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    FAQ/Walkthrough by UnSub

    Version: 1.01 | Updated: 03/24/05 | Search Guide | Bookmark Guide

        |               |
        |  Soldiers of  |
        |    Anarchy    |
        |               |
        |   Strategy    |
        |     Guide     |
        |               |
    By: UnSub )evilasahobby (at) graffiti (dot) net(
    Version: 1.01
    Date: 1 March 2005
    1.0 Introduction
     .1 Email Policy
     .2 Reproduction of this Guide
     .3 What You Should Do Before You Play...
    2.0 Equipment
     .1 Personal Weapons
     .2 Throwing Weapons
     .3 Personal Armour
     .4 Personal Amunitions
     .5 Personal Items and Miscellaneous
     .6 Units
     .7 Unit Accessories
     .8 Unit Ammunition
    3.0 Personnel
     .1 Skills
     .2 Suggested Squad Selection
    4.0 General Tactics
     .1 Included Readme File
     .2 In the Field
     .3 Between Missions
    5.0 Walkthrough
     .1 A Leap in the Dark
     .2 The Raid
     .3 Market Day
     .4 Two Roads. One Way.
     .5T Heroes Die Young
     .6T The Snare
     .5C In the Eye of the Storm
     .6C They Came in the Dusk
     .7 And Follow Your Destiny
     .8A Inside the Rat Hole
     .9A The Judgement
     .8W The Sign
     .9W Everlasting Life
    6.0 Endings & Spoilers
     .1 Eyes Toward the Future
     .2 A Hard Knight
     .3 Played for a Fool
     .4 An Explanation on SGDS
    7.0 Final Notes
     .1 Thanks and Contributors
     .2 Version History
    It's a sad fact that some very good games don't get the attention they 
    deserve. For my money, Soldiers of Anarchy was one of the better RTS's I'd 
    played in a long time, but it didn't attract much attention in gaming circles
    or from reviewers. The patch did make a big difference, but it looked like 
    (to me) that unless an RTS has "Blizzard" stamped on the box then players
    don't notice it. A post-apocalyptic world, lots of different types of
    hardware, a decent story and mostly interesting gameplay - what's not to 
    Having seen SoA in a bargin bin for $15 the other day and that it still had 
    no guides on Gamefaqs, I thought "Enough's enough" and decided to write a 
    guide. Given that you can pick up SoA very cheaply, I'm hoping a few more 
    players might give this game a shot if they see a guide is available - SoA
    deserves better than being bargin bin fodder!
    If I've made a mistake in this guide or you need some help, you can email me.
    HOWEVER... please include "Soldiers of Anarchy" in the email subject line
    and or you run the risk of me mistaking if for spam. I can't always promise
    that I will be able to help you, since once I finish a guide for a game I 
    usually put it away and forget about it. Asking me the exact steps to 
    finishing a level I last played 5 months ago isn't going to be successful.
    Also, please don't email me about something that is already stated in the 
    guide (I HATE THAT!) unless I've been unclear. Finally, if you need help, 
    please be clear about what you help you need in the email - the more detail 
    I have, the better the chance I can do something for you.
    You have my permission to reproduce this guide so long as 1) it is unaltered
    and 2) the reproduction will be free to those who want it. So no slapping 
    your name on this and then charging people to read it, okay?
    If you want to alter this guide for reproduction, please email me.
    Go and download the latest patches for SoA - they are currently version This will give you the ability to issue commands whilst the game 
    is paused, which is absolutely vital and makes things fun rather than just 
    Get the patch from:
    Below is a list of equipment that can be used in SoA. Knowing what your 
    equipment can do is vital to successfully fighting your enemies and keeping
    your squad alive. For a full overview of your equipment and units, take a 
    look at the manual - below are just my opinions.
    Beretta - You start with these. It has a very short range and its rate of
    fire isn't great. You should be able to replace your Berettas with something
    better fairly quickly though. Uses 9mm ammunition.
    Uzi - Its got a longer range and fires faster than the Beretta and will 
    probably be the main weapon you supply your squad in the early stages of the 
    game. Given what's available though, it still isn't great. Uses 9mm 
    Shotgun - At close range, a shotgun can be very effective in taking out
    enemies. However, the key here is "close range" - unless you are setting up
    an ambush, there's a chance that you'll have to run through enemy fire to get
    within shotgun firing range. Early on having a shotgun or two in the squad 
    isn't a problem, but shotguns should be replaced as soon as you can with 
    MP5's or AK-74's. Uses 20mm shotgun shells.
    MP5 - The best of the 9mm weapons, with the longest range and highest rate 
    of fire. Useful to have until you can equip everyone with AK-74's (or 
    better). Uses 9mm ammunition.
    Crossbow - A sharpshooter weapon. A single bolt can kill an unarmoured 
    enemy; it takes three to take out an enemy in a heavy vest. It's also silent,
    so it's great for those stealth operations. Uses crossbow bolts, which can be
    hard to acquire. It's range is pretty good, but it's rate of fire is pretty
    slow. Overall though, it's a great weapon to have. Uses Bolts.
    AK-74 - These are likely to become your standard squad weapon once your 
    enemies start dropping them. They've got a good range on them and are 
    fairly available in mid- to later in the game. It's range and rate of fire
    are both pretty good. It won't let you take on everything, but it is a 
    great all-round anti-personnel weapon and the ammo is quite plentiful in
    later stages. Uses 5.45mm bullets.
    M60 - One of two heavy machine guns. It's got a pretty good range and rate
    of fire and is useful if you need to take out lightly armoured vehicles. 
    The biggest problem is that it uses 7.62mm ammunition, which (early on, 
    anyway) means you have to decide if you are going to use this weapon in 
    your squad or give the ammo to a weapon mounted on a vehicle. Still, it's a
    good weapon to have one or two of in the squad.
    RPK - The other heavy machine gun. According to the manual, this is more
    accurate the the M60, but everything else I've said above applies. I also 
    found it harder to come across RPK's than M60's. Uses 7.62mm rounds.
    Dragunov - A sniper rifle and a sharpshooter weapon. Any personnel hit by a 
    Dragunov round is dead, regardless of armour. In fact, you'll find a sniper
    armed with this weapon leaves a lot of heavy vests for you to collect. The
    range on this weapon is incredible and is great for picking off isolated
    enemies that you can't easily sneak up on. Also, apparently the Dragunov can
    shoot the soldiers out of certain vehicles, but I haven't played around
    enough with it to determine how to do that. The only problem is ammunition - 
    you only get five rounds a clip, while clips can be hard to find. Uses 
    5.65mm bullets.
    M79 - The grenade launcher. I've got mixed feelings about this weapon. It 
    takes up too much room for it's effectiveness in my opinion. Sure, it can 
    be a one-shot kill and has it's uses, but it just lacks something. Fires
    40mm Playma rounds.
    RPG-7 - Fires rocket propelled grenades that are just great for taking out
    armoured vehicles. Make sure the vehicles are motionless however, as RPG's 
    don't track targets. Squad members equipped with RPG's will find themselves
    short on inventory space (since you'll want to take along a few spare 
    rounds and each RPG takes up an inventory slot). Fires PG-7 rounds.
    SA-7 - The surface-to-air missile launcher, which is vital for taking out
    attack aircraft who will otherwise spoil your day. There aren't a lot of 
    enemy aircraft in SoA, but if you have access to an SA-7 it doesn't hurt 
    to take it along just in case. Uses SA-7 missiles.
    Molotov Cocktail - Hmm, another questionable weapon. It's great for throwing
    over walls onto unsuspecting soldiers / Humvees, but you often find yourself
    wondering (or at least I did) if _this_ was the right time to use it, or 
    to hold off just in case the next bit of the mission would be easier with it.
    If you're lucky, you can throw it onto a vehicle and the vehicle will stay
    in the flames, possibly blowing up. Molotovs have do have their uses, but I
    tended to prefer other grenade types over them.
    Hand Grenade - Can be very useful to taking out numerous enemies at once. One
    tactic is to try and bottleneck the enemies (say, when they rush out the gate
    of their base at you) then throw one of these into their midst. Hitting 
    moving targets can be hard, so try to use them on stationary targets. One
    warning - sometimes your guys won't throw so well (particulary if you have
    them too close to a wall) and you can run the risk of blowing yourself up.
    Smoke Grenade - Can be very useful for setting up ambushes, forcing long
    range enemies into range (either them coming to you or you going to them) or
    for covering retreats. Again, you (or at least I did) run into the problem of
    "is now the time?" for using them. Put a bit of planning into it, however, 
    and smoke grenades can be very useful.
    Stun Grenade - This is almost a "what's the point?" weapon. Sure, you can
    knock an enemy unconscious. But you will still need to kill them and I'm a 
    bit morally conflicted over shooting sleeping men. Everything else being 
    equal, use a hand grenade instead - the end result is the same and it'll save
    you the bullets.
    Throwing Knife - A one-hit kill that's pretty stealthy. However, you have 
    to get pretty close and in line-of-sight to pull this off, so it's up to 
    you. Almost "bragging rights" weapon, but they aren't too common.
    Kevlar Vest - The "light" vest. Keeps your guys alive and is certainly better
    than nothing. At the bare minimum every member of your field team should have
    one of these (once they become available). 
    Heavy Vest - Stronger than the kevlar version. Vital for keeping your squad 
     -- Trade for these whenever possible, especially early on. You will run 
    into the issue of damaged vests being mixed in with your good vests. If this
    is the case, take along a spare vest or two in a car / Ural that you can 
    swap over once a vest is destroyed. Alternatively, equip your squad with the 
    good vests and then trade away the badly damaged ones. --
    9mm - The weakest ammo type. Comes in rounds of 20. Fairly plentiful early on
    so it will be your main ammo type early on in the game.
    20mm shotgun shells - According to the manual, this does "high" damage to 
    physical targets (ie people). This is good early on, but given the factors of
    how close you have to be (very) and that once enemies start getting armour
    this ammo type is severely impeded, it isn't something you'll be using for 
    long. Comes in sets of 10.
    Crossbow bolts - These do high damage to soft targets and also have a pretty 
    good penetration, but can be hard to find. However, given that a Crossbow can
    be a one-shot kill, they are very handy to have. Comes in sets of 6.
    *One thing I have noticed about the crossbow is that, when fired from range
    and your unit is crouching / lying down, it is very possible that the enemy
    will not be able to work out where the attack is coming from and die before
    going aggressive. This can be very useful in infiltrating bases.
    7.62mm - This is the heavy machine gun ammo, used by both your squad and a 
    few mounted weapons. These guns can spit out the rounds very quickly, so be 
    sure to keep an eye on how much you've got left before you have to reload. 
    Overall, this ammunition type isn't too hard to find - Humvees that were 
    armed with mounted machine guns will drop this ammo type when you blow them
    up. This ammo type comes in clips of 50 and is a good all-round munition for
    attacking the enemy with.
    5.45mm - This specialist (in game, anyway) AK-74 ammo does good damage to
    physical targets and is fairly available in the later stages. Comes in clips 
    of 30.
    5.65mm - Used by the Dragunov sniper rifle, this ammo type is worth its 
    weight in gold and is as rare as hen's teeth (just to mix colloquialisms).
    Since a Dragunov is a one-hit kill against any soft target, it becomes
    an essential in taking out solitary guards or enemies that are otherwise
    difficult / dangerous to kill (eg those equipped with RPGs). The problem
    is that there are only 5 bullets per clip and clips are very hard to come
    40mm Plamya Grenades - Comes in two types: high explosive and incindiary. 
    Both are effective against soft targets, but its better to have the HE 
    version in case you run into some lightly armoured targets (eg Humvee). 
    Incindiaries aren't bad if you want to damage some structures or stationary
    PG-7 - This is the hand weapon of choice if you have to take out an armoured
    target. Note well that if the target moves you can miss and that it may take
    more than one RPG to finish the job, so plan carefully. These also work 
    pretty well against Death Knights.
    SA-7 - Best for taking out flying targets and should be saved for just such
    an occasion. In a pinch they can be used for blowing up ground targets, but
    this can lead you in trouble if the enemy calls in ground support. One SA 
    rocket is enough to take out almost all aircraft.
    Medipacks - Used for healing injured soldiers and keeping available to fight.
    Best placed in the hands of a trained medic. You can manufacture these in 
    your Base's infirmary.
    Fly - A combat drug that can enhance your soldiers' abilities. To be honest, 
    I never used this (less an anti-drug thing than a "there is a comedown and too
    many may kill you" thing). However, you can manufacture these in your Base's
    infirmary and trade them for other goods from the Seeker.
    Binoculars - Enhances your soldier's ability to see the enemy. Apparently
    works only during the day, but I didn't see the difference between day / 
    night in-game. 
    Night Vision Goggles - Enhances your soldier's ability to see the enemy at 
    night. Again, I saw no difference between day / night, so I just took
    binoculars instead.
    Anti-tank Mines - A guerilla's dream (that only trained explosives 
    professionals should use)! Put them in the path of patrolling vehicles, use 
    them to set traps in front of gates or bottlenecks - an anti-tank mine can 
    be used to take vehicles out of commission without putting your men in the 
    firing line. Ignore the "anti-tank" prefix as these things will work on 
    humvees et al as easily as with an M1A1 (although quantity required for 
    vehicle destruction may vary). There are actually plenty around, so be sure 
    to steal them from your enemy whenever possible. 
    Please note that:
    - 1) your demolitions guy will not always lay the mines where
    you indicate. It's best to watch him / her to make sure they aren't 
    leaving a big gap through which enemy vehicles can pass through and kill you 
    (it happens, believe me).
     - 2) When laying mines, put them in a stagger pattern (eg below, with X 
    symbolising mines):
     X  X  X  X
      X  X  X  X
    This ensures that a vehicle that passes through one gap is very likely to hit
    the mine in the second row and will increase the effectiveness of any traps
    you set using mines. 
    Explosives / Dynamite - Blows up big. Should only be used on stationary 
    targets since you don't want to miss. Should only be used by your trained 
    explosives squad member. 
    SOMETHING TO KNOW ABOUT EXPLOSIVES - You can pause the game (under patch and _then_ set the timer on the explosive and prime it (ie hit 
    the 'tick' button. This makes dashing in and out of areas to drop 
    explosives a bit easier when you are trying to avoid patrols. However, 
    if you drop three explosives, the third one will appear behind the "Pause" 
    button at the top of the screen, making it impossible to use this trick 
    on the third explosive.
    Thumper Decoy - These are used to take out thumper mines on a 1-to-1 basis 
    (so if you need to take out 5 thumper mines, you'll need 5 decoys). Take care
    in planting these, since you don't want to blow up your own squad member 
    while attempting the job. They do have a good attraction range though, so you
    won't have to get ridiculously close to use a decoy. These only come into 
    play later in SoA. Once you use them, you can pick them up again (provided
    they aren't blown up, of course).
    Tracking Device - You plant these on a target to paint them for aerial 
    bombing. Most useful against stationary targets, but if you can drop it close
    enough to encamped enemy armour it can be great in dealing some damage to 
    them too. These only come into play in the later stages of the game, once 
    you've "requisitioned" some boming air craft.
    Thumper Mines - Mines that are attracted by nearby movement. I don't think
    that your side ever gets some of these to use themselves, but they are 
    around in the later stages of the game. Please note that your explosives guy
     / gal can't pick them up and that they don't blow up "friendly" vehicles 
    (ie if the enemy planted them, then the enemies vehicles are designated 
    "friendly" to the thumper mines).
    2.5 UNITS
    Vehicles are great for transporting your squad around, protecting them from 
    enemy fire, trading for Seeker equipment, increasing your firepower and for 
    providing storage space to put equipment you scavenge off the enemy. Some 
    you'll find empty on the field of battle, some you'll be able to scavenge in
    a battle-scarred condition and some you'll trade for. Having the right unit
    can make a lot of difference within a mission. Below is a brief overview of
    each unit.
    Bull (Motorbike) - Don't know. Never seen it.
    Gaz - A car that can carry two people. Using these is quicker than walking 
    and does give you some storage space to put the stuff you scavenge. However,
    it won't be too long before you'll trade this to the Seeker for something
    Gaz A - This can carry four people, but everything else I've said about the 
    Gaz applies.
    Wolf - Faster than the Gaz. Holds two people. It's most useful as trading 
    Rager - Holds four people and seems to be a bit faster than the GAZ. Should
    be used as trading fodder.
    Humvee - You'll get one of these in the first mission. Humvees can get a 
    number of weapons (machine gun, grenade launcher, TOW launcher), meaning you
    can adapt them to the mission you are going into. That said, the lack of 
    armour on Humvees means that it's only really useful against soft or lightly-
    armoured targets. Put them up against anything else and you'll be left with 
    scrap. Overall, not bad in the early missions, but you'll want something 
    armoured before too long.
    Ural - This is almost essential up until to the last few missions. It provides 
    a lot of room for troop transport... but the important thing is the 
    equipment storage, meaning you can scavenge quite a bit from the battlefield
    if you have a Ural. I recommend to take one on all missions up to the point
    where you choose to either assist or attack the COTUC (NB: you can get one
    for "free" in the second stage).
    BTR-80 - An armoured troop transport with a heavy machine gun that fires 14.5
    mm rounds and has a smoke grenade launcher. Early on you'll find this to be 
    very helpful for keeping your squad alive and for taking on soft targets, but 
    once you start coming up against tanks you'll need something heavier. Can 
    take up to eight units.
    BMP-1 - Another armoured troop transport that has a 73mm gun and anti-tank
    missile launcher. BMP's are better suited for taking on other armoured units
    and become quite useful around the middle of the game. Can carry up to 8 
    members of your squad. 
    Vulcan - Armed with a 14.5mm rotary cannon, Vulcans can put lots of lead into 
    the air and quickly. You can take on other armoured vehicles in a Vulcan and
    have a reasonable chance of winning. These units are also good for putting 
    down aerial units. Can hold up to 8 squad members.
    Shilka - Like a heavier version of a Vulcan. Shilkas can both give and take
    quite a bit of punishment. Uses 14.5mm ammuntion and can carry up to 3 squad
    BM-21 - I call these "Finger of God" since they can just reach out and touch
    anything on the battle field. Use a squad member to see a stationary bit of 
    armour, have your BM-21 hit that target with 3 of its rockets (122mm HE) and
    you'll be left with (hopefully) a still operational but now empty unit for 
    you to scavenge. The biggest drawback of the BM-21 is its small payload and
    difficulty in getting rockets for it, but if used tactically this unit will
    make a world of difference in completing missions. Can carry up to 2 troops.
    *NOTE: You will have to micromanage the use of the BM-21 since it has a habit
    of firing until the target is destroyed. This means that your third missile
    might actually destroy the unit, but the BM-21 will have launched two more
    missiles at a now-smoking chassis. Three 122mm rockets will destroy pretty 
    much everything (bar an M1A1, which will take 4) so once you've launched three
    missiles, stop the BM-21 from firing.
    2S3 - Another unit with massive range. It isn't as accurate as the BM-21, but
    it can hold more ammunition (152mm rounds) and is a bit easier to manage. 
    Given the option, I'd take the BM-21 though. Can carry up to four squad 
    T-55 - Tanks are the workhorses of battle in SoA. You'll find using them
    essential to your success and every time you come across an enemy tank you'll
    need to take it out with care. The T-55 is the first tank type you'll come
    across. It's got a 125mm main gun, a machine gun (7.62mm) and a smoke grenade 
    launcher. It can carry up to 4 squad members, but works best with 3 - that
    way you'll be able to use your machine gun as well as your main gun. However,
    it's not recommemded to leave your machine gunner exposed if you get into
    combat with other armoured units - there's a good chance the gunner will die
    in this kind of combat.
    M1A1 - The same thing that stands for the T-55 stands for the M1A1. It's got
    a 125mm main gun, 1 machine gun, smoke launcher and 40mm grenade launcher.
    The M1A1 can take more of a pounding than the T-55. Can carry up to 4 troops.
    T-80 - Same as the T-55, but better. Comes with a 125mm main gun, machine 
    guns, smoke launcher and a flamethrower. Can carry up to 3 of your squad.
    MD 500 - A light helicopter than can carry up to two troops. Best used 
    against soft targets. Makes scouting out a mission area a breeze though.
    OH-58 - This is meant to be faster than the MD 500. Can carry up to 2 troops.
    Mi-8 - A more battle-orientated helicopter, the Mi-8 can carry up to 10 squad
    members, so it comes in handy for troop transport. It can also be outfitted
    with a wide range of weapons systems. However, it won't last too long in a
    stand-up fight with a tank, so keep it moving and use it wisely. Also
    known as a Hind.
    Mi-24 - An assault helicopter that is better armoured and can be better 
    equipped than its bretheren. Can carry up to 8 squad members.
    MiG-27 - I can't really tell the difference in performance by plane type. 
    They all drop bombs when properly equipped and can be very good at wiping out
    enemy structures / stationary targets.
    MiG-29 - I can't really tell the difference in performance by plane type. 
    They all drop bombs when properly equipped and can be very good at wiping out
    enemy structures / stationary targets.
    F-15 - I can't really tell the difference in performance by plane type. 
    They all drop bombs when properly equipped and can be very good at wiping out
    enemy structures / stationary targets. And yes, I did use cut'n'paste; why
    do you ask?
    Hummer Machine Gun - The mounted version of the M60. Best for engaging soft
    targets. Uses 7.62mm ammunition.
    Hummer Plamya - The mounted version of the grenade launcher. Can take on soft
    targets and lightly armoured units. Fires 40mm grenades.
    Hummer TOW - This turns your Humvee into quite a destructive force, but
    unfortunately one without a lot of ammo (max of 5). A TOW will light- to 
    mid-armoured units. However, it is an absolute waste on soft targets. 
    Fires TOW rockets.
    Heli Machine Gun - Uses 14.5mm ammo and is absolutely fantastic for taking
    on enemy soldiers. You can take a maximum of 250 rounds into any mission. 
    Can't be reloaded outside of your Base hangar.
    Heli TOW - Same as the Humvee TOW, but on a helicopter. Can't be reloaded 
    outside of your Base hangar.
    Heli AT-6 Single - Apparently this is the Russian version of the TOW. Uses 
    AT-6 rockets. Can't be reloaded outside of your Base hangar.
    Heli AT-6 4-Rocket - Only available on the Mi-24 and I've never used it, 
    but being able to fire four AT-6 rockets at once makes this something to be
    feared. However, it'd probably chew through rockets at an insane rate.Can't 
    be reloaded outside of your Base hangar.
    Heli SA-7 - Fires SA-7 missiles. These missiles track targets (I'm pretty 
    sure they do, anyway) so you could almost fire and forget. Can't be reloaded 
    outside of your Base hangar.
    Heli UV-7 - Fires 57mm unguided rockets. Best used against lightly armoured
    targets and packs of soldiers. Can't be reloaded outside of your Base hangar.
    Heli UV-32 - Same as the UV-7, but bigger.
    Heli UB-20 - Fires 80mm rockets, but I didn't notice a huge difference 
    between this and the UV models. Can't be reloaded outside of your Base 
    7.62mm - Please see the entry under the Personnel Ammunition for this item.
    Used by the Humvee Machine Gun and by some tank heavy machine guns.
    40mm Plamya grenades - Please see the entry under the Personnel Ammunition 
    for this item. Used by the Humvee Plamya Launcher and the M1A1.
    40mm Smoke - Can only be used from the tanks' and BTR's smoke grenade 
    launcher. Provides cover for your units / squad.
    73mm shells - Comes in HEAT (High Explosive Anti Tank - best for armoured 
    targets) and HESH (High Explosive Squash Head - best for soft targets).
    Used by the BMP-1.
    125mm shells - Comes in HEAT (for hard targets), HEFRAG (for soft targets) and
    APFSDS (for when you want to kill the guys inside the armour, but want to 
    leave the unit intact for scavenging). APFSDS can come in very handy but can 
    be hard to find. The tanks use these kinds of ammunition.
    152mm shells - Comes in HE (for hard targets), Smoke (for distractions), Mine
    (for laying mines from a distance) and Flare (to light up the sky). Only
    the HE does direct damage. Used by the 2S3.
    *NOTE: I'm yet to see a mine, smoke or flare version of this ammo type.
    SA-7 - Please see the entry under the Personnel Ammunition for this item.
    Used by the Heli SA-7.
    TOW rocket - A fairly powerful unguided rocket. Can be fired from the Humvee
    TOW or Heli TOW launchers.
    AT-2 rocket - An anti-tank missile that can be fired from a BMP-1. According
    to the manual, it's got great range but isn't as powerful as some of the 
    other rockets. For some reason I think this is a guided rocket...
    AT-6 rocket - As powerful as a TOW but able to be loaded onto more vehicles.
    Can be placed on the OH-58, MD 500 and Mi-24 (which can have the AT-6 
    4-Rocket attached). 
    57mm rocket - Used by the UV-7 and UV-32 launchers. Best used against soft
    targets or light armour.
    80mm rocket - Used by the UB-20 launchers. Best used against soft targets or 
    light armour.
    122mm rocket - Comes in HE, Smoke and Mine flavours. Used by the BM-21. It 
    takes about 3 HE 122mm rockets to knock out most armoured units - remember to
    stop the BM-21 to fire more than that or you will just be wasting ammunition.
    *NOTE: I'm yet to see a mine or smoke version of this ammo type.
    500lb bomb - Once you've painted a target with a tracker, you can drop one of
    these on said target. Creates a big explosion and does a lot of damage. Can
    be equipped on the jets (ie F-15, MiG-27 and MiG-29).
    1000lb bomb - Like the 500lb bomb, but bigger.
    Once you've got your equipment you need to be able to use it effectively. A
    number of different skills exist and having a good mix of them on the field
    will make your life a lot easier.
    3.1 SKILLS
    Athletics - This skill will let your guys run a lot faster. As such, it is 
    important for your scouts / point-men to have, since getting out of the way is
    a vital skill for SoA. It also means your squad can be faster on the ground,
    allowing you to come back more easily if something unfortunate happens (eg
    one of your guys gets spotted).
    Light Weapons - Whoever has this skill is more proficient at using light 
    weapons. Light weapons are things like the Berreta, Uzi and MP5. This 
    sounds good early on, but unfortunately given that heavy weapons are  
    frequently available later on in the game, it is a wasted skill. Don't
    get it; get Heavy Weapons instead. 
    Heavy Weapons - Makes your guys more proficient at using heavy weapons. This 
    is the skill to have as it is more useful through-out the entire SoA campaign.
    Heavy weapons are M60's, AK-74's, RPG's and SA-7's.
    Sharpshooter - Whoever has this skill can use sharpshooter weapons more 
    effectively and can be used to snipe enemies with either the Crossbow or 
    Dragunov. Given that the sharpshooter weapons can lead to one-shot kills, 
    having a sniper on the squad can make things a lot easier for you.
    Medical - Those with medical skill can wring more hitpoints out of medikits 
    when you use them.
    Explosives - Squad members with knowledge of explosives can lay/pick up mines 
    and lay explosive charges without accidentally setting them off.
    SoA starts with you having squad members who have Medical skill, Explosives 
    skill and Light Weapons skill. All of these are useful, but unfortunately the
    Light Weapons skill guy finds his usefulness fall off as the game progresses,
    simply because you can get better weapons. By the end of the first mission
    you can pick up someone with the Sharpshooter skill - this is also great to
    Whenever you go into the field, always take someone with the explosives skill
    since you never know when you'll need to defuse some mines or plant 
    explosives. A medic is great for keeping your guys alive and for freeing up
    inventory space (ie give all the medikits to the medic rather than one per
    squad member).
    Of the skills, my ranking for them is as follows:
    1) Athletics
    2) Heavy Weapons
    3) Sharpshooter
    4) Explosives
    5) Medical
    6) Light Weapons
    Athletics means you can get into (and out of) places more quickly. Being 
    able to pull off a successful hit-and-run or just sneak through enemy 
    defences quickly is great to have in SoA. I typically have my two point-men 
    (aka scouts) with this skill.
    Heavy Weapons include AK-74's, which will become a fairly standard weapon
    in the mid- to end-game of SoA. Heavy Weapons also mean your squad members 
    will be better at using their RPGs to destroy armoured enemy units which 
    also comes in handy.
    Sharpshooter is good to have, but you only really need one (maximum of two) 
    in the field at once. This is partly due to the fact that sniper ammunition 
    is hard to come across, so having more than one sniper will just lead to you 
    running low on rounds. Given that you can get a Sharpshooter to join your 
    squad in the first mission, you only need to pick this skill for someone else 
    if you want a back-up or if your sniper dies.
    Explosives is a very important skill, but you only really need one (or two) 
    on the squad. You may want to have a spare person with this skill just in 
    case your main guy dies, but with care one Explosives guy will do you fine.
    You'll get an Explosives guy in level 5.
    Medical is important, but again you only need one on the field. Have them 
    come and heal your guys as necessary (or the injured go to them) and keep 
    them out of the front lines (someone has to drive that Ural!).
    Light Weapons is the least useful, just because you'll have access to 
    heavy weapons before too long that'll make leave your Light Weapons 
    specialists looking stupid.
    The squad I aim to build has:
    2 Point-men (with Athletics and either Heavy Weapons or Sharpshooter)
    1 Demolitions (with Explosives and Athletics)
    1 Medic (with Medical)
    7 Assaulters (with Heavy Weapons and maybe Athletics if they get that far)
    This squad gives me a good mix of skills and abilities to deal with most 
    situations in SoA.
    It is too hard to absolutely recommend any particular vehicles 
    for each mission. You may not have those vehicles, or you may not like 
    using the same vehicles that I do. However, in general I recommend that 
    you do not bring any more than 4 vehicles per mission. It is more than 
    likely that you will come across at least one empty vehicle per mission, 
    and since you need at least two people to use an attack vehicle (ie 
    driver and gunner) if you bring more than 4 vehicles you will have to 
    either dump one of your current vehicles or else drive around with your 
    squad spread out thinly over a number of vehicles.
    The above statement is based on having two squad members as dedicated, 
    on-foot point-men. If you do not use this method, you could probably take
    more vehicles and not be disadvantaged.
    You can, if you have enough ammo, take along some vehicles as "spares" ie 
    to replace the vehicles that will get damaged during the next mission. 
    However, you don't want take too many just in case you end up with
    some enemy vehicles that can be scavenged. So, if you do choose to take 
    some spares, just take one or two extra. 
    Also, keep in mind that when a vehicle takes damage, the soldiers inside
    it also take some damage. Keep your eyes on your squads' armour and health
    when they are inside armoured vehicles.
    Below are a list of broad tips that I found to be very helpful in playing
    If you look at the files on the SoA cd, you'll come across a hints'n'tips
    file from the devs. I've included it below for the sake of completeness.
    From Adrian Miller, Lead Tester:
    At the end of a mission Heal all injured soldiers with the Medic so they
    are at full health. Then end the mission and go to Base.  Once at base
    click on the Lab. Since all your units are at full health you will be
    able to perform Hormone treatments on 2 soldiers instead of one.
    There are similar extras hidden throughout the game, so explore each map.
    You will want to save frequently, because experienced guys are very
    helpful.  Don't let them die.
    Choose the "Athletic" skill for at least 2 soldiers and use these
    soldiers as your scouts.  Athletic soldiers are much faster than regular
    Camera control can be changed by hitting the space bar or by hitting the
    Follow Mode or Free Mode option in the game window. Toggle that button to
    switch to the mode shown.
    Due to heavy user request, we have created a patch to allow users to pause
    Soldiers of Anarchy in single-player and issue orders.  Please go to
    http://www.soldiers-of-anarchy.com/downloads/ if you would like to use this
    4.2 IN THE FIELD
     - The key rule of combat in SoA is to catch your enemy in a crossfire at 
    every opportunity. You are outnumbered and outgunned. Trying to fight the 
    enemy on a 1-to-1 basis will just leave you too depleted to finish your 
    missions. Take your enemy on when you can do so quickly and with minimum 
    chance of damage to your squad.
     - By the same token, do not let the enemy catch you in a crossfire. 
     - Scavenge everything. Anything you don't want, you can trade and you 
    never know when that extra item you picked up may just be what you need to
    complete a trade with the Seeker.
     - Learn to stack items in your Ural / other vehicles. Most guns stack in 
    loads of 5 and you can have up to 9 anti-tank mines in a vehicle. A little 
    bit of planning and keeping track of which vehicle is carrying what will 
    mean you'll be able to carry more back to base.
     - Know what your vehicles can carry. For example, Humvees and most armour
    have limited space for equipment, but you can always dump 7.62mm ammo that 
    you find on them. If you want to see if you can place some equipment in a 
    vehicle, drag that equipment over the vehicle icon at the bottom of the 
    screen. That will tell you if that vehicle can take it.
     - Lay traps and ambushes for your enemy. Use mines to disable vehicles. 
    Plant them across roads you think the enemy will come down or around corners 
    and try to lure vehicles onto them.
     - Whenever you go into the field, always take someone with the 
    Explosives skill since you will need to defuse / plant mines all the time and
    to occasionally plant explosives.
     - Whenever possible take a set of explosives into the field with you. You 
    never know when it might come in handy.
     - Reconnaissance is very important to successfully taking out enemy 
    outposts. Move your men to positions around the base so you can see what you 
    are up against. It's no fun storming a base only to find out they have a M1A1
    waiting for you!
     - The enemy AI works on a line-of-sight and area of influence format. If 
    you kill an enemy in clear sight of another enemy, you will alert them. The 
    same can happen if you kill one enemy too close to another (especially with 
    a noisy weapon). Try to take out isolated enemies first and whittle their
    numbers down.
     - Take your time. SoA gives no rewards for speed, so take your time planning
     how you are going to execute your objectives. If it takes you half-an-hour 
    to successfully take a base with no casualties on your side, then that's what 
    it takes.
     - If you alert the enemy to your presence, don't be afraid to pull back. Let
     them run around and try and find you. Eliminate those who venture too far 
    out after you as targets of opportunity.
     - Don't be afraid of armour, since you will have to deal with it. Two squad
    members with RPG's can take out most enemy armour if they catch it by 
    surprise - it takes about three RPG's to finish most tanks.
     - QuickSave (F8) is your friend! Use it frequently! (Or not, if you want 
    to play hardcore..)
     - When using vehicles, always have a scout out in front. As far as I 
    know, characters in vehicles won't see mines - you need a person on foot 
    to spot them. Be wary of driving through an unscouted area or one where 
    mines once were - it sucks to see your tank full of guys explode because 
    you missed a mine on your first pass through the area!
     - Also, keep in mind that when a vehicle takes damage, the soldiers inside
    it also take some damage. Keep your eye on your squads armour and health
    when they are inside armoured vehicles.
     - To take an empty vehicle home with you, I think that you need to have a 
    squad member sit in it at some point during the mission. So, if you empty a
    vehicle of its previous owners, just send someone to get in, then get them
    out again.
     - Get used to selecting what ammo type you want your vehicles to use / not
    use. By this, I mean get used to switching off ammo types so that your T-55
    (for example) will use HEAT and APFSDS against armoured targets, while 
    saving HEFRAG for soft targets. The last thing you want to do is waste your
    precious heavy ammo on the wrong targets.
     - When ending a mission, always check that in the "Mission End?" screen
    that you have all the empty vehicles / vehicles that you have acquired from
    the mission before leaving the mission zone.
     - Tempting though it is, don't rip off the Seeker early on. If you rip him 
    off (that "If you want.." message) he gives you less range the next time. 
    Give him a few "Delighted!"'s to prompt him into offering more stuff.
     - You can turn certain Base functions to "Automatic". The only one I use is 
    for the Medical Bay - all the others I keep off since I want to be able to 
    pick my own equipment and which vehicles to repair. If you leave these on, 
    you can end up having the wrong vehicle repaired.
     - Always empty your squad and vehicle inventories before trading, then 
    re-equip them after trading. You don't want to trade away a vehicle full 
    of scavenged equipment by accident.
     - A quick way to equip a squad is to turn the Automatic function in the 
    stock room on, then off. This will distribute equipment to the squad that
    you can then fine-tune.
     - If you are going to trade a vehicle away, it is sometimes better to take 
    the mounted weapons off it and trade them separately. Firstly, this lets you
    distinguish between the same vehicle type armed with different weapons (if 
    you have two Humvees, taking off their weapons means you won't accidentally
    trade the TOW launcher when you wanted to off-load the machine gun one).
    Secondly, you might be overtrading with the both the unit and the weapon -
    if you trade one first, you will get a better idea of what you can get for it.
     - Early on I recommend trading for personnel armour. It will always come 
    in useful and you will always be using it.
     - Don't forget to re-equip vehicles before you go into the field. It is 
    painful to enter the mission, then realise that you haven't restocked your
    units' ammunition supplies.
    Below are mission walkthroughs for getting through SoA. Things may not
    always work out as I have described them - you may accidentally alert a 
    guard or the AI may behave differently during your missions than it did for
    mine, changing what happens. You may also not get access to the same sorts
    of vehicles, or you may have units destroyed that I later refer to - sorry
    about that, but I'm just recounting how I passed the missions.
    That said, I hope the walkthroughs are useful to those playing through the 
    Before starting the campaign, I recommend doing the tutorial to get an idea 
    of the controls are and what is available in SoA.
    CAMPAIGN DIFFICULTY: This walkthrough was written based on a Hard campaign. 
    GLOSSARY: To save myself a bit of typing, I abbreviate directions to their 
    first letter (eg North = N, South-East = SE, West South-West = WSW, etc).
    Head towards the source of the green waves (ie the green waypoint), but head 
    W where the first path intersects. You'll find a bear near some crates. As 
    your first act upon leaving the compound, kill the bear to again stamp 
    man's dominance over nature. Pick up the crates [2 x Uzis & some 9mm clips] 
    and give your Light Weapon Guy an uzi. Resume your path towards the green 
    Kill the wolves on your way there and in front of the dam. Just in front of 
    the dam, you'll come across an empty Humvee. Have your non-Explosives squad
    members get in and send your Explosives guy up to the dam. Plant your 
    explosives by the wall, program in 20 seconds and run away. Once it explodes,
    get all of your guys into the Humvee and proceed to the yellow waypoint (the
    lumber yard).
    Grab the crates [7.62mm ammunition? - I didn't record this] (again killing 
    the wildlife first) then head towards the green marker. Save the guy from the
    wolves (not that he needs much help) and talk to him. Follow him to his village.
    Talk to him again.
    Avoiding the bad guys, take the path that leads SW from the village. Follow 
    it down until you see a house. It'll blow up (!!). Take out the two Slingers 
    and talk to the guy who ran away. He'll join up. Give him a weapon, scavenge 
    the Slingers' equipment and don't forget to grab the crate behind the shed 
    [3 x medikits]. Head back to the village.
    Leap the wall next to the Seeker's house. Pick up the crates [2 x MP5s, 9mm
    clips, 7.62mm ammo, molotov cocktails]. There is another crate [2 x Kevlar 
    vests] around the front of the house, but watch out for the Slinger who will
    walk down that way. Equip 3 members of your squad with your best equipment 
    and send the other two back to the Humvee with the 7.62mm ammo. (I'd 
    quicksave here).
    Draw the Slingers into a crossfire. Have your Humvee not too far away to 
    assist if required. Try to attract the enemy Humvee into an ambush - molotov 
    it if necessary or bring in your Humvee to open fire on it, then have your 
    squad open fire on it too. Don't lose a squad member or the Humvee.
    Scavenge all that you can. Talk to the men in the centre of the village - 
    some will join up. Before you finish the level, have one of your guys hop 
    into the Seekers car, parked out the front of the village.
    -- BETWEEN MISSIONS: Trade the Seeker's car back to him for personnel 
    armour. Move your guys away from having Berettas, towards Uzis and MP5s. 
    Get the crossbow bolts and give them to your Sharpshooter. --
    5.2 THE RAID
    Split your squad into three groups - two groups of foot soldiers and one 
    group in the Humvee. Carefully send your Humvee around to cover the back 
    road leading out of the base. Move your foot patrols closer to the base,
    watching how the patrols move as you approach. The aim is to take out 
    these patrols without alerting the entire base. Take this slowly and do 
    it right, working your way from the outside in.
    My preferred method was to work around the W side of the base first, taking 
    out the patrols one-by-one. By the time you've got around to the N side of 
    the base you'll be able to sneak up on those Slingers in the centre area 
    much more easily. You should also aim to take out the stationary Slinger in 
    the centre of the base without alerting him - if he is alerted, he'll get in 
    the car and drive off. If you take him out without alerting him, you get to 
    keep the car (!). 
    There are mines on the road heading W - get your explosives guy to grab them 
    once you've taken out the two guards nearby. The crate in the S-most yard 
    (next to the train carriages) has a [Crossbow] in it - give that to your 
    Sharpshooter who (if you have the crossbow bolts) will be able to take out 
    guys silently.
    Once the base is clear, scavenge all you can and grab the crates in the 
    compound [which has guns, ammo, crossbow bolts and medikits]. Head to the 
    next objective (but make sure those mines are cleared!). Two guards need to 
    be taken out at the radar station. Grab the crate [2 x 7.62mm ammo] that is
    there as well.
    Head to the next objective. If you go NE from the radar station you'll see a
    drunken man in the forest who has some stories to tell about demons... When 
    you get to the town that is the objective, you'll see 5 Slingers near a 
    truck, gathering the villagers. Move into position carefully, then open fire,
    aiming to take the enemy out as quickly as possible. There is one patrolling
     Slinger - try to take him out as far away from the other Slingers as 
    possible. If you tip off the Slingers, they will open fire on the villagers, 
    but this doesn't appear to have any serious consequences. It is, however, 
    easier to take out the Slingers if their attention is divided between the 
    villagers and you.
    Once you've rescued the villagers, talk to the woman and you'll get two 
    new recruits. Scavenge everything and dump your excess into the Ural and 
    your other vehicles. Jump into your vehicles and head to the next objective.
    Recon the base and see where everything is. Take out the patrolling Humvee - 
    one well placed mine should do the trick. Plant a mine after you see its 
    path around the base.
    Taking the base is a bit harder. If you kill the guard on the N wall you 
    can alert the base, but this can make things easier for you as the enemy 
    split up a bit. In the base is an empty APC - if you can sneak two men into 
    it (by jumping the gate in the N wall) you'll end up with a lot more 
    firepower. In the APC you should be able to take on the Slinger guards 
    and Humvees one-on-one, but if it gets too hot for you, move the APC 
    outside and have your men support it with their firepower. Also have your 
    squad ready to move in and help the APC as required.
    You can also try lobbing molotov cocktails over the walls of the base onto
    Humvees - if you are lucky you'll be able to destroy / severely damage a 
    Humvee this way, but don't bet on it.
    After clearing the base, shoot out one side of the prison fence that is 
    keeping the old man and talk to him. Scavenge everything - there are some 
    crates in the base [with Heavy Vests in one, Binolculars and Medikits in 
    the other]. Grab the GAZ as well. See the destroyed helicopter? Open it up 
    by shooting it with a Beretta (it'll take about 10 bullets, then make sure
    you stop before you blow up the helicopter!) for a free Gaz.
    -- BETWEEN MISSIONS: Start to upgrade your weapons. Hopefully some of your 
    squad will have gotten some new skills, so take advantage of this. Take an
    APC and the Ural with you at least. Your point-men should have a Crossbow 
    and mines, depending on their specialty. Also, try to take / trade for as
    many molotovs / grenades as you can and bring them on the next mission.--
    5.3 MARKET DAY
    There are four Slingers at a mined checkpoint just up the road from where 
    you start. Send your point-men up to ID the area, then use your vehicles
    to take them out. De-mine the area (both sides of the checkpoint) then 
    move up the road.
    Use your point-men to look around the area. There's a Humvee circling the
    base and three guys on a small hill. One of these guys has an RPG and 
    possibly a heavy vest, so ID him and take him out quickly (eg grenades).
    The other two guards are easier to deal with. Watch the path of the Humvee
    and drop a couple of mines for it to hit. Move around to the back of the 
    base (I recommend going the long way around since there are fewer Slingers 
    to deal with - you get bears instead), where another Humvee is patrolling. 
    Take that one out too - you can probably just use your attack vehicles to 
    deal with it.
    Once you are on the W side of the base, set up an ambush. Position your 
    vehicles around a corner, then lay a couple of mines of the other side 
    of the corner. Move your vehicles into position last - there is a chance
    that their noise will alert guards on the other side of the wall. Also,
    there are four Slingers in a small camp to the S - they may join in 
    the battle if alerted. What you want is for the guards to run around 
    the corner and into a crossfire, and for the enemy vehicles (two 
    Humvees and an APC) to hit the mines and be destroyed (or at least
    have one or two of them taken out). Use the captured RPG if you need 
    Once clear, open up the gate by operating the switch and talk to
    the villager. You'll get two new squad members. Scavenge all that 
    you can. If you've taken out the four Slingers to the S, there is
    a crate [Fly and Medipacks] you can get from them; if they are still
    there, have your vehicles take them out. There are three crates in
    the area that was being guarded: #1 is behind the building opposite
    where the villagers were being held [4 x Playma HE Grenades]; #2 is
    next to the T-shaped building [Medipack, 2 x Heavy Vest; Explosives];
    and #3 is up near the train tracks [4 x 9mm ammo and 2 x 7.62mm ammo].
    In the train area, the suspended train car holds a Wolf vehicle. To
    get it, shoot a train care underneath the suspended car - the explosion
    will snap the cable and drop the car. Save your game just in case of mishap.
    You'll have a new objective. Head NW up to it. You'll see two Slingers and
    an APC. Set up another small ambush (but it's unlikely the APC will drive 
    over any mines, so don't worry about that). Throw a grenade over the wall at
    the APC to attract the guards towards the ambush. Talk to the scientist they
    were guarding. Get the crate [3 x Grenades] and scavenge. To your N will be
    a group of enemy vehicles - just ignore and avoid them.
    Head W to the next mission objective, but be careful of the three APCs that
    are in a small area next to the road. Ignore them too, and go off-road to 
    avoid them as necessary. There is an area with a hill in front of a road 
    leading W from the base - I find this area to be the safest to park any
    vehicles you aren't going to use in the assault of the base. You are going
    to want only a gunner and driver in your attack vehicles, with the rest
    of your squad ready to enter the base. 
    Crossbow the guard who is patrolling the W side of the base when he is out
    of sight of those behind the wall, then recon the base. You've got a number
    of Slingers and their vehicles (including a BMP) to take out.  I recommend
    throwing grenades / molotovs over the wall at the BMP - with a little luck,
    you can damage it enough to scare it off / take it out. Once this is done, 
    shoot down the W gate and have your vehicles kill any Slingers who come at 
    you. De-mine the W gate and then send your squad into the base. Take out the 
    remaining enemies - if you feel more confident about it (or can't spare a 
    grenade to take out the Humvee) send in your APC as well, although you may
    need to shoot out a wall to do so. Once the final Slinger is killed, you'll
    get a short dialogue scene. 
    What you want to do is now quickly scavenge and grab the two crates: #1 is
    near the obstacle course [SA-7 Launcher and missile] and #2 is next to
    the burnt out cars [AK-74 and 3 x 5.45mm ammo - there are mines next to this
    crate as well].
    If you have a scout on the hill (preferably with binoculars) you'll see 
    enemy vehicles start to move towards the base. This isn't something to panic
    about - provided your squad stays out of line of sight, you'll be okay. What
    you do get to see is these vehicles battle it out. Be sure to wait and make
    sure that all the vehicles have finished fighting before going to finish off
    the survivors - some times it takes a couple of minutes for everyone to 
    arrive. Once the fireworks have settled (and you've taken out any remaining
    units), with a bit of luck you'll have a few second-hand vehicles ready 
    to be scavenged.
    Go back to where you started this mission. Once you've got all your units 
    close enough to the nav point you'll be able to exit the mission.
    -- BETWEEN MISSIONS: You'll get a free Hummer with TOW launcher next 
    mission, so you might want to bring along a few TOW missiles if you can get
    them. If you've got two APCs (or heavier armoured vehicles) bring them and 
    leave your other Humvees at base (or trade them away}. Repair up your 
    vehicles and re-stock your grenade supplies. Bring all your mines. --
    Grab your free Humvee and the crates [RPG Launcher and RPG's; 7.62mm ammo].
    Talk to the mechanic to the S, then pick your poison - the Claws are E, the
    TFR are W.
    Next to the church (near the graveyard) is a priest delivering a sermon to
    a group of villagers. Send someone over to listen in, then talk to him.
    This will give you your first view of a unit that will appear later on in
    SOA. Don't worry - it won't attack you (unless you attack them first).
    If you head N and follow a road that leads E out of the city, then take a
    side road N and follow it around, you should find an empty Humvee at a small
    IF YOU DECIDE TO SIDE WITH THE TFR: Send your point-men E to plant mines on
    the main road that leads out of the Claw base. A line of mines that leads
    between the hill and the graveyard (at least covering the road) will save
    you a lot of time and effort. Head over to the TFR. Have your Explosives
    expert de-mine the road to the TFR base. Keep your vehicles in front of the 
    base in that sandy area. Send one squad member in and talk to the TFR 
    members that you need to talk to (ie the gate guard and the base commander).
    Leave your Ural in the base and get in the vehicle they give you.
    The Claws will attack. Hopefully a good number will drive straight into your
    mines, but you will still probably have to take out a few yourself. Wait for
    the message that the Claws are heading for the TFR base and pull back for
    the Claw to show up. Try to get the TFR vehilces to draw the incoming fire, 
    then open up on the target with your vehicles. Once the final Claw unit is 
    destroyed (probably a T-55) you'll get a dialogue scene and new mission 
    Grab the crate [3 x Explosives] next to the base commander. Scavenge from 
    the battle and also take all the crates in the TFR base.
    +IN THE TFR BASE+: Heavy Ammo next to entrance, N section of base next to 
    other crates and by the helipads; Three crates: #1 at front of base 
    [7.62mm ammo]; #2 and #3 in the N section of the base [Medipacks and Heavy 
    Vests]. NB: Heavy Ammo crates are sent to your base for use in the next 
    Head up towards the Claw base. Stop to grab a crate [2 x Medipacks] that is
    behind a house next to the park area in the town. Also, you can probably 
    scavenge here for equipment that remains as a result of the battle here.
    Send your point-men up the road. De-mine the road, especially the new mines
    that the Claw have laid. You will see that there are Claw guards at the 
    outposts, some armed with RPG's. 
    My recommendation is to destroy the mission targets the sneaky way. Send 
    your point-men in to the base via a short wall on the W side of the base in
    the S section (it's near a lot of small buildings). Time the entrance to 
    avoid the patrolling guard from seeing you leap the fence. Your aim is to 
    use your Crossbow to take out the guards who patrol your objectives without
    alerting the base. This isn't too hard to do - just take them out when they
    are not near / in the line of sight of other Claw units. I'd try taking out 
    the Claw guarding the S-most objective first, then taking out the other
    guard once he is a good distance away from any other Claws. Save your game
    as neccessary.
    Three other recommendations to make this easier - 1) remember to crawl to 
    keep out of sight, but run when you have to; 2) set your point-men's 
    aggressiveness to the least aggressive level so they won't stop to attack 
    any target that attacks them if they get spotted (this makes running away a 
    lot easier) and  3) see SOMETHING TO KNOW ABOUT EXPLOSIVES in section 2.4 
    Sneak in and plant explosives at the middle objective. Set the timer to 
    about 6 minutes and activate it. Plant the explosives at the S-most target
    and set the timer to about the same time that is remaining on your first
    explosive. Now, sneak out and leap the fence that you used to enter the 
    base. Head up to the N-most objective (the train yard) and time your entry 
    to avoid the guard. Drop the explosive, give yourself 30s and leap the fence 
    again. Get out of the way of the explosion.
    *NOTE: If you having trouble doing it this way, try changing the order
    around. Blowing up the train yard first (or getting spotted there) can 
    draw _some_ Claw units up to that section of the base, making it easier to
    take out the other targets. However, a base that is on alert can also
    make things harder as vehicles start to move around and become 
    Once all three objectives are destroyed, the Claw will leave their base, 
    heading E. Stay out of their way. Once the base is cleared, bring your 
    squad in to scavenge what you can. 
    +IN THE CLAW BASE+: In the middle area of the base there are 2 x Heavy Ammo
    crates and 3 x crates [Heavy Vests and Medipacks - the Medipack crate is
    slightly hidden in the building to the E]. There is also a crate next to
    the house to the N of the Claw base [2 x Medipacks] and a crate behind a
    wall in the refinery that is also to the N of the Claw base [4 x 7.62mm 
    Send your Explosives expert to collect the mines on the N road of the Claw
    base (if he carrying too much, give some of the other mines he is carrying
    to someone else to hold or store them in the Ural). Have another squad 
    member go back to the nav point and talk to the Trader. Get in the T-55 to
    end the mission.
    Completing this option will make your next mission HEROES DIE YOUNG.
    IF YOU DECIDE TO SIDE WITH THE CLAW: Send your Explosives expert W to the 
    TFR base. Plant about half the mines you have one the main road leading out 
    of the TFR base just before it connects to that crescent-shaped road. Use 
    the rest of the mines you have to cover the road that wasn't mined (because 
    the TFR won't drive through their mine field to get to town, taking the top 
    road instead). Take the mines the TFR have planted across their road.
    Move your squad up to near the Claw base. Send your Explosives expert to 
    clear their mine field N of their base. Have one squad member move near the
    base entrance, then talk to the guard (after the dialogue) and the base
    commander (who channels Dennis Hopper). The TFR will attack. Get into the 
    T-55. With a bit of luck, your mines should take out a good number of the 
    TFR. Don't stray too far from base - be ready to move back as soon as you 
    are told that the TFR are headed to the Claw base. Wait behind the Claw 
    units so they draw the incoming fire, then open up on enemy targets.
    Once the enemy vehicles have been destroyed, you will be told to blow up
    the TFR base. Grab the crate [3 x Explosives] from next to the Cobra ...
    errr ... Claw Commander and then scavenge what else you can. 
    +IN THE CLAW BASE+: In the middle area of the base there are 2 x Heavy Ammo
    crates and 3 x crates [Heavy Vests and Medipacks - the Medipack crate is
    slightly hidden in the building to the E]. There is also a crate next to
    the house to the N of the Claw base [2 x Medipacks] and a crate behind a
    wall in the refinery that is also to the N of the Claw base [4 x 7.62mm 
    Head up towards the TFR base. Stop to grab a crate [2 x Medipacks] that is
    behind a house next to the park area in the town. Also, you can probably 
    scavenge here for equipment that remains as a result of the battle here.
    As you move towards the TFR base, you will see some guards located at 
    outposts near on the road. Have your point-men sneak around them and take
    a look over the base. Save your game. Have your Sharpshooter crossbow 
    bolt the guard at the small gate to the S when the patrol isn't nearby. 
    Have your Explosives expert hop the fence, then crawl and hide behind the 
    crates. Keep out of sight of that patrol. I was fortunate that my
    Sharpshooter was close enough to the gate to crossbow bolt both members
    of the patrol, which didn't set off an alarm. However, it should be possible
    to have your Explosives expert run and plant the explosives at both 
    objectives and at least be able to find a place to hide before the patrol 
    comes back. Set the timers for 5 (or so) minutes.
    Three other recommendations to make this easier - 1) remember to crawl to 
    keep out of sight, but run when you have to; 2) set your point-mens' 
    aggressiveness to the least aggressive level so they won't stop to attack 
    any target that attacks them if they get spotted (this makes running away a 
    lot easier) and  3) see SOMETHING TO KNOW ABOUT EXPLOSIVES in section 2.4 
    Once the two targets on this side of the base are set, leap back over the 
    fence and head to the NW side of the base. Use an M60 to blow a hole in 
    the fence just behind the buildings that surround the three crates - it 
    will take approximately 100 7.62mm rounds to destroy a section of the fence. 
    There should be no guards in this area. Crawl over to the last objective and
    plant the explosive, setting the timer to approximately go off at the same
    time as the others. Escape the base, then find a place that isn't on the S 
    side of the base to watch things go bang.
    The TFR will exit the base once the three objectives are destroyed. They 
    will exit their base via the main entrance, then turn and head S by going
    cross-country. Don't get in their way. Also, avoid getting seen by the 
    Give the base a few minutes to clear, then enter and scavenge all that you
    can. Don't forget to clear the mines off the road at the front of the base!
    Believe me, you'll swear a blue streak when your vehicle drives over one of
    your own mines after the mission is all but completed!
    +IN THE TFR BASE+: Heavy Ammo next to entrance, N section of base next to 
    other crates and by the helipads; Three crates: #1 at front of base 
    [7.62mm ammo]; #2 and #3 in the N section of the base [Medipacks and Heavy 
    Vests]. NB: Heavy Ammo crates are sent to your base for use in the next 
    Send someone back to talk to the Trader at the nav point. Get in the T-55 to
    finish the mission.
    Completing this option will make your next mission IN THE EYE OF THE STORM.
    -- BETWEEN MISSIONS: With a bit of luck, you'll have two heavily armoured
    tanks by the end of this mission. Repair them up as necessary and start 
    trading away your Wolfs / Humvees / GAZ's away for better equipment. AK-74's
    and their ammo should becoming more available, so start getting them. 
    Alternatively, start giving your normal soldiers M60s / RPKs if you have a
    lot of 7.62mm ammo. Don't deprive your vehicles of this ammo just to give
    it to your squad, however.
    A Draguov sniper rifle will hopefully be available for acquisition, so grab
    that and its ammo when you see it come up. Have your sharpshooter still take 
    the Crossbow and use that until you are out of bolts before starting to use
    the Dragunov.
    You should take 3 vehicles into your next mission - an APC, a T-55 and then 
    whatever is your next most powerful attack vehicle. You can take the Ural as 
    well, but be prepared to leave it behind a lot. Have two guys take RPG 
    Launchers and RPG's.--
    Watch the bridge blow up. A man will run towards you and, after a little 
    chat, join you. Get in your vehicles and head towards the E nav point. Have
    your point-men recon the town. You'll see two Claws (one of them has an RPG).
    Take them out. Move your explosives expert along the train tracks that lead
    away from the objective until you come to come to a place where the railroad
    merges. Plant mines across this area. Now plant the explosives next to the 
    fuel depot (the objective) and blow it up.
    Have your armoured vehicles ready for the oncoming enemy by hiding out of 
    sight behind the trees. The enemy vehicles will be a Humvee, a Vulcan and
    a tank. Eliminate them as well. Your armoured vehicles should be able to 
    take them out through the use of HEAT rounds and you may even be able to
    scavenge a damaged vehicle from the fight.
    Move up towards the closest nav point. Have three guys equip RPGs and use 
    them to take out the solitary Shilka (or is it a Vulcan?) on the W side of 
    the base (3 RPG hits will destroy it). Use this RPG squad to also take out 
    the patrolling APC in the E section of the base - the APC stops here for a 
    few seconds, making it an easy target.
    Use your point-men to take out a Claw that is standing by himself next to a
    building in the W - this guy is armed with a Dragunov, so be careful. 
    Finally, use your armoured units (undamaged vehicles leading the charge) to
    take out the remaining 3 Claws and the tank. Scavenge the remaining 
    equipment and grab the two heavy ammo crates.
    Head N up the train tracks until you reach the track teminus. Grab the crate
    that is there. Move to the other nav point.
    When you get to the town, keep your eyes out for mines on the road - there 
    are one set on the E road and one set in the middle of town. At the W side
    of town there is an empty helicopter guarded by a Humvee. Destroy the Humvee
    (I used a squad of six all armed with heavy machine guns and the Humvee
    lasted about a second) and send two guys into the helicopter. Turn off the
    TOW missile in the helicopter (by clicking on the green button next to it -
    it will go red). Grab the crate nearby [3 x Plamya HE; 3 x Plamya Fire].
    Use the helicopter to carefully venture around town until you activate a
    dialogue scene where Beck (the objective) dies. Have the helicopter take out
    the Claw units, taking advantage of its great attacking range. Watch out for
    the two Claw units with RPG launchers. 
    You can also have your squad help the helicopter and assault the Claw as 
    well. Use them to take out Claw that are alone before using the helicopter
    to destroy the vehicles and their guards. Once you have cleared out the 
    Claw, scavenge (including the mines) before heading to the new nav point to 
    the NE. Do not move any vehicle (especially the helicopter) too close to 
    that nav point yet, since once you get within sight distance the attack
    will begin. Keep your squad together.
    Once you have your squad in position at a location that isn't too far from
    the nav point (such as next to a vineyard with small distillery that is at
    the end of a road) ready your vehicles for attack. Activate your 
    helicopter's TOW (the light next to it should be green) and have it move
    closer to the town / objective. You will see an APC and two Hummvees 
    attacking the town walls. Have your helicopter attack the APC - the TOW, 
    plus a few machine gun rounds, will quickly destroy it. If one Humvee next
    to it is still close to the APC, the combination of the TOW rocket and the
    APC explosion will destroy it as well. Destroy the other Humvee, then pull
    your helicopter back and send in the armour. A Shilka will shortly come down
    the road - if you hit it with 3 - 4 HEAT rounds, you will kill the crew 
    inside but leave the Shilka available for scavenging. 
    Send someone to get the crate from next to the small distillery that you
    just come from [it has lots of shotgun shells]. Move another squad member 
    (or two) into town and grab the crate [grenades of various sorts; 
    throwing knife; 5.45mm ammo; Uzi] that is at the front of the town. 
    Send one of these squad members up to talk to the farmer at the back. 
    End the mission once you have got everything you want.
    -- BETWEEN MISSIONS: Start to dump your weaker vehicles in trades for heavy
    ammo. To be honest, you only need to keep one (or two) spare vehicles at base
    just in case the ones that come back from the mission are too damaged to be
    repaired in time. 
    Now that you have a helicopter, take that, along with your T-55. If you have 
    managed to get the Shilka from the previous mission, repair it and bring 
    this along too. A third armoured vehicle and the Ural will be enough to
    round out your squad for the next mission. If you have enough ammo and
    the capacity, consider taking a fourth armoured vehicle as a spare.
    Finally, take an SA-7 launcher with a missile or two.
    By this time, unless you've lost some men, you should have enough to leave
    David Reaves (the light weapons specialist) back at base. I don't like the 
    Light Weapons skill, so I'd rather take along someone who can be trained up
    than fill a squad spot with Mr Reaves. --
    5.6T THE SNARE
    Switch off your helicopter's TOW launcher. Send your point-men up to the 
    first nav point (ie the one closest to you). Use your crossbow to take out
    the lone Claw in a heavy Vest at the N end of the base (watch out for the 
    patrolling APC). Move your point-men around to the S end of the base and 
    go down that road until you reach the intersection. Have your Explosives 
    expert plant mines either N or S of the intersection - I've found it easier 
    to plant the mines S, in the bottleneck leading up to the base, but if you 
    plant them N you have the chance of taking out more vehicles.
    Have your helicopter scout the various nav points, taking care not to draw
    any aggression from them. Once you've had a look around, use your 
    helicopter to eliminate one of the smaller Claw outposts - one with a Hummer
    and some guards. Make sure you don't waste your TOW missile doing this.
    Back at your first nav point, move your point-men to the SW of the base 
    where there are two Humvees. Move into position that will allow you to 
    grenade both Humvees simulatneously, then fade back into the woods and take
    out the two guards who will be alerted by the explosions. 
    This will trigger several enemy vehicles to come down along the road you
    have mined. With a bit of luck, several of these vehicles won't be arriving
    to bother you. Be on the lookout for one vehicle - a BMP, I think - 
    that will take the long way around, coming around the woods and pass not too 
    far from your starting position. Have your vehicles take it out.
    Now, clear the base, starting from the N end. Try to take enemy vehicles one
    at a time rather than attack them all en masse. Also, take care in attacking
    the Claw soldiers with tanks - they will waste HEAT ammo on single soldiers, 
    so make sure you turn the anti-tank ammo off before engaging these soft 
    targets. If you give the enemy armour a couple of minutes, some of it will
    return to where it came from, hopefully collecting a few mines on the way 
    Once the base is clear, scavenge. There is a crate in the courtyard of a 
    house that is opposite the church - leave the fence to get it [kevlar vest].
    Head to the next nav point. Remember to clear your mines from the road!
    In this case, I had used the helicopter to clear the small Claw outpost to
    the SE of the NOAH compound. You may have used it to clear the other one.
    Either way, the same basic tactics apply - take the higher ground and
    use an assault squad to clear out the Claw. 
    Arrange a squad of six assaulters armed with M60s / RPKs and have your 
    helicopter a short way off to act as support (if you need it). Move this 
    squad into position on the raised ground . Have your helicopter take out the 
    Hummer and use your squad to take out the remaining Claw. Be careful - one of 
    the Claw that are near the lighthouse-looking structure has a Dragunov, 
    meaning he can kill your soldiers with one shot. Have either the helicopter 
    or your Sharpshooter take out this sniper. Scavenge, then have someone grab 
    the crate [plot point].
    At this point, you may be running out of carrying room. Remember to dump
    7.62mm ammo into your tanks to clear some space. 
    Move on to the next nav point. I had used the helicopter to clear this one,
    but if you may not have. Anyway... once this area is clear, scavenge and
    grab the crate [5 x Grenades]. Move on to the next nav point around the NOAH
    compound. This has a tank and a BMP at it. Use your vehicles to engage them,
    perhaps after using an RPG or two to do some damage. Once this location has
    been cleared, grab the crates [heavy ammo; 4 x RPG].
    Depending on how badly your vehicles are damaged and if you have a spare, 
    you may want to leave your most badly damaged vehicles behind at this point.
    There is one final Claw outpost in the SE of the map - it has just one 
    Humvee and a number of soldiers. The use of a small squad of soldiers and a 
    heavy vehicle should be all you need to clear it out. Grab the crate at the 
    E end of the base [2 x Medipacks, Kevlar Vest, 2 x 7.62mm ammo] and 
    Send your point-men N - there is an empty outpost there that has a heavy 
    ammo crate there. Move your entire squad N so that it is in front of the
    nuclear power station, but not too close... and send someone to the NOAH
    compound to talk to the scientist. Have them take the Ural, which should
    probably be very full by now. 
    Once you've finished talking to the NOAH representative, you'll be given
    a Vulcan, two squad members and 30 minutes to stop the nuclear power
    plant from exploding. Have everyone at the NOAH location get into the 
    Vulcan and drive it up to the power plant. You'll see there are a lot of
    Claw here and quite a few vehicles. Use your Sharpshooter to take out
    the Claw soldiers while keeping your vehicles free to engage the enemy 
    vehicles. Have your helicopter use the TOW against an armoured target
    (APC or above). Work your way through the base, keeping an eye out for
    Claw soldiers armed with RPGs (there are a few) or any other surprises
    (there are no mines anywhere, though). Use your Vulcan to attack first,
    but don't be surprised if the enemy vehicle decides to attack your T-55
    instead. There are some Claw units that walk around the cooling towers,
    so make sure you clear them out too.
    Scavenge RPGs if this makes things easier, and if you see groups of 
    soldiers standing around, grenade them. Try to take the vehicles out
    in a crossfire and one-at-a-time. Also, be careful not to destroy the 
    main power plant buildings or the cooling towers. If you do, the 
    mission will end. 
    Once you've cleared the enemy ground units (easier said than done) send a
    squad member with an SA-7 to the small gate at the E of the base (there is
    a guard there that your Sharpshooter should / should have taken out). You'll
    get a warning message, then an enemy helicopter will appear. Blow it out of
    the sky with the SA-7. That should clear the base and stop the clock.
    Scavenge all that you can (or all that you want) and grab the crates that 
    are next to the shipping containers behind the central building [heavy ammo; 
    lots of 7.62mm ammo, stun grenade, kevlar vest; 2 x medipack]. Send someone
    off to talk to the NOAH scientist. Once you've done this, end the mission
    when you are finished with the map.
    You will be contacted fairly early on in this mission and receive a new
    mission objective from it. Get into your vehicles and move up the road.
    You'll see two soldiers shooting an unarmed man - take them out. Keep
    moving up the road until you see the abandoned helicopter. Take out its
    guards (two soldiers and a Humvee) and send someone to pilot it. Send your
    point-men up to recon the area around the injured man.
    With the helicoper in support, use your vehicles to clear the enemy units
    on the NE side where the injured man can be found. This shouldn't be too
    hard and shouldn't get you in too much trouble. Knock down a wall with a 
    grenade and send in a squad member to talk to McNowell. He'll join you.
    Use him to clear the mines in the area (ie on the road nearby).
    The TFR will then move a couple of Humvees down a road S of you to join up
    with their comrades. They won't get near enough to see you (unless you want
    them too). Ignore them for the moment.
    Head NE to the village near the vineyard. Stop in the vineyard to arrange
    your vehicles, then move in. Have your helicopter hit the APC with its TOW
    and then destroy it with your 14.5mm guns. While this is happening, move
    your armoured units up towards the village road. Use your helicopter to 
    destroy the two Humvees, then move it back. A Shilka should come moving
    down the road - have your tanks hit it with 3 HEATs, which should knock
    it out but not destroy it (if you are lucky).
    Send someone to hop into the Rager (and the Shilka, if it is still in 
    one piece) and have someone else talk to the Farmer. He'll give you
    another objective. 
    Have the helicopter move SW towards the bridge (one of the new yellow
    objectives) taking care not to fly over any enemy units. You'll see
    TFR soldiers running away from the bridge and it will blow up. Use your 
    helicopter to take out the TFR soldiers who did this and also the four TFR
    soldiers that are on the hill (all four of these guys have RPGs, so keep 
    your helicopter at maximum distance and move when you see them fire at you).
    Have your other units head towards the fuel depot, taking care to avoid 
    going through the occupied town. Send your point-men up the hill to the NW
    of the depot and crossbow the lone TFR soldier that is standing there. Grab
    the SA-7 launcher and missiles he drops and have a squad member arm 
    themselves with it. Use your helicopter to take out the two guards at the 
    fuel depot. Scavenge their gear and then send your explosives expert up the
    railroad tracks to the place where it merges. Plant mines across this area 
    and position your vehicles behind some cover.
    Blow up the depot (you can use explosives or HEAT rounds, depending on how 
    you want to do it). This will see a Vulcan, APC and light helicopter sent
    to the depot. Hopefully your mines will take care of the ground units while
    your SA-7 soldier will take care of the helicopter (which comes over the
    hill NW of the depot). Once these enemy have been destroyed, clear your 
    mines and send your point-men W around the occupied town.
    On this side of the town is a lone TFR unit with a Dragunov. Sneak up and 
    use the crossbow or a grenade to take him out, then use the SA-7 to destroy
    the other light helicopter. This will most likely see the units in the town
    go hostile, so pull your point-men back. The aim at this point is to pick
    off the TFR occupying the town one by one, so use your vehicles / squad
    members to conduct hit'n'run tactics. Killing off the enemy one or two at
    a time may take some time, but if you try to hit them head on you'll risk
    some heavy casualties. If large number of the enemy start going hostile,
    pull back and regroup. Watch out - a lot of these soldiers are armed with
    RPGs, so you will want to make sure you take them out before they can get a 
    shot off. You may want to try grabbing the Dragunov and using that to take
    enemy soldiers out at range. Also, some units may come down from the town
    to the NW. 
    Once you've cleared out most of the TFR units, you can send your vehicles in
    to finish the job. With the town cleared, scavenge and grab the heavy ammo
    crate that is in the centre of the town. Send a unit N to the railroad 
    storage area and grab the crate [4 x 7.62mm ammo, lots of shotgun shells].
    Have another squad member (perhaps in the helicopter) head to the small 
    outpost N of the bridge. Grab the heavy ammo crate from this base.
    Finally, send your squad to take out any remaining units from the area where
    you saved McNowell from. There may possibly be two Humvees there, but some
    grenade / RPG action here will quickly take them out. Grab the crate [6 x 
    RPG rockets]. With all the TFR killed, you will be able to exit the mission.
    -- BETWEEN MISSIONS: Trade for heavy ammo and re-equip your squad. Trade the
    Rager for equipment. For the next mission, be sure to bring plenty of 
    mines. Night Vision Goggles might be handy too. --
    Send your point-men ENE from starting point to find an enemy outpost with 2
    BMPs and 2 T-55s (the outpost is at the end of a dirt road as well). Plant
    mines on the dirt road where it goes through a small dip alongside some 
    trees. Leave one point-man there and send your Explosives expert N to some
    crossroads that are W of the Nuclear Power Plant and E of the first occupied
    town. Plant mines all over the crossroads.
    Use your helicopter to take out the two guards at the entrance to the 
    occupied town that is a short distance from where you started. There is a 
    patrolling APC that may be attracted by this attack - just lead it back to 
    your armour to dispatch it quickly. 
    Attacking this base is also likely to see the T-55s and BMPs from that 
    outpost start to roll down towards you. If the first attack doesn't summon 
    the reinforcements, just keep slowly clearing the occupied town until 
    those enemy vehicles start to move.  The BMPs will take the dirt road 
    while the T-55s will cut cross-country and go via the crossroads. With a 
    bit of luck the mines will stop any of these vehicles ever reaching you. If
    the mines don't stop them, you'll have to take them on the normal one.
    Slowly clear the town using soldiers and vehicles as appropriate and fall 
    back as necessary to regroup. Once things are clear, collect any unused 
    mines from your ambush points and get the heavy ammo crate from the small
    outpost that the T-55s and BMPs left. Scavenge the now clear town and grab
    the crate [Kevlar Vest, 2 x Medipacks, 2 x Grenades] near tents next to 
    church. Send your helicopter, an armoured vehicle (an APC will do) and your
    point-men SSE to the enemy outpost in the train yard. When you get there, 
    watch out for the wolf pack that is a short distance from the base's main
    road. (For fun, you can use a vehicle to scare this wolf pack into range
    of the guard at the front gate, where they will attack him.)
    Use your helicopter to blow up the Humvee at the far end of the base (it is
    equipped with a TOW). Have your armoured vehicle and your point-men clear 
    out the rest of the base - it should just be soldiers. Once clear, scavenge
    and grab the crate from behind the building with the smoke stack [Kevlar 
    Vest, Night Vision Goggles, 2 x Grenades, 4 x Mines]. 
    Head back N and clear the next outpost. Have your point-men take out the 
    soldiers near the watchtower on the hill - take care, because one of the
    TFR units has a Dragunov. Use your armour and squad members to take out
    the remaining soldiers guarding the outpost. Scavenge and grab the crate 
    [plot point]. Move on to the next nav point.
    At this outpost, the Humvee goes in a wide circle around it, so keep an
    eye out for it. Once you locate it, it isn't hard at all to destroy. With 
    the Humvee gone, it should be pretty simple to clear out the remaining TFR
    units. Grab the crate [3 x Fog Grenades] and scavenge.
    Head S to the next nav point. It is guarded by TFR soldiers, a BMP and T-55.
    Have your armour position itself to the W and have the Sharpshooter move to
    the hill to the E and equip the Dragunov. Have your armour focus on the BMP,
    then destory the T-55. Use your Sharpshooter to snipe enemy soldiers from 
    the hill. Once the base is clear, scavenge and grab the heavy ammo crate.
    Move your units to in front of the NOAH base. Send someone in to talk to the
    Add the Vulcan to your list of units and (if you have any spare) give vests
    to the two new squad members that have joined your side. Head up to the 
    Nuclear Power Plant, letting your healthiest vehicles lead. Take out the 2
    Humvees and 2 T-55s by the front gate, then use your helicopter to hit the
    two patrolling Humvees and the APC. Move through the power plant killing all
    enemy units you come across. Make sure you move close enough to the cooling
    towers to be able to see any enemy units that may be patrolling around it.
    Listen out for helicopter blades once all the ground units are destroyed
    (you'll get a warning) and use a healthy vehicle / group of vehicles to
    destroy the light helicopter as quickly as possible. Grab the heavy ammo 
    crate and other crate [2 x Medipack, 4 x 7.62mm ammo, 2 x Grenades] and
    scavenge. Go back to the NOAH base and talk to the the scientist. This is 
    the end of the mission. 
    -- BETWEEN MISSIONS: You can grab some Thumpers to deal with the crawler 
    mines, but you will find some in this next mission. Also trade to replace 
    the heavy ammo that you used up in the previous mission. --
    Switch off your helicopter's TOW launcher. Send your helicopter off to 
    the nav point (avoiding the enemy on the way) and land it. Talk to the monks. 
    They aren't so helpful, so you are going to have to do things the hard way.
    Hit the SW base first. Have your sharpshooter snipe the isolated guards (one
    of them has a Dragunov. Set your tanks / armoured vehciles up, then have
    your helicopter take out the Humvee and the COTUC soldier armed with the
    RPG. Use the helicopter to guide the APC back to your tanks and let them 
    take care of it. Use your armoured vehicles and other squad members to take
    out the remaining enemy (be careful that your armoured vehicles don't waste
    their HEAT rounds and use HEFRAGs instead, if you have any). Scavenge
    and also grab the heavy ammo crate in the W side of the base. Send two 
    squad members to the BM-21.
    Move on to the south base, using your helicopter and point-men to recon.
    Send your heaviest armoured vehicle to accompany them, but leave two squad
    members in the BM-21. Watch out on the roads around this base - there are
    crawler mines spread across some areas. On the W side of this base there is
    a tank (a T-55, I think). Have the BM-21 fire three rockets into it (either
    stop the BM-21 manually after you hear three "wooshes" or turn off their 
    rocket supply) - three direct hits from the BM-21 will destroy the tank (and
    if you are lucky, leave it damaged but available for scavenging).
    Have your armoured vehicle and squad members take out any soldiers who rush
    you for attacking the tank (the Humvee may also attack). Now, have your 
    armoured vehicle and an RPG soldier destroy the Shilka (or again you can 
    fire three rockets from your BM-21 to take it out). Have your tank and 
    squad clear out any remaining enemy. Scavenge. Grab the heavy ammog crate
    on the S side of the base - it's next to a house.
    Head over to the final outpost. A quick recon of the area will show you
    that is is fairly spread out, so just work your way down the line until
    you clear it. Use a vehicle or two to take the Humvee and the bulk of the 
    soliders when they go red and start running at you. You could also use 
    your Sharpshooter to clear out a few of the more isolated soldiers.
    Once you've cleared this area, get the heavy ammo crate next to the fenced
    house and then get the other crate. Watch the dialogue scene, then put your 
    point-men in your helicopter and have them fly back to the monastery. Have
    the rest of your squad scavenge while you use your point-men in this bit. 
    At the back of the monastery there are 2 crates [Thumpers, Bug from Crawler
    Mine]. There are a few guards patrolling the area around it - wait until
    the monks are a distance away, then throw a grenade over the wall to take
    them out. Leap the fence and grab the bug (the other items can stay if you
    don't have room, but make sure you have at least 1 spare slot for the bug).
    Hop back over the fence and get back into the helicopter. Try to
    avoid being seen by the monks. NOTE: You can do this part when you first 
    arrive at the monastery (ie when you first talk to the monks) and it's 
    easier to do since there are no guards. 
    I'd save your game here, just in case.
    Once you have the bug, you'll get a new objective - to plant it on a COTUC
    VIP's helicopter. Head back to your helicopter and fly towards the new
    nav point, but be very, very careful not to fly too close - there are a lot
    of enemy vehicles at this location and you won't survive long if you alert
    them of your presence. Move around to the E side of the base and blow a hole
    in the fence on this side. You should be able to see the empty helicopter.
    Without being spotted by the guards, have one of your point-men plant the 
    bug on the helicopter (just drag the bug over the helicopter to plant it).
    Keep a watch on the patrol that circles the U-shaped building, but with a 
    bit of crouching and some patience it isn't hard to plant the bug. 
    During this time you'll be getting a conversation between COTUC members -
    don't worry, you have more time than the length of this conversation to bug
    the helicopter. 
    Move your point-men back out to the E side of the base and head N. In the 
    NE section of the base is a jet that you can "acquire". (Oh, and E of the 
    jet outside the base is a Bengal Tiger, which is just an Easter Egg.) To
    get the jet, just eliminate the two COTUC soldiers who are guarding it (and
    do your best not to alert the nearby COTUC tank when doing it). Your 
    Sharpshooter should be very useful to do this. Once the guards are gone, 
    move in and get the crates [heavy ammo; 4 x 5.45mm ammo; 2 x bug] and 
    scavenge if you need to. Move back to your helicopter.
    By this time, the bugged helicopter should be leaving. Stay out of its 
    sight. Once it has gone (and you've successfully bugged it) you'll get a 
    message to go back to the monastery. Fly back to the monestary. You'll
    get a message that "Something's not right". This refers to the increased
    patrols on the roads below the monastery and the crawler mines that now
    lie on the road to the monastery, but if you fly back, this won't be a 
    problem provided you aren't seen by enemy vehicles.
    Land at the monastery and talk to the monks. You'll be given an option - to
    either side with the COTUC or to kill the monks (and I agree with the squad
    on this - "thanks a lot, base!").  
    IF YOU CHOOSE TO SIDE WITH COTUC: Talk to the monks again. The mission will
    IF YOU CHOOSE TO GO AGAINST COTUC: Attack the monks out front. Once you kill
    three of them, the mission will end.
    -- BETWEEN MISSIONS: Trade for bombs and load them up on your jet. Get more 
    heavy ammo and trade away all those you can't use (eg if you aren't using 
    the BMP, get rid of all its specialised ammo). You may also have an M1A1 
    available from the Seeker for trading - you can get it by trading a T-55 
    and a Vulcan. 
    For next mission, remember to take bugs to place on targets for your jet
    to bomb. However, if your next mission is INSIDE THE RAT HOLE, don't worry
    about equipping anything else since you won't start the mission with it. --
    You start this mission disguised as monks, which means no weapons. Run up
    and talk to the guard at the gate. Once you've entered the city, split your
    squad up and move them around the various nav points. Have your point-men
    stay in the area where the dialogue about the explosives occurred - get them
    to leap the fence at the back of this area and position them behind the 
    shipping containers in anticipation of stealing the explosives. 
    Work your way up through the base - once you have talked to the angry
    wife in the S of the base, you'll be able to enter the bodyguard's area. 
    Of the COTUC base - be careful. Going into the wrong areas will get you 
    killed. Getting caught with weapons (this includes grenades) will get 
    you killed. A lot of things can get you killed. 
    Once you've hit all the nav points, you'll get new objectives. You might
    want to save the game at this point, just in case. Here's the order in 
    which you should act: 
    1) Have one of your point-men crawl in and get the explosives, avoiding the
    two man patrol that walks around this area. Once you have the crate [3 x 
    Explosives] move back out and leap over the fence to leave the area.
    2) Have the two man team that detected the airport run N along the sand
    barrier until you can see the empty helicopter (it's a Hind). Have them 
    cross the sand barrier (you can do it at the point where it bends) and 
    move them to just NW of the Hind. Have them lie there - the Hind should
    protect them from being seen by the patrolling guards. 
    I'll note that this second step isn't vital, but it does reduce the number
    of squad members you need to worry about for the moment, so I found it made
    things easier.
    3) Move your non-Sharpshooter point-man up to the needle to hear the COTUC
    service. Have your Sharpshooter move up to the bodyguard's compound. 
    This step isn't vital either, but it does provide a bit more information
    on the COTUC. You can also plant some Explosives here if you want to, but
    don't get seen doing it and put plenty of time (like 15 minutes) on the 
    4) Have one of your squad who is in the bodyguard's area grab the second 
    crate up from the W - it contains [4 x Kevlar Vests] which will help keep
    your guys alive just a bit longer.
    5) In the bodyguard's area, have your Sharpshooter move up and the crate
    [Dragunov; 2 x 5.65mm clips] next to the empty M1A1 when the patrol isn't 
    there (ie they have moved past it). Make sure you have the Sharpshooter put
    the Dragunov away into his inventory (so that he's not openly carrying it).
    Move all your squad out of the bodyguard's area by the main roads.
    6) Have a squad member go near the Place of Questions and talk to the COTUC
    follower who is in charge of the execution. Talk to him and then leave the
    area with the prisoners - this will add two members to your squad.
    About this bit - 
    * If you take too long, the prisoners will be executed, so have someone 
    nearby just in case. However, if you get too close, you'll start the 
    execution dialogue.
    * Once you have the prisoners, leave the area immediately, or else the guards 
    will start shooting you. Head E towards the bodyguard's area. 
    * Finally, saving the prisoners starts an invisible clock that will end in 
    your team being uncovered, so make sure you factor this in to the above 
    Start assembling your team in the desert to the S of the bodyguard's area.
    Once everyone is there, move them E and over the sand barrier so they are
    in the airport area. Move N and have your Sharpshooter take out the airport
    guards - if you wait for the right moment you will be able to take out the
    two-person patrol as they come down to the gate as well. Also elminate the
    two COTUC soldiers who are guarding the jet. Have your squad scavenge 
    From this point, I'm not going to say "Scavenge" - you should be doing 
    this after each fight. Make sure the right people in your squad have the
    right weapons, and that everyone has enough ammo for the next fight (at
    Grab the crate next to the jet [Grenade] and use it to blow up the Death 
    Knight that is standing behind the airport control building. Once that has
    been destroyed, you can take the Hind in complete safety. Grab the crate 
    [SA-7 Launcher; 5 x SA-7 missiles] and have one of your Heavy Weapons 
    specialists equip it. Don't use your SA-7 missiles yet - they will be
    very handy in protecting the labs (more on this later)
    Go back to the bodyguard area. Use the Hind to take out the Death Knight
    near the gate (or use a grenade if available) then use your squad to take 
    out the COTUC guards. Don't hold off on using the Dragunov if you have any 
    ammunition left for it - it's better to clear the gate so you can better arm
    your squad. Once you are in, grab the remaining crates [2 x M60, 2 x MP5;
    4 x 7.62mm ammo; 5 x Grenades, Explosives; lots of 19mm ammo] and equip 
    your squad. Send two squad members to drive the M1A1. Eliminate any guards
    who remain in this area. Grab the crate near the helipad [4 x Playma fire
    grenades]. Put these grenades in the M1A1. Also place any 7.62mm ammo that
    your squad isn't using into the M1A1 for both storage and so that it can
    use it as necessary.
    Outside this area are two patrolling T-55, circling the base via the main 
    road. Try to take out the guards at this gate while a T-55 isn't there to 
    assist. Use your Hind to take out the two T-55's as they come past - keep 
    the Hind at maximum range so the T-55 can't hit it with a HEAT round. Two or
    three AT6 missiles will destroy them. Also, if you draw the T-55 into the 
    bodyguard's area, you can have your M1A1 hit it as well.
    From the bodyguard's area, your M1A1 should have a clear shot at some of
    the Death Knights protecting the temple. Fire a shell at a Death Knight,
    then move back into the bodyguard's area. The aim of this is to draw some
    Death Knights close enough to the compound that your squad can throw 
    grenades over the wall at them. You don't need to kill every DK that is 
    guarding the temple - just enough so you have a side clear that will let
    you drop some explosives. 
    But first... head SW towards the labs (it's not too far from the Place of
    Questions). It is protected by COTUC soldiers. Have one of your squad (with
    an MP5 and lots of ammo) blow in the fences at the back of the base and
    move through. Eliminate all the soldiers, using your M1A1 in support. Leave
    most of your squad here, but send a small group (your point-men and an 
    Explosives Expert) up to the temple and the needle (ie the two green 
    objectives). If you've already planted explosives at the needle, then you
    only need to worry about one target.
    The objective here is to plant explosives at both of these locations without
    being seen by the Death Knights or any armoured vehicles. It is possible to
    do (well, I did it!), but if you aren't having any luck bring up your M1A1 
    to help. Once you've planted your explosives, give yourself enough time to 
    get back to the labs before detonation (say, about 3 minutes). 
    Once the temple and needle blow up, COTUC will attempt to destroy the lab.
    This will see a number of Death Knights come at the lab via the front gate.
    Position your M1A1 and your SA-7-holding Heavy Weapons specialist at the
    front gate. Use the SA-7 to take out the Death Knights as they come and 
    have the M1A1 assist as required. One SA-7 should finish off a Death 
    Knight. You'll know when the attack has finished because your objectives 
    will update. 
    Now, all that is left to do is to clear the base. 
    At the production facility there are two Death Knights at the gate. One
    grenade between them should take them out, while your squad / M1A1 should
    have no problems eliminating the soldiers from the small hill outside this
    area. Grab the crates [3 x grenades; 3 x Medipacks, 6 x Anti-tank mines].
    By this point, your Hind will most likely have used up its ammo supply while
    your M1A1 is probably fairly well banged up. That's okay - if you sneak past
    the place where you got the explosives and move N you'll be able to find an
    empty T-55. Get in it and move it up to the road - once you get in a small
    group of COTUC (a Humvee, a Death Knight and 2 soldiers) will start heading
    your way. Use the T-55 to take them out, starting with the Death Knight.
    Head back to place where you found the explosives and clear it, starting 
    with the Death Knight or the Humvee. Next, head E and look for the final 
    Death Knight / Humvee / soldier combination. With this done, it is likely
    that you'll finish the mission; if not, look around for any remaining COTUC
    units (civilians don't count) Once the base is clear, you can end the 
    -- BETWEEN MISSIONS: This next mission is your final one, so trade for and 
    equip the best of everything. Load up the Ural with some spare Heavy Vests
    and medipacks just in case you need them. Make sure you've loaded up your
    Hind with a full set of weapons - trade for different launchers for it if
    you want to. Grab all the heavy ammo you need to fully load up your 
    vehicles. Equip your jet with bombs and take some bugs along.
    Take your full set of vehicles into the field so that you have spares 
    available if you need them. --
    During this mission, only scavenge when you run low of something. Given
    that you go into this misson pretty well equipped and that this is the last
    mission, there is little point scavenging for profit.
    Get in your vehicles. Have the Sharpshooter take out the two soldiers 
    guarding the gate, then have a vehicle blow it open. A Humvee patrols this 
    road - take it out.
    As you move up, stay away from the railroad tracks - there are some crawler
    mines there. In fact, all through this base there are crawler mine fields, 
    so be careful where you send units.
    Move up the NE side of the base, clearing out the COTUC units you see. Watch
    out for Death Knights, who can be hard to see. Once you have secured the 
    power station, have your Hind scout the SW side of the base, which is an 
    airport. Locate the two enemy Hinds and use your BM-21 to destroy them. If
    your Hind gets spotted, just fly away (but make sure the Hinds are destroyed
    Now pull to near the entrance and start towards the yellow nav point. Take
    out the Death Knight near the camoflage netting and use your BM-21 to clear
    out APC near factory. Use your other vehicles and the squad to take out the
    Humvee and soldiers. Watch out for crawler mines!
    Use your point-men to take the base indicated by the yellow nav point. 
    Grenades thrown over the walls will eliminate any Death Knights while your
    Sharpshooter will be able to hit guards that stand by fences. Clear out
    the E section of the base first, then access the panel at the terminal at 
    the back (your cursor will turn into some whirling gears when you move it
    over the terminal). This will give you the SGDS components.
    Next move W and shoot out the guards in this section. Move closer to the
    non-hostile Death Knights until you can see which one you are able to
    talk to. Shoot out a fence and talk to him (he's full of useful 
    Send your Hind to turn off the power at the power station (use the 
    terminal). Next, use an SA-7 or two to take out the Death Knights guarding
    the panel your Death Knight wants to use. Have your Death Knight use the
    Next, focus on getting to the terminal that deals with the crawler mines.
    Try to sneak in as much as possible with your point-men, using your BM-21 or
    Hind to take out any enemy units that look like they'll get in the way. Once
    you activate this terminal, you'll get a lot of explosions as the crawler 
    mines switch sides. Grab the crates next to the crawler mine switch [4 x 
    Medipack; 2 x Heavy Vests, M79 Grenade Launcher and Playma grenades]
    At this point, watch out for Death Knights. Instead of chainguns they are 
    now armed with rocket launchers, which really pack a punch if you get hit
    by them.
    Head toward the S side of the base, taking out any enemies you see. Grab
    the crates from in the walled area [RPG Launcher, 4 x RPG; SA-7 Launcher, 
    4 x SA-7 missiles]. A bit further on you'll see an empty helicopter, but 
    it isn't loaded with any weapons. Take out the soldiers who are guarding it.
    At some point (heading far enough S is the trigger) NOAH will announce that 
    they are attacking from the S. Assist them in getting to the main compound, 
    but try to get them to take most of the enemies' attacks instead of you. 
    Once they get close to the central COTUC stronghold, use your BM-21 to hit 
    some targets in this area. You can also use it to destroy the temple if you 
    want. What you want to try and achieve is for the COTUC in this area to rush 
    out of their base and into NOAH units. You can also try doing this with the 
    Hind, but watch out for it taking incoming fire.
    Once this centre area is clear, blow up the temple (if you haven't already).
    A COTUC unit that you can talk to will appear. Have all your squad move into
    this area and be fully ready for a fight. Talk to the unit. Four Death 
    Knights will teleport around the COTUC unit and start attacking. Kill them 
    all. Hopefully this will finish the mission; if not, search around for any
    other units and take them out until you finish this objective.
    Congratulations - you've finished Soldiers of Anarchy! Your ending can be
    seen in section 6.1.
    5.8W THE SIGN
    Watch the outpost in front of you get taken apart by a Death Knight, then
    listen to the COTUC tell you your mission objectives. You'll get a Death 
    Knight added to your squad. Make it a point-man alongside your regular two.
    Grab the crates from the outpost the Death Knight cleared [2 x Kevlar Vest,
    Medipack, 7.62mm ammo].
    Move up the road until you get near the second checkpoint, taking out any
    units on the way. You'll know the second checkpoint as it is a road that has
    been carved through the hills. Use your Sharpshooter to clear the guards on
    the hill (one of them has a Dragunov too) and have your BM-21 hit the T-55
    on the other side of the checkpoint before it moves (3 rockets should do 
    it). Use your vehicles to clear out the other enemy units and take the Death
    Knight for a test drive. You'll find he can take on other soft / light 
    armoured targets pretty effectively, but won't last long versus anti-tank
    It is at this checkpoint I recommend that you leave your BM-21 and any
    spare vehicles you may have brought along. Make sure you position the
    BM-21 in a location that is nice and open, with no mountains in front
    of it - it's a waste of precious resources if you order the BM-21 to attack,
    only to have it's rockets fly into a nearby hill! If you put in the corner
    in front of road carved through the hill, this shouldn't be a problem.
    Once this area is clear, move through and grab the crates on the N house 
    [4 x RPGs] and at the S side of the base [2 x 5.45mm ammo, 3 x Playma Fire;
    2 x 7.62mm ammo; 2 x Grenades, M79 Grenade Launcher, Kevlar Vest]. You can
    get the empty T-55 if you want.
    Keep moving towards the nav point along the road. When you come to point 
    where the road leaves the the hills, stop. Move all your units out of sight 
    from that circular area in front of you. Have your Death Knight move up to
    the unguarded crates and find - surprise! - that it's a trap. Have your
    Death Knight take out the observers on the two overlooking hills. An APC and
    an M1A1 will roll in from the N and S respectively. Let them reach the point
    where they stop, then have your BM-21 drop 4 rockets on the M1A1. This 
    should leave it damaged, but empty and collectible for you. Use your 
    vehicles to eliminate the APC. 
    Send your helicopter NE to scout for two howitzers that will otherwise be
    a big pain for you to deal with. Once you've found the howitzers, send a 
    small squad of those armed with RPGs to deal with them. (If you don't
    elimnate the howitzers at this point, they will hit you (hard!) when you 
    next run into NOAH soldiers.)
    Grab the now unguarded crates [3 x heavy ammo; 2 x Medipack, 2 x Playma HE]
    and use your Sharpshooter to clear the soldiers guarding the front gate. 
    Have an explosives Expert clear the mine field (which is 10 mines, so make
    sure you have the room for all of them). Enter the base and head S, moving 
    along the fence. Use your Sharpshooter to snipe the lone guard at the post,
    then use 3 x RPG soldiers to destroy the Shilka. There is an empty Vulcan
    here if you need it.
    Send an armoured vehicle or two around the back of the base. Use them (or 
    your BM-21) to destroy the T-55. Have your vehicles take out the guards 
    (squad members can lob grenades over the walls to help) and clear the area.
    Knock down a fence and talk to the COTUC spy. He'll join your squad. 
    Scavenge as you need to. Grab the crates as well [M60; 4 x 7.62mm ammo].
    Move towards the next nav point, keeping as S as you possibly can. Use your
    Sharpshooter to hit the lone soldier on top of the fence (he's got a 
    Dragunov) and get ready for some units to come at you from the small gate
    and the larger one to the N. Use the buildings as protection and take them
    out. Blow a hole in the wall next to the small gate and enter the lab area.
    In this section, a large number of units are waiting around, so try only to 
    alert a few at a time. Once alerted, try to take them out as quickly as 
    possible. If you alert too many enemies or get too damaged, fall back and
    regroup. Use the cover you have to limit the number of enemies who can
    fire at you. 
    Once the area is clear, send the spy to access the terminal at the lab 
    (it's on the N side of a building in the concreted area).  Then access it 
    again. You'll get new objectives. Take out the remaining scientists and
    grab the crates [heavy ammo; SA-7 Launcher, 2 x SA-7 missiles]. There is
    an empty BMP in the vehicle area to the SE of the lab. Use some explosives
    to blow up the lab.
    Move towards the bunker nav point. Clear the guards and the patrolling
    vehicle that cover the road into this area right next to the lab area. Head
    towards the nav point - watch for mines. Shoot down a fence near the 
    compound when no enemy units are there to see you do it. Send your point-men
    in to stealthily plant a bug on the bunker, then steal the M1A1. Keep your 
    guys hidden from the patrolling enemies. Once you've gotten away with the
    M1A1 (or get seen escaping with it) call in the airstrike - hopefully you'll
    take out an enemy unit or two in the resulting explosion. Airstrikes take a
    little while to come in though, so don't expect immediate results.
    Alternatively, plant explosives on the bunker.
    Take out any remaining enemy units in this area and head back towards the 
    prison area. Grab the crate near the gatehouse on the way [2 x RPGs, 
    Explosives, 2 x Medipacks].
    Head N. Your next target should be the large fuel tanks that has a few 
    vehicles around them. Send a HEAT round into one of them and watch the chain
    reaction. Mop up any other enemy units you see and pretty soon you'll get 
    the mission end screen. This doesn't mean all enemy units have been killed;
    just that all the NOAH units have been destroyed. 
    There is a good change you picked up a lot of vehicles from this mission.
    Make sure you take the ones you want back with you.
    -- BETWEEN MISSIONS: This next mission is your final one, so trade for the
    best of everything. You should have quite a few spare vehicles, so trade
    for those you want (in my case, I wanted a Hind!).
    If you do get a Hind, you'll also need to trade for weapon systems for it 
    and then ammo for those systems. 
    Take all your heaviest vehicles with you - you'll need them (and probably a
    spare or two as well...) --
    You'll be given two Death Knights and a T-80 at the start of the mission. 
    Add the Death Knights to your point-men squad. Send all your units E, but 
    stop your BM-21 / Howitzer on high ground. If you have any spare vehicles,
    leave them near the BM-21.
    Watch out when you are going E - there is an M1A1 that sits in a small
    yard at the S end of the road. Locate it and have your Explosives Expert
    lay mines across the road a short way away from it. It is a good idea to 
    make sure this M1A1 is destroyed, so once it runs over some mines try to 
    finish it off (if it isn't destroyed). The M1A1 does start moving at some
    point, so keep an eye on it.
    You can, if you wish, send your Sharpshooter to take out the guards (one of 
    them has a Dragunov) on the hill above the radar station but this isn't 
    really necessary unless you are short on Dragunov ammo. Once most of your 
    squad has moved E towards the airport, have your BM-21 drop a rocket on 
    each of the two radar dishes. That should destroy them and complete the 
    When this happens, some dialogue will pop up on the screen calling units to
    fall back to the airport. This does open up a big possibility of mining the
    roads into the airport before destroying the radar dishes... but I didn't do
    it that way. 
    At the airport, knock down the fence on W side (ie the side closest to where
    you started this mission). Move your vehicles in and start attacking the
    Shilkas and other vehicles that come at you. Quite a few vehicles are there
    to protect the airport, but I found with 2 x M1A1s, a Shilka and a Hind that
    it wasn't too hard to take on. The enemy vehicles will come up one at a time
    for the most part - if you are quick enough, you can dispatch them before 
    the next one arrives. 
    Once the vehicles stop coming, send in your Death Knights to take on any
    other remaining soldiers. When all units at the airport have been destroyed,
    you'll get your objectives updated and some COTUC helicopters will arrive.
    Talk to the COTUC representative. Grab the crates from the airport - E side
    near hanger [2 x Heavy Vests, 4 x Mines; SA-7 Launcher, 4 x SA-7 missiles],
    at NW house [2 x Medipacks; Heavy Vesst, M60, 3 x 7.62mm ammo] and on the
    W side near the main road gate [2 x Stun Grenades; 2 x Fog Grenades; 2 x
    Medipack] - and head off to nav point via the cross-country route.
    Talk to the scientist. Have your squad recon the labs a bit before you 
    attack. Use your BM-21 and / or Hind to destroy the enemy armour that you
    see before you try and take the labs. This will make things a lot easier.
    Next, have a Death Knight shoot down the gate and then use your point-men
    to take out the soldiers in the area. The Death Knights are pretty good
    at taking down enemy soldiers, but just watch out for any units carrying
    RPGs / anti-tank rounds.
    I'll note it here, but it applies to any point of this mission - if you 
    find yourself in a position that you've fired your BM-21 or Hind dry, have
    the crew of that vehicle exchange it for a spare one you brought with you.
    If you didn't clear out the radar station of enemy units (like I didn't) be
    careful of sending units in straight lines between the NOAH base and where
    you started the mission (most likely where your spare vehicles are) since 
    you could start drawing incoming fire. 
    Once you've cleared the lab area, you'll get a new objective (and yes, you
    do a lot of dirty work for the COTUC before they do any for you!). Hug the 
    wall of the base as you move toward the front gate nav point, only 
    destroying the enemy units that you have to.
    At this point, if you need to swap any vehicles over, I recommend doing it
    before the COTUC enter the base. Don't get too close to the front gate until
    you are happy with how your squad is equipped. You'll only need to send
    one unit to the front gate to trigger the next scene.
    When you do get close to the front gate, the COTUC will attack. Give them a
    little bit of help (like using your BM-21 to destroy the T-55 guarding the 
    front gate) but just stay out of the way. Let the COTUC take on the large
    number of NOAH vehicles rather than your squad. Use smoke / fog grenades
    to protect your units from incoming fire.
    Send a Death Knight / point-man armed with an RPG and heavy machine gun 
    towards the wooded area on one side outside the main bunker area. Be 
    careful - you are looking for a large number of BM-21's and howitzers that 
    have congregated by some fuel tanks. These vehicles are protected by NOAH
    soldiers who are patrolling the woods, some of whom have RPGs. Work your
    way around until you can destroy the fuel tanks, which will in turn destroy
    a number of these indirect fire vehicles. You may need to use some of your
    vehicles to wipe out the remaining units, but avoid getting into a firefight
    with the NOAH soldiers if you can.
    On the other side of the base, have two squad members armed with SA-7s take
    out the two Hinds that are sitting on the helipads. Use your vehicles to 
    take out any other enemy units that are outside the main bunker area. When
    this location is clear, plant some explosives by the bunker gate and pull 
    all your units back to a safe distance. The COTUC will engage the NOAH units
    surrounding the bunker. When the dust settles (with the COTUC having wiped 
    out the NOAH guards) blow up the bunker with a few HEAT shells. 
    You'll get a new objective. Assemble all your units near the destroyed 
    bunker. Make your choice after COTUC's leader talks to you.
    Congratulations (well, kinda) - you've finished Soldiers of Anarchy! The
    two possible endings can be seen in sections 6.2 and 6.3.
    Depending on the path you take, SoA can end in one of four ways. A 
    summary of these endings is listed below, along with a brief discussion
    of what happened with the SGDS Disaster. Don't read below if you don't
    want to know any spoilers. I've given a name to each of the endings that
    roughly fits in with what that ending contains.
    When you talk to HE (well, SHE) you are lambasted for letting evil loose
    on the world and ruining the COTUC's work. The ending itself is 
    bittersweet, mourning the friends you've lost in the fight while also 
    talking about how the good guys won this battle and that the world is on 
    the path to recovery. Although this ending recognises that sacrifices 
    have been made, it focuses on the future and, although further 
    missions may be needed, your team can now focus on assisting with the 
    reconstruction of society.
    This is the best ending you can get.
    After being given the ultimatum by SHE, if you wait for a short while a
    Ural will make its way into the bunker area. Wait until it's drivers get
    out (and watch them take your vehicles! Cheeky!) and have all your squad
    enter the Ural.
    This ending sees you taken by the COTUC to their labs and turned into a
    Death Knight (a whole squad of them, actually). You see the world through
    different eyes and are brainwashed into having no will of your own. 
    However, there is a small hope that one day you'll be able to throw off 
    this brainwashing... and when you do, Heaven help the COTUC...
    Both of the assisting COTUC endings are bad - it's up to you to work out
    which one is worse.
    6.3 PLAYED FOR A FOOL...
    After being given the ultimatum by SHE, you choose to try to fight your
    way out. You are doomed to fail - you are surrounded by COTUC Death 
    Knights armed with missile launchers - but at least you will die free.
    Although you have helped the COTUC establish themselves as the dominant
    force in a post-SGDS world, you hope that others will rise up to take your
    place and that some day the good guys will win.
    Both of the assisting COTUC endings are bad - it's up to you to work out
    which one is worse.
    I'm sure some people are a bit confused about what happened with the SGDS 
    virus. Here's my take:
    SGDS was invented by NOAH (or whatever NOAH was) was a treatable disease 
    that they could earn some money off by selling the vaccine. Trouble was
    SGDS mutated into a its genocidal form and started killing millions.
    NOAH is still seeking a cure for the virus, but can't shake the fact 
    that they were responsible for the regression of civilisation into a
    near-tribal state.
    COTUC existed before the SGDS took its bloody toll out on humanity, but
    its members were somehow generally immune to the effects of SGDS. In the
    time since the virus nearly wiped out mankind, COTUC has been building
    its power base and somehow inventing fantastic new technologies (eg the
    Death Knights). It would seem to be too great of a coincidence for the
    COTUC not to have had some kind of help in its survival, but it isn't
    clear whether or not that help is truly divine in nature or just the
    result of its highly gifted leader.
    So, who is worse out of the two? NOAH, who made a mistake that cost the
    lives of billions but are currently trying to fix that mistake? Or COTUC, 
    who seeks to take advantage of a broken civilisation and impose on it 
    an order they control, but will be a stabilising force in a chaotic 
    world? Your answer depends on your personal beliefs, obviously, but SoA's
    only "good" ending comes from helping NOAH.
    Thanks to Silver Service for creating such a great game! However, I was
    a bit disappointed by the lack of importance that helping either the
    Claw or the TFR had on the game. 
    Version 1.01 - Fixed up some spelling errors.
    Version 1.00 - Finished the walkthrough for all the maps. Added in 
    an explanation on the endings.
    Version 0.55 - Added in walkthrough for THE SIGN and EVERLASTING LIFE
    along with the second and third endings.
    Version 0.45 - Added in walkthrough for INSIDE THE RAT HOLE and THE
    JUDGEMENT. Added in first ending.
    Version 0.37 - Added in walkthrough for AND FOLLOW YOUR DESTINY and a 
    few more tips.
    Version 0.35 - Added walkthrough for THE SNARE and information about the
    priest dialogue in TWO ROADS. ONE WAY.
    Version 0.32 - Added in some more Tips. Added walkthrough for HEROES DIE
    Version 0.31 - Added in readme file tips from game CD. Also added in
    patch information.
    Version 0.30 - About 6 months after starting the guide, I've finally got
    around to adding in two more missions! The walkthroughs for MARKET DAY and
    TWO ROADS. ONE WAY. added. Plus it made me remember how much I like SoA. 
    I'll aim to add in more missions shortly.
    Version 0.25 - Against my normal flow of FAQ writing, I'm releasing this 
    guide well before it is complete. SoA is a long game (especially since I'm
    trying to complete all the levels). Currently I've just received City of 
    Heroes, which I absolutely love and am concentrating on. I plan to come back 
    to SoA over time, do a couple of missions then write them up. If I wait until 
    I'm completely done with SoA before releasing the guide... well... it could be
    a long time before this guide say the light of day. If you are wondering what
    the heck is happening with this guide, send me an email and remind me to 
    do an update!
    Version 0.25 was released 29 June 2004

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