hide results

    FAQ/Walkthrough by BusterLanceX

    Version: 1.00 | Updated: 07/30/11 | Search Guide | Bookmark Guide

    Operation Flashpoint: Red River
    Walkthrough/ Guide
    BusterLanceX (Nick)
    This document is Copyright 2011 by me, Nick. This guide was written in a
    nonprofit manner to be viewed on the internet. It may not be otherwise used,
    reproduced, sold, or distributed without my expressec consent.   
    All trademakrs and copyrights contained in this document are owned by 
    their respective trademark and copyright holders.
    --/-The Table of Contents--\-
     [Use Crl+F to easily find a section]
    [1] Operation Flashpoint: Not your average shooter.
    [2] Controls, Menus, and your H.U.D.
       [2.1] Buster's Modified Rules of Survival
       [2.2] Player Progress
    [3] Classes, Enemies, and SSgt. Knox
       [3.1] Rifleman
       [3.2] Grenadier
       [3.3] Scout
       [3.4] Auto Rifleman
       [3.5] Taji-Insurgent
       [3.6] People's Liberation Army
       [3.7] SSgt. Knox
    [4] Campaign Missions
       [4.1] Welcome to Tajikstan
       [4.2] Meet the Neighbors
       [4.3] Human Terrain
       [4.4] Almost too Easy
       [4.5] The Wrong Way
       [4.6] Careful What You Wish for...
       [4.7] Line in the Sand
       [4.8] 1st and 10, Let's Do It Again
       [4.9] Vantage Point
       [4.10] End of the Beginning
    [5] Fire Team Engagements
       [5.1] Last Stand
          [5.11] Contested Front
          [5.12] Best Defense
       [5.2] CSAR
          [5.21] Samaritan's Deed
          [5.22] No One Gets Left Behind
       [5.3] Rolling Thunder
          [5.31] Hell's Highway
          [5.32] Breathrough
       [5.4] Combat Sweep
          [5.41] Counter Insurgency
          [5.42] Ghost Town
    [7] Did I miss something?
    [1] Operation Flashpoint: Not your average shooter.
     If you like Halo or Call of Duty, and you think you are the best the 
    gaming world has to offer, prepare for a challenge. Hailed as a realistic 
    military shooter, Flashpoint (FP) certainly puts a strain on you and your
    controller as it forces you to think tactically, hide behind cover, and
    learn to love checkpoints. If you are ready for a challenge, this is the
    game you want. This is the game where difficulty is not adjusting the 
    AI of the enemy or weapon damage, but restricting your H.U.D. It isn't
    [2] Controls, Menus, and your H.U.D.
     The controls are similiar to your average shooter. They are easily found
    in the options menu.  Viewing the diagram is easier than me explaining,
    but a few nifty controls are worth explaining.
    Left bumper held + down on the D pad = Night Vision
    Right Bumper held + left bumper = combat support
    Hold Y (With M203) = Arms M203
    Left Bumper with frag = Grenade is rolled, not thrown
     The first menu you will reach, suprise, is the main menu. The options
    are self explainitory.
       -Campaign = The main campaign.*
       -Fireteam Engangements = Extra missions and sources of stress.*
       * It is important to know that you can adjust not only what class
    you will have, but also what your team will be. This is easily done by
    selecting the mission, then selecting the indivual on your team(Taylo, 
    Soto, Balleto.)
       -Join Game = Takes you online to find, hopefully, help.
       -Class Setup = The menu where you customize your personal
    loadout. It will flash if you have leveled and unlocked something.
       -Player Progress = Your personal upgrades for yourself. You upgrade
    six seperate skills by unlocking medals in the campaign and FTEs.
       -Options = Takes you to the options menu to adjust settings in the
    game, view controls, etc.
       If you aren't playing on Hardcore, you'll have the standard H.U.D.
    An important thing to note is the compass in the upper right, which
    leads you to waypoints, notifies you of where your team is, and displays
    dropped weapons and ammo caches by a black line. Your compass at the center
    top of your screen will represent not only the direction you are facing,
    but also any hostile forces. A red triangle describes an enemy that
    someone is actively seeing, while a red 'smudge' represent that
    last known area a hostile unit was spotted.
       The command menu is pretty simple to use. To the bottom, is
    suppressing and flanking; to the right is your hold fire, formation,
    and healing; up is manuever, and defending; to the left is follow.
    You can also issue commands through the map, pressing the back button.
     [2.1] Buster's Modified Rules of Survival
      This is simply a collection of suggestions to help you.
         1. Your fireteam, although a lousy AI, is effective when you tell
    them to do basic commands. They excel at supressing, getting attention
    of the enemy, and getting you killed.
         2. If you are defending an area with a mounted weapon, put someone
    on it. They are actually pretty good at it.
         3. Only reload when you are 1000000% sure that no one will walk up
    to you and kill you.
         4. If an enemy walks up on you, spray and pray while strafing to
    cover. You might survive, you might not. You might even get lucky
    enough to kill your oponent.
         5. Unless you absolutely need to, never get seperated from your
    fireteam. The game has a tendacy to randomly kill you.
         6. Heal completely every chance you get. Unless you are being 
    directly shot at, heal. Each minor would that you recieve and not
    fully heal from decreases the time that you'll have while bleeding
    as you beg your fireteam to pick you up.
         7. If you have it, use it. M203s are great for alot. They easily
    kill enemy HMMWVs, large squads, a single guy hiding in a room. Smoke
    grenades give you great cover to fall back or advance.
         8. Building roof's are a risky place to be. On one hand, you
    can see alot more area. On the other, they can see you from a much
    furthor distance.
         9. Don't expect to survive your first playthrough of a mission.
    It's not a comment of your skill, but an admission that this game is
       [2.2] Player Progress
     With each new mission and FTE that you complete, you will unlock a
    medal corresponding to how well you did. In the campaign, you will
    recieve a gold medal as long as you completed all objectives. FTEs
    are a little more complicated, but on to that later. A gold medal is
    worth three points, silver is two, and bronze is one. You can put a 
    maximum of ten points into each skill. These skills affect every class.
       The core skills:
          Sprint: Increases how fast you can sprint by 2.5% per point,
    totalling out at 25% increased speed.
          Endurance: Increases how long you can sprint by 10% per point,
    totalling out at 100% (double your original) distance. Pretty useful,
    considering all the time you spend running front A to B.
          Battle Readiness: Decreases the time it takes to stow and deploy,
    (holster and unholster/switch) weapons by 3% per point, totalling at
    30%. This skill is very useful during the later levels when you are 
    forced to pick up large weapons.
         Assault Rifle Handling: This speeds up how fast you look down the
    sight of M16A4's and M4A1's by 3% per point, totalling at 30%
         Assault Rifle Training: This increases accuracy with M16A4's and
    M4A1's by 2% per point, tottalling at 20%. This is a crucial skill and
    one I suggest you max out first, as all classes can carry these two
         Tactical Awareness: Increases the range you can identify targets
    by 4% per point, totalling at 40%. This isn't that useful.
    [3] Classes, Enemies, and SSgt. Knox
       [3.1] Rifleman
          The rifleman is the all around, useful class. In my opinion, it is
    the best class. You can get everything from a sniper scope for your 
    M16A4 with a 203 (inabling you to snipe AND kill a group of close enemies)
    to a CQB M4A1 with a suppressor, or any combination. The only mission
    the RM is not great at is anti-tank.
             M16A4= The bread and butter at med-long range. Fires a three
    round burst and single.
     Accuracy - 12/20
     Handling - 15/20
     Damage - 11/20
     Fire Rate - 12/20
     Ammo Count -  180
     Mag Count - 30
     Range - 600m
     Reload Time - 3s
          Mod 1-
             Red Dot Sight (RDS) - Adds 1 to accuracy, and is good for
    low-med shooting. Better than nothing.
             Holographic Sight (CQB) - Adds 1 to accuracy, and is best for
    close range shooting.
             Marksman Scope (M) - Adds 2 to accuracy, and is decent for 
    med shooting. Only decent.
             Sniper Scope (SN) - Adds 4 toaccuracy, and is tottaly worth
    the wait. Pair with AP rounds and you have a sniper rifle.
             Thermal Scope (NO) - Adds 4 to accuracy, and acts as a sniper
    scope with thermal. It's really only good for one mission and one FTE.
          Mod 2-
             Suppressor - Minus 1 damage, reduces noise at the cost of
             M203 Grenade Launcher - Increases the weapon's damage to 17/20,
    this is a great attachment. Three rounds are the standard ammo count.
          MEU(SOC)= The handgun of the game. Replace ASAP.
     Accuracy - 12/20
     Handling - 20/20
     Damage - 8/20
     Fire Rate - 14/20
     Ammo Count - 56
     Mag Capacity - 7
     Range - 60m
     Reload Time - 3s
          Mod 2-
          M4A1= Bread and butter at close-med range. Fires full auto and
     Accuracy - 10/20
     Handling - 14/20
     Damage - 12/20
     Fire Rate - 16/20
     Ammo count - 180
     Mag Capacity - 30
     Range - 500m
     Reload Time - 3s
          Mod 1-
             Red Dot Sight
             Holographic Sight
             Marksman Scope
             Sniper Scope
             Thermal Scope
       Binoculars- Press Right Trigger to get a range estimate.
       M14 AP Mine- Anti-Personel Mine designed NOT to kill. Three is the
    standard loudout.
       IR Strobe- Used to mark a target at night. Not used in the game,
    except during certain FTEs.
       M67 Frag- Frag grenade. Three is the standard loudout.
       M18 Smoke- Smoke grenade. Three is the standard loudout.
       M18 Claymore- 'Automatic' Claymore. Three is the standard
    loudout. Be careful, they don't descriminate between enemies,
    friendlies, and you.
       Combat Training- +10% experience for kills.
       Support Training- Enhances weapon accuracy and suppression for
    M16A4/M4A1, improves ability to heal fireteam members.
       Marksman Training- Enhances accuracy greatly from a stationary
    position for M16A4/M4A1, improves vision range. Great for the defence
       Assault Training- Enhances accuracy greatly while mobile for M16A4/
    M4A1. Increases 203 rounds(by two).
       Combat Vet- +20% experience for kills.
       Support Pack- Improves the ability to heal, reduces mine deployment
       Enemy Weapon Specialist- Decreases the chance of a jam with enemy
    weapons as well as increases accuracy. Specifically meant for enemy 
    assault rifles.
       Light Assault Gear- Increases resilence, so you can stay alive
       Rapid Recovery- Improves the ability to heal self.
       Assault Rifle AP Rounds- Makes your ammo deadlier for your M16A4/
       Assault Rifle Reloads- Improves reload times.
       Assault Rifle Ammo Pack- Additional ammunition at the cost of 
    how past you recover endurance.
       Buster's suggest loadout:
     M16A4 (Sniper Scope-M203)
     M4A1 (Holographic Sight-M203)
     M18 Smoke
     Marksman Training
     Assault Rifle AP Rounds
     The RM is meant to be an all around class and this loudout certainly
    allows for it. With the M16, you can snipe. With the M4, you can
    room clear. 203s, Frags are great for room clearing and large groups
    and smoke helps you get out of somewhere.
       [3.2] Grenadier
          The grenadier is the most specialized class. It has no effective
    long range capability, but it makes up for it with a plethra of CQB
    weapons and the ability to easily destroy armor.
          Mod 1-
             Holographic Sight
          Mod 2-
             M203 Grenade Launcher
          MP5A4- A faster firing weapon than the M4A1, but less damage.
     Accuracy - 8/20
     Handling - 18/20
     Damage - 8/20
     Fire Rate - 20/20
     Ammo count - 180
     Mag Capacity - 30
     Range - 200m
     Reload Time - 4s
          Mod 1-
             Holographic Sight
             Red Dot Sight
          M1014- A powerful, pump shotgun. Generally ill-advised due to
    the range you'll have to be at to get a kill.
     Accuracy - 4/20 
     Handling - 16+20
     Damage - 16/20
     Fire Rate - 7/20
     Ammo count - 45
     Mag Capacity - 9
     Range - 40m
     Reload Time - 9a
          Mod 1-
             Holographic Sight
             Red Dot Sight
          Mod 1-
             Red Dot Sight
       M67 Frag
       M21 AT Mine- A great alternative to hastily finding a SMAW to kill
    enemy armor. One mine is all you need to kill a tank. Standard loudout is
       IR Strobe
       M14 AP Mine
       C4 Charges- A great alternative to mines for blowing up anything.
    When laying down multiples charges, remember to press Left Trigger
    after to switch back to charges from the detonator. Standard loudout is
       M18 Smoke
       Combat Training
       CQB Insertion Training- Enhances unaimed and aimed accuracy from a 
    stationary positon with the MEU and MP5A4. Not a good choice.
       Urban Terrain Warfare Training- Improves accuracy for M1014 and MP5A4
     while mobile. Improves Resilience. Not a great choice, but extra armor
    is good.
       Advanced Demolitions Training- Enhances M203, M67, and mine damage. Also
    enhances mobile accuracy for M16A4/M4A1 and decreases mine deployment time.
    The best choice.
       Combat Vet
       CQB Reloads- Improved reload time for M1014 and MP5A4.
       Grenades Ammo Pack- Increases M203 rounds and grenades by two, but
    decreases endurance recovery.
       Fitness- Increased sprint speed and endurance recovery.
       CQB Ammo Pack- Increases ammo for M1014 and MP5A4, but decreases
    endurance recovery.
       Enemy Weapon Specialist- Decreases the chance of a jam for enemy
    enemy weapons and increases accuracy. Meant for enemy shotguns and
    submachine guns.
       Demoltions Ammo- Increases Mines and C4 counts (to a total of 6 mines
    and 7 C4 charges) at the cost of endurance recovery.
       M203 HEDP Rounds- Replaces standard M203 rounds with an armor
    piercing variety. Not as great as it sounds, AT mines are better.
       Buster's Suggest Loudout:
     M4A1 (Holographic Sight-M203)
     M16A4 (Red Dot Sight)
     C4 Charge
     M21 AT Mine
     Advanced Demolitions Training
     Demolotions Ammo
     The GR is only good at clearing a room, but it is great at destroying
    enemy armor as you set an ambush. AT mines are used for relentless APCs
    while the C4 works great for convoys where you can destroy the entire
    convoy with the press of a single button.
       [3.3] Scout
          The scout will probably be everyone's first choice if they don't
    read my guide. The see scout, they think sniper. They are right, but
    the scout doesn't start out as a very effective long-range killer.
    Aside from using a sniper rifle, the scout is naturally faster than 
    the other classes. That's pretty much it. The scout is for every
    sniper wannabe who's too scared to clear a room.
          M14 DMR- The sniper rifle.
     Accuracy - 15/20
     Handling - 8/20
     Damage - 19/20
     Fire Rate - 5/20
     Ammo count - 60
     Mag Capacity - 20
     Range - 800m
     Reload Time - 4s
          Mod 1-
             Marksman Scope
             Sniper Scope
             Thermal Scope
          Mod 2-
          Mod 2-
          Mod 1-
             Marksman Scope
          Mod 1-
             Red Dot Sight
          Mod 1-
             Red Dot Sight
          Mod 2-
          M39 EMR- The upraged sniper rifle. More accuracte and stronger.
     Accuracy - 16/20
     Handling - 8/20
     Damage - 20/20
     Fire Rate - 5/20
     Ammo count - 60
     Mag Capacity - 20
     Range - 850m
     Reload Time - 4s
          Mod 1-
             Marksman Scope
             Sniper Scope
             Thermal Scope
          Mod 2-
       M18 Claymore
       IR Strobe
       M67 Frag
       Combat Training-
       Recon Spotter Training- Improves vision range with scopes.
       Recon Infiltration Training- Improvaed mobile accuracy with MEU and 
    MP5A4, also reduces the chance of enemies hearing the scout. We suddenly
    went from a military shooter to Splinter Cell...
       Sharpshooter Training- Improves vision range and enhances stationary
    accuracy with M14 and M39.
       Combat Vet-
       Scout Vision & Tracking- Enhances vision range, identified targets
    stay on the map longer.
       Rapid Recovery-
       Marksman Rifle Reloads- Improves reloads for M14/M39
       Marksman Rifle Ammo Pack- Additional ammo for M14/M39, but 
    decreases endurance recovery
       Enemy Weapon Specialist- Decreases the chance of jamming and
    increases the accuracy of enemy sniper rifles.
       Marksman Rifle Muzzle Velocity- Replaces standard rounds with
    a high velocity version. Greatly reduces bullet drop. Side note,
    by the time you get this, I do hope you would've learned how to
    shoot by now.
       Buster's Suggest Loudout:
     M39 (Sniper Scope)
     M4A1 (Holographic)
     M18 Claymore
     Sharpshooter Training
     The scout is meant to be a sniper and this loudout emphasizes the 
    need to be able to move fast and often, with the ability to defend
    against a close up encounter if needed.
       [3.4] Auto Rifleman
          The AR is actually not as useless as it sounds. It is the
    suppression expert and great at any short-med encounter. A skilled
    gunner could even go beyond his/her accepted range and pick off
    targets at a longer range.
          M249 Saw- 200 rounds sent out fast and spread well.
     Accuracy - 8/20
     Handling - 10/20
     Damage - 14/20
     Fire Rate - 18/20
     Ammo count - 600
     Mag Capacity - 200
     Range - 600m
     Reload Time - 7s
          Mod 1-
             Holographic Sight
             Red Dot Sight
             Marksman Scope
          Mod 1-
          Mod 1-
             Red Dot Sight
          Mod 2-
          Mod 1-
             Holographic Sight
          Mod 2-
          MK48 Mod 0- An upgraded LMG that fires slower, but stronger.
     Accuracy - 10/20
     Handling - 12/20
     Damage - 18/20
     Fire Rate - 12/20
     Ammo count - 400
     Mag Capacity - 100
     Range - 700m
     Reload Time - 7s
          Mod 1-
             Holographic Sight
             Red Dot Sight
             Marksman Scope
       IR Strobe
       M18 Smoke
       M18 Claymore
       Combat Training-
       Support Gunner Training- Enhances accuracy when firing from a
    stationary position with M249/MK48. Also enhances suppression.
       Assault Gunner Training- Ehances accuracy when firing mobile 
    with M249/MK48. Also enhances suppression.
       Advanced Gunner Training- The middle ground of the prior two.
    Also enhances suppression.
       Combat Vet-
       Rapid Recovery-
       LMG Maintenance- Greatly reduces the chance of a jam, increased
    tracer rate aids suppression.
       Light Assault Gear-
       LMG Reloads- Improved reload times for M249/MK48
       Mines & Grenade Pack- Provides additional mines, but reduces
    endurance recovery.
       Enemy Weapon Specialist- Decreases the chance of jam and increases
    accuracy of enemy LMGs.
       LMG Ammo Pack- Additional ammo at the cost of endurance recoverry.
       LMG AP Rounds- Replaces standard ammo with armor piercing rounds.
       Buster's Suggest Loudout:
     MK48 Mod 0(Marksman Scope)
     M4A1 (Holographic Sight)
     M18 Smoke
     Support Gunner Training
     LMG Maintenance
     This version of the AR is designed for more accuracte and tracer rich
    fire that allows the AR to conserve ammo. Frags and the M4 give it
    the ability to assist in clearing rooms and smoke for the tactical
       [3.5] Taji-Insurgent
     Your initial enemy will be the local insurgents. They primarily carry 
    AK47's and PKP's. Pick up an AK for the achievement and never do
    it again on purpose unless you are desperately out of ammo. Your
    personal loudout is always better than a weapon without sights
    and the possibility of a jam. I know, AK's don't jam. But these
    AKs have locktite in them or something. They jam, its a game.
     They are generally disorganized and are easily suppressed. Stray
    bullets easily kill them. There isn't alot I can say about these guys.
       [3.6] People's Liberation Army
     The first time you run into these guys, it'll be night and day. While
    the Taji-Insurgent was easily suppressed, disorganized, and attacked
    on a solo basis, these guys won't. Almost impossible to supprse without
    the use of the AR, they attack in waves. Their weapons are slightly 
    better than the AK47, but by the time you encounter them, you'll
    be attached to your weapons.
     PLA spec ops are the key phrase you need to listen to when you
    hear them through the game chatter. They are armed with SMGs and 
    shotguns and come with heavy armor. They are hard to kill. Not 
    impossible to kill, jus hard.
     The PLA APC is the number one killer that you will encounter. Unless
    your GR brought AT mines, you will have to scramble for a local SMAW
    or hide. If you get a SMAW, aim for the top or the back. The front and
    side armor is pretty strong.
       [3.7] SSgt. Knox
     This man gets his own section. He is loud, rude, and spouts of his
    special rules that are moderately important to listen to. By mission 7,
    you'll be seriously considering shooting him. Tune him out the best you
    can. While he is annoying, try to listen to him. He gives your basic
    information that assists in your mission.
    [4] Campaign Missions
       [4.1] Welcome to Tajikstan
    [Mission Objectives]
    !Follow Knox's Orders 3/3
      Complete training at the firing range
      Refill your ammo
      Regroup on Knox
    !Board The Convoy 1/1
      Board the Humvee (HMMWV)
    !Clear the Village of Insurgents 5/5
      Move your fireteam into the village entrance
      Assault and clear the west side of the village
      Order your fireteam to move into the village *easily missed
      Use the move order to assault the village
      Regroup on Knox
    !Defend the convoy 2/2
      Defend the convoy from the west
      Use the defend order
    !Clear hostiles from the village 5/5
      Regroup on Knox
      Use the suppress order on the far side of the river
      Use the footbridge to Flank the enemy
      Clear the north bank of enemies
      Clear the village or remaining hostiles
    [Suggested Loudout: Any]
    *This mission is more of a tutorial mission than anything else.
     The intro is awesome. Don't worry, I was laughing myself. After the load,
    you'll meet your new squad leader, SSgt. Knox, and begin to immediately 
    hate him. Follow his orders and go to the range, learn to shoot, and meet
    up for whatever he wanted.
     Yay! A real combat mission. Board the HMMWV and listen to him annoy you.
    Once you get there, order your team to move, then follow you, and follow
    the waypoint to the roof of the small building. Shoot to kill, then order
    your team to move inside the square. Mop up and regroup with Knox on the
    far side. Mount up.
    	IED!! You are in charge of the buidling to the left. Enemies spawn
    on top of the hill and charge to the left, straight down, and to the right.
    Tell your team to defend the building, kill everything, and wait. If you
    run out of ammo, their is an ammo crate right next to the stairs. When
    Knox is finished staring at the wreckage, reload, and mount up again.
    	Dismount and follow the waypoint to a meeting with Knox and a
    random marine. After listening, run across the street, and up a building.
    Start shooting, order your team to suppress, and wait for Knox. Annoyed
    with him yet? You just got here and now he wants you to run around. 
    Follow the waypoints, through friendly fire of course, across the bridge
    and provide fire from the side. Once the wall is clear, follow the waypoints
    through the village. Don't run, and clear every angle as you move through the
    village. After several brief firefights, you'll end up on the far side of
    the village. Mount up and the mission ends.
     I suggest playing this mission again as the other three classes to get
    a feel for which class you want to play as.
       [4.2] Meet the Neighbors
    [Mission Objectives]
    !Cordon and Search the village 4/4
      Set up defensive position in the north-eastern sector
      Defend the north-eastern sector
      Watch for approaching enemies
      Rally with the squad outside village
    !Hold position for EOD team to work on IED 5/5
      PRovide overwatch on EOD team
      Defend the EOD team from insurgent assault
      Watch for appraoching enemies
      Eliminate insurgent threat
      Raly with the squad outside village
    !Clear reinforcement route 1/1
      Call mortar strike on farmhouses
    !Take control of the village school 4/4
      Check roadside buildings are clear of hostiles
      Rally with squad outside village
      Clear surrounding buildings of hostiles
      Clear school compound of hostiles
    !Extraction to airfield 1/1
      Board vehicle for extraction
    [Suggested loudout: RM with some form of scope
                        GR isn't really needed, but AT mines would make a
                           certain part funny.
                        SC is great, but be prepared for CQB fighting.
                        AR is great for the suppression.
       Fireteam         It helps if your FT are AR or RM to aid in the
                           needed suppression.
     After hearing the brief, it is going to be an easy mission, or is
    it. Follow the waypoints to the corner building, climb the stairs,
    and watch the town. When the hostiles spawn, shoot 'em. Have your
    fireteam suppress them if they get too close, but they won't if
    you are set up good. Try not to burn through too much ammo.
    After the short fight, what else?, regroup on Knox. 
     Time to run up a hill. Through ambushes. You first ambush isn't very
    far up ahead. Major groups of enemies are on the hill above you and
    behind the building to the left. After it's clear, reload at the 
    cache next to the building next to the stairs. Head for the top of
    the hill. Tired yet?
     Another ambush, but its only three hostiles. Proceed to the overwatch
    point and get ready to see EOD do their magic. You didn't think it was
    going to be that easy, did you? You can either run down and shoot them
    at close range, or you can play sniper and pick them off. After 
    saving the EOD team, follow the road to the next town.
     STAY AWAY FROM THE GREEN CAR. It goes boom. There will be an ammo
    cache near your assigned sector. Grab ammo, tell your team to defend
    the house, and watch the western ridge.
     After EOD jinxes you, put a suppression order on the the ridge and
    fight off the attack. Once they are fought off, reload, and rally with 
    the squad and watch the fireworks. Mission over.
     Or not. And we are running. And we are running. And another ambush
    from the building. And we are running again. Run to the top of the building
    and call in the mortor strike. It's a good sight to watch, but
    not entirely effective. The A-10 does a better job. Time to move out.
    You get a tip-off that a hostile vehicle is coming your way. If
    you have AT mines, this is the only time to use it on this mission, but
    if you do, do it quick and hide. Otherwise, wait for it to pass to engage
    it, or simply start shooting the second you see it. If you have a M203,
    its a great time to use it. Either way, kill 'em and move to the
    rally point.
     This next part can be really easy, or really hard, depending on
    what you brought. If you brought something with a scope, go through
    the gap in the wall to the NE, climb the building, and starting
    killing the occupants of the school. Set your fire team to suppress.
    There is ammo at the bottom of the stairs if you start to run low.
    After a plenty of kills, the enemy will start leaving, and the mission
    is over. Just get to your HMMWV.
     If you didn't bring scoped weapons, or you just want to try out your
    MOUT skills, you have two options. Proceed on the outside of the wall
    to the school house and clear it. Too easy? Go down the center of the 
    street instead and search each nook and crany as you make your way
    to the school. Clear it, go to the your ride, and mission over.
     Not a bad mission, was it?
       [4.3] Human Terrain
    [Mission Objectives]
    !Clear the village 2/2
     Clear the traading post
     Clear the container marker
    !Rendezvous with the convoy 2/2
     Wait for the convoy to arrive
     Mount your humvee
    !Clear the compound 3/3
     Reach the center building
     Provide covering fire for Charlie
     Clear the remaining hostiles from the area
    !Rendezvous with the convoy 2/2
     Wait for the convoy to arrive
     Mount your Humvee
    !Defend the junction 
     Defend the junction
    !Protect the convoy 9/9
     Reach the overwatch position
     Clear the roadside compound
     Reach the next compound
     Clear the roadside compounds
     Climd the mountain Side
     Secure the ridgeline
     Hold the building
     Hold the building
     Hold the building
    !Extract to FOB Viper 1/1
     Mount your Humvee
    [Suggested Loadout: RM with scope
                        GR is good for the CQB portion
                        SC with scope, be prepared for CQB
                        AR is great for the suppression
    Fireteam:           Same as last mission, suppression and range
     What kind of shooter would this game be without an escort mission?
    Fortunately, this isn't the normal esort. After the motivating
    chopper ride, you need to head for the unoccupied town to prepare
    for the convoy. It happens fast, but they come out of the wood work.
    Clear the roof of the hotel from range, then steadily make your way up
    the street, watching every entrance and exit. It's best if you hug the
    right walls. Half way through the street is an ammo cache, so don't be
    afraid to burn away.
     Next up, a container field. It is easier if you go to the left around the
    field and shoot in. After clearing the field, wait for the convoy. And yes,
    you do get to ride. Mission over? Of course not. That was just the easy 
     Begin clearing the village. Follow your waypoints and be sure of every
    open space as you make your way to a occupied building. Stay their to
    cover the other team or move ahead of them, following checkpoints and
    being VERY sure it is safe to move. After the area is clear, hop on the
    convoy and ride. I won't tease you this time.
     Time to kill some technicals. Rush the distance to a short wall, with
    ammo and M203 ammo chaches, and wait. If you brought AT mines, you
    could use them, but it isn't easy to rush to the corner bend, the 
    only spot it would work, and back in time. Its easier to just wait
    and be ready with everything else, M203s included. And we're waiting.
    All that waiting for that? It happens. Time to walk.
     March over the hill and behold the wonder: another town. This
    is where Knox gets confusing. He tells you to take the road to the left,
    on the outskirts of town, while the waypoints tell you to go right
    down the center. Follow the waypoints and clear the town, slow and
    easy, watch your corners, and stay off the roofs. Rinse and repeat
    with each little area you clear.
     No more rides today. Push through ahead of the convoy in anticipation
    of any ambushes. The first little 'town' will have two guys and an ammo
    cache on the left, reload and push on. Run into another town, clear it
    out, slow and easy, and push on. Another compound, another clearing
    effort. Stick to the road and shoot in.
     Time to go up hill. Kill the two with RPGs and make it to a small
    house with an ammo cache. You'll start to get fire as you reach the
    house. Suppress and shoot back. Move up slowly and watch the hill
    to your left. Breach the hill and clear the area. There is an ammo
    cache next to the first house on the left as you clear the area.
     Time for a change of pace from all this running. Approach the wall
    and watch for anything that moves and kill it. After a bit, you'll
    get the chance to call in mortars. The hill on the right is the
    hottest. If you are lucky, an enemy vehicle will approach, but
    often the mortar strike gets it. Reload then head to the next spot.
     Hold up and get ready. Watch the entire span of N to NE for
    best results. There is an ammo cache next to the trees if you need.
     Move to the next area, rinse and repeat. Watch the NE and call in 
    all the mortors you can. Again, there is ammo right next to you. This
    is the shortest wait. Go back to the Humvee and finish the mission.
       [4.4] Almost too Easy
    [Mission Objectives]
    !Insurgent Defensive line 3/3
      Clear mountain compound
      Use JDAM on defensive line
      Clear the remaining hostiles from the area
    !Second insurgent defensive line 4/4
      Hit insurgent targets with air support
      Hit insurgent targets with air support
      Hit insurgent targets with air support
      Clear insurgent compound
    !Take control of insurgent base 3/3
      Clear insurgents compound
      Clear lower section of insurgent base
      Clear enemy buildings in upper insurgent base
    !Get to extraction convoy 1/1
      Extraction humvee
    [Suggested Loadout: AR with scope
                        GR isn't strongly suggested, but if useful in the end
                        SC enjoy the begining, but be prepared for CQB
                        AR just like the GR, you won't be very usefull
    Fireteam:           RMs for their flexibility
      Another chopper ride. Get out and run up the mountain. You'll run
    into singles and couples of restitance as you breach the top of
    the mountain. As you run past buildings, be ready for a random
    hostile to pop out and pop you. Eventually, you will make it to
    a flatter path than the earlier ones, watch the shrubs for hiding
    hostiles. Just pass that is your first target, a small town.
     Slowly enter the town and start killing. You have two options, first
    you can get on top of the first building on the right and take them
    out, or two you can clear each building at close range. Winners choice,
    there is ammo and frags next to the first building.
     Follow the waypoints, watch the A-10 strike, and be ready for any
    resistance. Continue down the path, get a clear line of sight, and
    call in the JDAM. Continue down the hill.
     You'll spot a huge string of buildings and the remains of your JDAM
     target. Continue down the road, watching the buildings, as you enter
    the town. You have three options. The first, get on the building to
    your left and have your team clear the buildings one by one. Two,
    go along the wall to the right and clear them personally through
    the vegitation. Or Three, attack from the center of the town toward
    the wall. Either way, ammo is by the SW building.
     Calling in the JDAM strikes perfectly is... frustrating. I will
    do my best to explain where to hit. The first, the furtherst left, is
    pretty easy. Aim directly for the taller building under the direction
    marker. Pretty much the center of the 'town.' The second, or middle one,
    is also easy. Aim for the biggest building. The third, or the one on the
    right is the hardest. Aim for the small wall on the right, directly under
    the distance flag. Too easy?
     Run down the hill, killing bad guys as you go, and encounter a bridge.
    It is pretty obvious, you have two options. The first is to lay there and
    play sniper as they eventually get a lucky shot on you and kill you. The
    other option is to have one or two of your FT lay down suppressing fire 
    while you run across the bridge. Winner's choice. The first building on
    the right has ammo.
     Follow the waypoints as you listen to Alpha-1 and Charlie-1 go at it.
    Another bridge? This one is alot harder than the last one. First, hide
    next to the wall to regain your endurance. Then, suppress or snipe the
    waiting building. The biggest worry is the mounted MG and the RPG on
    the hill. Once they are dead, have your team lay suppression down on
    the clearing to the right as you run like hell across the bridge. The
    building will have frags and M203s at the corner, but no ammo. Regroup,
    heal, and get ready for a charge. Clear the hill, which might only have
    one or two left depending on your team's suppressive ability.
     Regroup with the squad and wait for air support to make your life 
    easier. Or not. Clear the building to the right of the bridge, including
    the truck, and reload, ammo is behind the truck. Time for the second
    hardest part of the mission, clearing buildings.
     As always, two ways to do it. If you aren't equipped, or prepared,
    for CQB fighting; stick to the left wall and slowly move forward. If
    you are ready for CQB, stick to the cliff on the right and move through
    the buildings, using them for cover. Either way, follow the waypoints
    and conserve your ammo. At the end of the line will be a house with ammo.
    Reload and help the squad clear the final compound. Or not. Time to
    save somebody else. Let's see if airsupport can handle it.
     Or not. Run up hill and prepare a coordinated strike in the walls
    while everyone complains about the lack of air cover. This fight can
    be really easy, so long as you remember that you aren't playing COD
    or Halo. Move in slowly, covering every angle, and kill what you see. 
    Mission is over, now just run a marathon to your ride home. Why was
    it that you didn't get any air cover?
       [4.5] The Wrong Way
    [Mission Objectives]
    !Defend the frontline 7/7
      Rendezvous with Gunslinger 3
      Defend the frontline center
      Eliminate AT gunners
      Defend the second frontline
      Defend the third frontline
      Defend the fourth frontline
      Defend the fifth and final line
    !Secure extraction LZ at the crossroads 3/3
      Secure extraction LZ at the crossroads
      Defend crossroads area from PLA
      Hold off PLA while Humvees are being repaired
    !Extract to FOB 2/2
      Mount your Humvee
      Extract to FOB
    !Defend FOB 5/5
      Defend FOB
      Destroy the PLA attack helicopter
      Mount evac helo
    [Suggested loudout: AR with scope, M203s
                        GR with M203s, AT mines, C4 charges
                        SC with scope, no CQB worried this time
                        AR is great for this mission
    Fire team           AR is the best choice for the supprsive uses
    *There are several portions of this that can be drastically easier
    at the cost of risk. I'll explain both methods.
     PLA? Who? What? Where? When? And why you? Either way, listen to
    the brief and follow your waypoints to the selected building. Order
    a defend and put someone on the mounted. Listen to the complaining
    as smoke begins to creep in. Start killing for all you are worth.
    There is ammo, grenades, and 203s in the square right next to your
    building. Keep killing, including the AT gunners, for all you are 
     The tanks are gone? Fall back to the next building. Use smoke grenades
    to cover your fall back. Rinse and repeat. Ammo and grenades for your 
    pleasure. Fall back, rinse and repeat. And again. One more time.
    This time, the entire squad is in a single compound. Keep killing 
    for all you are worth until choppers come in to cover your exit.
     Did you turn around to go save the pilots? Don't worry, so did I.
    ***This part can be drastically different depending on what you
    want to do***
     NORMAL WAY- Fall back to the crossroads for your exit. Defend
    against the incoming foot troops until your ride is in view. Sweet
    victory? Or not. And worse, enemies APCs? Grab the SMAW and move
    through the buildings as you wait for the APCs to pass you. Aim for
    the rear armor or the small ball on top. There are three APCs that
    take different routes. One to the left, one down the center, and
    one on the road on top of the hill. Continue to defend as Charlie
    pretends they are a mechanic. Get in a HMMWV, grab your fireteam,
    and drive to the FOB.
     BUSTER's WAY- If you brought AT mines, great, half of your work is
    going to be done already. As you follow the road to the town, you'll
    notice a tiny group of buildings to your left along another road
    with the wreckage of a vehicle. Lay 3 AT mines down on that road,
    starting at the building and working toward the cross roads. Lay them
    at least 20m apart. Didn't bring AT mines? Well, that's too bad.
     Sprint to the crossroad, quickly grab a SMAW, and run back to the 
    entrance of the town to the two-story 'L' shaped building. Get on
    the roof and wait for a PLA chopper to come in, there will be two,
    one on your left and one on the right. Aim for the chopper, guarantee
    a kill or else this part really sucks, and destroy it. Quickly turn
    for the other chopper, best if you aim at it just as it is going
    almost completely straight down. Wait for the friendly chopper to get
    shot down and aim for a third chopper that is coming in further to the
    right of the second one. Kill it and run back to the cross roads.
    If you did this Buster's way, you will have no ground hostiles for
    your entire wait at the crossroads. Isn't life fun?
     Do you still have AT mines? Be the last of the convoy and place them
    on the road outside the FOB. It makes it easier. C4? Places groups
    of four at the connecting dirt roads to the paved road outside
    the FOB.
     Either way, when you get back to the FOB, you are alerted that the PLA
    aren't done with you yet. Reload your SMAW, order your FT to man the
    M2 mounts on the roofs of the buildings, and wait in the corner bunker
    with Knox. If you laid AT mines, you won't have to worry about the APCs
    and you can waste your SMAW rockets on squads of PLA (I started doing
    that on a really, really bad run through as a form of stress relief and
    I know add it to every run as a form of entertainment.)
     Once the APCs are down, the PLA will retreat. Quickly grab the Stinger,
    go back to the bunker or on top of a building and wait. The Stinger is
    VERY easy to use. It's kinda idiot proof. You'll have to keep the enemy
    'helo' in the circle. A box will form around the target and you will only
    be able to fire when a diamond appears in the box. Fire, grab another weapon
    (SMAW or a M107 that is in the second floor of the only 'L' shaped building)
    and kill for all you are worth. If you laid the C4, blow it to kill the
    Tanks for some more experience, entertainment, and bragging rights.
     Q-5 Fantans inbound! Hide in the bunker with Knox.
    ******* Another nifty trick that Buster does is coming up.
    NORMAL WAY- Retreat to the chopper pad and defend yourself from
    ground forces as you wait to get picked up again.
    BUSTER'S WAY- After the Fantan's strike, run to the defence point, then 
    quickly run back, pick up a Stinger or SMAW, and get on top of the building
    to the front or right where you were defending. Blow up the chopper
    then run back to the defending point
     Get in the helo and survive the mission.
      [4.6] Careful What You Wish for...
    [Mission Objectives]
    !Break PLA defensive lines 5/5
     Clear targets at bridge
     Break first defensive line
     Reach vantage point to call JDAM
     Eliminate response units
     Regroup with squad
    !Ambush the PLA convoy 7/7
     Provide cover for Alpha
     Secure orchard
     Secure compound
     Secure orchard
     Secure compound
     Destroy supply trucks
    !Fallback to extraction point 7/7
     Evade PLA Attack Helo
     Regroup with squad
     Defend clifftops
     Fallback to the ruins
     Provide cover fire for Charlie
     Mount extraction vehicle
    [Suggested loadout: RM with suppressors, thermal sights
                        GR with C4 charges
                        SC with suppressors, thermal sights
                        AR not really wanted
    Fire team:          RM with suppressors, thermal sights
    *This is a night mission that emphasizes stealth.
     First things first, Left bumper + down on the D-Pad. Ahh, NVGs.
    Next, there are two weapon caches at the drop off point, SMAWs
    and thermal sight M107s. The choice is obvious. We all wanna play
    sniper. It's ok. Follow the convoy to the first checkpoint, giving
    you the option to kill them or sneak around. I prefer to sneak
    around, you'll get plenty of time to play with your new toy later.
    Follow the waypoints into the gulley and around and up into a
    tower ruin. Call in the JDAM and regroup.
     The next portion has you and Alpha playing leap frog. Follow the waypoints,
    pull up your toy, and search for anything that is white hot with a red
    'X' on it. Conserve your ammo the best you can. Clear the compound, find
    the ammo cache, and move on. Rinse and repeat, then regroup.
     This is where it gets dicey. You are presented with several options. The
    first option is a forward mounted MG that will provide you an unlimted
    field of fire, but you are solo. The second is a limited field of fire,
    but an easier ambush. I'm goin to provide a walkthrough for the easier
    ambush. Whatever you choose to do, be as stealthy as possible, so dont
    play with the toy.
    BUSTER's WAY - Lay down all your C4 in a strip with about 20m between each,
    starting about 35m away from ambush spot 2. Wait for the lead truck to
    blow, then blow the C4.
     Either way, do everything to keep your cover from being spotted. If
    you are, a Z-10 attack helicopter will show up right after you
    destroy the convoy and this guide will reflect you being spotted.
     Wait for the ambush by hiding. As the trucks pass you, Alpha will blow up 
    the first truck, leaving you to handle the remains. Have your FT
    cover you as you get on the mounted MG and destroy the trucks.
    Leave the last vehicle alive*, hop inside, and use its turret to
    blow up the trucks that you cant destroy. The run like hell for
    cover from the attack helo.*
     *If you are feeling lucky, you can take the remaining vehicle
    and drive it to the rally point. Up to you.
     Follow the waypoints as you run from the helicopter. After
    evading and swearing that you are going to shoot it down the
    first chance you get, you'll make it to your squad and the helo
    will buzz off. Time to defend. Get out your toy and start shooting
    at anything that moves and call in mortor strikes like they are on
     Begin your signiture 'continous fall back' manevuer as you fight
    back the incoming PLA. Knox mentions something about PLA spec ops,
    but its more important to fall back. Youll move to a tower, climb
    it, and defend it. PLA will come from the north and spec ops will come
    from the south. The choice is yours. An Ammo cache is at the bottom
    of the tower.
     Rancher 2 shows up, but you have to wait till Charlie and Alpha
    fall back. Eventually its your turn, move, mount, and watch the show.
    Was it fun playing sneaky-sneaky? How about being the secret sniffer.
       [4.7] Line in the Sand
    [Mission Objectives]
    !Eliminate the AT gunners within the Recon Team 1 3/3
     Mount Humvee
     Follow Aplha and Charlie
     Search compounds and eliminate AT teams
    !Execute a hit and run attack on Recon Team 2 2/2
     Move on toward the 2nd Recon Team's location
     Engage the 2nd PLA Recon Team
    !Hold the bridge 2/2
     Move on to the bridge
     Hold the line while the defendser fall back
    !Defend the village until reinforcements arrive 3/3
     Cover Alpha and Charlie as they fall back
     Fall back to the village
     Assist Alpha and Charlie in the village defense
    !Hold off the PLA from the village center 2/2
     Fall back to the trading post and hold the location
     Destroy the AA teams
    !Get to the exfil point 2/2
     Get to the exfil point
     Mount the extraction helicopter
    [Suggested Loudout: RM scope, M203
                        GR not that useful, but if you want
                        SC snipers snipe, can't stop 'e,
                        AR great for the needed suppression
    Fireteam            AR and RMs
    This mission sounds simple and easy. You even get a shiney, new armed
    HMMWV to play with. Make a small convoy with your squad and make it to 
    the first town. Contrary to normal, go center and hug the left wall.
    flanking tends to get you killed. As you engage the first PLa down the
    road, the rest of his buddies will show up to see what all the noise is
    about. Kill, mop up, and mount up for some more action.
      Dismount, and move in. This is easy to engage them at range. Mop up,
    mount up, and move on. Mount up and prepare for a long drive into the
    fray. Link up with Hangman 3-1 and let the PLA have it. Ammo, grenade, and
    M203 chache are nearby. Have your FT dismount and use the mounted MGs
    to save your ride from getting destroyed. Keep killing as much of the
    infantry as possible, don't let up. Eventually, Knox will give the call
    to fall back, so mount up and get the hell out of dodge.
     Your given the center zone to defend with an ammo box, grenade cache,
    and a single MG to hold. Alpha to your left as a M203 box, so you have
    everything you need to give the PLA a hard time. If you've got it, use
    it. Don't forget to have your FT suppress. Just when things are
    getting good, PLA start dropping mortors on you. Quickly fall back
    to the hotel.
     You have the three ammo cache types and something cool too, a M107,
    which makes this nice. Climb the hotel, set your team to defend and
    suppress, then give them everything you got. When the fight seems that
    its just isn't going well, wait aminute, are those M1s? Yes they are.
    Time to leave the mission.
     Or not. Oh, of course, Bravo will happily do it for you. Reload and
    run after the waypoints. Cross the river and check things out. There
    is an enemy vehicle to the right and its your first priority. Set your
    fireteam to engage it and watch your left for any SPEC OPs to rush you.
    Clear the area, being sure to watch every angle to attack, and mop
    up anything that doesn't speak American English.
     Then race back acroos the water and to the chopper.
       [4.8] 1st and 10, Let's Do It Again
    [Mission Objectives]
    !Rendezvous with the convoy 1/1
     Board the Humvee
    !Destroy the attacking PLA forces 2/2
    Clear the PLA forces around the tower
    Mount your Humvee
    !Destroy the attacking PLA forces 2/2
    Destroy the compound defenses
    Mount your Humvee
    !Take out the PLA emplaced weapons 2/2
    Take our the PLA emplaced weapons
    Mount your Humvee
    !Capture the first tier of the town 4/4
    Destroy the PLA attack helicopter
    Clear the building of PLA forces
    Help Alpha and Charlie clear the buildings
    Destroy the compound defenses
    !Clear the second tier of the town from PLA 2/2
    Destroy the PLA transport helicopter
    Take out the PLA Spec Ops
    !Clear the hill fort keep of PLA forces 1/1
    Destroy the PLA transport helicopter
    Take out the PLA Spec Ops
    !Join Knox for a mission debrief 1/1
    Join Knox for a mission debrief
    [Suggested Loadout: Anything you can kill with
    Fireteam:           RM and AR for their suppressive elements
     This is a straightforward mission. It is a hard mission, but it
    is very straightforward. At your first stop, your objective is to take
    the large tower in the center of the town. As soon as you get off
    your ride, you will immiediately be fired upon. Return fire and
    follow the waypoints through a serious of prepared MG nests.
    Go slow and eventually make your way to a small wall just in front
    of the tower. Leave two of your FT there suppressing the tower while
    you and your other FT member flank around from the right. Clear the 
    area, reload at the ammmo cache next to the tower, and mount up.
     Another ambush comes down on you. Get out of your vehicle and rush
    to the building in front of you. Stay there and suppress the enemy.
    Normally, that is all you need. In some cases, you will need to
    approach the buildings and clear it out. Once the call for vehicles
    is heard, reload, and mount up.
     Another town to fight through, but this one easy is like the last.
    Advance to the 'L' shaped building with a cache of ammo and lay down
    suppressive fire. CAS will get called in and then you get to call in
    a mortor strike. Once everything is said and done, mop up, reload, and
    mount your ride.
     Dismount and begin to feel like a bad ass. Start moving through the
    waypoints, slow and steady, as you make your way inside the walls. As
    you breach the walls, Knox will demand that you shoot the enemy chopper
    down. Follow the waypoints to a ammo cache and enemy SAM launchers. Blow
    it out of the sky, then continue, slow and steady, through the waypoints.
    Youll be lead to a small fortified building and forced to clear it out.
    Once you clear it out, you'll be lead to another area to assist your
    squad in finishing off some dug in PLA.
    After mopping up any stragglers you'll be informed of two things; one,
    enemy SPEC OPS have been sighted, and two, another helo is in the area.
    Find a SAM launcher, take it down, then begin the long trek up the mountain.
    Now go hunt down the SPEC OPS. After clearing the new arrivals to the
    area, time to begin the end.
     Begning heading up the winding path toward the top of the hill. Reload
    at the ammo cache on the way up and suppress anything that shoots down 
    at you. Once you crest the hill, you will run into further MG nests 
    and shotgun totin' SPEC OPS. Clear the area, regroup on Knox, and
       [4.9] Vantage Point
    [Mission Objectivea]
    !Clear PLA recon teams 3/3
     Clear first recon point
     Clear second recon point
     Clear PLA checkpoint
    !Clear the PLA barracks 2/2
     Clear the PLA occupying the barracks
     Hold the PLA barracks against reinforcements
    !Destryo AA weapon and clear observatory 4/4
     Take out the PLA in the sniper nests
     Destroy the PLA attack helo
     Destroy the AA weapon
     Clear the observatory of enemies
    !Get to the exfil point 1/1
     Get to the exfil point
    [Suggested Loudout: RM Scopes, M203
                        GR Not entirely useful
                        SC Great for the open terrain, be ready for CQB
                        AR Good for suppression
    Fireteam:           AR and RM as always
     As Knox says during the begining, this mission sucks. It's long and hard,
    but not impossible to beat. Hehe. Same story as always, dismount and
    follow the waypoints. Conserve your ammo as you clear the first area. Mop
    up the area then proceed to the second point. Clear the second area, again,
    slow and steady is always better than a loading screen. Reload and continue.
     Another area, another mop up, and another reload. Continue on. The main
    area is one hell of a fight, clear out the area, and then defend the giant
    building from reinforcements. Defend the area then meet the HMMWV for some
    new weapons. First threat, the attack helo. The easiest thing to do is
    grab the stinger and hunt the helicopter down. Its down, now head up
    hill to clear the hilltop.
    BUSTER'S WAY- Two birds, one stone. Grab a javelin as you go. For extra
    points, 'borrow' a HMMWV. Once at the top, take out the enemy APC. Rinse
    and repeat.
     Once at the hilltop, clear the area of the PLA, and go back to the ammo
    drop off point. Grab a Javelin, go over the hill ridge, and take out
    the enemy armor. Go back to the ammo point, rearm with another Javelin,
    then kill another. Now go hunt PLA one by one. Eventually you'll find 
    a dead body with a Queen Bee, if not there is a chace of them in the 
    compound closest to the missle, destroy the missle and regroup on Knox.
    More importantly, you'll wait on Knox.
       [4.10] End of the Beginning
    [Mission Objectives]
    !Eliminate all AT teams in the compounds 5/5
     Take up overwatch position before the assault
     Eliminate any PLA in the compound
     Escort the LAVs safely through the compounds
     Clear the compound
     Hold position and wait for further orders
    !Assault the edge of Gudovgrad 2/2
     Take new position and wait for helo support
     Clear all PLA from the building compound
    !Assault the center of Gudovgrad 1/1
     Eliminate AA teams in the factory complex
    !Hold the factory against PLA assault 2/2
     Hold the factory against the PLA assault
     Destroy the PLA attack helo
    !Fall back to the hotel and regroup 3/3
     Hold position and cover fireteams falling back
     Fall back rapidly to the hotel and rejoin the squad
     Defend hotel sector until armor arrives
    !Retake Gudovgrad using LAV support 3/3
     Retake Gudovgrad using LAV support
     Escort LAV to ore refinery
     Eliminate PLA at the compound
    !Hold ore refinery against PLA assaults 2/2
     Secure and hold structure against PLA assault
     Secure and hold sector against PLA assault
    !Regroup on the roof for evac 1/1
     Regroup on the roof for evac
    [Suggested loudout: Every class is useful here
    Fireteam          : RM and AR for suppression]
     Time to finish it. Believe it or not, this is not a hard mission
    and its not a long mission. But you will kill plenty of PLA, and by
    the end, you might even like Knox. I know, it doesn't seem possible.
     You start out, where else, in the back of a HMMWV getting your brief.
    Dismount, regroup, and listen to Knox form a plan. Then begin assaulting
    the town and watch the plan fall to pieces. Are you ready for it?
     Charge across the road and take up a position by the outcropping
    of rocks, tell your FT to suppress the defenses, and charge up the left
    side of the hill to clear it out. If you have smoke, pop one and throw 
    it over the hole to give you more cover, otherwise just call
    your team to you.
     Move slow and steady up through the waypoints. Anytime you start
    getting shot at, take cover and have your FT suppress them. Move
    to the position where you are holding for the LAVs, reload, and
    move up to the next building. As you sit under the 'ASSAULT' banner,
    tell your team to suppress the buildings on the left. Wait for 
    permission to call in mortors, and mortor the left buildings till
    they are dust. I always mortor twice, then run up the left side to
    claim the buildings. Your final objective of this charge is a large
    building with an empty bottom floor. Be very careful as you clear it.
     Want CAS? Gotta take out the AA. Move NE through a tiny alley and
    be ready for a SPEC OPS ambush from ahead and your right. Overcome 
    the ambush than move towards another large building. Clear it out,
    then set up a defense. Enemy helo? You know what to do.
     Now that the entire squad is in one location, the PLA massed their
    force to take you on. Defend the building with everything you have,
    mortor strikes, and CAS as the rest of the squad leaves you to die.
    Jus focus, work steady, and use plenty of ammo to keep you alive.
     After enough time to build a hotel, Knox calls you back to him
    and the hotel. Run as fast as you can, get there, and reload. Set
    up the remains of your FT on the mounted weapons and wait for Ironhorse
    to get there.
     Time to babysit the super, armored, almost-tank. You now need to add
    'watch out from becoming road kill from friendly LAV's' as you move
    through your objectives, as well as moving slow and steady to stay alive.
    You'll be tasked to clear out the factory you formally owned, then 
    another factory, and finally a third large building. Work your way from
    building to building, paying special attention to any AT gunners.
     At the end of their route is the farthest set of buildings to the 
    east. Clear them out Terminator style and wait for orders from Knox,
     Time for the ultimate defense. As you search around, you can find
    Stingers, SMAWs, M107s, and even Javelins. The final toy is yours
    to choose, and you also get unlimted CAS and mortors. Finally they
    turn around. 
     What was that, Knox? Character development? Surely not. Regroup and
    debrief. So much for rule number 3.
    [5] Fire Team Engagements
     For the gamer that didn't get enough out of the campaign, the response
    are the FTEs. They are short and challenging missions that have a simple
    and stated objective. I can't give an exact guide to each FTE, because
    they are random. There isn't any one perfect class for any FTE either,
    whatever you are confidant with is the best, which means Rifleman is
    the best class to use.
       [5.1] Last Stand
     Last stand FTE pits your fireteam, now Coyote Bravo, against increasingly
    stronger waves of enemies. You are set to defend a designated area
    with plenty of ammo crates for ammo, grenades, and M203s. There are
    also weapon caches for Stingers and SMAW which you will use to defend
    against armored targets and choppers that eventually spawn. To get
    gold on these FTE's, you must make 80,000 pts and make it to the
    extraction helo alive. This is usually around round 2:4.
          [5.11] Contested Front
     This is the better of the two FTEs. You are to defend a hillside
    town with plenty of cover from the PLA as they attack from the
          [5.12] Best Defense
     A much more challenging map. There are two major differences from
    the other FTE, first it is a night. Second, they attack from two
    different ways, East and West.
       [5.2] CSAR
     Combat Search And Rescue. Your objective in these FTEs is two rescue
    two downed pilots, and optionally destroy their wrecked bird. In my
    own opinion, these are fun and easy. As you link up with the pilots,
    a mechanized response unit will begin to hunt you down. You need 
    100,000 pts for gold, which is easily obtained if you rescue both pilots
    and destroy their wrecked bird.
          [5.21] Samaritan's Deed
     This FTE is easy. Two small towns, a large hill, and the LZ is across
    the river with only two bridge access.
          [5.22] No One Gets Left Behind
     This is a moderately more difficult FTE, only becuase of the CQB
    fighting. Three small towns; one will be useless, one will have the
    bird, while one has the pilots. The LZ will always be the field furthest
    from the pilots.
       [5.3] Rolling Thunder
     The ultimate frustration. Your mission is to escort a convoy of trucks
    through enemy held territory. It is a mixture of vehicle combat and 
    foot patrol. You score points everytime the convoy passes a checkpoint,
    and there are plenty to go around, while you lose points while the convoy
    is stopped for any reason. You need 65,000 pts for gold. While the pts
    you score during the mission wont add near enough to reach it, you receive
    a large bonus for every soldier and truck that makes it: almost 20,000pts.
    You have to protect the convoy from RPG attacks, ambushes, and IEDs.
          [5.31] Hell's Highway
     This FTE is curvy. Simply be prepared. I can't give any great advice.
          [5.32] Breathrough
     This FTE is slightly easier than the first. All the same, I can't give
    any advice other than to try, try, and try again.
       [5.4] Combat Sweep
     Combat sweep is a competition against speed as you try to sweep through
    the map to eliminate three areas held by hostile forces. You get extra
    point for eliminating hiddin ammo caches as well. At the end of the
    mission, a timer will multiply with your score. The timer starts at 5x
    bonus, and drops by .1 every 30 seconds. This is also the only time 
    the IR strobe is worth anything, as when you deploy during these
    FTEs, the waiting chopper will land near(subjectively) you. You need
    230,000pts for gold.
          [5.41] Counter Insurgency
     As with the other FTEs, there isn't much I can tell you.
          [5.42] Ghost Town
     Next version I'm gonna add jokes to these section to fill space.
    [7] Did I miss something?
     Did I miss something? Was there something you were looking for that
    I didn't have? Questions ? Complaints ? Want to know what the
    best class is ? That's easy, Rifleman.
    If you know something I don't, or have a question that you think
    I should add in a future F.A.Q. section, please email me
    at nickfinch1720@yahoo.com
    Unfortunately, I don't XBL very much these days, but my gamertag
    is BusterLanceX. Send me a message, otherwise I think you are just
    spamming for friends.
    ---Legal Info---
    Copywrite 2011 Nickolas Finch
    Websites allowed to reproduce and/or display this guide:

    View in: