the left (watch out for the grenade he lobs at 
    you) before you are allowed to enter the second level section.
    Step onto the open field (intel-briefcase #3: If you do not pick it up now, 
    it will be way more difficult later on) and hide in the corner behind the bus 
    as you will have to defend this area against about 25 (!!!) terrorists, most 
    of which camp at the higher levels without moving the slightest bit but a few 
    of them might also spawn on your level. While it is possible to make it 
    through this attack all by yourself I found it way easier with all three 
    teammates being in prefect shape when I came here on my second time through 
    the mission. They will hide in some pre-fixed positions drawing most 
    attention on them so you may also be a bit more risky and walk into the open 
    and hunt down the tangos. Once you can move on, you will hear a call and see 
    a new waypoint. Don't go there yet but look in its direction to dispose a few 
    enemies entering the yard. Then immediately run to the waypoint and into the 
    small alley next to it, leading to a safe room. Do not bother trying to clear 
    the yard as it is impossible for new tangos respawn over and over again. Let 
    your team open the next door in combination with a flash bang and rush in to 
    take down three bad guys but watch out for the other door as it will be 
    opened by another terrorist who you should kill quickly. Make your team stop, 
    step through the door and retreat once you hear a bazooka being fired. Peek 
    out repeatedly to shoot nine tangos standing either behind the counter or in 
    the opening behind it (intel-briefcase #4). Advance to the waypoint and take 
    down a sole enemy on your way. Go up the stairs on the left by yourself and 
    use the motion tracker to take down four enemies on the roofs and balconies 
    to your left. Open the centre door and go outside.
    4: Find the next exit.
    Locate a sniper in a window via motion tracker and toss a grenade at him. 
    Then wait for two attackers at the second corner and move on to the next 
    corner. Step around quickly and shoot an enemy in the window right up ahead, 
    go back around the corner and camp along the long street as two packs of four 
    terrorists each will make their way from behind. Once again let your men lob 
    in a flash bang when opening the next door and rush in to eliminate three 
    tangos and another one into the next room, where you'll face two enemies. The 
    third room is safe but when opening the fourth door, make your team throw in 
    a frag grenade to dispose three terrorists. Go down the stairs and look up to 
    shoot two more enemies (intel-briefcase #5). Go on under the bridge and use 
    the motion tracker to easily kill a terrorist who's equipped with grenades, 
    so beware. If you stand really close to the right wall of the alley going 
    under the bridge, you might see another faint green spot on the right-hand 
    side when making use of the neat gadget. Aim at the centre vase in the window 
    and shoot as the bad guy stands directly behind it.
    5: Protect Rainbow.
    What does the mission objective tell you? Right. It's Weber-time again. 
    Instantly run to the left window since it takes a while for the first hostile 
    forces to appear and as you will need to take down a bazooka-wielding enemy 
    after some time, which is only possible from the left window. Then 
    immediately go back to the first window until you will have shot two more 
    bazooka guys. Return to the left window allowing you to hit a sniper in the 
    far right corner. If you take care of these "special" enemies, the rest 
    should be fairly easy: Your teammates usually are only endangered when you 
    move around inside your building and otherwise the terrorists mostly aim at 
    you and they do it pretty poorly.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-2.12 Operation: Archer-=-=-=-=-=-=-=-=-=-=-=-=-B12
    Player Character: Ding Chavez
    Additional Team Members: Louis Loiselle, Eddie Price, Renee Raymond
    
    Location of the intel-briefcases:
    1: Open the first door you come across on your right and go up to the highest 
       storey.
    2: Near the second waypoint.
    3: In a small room with three doors guarded by two men; after completing 
       objective #2.
    4: At the entrance of the big waterfall cave.
    5: In the last level section, in a natural pathway inside a hill.
    
    1: Gain entrance to the main complex.
    Shoot the enemy around the corner to make another one run into his doom, zoom 
    in on the stack of cardboard boxes and headshot the bad guy behind it, turn 
    left to shoot the guard on the balcony far-off and look up at the window to 
    your right for an easy kill. Turn left again and go straight to the small 
    yard up ahead. On your way there concentrate on the two doors right in front 
    of you. First the lower one will be opened by a patrol that ought to be 
    eliminated quickly and after a while the upper one will be opened as well. If 
    the bad guy here manages to get away, look up onto the roof as he will 
    position himself there (intel-briefcase #1). Open the left door and make your 
    way until you need to go down some stairs. Use the motion tracker and two 
    swift strafing moves to take down two terrorists outside. Enter the next 
    building and shoot the surprised guy down the next stairs. Order your team to 
    stop and move along the left wall on your own until you close in on a 
    relatively big yard. Use the motion tracker to see when the two terrorists 
    guarding this area walk off to the left, then step onto the yard and shoot 
    them in the back before letting your team join you again. Slowly go to the 
    waypoint, watch out for three enemies coming by from ahead and make good use 
    of the motion tracker to kill another one nearby (intel-briefcase #2). Go to 
    the opening on the right and be prepared for two terrorists there.
    2: Secure the main complex.
    Make your teammates halt, then open the two left doors after having used the 
    motion tracker to know the exact position of the sole enemy here. After 
    having disposed him, repeat at the right doors. Next is another one of those 
    pesky defense-scripts. If you want to keep your men at a safe place, tell 
    them to follow you, step into one of the doorframes leading outside and 
    retreat a bit once the word "Defend" appears in the lower right corner of the 
    screen. You need to block the passage in order to hinder your teammates from 
    getting out of the building but you also have to be as far into the building 
    as not to get hit by the hostile forces. After a while, the "Defend" will 
    switch back to "Follow" again; now's the time for you to position your team 
    in some safe place and to carefully clear the next area by combining the 
    motion tracker with careful, but also quick moves. Get your men back at your 
    heels and open the door just up the left set of stairs. Get in the building 
    and zoom in on three pretty phlegmatic enemies near the waypoint. Close in on 
    it now and eliminate the tango who's walking down the hallway up ahead 
    (intel-briefcase #3).
    3: Investigate the cave complex.
    Open either door near the checkpoint symbol and take down the enemy behind it 
    on your own via motion tracker, before leaving the first level section (you 
    don't have to eliminate every terrorist here; some of them just guard 
    irrelevant rooms.
    Stop when you see the first enemy, shoot him and wait for another one to 
    investigate the scenery, giving you the perfect opportunity to dispose him as 
    well. The next two tangos (standing around the first left-wise corner) don't 
    mean any trouble either just like the next one who patrols between the cave 
    you are just in and the adjacent big cave. Position your teammates at the 
    beginning of the short pathway connecting the two caves and look to the right 
    side of the big area to shoot two terrorists. This will trigger fourteen 
    tangos to spread across the far side of the cave. Get back into the pathway, 
    turn on the night vision and kill them with the assistance of your men 
    (intel-briefcase #4). Go to the other side of the lake, look into the 
    adjacent smaller cave where a patrol should walk in your crosshair, and then 
    use the motion tracker against another tango behind the corner. After hearing 
    a call telling you about a ravine, proceed until you see another big cave. 
    Take down three tangos from a distance with your goggles still turned on and 
    then wait for two more enemies to enter the cave. Move on until you're 
    getting shot at. Retreat a bit and peek through the small space between the 
    right wall and a wooden bar to shoot a guard behind a barrel. Go along the 
    river until you reach the next corner: Move around and quickly aim for the 
    terrorist's head. Use the motion tracker to see where the next three enemies 
    await you and lob a grenade at them. The survivors are best killed by using 
    the motion tracker again and swiftly strafing around the corner. Leave the 
    caves and hence the second level section.
    4: Find and rescue Dieter Weber.
    Turn on the night vision goggles and step onto the open field to lure four 
    tangos out of their cover right in front of you. Afterwards zoom in on behind 
    the palm trees to take down another enemy. Enter the building to your right 
    and look through the right exit to see and defeat two terrorists on a hill. 
    Go to the smaller bungalow on the right and rush into it, killing two GLF 
    members hiding behind a few boxes and barrels. Advance to the hill where two 
    tangos used to stand on and enter a rocky passage, but watch out for the sole 
    enemy guarding it (intel-briefcase #5). Move on and wait at the exit as you 
    can kill two GLF members on your left from here. Proceed along the right wall 
    until you reach a waypoint and three bad guys. Quickly dispose them and run 
    into the cave; don't bother too much about any remaining terrorists in your 
    back, just run, make your team halt and await them. Step out of the cave 
    (alone) and snipe away two guards on the roofs to the right (luckily, one of 
    them doesn't know you're there until you hit him). Now you might want to 
    return to normal view. Go to the door, open it and use the motion tracker to 
    clear the room from four enemies (a frag grenade bouncing off the wall really 
    helps here) before you can get to Weber and the interrogator both being in 
    the adjacent room. The bad guy hides behind Weber so watch out not to fail 
    the mission and especially do not have your team with you here or they 
    seriously endanger Weber.
    5: Defend exfiltration zone until exfiltration.
    Quickly proceed to the door in the direction of the level ending symbol and 
    let Weber run out. Throw a frag grenade near the entrance to the small hut in 
    front of you and once the fire ceases for a short time, step outside and 
    throw a grenade to the car on the left since there are four new enemies. 
    Afterwards go through the bungalow and onto the exfiltration area. Your 
    teammates will go into defense-mode fighting off waves of terrorists from the 
    left (behind the broken wall) and to the right (at the entrance of a 
    bungalow). Don't just hide anywhere hoping for the best, but stand to the 
    right of the right bungalow doorframe. If there are enemies at the left side, 
    you can zoom in on them, if there aren't, look into the door to surprise any 
    GLF members closing in from there.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=2.13 Operation: Catalyst=-=-=-=-=-=-=-=-=-=-=-=-B13
    Player Character: Ding Chavez / Dieter Weber
    Additional Team Members: Annika Lofquist, Pak Suo-Won, Ayana Yacoby
    
    Location of the intel-briefcases:
    1: In the hall where you complete objective #1.
    2: Right after the first waypoint in the office complex.
    3: In the cooling chamber next to the kitchen (very soon after the beginning 
       of level section #3).
    4: In a short dead-end on your way to the coding control panel.
    5: Open the first door on the right after passing the last waypoint.
    
    1: Find and secure the weapon delivery.
    Make your men halt before opening the second door, giving you the possibility 
    to carefully dispose the first two tangos by using the motion tracker. While 
    still moving on alone, go to the small set of stairs ahead and zoom in on the 
    great hall where you should be able to take care of all seven enemies on your 
    own (intel briefcase #1).
    2: Investigate the office complex.
    Open the door and quickly shoot the terrorist on your left. Then let your 
    team rest again and peek into the adjacent storage hall to kill six more GLF 
    members. Proceed near the waypoint, but don't reach it just yet. Throw a 
    grenade at it instead, since is it guarded by two bad guys, and then use the 
    motion tracker to lob another one perfectly at two more tangos. Go up the 
    stairs and surprise two guards who shouldn't even see you. Enter the next 
    room on the right and take down another terrorist. Move on until you see the 
    waypoint, halt and expect a sole enemy coming out of the left room. Leave 
    your teammates alone one more time, open the door at the waypoint and make 
    good use of the motion tracker against three GLF members (intel-briefcase #2). 
    Now awaits the perfect situation for your team to be used: Opening the first 
    door is absolutely safe, but make your men open the second one in combination 
    with a frag grenade. This should be enough against the four terrorists 
    securing the crucial PC.
    3: Rainbow must not be detected.
    This is definitely one easy Weber-mission. All you need to do is stand at the 
    right sniping place and take down about five tangos. Don't worry about the 
    whole not-being-detected stuff as your men will never ever count as being 
    found. Instead quickly dispose the sole enemy sniper on a balcony and note 
    that your gun here is no one-hit-killer as it used to be.
    4: Secure Vanderwaal's cellar.
    Back to Chavez again: Open the first door, run through it and quickly shoot 
    the guy to your left behind the couch. Then go to the right door open it 
    yourself again, take down the tango in front of you and lay your crosshair on 
    the left door, connecting the kitchen and the cooling chamber, as it will be 
    opened by an incautious GLF member (intel briefcase #3). Head back to the 
    living room and let your men open the centre door in combination with a frag 
    grenade which should be sufficient for the two guards inside the laundry room. 
    Now position your team in some safe place and open the last door available 
    (watch out for the guard waiting right behind it, though). After having 
    eliminated the sole enemy, step back to the wall behind you to dodge a frag 
    grenade. Afterwards take revenge by lobbing a frag grenade (or phosphor 
    grenade) into the right part of the now-opened room and step in to shoot down 
    any survivor of those three terrorists awaiting you there. Now advance on 
    your own to kill four more enemies in the rooms ahead to finish the next 
    objective but be prepared for a tango to open the door at the waypoint just 
    when you have done so. Move up the stairs, shoot the guy in the hall at the 
    end of the hallway and "enjoy" the cut-scene.
    5: Find the encoding code of the office.
    Now it's time for some strategic run-and-gun-action: Go up the stairs to the 
    waypoint, through the door and take your time to kill three enemies at the 
    first intersection before simply following the only possible way and swiftly 
    shooting five terrorists before you get to use the first crucial control 
    panel (intel briefcase #4). This time-restricted section is way easier than 
    in the Leviathan-mission and the time-limit is more than sufficient so don't 
    get too hectic or panicky.
    6: Download Vanderwaal's data.
    The timer hasn't stopped yet, so head back to the big hall (watch out for two 
    tangos entering the leisure room) and enter the hallway behind the last 
    waypoint of this level. If you don't want to pick up the last intel briefcase 
    you will only have to open the left door and take down six more enemies 
    (don't forget you need the time to operate two more PCs) but if you do, open 
    the right door first ant take care of two GLF members in the small library 
    (intel briefcase #5). If you feel like having lots of time left, use it and 
    act cautiously. When I tried this for the second time I had 1:24 left on the 
    clock and even if you manage to die here: Coming to this point from the last 
    checkpoint should only take about five to six minutes.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-2.14 Operation: Red Scythe-=-=-=-=-=-=-=-=-=-=-=-B14
    Player Character: Ding Chavez
    Additional Team Members: Jamal Murad, Roger McAllen, Ayana Yacoby
    
    Location of the intel-briefcases:
    1: In a small room after fighting off 22 enemies.
    2: Behind the surveillance center, after completing objective #2.
    3: In a small room right after entering the theatre area.
    4: Open the right door in front of a barricade blocking a hallway.
    5: In a room on the left, directly after rescuing the hostages.
    
    Note: In this mission you better watch your ammunition or, like in Leviathan, 
    you might find yourself relying on the pistol in the end. When I completed 
    this level I had about 25 shots left.
    
    1: Secure the main entrance.
    Leave your team right at the beginning, open the first door and kill the 
    first two enemies without entering the room. This will trigger five 
    additional tangos to enter the room from the left and from up ahead. Take 
    down as many as you can until you need to retreat. No one will follow you, so 
    take your time and carefully clear the room. Next, use the motion tracker 
    near the left door to eliminate the last two terrorists.
    2: Establish an uplink to the surveillance system.
    Get your team at your heels and proceed through the first door on your left 
    until you reach a small exhibition hall guarded by two patrols that ought to 
    be easily killed. Make your men halt near the door in this room, proceed to 
    the corner up ahead, kill the sole GLF member behind the vases and retreat 
    around the corner. There will be twenty-one (!!!) enemies either rushing in 
    on you (that's why you retreat and why you let your teammates cover you from 
    behind) or waiting in the adjacent exhibition hall. Just crouch at the 
    waypoint and await any terrorist willing to run into his doom. If nobody 
    comes anymore, peek around the corner and try to shoot someone before 
    retreating and waiting again. Enter the small room on the left which contains 
    two enemies, first (intel briefcase #1), before going to the next waypoint. 
    Proceed slowly and zoom in on the third exhibition room to take down three 
    tangos relatively easily. Leave the museum area, make your team halt again 
    and take care of four enemies in the computer area. Luckily, the terrorists 
    don't seem to be able to see through glass (for whatever reason), so use it 
    to your advantage. Then approach the left door, but don't open it yourself. 
    Instead wait for the two GLF members behind it to do so. Eliminate them. 
    Enter the room they came out of and look at the door frame in the far left 
    corner as two bad guys will come through it.
    3: Disable the terrorists' satellite transmitter.
    Proceed to the waypoint (intel briefcase #2), open the door and wait for a 
    patrol to come into sight from the left. Order your men to stop, use the 
    motion tracker to precisely throw a grenade at the flock of five enemies and 
    then use the motion tracker again to take them down one-by-one with your gun.
    4: Deactivate the biological fuse system.
    Get back into the building via the lower entrance and take care of three GLF 
    members around the corner before reaching the waypoint. Locate the next four 
    terrorists via the motion tracker and lob a grenade at their feet. Finish 
    them off with your gun. Move around the far-off corner but prepared for a 
    quickly-reacting sole bad guy (intel briefcase #3). Once again command your 
    men to stop, pass the waypoint, take down a sole terrorist and retreat as you 
    have triggered twelve tangos to storm the hall. Risk a quick look, eliminate 
    an enemy and retreat again, which you need to repeat over and over again. 
    5: Search for the hostages in the second storey.
    Leave this level section.
    Wait at the beginning of the stairs for four bad guys to come along (a 
    grenade works really well here). Go to the glass door and let the hostile 
    forces open it. Advance to the entrance of the hallway, take down six enemies 
    on the way and watch out for three more to spawn right in front of you, on 
    the carpet inside the passage. Use the frag grenade / rush - command on the 
    right door to dispose two GLF members (intel briefcase #4). Repeat for the 
    opposite door, but use a flash bang instead of a frag grenade and run in 
    yourself to deal with the two bad guys. Proceed to the metal detectors and 
    wait for six enemies to come from the right.
    6: Secure the hostages.
    Step behind the metal detectors and observe the door to your right as two GLF 
    members will go there. Then let your men open the first door on the left with 
    a flash bang and open the other left door yourself to enter the hostage room. 
    There are three hostages on the right and four GLF members to the left of 
    them so you don't need to worry too much about hitting any civilians.
    7: Stop the terrorists from escaping.
    Step into the next hallway and command your men to clear the room on the far-
    left via a frag grenade (intel briefcase #5), if you refrain from doing so, 
    the two bad guys waiting there will fall into your back soon. Repeat this for 
    the room opposite of the last waypoint before peeking around the corner in 
    the hallway where five enemies will appear. Don't be too self-confident here 
    or they will probably kill you rather quickly. Just have a look, kill one or 
    two and retreat. If any of them rushes in you, you and your men shouldn't 
    have a hard time dealing with him. As you move up the stairs, use the motion 
    tracker to see the only terrorist waiting on top and give him an easy 
    headshot. Tell your teammates to open the door leading outside and to lob a 
    flash bang. Once all your men have stepped out, do so yourself and assist 
    them in taking down six tangos. When you have done so, two more enemies come 
    up the stairs on the left, so be prepared. Proceed to the other side of this 
    area and watch out for some more terrorists on the left who even launch some 
    rockets at you. Hide somewhere near and carefully shoot them. Right 
    afterwards you need to turn around and kill four tangos at the now-opened 
    door behind you. Get there and you are relatively safe for the rest of the 
    mission: All you have to do now is to take down some more enemies waiting 
    where you came from.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=-2.15 Operation: Citadel-=-=-=-=-=-=-=-=-=-=-=-=B15
    Player Character: Ding Chavez
    Additional Team Members: Annika Lofquist, Louis Loiselle, Jamal Murad
    
    Location of the intel-briefcases:
    1: You can see this one lying behind a window, but it is only reachable when 
       passing the second waypoint.
    2: In the hallway where you begin the second level section.
    3: On the right, directly after entering the bio lab.
    4: In a small room, reachable from the sleeping room in the barracks.
    5: Move up the stairs in the far-left corner of the hangar.
    
    Note: Like Leviathan and Red Scythe, this mission requires some serious ammo 
    preservation. When I played this level I killed 140 terrorists (plus an 
    additional 21 shot by my team-mates), I fired off 1025 bullets (so you see, I 
    also used the pistol quite a lot), had a hit percentage of 49 (506 bullets 
    hit their target) and I had about 15 shots left in my primary weapon. Try to 
    aim for the head whenever you're not in a hurry and if you need to clear an 
    area with tangos that actually don't move that much you should consider using 
    the secondary weapon.
    
    1: Gain entrance to the HQ.
    Enter the second tower and kill two tangos down the small set of stairs after 
    having listened to their dialogue (optional) and slide down the ladder.
    2: Deactivate the security system.
    Step in front of the window and take down the enemy with your secondary 
    weapon (to preserve ammo); then send your men to the far-left end of the 
    hallway, open the right door and carefully peek into the next room to dispose 
    five terrorists, before making Lofquist hack the console. Once she did, 
    quickly aim at the sole GLF member upstairs behind the now-opened door (given 
    you haven't shot him when he was standing behind the window). Order your team 
    to hold their position and open the door on the upper level. You will need to 
    eliminate nine tangos to clear the area and you better act carefully. Some 
    enemies hide behind the computers and some will rush into the hall from a 
    door on the upper level, when certain terrorists are dead, so do not enter 
    the hall. However, if you need to because a GLF member is behind cover, 
    retreat as soon as you have taken him down. Enter the small room on the 
    higher storey and take care of two enemies beneath you through the lattice 
    tiles (use the motion tracker). Open the door at the waypoint just to the 
    right of the stairs, enter the last room on the left (intel briefcase #1), 
    position your team here and now enter the other room that is reachable from 
    the hallway. Traverse the rest rooms and look through the door frame to shoot 
    seven terrorists behind the window. Get your team back at your heels and let 
    Lofquist hack the security system while you open the next door and position 
    yourself in the dead-end in front of you. Once the smart Swedish hacker has 
    finished, quite some enemies will head your direction, but you can avoid most 
    of the fight by being where you are since this is where the end-of-level-
    section symbol appears.
    3: Advance to the biological laboratory.
    Look around the left corner to get rid of three tangos before repeating this 
    for five tangos at the right corner (intel briefcase #2). Let your men halt 
    in the room behind the waypoint, open the next door and carefully take down 
    four enemies by zooming in, strafing and retreating. Once you've cleared the 
    area ahead, dispose two more GLF members behind the corner. Still proceed on 
    your own, open the next door and eliminate eleven terrorists without entering 
    the hall they're in. Now take along your team again and clear a hall 
    containing eight enemies via motion tracker and quick aiming. Position your 
    men near the boxes lying at the entrance of the hall, before moving to the 
    waypoint on your own, because when you reach it a trigger causes eleven 
    enemies to breach the two closed doors and to rush into the hall. When you 
    reach the waypoint, pick up a grenade, aim at either door and release the 
    button the instance the door have been opened. You and your team should be 
    able to inflict a nice amount of damage easily by attacking from two sides 
    and you may even retreat behind the boxes near you for a brief moment if you 
    need to. Let Lofquist hack the gate and take care of three tangos behind it. 
    Then move on to an open door and slowly take down four GLF members in the 
    adjacent room.
    4: Secure the bio lab.
    Use the panel to open the door to the bio lab and aim through the door frame 
    at two terrorists on the right side. If you aim fairly quickly, they won't 
    even realize you're there (intel briefcase #3). Move on alone and use the 
    motion tracker to ease your fight against three terrorists in the other 
    section of the room. Open the next door and try to quickly land to headshots 
    before the guards can react. Proceed to the turn in the hallway and shoot 
    four more bad guys from a distance. Enter the next hall and somewhat try to 
    get at least a bit of cover under the low ceiling on the left when nine 
    tangos rush in on the upper storey. Hopefully you still have some team-
    members left or else you will really need to aim quickly. When moving up the 
    stairs to proceed, watch the door you came from, since a few enemies will try 
    to launch a surprise attack from there. Open the last door in the bio lab and 
    take down three easy victims, before being able to leave the second level 
    section.
    5: Secure the barracks.
    Go around the corner and wait for lone patrol to come into sight (use the 
    secondary weapon to preserve precious ammo). Give the command to open the 
    door and to throw in a flash bang before rushing in and finishing off four 
    tangos. Send your team back into the circle room, turn on the night vision 
    goggles and open the next door. Stand left of the door and strafe in to aim 
    at the head of the GLF member just in front of you. When he's down, strafe 
    back again, wait for about a second and strafe in again. You should now have 
    another head right in your crosshair, so trigger. Repeat this until no new 
    terrorists appear; then you need to shoot a few more bad guys in this area 
    until you will have taken down a total of twelve in this hall. Enter the hall 
    and look outside through the first window on the right to see a far-off guard. 
    Now advance near the tunnel to see and eliminate another enemy hiding behind 
    some crates before peeking around the corner and shooting three more 
    terrorists one-by-one. Still move on alone, with your night vision turned on 
    and open the door. Switch to your secondary weapon and kill eighteen GLF 
    members in the sleeping hall. While doing so, always have a look for the door 
    in the far-left corner as many enemies actually spawn there. If you can't see 
    any adversaries left, use the motion tracker and eventually toss a grenade at 
    some of them, given they stand in another room (especially useful against 
    those guys in the small, right room (intel briefcase #4).
    6: Secure the hangar.
    Climb down the two ladders, hide your men in the right corner of the small 
    room and open the door. Since the hangar is pretty huge you better turn on 
    the night vision and cautiously aim at two tangos. Afterwards new GLF members 
    will rush into the hangar, but you can take your time and stay where you are 
    to eliminate all nine of them (intel briefcase #5). Actually you might use 
    the secondary weapon here again, if you're low on ammo, given most enemies 
    won't rush to your position. Now there should be four doors left closed. Go 
    to those two that can be opened by you, use the motion tracker, open the 
    lower door and lob a grenade at the three tangos to wipe them out instantly. 
    Then hide inside the room, as the last terrorist will have opened the other 
    two doors and desperately tries to guard the hangar. Use the motion tracker 
    one more time and you should have an easy time killing him.
    
    -=-=-=-=-=-=-=-=-=-=-=-=-=2.16 Operation: Lockdown=-=-=-=-=-=-=-=-=-=-=-=-B16
    Player Character: Ding Chavez / Dieter Weber
    Additional Team Members: Louis Loiselle, Jamal Murad, Eddie Price
    
    Location of the intel-briefcases:
    1: Take a right at the second tunnel intersection in the dungeon.
    2: In a small room to the left, just when having cleared objective #1.
    3: In the area full of big halls (shortly after securing the bio lab).
    4: On the upper level in the great hall just before leaving the second 
       Chavez-level-section.
    5: In the first room of the last level section (it's basically impossible to 
       miss).
    
    1: Secure the dungeon.
    Look around the corner and take down three enemies, before moving on to the 
    second intersection where you need to wait and eliminate two tangos on the 
    right. Take a right and use the motion tracker against another terrorist 
    waiting behind a corner. Open the door and make good use of the motion 
    tracker to make a grenade bounce off the wall right at four GLF members 
    (intel briefcase #1). Open the next door and quickly aim to the left where a 
    four-person patrol comes from. If you don't succeed in eliminating them 
    directly, retreat and act carefully. Proceed to another door, open it (if you 
    let your team throw in a frag grenade, it will bounce off the column and hit 
    you, so don't do it) and take care of an enemy next to the waypoint and of 
    one behind the column (use the motion tracker for both of them). Move on 
    until you reach an intersection: Wait for two terrorists to rush in from the 
    right and after having dealt with them, run and gun to the left and around 
    the whole circle shaped hallway to eliminate two more tangos. Order your men 
    to stay here before proceeding alone and opening the first door on your left. 
    Aim at the head of the only GLF member you are able to see from the doorframe 
    to trigger some more to enter the room. Take your time and peek in to shoot 
    anybody you see (use the motion tracker), then go to the other door and kill 
    any remaining bad guys there. If you hear a door being opened while dealing 
    with the first door, instantly look to the right, retreat and quickly take 
    down any enemy who might have entered the hallway. This area contains a total 
    of nine enemies (intel briefcase #2).
    2: Proceed to the inner yard.
    Move up the stairs, around the first corner and stop at the second corner to 
    attack seven enemies.
    3: Protect Rainbow.
    Weber-time again. Stay at the left-most window and simply aim at those guys 
    coming out of two doorways beneath you. After a while a red arrow will 
    indicate a bazooka-wielding enemy high up on the right, so simply move to the 
    centre window and take him down. Stay here and take down some more tangos 
    coming from the left, but also some on the walls in front of you. After 
    eliminating two more snipers, go to the right-most window, so you can see 
    another bazooka-guy coming. Afterwards return to the centre window and 
    "simply" look out for tangos coming from the walls in front of you, on the 
    roof to the right and from two doorways on the ground on the right as well as 
    for some snipers and bazooka-guys. Only switch windows if you need to retreat 
    for reloading, but if you can: avoid moving; just aim quickly.
    4: Secure the bio lab.
    Go down the stairs and look inside the building to take down five terrorists, 
    but only one by one, given they shoot precisely. Enter the second room of the 
    bio lab and look into the next one to shoot the last three GLF members 
    necessary to complete the mission objective. Move up the spiral staircase 
    where you should make your teammates halt. Turn on the night vision, 
    carefully advance a bit until you see enemies rushing into the hall, then 
    retreat. Try to use both the staircase and the stack of boxes as cover when 
    slowly disposing the five tangos. Then you and your men should move on to the 
    other side of the hall where you need to look right and take down another 
    five enemies (intel briefcase #3). Make your men hold their position again 
    and while still having the night vision turned on, slowly step around the 
    second left turn after the waypoint. You will see nine terrorists there out 
    of which some might even rush in on you if you act to quickly. So really take 
    your time and nearly crawl around the corner always instantly shooting 
    whatever moving object you see. Again, position your men on a spiral 
    staircase, make sure the night vision is still on and advance on your own. 
    Stop at the end of the stairs, crouch and hide at the left wall, while still 
    being on the staircase. Zoom in on anybody you see and then advance a few 
    more steps allowing you to look at the upper end of the next set of stairs 
    where a lot more tangos await. After having dealt with them as well you 
    should have taken down fourteen GLF members in this hall. Go up, return to 
    normal view, get your team back at your heels, turn right and use the motion 
    tracker to fight two terrorists behind the corner (intel briefcase #4). Leave 
    this level section.
    5: Stop Vanderwaal.
    Use the motion tracker to see what the terrorists here are doing. If they run 
    away: Open the left door and kill the sole enemy (intel briefcase #5). 
    Command your men to halt and prepare for grenade-galore: Go to the waypoint, 
    use the motion tracker and let a grenade bounce off the right wall in the 
    next room to hit as many as possible of the six enemies there. When I tried 
    it, I hit five of them, with the last one standing behind the furthest wooden 
    bar. Use the motion tracker again to clear the room.
    If they stay either in the windmill room or close to it: Open the left door 
    and carefully take down the four enemies before proceeding to the waypoint.
    Then enter the next room together with your team and wait for four tangos to 
    open the door. Dispose them quickly, before stepping through the doorframe. 
    Proceed to the corner and kill four enemies (watch out if any of them come 
    around the corner). Position your men at both sides of the door and open it 
    yourself, since five tangos await you right behind it. Kill the first one 
    with your gun, then throw in a grenade and finish them off with your fire 
    weapon. Look outside through the hole in the stone wall behind the next 
    doorframe to take down seven terrorists with ease (eventually use the motion 
    tracker and a grenade against some bad guys standing on a set of stairs 
    leading down). Do not even try to hit Vanderwaal, who keeps strafing on the 
    wall ahead, but run down the stairs, throw a grenade behind the far-right 
    corner and use the motion tracker to kill quite some tangos. Once the only 
    adversary around is Vanderwaal, move around the circle-shaped platform in the 
    centre, go up the small set of stairs, triggering a short cut-scene. 
    Afterwards hide behind the boxes and when you are not being shot at, look at 
    where the nemesis should be at the moment and finish him off.
    Congratulations: You have just finished Rainbow Six Lockdown.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                    3.0 Controls                              CCC
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    First-Person-Settings:
    
    Configuration A (Standard):
    A button: Action
    B button: Go-Code / Hold Position & Follow
    X button: Reload
    Y button: Night Vision
    R button: Fire
    L button: Use Item
    Z button: In combination with A: Switch Weapons
              In combination with B: Switch Items
    Control Stick: Move
    C Stick: Move View
    Left on the D-Pad: Lean to the left
    Right on the D-Pad: Lean to the right
    Up on the D-Pad: Zoom / Return to normal view
    Down on the D-Pad: Crouch / Stand up again
    
    Configuration B:
    A button: Reload
    B button: Action
    X button: Go-Code / Hold Position & Follow
    Y button: Night Vision
    R button: Fire
    L button: Use Item
    Z button: In combination with B: Switch Weapons
              In combination with X: Switch Items
    Control Stick: Move
    C Stick: Move View
    Left on the D-Pad: Lean to the left
    Right on the D-Pad: Lean to the right
    Up on the D-Pad: Zoom / Return to normal view
    Down on the D-Pad: Crouch / Stand up again
    
    Configuration C:
    A button: Action
    B button: Go-Code / Hold Position & Follow
    X button: Night Vision
    Y button: Reload
    R button: Fire
    L button: Use Item
    Z button: In combination with A: Switch Weapons
              In combination with B: Switch Items
    Control Stick: Move
    C Stick: Move View
    Left on the D-Pad: Lean to the left
    Right on the D-Pad: Lean to the right
    Up on the D-Pad: Zoom / Return to normal view
    Down on the D-Pad: Crouch / Stand up again
    
    Sniper-View-Settings:
    
    Configuration A (Standard):
    A button: Zoom / Return to normal view
    X button: Reload
    Y button: Night Vision
    R button: Fire
    L button: Hold Breath
    Control Stick: Move
    C Stick: Move View
    
    Configuration B:
    A button: Reload
    B button: Zoom / Return to normal view
    Y button: Night Vision
    R button: Fire
    L button: Hold Breath
    Control Stick: Move
    C Stick: Move View
    
    Configuration C:
    A button: Zoom / Return to normal view
    X button: Night Vision
    Y button: Reload
    R button: Fire
    L button: Hold Breath
    Control Stick: Move
    C Stick: Move View
    
    Furthermore you can switch the function of the R and L button in both 
    controller settings to ease controls for lefties although I personally doubt 
    that this helps in any way. I guess it would have been a better idea to 
    switch the Control Stick and the C-Stick but feel free to tell me if you are 
    having a good experience with this option.
    
    If you want to change the fire mode, hold the reload button to open up a menu 
    e.g. for switching from burst fire to single shot fire.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                   4.0 Characters                             DDD
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    __________________
    Ding Chavez (USA):|
    Specialty: Leading
    Who named this guy? Seriously: Is Ding really a name? I don't mean to insult 
    anybody but here in Germany Ding both is the German word for thing and it is 
    the onomatopoeia for e.g. hitting a glass with the fork and such sounds.
    Anyway, Ding has been included in every Rainbow Six game as far as I know and 
    here he even is the main playable character.
    
    Update: Apparently Ding is a short form of Domingo; thanks to Kevin Driscoll 
    for this info.
    
    Update #2: Ding (Domingo) Chavez is in every game because he is a very 
    important character. He worked with John Clark many times before Rainbow Six 
    came to be, he is married to John's daughter, Patsy (short version like 
    "Ding"). He is an important character in a few of Tom Clancy's books, all of 
    which are excellent if you like that subject matter. When Rainbow Six was set 
    up, there were two teams which could be deployed to a crisis should one arise. 
    Ding was the leader of Team 2.
    I simply quoted this from g_man1679, only correcting some typos. Thx for the 
    info.
    
    ___________________
    Dieter Weber (GER):|
    Specialty: Sniping
    Dieter is the second playable team member besides Ding but he only relies on 
    his sniping rifle. You can leave sniping mode to move around freely (which 
    unfortunately isn't possible when in sniper mode) but you're very restricted 
    in terms of useful positions.
    _________________
    Eddie Price (GB):|
    Specialty: Assault
    __________________
    Jamal Murad (EGY):|
    Specialty: Assault
    ____________________
    Renee Raymond (USA):|
    Specialty: Assault
    ___________________
    Ayana Yacoby (ISR):|
    Specialty: Assault
    ____________________
    Pak Suo-Won (S-KOR):|
    Specialty: Recon
    ____________________
    Roger McAllen (CAN):|
    Specialty: Explosives
    ______________________
    Annika Lofquist (SWE):|
    Specialty: Electronics
    _____________________
    Louis Loiselle (FRA):|
    Specialty: Assault
    
    Every character can use any weapon and any item so feel free to create the 
    team you like best. So far I haven't made out any certain differences between 
    your team members and I personally doubt that there are any but if you have 
    made different observations, let me know and I'll check them.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     5.0 Weapons                              EEE
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    When I played this game on challenge, I simply equipped an SA58 to Ding in 
    every mission and combined it with the standard pistol, phosphor grenades and 
    the motion tracker. That's all I did.
    Of course you can customize your teammates and there are better weapons for 
    Ding to be unlocked, but, to be honest, I just didn't want to waste any time 
    equipping my team and I wanted the challenge of completing the game only with 
    those weapons being available from the start and I might say: It works pretty 
    well.
    
    Suggestion: Unlock the 90TR as soon as possible if you have problems beating 
    a mission. It has great stats overall and its ammo capacity also surpasses 
    most other weapons. Thx to David McIntee for this hint.
    
    _______
    Rifles:|
    
    M36C 
    Fire Modes   : Single, full auto 
    Ammo Capacity: 45 
    Caliber      : 5.56mm 
    Length       : 720.00mm 
    Sights       : Scope 
    Country of origin: Germany 
    Damage       : Medium 
    Accuracy     : Medium
    
    SA58 
    Fire Modes   : Single, full auto 
    Ammo Capacity: 30 
    Caliber      : 7.62mm 
    Length       : 840.00mm 
    Sights       : Iron 
    Country of origin: United States 
    Damage       : High 
    Accuracy     : Medium
    
    AS9 
    Fire Modes   : Single, full auto 
    Ammo Capacity: 30 
    Caliber      : 9.39mm 
    Length       : 875.00mm 
    Sights       : Scope 
    Country of origin: Russia 
    Damage       : Medium 
    Accuracy     : High
    
    MTAR-21 
    Fire Modes   : Single, full auto 
    Ammo Capacity: 30 
    Caliber      : 5.56mm 
    Length       : 480.00mm 
    Sights       : Red dot 
    Country of origin: Israel 
    Damage       : Medium 
    Accuracy     : High
    
    SR-4 CQB 
    Fire Modes   : Single, full auto 
    Ammo Capacity: 30 
    Caliber      : 5.56mm 
    Length       : 757.00mm 
    Sights       : Iron 
    Country of origin: United States 
    Damage       : Medium 
    Accuracy     : Medium
    
    WA2000 
    Fire Modes   : Single 
    Ammo Capacity: 12 
    Caliber      : 7.62mm 
    Length       : 904.75mm 
    Sights       : Scope 
    Country of origin: Germany
    Damage       : High
    Accuracy     : High
    ________________
    Submachine guns:|
    
    MP5/10 
    Fire Modes   : single, 3rd burst, full auto 
    Ammo Capacity: 30 
    Caliber      : 10.00mm 
    Length       : 660.00mm 
    Sights       : Iron 
    Country of origin: Germany 
    Damage       : Medium 
    Accuracy     : Medium
    
    PP-M1 
    Fire Modes   : Single, full auto 
    Ammo Capacity: 32 
    Caliber      : 9.19mm 
    Length       : 424.00mm 
    Sights       : Iron 
    Country of origin: Russia 
    Damage       : Low 
    Accuracy     : Medium
    
    MP7SD 
    Fire Modes   : Single, full auto 
    Ammo Capacity:40 
    Caliber      : 4.60mm 
    Length       : 340.00mm 
    Sights       : Iron 
    Country of origin: Germany 
    Damage       : Medium 
    Accuracy     : High
    
    UM9 
    Fire Modes   : Single, 3rd burst, full auto 
    Ammo Capacity: 30 
    Caliber      : 9.19mm 
    Length       : 600.00mm 
    Sights       : Red dot 
    Country of origin: Germany 
    Damage       : Low 
    Accuracy     : High
    
    90TR 
    Fire Modes   : Single, full auto 
    Ammo Capacity: 50 
    Caliber      : 5.70mm 
    Length       : 500.00mm 
    Sights       : Scope 
    Country of origin: Belgium 
    Damage       : High 
    Accuracy     : High
    _________
    Shotguns:|
    
    MIS 90 
    Fire Modes   : Single 
    Ammo Capacity: 9 
    Caliber      : 12.00 gauge 
    Length       : 886.00mm 
    Sights       : Red dot 
    Country of origin: Italy 
    Damage       : High 
    Accuracy     : Medium
    
    MG7 
    Fire Modes   : Single 
    Ammo Capacity: 9 
    Caliber      : 12.00 gauge 
    Length       : 550.00mm 
    Sights       : Iron 
    Country of origin: South Africa 
    Damage       : High 
    Accuracy     : Medium
    
    SPS 15 
    Fire Modes   : Single 
    Ammo Capacity: 6 
    Caliber      : 12.00 gauge 
    Length       : 1000.00mm 
    Sights       : Iron 
    Country of origin: Italy 
    Damage       : High 
    Accuracy     : Low
    
    AS12 
    Fire Modes   : Single, full auto 
    Ammo Capacity: 20 
    Caliber      : 12.00 gauge 
    Length       : 960.00mm 
    Sights       : Iron 
    Country of origin: South Korea 
    Damage       : High 
    Accuracy     : Low
    ___________________
    Light Machine Guns:|
    
    M73E 
    Fire Modes   : Single, 3rd burst, full auto 
    Ammo Capacity: 150 
    Caliber      : 5.56mm 
    Length       : 1030.00mm 
    Sights       : Iron 
    Country of origin: Germany 
    Damage       : Medium 
    Accuracy     : Medium
    
    U1000MK3 
    Fire Modes   : Single, full burst 
    Ammo Capacity: 100 
    Caliber      : 5.56mm 
    Length       : 850.00mm 
    Sights       : Scope 
    Country of origin: Singapore 
    Damage       : Medium 
    Accuracy     : Medium
    
    M249SPW 
    Fire Modes   : Single, full auto 
    Ammo Capacity: 200 
    Caliber      : 5.56mm 
    Length       : 774.00mm 
    Sights       : Iron 
    Country of origin: Belgium 
    Damage       : High 
    Accuracy     : Low
    ________
    Pistols:|
    
    M9 
    Fire Modes   : Single 
    Ammo Capacity: 15 
    Caliber      : 9.00mm 
    Length       : 348.00mm 
    Sights       : Iron 
    Country of origin: Italy 
    Damage       : Low 
    Accuracy     : Medium
    
    MEU (SOC) 45 
    Fire Modes   : Single 
    Ammo Capacity: 7 
    Caliber      : 0.45 ACP 
    Length       : 216.00mm 
    Sights       : Iron 
    Country of origin: United States 
    Damage       : High 
    Accuracy     : Medium
    
    5-7 
    Fire Modes   : Single 
    Ammo Capacity: 20 
    Caliber      : 5.70mm 
    Length       : 208.00mm 
    Sights       : Iron 
    Country of origin: Belgium 
    Damage       : Medium 
    Accuracy     : High
    _______
    Others:|
    
    GL69A 
    Class        : Grenade Launcher 
    Fire Modes   : Single 
    Ammo Capacity: 1 
    Caliber      : 40.00mm 
    Length       : 581.66mm 
    Sights       : Iron 
    Country of origin: Germany 
    Damage       : High 
    Accuracy     : Medium
    
    FRAG 
    Weapon Class: Frag 
    Damage      : High 
    When detonated, the frag grenade produces numerous high velocity fragments 
    and causes casualties within a large radius. Ideal for room clearing.
    
    STUN 
    Weapon Class: Stun 
    Damage      : None 
    The explosive effect of this grenade produces a thundering pop of sound and 
    force that will shock, confuse and stun those within the blast area.
    
    PHOSPHEROUS 
    Weapon Class: Phosphorous 
    Damage      : High 
    Packed with white phosphorous and a small charge, the phosphorous ignites on 
    contact with oxygen. It burns with extreme heat, catching everyone within its 
    range of fire.
    
    BREACH CHARGE 
    Weapon Class: Breaching Charge 
    Damage      : High 
    This charge is placed on a door's centre and detonated by a remote trigger. 
    The explosion will destroy most doors and seriously injure people on the 
    other side of the door.
    
    HAMMER 
    Weapon Class : Hammer 
    Damage       : None 
    This hammer allows for fast door breaching. Its lightweight design combined 
    with a special alloy head gives it an extra bang to demolish locks and hinges.
    
    FLASH 
    Weapon Class : Flash 
    Damage       : None 
    Creates an intensely bright and hot explosion that blinds anyone in its blast 
    radius.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                       6.0 FAQ                                FFF
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    - I just lost a team member; what should I do?
    - First of all: Don't worry too much. Losing an ally surely hurts, but you 
    can solve many situations also on your own and no team member is permanently 
    lost as they will be replenished after finishing the level. If your buddy 
    dies right after you've passed a checkpoint (i.e. just been transported to a 
    new level section) load the automatic save file, if he dies later on, just go 
    on playing.
    
    - Is there anything I really need to equip?
    - You definitely want your team members to carry some flash bangs, frag 
    grenades and maybe some breach devices to rush into a room quicker. 
    Furthermore equip a normal gun for yourself (no shot gun or machine gun), 
    some frag grenades and the motion tracker.
    
    - Do I have to start all over when I die?
    - It depends. On normal difficulty you can save wherever you want and start 
    again at the last waypoint after saving as far as I know but on challenge you 
    can't. But it's still possible to load the automatic save file which will 
    bring you to the last checkpoint, i.e. the latest point in the mission where 
    you entered a new area after a loading screen.
    
    - So do I have to start a mission all over if I play on challenge and I 
    turned off my Cube (or whatever console I am playing on)?
    - No, the automatic save file remains if you leave a mission or even turn off 
    the Cube.
    
    - How am I supposed to kill enemies awaiting me far-off?
    - Make your team stay close to you so they can take care of any enemy rushing 
    in on you but don't make them follow you or they will get in your way and 
    might get killed either by you or by the terrorists. Then look around the 
    corner until you see an enemy and retreat. Zoom in and aim so that you should 
    have this enemy right inside your crosshair when you simply strafe around the 
    corner. Do so and shoot. If you don't hit, look if you're shooting too far to 
    either side or too high or too low and move your crosshair accordingly. 
    Repeat.
    
    - Is there any way to replenish your health?
    - No, unfortunately there isn't.
    
    - Crouching or walking, what's better?
    - Usually I'd always say crouching is the movement of choice as it makes you 
    harder to be heard by the hostile forces and as it makes it harder for them 
    to hit you, but if you have a timer running down or if you need to get 
    through somewhere quickly because the area's dangerous or if you know that an 
    area is definitely clear you will want to run.
    
    - I beat the first mission in coop mode, but still I cannot play mission #2 
    in coop. Why's that?
    - You need to get to a mission in Singleplayer to unlock it for coop.
    
    - Your guide is pretty off in certain levels. For example it says you would 
    start with a team, but actually you begin on your own.
    - This guide is based on the Cube version and while the other ones are quite 
    similar there seem to be some differences in the PS2-, X-Box- and PC-version. 
    Unfortunately I cannot write a guide for those different passages as I don't 
    have any other version.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                 7.0 Closing Comment                          GGG
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    If you have anything to say about this FAQ, please feel free to email me at 
    KeeperBvK@web.de unless you only want to flame me without giving any reasons. 
    Wonder what I mean? "Your guide sucks, idiot!" or "I could do better!!!1! 
    W00t!!!11" or anything like that...thank you.
    If you know German or want to learn it by communicating with lots of nice 
    people, please give gamecubex.net a try. This is a German GameCube-site (who 
    would have thought) also covering the Revolution, combined with a board 
    dealing with every subject imaginable like the GCN of course, or Sega, Sony, 
    Anime, movies, sports, babes, etc.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                  8.0 Experimental                            HHH
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    
    In some other guides I've seen the author implement the following and I 
    thought "Why not give it a try for your own guides?":
    
    If you really like this guide and you think it helped you or entertained you 
    a bit or whatsoever and you feel like rewarding me not only by writing a nice 
    e-mail, feel free to send some money to my paypal account at:
    
    LH_Zerberus@web.de
    
    Of course I don't want to make somebody send me money who doesn't really want 
    to (even if I could, I wouldn't ;) ), but (also of course) I'd appreciate any 
    contribution.
    
    Thank you very much for reading this guide and hopefully some more of my 
    stuff on gamefaqs.
    
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                     9.0 Credits                              III
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Thanks to
    - Kevin Driscoll for explaining the name Dingo to me.
    - Ethan Merbaum for giving me the English names of the characters' specialty.
    - Alan Smith for providing the mission names, for helping me on describing 
    the mission in the Scottish Parliament and for providing nearly the whole 
    weapons section.
    - David McIntee for pointing out how outstanding the 90TR is in comparison to 
    the other guns.
    - g_man1679 (Adam) for some character info.