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
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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
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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
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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
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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
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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.