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Stage 1: CONTACT: Strategic Map and Overview
Stage 1: CONTACT: Strategic Map and Overview
Stage 1: CONTACT: Strategic Map and Overview
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Stage 1: CONTACT
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B1 B2
You begin the sortie in the cargo bay of a C-18A
A4 A5 Skylord. Raptor team leader, Prophet, briefs
B4
you, revealing that contact was lost with a Dr.
Rosenthal. A distress signal from the doctor’s boat
was picked up, which was the last clue to his
team’s whereabouts. The pilot indicates the jump
is green, and you run out to begin the drop.
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the rocky gullies, atoll, and circular beaches, as
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CONTACT
Objective 02
C-18A Skylord Obtained! deploy on this occasion.
Objective 02. Get to the Beach “Did ANYONE hit the LZ?”
—Jester
Optimal Path
ADVISORY
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
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You can also turn and head north, toward the ocean.
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Objective 03. Rendezvous with Jester “Still no word from Aztec, Nomad.
Head to Aztec’s location.”
—Prophet
Optimal Path
• If you come under fire, it is sometimes less
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
dangerous to flee to a hiding spot.
03A. Part 01: Nanosuit and Weaponry Check • Remember you must manually select Armor if
Emerge from the you wish to switch.
water. Prophet Strength:
runs a full suit • One of the most useful
diagnostic, abilities, this allows
rebooting the you to make long,
system and vertical Strength Jumps
reactivating your that enable you to
Nanosuit’s abilities.
traverse otherwise-
Prophet is still
having problems
impenetrable scenery.
locating Aztec. Jester has landed on the beach quite close to • Your punching attacks are also much stronger,
your location; find Jester. and the weight of objects you can strike is also
increased.
ADVISORY • You can easily jump out of deeper water onto
a jetty (for example) without needing shallow
water or a ladder.
You should spend some time checking your Nanosuit:
• When firing weapons at distance, your aim is far
Armor:
less shaky.
• This is a good default
Cloak:
setting, and one that
• Effectively turns you
Cloak switches to when
invisible, except for
the power runs out.
a slight shimmer that
• Armor absorbs enemy
enemies only spot
attacks, effectively
when you’re at close
giving you a rechargeable shield.
range.
• Your Nanosuit also administers health if you’re
• Incredibly useful, it allows you to sneak up and
not using Armor or the damage is more severe
attack foes without them spotting you.
than the Armor can stand.
• The true definition of stealth: Cloaking allows
• Therefore, you need not search for items to
you to infiltrate enemy strongholds without
PRIMA Official Game Guide
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•
c u -tr a c k Test out Strength Jumping on the rocky outcrops. c u -tr a c k
CONTACT
Objective 03
shoot them. It is wise to use silenced Pistol fire if you want
the mouse button. Press C again to return to the to expend ammunition.
action. When you reach
the low gap in the
rock wall, you can
WARNING Crouch using LEFT
c. However, it
isn’t mandatory;
Remember that you’re still in combat when you you can bump
augment your weapon or change Nanosuit function your head and
and can still be harmed by enemy fire! automatically
stoop to maneuver
Unarmed/Fists into a debris-strewn area. Here, you can begin to interact
with a variety of objects, both light and heavy. For almost
Pistol (Bauer SOCOM)Obtained! every object, you can try one of three actions (shown using
SCAR Combat Rifle Obtained! a rusty washing machine):
POINTER
You can pick
up an object
Your Pistol is equipped with a Laser Light Module
using F. Drop it
that includes a Flashlight and Laser Sight. Refer to again using F or
Chapter 03 Weapons Detail for additional information. Fire (K1).
Switch between the Flashlight and Laser
Pointer to see which add-on you prefer.
Remember that dawn is about to break, so switch
• This is useful if you need to carry an object (to place
to the Laser Pointer as soon as this happens.
somewhere, such as a vantage point to stand on).
Your Night Vision Goggles (I) diminish the need
for the Flashlight. • You can’t fire a weapon while carrying a heavy object like
this. However, for objects you can pick up in one hand, a
weapon can be used, too.
ADVISORY • Certain objects (such as those made from glass or wood)
break if repeatedly shot, dropped, or thrown.
Finally, there are some other useful functions to try • However, metal objects (such as barrels and this
out at this time: washing machine) stay intact even after repeated
battering…
• Use t to check on your current and past objectives.
• …so you can use them as a moving shield if you wish,
• Be sure to use the compass directions on your HUD.
throwing it at a foe, or dropping and hiding behind it.
• Press M to bring up your Strategic Online Map.
• There’s no need to switch to your fists before picking up
The location of Jester can be seen.
an object; it is done automatically.
• Finally, try movement and circle-strafing on the
• Similarly, when the object is dropped or thrown, your
beach before continuing up the gully.
previous weapon is drawn. This enables quick object
manipulation without weapon changes.
Optimal Path
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
primagames.com
03A. Part 02: Beach Gully Reconnoiter 23
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• This can be used on enemies as well as objects. From this point on, the Walkthrough provides Optimal
tactics for taking down enemies and securing areas.
• It is used to smash apart the barricade at the other end of
this area.
The techniques are usually based on silently tackling
the fewest foes possible, and putting yourself into as
• The object is shunted forward; this is good if you want little danger as possible. Optional tactics showcase a
to topple an object off a high ledge onto an enemy, for
much wider array of possibilities, many reckless, but
example.
all extremely satisfying to attempt!
• For this technique, you can use your fists or the butt of
any weapon to “pistol whip.”
Prophet is
• A heavy object struck by this move can knock a foe off registering
their feet. enemy heat
• Glass and wood objects may break, and the smaller the signatures in the
object, the better the chance of it breaking. area. Use Jump
(z) to get
• Building walls can also be destroyed or knocked forward
onto the rock
using this maneuver.
floor, Cloak, and
step around the
overhanging rock
wall to the right. Look up at a waiting KPA Scout. Zoom in and
By holding tag the soldier quickly with a constant firing of silenced
down F, you SCAR rounds.
can throw most
objects.
ADVISORY
additional object-throwing.
it slides down the rock wall to the sand at your feet. If it
• Smaller weapons can be held and fired as well. doesn’t, head up the rock wall he was standing on after all
• Even enemies can be grabbed, throttled, and thrown into foes are defeated. Pick up the weapon.
other enemies!
When you have finished learning how to effectively pick
up, place down, smash, and throw the objects scattered
about here, continue along the gully until you reach an area
of rocky ground A3 . Prophet radios in.
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ADVISORY the area
secured,
move
Binoculars: Before you strike the first foe, bring out down
your Binoculars (B) and scan the area while Cloaked. the
You can easily spot the red target around the first beach,
foe, and two more signatures through the rock. The either
through the Walkthrough
Binoculars are an important and vital piece of kit,
easily allowing you to see foes that are hiding. Use grass and trees
A5 , or around the beach. Use Speed to cover this distance
this function often!
quickly. At the rendezvous with Jester (Checkpoint 03), look
up and left. Jester drops down from his rocky perch.
Approved
Tactics Optional Path
Switch to Armor to
re-energize, then Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
switch back to Cloak.
Move out into the
open beach area.
03B. KPA Additional Takedown Techniques
CONTACT
Plan 01:
Objective 03
Two KPA Scouts are
Instead
patrolling the area
of stepping out
near a flare with their
around the rock
weapon flashlights on. Take up a defensive position
wall to tag your
behind a rock or the upturned boat A4 and shoot the
first foe, turn
first foe with silenced weapon fire.
around just as you
When the foe leave the object-
drops, duck behind filled grotto. Use
the cover using Strength Jumps to
Crouch (LEFT c). reach the top of the rock wall on the western side B1 . Leap
Cloak again and across the gap below, which is the path you just came
move (or Crawl) to from.
secondary cover,
Keep maneuvering
such as the rock
along the western
formations or palm trees on the left side of the
side of the rock
beach A5 . Then target and drop the last foe. Silenced
wall to the area
weapons aren’t needed. When you’re done, inspect the
above and right of
area around the bodies for dropped weapons.
where you were
instructed to jump
using z
ADVISORY B2 . Cloak, then
drop down to the
sloping rock with the first foe on it and tag him from above.
In addition, you can attempt the Crawl maneuver (Z), Now walk down the rock outcrop.
which drops you to the (relatively flat) ground. This is Plan 02: Use
useful when you want to snipe from a vantage point Strength
or hide behind cover while your Cloak re-energizes. Jumps to reach the
You are prone, so close enemies can easily strike eastern side of the
you, but mid- and long-range foes find the cover, and rock wall B3 and,
your body as a smaller target, more difficult to strike. instead of leaping
the gap, make your
way along the
FY71 Obtained! edge of the rock
wall, Cloaking to
tag the first foe (or firing and alerting the others).
ADVISORY Then continue
along the
After all three foes are defeated, and you’re looking inner hillside
for their dropped weapons, bring out your Binoculars. overlooking the
Scan the ground and you’ll see that any ammo beach to the area
location is shown by a blue arrow. This is particularly where the next
two foes are B4
useful when rummaging for fallen ammo in thick
and cut them
jungle undergrowth.
down from this
vantage with
Cloaking and cover. Or, drop into the grassy dell with the
palm trees and fight in this area.
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Plan 05:
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To complete
this objective
in a slightly
slower time,
A2 simply Sprint
up the winding
path from the
beach with Jester and into the gully; employ Speed
if you wish. Aztec’s fate is the same no matter how
quickly you reach him.…
Optimal Path
Or, use Constant Strength Jumping to scale the east
(left) or west (right) gully wall at the entrance A2 .
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
Now patrol the top of either gully side as Jester heads up the
04A. Scaling the Gully Entrance main gully path below until Aztec is found.
A pool of blood is a prelude to a fright, as Aztec’s
Aztec radios in that body hangs from a tree, half torn apart! Prophet orders a
he’s stuck in some rendezvous at the landing zone while Jester cuts down Aztec
PRIMA Official Game Guide
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Objective 05. Rendezvous with Your Squad at the Landing Zone
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CONTACT
Objective 05
Optimal Path Another
tactic is to
hug the right gully
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
wall and strike
05A. Silent Slaying from behind the
tree, using it as
cover as you run
ADVISORY out of Cloak power
after the first kill.
Then hide or Crawl
Binocular Bonus in the long grass and attack the second foe by rushing them
Before you head out, use the Binoculars to scan the while firing.
gully ahead and pinpoint the location of the next two
enemies. Or, Cloak
and rush the
first foe, switch
You and Jester to Strength, leap
are instructed to and land on the
continue up the gully first foe, grab him
to locate whatever or punch him. Then
killed Aztec. Move throw the body into
southeast farther the second foe, or
into the gully. charge and blast
Perform a Strength him.
Jump up the
waist-high rocks
in front of you A1 , or simply move right and leap up normally.
Jester advises you switch to Cloak mode and select a silenced
weapon. Oblige him if you’re after an easy combat takedown.
Optionally, use the Binoculars to check positions of both foes.
Approved
Tactics Sidle from this spot
Crouch behind using Cloak, down
a rock (after the second foe,
switching to Armor and then de-Cloak.
to regain suit power) Continue up the gully
on the left side of trail in a vaguely
the gully A2 , looking southern direction
ahead and right. until you receive a
Cloak, then tag the radio communication from Prophet ( A3 , Objective 06).
lead foe in the head. Crouch again. Learn how quickly
Cloak power is used up, depending on how fast you
move. Also, remember that you’ll switch to Armor as
soon as you fire.
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Cloak to ensure you aren’t seen, until you’re above the w KPA
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Continue up the Plan 01: Stop and check your view. There’s a path to the
gully path as dawn left and a ravine ahead leading down to a small beach
breaks. Prophet hut, an open barn, and a rickety chicken coop. The most
has just lost the important part is a transmitting array between the hut and
comsat to JSOC. jetty. Watch the patrol paths of four KPA Scouts from here.
The likely culprits
are the KPA and a Cloak, and walk
nearby jamming (don’t Sprint) down
device. It needs the ravine to the
to go offline. Work rocks to the right
your way around the large rocky outcrop on the left A1 to above the barn
PRIMA Official Game Guide
the gully exit in the hillside overlooking the ocean A2 . A3 . De-Cloak and
re-energize. Cloak
Strength Jump up the left rocky outcrop A1 to
and move to the
quickly reach the gully exit with the KPA jamming
crates by the barn
unit below you.
fence entrance
A4 where the first foe is waiting. Quickly defeat him with
Optimal Path
rapid, silenced rifle fire. Re-energize behind the wooden
crate.
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
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Cloak and enter
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the barn, using the
When the coast is clear, or after you’ve finished
middle crates as
any of the Optional Plans, you should restore the
cover A5 . Dispatch
comsat signal to JSOC. There are three possible
the second foe as
options here:
he stands by the
GPS jammer, just Plan 01: There is an open console panel on the side
outside the barn. of the GPS jamming device. Flip the switch here to
Crouch behind the shut down the transmitter and restore the comsat signal. Walkthrough
boxes in the middle Plan 02: You
of the barn, or at the fence, and Cloak. Step out and tag the can run up
third foe on the beach. to the array and
A fourth foe is Strength Punch it.
either in the hut It explodes, but
or patrolling the you are relatively
water’s edge to the unharmed. This
south of the GPS alerts any foes, so
transmitting array. be sure the area is
Bring him down. secure first.
The area is more or
CONTACT
Objective 06
Plan 03:
less secure, save
Or, collect
for any Small Patrol
the gas canisters
Boats in the water that spot you. For this reason, keep away
from the barn and
from the jetty.
fence area, arrange
them at the foot
ADVISORY of the trailer, and
blow them up with
gunfire.
This plan allows you to defeat the smallest number Once the GPS
of foes possible (there are no reinforcements map functionality of your Nanosuit is back online and you
called), as quickly and quietly as possible. However, complete this objective, Prophet radios in with a change of
reinforcements arrive by LTV if you are less skillful plans: The LZ is overrun. Psycho and Prophet are en route to
and make noise. If you defeat them with the LTV the location of the distress signal. Your plans are to regroup
intact, you can use this vehicle. See Optional Path at the signal location (Objective 07).
06B. A Clean Sweep for more information.
Optional Path
Plan 02: Run down the ravine, with Speed engaged.
Turn right into the barn, overwhelm the fire foe with Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
gunfire, then expertly aim at the head of the foe on the jetty.
Next, move inside or around the hut and double back on the 06B. A Clean Sweep
two remaining foes, using cover and switching to Armor Plan 01: From
if you’re shot. You’re quicker than the foes as long as you the top of
aren’t wounded severely. the ravine A2 , use
the Binoculars
ADVISORY to check enemy
locations, then use
Speed and head
Try to attempt quick bursts of rifle fire to down left, down the dirt
these lightly-armored foes. Attempt headshots path B1 . There’s a
whenever possible, as this brings down enemies foe by a tree as the
much quicker. Reinforcements are called if you path winds down. He tries to flee. Drop him, but make sure
make a noise, and the two enemies on the beach he sends a flare and sounds the alarm. Switch to Armor if he
launch a flare. Expect a Small Patrol Boat to strafe flees uphill into the trees, and stalk him. Two additional foes
and an LTV arrive from the southwest.
the shore if you venture to the jetty. Also, expect
a two-man LTV to drive to the barn and another Head to the
foot soldier approaching from the road to the two-room hut
immediately
southwest.
B2 . Skirt the back
of it away from
Pistol (Bauer SOCOM) Obtained! the beach. Use the
fence and walls as
Optimal Path cover. Cloak and
tackle each foe in
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
turn. Move around
the outside corners of the hut B3 , line up a shot, fire, dash and
06A. Part 02: GPS Transmitting Crouch in cover while in Armor, then Cloak again.
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An LTV
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Plan 01:
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to the Strength and your
opposite fists. Run straight
side of the down the hill
barn, and two through the gap
additional foes between the hut
disembark. A and barn C1 . Leap
third may be and tackle the
prowling the first guard by the
beach to the left of the road. Tackle the LTV foes as chicken coop with a Strength Punch. Don’t let him run into
they exit the car from the chicken coop and exterior the hillside. If you aren’t adept at Punches, bring him down
fence B4 . Try to keep the LTV intact if you wish to use it. with gunfire.
This plan allows you to enter it when the combat has Move around
ended. the hut and tackle
three foes on the
WARNING beach and around
the hut with
Strength Jumps,
Stay away from the beach and jetty as you’ll be landing to strike
struck by gunfire. with Punches,
while the LTV
heads to the
opposite side of the barn.
ADVISORY Rush around
the back of the
Take the silencer off your weapons if you don’t barn C2 , pick up a
mind making some noise, or if you want foes to barrel, and throw
investigate the noise. it into one of the
troops, or the LTV
to slow it down.
An expertly thrown
Type 2B Light Tactical Vehicle (LTV) Obtained! barrel can cause
KPA Small Patrol Boat Obtained! the LTV to lose
control in a spectacular fashion!
Plan 01:
Optional Path Almost
anything scattered
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
around the hut and
barn can be used as
06C. Nomad Gets Mad a weapon. The best
weapons are those
you hold in both
hands, then throw
(by holding and
releasing F). Try the outboard motor (in the chicken coop), barrels
(everywhere), the metal chicken cages, the gas canisters (two in
the barn, one between the barn and hut; they only explode when
30 you shoot them), the green storage bin outside the front of the hut
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
h a n g e Vi h a n g e Vi
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(as shown), and soldiers themselves, thrown into each other, or
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punched while being held. c u -tr a c k
Plan 04:
ADVISORY Or, move
to the
chicken
Remember that thrown items do more damage when coop,
you have Strength engaged. Throwing objects into jump onto
foes kills them, depending on the angle and range. To the roof, then Walkthrough
ensure foes don’t get up, run to them and finish them to the barn roof,
with a Punch, or strafe their bodies with gunfire. and finally to the hut roof. At any time, execute a Melee
Attack (T) and look down to bring the roof below you down,
Plan 02: ideally on top of a foe. Or, use the gap you created to aim at
Throw foes or foes below you.
objects high into the Plan 05: Use
air for an entertaining the hillside
flight. Or, throw them as cover, creeping
onto the roof of the down to view any
hut, barn, chicken of the three gas
coop, or fish-drying
CONTACT
canisters (see
Objective 07
area to collapse it. map for locations)
and shoot them so
they explode. This
helps defeat the
foes exiting the LTV.
A5 B2 Approved
A2 A3 Tactics
D3
Plan 01:
A4 When
A9 Objective 06 is
complete, head
A7
east along the
A6 jungle road on
foot A1 , keeping
to the right rock wall. Use Speed and dash
A8 up the side road to a small logging shed
area A2 complete with a variety of scenic
objects.
07A. On-Foot Part 01: The Jungle Duo your silenced rifle
trained on the rod
holding the logs
POINTER in place. When two KPA Scouts pass between
a large rock on the far side of the road and
the logs, shoot the rod to dislodge the logs,
Objectives 07, 08, and 09 are not mandatory. You crushing one or both of the enemies. Descend
can ignore them and attempt to flee past the KPA to quickly finish the other. Make sure both
defenses and up the gully to the final rendezvous foes have just passed the rock before you
point: a boat encased in ice called The Mighty Hornet. release the logs.
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WARNING
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
Watch that the falling logs you dislodged don’t
roll over you, as this is an embarrassing way for 07A. On-Foot Part 02: Rocky Beach Infiltration
your plan to backfire and you to die! Plan 01: Whether
you defeated the
Plan 02: two-man patrol in
Instead of the wooded dirt
using the logs, road or not, peel
pick up a barrel, off to the left,
look over the edge heading south-
to the road below southeast up the
while Cloaked, and grassy hill A5 .
attempt to bowl
over both (quickly Or, move down
toggle to Strength the road to the
as you throw to add damage), then finish with gunfire. footpath on your
left A6 and follow
Plan 03: Or, it to the top of the
land on top grassy hill A5 . From
of the corrugated this vantage, check
shed and tackle the enemies with
both foes from Binoculars. Then
a distant height. shoot them from
Remember you can this position.
Crawl using Z to
minimize retaliatory Plan 02: Or,
shots, or Strength engage Cloak,
Jump off the roof to engage the foes at closer quarters. A drop down to the
well-aimed Rifle Grenade is also a sound plan from this rocks A7 , and use
vantage. a mixture of Speed,
Cloaking, and Armor
Plan 04: Or, to tackle all five
roam to the foes with rifle fire.
left or right sides of Move to cover
the road, ideally and peer out while
on the higher Cloaked. Aim your silenced Rifle and bring down a foe. Duck
ground hill to back into cover, Cloak, and run to another rock so the foes
the left A3 , and don’t know where you are.
either ignore both
foes, or attack by Repeat this,
running up the road but keep away
toward them with a mixture of Speed and Armor, followed by from the LTV until
automatic rifle fire. all five foes have
fallen; tackle
Plan 05: Or, the vehicle last.
work your Defeat the foes in
way completely the LTV by aiming
around the two at the gunner and
foes, either by dropping him from
employing plan range without damaging the vehicle if you want to use it. Or,
04, or roaming the move around the back of the LTV and shoot the gas canister
upper hillsides so the vehicle explodes.
to the north. Drop
down behind the Plan 03:
foes A4 , sneak up, and strafe them with gunfire. Or, ignore
PRIMA Official Game Guide
the upper-ground
advantage,
POINTER continue down the
jungle road to the
beach entrance
Plan 05 can be put into practice if you’ve used the
A8 , then peel off to
thick high ground above the gullies and roads, using the right, using the
Optional Plan 05B. Ravine Rampage. plants as cover and
attacking the quintet of KPA from this location.
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Strength
Jump into the hillside Plan 01.3:
to the southwest of Or, keep
the beach, running near the
through thick under- water’s
growth to a vantage edge
point above the LTV and Cloak.
A9 . Then attack it Then creep to Walkthrough
from this vantage the LTV, stopping
point, or Cloak, descend down the rock wall, then engage the behind rocks to re-energize. Defeat the gunner and drive the LTV
vehicle’s gunner. around the beach, blasting the foes with the turret.
Approved
Tactics ADVISORY
Plan 04: A great variation of Plan 03 is to
approach the LTV using the forest along the
If you obtain the LTV, it is a good opportunity to use
right side as cover. Attack the LTV crew from behind,
the LTV machine gun to tackle any boats giving you
then jump into the vehicle and mow down the other
soldiers from the vehicle. trouble.
contact
Objective 07
Korean People’s Army Sergeant Encountered! Optimal Path
Korean People’s Army Jungle Recon Encountered!
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
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Plan 01.1: With
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the beach and
Plan 01: second LTV secured,
Drive the LTV get into one of
down the dirt them, and strafe
road into the the sea (from D1 )
wooded area. with the vehicle’s
Cut down the machine gun turret,
two enemies on catching any Small
the road with your Patrol Boats. Make
machine gun turret as they attempt to hide in the under- sure they explode.
growth. If you accelerated with a Boost, you may be able
Plan 02: Alternatively, attempt to aim at the gunner
to run them over.
and driver of the Small Patrol Boat, then swim and
Drive along the climb into the boat, and maneuver it to the jetty up ahead, to
road until you attack the supply depot (07I. Plan 10).
arrive at the rocky
beach. Employ the
turret on all the WARNING
foes scattered on
the beach. Hide
from the enemy The large turning radius and many rocks make driving
LTV, then strafe its the LTV problematic at the water’s edge. Don’t drive
gunner. too quickly, take a corner too sharply, or drive over
rocky boulders in the sand, as you can lose control.
ADVISORY Exit the vehicle if you drive into the water, too; the
vehicle is usually lost at this point.
Compare the two LTVs and take the one that’s the Plan 01.2: Drive
least damaged. the LTV along the
beach, heading
Plan 02: You around the bend to
can ignore the right D2 , and
the wooded path go south. Slow
and drive onto the down and strafe
beach, slowly go the three waiting
around the rocks, enemies with your
and avoid the vehicle’s turret
two initial foes. until all drop. Do this quickly, so they don’t have time to
However, nimble react and dive behind the rocks to the left, or the under-
and careful driving growth to the right.
is recommended so you don’t get caught on the rocks. Now Plan 01.3: An
strafe the five foes with machine gun turret fire. enemy LTV appears
shortly afterward
Plan 03:
(or beforehand if
Attack from
you took your time
the Water: If you’ve
getting here); let
somehow managed
it drive past, then
to acquire an
train your turret
attack boat or other
on the fuel tank,
vessel, you can
destroying it. But
use the turret gun
make sure your LTV isn’t caught in the explosion. Continue
to strafe the beach
in a southeasterly direction in the LTV D3 , on foot, or in the
area, the LTV, and
nearby Pickup Truck.
then the small supply depot, ideally from mid- to long-range.
Plan 03:
Dealing with
PRIMA Official Game Guide
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Plan 05: Or, get out near Waypoint D2 , Cloak and run
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up and between the rock formations by the beach then
and engage the three foes in close-combat gunfire. Any of head to
your preferred techniques (Cloaking, or Strength Jumping the right
onto them) can work, but you’re wasting ammunition side of
compared to using the LTV’s turret. the rock
formation,
and check
ADVISORY the location Walkthrough
of three foes using
Don’t forget to step out to collect the Rifle and Pistol your Binoculars. Cloak again and move behind the sitting
ammo the three foes (and anyone exiting the LTV) foe. Strike him, then the two others, for a quick, clean triple
takedown. Ideally, no gunfire should erupt from your foes.
have dropped. If your current LTV is damaged, swap
Use a silencer.
it for the one you just encountered—if it is in better
You can advance on the trio and engage in Strength
shape.
punches or other combat, as long as you dispatch
them quickly, so they don’t flee to the depot.
416CX-L Pickup Truck Obtained!
contact
Objective 07
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle You can ignore these three foes, but when you reach
the small supply depot nearby, these enemies run
07D. To Small Supply Depot Part 02: to help the armored KPA inside, and you run the risk
Stealth on the Beach of being swamped. Plus, this takedown is coolly
efficient.
When Prophet
mentions
there are KPA ahead
and reinforcements
could be
summoned, exit
your vehicle
and head for the
large jutting rock
formation by the
beach D4 .
F1
E1
Plan 01.1: Return from the beach to the jungle road and
Optimal Path continue along until it splits into two E1 just before the
village. Disembark from your vehicle (if driving) around this
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
point. Be sure the three foes on the beach are silenced first
(Optimal Path 07D. To Small Supply Depot Part 02: Stealth on the
07E. Small Depot Sortie: On Foot, from the Road Beach).
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Plan 04:
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locate a foe
you wish to defeat
and use Strength
Punches to
dislodge the garage
wall onto the foe,
and start a massive
chaotic battle (see
Optional Path 07J).
Head east-southeast into the undergrowth around the right
side of the settlement. Pass around the right side of a rocky Plan 01.3: Assuming
outcrop E2 . Bypass any enemies unless you feel like some you’re still Cloaked,
extra kills. Be sure to Cloak when you reach 25 to 30 feet move along the
from the latrine. right perimeter to
the open storage
Cloak, run to the
barn E6 . The walls
corner of the
here are reinforced.
garage, turn and
Lean out and tag
look at the guard
all three remaining
in the latrine area,
Special Forces
and defeat him.
from this location. Collect items from the garage and the
Stay against the
command shack. If you haven’t alerted the guards yet, only
outer garage wall
the two foes on the jetty remain.
E3 ; a second foe is
inside, working on
the vehicle parked in the garage. Bring him down before he ADVISORY
fires a shot.
Plan 02: You
The Lean maneuver (Q or E) is useful during fighting
can run all
the way along the around these buildings, especially when Cloak is
main road, to the regenerating and you need a visual on your next foe.
right of the ramped
rock and entrance Plan 01.4: There
E4 , and maneuver are still two boat
to tackle the guards on the jetty.
latrine guard if you Use Cloaking and
wish. the barrels (but
not the exploding
Plan 03: ones!) as cover,
Or, move and advance
through the main down the jetty E7 ,
road entrance, bringing both down
and into the garage easily.
E5 , tackling the
first two foes in Plan 05: Or,
reverse order, move to the
shooting from right of the jetty,
inside the garage at onto the beach,
the two foes outside. Cloak and swim
under the boat
Plan 01.2: Cloak dock, and stand
again, step around up inside, in the
to the garage water. Then exit
entrance E5 , and and tackle the foes
bring the second from here.
foe down if you Assuming
PRIMA Official Game Guide
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From chere, you should advance in a northeasterly direction
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farther c u -tr a c k
Or, you return to the jetty, and use the Small Patrol Boat (if
you haven’t destroyed it) to patrol the water to the northeast, Plan 03:
and head to the next Checkpoint (Optimal Path 08A. Plan 07). Cloak
and from
Korean People’s Army Special Forces Encountered! Waypoint
F1 swim
Optional Path under or Walkthrough
around the jetty,
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
surfacing inside the boat shack. You can stand and fire
here. Make a sound, then Cloak, and tag both foes as they
07F. Small Depot Sortie: On Foot, from the Beach appear behind the doorway or on the end of the jetty.
CONTACT
along the beach barrels as cover
Objective 07
from where you (with a Crawl),
slew the sitting shoot the first foe,
guards (Optimal use a crate near
Path 07D. Stealth on the Beach). Keep yourself Cloaked. Hide the boat shack as cover, then either Cloak and maneuver
behind any of the rocks to recharge F1 . Locate two foes on into the shack and attack the second foe from behind, or
the jetty. Five more are in the depot settlement. step around and fire at him. Drop behind cover (the shack
Cloak, creep doorway) to recover suit power.
forward along the Plan 05:
jetty, and tag both Or, Cloak
of them. Prevent and swim to the
the depot soldiers edge of the boat
from seeing you shack where the
by moving into the ladder is F2 . Head
jetty shack F2 , or onto the platform
lying prone behind around the dock,
any of the barrels Cloak, and tag the
(except those with explosive contents!). Now turn and foe on the other
Cloak, then engage the soldiers within the depot. side, then the foe by the Small Patrol Boat.
Plan 06:Or, use Strength Jumps to clamber onto any
Plan 02: Or, part of the jetty, (usually if these tactics fail after
shoot the you’re spotted).
explosive barrels
Plan 01.3:
when the foes
After dealing
are near them.
with the two
There are three
foes on the jetty,
of these barrels
armored KPA
on the jetty. This
fan out (usually
obviously alerts
three, with two
the armored
more behind in
guards inside the settlement depot.
the settlement).
Get behind rock
ADVISORY cover (such as F4 , Cloak, and take one down. Then Cloak
again.
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Quickly
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Then Cloak,w .and
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Binoculars clockwise around
to check the hut (don’t
locations of go through the
remaining foes, door, as you’re
then change easily spotted
back to your by multiple
gun sights. Creep foes when you
up and dispatch de-Cloak). Take
remaining KPA team members one at a time. Now maneuver down the guards with silenced rifle fire from behind the
up and around the command shack building F5 . Flick crate at the northeastern corner of the shack G3 . Try being
Binoculars off and on to quickly ascertain enemy location. prone as you shoot to make yourself a smaller target.
Continue stealthy progress around all buildings until your Unload a full clip if multiple foes are present.
last foe is defeated (usually in the latrine, if you’ve been The remaining three guards advance on the command
incredibly quiet!). shack. Cloak, retrace your steps, and tag all three from
good cover between the hut and the inner metal fencing.
Then deal with the two lightly armored Small Patrol Boat
ADVISORY guards on the jetty.
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This allows
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methodically
along the strong Plan
metal fence, hide 02: If
behind it, and your LTV
drop foes one becomes
at a time. Move damaged,
into the garage drive it Walkthrough
from the rear H4 toward some foes,
. Now drop two or three more foes from this cover, moving leap out, then blast the fuel tank on the back at it nears the
to the crates in the middle of the settlement, then to the foes (usually clustered near the command shack).
command shack to finish everyone off.
Plan 03: You
Plan 02: can also
Or, tag the approach using
gas canister of the Pickup Truck
the LTV, blowing previously spotted
the roofs off the on the beach.
command shack Remember: You
and barn, and must get out of
CONTACT
Objective 07
attack the foes in the Pickup Truck to
the mayhem using destroy the foes in
Speed/Armor/ the area, as the vehicle has no weaponry.
Strength at your discretion.
Approved
Tactics
Optional Path Plan 04:
Ramming Speed:
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle Use the Boost in
either the LTV or the
07I. Small Depot Sortie: Vehicular Manslaughter Pickup and tear down
Plan 01: By the jungle path. Line
Land: Use the yourself up with
LTV rather than the the entrance or the
Pickup, and drive ramped rock.
down the road Hit the ramped
and through the rock at full speed,
open settlement pointing the vehicle
entrance. at the command
Optionally, tackle shack. As it sails
the guard by the through the air,
latrine by exploding the propane tank with your machine leap out, land,
gun turret fire. Halt the LTV and strafe the garage entrance, and blast the gas
taking down one or more soldiers. canister on the rear of the vehicle so it catches fire
and explodes, destroying the shack and perhaps
Tackle the
some nearby buildings. Now rampage through the
third foe running
settlement, dropping confused foes with quick
from his post at
bursts of gunfire.
the far end of
the settlement, Plan 05:
before he gains Ramped Rock
cover near the Rampage: Or, drive
command shack. up the ramped rock,
Then ram the slowing down so the
command shack vehicle falls through
using the vehicle, ideally hitting the group of barrels to the the garage roof, jump
left, as there’s usually one or two foes here. Crush them out and land on the
and collapse the building. Get out of the LTV and finish the roof, and begin a Speed/Armor/Strength battle.
remaining foes on foot, using Speed to get to cover, then Plan 06: Main Entrance Maneuver: Or, jump the
Cloak and quickly fire your rifle. Then deal with the beach entire settlement in your vehicle, landing on
Scouts by peppering them with machine gun fire if your LTV the exit road and driving away!
is still accessible. Plan 07: Main Entrance Maneuver: Or, drive
Or, use the LTV as cover, and drop the foes from this through the entrance, straight through the
point. middle of the settlement, and flee.
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Plan 02:
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Tactics
Plan 08: Main Entrance Maneuver: Or, drive another explosive
and skid left, aiming for the command device, a red gas
shack and half-destroying it, causing confusion canister, in the
among your foes, detonating the vehicle via garage. The best
shooting the gas canister on the back of it, and way to destroy it
then attacking them on foot. is by standing on
the crate behind
Plan 09: Main Entrance Maneuver: Or,
the metal fence
point the LTV at the command shack,
and shooting through the window.
leap from it, , and shoot the gas canister as it
arrives, demolishing the shack.
Plan 03: With
Plan 10: a mixture
By Sea: If of Speed and
you’ve managed Strength Jumps,
to obtain a Small leap onto any of
Patrol Boat by the rooftops. From
now, you can here, you can:
strafe the area
with turret fire,
taking down the • Go prone and blast foes from the cover the roof provides.
two jetty soldiers • Strike the roof with the butt of your weapon, falling
easily. Strafe any Special Forces you can see by moving through it and striking an enemy.
close to the jetty. Then bank the Small Patrol Boat on the
sand near the jetty, and take down any remaining foes by • Strike the roof, and shoot through the gap at enemies
the command shack using previously-detailed tactics. This underneath.
allows you to grab Grenades and ammunition. • Punch out the building walls, and crush the foes behind
Plan 11: Ignoring the Area: Or, stay in the water and them.
continue along the coast to the next set of enemies • Strength Jump and keep moving while aiming at foes
by the boat on the wooden supports (toward Objective 08) with your FY71, until they fall under deft Constant
and attack by sea. Strength Jumping and attacks from all around and on top
of them.
Optional Path • Grab a recommended item and toss it into a building or
roof, causing it to collapse. Move or use the corrugated
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
roof pieces as cover to dart and hide behind.
detonating the
propane gas tank The actual soldiers.
next to the latrine,
then shooting The explosive barrels; this is dangerous, but you can
the enemies throw a barrel (for example, toward the group of soldiers
swarming on that by the command shack), then shoot and detonate it
location (Cloak is when it arrives.
a good option, and you can fire from the high rocky outcrop There’s an explosive plastic bottle inside the command
near the ramped rock). shack, which you can aim at through a window, but it
usually explodes in your hand due to enemy fire if you
pick it up. Watch out!
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ADVISORY
Plan
03.1:
Remember that striking foes with force (such as ramming These
them with a vehicle or a thrown object) can cause them lightly
to strike a support strut or shack wall, taking down some armored
of the building. All buildings can be destroyed. Scout foes
are easy to Walkthrough
tackle. You can
Optional Path strafe the boats as they arrive, so they explode before the
foes land. You are susceptible to turret fire though. It is
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle best to try this from an LTV using the turret.
Plan 04: Or, wait behind the rocks for the troops to fan
07K. Small Depot Sortie: Dealing with Reinforcements out and strike them as they enter the grass and trees.
Use Binoculars for quick locating.
POINTER The two foes at the far end of the dock should be
struck by Cloaking and swimming and entering the
boat dock. Or, try a Grenade thrown into the boat. Or, shoot
As you reach the northeast exit of the settlement, an them using your LTV’s turret.
CONTACT
Objective 08
LTV with three soldiers arrives. It parks in the village, or Plan 03.2:
whenever it spots you. Remember you can engage it After
on your terms if you drop a palm tree down to block the combat, you can
road, or stop your own vehicle in front of it. take a Small Patrol
Boat and attempt
Plan 01: If to engage the
you have a armored Small
vehicle already, Patrol Boat in the
shoot the rear bay itself if you
gas canister, then wish to appro-
tear through any priate it (it has better armor).
survivors.
Plan 02: If
you don’t POINTER
have a vehicle,
shoot the gunner first, then the other two occupants.
Drive down the road in a roughly northeast
direction; Prophet keys in the next objective.
POINTER
B2
A1
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Plan 05:w Alter-
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natively, c u - t r a
you can approach
from the rocks and
water’s edge. Lie
prone behind a rock
to re-energize, then
step around the far
Optimal Path side of the boat.
Strike the two near
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle guards. Then use the boat as cover, and step around to the
left in a circle-strafe. Bring down the other two with rapid
08A. Part 01: Beach Assault: blasts. This method allows you to quickly down the foes
Speedboat Guards Takedown before they reach the grass and can hide more easily.
Plan 06: Or, head around to the back of the boat using
Cloak, then switch to Strength, and Punch the boat
ADVISORY into all four foes. In the ensuing melee, you can Strength
Jump and land, shooting or Punching foes you miss or who
are getting up after being struck by the boat.
Your preferred ordnance at this point should consist
of Dual Pistols, an Assault Rifle (Ideally the FY71), and
Grenades. All weapons should be augmented (C) to WARNING
your liking.
If you move the Speedboat off its wooden struts,
Plan 01: beware of the boat rolling or spinning back and
Crackdown crushing you!
Exit the depot
(Objective 07) and
Plan 07: You
park your LTV when
can also drive
the road splits A1 .
down the road to
Follow the left path
the beach, onto the
on foot toward the
sand, and strafe
beach and check
the area, taking
enemy positions
down all four foes
with your Binoculars.
easily. Continue
to drive in a north-
There are four
easterly direction.
foes guarding
a Speedboat Plan 08: Plan 06 is also easily achievable from the
moored on wooden water using a Small Patrol Boat appropriated earlier.
supports. Cloak After this area is secure, continue on foot to the sandy
and move to promontory ahead of you A3 in the LTV, or by water (punching
the back of the the Speedboat into the water and piloting that, or using a
small wood and Small Patrol Boat).
metal sentry
hut A2 . Bring out Optimal Path
a rapid-fire rifle and aim through the gap in the corner
between the two metal plates. Line yourself up with not
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
one, but two guards. Rip through a clip and down them
both. Hide behind the hut while you re-energize, then
Cloak, and stalk the other two.
08A. Part 02: Beach Assault: Two Foes on the Path
Plan 09:
Speedboat Obtained!
Continue along
the beachfront path
Plan 02: Or, charge them and grab one and throw him
A4 following the
PRIMA Official Game Guide
Plan 12: Or, tear them apart with LTV machine gun fire,
then run over them.
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WARNING
POINTER
If you shoot him with loud weapons,
the two patrol guards flee to the
After these two have been defeated, Prophet radios in
settlement. You may want to prevent
to let you know about a KPA checkpoint up ahead. You’ll
this if you’re actively attempting a
need some firepower, including Grenades, to get past it. Walkthrough
stealthy takedown.
You have two choices: You can attack the KPA Command
Post settlement (Optimal Path 08B-08C), or continue and
attack the beach sentry points (Optional Path 08G).
Cloak and rush the
two patrol guards,
Optimal Path trying to tag them
both on the road.
Try maneuvering
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
so they’re both
08B. Approaching the KPA Command Post in a straight line
and fall to a single
CONTACT
Objective 08
Plan 01: quick burst. If they
Approaching run, finding foes in the undergrowth is tricky, so flick your
from the Road Head Binoculars on and off. Also use the metal fencing as cover.
southwest over the
grassy hill B1 to Plan 02: Or,
the concrete road charge up
barrier corner. Make the road leading
almost a loop back to the turnabout
and cross the road point, and using
Speed, charge the
B2 . If the LTV is
parked here, tackle it immediately, without letting the two two foes at the foot
patrol guards in the area escape. of the path to the
settlement. Bring
Enter the under- them down with
growth armed with steady fire. This alerts the settlement guards though; they
silenced weapons. now creep and move on alert.
There’s sometimes
Plan 03: Or, use an LTV and strafe the two guards
a single foe by the
before they can scurry up the hill.
LTV turning point.
Cloak, then tag
him. Sometimes he
runs west along
the base of the
rocks.
D3 D6 D5
Assuming
F1 the two
guards at
the bottom
D2 of the
D1 C3 footpath
are down
C2 and the
C1 Command Post enemies aren’t dashing about,
venture up the slope C1 . Cloak whether the guards
are alerted or not. Move to the right, inside the
outer fence C2 .
Optimal Path
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
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Optional Path
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around
to the
garage’s back Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
entrance while
Cloaked. If 08D. The Other Infiltration Points
applicable, aim Plan 01: You
so you can strike can enter
two enemies, one the settlement by
behind the other, heading up the dirt
with your rifle, and cut them down. Stay in this location and path and moving
unload on one or two additional foes in the courtyard and to the left D1
opposite building. around or inside
the metal fence
With one or two to the building
more foes still with the concrete
roaming the area, foundation. Begin the action from this location by lining
Cloak and move up two foes at the doorway and cutting them down with a
around the left side continuous burst.
of the building on
the concrete base Plan 02: Or,
C3 . Move around run down
the perimeter the dirt road, then
inside the metal leap up the rocks
fence. Then tackle the remaining foes; one is likely to be to the east of the
near the command shack. settlement D2
leading to an open
corner of metal
WARNING fencing. A foe is
likely to be in this
command shack; shoot him through the window, then deal
If you’ve made too much noise, three guards from the
with the others in your preferred style.
beach head up the hill to investigate; face northeast
and check with the Binoculars to see if they’re Plan 03: The
moving. If you allow the enemy to fire off shots, the southern
beach enemies ascend to assist your foes. part of the
settlement D3
features a parked
When the area is Pickup Truck and a
secure, retrieve low fence. You can
four Grenades, Rifle easily Cloak and
ammo, and FY71s in hide here, then
the garage. There’s dash across to
a smaller haul any building, but you’re more exposed.
in the command
shack (three Plan 04: An
Grenades and one overlooked,
Rifle). but excellent
route is a
looping attack.
First, destroy
POINTER the beachfront
guards at the gun
emplacements
Don’t forget to open the fridge, pick up the (Optional Path 08G)
latest newspaper with the headline “It’s to ensure there are no attackers from behind. Then head
not a crysis yet,” and your copy of Future Fashion into the trees, locate the road and small, rusty billboard
magazine! D4 , and move northwest toward the Command Post in the
PRIMA Official Game Guide
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CONTACT
Objective 08
The barrels
08E. Administering Beatdowns Plan 04:
As Prophet
and Complete Destruction. mentions,
Plan 01: Grenades are also
Adminis- excellent to use,
tering Beatdowns: and should be
With a mixture thrown through
of Speed and windows at foes
Strength, and inside buildings.
with your fists or However, you
rifle at the ready, must attempt
Strength Jump “Grenade
up the rocky hill, herding”: Throw
heading east-southeast. A good route to take is to Jump and the Grenade
land on the concrete steps, then enter the doorway on the behind the
right, Punching the guards trying to flee. enemies you’re
The guards mill about, and if you run, you can Punch wanting to take
them all by racing into the garage, then chasing the rest, down. They
and finally socking the guard appearing from the command usually run away
shack. Obviously, you can vary the ways you dispatch from the Grenade.
foes, using fists or weapons, and jumping or running at, So, if you’re at the concrete steps in the corner of the
around, or away from them. settlement C3 , throw Grenades into the front garage area
(picture 1), and foes usually come out of the doorway
Plan 02:
you’re waiting by (picture 2); now you can slay them with
Complete
gunfire as they mill about.
Destruction:
Complete
destruction is POINTER
assured if you
Strength Jump,
land on a roof and Expect the buildings to collapse easily if a Grenade
pistol whip or explodes in or nearby them.
stomp (Punch; T)
the roof itself (Crouching helps). Follow this up by Punching
Plan 05:
out walls into foes on the other side.
Chemical
Warfare: There
WARNING are two volatile
plastic bottles of
chemicals, one in
Descend on foes this way, but be warned: the concrete-floor
Sometimes they fire up and attempt to strike you. hut, and the other
in the command
shack. Start your
devastation by Cloaking and tagging the bottle, setting the
nearby foes on fire.
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ADVISORY complete
Optional Path
08G, taking out
Don’t forget to search the ruins of the garage both beach
and command shack for items. Use your emplacements,
Binoculars to locate items; they appear outlined and drive up the
in blue (including items dropped by guards). road F3 to the
Another tactic to try is to move an object, such junction. This way,
as a large crate, and drop it, then hide behind it, there’s no worry of
using it as “movable cover.” being attacked by the emplacement guards.
Plan 01.2:
Screech
Optional Path around, and
drive up and into
the settlement,
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle strafing the
enemy peeking
08F. LTV Combat out of the garage
Plan 01.1: first, then all the
If you buildings you see
want to save on movement in. You can head out, using the cover the vehicle
ammunition, drive provides, or Strength Punch the vehicle into any of the
the LTV along the buildings.
road, passing the Plan 03: Or, Boost: Leap out after pointing the
KPA Command Post vehicle into the garage (it has the least amount of
settlement as the unmovable fencing so the LTV can plow through easily), and
road winds below shoot the LTV’s gas canister, taking a couple of soldiers
and left of it F1 . down in the blast.
Continue down the road, then handbrake right when you reach
the blue sign. Or, handbrake just after the Speed Limit 35 sign,
up onto the grass by the small, rusty billboard F2 .
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Plan 01:
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CONTACT
Objective 09
the beach side
G3 rather than the
If you’re fighting foes that have fled into the under-
water side. An
growth, find cover, choose Armor, scan the area
almost identical
plan should be attempted at the next emplacement G4 with your Binoculars to locate them, and attack
; however, try Cloaking, and assaulting the emplacement them with your rifle, one at a time.
first, then use this as a defensive position and slay the two
roaming guards afterward.
If you’re on the road heading to the settlement, and POINTER
want to attack the emplacement from this area,
Cloak and run to the gap in the concrete road barrier G5 as
the road bends right. Once the beach emplacements and Command Post
are secure, you receive information from Prophet
regarding a communications outpost. You can now
ADVISORY do any of the following:
• Complete Objective 09, then storm the KPA
Head to both emplacements before the settlement, defenses (Objective 10). This is recommended.
the KPA defenses, or the communications outpost, • Head up the trail behind the Command Post
if you are concerned about defeating every foe at garage and tackle the KPA defenses first.
the first available opportunity. • Attack the KPA defenses from an alternate
direction.
POINTER
A2
Optimal Path
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
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Approach
Drive along the
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
main dirt road
until you spot a
rusting restaurant
09B. Vantage Balcony Attack
sign A1 before the Although
two Pickup Trucks. this isn’t
Ditch your vehicle. necessary, you
Cloak and bring out the Binoculars. Slowly make your way get additional
up the left or right grassy undergrowth. Grenades and a
supreme feeling
Look for the
of satisfaction
nearest foe with your
if you tackle the
Binoculars, then silently
five Special Forces
drop him. He may be
men behind the
patrolling in the grass.
trailer. There are two entrances, two foes manning machine
Guards may be alerted,
gun turrets, and one enemy standing at a shack in the
so keep prone and in
middle of the area.
cover while your suit
re-energizes. Slowly Ascend the left
work your way up the side of the road, dropping enemies one steps B1 . The
at a time after Cloaking, then take cover A2 . enemy by the
shack is easily
Move to the top
tackled with
of the hill where
silenced rifle fire.
the comm. trailer is
Go into a Crawl
located. Dispatch a
behind the metal
fourth foe from rocks
gun case stack
nearby. Then Cloak, run
B2 . While Cloaked,
to the emplacement to
blast the incoming foe as he creeps in. Re-energize, then
the northwest A3 , and
peek out and blast the gunner and another incoming
blast the fifth foe.
guard.
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Plan 02: Another plan is to snatch a barrel
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CONTACT
Objective 09
the turret area. After the explosion, begin the assault. A better
plan is to Strength
Or, run up the
Jump on top of
grassy path D2
the comm. trailer,
(ideally while
although you’ll
Cloaked) and
be spotted by the
attack the comm.
Special Forces on
trailer from this
the balcony. Use
point.
a Grenade to take
You can them down, and make sure you’ve dealt with a few initial
also troops first. The comm. trailer is a good spot to Strength
approach this area Jump toward the balcony hut.
via the ragged rocks under the balcony D3 , although this
From here, lob a Grenade (tap, don’t hold G) onto the
takes time and energy.
outer balconies, then suppress the enemies by firing so
Instead, you can loop around, and approach heading they stay near the Grenade explosions.
northwest, up the grassy bank D4 that leads to the
Plan 04: There’s an explosive bottle inside the top
right side of the comm. trailer.
hut, but it isn’t wise to try and grab it.
Or, head up the grassy area at the foot of the road
D5 ; these last two spots are good if you used a boat
Plan 05:
Racing
to reach this point.
around the
balconies,
Optional Path Strength Throwing
(or throwing with
Armor on) the
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
large metal ammo
09E. Less Subtle Approaches cases or barrels
into the well-
armored foes is an entertaining and lethal combination. Be
ADVISORY sure you equip a weapon while you’re doing this, so you
can slay the foe after he’s been struck.
Plan 06: Strength Jumping while firing on foes below
This area holds a total of nine Grenades to pick up
you is also very entertaining.
(inside the comm. trailer and on the rear vantage
balcony). You can only hold ten, so it is wise to use
Approved
any Grenades you are currently keeping. Tactics
Plan 07: If you’re
Plan 01: If approaching from below
you want the balcony (via Strength
to chase, punch, Jumping up the rocks), you can
or engage foes crawl or crouch and move under
without Cloak, the the balcony.
biggest problem Although you can’t attack the foes up through the floor, you
is getting to the can peek out, Strength Jump and tag a foe, then duck below
top of the hill. Try and move to another area. Foes are also easily spotted and
driving a Pickup tackled from this area, especially if you’re Cloaked.
Truck, then Speed
running, straight into the comm. trailer.
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Objective 10. Rendezvous with Your Squad at Anomaly
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With a bit of
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forward
some air, and steadily,
land on or near and
(and occasionally throw a
over) the defenses Grenade
(around B4 ). Get behind
out and drop the two
behind the Pickup. foes just Walkthrough
Strength Punch behind him. Try
the Pickup up and into the defenses, into the three foes to to throw it over the saplings. Charge and finish the troops
crush them. Keep this up until all three are defeated. using Speed/Armor and quick gunfire.
Plan 03: If you want to defeat the foes quickly, use
Speed to dash through the opening on the right side
of the defenses, then Cloak and tackle the foes from behind WARNING
the defenses.
Plan 04: Sometimes the troops head into the thickets to the
Attack from left of the path. This makes them trickier to tackle, so
Above: Instead of toggle your Binoculars on to locate them first.
heading directly
CONTACT
Objective 10
toward the
defenses, you The final member of the recon team (who sometimes
can scale the appears) is lurking among the rocks; drop him with a
rock wall to the Grenade behind him and rifle fire.
east B5 near the Plan 02.1: It’s a little more efficient if you Cloak, drop to
road where the a Crawl behind rock cover, and tag each recon foe one
two Pickups are parked at the base of the comm. trailer at a time without making a sound.
area.
Plan 01.2:
Work your way Head up
through thick the winding path
undergrowth, C2 to the comm.
until you reach tower. Before you
this promontory can see the area
overlooking the below the tower,
defenses. The throw a couple
comm. tower is of well-aimed
across from this Grenades. Make
promontory. Unfor- sure the Grenade bounces off the comm. tower and drops
tunately, you can be seen by the enemies at the foot of the in the middle, breaking the metal shed at the base of it and
tower, so expect to come under fire. Drop a few Grenades usually killing one of three well-armored foes.
on the foes manning the defenses below. Then slide
(don’t Jump or you’ll die!) to the ground, finishing off any Throw in another
remaining stragglers, and working your way up the comm. Grenade at the
tower hill. turret emplacement
and dash in with
Optimal Path your Shotgun
blasting. There’s a
foe at the turret and
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle two at the rear of
the tower vantage
10C. Taking Down the Recon Team point.
and Taking Over the Tower Plan 02.2: If you’re continuing with a stealthy option,
you can Cloak and maneuver to just in front of the
Plan 01.1: After machine gun turret. Line up two foes, one behind the other,
the defenses to cut down and blast them with auto-rifle fire. Then deal
are breached, with the soldier at the far end.
quickly check with
your Binoculars Optional Path
to see three or
four heat sources
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
descending a
winding path.
Crouch by a rock to
10D. Comm. Tower First, Defenses Second
the left of the path C1 and bring down the point trooper as
he runs into view.
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Plan 01: A
cunning plan Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
is to head to
the entrance 10E. Approach from the Dirt Road
gully where the
enemy defenses
are, then peel right,
POINTER
moving northwest
up a large rock promontory D1 . Use Strength Jumps and This can be attempted prior to attacking the KPA
ascend the large rock face all the way to the top.
Command Post (Objective 08 onward).
The enemies
see you jump up
and over (or near) Plan 01.1:
the sandbags, so If you
charge the nearest backtrack, look for
one and Punch a slightly lower
him to death. Then part of the long
attack the area rock wall, near
using Speed and where the dirt
Strength Punches, track forks
or guns and Cloak, or Grenades. This plan has the advantage E1 . Head
of your not encountering the recon team; they aren’t southeast and
currently here. Strength Jump up this area.
Afterward, kick Plan 02.1: Or, Boost and drive a Pickup up this rock
the sandbags wall!
away to the left Plan 01.2: From here, you can follow the dirt path to the
of the large tree defenses or turn left and Strength Jump up to almost the
overlooking the top of the path to the comm. tower.
defenses below. Plan 01.3: If
You can now drop you engage the
or throw barrels, defenses area,
the shed roof, and lob a couple of
the large metal Grenades just
gun cases down on the defenses, then drop Grenades to in front of the
finish them off. If the defenders are still alive, slide (don’t three foes so
Jump!) down the rock face with your guns blazing. they retreat out
Plan toward the KPA
02: If settlement. Then
you’re feeling rush to the machine gun turret and slay them using this
mischievous, you weapon.
can use Strength Plan 03: You could also (if you haven’t engaged the
Jumps to reach the KPA Command Post settlement) lure guards from the
metal roof of the buildings back up to the defenses, then strafe them with
shed at the base of machine gun fire from the turret.
the comm. tower
and strike foes
from here. This can be done during Optimal Path 10C, too. WARNING
You can also use the following pieces of scenery as
deadly weapons: barrels, metal gun cases not stacked on
the heavy palettes, or the shed roofs, which can also be
Watch for the recon team arriving soon afterward if
punched off the comm. tower plateau onto the defense you tackle the defenses from the rear.
area guards if you took this area first.
Plan 02.2: If you drove up the rock face, you can maneuver
PRIMA Official Game Guide
ADVISORY toward the defenses, then let the Pickup trundle down and
Strength Punch it into the defenders.
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sight of a completely frozen boat deposited in
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Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle The Lusca’s Call Encountered!
10F. Rendezvous at The Anomaly Prophet has lost the secure channel to JSOC.
They stare at a frozen boat in the jungle gully.
Once the area A gigantic, tentacled thing suddenly appears,
is secure, smashing the boat in half, and scoops up Jester, then Walkthrough
move in a roughly rapidly bolts away!
easterly direction The beast tears through a few KPA soldiers. Use Speed,
to an unguarded and run after the beast as it flies down through the gully.
defense post
F1 . Move through
it and up a rocky
gully. Follow the
gully as it winds
past Waypoint F2 . Look for the odd glistening object up
ahead. Continue along the gully until you reach the strange
CONTACT
Objective 10
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Stage 2: RECOVERY
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POINTER
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
After Prophet accesses the KPA radio
01A. Clearing the Comm. Trailer communication, you receive your next
Plan 01.1: Objective: there are hostages to be rescued
Move along in a village a few miles from here. Get to it!
the jungle gully, Walkthrough
following Psycho
and Prophet, until
you reach the ADVISORY
clearing where KPA
Special Forces can
be seen lying on
While Prophet eavesdrops on the KPA, search the
the ground. Prophet pallets on either side for batches of ammunition
orders you to cover him, so stay behind or to the side, hiding for your Rifle.
in cover, while he descends to the trailer. In this area, it is wise to keep stocked with
ammo for both Rifles (the SCAR and the FY71) as
recovery
Plan 02: Your
these offer long-range precision that’s needed in
Objective 01
foes are this area.
already dead.
Something else
has gotten to
them first. Save ADVISORY
your ammo for
later. This is the If you haven’t figured this out yet, remember that
easiest leg of the double-tapping and holding s automatically
mission so far.
engages Speed. You revert back to your previous
Plan 01.2: Nanosuit function when you release this key.
Outside the
communications
trailer, Prophet Optional Path
attempts to listen
in on the KPA
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
secure channel.
He reports that
there’s sporadic
01B. Cabbage Patch Carnage
combat, and the Plan 01: The
Koreans are spooked, too. Move around the outbuildings numerous
A2 toward the low metal fencing. Hop over the fence objects in the
and proceed down the hill to an LTV ahead. area make future
takedowns
extremely
satisfying. Simply
grab an object,
head down the
road, then Strength
Throw at the first foe you see. Here are some of the best
objects to utilize:
The barrels in and around the shacks.
The long wooden boards propped up near the boat
B1 ; these can level all three foes if they are grouped
together.
The outboard motor by the garage.
The green plastic trash crates; one is behind the garage,
the other is to the left of the white shack steps.
The wheel barrow on the right side of the white shack.
The rusting oven by the first metal fence overlooking the
cabbage patch.
The black trash bin on the left side of the white shack.
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The two gas cans inside the garage; lob them Plan 02: You can also use the garage, white shack,
to
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Grenade-like explosion. which to fire or lob Grenades or objects.
The pile of bound wooden beams. Strength Punch the Plan 03: Or, you can quickly run to the machine gun
pile to release them, then grab individual beams to emplacement B2 and start some rapid fire on foes in
lob. the road.
Objective 02. Find the Hostage in the Village: Part 01—Coastal Recon
“You guys aren’t going to believe
this, but it sounds like General Ri
Chan Kyong is in charge of this
entire operation!”
—Prophet
ADVISORY
A1 A4
B3
If your turret fire is less than competent
B1 A2 and the two foes escape, disembark and
A3 begin a Cloaked search in the undergrowth
B2 using your Binoculars. Slay them with your
preferred weapon.
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Plan 02: Or, you can park your vehicle in the road,
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to arrive, then shoot out the gas canister on the rear of Plan
the vehicle, and finally, step out to slay the confused and 02: A
burning foes. preferred
Plan 03: Or, you can Boost in your vehicle, charge at plan is
the LTV, and crash into it. Be sure you hit the LTV and to move
shunt it over the edge of the road and onto the beach, then up the
mop up the survivors. This is messy, but spectacular! rocky hill to Walkthrough
Plan 01.2: When you’ve finished removing the KPA forces the south of the
from this area, head along the road to the next corner A4 parked LTV B1 and halt at the top. Watch as the enemy LTV
while listening for an update from Prophet, and plan to drives along the road below you (you can view it all the
tackle either the forest recon foes or a roadblock. way from the bend in the road near Waypoint A4 ). Then
Plan 04.1: A Beach Drive: Another idea is to drive snipe the gas can with a Reflex-Sight shot, or lob Grenades,
down the initial opening by the LTV’s starting and dispatch the vehicle from this height advantage. Or,
position A1 and onto the beach. Slow down to avoid tipping snipe the foes inside and claim the vehicle for yourself.
over your vehicle and drive along the beach adjacent to the Then skid down the rock wall and stay in the undergrowth
road. to the right while following the road to the south. Step into
cover and Speed Sprint along the stony scrub. Halt at the
recovery
Plan 04.2: bend; there’s a gap B2 , so you can spot the two beach
Objective 02
Ignore the foes, then drop down to the restaurant sign and kill them
enemy LTV, or get from here.
out, scale the
rocks to the road,
Plan 03:
and begin taking it
By Beach:
down from the foot
You can ignore
trail. Drive to this
the LTV and head
trail area and slay
along the beach,
the two guards
moving to the
sitting on the beach before attacking the LTV. You can then
location of the
continue along the beach in the LTV, or move along the road
two beach guards
on foot.
and slaying them,
Plan 04.3: At the right turn A4 , you can carefully then using Speed
drive through the shallow water and turn to strafe a to romp around the dotted rocks and engage a three-man
three-man boat team heading your way. Cut through them, boat team near Waypoint A4 (moving from Waypoint D1 to
and quickly move to the moored Small Patrol Boat. You can D2 ). You can use Cloak and cover, as object-hurling is much
now attack the village by sea! more dangerous.
From here, you can either steal the Small Patrol Boat
Optional Path moored on the small wooden jetty, or move up a ramped
trail to the road B3 near a path up to a radar station (to the
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle southwest) and a KPA roadblock (to the southeast).
Plan 04: Beware of a Small Patrol Boat offshore
02B. Patrolling the Road or Beach (on Foot) during any beach activities you undertake; they can
strafe you easily, so use cover and well-aimed shots to
take them down, or else retreat to the road. If you manage
ADVISORY to blast the gunner and pilot, swim to the Small Patrol Boat,
or use the moored one at the jetty.
It is far better to use the LTV and disembark from it
a few times to tackle foes than to maneuver up the
beach or road by foot.
WARNING
Plan 01: By During this exploration, you may spot three KPA
Road: Your Helicopters skimming the water to the south. Do
task is to reach not engage them! You don’t have the firepower to
the area around stop them: It takes at least 400 bullets to blow one
Waypoint A4 . You up, and that’s without having to dodge the Rockets
can follow the these birds fire at you and the foes swarming your
road itself, but this location!
is essentially a
laborious process:
Hide behind
cover, tackle the stopping LTV, move to the restaurant sign,
engage the two beach foes A2 , then head to the woodland
on your right A3 to engage the sniper.
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Objective 02. Find the Hostage in the Village: Part 02—KPA
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Takedowns
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
ADVISORY
02D. The Recon Teams and Boat Team: General
To reach the village, the optimal path is to engage Takedown Tactics
the four-man KPA recon team, then move to secure
Objective 03. Then head down to the village, ignoring The boat team is in one of these three locations:
the roadblock, and infiltrate the village via waterfall 01. Moving along the beach from Waypoint D1 to D2 .
to the south. 02. Moving up from the beach and onto the road from
Waypoint D3 to D4 .
03. Standing around the corner from Waypoint D4 , on the
Optimal Path road.
Two recon teams are in two of these general locations:
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
01. Moving slowly along a trail above the road at
PRIMA Official Game Guide
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POINTER
Plan 03:
Grenades
Tactics for tackling this boat team on the beach and
have been detailed previously. Execute this plan Gore: A
if you wish to avoid the radar station or roadblock final plan
and want to head to the village by sea. All other involves a
distinct lack Walkthrough
takedowns feature the same general strategy, and
of subtlety, and a
are designed to be used no matter where you are
whole lot of close combat: rush in and circle-strafe around
located. your foes, lobbing a Grenade to the rear of the group so
they come forward into your gunfire. Cut them down with
Plan 01: Cloak Rifle shots, either using Armor or Speed to dodge their fire.
and Destroy: Continue this tactic, or mix up any of the three plans, for
Use Cloaking to best results.
dart from one
hiding spot where
you may have POINTER
been spotted,
recovery
to another that
Objective 02
You can also try Strength Punches and leaping in,
the foes haven’t
seen. Then strike but the ground and topography make this difficult,
them from the new position, using short, controlled bursts as does the lack of objects for you to hurl at these
of rifle fire. Remember to back up so you aren’t swamped. foes.
Don’t run forward into the group, or you’ll be outflanked and
defeated.
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You’ll reach aw
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Plan 04:
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle A final
plan
02G. The Roadblock: Enemy Engagement Plans is to
Plan 01: ascend
Full Frontal the jeep
trail, the Walkthrough
Assault: The
roadblock is trail behind the
another optional roadblock, or the rocks to the left of the jeep trail, and
engagement that then work your way along the beach-side cliff top. Drop
can be attempted down onto a large grassy promontory and work your way
from a variety of to the rocky edge above the roadblock G3 . Optionally drop
directions. The a Grenade into the hole of the transport truck, exploding it,
first is from the then blast away at the foes or drop down and engage them.
road. From the corner near the ramped trail down to the Plan 05: Finally, another plan to try is to simply keep
beach B3 , use the rocks on the right as cover G1 . Bring driving your LTV, using the turret to cut down the
out the Sniper Rifle and down as many foes from this machine gun emplacement guards. Then stop at the sand
recovery
location as you can. Then advance using Cloak and finish crates and finish the remaining foes on foot.
Objective 02
off the rest. No matter what combat plan you enact, move to the
Plan 02: Approach from Behind: Or, you can move metal weapon crates opposite the truck behind the
down the trail to the left of the barrel and tree roadblock sand crates, and uncover a wealth of Grenades,
and skirt around the beach, then Strength Jump up the ammunition, and a new weapon: the Missile Launcher!
rocks on the other side, landing on the road near a trail
entrance G2 . New Weapon: Missile Launcher Acquired!
This approach can also be made by maneuvering up
the jeep or sniper trail area, passing the white shack
near the radar station, heading down the trail that runs
POINTER
south of the radar station, and taking the path left to the
road below. Of course, you can use the undergrowth and The Missile Launcher is an “explosive” device;
Strength Jumping to maneuver here instead of following the if the explosive icon is flagged in tactics to
trails, too. come, the Missile Launcher is usually the
Now Cloak and weapon to use.
creep up beside
a newly spotted
vehicle: a Troop
Transport Truck.
You can Crawl and
POINTER
shoot the feet of
the foes on the You are close to a KPA radar station. Engage it
other side of the (Objective 03), or continue to the village
truck, then use (Objective 04).
it as cover and peer out to the right to blast the remaining
foes as you make your way into the roadblock area,
cleansing the roadblock of foes.
Approved
Tactics
Plan 03: Another
tactic is to
approach head-on,
but lob Smoke
Grenades at the
two machine gun
emplacements,
blinding the foes so
they can’t aim at you, then dropping them
with quick, well-aimed bursts of rifle fire.
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Objective 03. Find an Access Point for the NK Tactical Network
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C1
Plan 02: If your trigger finger is itchy,
A1 A2 B2 you can always take cover behind
B1 A3 the radar shack, lob a Grenade at the congre-
gation of foes looking for you, and blast the
B3
rest from this cover before continuing.
B4 A5
A4
Plan 03:
ADVISORY You can
alter your path,
too: Instead of
There are six foes to defeat. Two guards stand heading in from
near the radar trailer. Three heavily armored the white shack,
forces are behind the trailer near the hut. One move southward,
is at the south end of the fence, patrolling the following the trail downhill and then around to the
area. west. There may be a KPA recon squad here. Now turn
north just before the trail meets up with the jeep road
A4 . Speed Sprint up here, switching to Cloak when you
spot the top of the radar shack roof A5 . Then employ
stealth, as described in Plan 01.
Optimal Path
Once the area is secure, locate the computer and
download the available data. This brings up the exact
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle location of the hostage. She’s being held in a school in
03A. Securing the Data with Stealth the village at the base of the valley.
Now check the table to your right. The table holds
FY71s and Rifle ammo.
POINTER Be sure you step out the back of the shack and locate
a weapons haul! There’s a DSG1 Sniper Rifle, a Missile
This objective is optional. If completed, it allows Launcher, and more Rifle ammunition!
you to pinpoint the location of the village hostage.
It can be attempted before or after the roadblock You acquired DSG1 Sniper Rifle!
is secured. Apply these tactics after any KPA recon You acquired Missile Launcher!
squads are defeated (see Paths 02D and 02E).
Approved
Tactics you’ll see the top of a radar trailer. Optionally de-Cloak,
Plan 01: Super and attract the enemies’ attention (but don’t engage)
Stealth: Secure before continuing around the edge of the plateau to the
the area below the grounds at the back of the radar shack A3 . From here,
radar station. Move re-energize.
to the white shack Cloak again, and
PRIMA Official Game Guide
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ADVISORY blasting and then circling the shack, or head to
the right around the radar trailer. This is a tight
squeeze, so watch for Shotgun-equipped foes! Or,
Be certain you grab all of this ammunition, as you’ll you can Cloak and move along the western fence
need it (and more besides!) for the village infiltration B3 while Crouching. Pop up to tag foes through
to come! the window or near the fence.
You can also approach the hut from the west Walkthrough
or south, heading in a southeasterly direction up
Optional Path a rough trail from the jeep road B4 . This brings you up to
the metal fence. Cloak or Speed and use Strength to attack
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle from here.
recovery
Objective 03
before assaulting this radar station, or you may
have six or more additional troops appearing,
usually along the western or southern slopes. Optional Path
Another
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
cool way
to decimate the
enemies in this
03C. Coming Out of Left Field
area is to Strength Plan 01: If gunfire isn’t your favored option, unfortu-
Jump onto the nately there’s little in the way of debris to pick up
roof of the white and use. There’s a barrel at the foot of the southwest trail
shack. Drop to a near the jeep road B4 . Use this, or better yet, the rusting
Crawl, and bring washing machine in a rocky dell C1 . Prep a Strength Throw
out your Sniper (hold F) while charging the KPA. The object absorbs some
Rifle or Assault Rifle. Hook the Assault Scope and use the of the gunfire. Then Throw it into two foes and begin a
pitch of the roof as cover. Begin to quickly tag each enemy firefight.
as you see him. Check your Binoculars, then drop down, Plan 02: If you still have access to an LTV, or you’ve
Speed Sprint to the trailer, and finish off any stragglers. driven the Transport Truck along the road and up the
jeep trail (either entrance), you can maneuver up to the
Naturally, radar station while gunning down foes using the vehicles’
you can turrets.
take a more
Plan 03:
direct approach
Also
by running up to
remember that
the fence behind
the roof of the
the two parked
radar shack can
vehicles B1 ,
be leaped on and
hopping over, and
used as cover,
using the Pickup
or struck with
Truck as cover. Drop the foes standing near the radar trailer
a Melee Attack,
and then advance.
dropping you
down onto the laptop table itself. This is useful if you need
ADVISORY to use the roof as a shield while re-energizing.
You can also get in the Pickup Truck and drive, ADVISORY
skidding and parking near the trailer and using the
truck as cover. Crawl to shoot the feet of enemies
With any of these techniques, make sure you take
from underneath the Pickup!
down foes in the scrub to the west of the radar
shack, as they sometimes leap the fence and hide
there, as well as inside the shack itself.
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Objective 04. Find the Hostage in the School Building
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“This is Psycho. I’m moving into the village now. I’ll provide support!”
—Psycho
B1
D1
H2 ADVISORY
C1 D4 D5
H3 H5 D6
H1 H4
B2 G5 The preferred method of entering
H6
the school building depends
entirely on your mode of play,
G2 G4
but you should locate the
A1
hostage only after you defeat
A2 G1 G3 almost all of the KPA foes.
F5 F1 F2 There are around 50 KPA enemies
A4 D2 F3 F4
F6
scattered throughout the village
A3 and inside buildings.
D3 E3 Tactically, the most proficient
A5 E2 path is to enter the village via the
E4
western rock wall.
E1 Then engage in combat at the
gas station.
Next, move toward the school,
and secure the exterior area.
POINTER
Then move on to the Village Hall,
clearing it both inside and out.
If you failed or ignored Objective 03, this is the continuation of Objective 02. Now deal with the eastern
This part of the Walkthrough is detailed a little differently. It showcases the shacks near the beach.
following: Only then should you enter the
Part 01: The different routes to reach the village perimeter. school building, finish off the
remaining few foes, and rescue the
Part 02: The main areas from which you can infiltrate the village.
hostage.
Part 03: Once inside the village, combat tactics in the various village locations.
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the way down to the road (Path 04B). Or, you can climb out of
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your
c u - t r a vehicle and move down the dry stream bed A4 to the
road and check the sentry nests from the road area here.
Plan 03:: Move down the rocks or the jeep road as normal,
Approved
Tactics
but when you
reach the Walkthrough
junction where the
trail crosses A3 , Optional Path
peel off to the right.
Follow the forest
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
trail, occasionally
checking for foes
using your Binoculars. You eventually reach the river
04C. Approaching from the Beach
A5 where you can either head to the road, or cross Plan 01:
near the waterfall. You’re completely in cover using If you’re
this route and can’t be seen. coming in from the
beach, trudging
recovery
Objective 04
through the
shallow waters,
Optional Path use Speed and
Strength to
navigate any
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
boulders, until
04B. Approaching from the Road you reach the group of dotted rocks at the mouth of the
river C1 . From here, you can maneuver south across
Plan 01: the water to the rocky island, or southwest toward the
Whether minefield and riverside shacks (both are covered in Path
you’re on foot 04G). Use Speed and Cloaking to avoid detection, and the
or in a vehicle, Assault Scope to check the perimeter for foes.
continue from Plan 02: You can actually drive the LTV or Transport
the roadblock Truck down the grassy bank from the restaurant
B1 , traveling past sign B2 and across the shallow rock-filled water, strafing
the start of the hill the two enemies with your turret. However, you’re moving
trail to the white slowly and can get stuck numerous times.
shack and around
the radar station. Look on the beach side. At the restaurant
sign B2 is a gap in the road. You can maneuver through here Optional Path
and head toward the river mouth (Optional Path 04G) and
rocky island here. Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
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Plan 05: Another plan is to ram your Small
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Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
Optimal Path
04F. Over the Bridge and Past the Sentry Nests
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
WARNING
04E. Along the Western Waterfall Wall
A direct attack over the bridge is possibly the most
dangerous method of entering the village! However,
Plan 01 is still more than feasible and results in the
least damage taken.
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Plan 01: As long as you catch the nest gunners before
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Arm yourself down eight or ten foes from here before needing
with Grenades— to cross the bridge and go into the gas station
either the Smoke area. If you’re constantly being struck by nest
Grenades you gunfire, drop to a Crawl, recover energy, Cloak,
grabbed at the and move to another spot.
roadblock or the
school, or the Walkthrough
Flashbangs from ADVISORY
the school or gas station store (use H to cycle through your
Grenades). From the near side of the bridge F1 , Speed Sprint Use Strength and Crouch or Crawl to steady your
forward as you throw three Grenades. Aim one at the left sentry aim.
nest, one at the right nest, and one in the middle.
If you dislike the single-bolt action of the Sniper
Speed Sprint forward along the road so you avoid the mines
Rifle, use the FY7I or SCAR with the Assault Scope.
(or Speed Sprint over the mines, then Strength Jump into the
Return to the radar station or move into the gas
right-side nest), and enter either nest from the front F2 . Shoot
any foes at the nest and in the general area. You can now station if you need ammunition.
begin combat in the gas station area (Optional Path 04I). Remove the Silencer from your weapon. You want
more enemies to approach this area so that you
recovery
Plan 02: There’s always the good old-fashioned
Objective 04
can slay them from range.
charge across the bridge with your Assault Rifle
blazing! To avoid being cut down, lob three Frag Grenades:
one in each nest and another at the road entrance. This Plan 05: Missile Launching: Don’t forget the Missile
throws foes into confusion, allowing you to head into Launcher you picked up (either at the roadblock or
the village and move anywhere you wish. Watch for foes behind the radar station). This can be launched at the gas
recovering from under the destroyed nests and shacks, station for a spectacular explosion, while you rush the
though! bridge and try to find cover on the other side of the nests.
Plan 03: Plan 06: LTV Charge: Of course, you can dispense
Sneaky with the on-foot tactics completely and drive the
Crawling: Another Transport Truck or LTV over the bridge, strafing the nests and
excellent method careening into the settlement. From here, you can continue
for entering the to the school building or step out and engage foes at any
village without time. Watch the damage of your vehicle. You don’t want to
being gunned be caught inside when it explodes.
down at the Plan 07: Washing Machine Mayhem: Remember the
bridge is to cross washing machine on the rocky hill near the white
at the river under radar shack? Try carrying it over the bridge in a Speed
the bridge itself, ideally on the left side. Move unseen up Sprint while holding F. Double-tap s for Speed, but
to the rock on the left side of the bridge F3 and begin to have Strength as your regular function. Stop Sprinting, and
Crawl (Z). Strength Throw the object into the nest. Dive inside and
finish the foe! You’ll need luck on this one, but the washing
You can crawl
machine does absorb some machine gun fire.
past the “Danger!
Mines!” sign,
staying near the Optional Path
road, all the way
to the two metal Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
cross barricades
F4 without needing
to Cloak. Then Cloak
04G. From the River Buildings
and stand. Walk to Plan 01:
the left (or right) sentry nest and defeat the foe inside (Melee Move from
Attack strikes ensure that others don’t hear you). You can now the road or the
start a fight at the gas station (Path 04I), or head northeast, to dry stream bed
G1 to either of
the digging equipment (Optional Path 04L).
the shacks on the
Plan 04: opposite bank.
Sniping Spots: Both the river
Although previous buildings ( G2 and
rocky outcrops G3 ) have a similar
on the hill behind shape and fall apart under heavy fire or nearby Grenades,
you (below the so don’t rely on them for cover. However, either of them is
radar station) have excellent for Strength Jumping onto the roof, dropping to a
provided a good Crawl position to use the roof as cover, and then bringing
overview of the out an Assault Scope-equipped Rifle to tag foes along the
village entrance, perimeter.
moving to the thickets on either side of the bridge ( F5 or F6
) allows you to target all foes in and between the nests.
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The Plan 03:w
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Plan 07: From here, you can try a Dolphin Jump (Speed
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recovery
Objective 04
This part of the walkthrough details the following, in I12
each particular area of the village: I14
01. The best tactics when approaching from each
general direction (including places to hide and fire I16 I13 I9
I15 I11 I10
from).
02. The buildings (or roofs) that can be destroyed, and I2
I5 I8
the objects that are lethal when Strength Thrown. I6
03. The exit routes to take after the immediate area is I4 I3
I7
secure.
I1
Please note that these tactics assume you’ve
already tackled all the foes en route to the points
detailed.
Optional Path
WARNING Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
Although you may spot helicopters lifting off from Approaching from the Rock Wall to the West
the middle of the village, it is wise to let them fly Plan 01: Sand
off. You don’t want to deal with these choppers firing Crate Cover:
Rockets at you while you try to stave off foot soldier Whether you’ve
attacks, too. been stealthy or
not, the initial
grounds have
good cover if you
hide behind either
ADVISORY of the twin sand
crates I1 . Keep
By far the most proficient way to tackle this village in mind, however, the sentry roof can be blown off, which
is by using an Assault Rifle with an Assault Scope. impedes your movement. Stay by the twin sand crates next
Use this tactic unless otherwise stated. to the sentry nest, and start a firefight from here. Tackle
Other options include picking up and using the five or six foes at the main sentry point I2 .
Shotgun (this is wise to swap with your Sniper Rifle,
as the Rifle isn’t perfect for in-town takedowns). ADVISORY
You can also fire Missiles at groups of foes over a
long range.
You can shoot through the gaps between the two
Rushing foes and using Strength Attacks usually
sand crates, which provides total cover but a
gets you killed because you’re being attacked by
limited field of view.
multiple foes. Save this for ambush attacks through
breakable roofs, or when mopping up stragglers.
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From these crates, try some of the following: Stand by the concrete window, blow up the Pickup, and
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Lob Grenades at the sentry nests at the main
entrance, and use your Assault Scope to pick off foes block the rear gas station entrance, block the western
that come to investigate. metal gate, and move around to engage foes, knowing
you won’t be outflanked.
Lob Grenades into the adjoining garage shack at the side
of the gas station, or knock through the walls and step Plan 03:
back (to I3 ), then use the remains of the building as Gas Station,
cover and shoot down advancing foes. Rear Entrance: The
entrance to the
Or, Cloak and punch out the parts of both sides of the rear of the gas
garage and use it as cover. The hole helps you view station allows
enemies from afar (you can back out and snipe from the you lots of cover
sand crates, for example). possibilities
Advance in a northeast direction to the wooden crates I7 : around the
I4 and use them as cover (these crates do disintegrate back of the
under fire, but can be picked up as movable cover). Then entrances to the gas station shop, around the sides of the
move to the green trash bins and partial concrete wall station, and into the mechanic’s garage part of the station.
I5 to continue your takedowns. You can also leap onto the concrete walls and check for
enemy incursions from the boat yard to the south.
Plan 02: Up
From the rear of
on the Roof:
the gas station,
Another great
try some of the
place to start your
following:
combat in relative
safety is the larger Face northeast,
concrete shack I5 looking into the
that’s north of the garage shack,
infiltration point. and blast the
Strength Jump onto sign pole so it
the roof, and Crawl falls onto the
with your Assault soldiers below.
Scope attached to Move northeast between the garage and the metal
your favorite gun fencing I8 and blast the gas pump from here. The
(sit on the left or station wall to your right prevents you from taking
right edge of the damage.
roof, as exploding
Use the metal (and indestructible) fencing as cover as you
Grenades take the
face northeast, and bring down a collection of guards in
middle of the roof
the sand crate area of the main road.
down first). Or, you
can use the windows to view the back of the garage, and Dart between the back entrance of the shop, the
the barrel by the rear window to enter. mechanic’s area, and the outside rear of the gas station,
and engage the enemy in ranged combat with your
From this rooftop Assault-Scoped Rifle and Grenades.
(or inside the
shack), you can With the gas station blown up, Cloak and enter the shop,
try some of the and use it as cover for tackling incoming foes from the
following: east.
Lob Grenades Take care of the foes near the sentry nests to the north,
and destroy the then enter the mechanic’s room. Move to the front
garage or the and use the left corner (if facing east) as cover. From
shack roof of here, take down two advancing squads and one of the
the gas station, machine gun nests on top of the school building through
attracting foes with the noise, then sniping them as the tree branches from extreme range. You can also try
they appear. this from the rear doorway.
Use Binoculars to locate incoming foes from the jeep Get into the Pickup and drive it around to the road, and
track (by the main sentries), the rear of the garage, or the southward to a different area.
PRIMA Official Game Guide
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Plan 04: with your Binoculars. Move while Cloaked to
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Gas Station avoid being overwhelmed. Head to the “Ralf’s c u -tr a c k
Shacks and Roof: Valves” sign and Crouch by the metal fence
Ideally from the corner near the Pickup Truck I10 . Point northwest
back entrance of and scan the area.
the gas station, De-Cloak
leap atop the and blast
mechanic’s shack foes moving
roof and drop to Walkthrough
around the
a Crawl. You can shacks in front of
then tackle foes in the following locations: you by the rusting
The machine gun nest atop the school. It is vital to shoot car. Use Grenades
the guard here, or he’ll pepper you with bullets and to flush them out.
you’ll die easily. Then dash across
To the east, enemies come in from the area near the to the large metal
rusting car (shown). container I11 and drop inside after all the foes to your right
are defeated.
To the south, foes come through the boat yard and small
cabbage patch.
ADVISORY
recovery
On the road to the north, by the sand crates.
Objective 04
Vary your position,
but always Instead of Cloaking, or if you’re discovered, move
keep Crawling,
directly to the container using Speed.
especially if
you’re regaining
health and energy. This container is excellent for defeating the majority
The concrete of the remaining foes: Crouch, and no one can shoot you.
roof of the gas Stand and fire, taking down one foe at a time, then drop
station is the back down and scan the area with your Binoculars. You
other location from can secure most of this area using this plan. Watch for the
which you should get some sniping done. Look at the same machine gun nest atop the school building to your right,
locations described previously. Keep using your Binoculars though.
to check on the available enemies. You can defeat
All foes to the
everyone in this immediate area from here.
northeast and
Some enemies may lurk below or behind you at the back east should be
of the gas station, so drop down on the opposite side and defeated in this
hunt them. manner. Spin
around inside the
ADVISORY container with
your Binoculars
to make sure no
Do not detonate the gas pumps, as this causes one’s coming
the front of the roof to fall. This overhanging area up behind you, then jump out and move to the telephone
(complete with the green metal “Fuel” sign) is kiosk. Foes may still be in mechanic’s garage, or near the
exceptional for absorbing enemy fire, so you don’t entrance nests: shoot them from this corner. Remember
want to lose this cover. Shoot through the gaps. you can blast the gas cans inside the mechanic’s garage
The enemies (especially in the thickets behind the to bring down a couple of foes in there. Then hunt for
fences near the rusting car) are easily dropped. stragglers.
Optional Path
Optional Path
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
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bringing the roof down. Use the sand crates as cover, wand
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c u -tr a c k move in one of three directions: c u -tr a c k
Plan 01: School 01. To the left, heading east toward the digging machine.
Yard Scuffle: You can now Speed Sprint or Cloak and go anywhere
The fight either in the village, or else double back by the large shack
occurs with or (near I14 ) and begin combat from here (previously
without stealth, detailed).
but the areas to 02. Straight ahead, rushing into the gas station or the
hide are much the metal container I11 .
same. Peel off to
the right and enter the playground I12 , where you can use the 03. To the right, rushing into the garage shack or the rear
low wall as cover. Then maneuver around and into the shack of the gas station, or toward the western edge of the
and storage shed to the west-southwest, blasting foes as you village.
go. Remember, you can strike through the roofs here, too. When
the shacks are free of enemies, assault the gas station from the
rusting car or container.
ADVISORY
Plan 02: Down the Tracks: Or, you can keep going
down the jeep track road I13 all the way to the gas Smoke Grenades are excellent for stopping foes
station. You’re hemmed in here, so it’s better to apply Plan farther up the road from shooting you as you dive
01 or 03. However, this is the best time to get into a vehicle for cover. Otherwise, this isn’t the best route to
and Boost down the track, across the road, and into the gas take.
station, causing an amazing explosion! Obviously, jump out
before the vehicle hits the pumps, and Speed Sprint into the
container to the south. Optimal Path
Plan 03:
Large Shack Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
and Earth-Moving
Equipment: Head Optimal Objects to Utilize
along the jeep trail,
but peel off to the Aside from
right. The large KPA enemies
shack sitting in a themselves,
patch of dirt with there’s a gigantic
broken concrete number of objects
walls surrounding it is a good place to pick up an object to hurl, hide behind,
or two, but the lack of cover is a problem, as you’re easily or carry to absorb
outflanked. As always, Grenades and rifle fire are advan- enemy gunfire.
tageous now. Run and gun, moving in one of these routes: Below is a list of
some you should
Through the eastern entrance I14 or the hole in the wall,
definitely try out. They are presented in the same order as
and along the northern side of the concrete wall, using
the previous tactics:
the gaps as cover for quick bursts. Pass the large shack
on your right and begin to tackle the gas station by the Rear of Garage Area
road sign I15 .
Barrels (everywhere)
Head into the large shack, and use the windows as cover,
Metal ammo cases (by western shack)
or leap onto the roof, Crawl, and begin sniping at enemies.
Large wooden crates (by sentry nests and near Pickup
Skirt the northern perimeter, moving around to a digging
behind the gas station)
machine I16 , then assault the machine gun nests using
sand crates as cover. Wheelbarrow (in front of the western shack)
Metal, two-wheel crate dollies (behind garage, beside
Optional Path western shack, and on the dirt road near the earthen
perimeter and garage shack)
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle Green bins (near the garage shack, behind the garage, near
the phone kiosk)
Approaching from the Main Entrance Locker (in garage shack)
PRIMA Official Game Guide
(to the North, Heading South) Table saw (in garage shack and mechanic’s garage)
Tires (mainly in mechanic’s garage and behind garage)
Initial
Attacks: Empty propane Tank containers (behind garage and near
If you’ve just phone kiosk. These can be Strength Punched to block
stormed the foes’ routes, then Jumped on and used as mobile sniping
bridge, expect points.)
heavy resistance. Gas cans (five in mechanic’s shed, one in garage shack.
Start the confusion Use these to throw at groups of foes, then shoot to
by blasting the detonate.)
gas pumps and
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In addition, be sure you stock up on ammunition from
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c u - t r a c k the shop. The following items are available: Missile
inside c u -tr a c k
ADVISORY
Walkthrough
Come back here when you begin Objective 05—this
is a prime place to pick up Missile Launchers. Optional Path
Main Road Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
Barrels (everywhere)
Rusting oven and washing machine (near entrance to
Approaching from the Rock Wall to the West
Village Hall) Entering the Gardens:
You’re actually
Green bins (on either side of the road, by the shacks) moving on more of a
Jeep Track southerly path, up from
recovery
Objective 04
the gas station area. Move
Metal, two-wheel crate dolly (school entrance and side of
through the side gate
large shack)
in the concrete wall J1
Large wooden panel (by rusting car) into an area of grass and
Green bin (school yard) bushes. To the left is a small cabbage patch. Check around
for foes coming in from the boat barn.
Lockers (school yard)
If enemies present themselves, try one of the following
Tires (by shacks) techniques:
Wheelbarrow (by shack) Retreat back the way you came.
Large wooden panel (by shacks) Use the breakable fence, then the trees as cover.
Large rice sack (inside shack) Grab the rusting oven near the concrete side gate to use
Outboard motor (outside storage shack) as a weapon or bullet-blocker.
Barrels (dirt ground by large shack) Or, Speed Sprint up the hillock.
Shopping cart (dirt ground by large shack) There are three main
routes to exit this area
Rusting washing machine (dirt ground by large shack) (except the concrete
Main Entrance side gate you came in
from), and all are very
Metal ammo crate (between digging machine and nest)
lightly guarded so expect
Large wooden crates (by digging machine) minimal resistance:
Exit via the gate at the
04J. The Western Lumber Yard and Outbuildings end of the dirt road, leading into the main
thoroughfare J2 .
Or, move toward the red-flowered bushes and hop over the
gap between the metal fence and the rock outcrop. This
leads to a small storage shack J3 .
J12 J11 J10 J6 J7 Or, you can continue heading southeast, up the hillock, to a
J13 J5 J9
J3 J8 recreation hut J4 complete with a swing set you can play
J15 J4
J2 on! The hut is useful, as are the vantage points here.
J14 J1
Shacking Up:
The small
storage shack
J3 has excellent
views of the
Village Hall and
main road. The
shack itself has
only one way
POINTER in, but you can
collapse the building if you need to escape. Usually though,
This area is likely to offer little resistance as the KPA you are using the impenetrable metal fence as cover and
blasting foes roaming the road and outside the Hall. This
are mainly gathered near the Village Hall, school,
is a good spot to retreat to if your Village Hall assault isn’t
eastern entrance, and bridge entrance.
going well.
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Into thew
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Inspecting some height. From here, look north, into the gap
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recovery
dozens of foes in your crosshairs. There are excellent views of the storage shack and road
Objective 04
to the rusting car and gas station.
Up on the Engage any enemies in combat with objects you’re
Roof: The carrying, such as the washing machine or oven.
rest of the lot is
a little too flat to Use the metal roof above you to stand on, then snipe or
be of much use, leap into the Hall grounds.
and facing east,
any foes coming
in from the beach
Optional Path
or KPA trailers are
difficult to spot Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
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Junk-Filled
Grass Alley: Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
Be sure you’ve
taken down Optimal Objects to Utilize
the machine Aside from
gun nests on the KPA enemies
school building to themselves, use
your right before the following
you go southwest along this overgrown area. You can objects to crush
enter the Hall perimeter through the gap J18 , or prowl the foes with Strength
area looking for foes from atop or around the orange refuse Throws, or to hide
container. behind to absorb
Try dropping inside this container, using it as cover, damage. They are
and popping out to bring down foes by the shacks to your presented in the
northwest. The end of the alley brings you out at the main same order as the previous tactics:
road, across from the storage shack and entrance to the
boat shack. Boat and Recreation Shacks
Attack Rusting oven (by concrete side entrance to rear of gas
Routes to station)
the Outer Buildings: Black trash bin (cabbage patch and behind recreation
If you’re storming shack)
the lumber yard
Barrels (boat shack and storage shack grounds)
area from the
Village Hall back Large wooden crate (near sliding entrance to main road,
entrance or grass and side wall of recreation shack)
alley, try the Boat trailer (opposite boat shack)
following routes,
Green bin (in front of recreation shack, and on storage
ideally while Cloaked:
shack grounds)
Go up and over the lumber wall by the main road, using
trees and lumber piles as cover. Wheelbarrow (in front of recreation shack)
Go into the storage shack area, and Jump around or up and Tires (storage shack grounds)
onto the patio area. Lumber Yard and Southern Shack
Go around via the boat barn and small cabbage patch, Shopping cart (by concrete wall near recreation shack, and
then head northwest to the back of the gas station, or in southern shack garden)
south to the recreation shack.
Lumber stacks (under shacks. Shoot or punch the metal
ties to loosen the bundle.)
Optional Path Large wooden crates (everywhere)
Barrels (everywhere)
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
Wheelbarrow (southern shack garden)
Approaching from the Gas Station Zone Black trash bin (southern shack garden)
Routes to Metal two-wheel crate dolly (southern shack garden)
Reach the Large bag of rice (inside southern shack)
Recreation Shack:
As most of your Main Road and Grass Alley
enemies are Barrels (everywhere)
likely to be to Large wooden crate (near Pickup, and grass alley)
the southeast,
you can move Rusting washing machine (by back entrance to Hall)
up through the Rusting oven (by back entrance to Hall)
following areas to
Large wooden panel (grass alley near orange refuse
PRIMA Official Game Guide
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04K. The Village Hall and KPA Trailers You can also circle around and into the grass
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recovery
WARNING
Objective 04
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
Approaching from the Lumber You can move to the front of the Village Hall
grounds, but this features a challenging number of
Yard Area and Main Road covered spots inside the building where enemies
can hide, and foes over in the eastern shacks that
POINTER can converge and swamp you.
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Or, pass the side windows and lob Grenades in, Sniping wfrom
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Or, drive an LTV along the main road, park it Hall Roof: Don’t
near the rear doorway, and shoot through it using forget the large,
the turret gun. green tin roof
of the Village
Hall, which
WARNING offers excellent
panoramic views.
From here, you
Be sure all exterior foes have been neutralized can dish out damage on foes in the shacks near the school
(check using Binoculars) so that you aren’t yard, foes on the school grounds and roof, the lumber yard
attacked from behind after you enter the building. and main road, the trailers, and the eastern shacks.
Expect about eight to ten foes inside the Hall.
An Alternate
Route:
Combat
Another more
Inside the
daring plan to
Village Hall: As
secure the Hall
soon as you enter
is to Strength
the Village Hall,
Jump from either
you’re completely
perimeter yard (the
exposed, so
south side— K7
rush under the
—is preferred
staircase balcony.
as it overlooks fewer enemies and has the ammunition
Bring out a
collection) and clear the upper floor from here. Then blast
Shotgun for close-quarters work. Make a quick run through
foes below from the top of the stairs, drop off the balcony,
the three interconnected rooms at the front of the Hall,
spin around, and clear the lower floor.
ignoring exterior gunfire unless you’re severely wounded
by it. Clear the ground floor of foes. Then head up either set You can also clear foes wandering around the perimeter
of steps. yard from up on this balcony, or on top of the roof itself.
Exit onto the balcony and make a loop. Expect two or
three foes up here on either balcony, at the front, or in the Optional Path
central room with the computer equipment. Try one of the
following techniques: Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
Lob Smoke Grenades in one area to attract attention, then
go through an opposite doorway. Approaching from the Main North-South Road
Use the Shotgun and rampage through the upper level,
ignoring outside fire. Capture this building first. (Heading North)
Cloak and stay on the interior stairs, and scan the upper
area for foes. Then sneak up and defeat each one. POINTER
Pick up a metal weapons case, using it as armor, then
throw it at your first foe and finish him with gunfire.
This assumes you made a long loop along the
western perimeter to the lumber yard, and went
WARNING out of the southern village exit, or else entered via
the ocean at the southeastern end of the beach and
maneuvered to the main road from here.
Shotguns are typically used in this type of
environment, but make sure you’ve reloaded
and have enough ammunition, or you’ll be stuck Trailer
Trashing:
reloading while a foe shoots you at point-blank
Enter the village
range! via the empty
machine gun
The Hall is yours! You can now go out onto the balcony nests to the south
PRIMA Official Game Guide
and begin to take down foes to the east (tactics are shown K8 and move
in Optional Path 04L) and stock up on ammunition. Missile toward the back
Launchers, ammunition for the Rifle and Shotgun, Frag of the trailers,
Grenades, and a Sniper Rifle await you. near the main
road K9 , as this gives you more routes and hiding spots.
From here, you can attempt one or more of the following
ADVISORY tactics:
Run to the gap in the perimeter of the Hall fence K4 and
head inside, then begin to tackle this building.
Come back here when you begin Objective 05—this
is a prime place to pick up Missile Launchers. Run to the gap in the perimeter of the Hall fence K4 and
Strength Jump up onto the balcony.
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Movec toward the southern shack and the perimeter of the Grenades are also a great plan; lob them (with
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Hall fence (Path 04J). carefully aimed throws) into the building and c u -tr a c k
recovery
Once inside the grounds, you can peel off left, go around
Objective 04
Sniping: If the back of the Troop Transport Truck to the tree and
you’re around crate K10 , and pepper foes appearing at the doorways
Waypoint K8 , or and windows.
exiting the village
Or, leap onto the sand crate below the front window and
by the lumber
enter an L-shaped room from here (or strafe the area with
yard or southern
bullets, or lob a Grenade in here).
shack, beware the
earthen perimeter. Flashbang
This is booby- Wallop: A
trapped with mines as well, but the ground on either side is good way to disori-
not. This means you can Speed Sprint and Strength Jump the entate a group of
barbed wire, or throw a Grenade and then use the earthen foes in the front of
pile as cover. the Hall is to lob a
Now you can snipe foes on the main road, ones appearing Flashbang through
at the side or balcony of the Village Hall, and any enemies the barricade,
prowling near the trailer, or (if you move to one of the main Sprint and shield
nests), tackle foes in the eastern shack area. your eyes, and
leap in, picking off your foes in the confusion.
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ADVISORY
Combat in
the Grass
Alley: Heading Stacking objects by placing one on top of another
south toward to give you more height is sometimes worthwhile,
the Village Hall but only if you’re near a perimeter wall you
allows you to couldn’t otherwise peer over.
leap the low
playground fence
near the gap in the perimeter wall K16 . The playground and Optimal Path
grass alley should be used as a “spillover” area (try one or
more of the following):
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
Head into the Hall grounds, then back up and coax foes
out into the alley to defeat them (use Grenades thrown
over the perimeter fence, too).
Optimal Objects to Utilize
Aside from
Head left, around to the dirt road, and engage a frontal
KPA enemies
assault.
themselves, use
Head right, around to the main road, and into the rear the following
doorway. objects to crush
The school yard foes with Strength
fence is also an Throws, or to hide
excellent place behind to absorb
from which to damage. They are
snipe, moving side presented in the
to side to avoid same order as the previous tactics:
foes and tagging The Rear Entrance to Village Hall
them, especially
Barrels (everywhere)
those on the
balcony. You Rusting washing machine (outside overhang near Pickup
can try Strength Jumping over the perimeter and onto the Truck)
balcony from this direction, too. Green bin (rear yard)
Sniping from Large wooden panel (corner of north rear yard)
the School
Lockers (north and south rear yard)
Roof: With the
school secured Large wooden crate (rear yard overhang)
(but the hostage Black trash bin (south rear yard)
not yet rescued),
use the machine Metal weapons cases (inside Village Hall)
gun nests, or Filing cabinets (small, medium, and large—inside Village
better yet, your Hall)
Assault or Sniper
Rifle, to tag foes from this flat rooftop or the upper roof at The South Village Entrance
the rear of the school building. Barrels (by phone kiosk, near Hall perimeter fence)
Metal weapons cases (everywhere)
Dirt Road
Frontal The Dirt Road Near the Eastern Shacks
Assault: Or, you Barrels (edge of dirt road, Hall front grounds)
can move up
the road, which Green bins (edge of dirt road on either side)
unfortunately Large wooden crate (behind Troop Transport Truck, Hall front
leaves you open grounds)
to attacks from
Metal weapons cases (Hall front grounds)
all sides. Cloaking
and using the School Yard and Grass Alley
PRIMA Official Game Guide
school wall is the safest way here. Assuming you have Shopping cart (school wall and low fence)
only the Village Hall left to tackle, approach and dart into
the grass alley, or move to the front entrance for a regular Tires (grass alley)
assault. Or, you can take a green bin and place it atop the Barrels (grass alley)
bin by the entrance wall, jump on top of this stack, and
Large wooden panel (grass alley)
then Crouch and use it as a camping spot.
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04L. The Eastern Shacks and Sentry Nests into any surrounding cover spots, collapsing them
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recoovery
Strength
Objective 04
Punches or Thrown objects
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
Strength Punching through the building walls or roof.
Approaching from the Western Village Hall When the flat-roofed shack is secure, check the sentry
nest to the north near the digging machine and move to the
beach side of the building L4 , keeping low and using the
POINTER metal fencing as cover.
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Or, you can punch through the ammo shack’s walls To the Ammo
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Flat-roofed
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Shack Attack: POINTER
Moving along the
exterior school
wall isn’t wise, If you didn’t complete Objective 03,
as there are Objective 04 doesn’t officially begin until
loads of hiding you reach the school grounds. Psycho
spots in this area radios in letting you know the hostage is
from which foes Walkthrough
inside this building.
can shoot you.
Instead, Speed Sprint or Cloak and move southeast from
the digging machine and lockers across a grassy yard to Plan 01:
the low metal fence. Head through the gap to your right L15 Supreme
and begin combat. Then move to the metal wall near the Stealth: Have you
rusting car and tag the remaining foes in the ammo shack tried to enter the
and sentry nests. school building
without killing
any KPA foes? It
Optimal Path is possible, but
the Tank battle to
recovery
Objective 04
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
come is extremely
difficult!
Optimal Objects to Utilize The route to follow is over the barbed wire at the north-
western corner, then Cloak and move behind the back of
Aside from
the concrete shack at the rear of the gas station.
KPA enemies
themselves, use Next, recharge, then Cloak and go through the gap in the
the following concrete wall and turn left, heading over the cabbage patch
objects to crush and under the boat shack. Stay left, against the concrete
foes with Strength wall as foes are patrolling the main north-south road.
Throws, or to hide
behind to absorb Recharge,
damage. They are then move east,
presented in the crossing the main
same order as the previous tactics: road to the shack
directly opposite.
The Dirt Road Area Step inside and
Barrels (everywhere) immediately drop
to a Crawl in the
Green Bin (low wall near dirt road)
left corner. This
Large wooden crate (low wall near dirt road) stops the foes
Wheelbarrow (western outside wall of ammo shack) manning the machine gun nests from seeing you.
Black trash bin (southern outside wall of ammo shack) Recharge, Cloak, then exit via the door on the left
and cross to the low fence and hop over it. Cross the
The Dirt Mound Area playground to the green bin by the school wall. Crawl and
Rusting oven (grass near digging machine) recharge. Then move north, to the entrance with the open
double doors, and the stairs on your right. Dart into the
The Sentry Nest Area classroom to your left, and wait for the foe to walk down
Barrels (everywhere) the stairs and head into the weapons store. Then head up
Large wooden crate (in ammo shack lot, and between flat- the stairs while Cloaked without anyone seeing you!
roofed shack and perimeter mound)
Green bin (on the middle dirt road between shacks)
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
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Plan 03:
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Enter from the grass alley, vaulting the low fence and couple of foes, too. So rush them and blast with a Shotgun,
quickly moving to the doors M8 . Cloak and hit them as you close with rapid rifle fire, or lob
a Flashbang and mop them up as they stagger from the
Enter moving westward, between the low fence and blinding light. Check to make sure that the school is empty
school wall, and spin around when you reach the of foes, then inspect the ammo storage room on the ground
doors M9 . floor, opposite the stairs. All other rooms are empty (or hold
Try sniping all foes from cover until you can’t see any objects).
more, then enter M10 .
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POINTER
recovery
excavation site to the east.
Objective 05
She explains Rosenthal was studying a statue that
started emitting a signal, which led the professor to a
ADVISORY structure inside the mountain. The mountain makes a deep
rumble as she speaks! The island must be secured; the CIA
agent implores you to locate Rosenthal’s team at once!
Don’t worry about killing the hostage; she is in
a room with a locked door and no windows. This You encountered CIA Agent Sarah Hansen!
means Grenades can be employed to flush enemies
out of the interior, or as you ascend the stairs.
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Run out of
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Plan 03: If you want to disable the Tank’s machine
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guns, make a daring Strength Jump onto the turretc u - t r a
building, taking itself and shoot or grab the turret gunner, flinging him from
the northern exit, the vehicle!
and turn west,
Speed Sprinting
along the dirt road POINTER
to the junction with
the main road and gas
station A2 . Turn and look left; the second Tank is likely to be There are four locations where Missile Launchers can
on this stretch of road. Fire two Missiles into its front armor, be obtained:
and another for good luck. The Battle Tanks are down! The shop inside the gas station A3
Plan 02: You can
The storage room inside the school A4
attack the Battle
Tanks from anywhere The southern balcony of the Village Hall A5
there is reliable cover, The ammo shack in the eastern beach area A6
such as the perimeter
walls of the Village Hall
or the roofs of the larger
buildings. However, the ADVISORY
quickest takedown is
detailed previously.
Before you begin Objective 06, stock up on
ammunition; you need to take a full complement of
ADVISORY all types of Grenades, a Missile Launcher, an FY71
Assault Rifle (with Assault Scope), and a Shotgun (or
the DSG1 Sniper Rifle).
Korean Battle Tanks can only be destroyed by Missiles.
They can take three hits (or two to the front) before
exploding.
You can also shoot the fuel barrels at the back of
the Tank, which damages the machine, but it can still
function.
The Tank can cut you down in seconds with machine
gun fire and its massive turret, so use Speed Sprinting or
Cloaking to avoid becoming a target.
Keep away from the tracks, or you will be crushed!
A1
A3
A2
PRIMA Official Game Guide
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Ditch the LTV as
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recovery
Objective 07
“The area’s crawling with KPA
and God knows what else!”
—Prophet
A1
B1
Plan 03: Off-Roading It: Although it’s
difficult to accomplish, you can point your
B2 LTV slightly north of the ravine and Boost toward
the smooth rock sides to the right of the outcrop.
B3 B4 With some forceful driving, you can get your
vehicle up to the wooded trail and take it as far
B5 as the location of an icy battle! Along the way,
drive carefully and use the turret to its fullest.
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
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Wade up the river to engage the foes (although you radios in to tell you he’s found what’s left of one of the
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c u -tr a c k have a height disadvantage when tackling those in research team, and gives you the coordinates of a caveo c u - t r a c k
the woods). system leading to the excavation site. Go there now!
Rush the patrol with Speed Sprinting and blast them Move toward the
with your Shotgun while switching to Armor. sounds of combat,
Trundle your LTV up here for arduous maneuvering over a strange white
rocks and blasting foes with your turret gun, although mist, and blue
the vehicle makes good cover. plumes of dissi-
pating smoke. As
When you reach the spot where you first saw the patrol you approach,
B2 , you can optionally jump down into the stream ravine scan the area for
(not recommended), or continue to the wooded area to the foes and cut them
south and west. down before they
Plan 01.2: can fire on you. A number of them are around the rocks near
Continue the body of Doctor Badowsky. He seems quite dead. There’s
moving along only three more of the research team to find!
the wooded trail Now use cover and skirt around, plugging the remaining
until it splits at a foes with Shotgun blasts or rapid rifle fire. Finally, be sure
boulder B3 , giving you look down the steep trail B5 to the stream (which is
you the option now more of a river). There’s likely to be a foe you missed
to head along who’s ready to attack you from behind if you let him!
higher ground,
slightly lower You encountered (what’s left of) Doctor Badowsky!
ground, or into the stream. Be extra cautious, as another
eight-man KPA patrol is in the forest and heading your Plan 03:
way. One of them carries a Shotgun, and hides behind the Another
foliage or rocks to damage you bad! Duck down, Cloak, option is to slide
check locations with Binoculars, and attempt a stealthy down the cliff
takedown of the two foes from long range. when you strike
the foes in the
Then move to the water and
cliff above the charge up the trail
stream B4 , as to B5 , running and
there’s likely to gunning with your
be two more foes Shotgun and Armor equipped.
moving down a
slope here. Blast
them from long
range. Prophet
A4
B1
A3
A1 A2
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Then cmake sure the remaining patrol members don’t
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toward
Binoculars and taking them down as they move. Next, train the cave
your sights on the southwest rocky outcrop ahead. Your entrance
gunfire may have alerted a second patrol. Stay back, as where
you don’t want to get swamped, and let the enemy come Prophet
to you. Move only after all targets are downed and you is waiting.
can’t spot any more. He knew
about the CIA Walkthrough
Plan 01.2:
Overwhelming involvement, and
Odds: Move onward the mission is to find out what Rosenthal’s team knows. Any
toward the upper- technology must not fall into North Korean hands! As you talk,
right area of the move into the caves to the right of the waterfall and end this
rocky outcrop A2 . stage of your mission.
Cloak and peer out
from trees to face
Optional Path
targets that are
ideally below you. Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
recovery
Objective 08
Plan 02: Or, you can bring out the Shotgun and use a
mixture of Speed and Armor to blast foes at closer Plan 01:
range, stopping for breathers in between. River
Plan 03: Remember you have Grenades, both in your Running: A
Launcher and to hand. Lob or fire them into areas reckless option is
of one or two patrols to defeat them and cause others to to move toward
arrive. a path along the
edge of the river
Plan 01.3: B1 just beyond
Prophet radios where you
in to let you know encountered the
there’s a large- Doctor’s body, or run up the river ignoring foes in the forest.
scale KPA ambush Sprint and use Speed to negotiate the middle of the river,
in progress on the and Sprint toward the rendezvous point with Prophet.
opposite river bank! Plan 02:
Around 20 KPA are Stand and
in the area and a Fight: If you want
chopper is lifting a frantic battle,
off! You can rush to blast it with your Missile Launcher, but you can stop and
you’ll be cut to ribbons by the KPA that are dug in behind engage this entire
rocky cover on the eastern bank. 20-man ambush
Instead, continue moving along the southwest wooded patrol! First, clear
slopes and engage another KPA recon unit using the same the wooded area
sniping tactics as before. When all members of the unit fall, of all three KPA
move to the waterfall A3 and make a Speed Strength Jump patrols so you aren’t going to be surrounded.
to the other side. Next, approach the edge of the river bank after ascer-
taining where the foes are, and attempt one or more of the
Approved following plans:
Tactics
Cloak, snipe each ambusher, then re-Cloak and move or
Another possible you’ll be gunned down. Concentrate on foes milling
plan is to travel in a about the river itself first.
southerly direction
down to the river. Lob some Grenades to dislodge a few foes and blast them
As the enemy’s from range.
shots ring out, lay Use a Speed Sprint to cross the river and Strength Jump
a spread of Smoke up and into the wooded bank where all the foes are. Use
Grenades to hamper trees and Cloak for cover. Then turn south and slowly
their aim, then Speed Sprint to the pathway to the left work your way through this ambush. Don’t move too far
of the waterfall A4 . Strength Jump up onto the rocky forward or you’ll be outflanked. Back up constantly and
woodland beyond. hide to recharge.
Strength Jumps, switching to Armor and a Shotgun as you
land, are a reckless but rewarding plan!
Try shooting the Missiles in your Missile Launcher from
the near side of the river bank into clusters of enemies.
Try the same plan with your Grenades.
If you begin to run out of weapons, think about completing
this mission. It isn’t necessary to defeat every single foe!
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Stage 03: Relic
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Objective 01. Locate and Disable North Korean GPS Jamming Station
A4
A1 “The sooner we’re off this rock,
A2
A3 A5 the better!”
B1 —Prophet
B7
B5 B2 You and Prophet emerge from the caves, noticing
B9 the KPA are jamming JSOC again. He marks the
PRIMA Official Game Guide
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Part 01. Banana Plantation Shack Takedown
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The initial area is a small vegetable patch leading to a tiny to the right onto a rocky outcrop overlooking the
shack to the west near a main dirt road. On the far side of the hut and dirt road A4 . Line up both foes at the table
road is a banana plantation. Four hostiles are in the area: two by so one is behind the other, then drop them with
the shack, and another two in an LTV that drives up to the shack. ranged rifle fire.
Immediately rush the LTV and bring down the two
foes before they flee to warn others. If you’re quick,
ADVISORY you can neutralize them without them firing a single
Walkthrough
shot.
Your Binoculars will still be able to detect enemies,
but it’s more difficult due to lots of interference. Plan 03:
When you get very close to the jammer, you won’t be Looping Path:
able to see and mark enemies in the radar anymore. Another option is
It’s quicker to scan using your assault scope. to continue along
the main wooded
path until it
opens up into the
Optimal Path banana plantation
A5 . Cloak and turn
Objective 01
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle north, and then
RELIC
move to the low fence opposite the tiny shack. Shoot the
01A. Cloak and Choke foes exiting the LTV (you can aim at the feet of the foe on the
car’s opposite side), before dealing with the two Shotgun
Approved foes at the table as they fan out. With this tactic, you’re
Tactics
effectively blocking your enemies’ escape route to warn the
Plan 01: Shack
others.
Attack: After the
Major finishes giving Plan 04: Tin Roof Takedown: This is a satisfying blast.
his instructions, Sneak around the back of the tiny shack as with Plan
move forward to 01, but Strength Jump onto the rear part of the roof, Cloak,
a small grave and and edge forward while Crawling (don’t run or the roof
path to your right A1 rattles, alerting your foes). Look down on the two foes by
and turn west. Head the table and drop them with ease, then use your elevation
down the trail while Cloaked and pass to the right of to easily tackle the two LTV foes. You can also use this
the boulder, heading around the right perimeter of the vantage to look at the farm outbuildings ahead.
vegetable patch A2 . Check to make sure that the LTV Other Plans: There are a number of other ways to
has arrived and both Scouts have exited. Enter the tiny finish the foes here, but none are as efficient as
shack by the rear doorway A3 while Cloaked, and bring those previously described. Still, you can do the following:
down the foes standing by the table with a round of Lob Grenades and take out the two guards at the table, and
Silenced gunshots. then rush the area with guns blazing.
Locate one of the barrels in or around the shack and
Sneak around the rear of the tiny shack, then face
Strength Throw it into one of the two Scouts by the LTV.
southeast and shoot the gas canister on the back of the
Bowl one or both over, then mop up with one Silenced
LTV before rampaging through the survivors.
Shot.
Rush the area, with guns blazing, or while Throwing
objects.
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ADVISORY WARNING
The Shotgun makes a good secondary weapon If you made too much noise, expect a three-man
for the infiltration to come. Make sure it’s fully KPA patrol to come to the LTV to investigate. Train
loaded before you pocket it! your eyes to watch for these foes advancing up the
banana plantation.
trees heading panel at its side. The objective is over without any KPA
southwest. Pause if blood spilt!
you’re getting low
Now Cloak and heading southwest toward the
on energy, Crawling
building you just came from and out across the
behind a tree to re-energize, and making sure foes
plantations toward your next objective (02) without
to the right don’t spot you. Cloak again and hop over
the KPA even noticing you!
the fence to the right of the large tree B2 . Only the
chickens should have spotted you by now!
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Retreat back to the LTV and flee by road.
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Cloak and skulk around the southwest area of
the farm.
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
Run to the southwest area and commandeer the
01C. Farmhouse Recon: Optional Paths Squad Car there B6 .
Plan 01: Plan
Warehouse 03:
Rumble: By far, the Gunfire from Walkthrough
best tactic not the Left Flank:
involving Cloaking Move along the
involves a Speed southern perimeter
Sprint through the rock wall heading
plantation, which southwest and
has you maneu- leap the low
vering around fence by the tree
the three jungle B2 . Instead of Cloaking, use the large shack as cover and
Scouts patrolling begin a firefight with your KPA foes. Don’t advance or you’ll
here. Go over to be cut down; stay in this area, and back up to the metal
the storage shed fence, as foes have a nasty habit of flanking you by moving
Objective 01
B1 , then Speed along the plantation fence behind you. From here, try these
RELIC
Sprint west to methods:
the pallets of Stay along the south wall to the fuel shack and slowly
food bundles advance in from here.
near an open
Or, Throw a Grenade or shoot the propane tanks and catch
warehouse B5 .
a few foes in the explosion (this is not a good idea as
Peek out from behind a bundle. The KPA Squad leader you can be blown up if enemies fire at the tanks when
is usually near the GPS jammer itself. Quickly blast him you’re near them).
and anyone else in the area with your weapon (which
alerts everyone even if your movements haven’t done so Now advance northwest along the road, peeling off to the
already), and then lob a Grenade under the jammer trailer to left or right if the firefight becomes too intense.
complete the objective.
WARNING
Now the entire KPA
crew is alerted, Watch out for a machine gun nest adjacent to the
so expect some jammer; it’s pointing your way! This is another
heavy resistance! reason why advancing along the thoroughfare isn’t
Try one or more
wise.
of the following
tactics:
Plan 04:
Gunfire from
Stay by the warehouse, using the pallet bundles as the Right Flank:
cover, and shoot any advancing foes with your Shotgun. Travel down the
The metal fence behind you prevents you from being main road on foot
completely outflanked. from the initial
Shoot the gas tank to the side of the parked Transport shack, instead
Truck to create diversionary havoc. Try the same plan of through the
with the two propane tanks adjacent to the Transport plantation. Cloak
Truck. as you reach a
grassy field to your left B7 . There’s a rock here where you
Flee to any of the outbuildings, and use them as cover. can recharge. Starting a firefight isn’t wise at the moment;
Cloak to escape, or maneuver to a better fighting you need to be farther into the farm.
position.
Plan 02:
Plantation ADVISORY
Sniping: You can
also use the
Shutting off the jammer while Cloaked without
storage shack
in the plantation
being spotted is feasible, but the large number of
B1 from which enemies along the southwest route straight into
to snipe all the the farm means your shimmering form will likely be
incoming foes, spotted more easily.
although the
banana trees do allow them extra cover. Try a well-aimed
Strength Throw of a Grenade into the GPS jammer to
complete the objective. Then you can:
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along the Launch: If you still
road to the have a Missile
machine gun Launcher handy
nest B8 before from the previous
anyone can man mission, use it
it. Slay your first from range (from
foe, then dive either atop the
into the banana- storage shack in
washing warehouse B9 . This is a good spot to use Speed the plantation, or across the grass from the dirt road) to
and dodge the few enemies running toward you. Keep take out the GPS jammer without even entering the farm!
moving, darting from cover to cover, then Strength Punch
Plan 08:
the jammer or enter the trailer and train your weapon on the
Building
trailer exit while you complete the objective. Flee with a
Beatdowns:
Speed Sprint back to the main road B8 or toward the next
Remember
objective to the southwest.
that any of the
buildings here,
ADVISORY with the exception
of the water
tower, can be
Many foes are armed with Shotguns, and they destroyed (and are
pause after every shot. With this in mind, try using being destroyed by the KPA as soon as the battle begins!).
Speed and stepping behind cover (usually a metal Try Punching through roofs down onto foes, punching walls
fence), waiting for the shot, and then sidestepping out into foes, and the usual Strength-induced mayhem you
out to blast the foe as he readies his next shot. can muster!
Plan 09: Object Obliteration: Finally, there’s a number
of objects to propel into foes if you’re reloading,
Plan 05: The Western Buildings: The three large
low on ammo, or just want to take every single KPA soldier
shacks (containing a cafeteria and two sleeping
down with a barrel:
quarters) to the west aren’t a hotspot, but they can be
used to snipe from if, during Plan 05, you head west across Plantation Area
the road to the cafeteria itself B9 . From here, you can lob Barrels (everywhere)
a Grenade at the jammer or Transport Truck, snipe from the
roof (hitting foes and exploding gas tanks), and hide and Wooden crates (storage shack)
peer out to tag foes from a distance. Sacks of coconuts (inside storage shack)
Plan 06: LTV Sortie: The LTV parked by the initial Metal two-wheeled dolly (inside storage shack)
tiny shack is a considerable asset. Turn it around
and rumble down the road, turning left into the farm Wheelbarrows (in and around storage shack)
thoroughfare at the machine gun nest B8 . Slowly drive Farm (Southeast Area)
along, blowing up everything that can explode, as well
Barrels (everywhere)
as cutting down the KPA. You’ll take around 50 percent
damage to your vehicle, but don’t worry. Another LTV sits in Tires (fuel shack)
the southeast corner of the area. Green bins (near fuel shack, by road)
Large wooden crate (near outbuilding and propane tanks)
ADVISORY Wheelbarrow (rear of outbuilding)
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
Metal two-wheeled dolly (back of middle building)
Wheelbarrow (side of southern building)
01D. Farmhouse Recon:
Reckless But Entertaining Paths
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Farm (Northwest Area)
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Ice cream refrigerator (Strength Punch; inside cafeteria) POINTER
Black trash bin (back of cafeteria)
Wheelbarrow (back of rear fence, near cafeteria) This completes Objective 01. You now have
two main routes to choose from:
Green bins (side of cafeteria)
Objective 02: Infiltrate the KPA Military
Tires (side of cafeteria and banana-washing warehouse) Base Outpost (to the Southwest)
Large wooden crates (everywhere) Walkthrough
This allows you to complete the mission
Shopping cart (side of banana-washing warehouse) in the quickest time.
Objective 03 (Optional): Investigate the
Western Road
ADVISORY This does not appear on your PDA of
objectives
Before you leave (if you’ve defeated all foes), be sure This allows you additional combat, and
to pick up these things from the metal cases opposite the location of the Precision Scope Rifle
the jammer: Rifle ammo, FY71 Rifles with underbarrel attachment.
grenade launcher, Rifle Grenades, and Frag Grenades. This also clears the final extraction route
earlier rather than later.
Objective 02
This finally allows you to approach
RELIC
Objective 02 from a different direction.
POINTER
B1 C1 A1 This objective can be attempted in any of the
B4
C5 B2 following order:
B5 C4 B3 C2 A2
C8 1. Head southwest, straight from the
C6
C3 Plantation Farm.
2. Head west, scout the road, and locate the
A3 cliff path.
C7 3. Ignore the cliff path and continue west,
locating the Precision Scope at the bridge
(Coordinates D4), then double-back.
Securing the military base outpost is significantly
easier with the Precision Scope, so you may wish
to secure the bridge (Objective 03) first.
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Plan 02: Forest Route and Ram: An alternative Plan 02-04: Cloak and Danger: If you’re taking thew
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trail, but instead of getting out, ram into the two foes allotment, try Cloaking and reaching the boulder
before they have chance to react. overlooking the barricade B4 . Crouch and take out the two
Or, you can leap out of the vehicle and point it at the foes on the machine gun, and then try one of the following
foes, and then circle around their flying bodies to finish plans:
them with gunfire. Run to the top of the machine gun nest B5 and snipe from
Plan 03: Forest Route on Foot: Or, you can head along this here.
road on foot and charge both foes while Speed Sprinting Stay at distance and snipe the remaining foes from the
or while Cloaked, and then tackle them in your preferred manner. rock.
Launch a Shotgun rampage in and around the outbuildings.
WARNING The following objects are available to use as
shields or thrown projectiles:
Be sure you’re quiet, or a Sniper on a tower across the Barrels (everywhere)
waterfall ravine gets you in his sights and begins to Large wooden crates (main shack)
strike the area with bullets. Retreat, drop to a Crawl to
Green bin (by second nest, other side of fence near
re-energize, and then Cloak to avoid the sniper. barricade)
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
Attacking this area is purely optional. Attacking this area is purely optional.
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Plan 05:
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Driving up POINTER
the Western Road
(Heading East)
Complete Path After securing the barricade, you have three
02A, then drive options:
north along the 1. Backtrack and head along the wooded
cliff path. At trail to the rope bridge entrance of the
the junction C7 , Walkthrough
KPA military base outpost.
ignore the warning
2. Travel west along the dirt road, then turn
of the incoming vehicle to the west and turn east. Park
your LTV near a boulder on the right behind the barricade
left at Waypoint C7 and drive or run along
C8 . Here, you can snipe both machine gun nests, and the cliff path southward to the rope bridge
advance on the remaining foes easily, using the buildings entrance of the KPA military base outpost.
as cover. 3. Travel west along the dirt road and
continue west (optional; Objective 03).
Objective 02
RELIC
D1
D2
D3
E8
D5
E6 ADVISORY
E9 E1
E3 E2 These tactics assume you have collected a
E4 E7 Missile Launcher, and the Precision Scope
D4
G5 E5 from the bridge checkpoint (Objective 03),
I1 G4
although these aren’t imperative to your
success.
G3
I5
G2 G1
H2 I4 H3
I2 I3
H1 I6 H4
ADVISORY WARNING
During combat, the KPA send in a helicopter and drop This is the most difficult of the three main infiltration
in a squad of six Special Forces troops and they cut points.
through your Armor in seconds! There’s a reason for
this. They’re armed with a new weapon type: the
SMG. Make sure you grab this weapon to replace a Plan 01: From
rifle and augment it with a Scope and Silencer. the Wooded
Road: After tackling
Remember: If you want the SMG now, don’t shoot
the two foes on the
down the helicopter with a Missile Launcher! road (Plan 02A), get
out of your vehicle
You acquired the Submachine Gun (SMG)! and Cloak yourself.
Run to the large
Approved rock outcrop to
Tactics the west D1 . The
The following routes have been deemed Optimal: infil- sounds of water can be heard as you close. Cloak and peer
tration via the “quiet way in” and Cloaked sneaking. out of the right side near the trail. Produce your DSG1 Sniper
Rifle or Precision-Scoped weapon and tag the sniper on the
scaffold tower inside the base. Then move forward and drop
Optimal Path the foes manning the machine gun nests on either side of
the entrance.
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle You can also remove this menace with a Missile,
although if you do, the entire base is alerted!
02D. KPA Military Base Outpost:
Rope Bridge Entrance Infiltration
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in the mud to fire through. Check the sniper tower to your left c
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and move
to the edge shooting or a Grenade.
of a rope Kill four or five foes from behind the mud wall cover. You
bridge D2 . can attempt a Missile Launcher attack on the incoming
There are two helicopter, if you want. Then scan the area for foes; they’re
emplacements in the buildings to your left, across the yard, and by the
and foes roaming radar transmitter near the first sniper tower. Slowly advance
a sand-crated around the shacks E4 or head to the trailers E5 for cover,
entrance. This is and begin a long, protracted fight from here. This area
going to be tricky! Try the following: offers less line-of-sight and cover options compared to the
Speed Sprint across the bridge, Throwing a Smoke Grenade opposite side of the base.
to hide your path.
Cloak run as far across the bridge as you can, then switch ADVISORY
to Armor and dive into cover.
Speed Sprint off the bridge and Jump, landing on the rocks If the helicopter begins a barrage of rocket fire at
below the entrance and working your way around to the your location, retaliate with Missiles yourself. If you
northwest, and “the quiet way in.” don’t have a Launcher, locate one under the second
Speed Sprint and dive into the water below, then swim sniper tower in the southwest area of the base.
northwest and enter via “the quiet way in.”
After you cross the bridge, try one of the three Plans: Straight in from the Bridge
following infiltration spots:
Plan 01:
Plan 01.2: Turn southwest and run to the machine gun nest
Climbing
and work your way around the earthen mound D3 .
the Sniper Tower:
Plan 01.3: Turn north and run to the machine gun nest here An ambitious,
and either leap over it or run around the cliff perimeter to but ultimately
the gap between the earth and fencing D4 . rewarding plan
Plan 01.4: Continue to the west and leap the barricades into (which can get
the base itself D5 . you killed in the
process) is to
Optimal Path charge and leap
over the sand crates at the entrance E6 , and then leap up
onto the KPA jammer trailer E7 . You can use the crate at the
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle rear of the jammer or Strength Jump up.
02E. KPA Military Base Outpost: Rope Now turn and Strength Jump to the top of the ladder, and
into the tower itself. Look up and Punch the roof off. This
Bridge Entrance Combat gives you a better view of the incoming helicopter. Now
bring out a scoped rifle, and Crouch, using the floor as cover.
Plans: Around and in from the Northwest Bring down foes across the yard, then edge out and look
below for others. Grenades work well here.
Plan 01:
Cloaked: You When the helicopter arrives, use the Missile Launcher to
can immediately tag it as it crosses above the base (removing the roof helps
Cloak, if you your aim), or blast it or throw Grenades as it lands, or else
haven’t raised shoot scoped rifle rounds into the descending Recon team
the alarm, and run before they disperse.
along the earthen You can also find the DSG1 with a Precision Scope up here,
mound with the meaning you don’t need to head to the bridge checkpoint for
waterfall to your it now.
left to a small You acquired the Precision Scope!
grassy gap in the mound E1 . Hop into the base and Crawl
behind the trees E2 to recharge. Then Cloak and move Plan 02:
straight to the middle trailer (objective). Grab one of the Sandbagging
foes at the doorway and throw him into the other. When the and tagging: If
PRIMA Official Game Guide
objective is complete, shoot any foes from the safety of the you’re determined
doorway and Speed Sprint out and over to the rice fields. to engage in a
frontal assault,
Plan 02: A Crouch down
Less Subtle behind the sand
Approach: Head crates at the
to the gap in the entrance and look
mound E1 , then from the southwest to the north, peeking over the sand
move quickly west, crates at the incoming enemies. With quick bursts of rifle
behind an interior fire, or Shotgun blasts, you can down eight or ten foes.
pile of mud E3 , and Let them advance to you, and use Armor or you’ll die in
use the undulation seconds.
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When the Recon team drops in via the helicopter, they can
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easily outflank and overwhelm you. For this reason, stay at
the entrance (and the excellent protection the sand crates
offer) and quickly look left and right for incoming foes. The
Recon unit tries to storm in from around the GPS jammer E7 .
Move northwest slightly, behind an interior mud mound, and
look over at the tree for these foes.
Walkthrough
ADVISORY
Optimal Path
If you’re being riddled with bullets, especially by the
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
Recon sharpshooters, back up while facing them and
attempt to sidestep into cover, then Crouch and lob a
Grenade. Grenades can save your life as foes usually
02F. KPA Military Base Outpost:
stop firing and disperse when the Grenade lands. The “The Quiet Way In” Infiltration
lull in gunfire allows your suit to recharge.
POINTER
Plan 03: Speed Kills: Another option to attempt is to
Objective 02
switch to Speed, and then Sprint over the sand crates
RELIC
and around either the digging machine or the trailer (ideally This is the preferred method of entering the military
the jammer trailer; E7 ), before switching to Armor. Keep base outpost. Attempt this before or after the bridge
to the area near the mud perimeter, though, so you aren’t checkpoint takedown (Objective 03).
outflanked. You can begin to locate this area after moving in
Plans: Around and in from the Southwest from the following locations:
Plan 01: The The river after leaping from the rope bridge D2 .
Pest by the The river after leaping from the cliff-side road F1 .
Nest: If you’re The river after leaping from anywhere along the
fleeing down to western road F2 .
the river along The lower part of the cliff, after jumping from the
the narrow ledge rope bridge F3 .
between the mud
perimeter and the
Plan 01:
cliff, try moving
Close in from
around to the
any of the cliffs,
machine gun nest to the north E8 . Blast the foe here (you
sliding down
can Cloak and surprise him), then shoot foes through the
to the water’s
front of the nest. Beware of teams scouting around the
edge F4 and then
ledge to attack you from the left or right, though. Then enter
swimming (usually
the base by Jumping the mud perimeter and begin a slow
downstream) to
advance.
a small boat in
Plan 02: Mud Wall Cover: Another option is to maneuver the reeds F5 . A
around the mud perimeter wall until you have a good path to the southwest that heads up the hill begins soon
view of the base grounds E9 , just right of the machine gun afterwards.
nest. You can use the perimeter as cover, ducking down if
foes shoot at you. If you have a view of the helipad, you
can also deal easily with the troops disembarking from the
helicopter.
F6
Drop behind the rocks or cover and keep your
Binoculars and eyes peeled for three enemies
venturing down the path toward you. Step out and
F3 cut them down, and watch for a third foe with a
Shotgun; run at them with Armor on.
F4
F1 F5
F2
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WARNING spot to begin c u - t r a
a sniped and
Scoped takedown
If you’ve aborted an attempt to reach the base of the foes in the
by the rope bridge, or otherwise caused a lot of immediate area.
noise, this three-man team is usually up at the Move into the base
top of the hill or has retreated into the base. and look left at the
machine gun nest
G1 . Bring down
Continue up to the foe there. Then check the available targets with your
the top of the path Binoculars. Don’t worry about the Klaxons sounding; it’s
and a rusting car almost impossible not to be noticed. Stay near the mud pile.
F6 . Turn east or
southeast. You The flare is
can now infiltrate sent to beckon a
the base from the chopper with six
rear (if you follow SMG-carrying Recon
the road to the members to land in
southeast; see Path the helipad field in
02H), or move eastward along the upper lip of the cliff. Move the northwest part
along the cliff side, making sure you don’t slip off to the left, of the base. Stay in
until you reach the gap between the fence and the earthen this position, which
mound D4 . offers an excellent
view of the field. As the chopper lands, come out of hiding
G2 , and Throw two Frag Grenades right into the ground below
POINTER the landing spot so they explode and kill all six before they
disperse. The second Frag Grenade is just to be sure! Mop up
any survivors, then Sprint back to the cover.
Or, you can head down the winding road, attack the
Transport Truck in the area, and begin an assault on The remainder
the bridge checkpoint Objective 03B, Plan 06. Return of the combat
takes place
here with the Precision Scope.
behind the two
trailers G3 ; move
from crate pile
ADVISORY and back to the
machine gun
nest area G1 to
You can drive the LTV or Pickup up the undulating keep from being
ground near the bridge (Objective 03), point the outflanked. Check to make sure no one is coming in from the
vehicle to the south, and clear the river with a cliff path you took to get here. Gradually edge forward as
jump—in your vehicle! you defeat the remaining foes. Remember to look under the
trailers and shoot your foes’ feet.
Optimal Path
ADVISORY
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
When combat is over, return to the bodies of the
02G. KPA Military Base Outpost: Recon unit that fell from the helicopter and stock up
on SMGs.
“The Quiet Way In” Combat
A Gap in the
Fence: Move
along to the gap Getting in
between the fence Here Unnoticed:
surrounding the There’s a method
PRIMA Official Game Guide
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The
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle Helipad
Dash:
02H. KPA Military Base Outpost: Or, you
Attacking from the Rear (Infiltration) can move
up along
the perimeter Walkthrough
POINTER wall heading south
until it becomes short enough to leap over I1 . Cloak and
leap the fence, and then take up refuge by the large boulder
This is a good way to enter the camp, and you can and scrub in the northwest corner of the helipad.
choose two areas of entry: via the road, or via the top Crawl and set up a sniping camp. Use the Precision Scope
of “the quiet way in” path F6 . and take down either of the snipers in the towers, or another
enemy you spot. When the helicopter arrives, Cloak and
wait, then launch Missiles into the craft as it deposits the
Up the Winding
Recon team. You catch both in the explosion, but they drop
Road: From the
the SMGs.
bridge, and ideally
Or, shoot down the chopper, then switch to a rifle and gun
Objective 02
with the Precision
Scope, trek up down the Recon foes as they advance. Finally, wait for more
RELIC
the middle of the foes to enter the helipad looking for you, and continue the
road, ignoring the sniping plan until there’s only stragglers left. Then enter via
winding corners. the perimeter fence, and run to Waypoint D4 .
Scan the area for Main
a Transport Truck if Entrance
one hasn’t arrived yet, and shoot the fuel tanks on the side Mayhem: If you
of the Truck or begin combating a squad of Special Forces want to try forcing
troops. Continue up to the top of the winding hill H1 , and your way through
then peel off to begin the base assault in one of four main the main road and
directions: machine gun nest
Via the cliff-side exterior fence (outside) until you reach the next to the helipad,
gap between the fence and the earthen mound D4 . try Cloaking and
Over the fence to the helipad field H2 . moving along the
perimeter wall I2 , optionally Cloaking and heading behind
Around the right side of the fence to the main one of the concrete barriers I3 before bringing out a scoped
entrance H3 . rifle. Tag the Special Forces foes standing by the nest and
Up into the wooded ground looking over the base H4 . warehouse building, then move to the perimeter fence near
the warehouse I4 .
Stay in this warehouse area and blow up the Transport Trucks
ADVISORY if any are here, mopping up lightly armored Scouts as the
helicopter flies in. Take cover near the warehouse or by the low
Driving up the grass between the winding road fence I5 , and greet the dropped Recon team with Grenades,
Missiles, or blast them with scoped rifle fire from cover.
sections is the safest and quickest way to cover this
area. Make your way
along the right
side of the road,
cautiously checking
Optimal Path the foes with
your Binoculars to
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle make sure none
are outflanking
02I. KPA Military Base Outpost: you to the left and
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Object Hurling:
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ADVISORY The following
objects, which are
scattered through
If you’re out of ammunition, run to the open the base outpost
trailer in the middle of the base outpost to unless otherwise
replenish your inventory. stated, can be
used as impromptu
and usually blunt
Drive-In weapons:
Destruction: Barrels
If you have the LTV
from your bridge Metal Cases (two sizes)
checkpoint sortie, Metal Cases on pallet (Strength Punch them)
drive it through
Pallets of bags (near trailers, Strength Punch them)
the main entrance,
shooting foes with Large wooden crates
the turret. Continue Metal, two-wheel crate dolly (outside outbuilding)
slowly, mowing
Tables (middle trailer)
down foes left and right without having them attack from all
around. Park on the road overlooking the helipad, then mow Hospital stretcher (left trailer)
down the Recon team landing there. Finally, move to the Bottle of explosive liquid (inside outbuilding)
center of the base to complete your strafing.
Sniping from Objective Completed
the Woods:
When you finish
This variation on
securing this
the main attack
outpost, move to
plan is most
the middle trailer
useful when you’re
(checkpoint).
equipped with the
Strickland uploads
Precision Scope.
a more precise set
Move from the
of coordinates for
concrete barriers
the excavation site.
near the entrance I3 while Cloaked, and go up into the rocky
Now move to the
woodland overlooking the base I6 .
trailer opposite (unless you’re fleeing the base) and stock
Begin eliminating foes from this vantage point, but don’t up on the following items: Shotgun shells, Frag Grenades,
venture too close to the rice fields or you’ll be hit by more Grenade Launcher, Smoke Grenades, and Rifle ammunition.
foes. You can blast the Recon team as they land from the As you exit, do one last check for any remaining foes.
helicopter from here, too. Use Strength and the 4x zoom (K2)
Also remember to search both sniper tower areas for the
to reach full range.
dropped DSG1, which has a Precision Scope. If you need
Missile Launchers, they are in the base’s southern corner,
Optimal Path near a machine gun nest overlooking the rice fields. Use the
Scope on your SCAR, FY71, or SMG. Pick up SMGs and ammo
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle from the helipad, where you slew the Recon team.
If you successfully complete this objective, you’ll
02J. KPA Military Base Outpost: proceed directly to Objective 04. Skip Objective 03 (shown
The Crazy Options next).
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Objective 03. Investigate the Western Road
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A1
A2
A3
“We’re picking up a vehicle
B1
A4 heading your way with a
heavy guard!”
— Major Strickland
B2 B5
Walkthrough
POINTER
B3 B4
Objective 03
RELIC
Optional Path
ADVISORY
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
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Cloak and attack each foe one at a time. Plan 03:
w By
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Speed and blast at close range with the Shotgun,
dodging attacks. If your LTV has
been damaged,
Use Strength and leap onto the foes as they run, you can still
Punching them down. take down the
Plan 04: Missile Madness: A final discretionary checkpoint by
option is to fire a Missile directly into the Truck, Speed Sprinting to
which easily removes the main gunner and some of the the turn in the road
crew sitting on the rear of the vehicle, and then attack B1 and bringing
using tactics described in Plan 03. out your scoped rifle. Plug the two Special Forces by the
ammo shack as you head down the hill. Stay at extreme
range so you can blast them if they run at you.
Optional Path Then Speed Sprint to the road’s right side, maneuvering
so you reach the Transport Truck as it arrives B4 , and
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle shoot the gas tank. Then move around the burning wreck,
dropping to use the concrete barriers as cover and finishing
03B. Bridge Checkpoint Takedown off any stragglers.
Plan 04:
POINTER By Foot
(Off-Road): Follow
the route through
All of the following plans offer advantageous the upper wooded
options. The only tactic not recommended is to run area to the right
in with your weapons blazing. of the checkpoint,
but instead of
driving through the
Plan 01: By LTV (Road): Head down the road past the woods (as in Plan
burning wreckage of the Transport Truck you took out 02), use Speed Sprinting. Arrive at B3 , but stay in the trees
and maneuver onto an open hill. Ignore the road as it bends to re-energize while you blow up the Truck. Then dash down
left and right. Instead, drive over the rough grass on the behind the concrete barrier and engage in a fierce firefight.
right B1 and back onto the road, rejoining it B2 . Optionally, you can do the following:
Slow down as you reach the bridge checkpoint and cut Throw Smoke Grenades at the machine gun nest, tackle
down the two Special Forces by the shack opposite. Then the foes in the ammo shack, then take down the foe in
bring the turret to bear on the foe inside the machine gun the nest.
nest as he tries to run. Finally, edge forward and hit the
fuel tank of the Transport Truck before it deploys the three Throw Frag Grenades to clear foes in both areas.
Scouts, nullifying this threat in seconds! Engage in dangerous Strength Jumping, Throwing objects
or Strength Punching at foes as they scatter in fear.
Plan 02:
By LTV Don’t blow up the Transport Truck; instead Strength Jump
(Off-Road): Only into the Truck, punch or shoot the gunner and anyone
slightly less riding in the vehicle, and then use it as cover.
proficient is Or, Strength Punch the LTV or Pickup into enemies (but
an outflanking don’t punch the Truck as it’s too heavy to flip over onto
move you can foes).
try in your LTV.
Drive downhill, The following objects can be hurled in this area:
but when you Shopping cart (under tree by nest)
reach the area of Black trash bin (side of ammo shack)
rough grass, turn
Barrels (by right side of shack, and near river)
sharply right and
drive up and onto Large wooden crate (rear of ammo shack)
the wooded hill. Green bin (front corner of ammo shack)
Boost and drive
in a due westerly Metal two-wheel crate dolly (front of ammo shack)
direction. Don’t Plan 05: Flammable Shack: There’s a flammable
PRIMA Official Game Guide
strike any trees bottle in the back of the shack that’s visible
along the way, through the front doorway. If you have a steady and long-
and Handbrake left as you emerge B3 behind the Transport ranged aim, you can hit it, exploding the building from
Truck! the inside and wounding the two nearby guards in the
Edge forward and explode the Truck’s gas tank, then process.
strafe the machine gun nest to the left of it. The three
Special Forces foes have more time to seek cover in the
ammo shack, but your turret can finish them, or you can
hop out and complete the task on foot.
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Plan 06: From
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the Military POINTER
Base Outpost: This
tactic should
be attempted if Now you should rummage around in the
you’re moving in ammo shack, which lives up to its name.
from either the Inside are Missile Launchers (and on the
base down the grass nearby), DSG1 Sniper Rifle, Precision
winding road B5 , Walkthrough
Scope (on Rifle), Rifle ammo, and Frag,
or the other side of
Flash, and Smoke Grenades.
the river, or from the river:
Run toward the bridge, but don’t cross over it as you’re
You acquired the Precision Scope!
an easy target. Instead, cross the river under the left side
of the bridge, heading northeast. If you haven’t defeated a
Transport Truck with four Special Forces, it trundles down ADVISORY
the winding road. Stop at the tree on the far side of the river
B6 and check the Truck’s location with your Binoculars.
The Precision Scope is an excellent addition to your
This alerts the foes
rifles. Mount it on the SCAR, FY71, or Submachine
at the checkpoint,
and may bring in Gun, as well as the DSG1. You don’t need the DSG1
Objective 04
additional foes via Sniper Rifle to take the Precision Scope off it.
RELIC
chopper or truck.
Now Cloak and
move around and
behind the ammo POINTER
shack, then line
up the two Special You should now attempt to secure the military base
Forces foes, one behind the other, and blast them. If there outpost (Objective 02). The road to the northwest,
are no reinforcements, it’s a quick gunfight afterward, so
where the Troop Transport Truck came from,
use the fence surrounding the ammo shack as cover.
leads to unpleasant swamp ground and an empty
Or, you can pick up one of the Missile Launchers lying
graveyard. Return here later.
around and shoot it into the Transport Trucks.
WARNING
E3
E2
C3 C2
D2 C4
B4 E1
“I suggest you take a vehicle and
B2 D1 stick to the road!”
B1 C1
A1 —Major Strickland
B3 A3 B8
B5
B6
A2
B9
B7
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Part 01. Negotiating the Rice Paddies
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Plan 01:
Rumble in Or, charge the farm and Strength Jump onto the roof, firing
the Rice Patch: The at foes, or begin to Strength Throw objects like a maniac.
second tactic is Use objects such as:
dangerous but very Metal weapon crates (both sizes)
satisfying if your
Wheelbarrow
aim is true. Stand
by the LTV near the Green bin
base outpost and Large wooden crate
look southeast.
Barrels
Use the low concrete barriers as cover, and shoot the three
or four incoming foes before they return the favor.
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Lumber piles river
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Sacks on pallets (under the warehouse).
down
Rusting washing machine (in woods outside farm) to the
When you’ve water’s
finished securing edge,
the farm, go down and run
the road to the along
ford A3 , or move the river Walkthrough
eastward to the in a southerly
riverbank and direction, and loop around to the other shore until you spot
check the fishing the first fishing hut at Waypoint B8 .
huts from this
location B8 .
Plan 03: You can reach B8 , overlooking the fishing ADVISORY
huts, by driving like a madman across the paddy
fields, around the left side of the road fencing, and then Before you go into the forest, be sure you check
parking at the river’s edge. Or, you can drive through
inside the farm for a stash of ammunition, including
the gaps on the right side of the rocky outcrop, over the
SMGs. This is the optimal place to stock up on this
saplings, and jump the river in your LTV!
Objective 04
preferred gun. At the farm you can get SMGs and
RELIC
Plan 04: ammo, FY71 guns and ammo, DSG1 Sniper Rifle
Along and ammo, Frag Grenades, and Missile Launchers.
the Riverbank: Remember to mount the Precision Scope and
Ignore the rice Silencer on your SMG.
field snipers, and
instead head to
the southeast
corner of the
outpost, by the
immediately at a
second set of fishing 04D. Fishing Hut Fracas
shacks C3 . Strafe the
area ahead and right.
Two foes are in this
POINTER
building and another
couple are to your right, farther along the riverbank. You also have the option to charge in with a
Make a mental note (and check the map) as both sets Shotgun and make a lot of noise, but this isn’t
of huts hold a Small Patrol Boat you can use to escape covered here as it relies on the usual method: find
after this objective is complete. cover and blast away.
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Plan 01:w
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Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
Optional Path
04F. Excavation Site: Infiltration Points
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
Plan 01:
Dealing with
04E. Riverside Rampage the Jungle Recon
Unit: There are two
two-man Recon
units patrolling
this forest and
they’re easy to
spot: They’re
carrying flash-
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lights.c Optionally deal with them, especially if you aren’t then run a long flanking route northeast before
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attempting a ramming raid of the excavation site (Optimal turning when you reach a tree you can run under c u -tr a c k
Path 04G). If they are far away, check with Binoculars, and an embankment you can climb F3 . Head
Crouch, employ Strength, and cut them down with Scoped southeast and enter via the perimeter mud wall
SMG fire. If they are close, outflank them with Cloak and cut just left of the sniper tower F4 .
them down with regular SMG fire.
Plan 02: Follow the Path: If you moved along the
path to the right of the third fishing hut, near the Infiltration
helicopter landing plateau, you can follow it as it winds to Walkthrough
Point 03:
the main road F2 . Collect a rusting washing machine F1 to Western Nests:
throw at a Recon foe along the way. Head east through
the forest, moving
ADVISORY in a direct path
and looking for
a patch of green
If the foes shine their flashlights in your face, earth to climb up F5 . Deal with the snipers in the right
simply aim at the middle of the flashlight. You’ll tower, and then quickly slay the foe in the machine gun
always strike the foe. Expert marksmen like to aim nest to the right F6 . Move past and hop over the mud wall
slightly higher, where the foe’s head is! perimeter near the trailers F7 .
Objective 04
Infiltration
RELIC
Trudge over the ground, watching for the two snipers on Point 04:
towers inside the base. You now have four possible infil- Main Entrance:
tration places: This tactic is only
Infiltration advantageous
Point 01: if you’re driving
Perimeter Wall Hug through the gates
the northern rock in an LTV (Path 04G).
wall perimeter, If you’re on foot,
following it move along the
eastward, and south rock wall of the forest heading east. Cloak as you
outflank the approach the base and deal with the sniper with Scoped
entire base. SMG fire. Cloak and pass to the right of the orange refuse
Turn southeast containers, then hop over the mud perimeter wall to the
when the rock wall forces you to F1 , then keep on the right of the gate.
high ground. You can snipe at any time as you overlook
the base, but a better plan is to ignore the foes and stay
Cloaked. Reach a promontory overlooking the rear entrance
ADVISORY
to the prefab corridors adjacent to the dome F2 , Cloak and
drop down, scurrying inside to complete the objective. You may be able to tear through foes quickly
Infiltration with SMG fire, but don’t forget an oft-overlooked
Point 02: weapon: your single Pistol! Remember the single
Northwest Sniper Pistol can be aimed (double Pistols can’t, so drop
Tower: Or, you can one but reload first!). Try aiming for head shots
bring a steady at the Jungle Recon team. Try expending only one
hand and down
bullet per foe to hone your skill!
both snipers on
the towers with
Scoped SMG fire
(or your DSG1),
H4
F2
F3
G5
H15
F1 F4 H7 H3 H16
G4
G3
F5
G2
H14
F6 F7 H6
H10 H13
H8 H11 H5
G1
H9 H12
H1 H2
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Part 03. Excavation Site: A Terrifying Discovery—A Relic Revealed
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Optimal Path
ADVISORY
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
can be attempted
Optional Path from here:
You can Crawl
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle and snipe
incoming foes
04H. Excavation Site: Getting to the Dome from the trailer area.
You can Strength Jump on top of the green prefab corridors
and use the rear entrance.
You can climb to the top of the dome, and Crawl, using it
as a sniping position overlooking the entire excavation
site.
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Plan 03: From Plan 06: From Infiltration Point 02: Other
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Objective 04
sniper tower to
trailers H6 and
the machine gun
RELIC
face into the base,
nest shack to your
using the trailers
right H9 , hop over
or digging machine
the sandbags, and
arm (you can squeeze into the scoop if you wish), and train
use this nest as the ideal cover spot to tackle the incoming
your sights on the main entrance near the radio tower. After
foes. You only need worry about Grenades. You can now
a protracted combat, move to the weapons trailer to re-arm,
follow any of the plans from Infiltration Point 02. You’re in
then move down into the trench H7 and engage foes
the same general area.
outside the prefab structure’s entrance.
Head to the shack with the pallets H10 and back into the
nest to coax foes out. Or, you can run to the sniper tower
ADVISORY near the ammo trailer H11 and use the metal exterior wall
for cover as you methodically plow through foes. Gradually
head down to the trench area H6 .
Remember you can fire through the gaps in the
digging machine’s tracks and under the trailers. Plan 08.1:
From Infil-
Head to the southernmost trailer and grab any
tration Point
ammo you need before you go northeast down the
04: This area is
trench. another great
place to begin
Plan 04: From Infiltration Point 02: You can also try a concen-
climbing up the sniper tower and using its floor and trated, mid- to
sides as cover (plus Crouching and Crawling), and slaying long-range
the foes from this vantage point. Dropping Grenades takedown of the
or firing Missiles is also a great way to clear the area. 20 or so foes in this excavation settlement. Begin just
Continue this until no one is left or you want to move to to the right of the gate at the foot of the sniper tower
the trench H7 . H12 . You should have taken out the sniper while coming
here from the woods.
Plan 05:
From Step over the
Infiltration Point muddy perimeter
02, Left of Fence: and look to the
Move onto the flat north. You can
earthen ground use this muddy
H8 and you realize wall, the base of
there’s not much the sniper tower,
cover. Instead of the rear of the LTV,
Sprinting down the sand crates
into the trench, stay by the low metal fence, shielding by the gate, and
yourself from both machine gun nests. Look east to any of the cover in the propane shacks (except the tanks
southwest, and back again, dropping foes and then hiding themselves!) to fire from. Stay in this area, tagging foes as
behind the fence. This is the best place to be to deal with they head toward you. There’s usually no need to check
the bulk of the troops. Then head into the trench H7 , or behind you; all enemies are heading roughly southward.
better yet, skulk along the perimeter mud past the machine Once little to no resistance is left, try some of the following
gun nest to the back entrance H4 . plans:
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Move northward and hide in either white metal
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avoid being struck). Speed Sprints and Strength Jumps all the way to the front or
Head into the trailer area to restock your armaments, back entrance of the dome.
then dash down into the trench H7 . Plan 10: Remember that debris and scenic objects
make great bludgeoning tools! Try the following:
Or, head to the northeast, and maneuver around the
digging machine (Plan 08.2). Barrels
ADVISORY
E1
Road From Bridge
D1
PRIMA Official Game Guide
E2
E3
Rusty Shack
POINTER
This map shows the area between the bridge The Graveyard
checkpoint (Objective 03) and the graveyard
(Objective 05). To reach here, you must
retrace your steps to the bridge checkpoint.
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Part 01. Reaching the Bridge Checkpoint
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ADVISORY
Objective 05
don’t lose control and tumble through the water when
ADVISORY
RELIC
landing. As soon as you land, leap from the Boat.
A KPA Helicopter is
The following tactics assume you’ve located one of strafing the area and
the two Small Patrol Boats by the fishing huts. Make it makes short work
your way to either of them. of your Boat unless
you dive away from
it and bring out your
Approved Missile Launcher. Use
Tactics the left riverbank as
Plan 01.1: Leave cover and fire two shots (don’t use Secondary Fire and
the dome and wait for a lock because you’ll be strafed by its machine
enter the LTV you guns). Drop it out of the sky in a spectacular fireball.
parked earlier or the Re-enter the Boat and
Transport Truck. Drive continue to travel
the vehicle directly downstream until
to the exit gate you spot the red and
that you crashed white flares at the
through (if you used the previous Optimal Path). Avoid bridge checkpoint.
the concrete barriers, and drive down the forest road. A six-man Special
Activate your Night Vision Goggles, then drive around Forces squad
an incoming LTV. Optionally, stop and swing the attempts to impede your progress. Strafe the small
machine gun around to target the gas canister. Ignore jetties to the right, blowing up the explosive barrels,
the ground troops combing the forest. then cut down two foes on the bridge. Exit and Cloak,
Drive toward the ford heading up and right toward the bridge hut, looking
near the waterfall, for the final two foes, and drop them easily, using the
but swing right rocks or the Transport Truck as cover.
down one of the two Plan 03: Or, you
dirt roads before can swim to
you reach it. Speed the river’s right side
Sprint to either of the and trek through the
moored Small Patrol woods to deal with
Boats (one by the first shack you encountered, the the six-man Special
other in the boathouse of the second settlement). Turn Forces team. Be
the Boat around and pilot it downstream toward the sure you blast both
ravine below the rope bridge. explosive barrels first, so you catch two of the men in
Plan 02: Or, you the explosion, and thereafter only need worry about
can run through the four others. Sniped fire, or Iron Sight works well
the forest (Speed with Strength to steady your aim.
Sprinting) to the end
of the river (Waypoint ADVISORY
E3 ) and secure a
Small Patrol Boat you
may already have When you’re done, locate the remaining Missile
piloted to this point. Or, sneak toward the boathouse Launchers inside the bridge checkpoint shack
to claim it. There’s a third boat, moored on the small before you decide what route to use next.
wooded promontory, that you can steal, providing you
drop the two KPA guarding it.
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Optional Path
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
05C. Vehicle Compromised
05B. Taking the LTV
ADVISORY
ADVISORY
The following tactics assume you’ve lost a vehicle
and must continue on foot.
The following tactics assume that you comman-
deered one of the LTVs at or near the excavation
Plan 05:
site.
Exit the
dome and use
Plan 04: Drive one of the four
carefully out infiltration points
of the excavation to retrace your
site, making steps to the river
sure you don’t and your escape
accidentally flip route. The most
over the LTV while advantageous is
driving through Infiltration Point 01, returning up onto the mud perimeter,
the forest. Instead then fleeing along the right edge of the woods to the lake.
of exiting the Then take a boat.
vehicle to locate a Small Patrol Boat, cross the ford in the
Or, move along the right perimeter of the base and Speed
LTV, and drive along the left side of the rice paddies. Ignore
Sprint into the woods before Cloaking. The woods are
the road and aim to drive left of the barricade near the
teeming with Special Forces troops looking for an intruder.
base outpost.
It is wiser to move around them rather than engaging
You’re attacked them. However, if a firefight is necessary, quickly move
by a KPA Helicopter from cover to cover (trees or boulders), and blast into the
here. Drive to middle of the flashlights if they shine in your face. Don’t
the winding road be afraid to back up, but keep on the move so you aren’t
away from a pinned.
six-man Special You can now
Forces team at the take the following
barricade (which routes, looking for
you should pepper vehicles along the
with machine way:
gun bullets while staying at speed), and get out. With the
Either cross the
Missile Launcher, quickly launch two well-aimed Missiles
ford and move
into the chopper to bring it down.
along the left
Continue along edge of the rice
the winding road, paddies under
either in the LTV cover, then run down the winding road to the bridge
you came in, checkpoint.
or in a new one Or, follow the river and leap down at the waterfall,
parked by the dropping into the river below. Then swim to the bridge
barricade if the checkpoint. Use the topographical advice presented
first is severely for Objective 03 to learn the different routes to take to
damaged. When defeat the assembled KPA Special Forces team.
you reach the
bridge, slow down and strafe the two foes up here, then
take down the two by the small jetties by exploding the POINTER
PRIMA Official Game Guide
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Part 02. Reaching the LZ sign to your left E1 . Up ahead, a KPA LTV is
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following options:
Optimal Path Block the road with your LTV and ambush from
the right or left bank, attacking the vehicle
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle from the rear.
05D. To the Graveyard: Moonlit Boating Block the road with a fallen palm tree and attack
from the direction of your choice.
Plan 01: Take one of the Small Patrol Boats from the Walkthrough
now-secure bridge area and pilot it under the bridge, Ram the LTV head-on and strafe it with your Car’s turret.
avoiding the shallow rocks. Steer either left or right when Get out and Throw a well-timed Grenade that explodes as
the river splits D1 . The right path has a shallow rock you the LTV drives over it.
should drive over at speed. Major Strickland radios in, Strength Punch the LTV into the river.
asking where the rest of the research team is. They’re at a
mine where KPA activity is the heaviest. He’s also sending Ignore the LTV and continue on your way.
in Vulture team with a VTOL (Vertical Takeoff and Landing) When the enemy LTV is inoperable, you get a message
Vehicle to pick you up. from Strickland that your limey friend (Psycho) is back in
the field and the other research members are at a KPA mine.
You’re warned of a convoy that’s ahead around the next
POINTER bend E2 .
Objective 05
Plan 09-18:
RELIC
Get your military divisions straight: Team Vulture flies From here, you
the airborne VTOLs. Team Idaho controls the heavy can attempt the
tank division. following plans:
Ram the LTV
The two river into the Troop
channels join up Transport and
again, and the strafe the eight
Major warns you KPA Special
of a KPA convoy. Forces with
However, they’re turret fire, reversing to avoid the thrown Grenades.
on the road to your Ram the LTV, then shoot the fuel tanks on both Trucks and
right, and can be enemy LTVs before tackling the remaining enemies.
ignored. When the Drive quickly around the obstacles, then left down the dirt
twisted branches track, avoiding the blocked tunnel and two enemy LTVs
stop you going any farther in your boat, hop out and climb and ignoring the foes.
the riverbank, then continue to head in a west-southwest
direction, until you reach the graveyard LZ. Or, you can try
Plan 02: Of course, you can follow this river on foot, exiting the LTV and
too, beginning in the forest to the left of the river by then doing any of
the bridge and continuing in a roughly westerly direction all the following:
the way to the LZ. You can stay away from the road on the Cloak and creep
other side of the river if you want to avoid the KPA patrols. to the lead
Truck, and lob
Optional Path a Flashbang
Grenade,
averting your
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
eyes to the explosion. Then switch to Night Vision and drop
05E. To the Graveyard: By Land the staggering foes. Switch on your Night Vision Goggles to
see the enemy locations better; expect about four on the
river’s side in the bushes. Flick your Binoculars on and off
to check where they are before you try aimed rifle shots.
ADVISORY Or, use Frag Grenades coupled with rifle fire to flush them
out. Or, fire off a Missile or two to really make your point. Or,
Search the bridge shack for another Missile Throw any of the weapon cases at them after charging their
Launcher (you’ll need it!) and some Grenades positions and using the cases as cover.
before continuing in an LTV you’ve procured. Or, Cloak and sneak left along the riverbank, then double
back around, attacking them from behind using any of
the previous techniques.
Plans 03.1-08: Or, move to the rusting shack E3 , collect either the oven
Drive in a or cart, and bring that back to throw at the KPA Special
roughly south- Forces team.
westerly direction Then continue along the road, driving to the right of a fallen
along the road tree, and under a second fallen tree near a rusting shack E3
away from the until you reach a gloomy cemetery. But where’s the VTOL?
bridge, but slow
down when you
pass the metal
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Objective 06. Secure the Extraction Point So the VTOL Can Land
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Stage 04: Assault
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ASSAULT
Objective 01
destroy three AA batteries. Two are in the
cove area ahead of you and are your primary
targets.
E
Destroy the AA battery by a burning bridge,
where a recent Alien incursion has frightened 04
the KPA in that area, then take down a
second AA battery on a rocky peninsula 05
07
overlooking the dotted islands and ocean. The F 06 08
batteries can be destroyed in any order you
choose. Next, you’re given optional plans to
locate a communications setup in a small,
ramshackle settlement between the cove G
and the main harbor. Downloading munitions
coordinates helps with the next main
objective: Break into the main KPA harbor and
blow up the final AA battery.
H
After this has occurred, expect fierce
resistance in the harbor docks as you engage
in firefights en route to a large KPA cruiser
that is docked in the main harbor terminal.
After boarding the vessel, a jamming room Objectives
must be located, and the jammer switched Grid Ob #. Description Grid Ob #. Description
off. This allows the U.S. jets to bombard the
cruiser, although you need to pinpoint the B2 01 Meet Lieutenant Bradley F6 06 Paint Target for Air Strike
air strike with your Binoculars. Then Major B5/D4 02 Destroy the Anti-Aircraft F6 07 Secure the Harbor
Strickland can bring in his heavy tank unit and
Units F7 08 Rendezvous with Major
begin the final push toward the mines.
D6 03 Gather Intel from KPA Strickland at the Rail
E6 04 Destroy the Anti-Aircraft Tunnel
Legend Units (Continued)
Deploy Point # Objectives F6 05 Sabotage the Jammer on
the North Korean Cruiser
A3
A1
A2
“For Christ’s sake, give me some
f---king help here! Where are the
A4 goddamned medics?!
—Marine Trooper
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ADVISORY
o
frantic conver- c u - t r a
sation between
the Marines on
Ensure you complete the previous Mission (Relic) the ground and
with a fully stocked Missile Launcher; this the fighter pilots
enables you to complete objectives much more attempting to drop
easily. bombs on a KPA
cruiser moored in
the main harbor
Optimal Path terminal. As dawn breaks, move up to the main overlook
spot, where Bradley is negotiating with Major Strickland via
radio. You volunteer to dispatch three AA batteries that are
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
shooting down your planes as a fighter careens out of the
01A. An Explosive Run to the Overlook sky and explodes to your left. Psycho heads off to attempt
to secure the main road leading to one of the AAs.
Plan 01:
Evading Plan 02:
Explosions: After Evading
Psycho mouths Explosions: After
off to Marine disembarking from
Trooper Johnson, the VTOL, you can
the VTOL makes a choose to ignore
rough landing in the Marine asking
the middle of a you to follow him
hot zone. Exit the and instead, drop
VTOL immediately, as a massive explosion rocks the nearby down into the river
A3 . Move along the bank on either side to the waterfall.
grass. The wounded are being loaded onto the craft you
disembarked from. Follow the Marine along the path. When From the edge
you reach Waypoint A1 , two huge explosions almost take of the waterfall,
you both out! plunge into the
water below, or
ADVISORY carefully drop
down the rocky
sides (completely
Help your progress by affixing the Flashlight to your missing the
weapon. overlook objective,
In addition, switch to Speed to cover and dodge and failing it).
more quickly. However, Strickland informs you of Objective 02, and you
The explosions, although fierce, don’t damage you. arrive at the edge of the main road (Waypoint A4 ) near to
an incoming KPA LTV patrol. From here, you can go in three
general directions: along the road, down onto the beach, or
Continue along right, up the road.
the winding path
and into the You encountered Lieutenant Bradley!
makeshift overlook
settlement. Pass
a number of
wounded Marines
in the confusion
of rumbling
explosions, but
don’t go to Lieutenant Bradley just yet. Instead, turn left and
head south into a shack A2 . Inside, grab any of the following
items:
PRIMA Official Game Guide
SCAR
SCAR ammo
Frag Grenades
DSG1 Sniper Rifle (with Precision Scope)
Sniper ammo
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Objective 02. Destroy the Anti-Aircraft Units
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ASSAULT
Objective 02
Part 1: Heading to the Main Road
Expect resistance in the area that is to the southeast, along
Optimal Path the grassy verge between the main road and hill road. Mop
up survivors, stalking foes while Cloaked and wiping this
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle area clean.
Now you can travel down the main road to the east, turn
02A. Securing the Hillside Road south to the beach, or move southwest along the same
Plan 01: Strong main road toward the sentry gate.
and Steady
Takedowns: There Approved
Tactics
are about six KPA
soldiers that are
in your immediate Plan 02: Roll Out
threat zone. Flipping the Barrel: An
to your Night Vision entertaining possi-
(I) allows you to bility is to stay at the
see them scurrying ramshackle barricade
out of the fernery from the cliff side and road below. Move at the top of the hill,
about a third of the way down the hill road (Waypoint A1 ) pick up the various
and use the rocks on either side as cover. barrels, and roll them
As the foes attempt down the hill at the
to run across to the advancing troops.
scrub and bushes Then mop up the
ahead and to your remaining foes after
right, drop them they’re crushed.
with your favored
weapon. Expect a
few foes to remain
hiding in this Plan 03:
grassy area. Lob a Going
couple of Grenades to flush them out, then slowly work your Off-Road: Another
way through this area A2 and in a sidestepping, circular route you can try is
maneuver looking southwest. Drop foes and use the rocks the rocky area right
and tree trunk as cover. next to Lieutenant
Bradley, where
Next, ensure that
you can drop to a
no more foes are to
sniping position
your right, and then
(at A4 ) and begin
venture back onto
to pop foes appearing on the main road down and left, and
the road toward
the occasional KPA ascending the hillside road to your right.
the bottom of the
Back up and use the edge of the rock to absorb enemy fire.
hill A3 , where a
You can lob Grenades down here, too.
boulder and the
metal sign is.
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Plan 04: along the main road toward the bridge AA (Part 3),
Going Off-Road knocking foes out of the way.
2: Or, you can Or, you can drive the Pickup Truck forward through the
slide down metal signs and off the side of the cliff; line yourself
the cliff to the up to fall into the roof of the beach hut below! It’s
left, or anywhere spectacular and sure to strike fear into your foes!
along the left side
of the cliff road Plan 01.2: If
A5 , and use a mixture of stealth and quick, focused gunfire remaining stealthy
bursts to slay KPA enemies on either side of you. Be careful: and avoiding
You may be overwhelmed. combat is your
plan, continue by
Optimal Path moving over the
gate in a south-
westerly direction,
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
hugging the top
02B. Silent Running of the cliff, and
ignoring the tunnel structure ahead, which is blocked. Peel
Plan 01.1: off to the left, ignoring the beach hut (or, heading toward it if
Sentry Gate you want to secure a boat or investigate this area), and then
and Cliff Walk: If head south B2 . Follow the in-game map’s AA arrow.
you’ve cleared the
immediate area Keep on the cliff
of threats and no edge and move
more appear on south, but don’t
your Binoculars, drop down onto the
move in a sands. Stay high
westerly direction up and run along
toward the sentry gate B1 . Here you can locate some FY71 the grass until it
ammunition inside the sentry building. There’s little else of ends, and then
use here. clamber onto the
edge of the cliff,
Plan 02: scrambling along to the humped top of this promontory.
Sentry You can see two small islands, one on either side of the
Gate Objects: If promontory, from this position B3 . If you didn’t Cloak, expect
slamming a foe machine gun fire from hostiles patrolling in Small Patrol
with a shopping Boats. Be careful you don’t run out of bounds.
cart is more your
style, make use of
the various objects ADVISORY
around the sentry
gate, such as the
following: Deal with these Small Patrol Boats in the same
Shopping cart (in grass en route to the gate)
manner as you did during your island sortie. Use one
of the following plans:
Barrel (gate yard) 1. Make well-aimed Pistol shots at the gunner, then
Ammo crates (gate yard and inside sentry building) the driver.
Pickup Truck (parked next to the building) 2. Fire off rifle shots using your Iron Sight.
Helmet (serves as a distraction) 3. Try sniper shots, but be sure you’re near cover.
4. Fire off a Missile if you’re not having luck with the
Plan 03: previous plans.
Other
Options: As always,
there are many Now Cloak and
more plans to continue southward
along the “spine”
PRIMA Official Game Guide
enact, depending
on your situation. of the promontory,
For example, you through the under-
can do any of these growth, to the
actions as well: sniper tower B4 .
Destroy the gas tank in the yard adjacent to the building, Make a well-aimed
ideally after coaxing foes from the main road to this (and ideally silent)
location. shot at the sniper,
dropping him, and then move into the tower and climb up.
Or, drive the Pickup Truck found at this location, or use it as You can now begin one of the following plans:
cover.
Part 4: 02X. Amazingly Quick Completion
Part 2: AA Battery Takedown: Peninsula.
Or, you can swim across the cove toward the bridge AA
120 battery.
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Plan 04: The
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Sweet Sniping
Spot: As you’re
running along the
edge of the top of
the cliffs above Plan 01:
the beach, you find Cloaked
a number of good Dispatches:
cliff ledges to use This is by far Walkthrough
as cover when your safest option,
you snipe the gunners and drivers of the Small Patrol Boats especially if you want to quickly take a boat and flee, or
down below. are methodically clearing the entire area of foes. Begin at
Waypoint C1 peering over the cliff by the main road. Slide
Optional Path down the cliff side to the beach while Cloaked. There’s a
dirt path to your left leading down to the beach and up to
where the KPA park the LTV on the main road.
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
Step to the large
02C. Beachfront Battles beach rock C2
and hide behind it
to recharge your
ASSAULT
Objective 02
POINTER Nanosuit. Wait, as
a KPA Small Patrol
This route toward the beach and into the watery Boat is coming in;
cove to either side of the two AA batteries is look south to spot
it. Three soldiers
optional, and presents both advantages and disad-
disembark and
vantages compared to the main road to the east
run up along the pathway toward the LTV. Try one of the
and the cliff run to the west: You are unlikely to be following tactics:
surrounded and face fierce combat compared to the Ignore them as long as they don’t see you, then continue
main road. This route offers a choice of attempting toward the hut while Cloaked.
to destroy either AA Battery. However, the area
Ignore them, run to the Small Patrol Boat they jumped from,
is full of Small Patrol Boats that are vicious and
Strength Punch it into the water, then commandeer it.
dangerous (check out Path 02B for plans to attack
them), and the water in the cove contains a number Or, Cloak and follow the foes up the hill, dropping them
one by one; this works well only if you’ve already
of floating mines.
defeated all the foes on the main road. Otherwise expect
a fierce battle!
WARNING
WARNING
Do not rampage through this cove, secure a boat,
Firing on this three-man Small Patrol Boat crew can
and then drive it without due care and attention; the
be problematic, as the enemies at the beach hut,
KPA have placed lines of floating mines in this area
and more farther along the beach to the west, come
(see the guide map). These can be destroyed by
to investigate and swamp you.
your Missile Launcher, but it is better to slow down
and squeeze between them, or else avoid these
areas of water completely (by driving around them, Continue moving
or else disembarking your boat and swimming). toward the
beach hut, using
the outcrop of
boulders on the
ADVISORY grassy sand as
cover C3 and
stay Cloaked. You
Attempt these beachfront attacks at one of the
can either run to
following points: the beach and
Just after you finish speaking to Lieutenant commandeer the Small Patrol Boat moored here, or else
Bradley, Cloak and run off the cliff to the secure the area. Step out and bring your Silenced weapon
main road, and then down to the beach hut. to bear on the head of a patrolling foe.
After you defeat the first wave of KPA on
the hillside road (ignoring the ones on the
main road).
Or, after the entire hillside area, then the main
road, is clear and the foes arriving in the LTV to
the east (see Part 3) are dealt with.
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Assuming Plan 04:
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ADVISORY
POINTER
As you have previous experience planning an
attack on a beachfront shack before, you can also
Choose one of the following plans once the beach
rely on the tactics you enjoyed when you were in
hut is secured, if you are attempting to reach an AA
the middle of Mission 01: Contact.
battery from this area.
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Plan 07:
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ASSAULT
Objective 02
one of the three attack path to the
boats on the bridge AA Battery,
beach (the best although you’ll
one is facing the need to attack
cove, by the jetty). some enemies. There is an empty Small Patrol Boat at the
Engage Small jetty here, which is perfect for attacking the peninsula AA
Patrol Boats in Battery before or afterward.
the cove (or blast
The disem-
them using your
barking area
favorite weapon
under the bridge
before you board C11 . Ignore the
the craft), and then
beach areas to
head around the
your left and pass
first island C7 .
under the bridge,
then head north
Swing southward and east to a
(right) and travel small sandy area
on the inside of and a rocky path you can Strength Jump up to a tarmac
the gap between road. You can aim a Missile at the bridge AA from here if you
the mine and spin around to face northwest.
the sniper tower Or, you
peninsula C8 . can land
Jump to a small anywhere along
island or a small the eastern cove
broken jetty near a C12 . This allows
moored Small Patrol Boat. Then run up the pathway toward you to attack either
the sniper tower and bring down the foe (or tag him from of the nearby AA
the island if you landed there). batteries: the one
Plan 09: Southeast with the fewest
Cove Area by foes (the bridge
Boat: Steal a AA), or the one with Explosive Charges and Missile Launchers
Small Patrol Boat (the peninsula AA).
once the cove is Plan 10:
relatively clear of Back Up to
patrols and pilot it the Main Road: Or,
in a northeasterly you can always
direction, along retreat back up
the cove edge either path to
toward two possible beach landing points. Try to disembark the main road
at one of the following places: above the beach
(if you’re coming
under heavy fire,
for example), and begin advancing along the main road
toward the gas station and bridge AA.
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When combat w in
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ADVISORY this immediateo c u - t r a c
area is finished,
get into the LTV,
Dealing with Mines turn it around, and
Ship mines should be maneuvered around, drive northeast
ideally after day breaks so you can see them. and then eastward
Or, you can destroy a mine with a Missile. along the road
D3 , with your
turret at the ready.
You might wish to wait until dawn so that it is easier to
Optional Path spot any additional foes hiding against the rocky and tree-
filled sides of the road.
There is no need
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
to lay waste to
02D. The Main Road Rampage all the foes: Just
kill the few that
are an immediate
POINTER threat and that
cause you to slow
down. Keep up
This assumes (and we recommend) that you your speed and
cleared the hillside area of foes, or you’ve avoided pass by the gas
the hillside area completely, and you aren’t in station D4 to your right, optionally blowing up the pumps, as
danger of being attacked from behind. you’re already a target for the KPA. Ignore and swerve around
a second LTV, and drive onward toward the bridge AA.
Plan 1: Road Rampage, Then LTV Carnage: When you’ve Plan 2:
wiped out foes storming up from the beach, turn and Alternate
look down the road. Two or three additional foes are likely to Road Takedowns:
be hiding in the brush on the road’s left side. Flush them out Simply and compe-
with Grenades, or use sneaky Cloaking and close-combat tently running from
takedowns. Then walk along the left side of the road D1 . cover to cover and
Continue moving letting the foes
in a northeast come forward
direction down the to middle range
road and watch before dropping
the LTV arrive and them is a great tactic. However, there are other plans when
park near a path you’re engaging the foes near the LTV at D2 . You also can do
down to the beach any of the following:
hut C1 . Strength Stay on the cliff area and drop enemies with sniper shots.
Jump up the left Or, lob Grenades down, watching for foes to disperse and
cliff area to a spot then shooting them with sniper or rapid shots.
slightly above the road D2 . This allows you to peer down,
Or, grab any of the items from up at the U.S. military
take cover, and then strafe the four (or so) foes milling
blockade camp, optionally using them as cover, and
around this area.
throw them into foes.
Remember you can also rake the LTV with fire (or drop
ADVISORY down to the area beyond the river and shoot the gas
tank on the back of the vehicle) until it explodes,
although it is better to commandeer the vehicle.
Waypoint D2 is also the spot to leap to if you
ignored the rendezvous with Lieutenant Bradley, Plan 3:
and you’re following the river to Waypoint A4 . Truck Luck:
If your legs are
getting tired, you
Expect another can always hijack
three or four foes to
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glade
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle to your
left.
02E: Routes From the Main Road to Engage the Venture
ASSAULT
Objective 02
station to run through in order to reach the cover
Remember! The easiest way to complete the that the gas station affords.
second objective, is to ignore the main road and
gas station completely!
Plan 3: On Foot
Toward the
Plan 1: Gas Station (Right
Off the of Road): Another
Waterfall: Once possible route to
the LTV area is take is to slowly
secure, or even move along the
if it isn’t, cross rock and greenery
the road and leap to the right of the
into the river, then road E5 , taking
jump down the down all the foes you can see, and then planning one of
tumbling waterfall two routes:
that leads to the cove E1 . From here, attempt to secure the Either continue along the road, backing up, using Smoke
beach hut, or a Small Patrol Boat on the beach. Grenades, and fearing for your life as you battle your way
Plan 2: On through heavy enemy forces toward the gas station.
Foot Toward Or, you can leap
the Gas Station right, near the
(Left of Road): waterfall or as
If you have no the road turns
vehicle, the on-foot left slightly, and
combat to come is attempt to Sprint
extremely difficult and Strength Jump
and frantic. There up the rocky hill
are three different to the very top
patrols, and this coupled with the gloomy pre-dawn means E6 . Carefully
you should only attempt this if you believe your combat watch your footing so you don’t fall, and peer out while
skills are good enough. Begin by using the rocks and fernery, facing east, looking over the numerous boulders between
Cloak, and slowly and move along the road’s left side. the cove and the gas station. This is a perfect sniping spot
for taking down the patrols to the right of the gas station as
ADVISORY they roam the rocks.
Plan 4: Gas
Station (Left
It might be wiser to wait until dawn to continue of Road): If you
this route. Or, use your Night Vision Goggles (I). took a trip through
the woodlands E3
, or parked the LTV
Where the road curves left slightly E2 , expect enemies near the left side
with Flashlight attachments to spot you, unless you’re of the road near
moving while Cloaked and hiding. Bring Silenced weapons the gas station,
out and tag foes (even the Silenced Pistol is a good plan) get out and use
to avoid being swamped. There are additional foes in the the rocks on the left as cover E7 . Be careful of the machine
gun nest in the front corner of the gas station courtyard. Lob
Grenades, and optionally strike the gas pumps to destroy
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the roof of the gas station. You can then try one of Plan 6:
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Quickly lob Smoke Grenades and run to the gas Throwing: There
station store E8 , where you can gather FY71 weapons. are numerous
Switch to your Shotgun for close assaults and peek objects to use as
through the mechanic’s garage area door and back door shields and hard
to blast foes coming up from the beach. projectiles while
you’re attempting
Or, leap up onto the rocky plateau opposite the gas station
to secure the gas
E9 , taking cover and blasting foes that appear and mill
station:
around the station. There’s little chance of being overrun,
so pick off all foes you can see. Rusting washing machine (edge of woods, left side of
road when facing east)
Or, you can grab the rusting washing machine and
Strength Throw it into an enemy after using it to shield Hand cart (side of garage)
you from fire. Then take cover around the gas station. Barrels (everywhere)
You can also fire on the large gas canister at the gas Green trash bins (rear of mechanic’s garage)
station’s east exit, but this is only necessary if foes are
Table saw (two in mechanic’s garage)
congregating there.
Plan 7: Gas
Station
ADVISORY (from Beach):
If you took the
Small Patrol Boat
Remember the layout of the gas station, and
to the beach or
the recommended tactics you used when you climbed over the
assaulted the Village mission previously, and try rocky hill to the
some of them out here. right of the main
road, you end up
Plan 5: Gas in a maze of footpaths, rocks, and trees going up to the
Station rear of the gas station. Foes patrol this area, so employ
(Right of Road): If Cloaking and slowly make your way through this zone to
you’re running and the low wall at the back of the gas station E11 . From here,
gunning along the you can try any plan you like (see previous tactics), or
right side of the run to the bridge.
road E10 , you can
Plan 8: Gas
either use the low
Station
metal fencing as
(from Bridge): If
cover (especially
you’ve already
from the machine gun nest), or the dotted plateau of rocks
secured the
overlooking the cove beach on your right. As you reach the
bridge area, and
gas station courtyard, prepare to lob Grenades and combat
you want to
foes with rapid rifle fire.
tackle the squads
Or, you can in the gas station
Strength Jump onto area, try climbing
the roof (before or the sniper tower and aiming at the foes from this
after blowing up high-up location. Or, you can quickly or stealthily move
the gas pumps, toward the gas station heading west, on the left or right
depending on sides, then engage in any of the previously described
how much of an tactics.
overhang you
want to crawl on),
and have a good, Approved
Tactics
360-degree view of the enemies. Assuming you already
took down the squads along the main road, the majority of The enemies entrenched behind the machine gun
gunfire comes from the low wall overlooking the cove to nests are a real pest, but your Precision Sniper Scope,
the south. plus the DSG1 Sniper Rifle or another rifle with this
PRIMA Official Game Guide
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Part 2: AA Battery Takedown: Bridge Area
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F6
F3 F7
ASSAULT
Objective 02
Stay in your LTV
ADVISORY and strafe both
foes, backing
up if a Grenade
If you aren’t interested in the Amazingly Quick
is thrown at you, and cut them down. Then train your
Completion plan, and you’re not using the Small machine gun turret on two foes stumbling from a burning
Patrol Boats, it is safest to deal with the bridge AA wreckage on the bridge. Drop them as soon as you can. The
first (and the KPA in this area), before moving to the area should now be without any enemies, save for the AA
peninsula AA with fewer foes. If you try this the other battery, and this vehicle won’t attack you.
way around, expect fierce resistance at the burning
bridge as you attempt to reach the bridge AA.
ADVISORY
POINTER You can drive the LTV over the bridge, along the road to
Objective 03, and all the way into the docks if you wish!
AA batteries must be destroyed by either clamping You can also get out of the LTV at any time and strafe the
Explosive Charges to their sides and detonating, or two foes by the shack F2 , and the other two on the bridge,
shooting Missiles. while moving to a stack of ammo to claim FY71 bullets.
Find Explosive Charges in the shack at the U.S. Then destroy the bridge AA at your discretion.
Military overlook, near Lieutenant Bradley.
Find Missile Launchers in the yard of the beach hut. WARNING
Try grabbing a foe and throwing him off the side of the
Optional Path
bridge for a spectacular and satisfying takedown!
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle Another option is to
climb up to the top
02F. Bridge AA Takedown Locations of the unmanned
Plan 1: From sniper tower,
the Gas Station optionally claim the
and Main Road: The DSG1 Sniper Rifle,
preferred strategy if and begin to tag
you’re approaching the four foes from
the bridge from this safe area. You
the main road is to can then blast the
drive to the area AA battery from here with a Missile, or better yet, affix Explosive
where the road is Charges to the battery and use Missiles for the other AA battery.
blocked, just before
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Now
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Part 3: AA Battery Takedown: Peninsula
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G11
Walkthrough
G2
G3
G4 Plan 2: From the Eastern Cove Beach: If you’re
moving from the burning bridge or you’re
G8 G7
G5 crossing the cove: reach the turnaround dirt road
G2 , get out of the Small Patrol Boat if you’re in
G1 G10 G9 one, and turn south. Advance slowly along the
G6
dirt road until you spot a three-man recon team.
ASSAULT
Objective 02
Optional Path
WARNING
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
If you’re traveling across the cove by Small Patrol
02G. Peninsula AA Takedowns Boat, especially from the north jetty to the south
one by the peninsula, it is wiser to moor your boat
Plan 1: From
the Sniper at G2 rather than at the peninsula, or you’ll be
Tower: Seize the attacked from behind by the recon team.
tower overlooking
the peninsula
B4 . You can ignore
the foes guarding Defeat the recon
the AA battery, team. This can
and simply make be achieved in a
a careful Missile variety of ways,
aim at the AA such as:
battery. Make
sure you don’t
accidentally hit
the shack in front
of it. Ignore the Simple, well-aimed rifle bursts as you advance.
remaining foes Firing Cloaked from the ruined building to your
and use the Small left G3 .
Patrol Boat moored
to your right Sniping from the brush to your left, at long range.
(south; G1 ) to travel toward the burning bridge, if this AA
battery hasn’t been struck. Or, shoving rusting ovens and other debris at your
foes.
Or, drive a LTV (take one parked at the east end of the
POINTER bridge) down here to lay waste to all the foes.
Stay in this immediate area so the heavily armed
Aiming at both AA batteries from the tower is the peninsula troops aren’t aware of your presence.
Amazingly Quick Completion path, but it means Now move and
missing Objective 03. engage the first
three of the
peninsula special
forces troops
ADVISORY guarding the AA
battery. This can
You can also turn the sniper tower search light on, be achieved in a
which allows you to easily spot the mines in the variety of ways
water below if you’re using the Small Patrol Boat in similar to tackling
the recon team described previously. A preferred way is to
the darkness.
crouch on the rocks just south of the ruined shack G4 and
plug all three with DSG1 Sniper Rifle fire. Then nimbly reach
the parked LTV under the shack G5 .
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You Plan 3: From
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take out West Island: Use
a Missile this tactic if you’re
Launcher and approaching from
explode the the sniper tower
AA battery from on the south side
here without any of the cove, but
problems, ignoring don’t have enough
the remaining Missiles to
foes. Then either double back to the dirt road, or head down destroy the AA battery. Begin by heading across the mine-
the gap to the beach on your left G6 toward an unexplored filled water to the rocky edge of the peninsula G8 , leaping
area, circumventing Objective 03. Expect some enemy fire off the boat, and Strength or Speed Jumping to the machine
from the peninsula no matter which way you go. gun shacks. Then use the preferred tactics shown in Plan 2
(previously) to dominate the six-man special forces team in
this dugout.
Plan 3: Other Takedown Spots: Just like the bridge AA,
Or, you can secure
you don’t necessarily have to be close to the target
the peninsula
to defeat it. Try shooting Missiles from the following
entirely. Try one
locations:
of the following
plans:
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Objective 03. Gather Intel from KPA Comm. Trailer
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A1
A2
A3
A9 A13
“Nomad, I spotted a KPA Walkthrough
A8 A4
comm. trailer near some
A10
shacks; check it for intel on
A12
enemy emplacements.”
A11 —Psycho
A5
A6
A14
A7
ASSAULT
Objective 03
Optimal Path ...continued
Drop to a crawl (Z])
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
as you enter to
avoid being detected
03A. A Stealthy Surprise by the eight foes
patrolling this area,
Approved then download the
Tactics
munitions data that
Plan 01: Bradley requested.
Cloaking, Not When this is complete, your objective is over, and you
Carnage: After you should try to escape this settlement. Cloak, exit the
hear that a KPA trailer way you came in, and turn immediately left. Then walk
could provide some to the low outer fence and hop over A6 . Hug the fence,
much-needed intel, replenish your energy, then Cloak and walk southwest,
go along the main up the road toward the dockyard A7 without firing a
road A1 or the dirt single shot!
road to the right side of it, in a roughly southeasterly
direction, until you see a blockade, some of which is
burning. Switch to Cloak and move east into the dirt
path and woodland area A2 . POINTER
Drop to a prone
position and regain You should now continue with Objective 04: Destroy
your energy, then the Anti-Aircraft Units (Continued) to remove the third
activate Cloak again. and final AA unit in the harbor docks.
When you reach the
gap in the brush
A3 , you can stroll on Plan 02: Other
into the compound Routes: There
of shacks, turn southwest, then quickly step into the are dozens of
closest corner of a small metal shed A4 to regain your variations to this
energy. route that you can
figure out. One of
Cloak again, step out the best ones is to
of the small shed, keep to the eastern
and walk down part of the woods
the main dirt path. before you enter
Guards are on either the settlement, then follow the rocky ledge around to the
side of you, but you tomato patch at the back of the area A8 . Then drop down
shouldn’t disturb and circle around to the generator shack.
them. Head south and
Plan 03: Silent and Violent: Naturally, you can
look for the wooden hut ahead and to the left with the
follow these routes, but look for enemies using
suspicious generator in front of it. Move through the
your Binoculars from a vantage point before you enter the
door on the building’s right side A5 , if you’re facing
settlement. Then sneak up behind foes and tag them with
south.
silenced pistol shots. See how many you can shoot before
the remaining foes spot you and combat becomes frantic!
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Then drop down
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metal fence, using
it as cover and
An enemy Helicopter circles the area. Take it tackling foes on the
out quickly with your Missile Launcher, or you’ll other side of the
have to deal with more foes as you retrieve the road. Watch out! A
downloadable data. three-man Recon
unit is likely to be
prowling the south-
Optional Path western exterior near the boat shack A11 , after hearing the
gunfire. Tackle them first, so they don’t swarm you.
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle Switch to a
Shotgun if
03B. A More Frantic Firefight one becomes
Plan 01: available, and
Sniping, then use a mixture
Slaughtering 1: of Armor and
Move down the Speed (or Cloak
road, either in for additional
a vehicle or on enemy confusion)
foot, and when to maneuver
you reach the toward the large tree behind the machine gun nest A12 . Then
barricade, instead sprint toward the generator shack A5 and download the
of entering the munitions data. Do this only after you’ve swept the area
woods to your left, Strength Jump up the rocks to a small and find no more foes here.
trail on your right A9 . When you reach the end, turn and Plan 02:
bring out your Binoculars to scan the area below. Sniping, then
Tag as many foes Slaughtering 2: This
as you wish using next plan is essen-
the Precision tially the same as
Sniper Scope and Plan 01, but the
your favorite rifle, starting point is
remaining on this different. Head into
upper area and the woods, as if
retreating if foes you were planning
start to strike you. the Cloaked infiltration of this settlement, but head to the
Be sure to remain rocky outcrop A13 overlooking the area. Snipe the sniper in
on this path and look to the south sniper tower; bring down the tower, locate your enemies with your Binoculars, and
the sniper with a few well-placed shots. then begin to drop down and blast away.
Plan 03:
Sniping, then
ADVISORY Slaughtering 3: You
can even sneak
Or, you can blast the entire tower with a Missile (whether Cloaked
or two, although this tends to wake up any nearby or not) all the way
around the back
enemies!
of the settlement
from the woods,
At any point after then Strength Jump
you kill the sniper, to this rocky outcrop A14 to begin your merciless takedown
you can rampage plans. The target building is right in front of you.
through the rest
of the settlement, Optional Path
coaxing foes
PRIMA Official Game Guide
in the middle of
the settlement 03C. Other (More Chaotic) Plans
by the road. Then lead them toward the LTV and gas tank Plan 01:
that you can shoot, near the small patch of tomato Throw-Down
plants A10 . Takedowns: The
lethal objects you
can hurl at retal-
iating enemies
during a Strength-
filled romp through
this settlement
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are too numerous to list, but the following are definitely
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Objective 04
ASSAULT
roofs, Strength Punching walls into enemies, and the usual, commandeer the
ultra-violent takedowns you perfected in past missions. sniper tower,
either by sneaking
POINTER in from the tomato
field to the south,
or by Cloaking and sneaking around the perimeter fence.
Remember to pick up the Missile Launcher inside Deal with the foe after you climb to the top, then use
the large garage hut at the back of the settlement. the metal sides as cover and blast all the foes from this
Save the Missiles for the final AA battery. position.
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a rough dirt path leading to a break in the dock’s
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the base
of the dockside, Keep a
passing the constant
ladder at A6 , then look
swimming around out to
to the dock where your right
the large cruiser is (southwest)
moored. Continue to for a three-man Walkthrough
swim to one of two Recon team
places: moving about the rocky undergrowth and plantation area.
The sewer outflow hole A12 : Swim in and all the way to an But long-range sniping is your key to victory. Edge forward if
exit adjacent to Waypoint A4 . You can now complete you wish, then rush to the foot of the billboard B2 , using the
Plan 01. metal road barrier as cover. Finally, Sprint to the sand crates
B3 if you need additional cover. Use Smoke Grenades to
Or, you can reach the ladder on your left dockside, climb
flummox the foes at the machine gun nest.
up it, then Sprint between the dockside and the concrete
wall on your left. When you reach a collection of barrels Plan 02: Other
and coiled wire spools A13 , Strength Jump onto the wall. Entrance
You’re right next to the AA battery. Plans: As you’d
expect, there’s
Objective 04
ASSAULT
a whole bunch
ADVISORY of other plans
to try, such as
moving into the
By now, you should have realized there is a small
tomato plantation,
sewer system running underneath the docks. This is
blasting the
useful for escaping and stealthy hit-and-run tactics. recon team in here, then carefully moving southeast to the
Look for the small hut at the foot of the two silos, promontory looking over the parking lot B4 . Start combat
which has a map inside showing the two sewer from here with a Grenade or two.
tunnels. Check out 04C for more sewer-based tactics. You could also Cloak
or Speed Sprint
all the way to B3
Optional Path and then climb the
sand crates, or
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle Strength Jump atop
the sentry building.
04B. Entering Via the Main Road Rake the ground
through the gap to
your right with rifle
POINTER and Grenade fire. Or, you could Strength Jump over the barbed-
wire perimeter wall and attack the foes from behind.
These routes allow you easier access to Another sound plan
Warehouse 1, which contains the munitions you is to maneuver
located in Objective 03. These munitions include toward the gap
Explosive Charges, which are vital for destroying in the wall, as
the last AA battery if you have no Missiles left. detailed in the
previous tactic, but
instead of moving
Plan 01: Main
through it, head
Entrance
along the inside
Mayhem (On Foot):
of the perimeter
You can approach
wall at the base of the silos. Then step through the gap in the
the main entrance
fencing (at B5 ), turn north, and defeat the foes from behind.
gate from a variety
of directions, and Plan 03: Main
you must prepare Entrance
for combat with Mayhem (in LTV):
about six KPA foes, Similar to Plan
including some heavily armored Special Forces troops. 01, but this one
The first (and preferred) plan is to keep to the left and the involves a vehicle.
grassy rocks as you leave Objective 03. Stay above the You can ignore
road and stop at one of the rocks B1 . Pull out your DSG1 all pretences of
Sniper Rifle and bring down a couple of foes. subtlety and drive
down the road
with the turret blazing, or head straight through the gate.
Stop to strafe any foes in your way. Optionally, get out and
use the vehicle as cover to finish off stragglers.
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B9 and shoot two guards through the window before w
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Plan 04: here and wait to slay two more guards.
Main Road 04. The Roof:
Drive: Another Accessed from
feasible plan the same stack of
is to drive along cylinders in metal
the road, but housings, instead
instead of heading of jumping to the
to the gate, move office window,
southeast along the main road. You can do this in or out of turn south and
a vehicle. Look to the right as you head south and stop at leap to the
the chain-link fence. Jump over it B6 near the water tower roof overhang
and sewer entrance, and double back to the warehouse B10 , then up onto the roof. You can now enter the warehouse
(northeast), or sneak into the rear of Warehouse 2, or into via the attic doorway. Be sure you tag the foe manning the
the sewers. machine gun overlooking the docks below.
Combat inside
POINTER the warehouse
is frantic. There
are about 12
Attempt Plan 05 after one of the previous plans is foes inside, and
successful. The northeast warehouse only needs whether you’re
to be entered if you need Explosive Charges to tackling them
demolish the last AA battery, or you want to clear from the ground
the entire area of foes. floor or the attic,
employ the same
technique: Use a Shotgun for immediate and close-quarters
Plan 05: Securing Warehouse Northeast: The first plan of
slaying.
attack is to move toward the warehouse, either past
the wrecked KPA chopper, or via the eastern perimeter, to Lob Grenades into the bunched-up enemies, and Strength
choose an entrance. There are four: Throw metal containers, lockers, and other deadly objects
to bowl over a few foes at a time. Stop when you’ve
01. Dockside:
cleared the warehouse. Descend back to the ground floor’s
The large garage
weapons munitions. Stock up on Explosive Charges, Missile
hangar doors
Launchers, Shotguns and ammo, FY71s and ammo, and
are open and
Incendiary ammo, which inflicts more damage.
overlooking
the dockside
B7 . Expect a large ADVISORY
resistance from
foes guarding the
AA battery nearby; If you need additional ammunition in the combat
only head in here using Cloak, unless you want a large- to come, remember to return here then, and again
scale firefight. before you complete this mission.
02. Rear Hangar
Door: The large Plan 06: AA Battery Takedown Spots: When the
rolling doors warehouse is secured, it is time to demolish the
(which can’t be final AA battery, which can be attempted from a couple of
moved) to the rear reasonable locations.
of the building
B8 are a better The Warehouse
bet. Skulk in after Roof: This is an
tagging a couple excellent sniping
of patrolling foes spot B11 that offers
when you skirt the eastern rear of the docks. Once inside, a great view of
you can run to the ground entrance, or use the stacks to the AA battery
Strength Jump up and onto the balcony. when facing west.
PRIMA Official Game Guide
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Or, you can run because this weapon deals with even the
along the loading Special Forces foes with one shot, which means
concrete ramp you aren’t getting bogged down in firefights.
area festooned 03. Flip Through Your Powers: Mix up your
with cable rolls Nanosuit powers, using Speed to maneuver and
and pallets, and outflank foes, and Strength to leap across all the
hop on a stack of containers, around or above the train carriages, into Walkthrough
burlap sacks at and out of wrecked containers, and descend down on
the end B12 to gain a enough height to spot the AA battery, enemies while blasting them.
and then fire. Straightforward. 04. Use the Sewer:
Naturally, you can also attempt some dockside battling Check the map and
(and container hiding) to reach the AA battery, before learn the different
placing an Explosive Charge or firing a Missile. areas of sewers
From the Southeast where you can
Warehouse: Employ hide, use stealth,
a vehicle and drive or Strength Jump
along the eastern up and surprise a
road, heading group of foes. The
Objective 04
ASSAULT
south. Drive all the metal sewer lid is
way to the parking also an excellent, reusable throwing weapon.
lot and train 05. Try a Vehicle: If you cruise the eastern perimeter of
track gate B13 . the harbor, you can reach the dotted clusters of foes and
Strength Jump over use the machine gun to defeat them. Otherwise, vehicles
the gate, and use the cylinder containers between both aren’t the best choice due to the multitude of rubble and
warehouses to reach the roof of the southeast warehouse. obstacles.
Then fire the Missile at the AA to your northwest. You’re 06. Esoteric Tactics: Try shooting the dangling container
now very close to the next objective (the jammer in the from the crane near the cruiser so it falls and lands on the
cruiser). enemy troops.
Attempt to Strength Jump and run on the large cable
POINTER drums scattered around, and accelerate to crash them into
foes, while using them as cover at the same time.
Also try maintaining your Cloak or stealth while in a
Make sure you blow up the final AA battery from sewer, and when you climb up, punch or fire at the foes
any of the multiple locations shown previously. The standing directly over the exit.
Dockside Battle Tactics detailed next are general
07. Sniping Points:
plans to use throughout the two dock bays, and are
The warehouse
mainly used during Objectives 04 and 05.
and office roofs
all provide
outstanding
sniping spots.
Optional Path The difficulty of
ascending the
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle crane means it
isn’t quite as
04C. Dockside Battle Tactics useful a structure to leap around.
Whether
you’re
moving near the
gigantic cranes
or the destroyed
cargo containers,
there are dozens
of enemies, two
LTVs, and a couple
of helicopters to
consider defeating during your march to secure this harbor.
Here are some plans to use:
01. Keep Moving: Staying stationary if you aren’t using
Cloak means you’re an easy target; sidestep in between,
around, and through the many containers, and use them as
cover.
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Objective 05: Sabotage the Jammer on the North Korean Cruiser
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Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
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Dock: Stand POINTER
in front of the
warehouse, and
run west A6 , This is an optional route that begins at the
Strength Jumping sniper tower near the peninsula.
over the water, and
onto the helipad
Plan 01:
area of the ship. Walkthrough
Finish in
From here, or after
Five Minutes: Move
you complete Plan 01, you can head up through the open
to the sniper tower
doorway on the right, heading west A7 , staying inside and B4 and bring out a
methodically blasting the eight Special Forces troopers
Missile Launcher.
aboard. Or, you can leap on the window above the doorway,
Look to the east
onto the radar roof, take down the machine gunner, and then
from the top of
drop down into the jammer room entrance A8 .
the tower to find
From the one of the AAs a
Container little south of true east, to the right of another sniper tower.
Yard: Climb Carefully aim your first Missile at the AA. Fire just below the
the containers radar dish of the AA, but not at the base of the vehicle, or
ASSAULT
Objective 05
scattered about the else your Missile explodes before striking it.
container yard and That’s one down,
leap from the blue without the need
container nearest to engage the
the ship A9 . Then dozens of enemies
immediately seek on that side of
cover in the jammer room entrance A8 . the bay! Now turn
From a Small and face south,
Patrol Boat: overlooking the
Or, you can pull muddy base with
up beside the the second AA.
cruiser at the end Shoot the next Missile into it and then drop from the tower.
of the southern Run west (or return
dock A10 and leap to the beach hut
into the water, in the cove for
Dolphin Jump and another Missile
land on top of the Launcher), and
Small Patrol Boat, and then Strength Jump onto the prow board a Small
of the vessel. Keep right and tackle all foes on board with Patrol Boat. Pilot it
Shotgun fire and Grenades, or lay smoke and dash to the southward to the
jammer room entrance A8 . large island with
the smaller rocky
WARNING island adjacent to it. Step out and climb to the top of the
island using Strength Jumps, or run around to the south side
of the island. Use ranged rifle fire to dispatch any boats
Dashing into the room with the jammer inside is patrolling nearby.
dangerous, as there is no way out. If you try this,
keep firing from the rear of the room, sidestepping
so the metal ship walls catch incoming fire. Or
better yet, clear the deck of foes, first!
After you’ve
decided which
plan to employ,
execute it and run
into the scanner
room. Use the
computer in the
military suitcase.
The jammer is off!
You can now call
in an air strike!
Optional Path
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
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At the Travel around
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A2
A1 ADVISORY
spot if foes are still firing on you, and then using your
Binoculars (B) and pressing M1.
Another spot to blast the chopper from is the sand
You acquired the Air Strike! crates and emplacement with all the Missiles stored
nearby.
Plan 02: From the Dock: You can also leap northward
into the water, then surface and target the ship with
your Binoculars. Escape with Strength Jumps or head to the
sewer entrance in the base of the east dock water wall.
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Objective 07: Secure the Harbor
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ASSAULT
Objective 08
Objective 08: Rendezvous with Major Strickland at the Rail Tunnel
“Gentlemen, my hat’s off to you. The harbor is ours! Now
let’s give General Kyong a warm Idaho welcome!”
—Major Strickland
After both KPA
Optimal Path Helicopters
are downed, the
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle Major radios in
for you to meet
08A. Railing Against Kyong the VTOLS, which
have dropped off a
You acquired the U.S. Military Tank! couple of Tanks, at
the entrance to a
You encountered Major Strickland!
rail tunnel, which
is currently blocked. Simply move to the rail lines and either
press the green lock on the right of the gate, or Strength Jump
over the gate and Sprint to the tanks. While Psycho is given
other duties, you’re ordered to lead a Tank detachment toward
Kyong’s main base! Enter the Tank and begin your next mission!
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Onslaught
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A1
C1 A2
C3 C2 “Air support is on hold. Push ahead of
PRIMA Official Game Guide
A3
C4 Phase Line Alpha. Let’s go, let’s go,
B1 let’s go!”
B3 B2 —Major Strickland
C5 B4
C8 B8
C6
B9
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C9 C10 B7
C11 B6
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ADVISORY
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
You only need attack the Tanks that are
01A. Tanks on the Tracks directly in your path to the objective.
The other U.S. Military forces are dealing
ADVISORY with Tanks in the valley.
Walkthrough
Before you begin Tank combat, be sure you toggle Trundle southward, then follow the train track to the
between the different perspectives (1) to find southeast and look for another open field sloping down
a suitable viewpoint, especially for your two to your right, just before the train track turns to the south
A2 . A KPA Battle Tank is in the wooded glade; it usually
weapons: the main cannon, and the machine gun.
ignores you if you speed up and roar past it on the tracks.
Remember, you can elevate your cannon by
looking up with your mouse, but the cannon has Plan 02: Tank
limitations when pointing downward. Remember Takedown:
this when you’re attempting to line up an enemy If you have eagle
ONSLAUGHT
Tank below you. eyes, you can halt
Objective 01
Also remember that your Tank’s turret moves your Tank and aim
independently from the base tracks, meaning you the main turret at
can rumble forward while firing 360 degrees around the KPA Tank and
you. However, in combat, it is usually easier to destroy it with a
couple of well-
keep the turret facing forward in rough terrain, so
placed cannon
you don’t get stuck on a rock or larger tree.
shots. Beware of the return fire though: This can damage
Although you can’t drive the Tank at the same your machine and you’ll need it to reach the train station!
time, if you need extra pitch to your aiming, hop out
of the Tank and enter the roof turret. This machine
Plan 03: Tank
gun is excellent for strafing foes at the train
Takedown
station! On Foot: A slightly
All destructible trees can be driven over in a better plan is to
Tank without damaging the vehicle. Otherwise, this leave your Tank
vehicle is similar to an LTV, although it can’t be and Speed Sprint
Strength Punched if you flip it! southward, moving
into the woods
to the left of the
Plan 01.1: Keep enemy Tank.
on Tracking: Circle around and
Rumble out of the defeat it with three
tunnel as Strickland Missiles into its
yells his orders, sides. Then move to
and take care not the crates behind
to strike another the Tank to grab the
U.S. Tank moving following items:
up the tracks Frag Grenades,
with you. Almost Explosive Charges
immediately, you can roll right A1 and down the hill toward and FY71 ammo.
a large, open green valley that is peppered with clumps of
bushes and rocky hillocks. Only head this way if you crave
Plan 01.2: You
additional Tank combat.
should immediately
return to your
Tank and continue
POINTER around on the train
tracks in a roughly
As you can roam freely throughout this massive southerly direction
valley, there are limitless routes you can take. The and press on.
strategy shown is based on keeping your Tank as When the direction
changes slightly
undamaged as possible, and either moving directly
to southwest A3 , you notice one of the smaller KPA Tanks
toward the objective (01A and 01B) or tackling blocking the tracks ahead of you. Bring your cannon around
enemy Tanks expertly (01C). and blast the vehicle twice before it explodes. Be sure you
strike it before it launches too many retaliatory strikes into
your armor.
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Plan Now trundle toward
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04: the barricade, but
Light Tank turn west and bring
Takedown On the full force of
Foot: Or, you your cannon down
can park the on the enemy Tank
Tank just before before it does
you roll into the the same to you.
enemy Tank’s Alternatively, you
view and step out can accelerate and
into the thick undergrowth to the right, armed with either Boost (s) right, then left, around the barricade, and back
Missiles or an Explosive Charge. Speed Sprint up and tag the up to the tracks—the safest way onward.
Tank with your preferred weapon, then return and ride on.
POINTER ADVISORY
Just after you go past this KPA Light Tank, Strickland If you ignore the enemy Tank to the west, your
radios in with slightly updated objective information: team destroys it for you.
You should now begin to assault the train station
(Objective 02). Although the objective starts now, the
routes to the train station are shown in the remainder Plan 02: On-
of this section of the guide because you could be Foot Heroics:
anywhere in the valley when your orders are updated. Naturally, you can
leave your safe
but cumbersome
Optimal Path Tank and tackle this
area on foot, which
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
allows you to aim
three Missiles at
01B. Pushing On to the Train Station the Tank to the
west, either before or after you disappear into the wooded
Plan 01.1:
area just to the right of the promontory B3 . Immediately turn
Tackling the
left and climb the hill, but completely avoid the barbed wire,
Tank Barricade:
as there are mines underneath. Instead, maneuver around
Moments after
this trap and strike down the foes on the promontory with
you push through
your SMG.
the Light Tank, you
should see a series Another way to the promontory is to run or drive to the
of tank traps and continuation of the train tracks, then get out when the
sand crates blocking promontory hill descends to the grassy woodland to your
the train rails ahead right B4 . Get out, climb the path up to the top, and deal with
of you B1 . Immediately slow down, but do this while you’re foes there (ideally with a Missile to explode the barrels and
still protected by the trees on your right, as there’s a road to the take down all the foes).
west and an enemy Tank that’s ready to fire! There are items to grab once this area is secure, if you
need them: Precision Rifle, Explosive Charges, and FY71
Without heading
ammo.
into the barrier
area, train your
cannon on the LTV
and mow down ADVISORY
any foes on foot
with your Tank’s
machine guns, You can optionally leave the LTV intact
then fire a couple (although you’ll need to use rifle shots and
of cannon strikes approach on foot to defeat the foes inside without
up at the promontory to the southwest B2 that overlooks damaging the vehicle), and return to it if your Tank
PRIMA Official Game Guide
the barricade. Two KPA soldiers with Missile Launchers are is destroyed or rolls over before you reach the
up there, but not for long! Or, you can shoot the explosive train station.
barrels and any KPA with your Tank’s machine guns.
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railroadc track B4 where you can’t drive your Tank any farther.
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POINTER
ONSLAUGHT
in the tracks and station assault begins.
maneuver left,
Objective 01
onto the rocks,
grass, and trees by POINTER
the left perimeter
rock wall. Face
southwest, power through the palm tree, and roar over the You can also get out of your Tank and move into the
flat, but slightly jutting rocks. If you get stuck, reverse, and woods to your right, then begin Plan 05.
Boost forward again. You arrive on the upper rocks, on the
other side of the railroad track. From here, you can move to
the train station using one of three routes: Plan 04: Rail
Jumps: You
Plan 03: Route can also disembark
1: Along the from the Tank at
Left Upper Ledge: the hole in the
Drive or run along railroad track B4
the relatively wide and Strength Jump
upper grassy area, across the hole,
with rocks on either landing on the
side. The cliff on twisted rail sticking
your right leads out from the other side. Strength Jump again and land on the
down to the tracks. other side. You can now continue, but without a Tank.
Trundle in a south and southwest direction, avoiding the
trees you can’t bulldoze. Look for the gap to your right B5
and face west. This is a grassy slope down to the station WARNING
entrance. Be sure to point your cannon at the KPA Tank to the
northwest that is guarding this area. Demolish it before you
continue.
Watch out! Heading west down the hill road
presents you with multiple enemy Tanks in the
valley, so keep it slow and steady!
Plan 03:
Route 2:
Instead of trundling Plan 04:
down here in your Rumbling
Tank and using Right, Down the Hill:
the height of the If you decide to turn
slope you’re rolling right at the hole
down to defeat in the tracks B4 ,
the KPA Tank to the move slowly down
northwest, you can the hill and check
continue moving south until you run out of ground B6 . Then for a KPA Tank right
carefully slide your Tank down the cliff (without getting on the other side of
stuck on the tank traps or sand crates). Deliver a payload the valley. If Strickland’s team hasn’t blown it up yet, stop
at the KPA Tank, which is in a northerly direction from this and take care of it before you continue.
angle. You’re even closer to the train station if you slide
down at this point.
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emerge Waypoint B8 is c u - t r a
and swing destroyed, you can
to the optionally stay at
southwest, this location and
but not before stock up on goods
you aim at and (while watching
destroy another out for the Tanks
KPA Tank that’s across the valley
waiting to destroy and to the left that
you in the wooded area to your left B8 . This Tank can be fire on this location). Fight back with Missiles yourself, but it
highly damaging, so swing your turret and slay it as you is better to return fire from your Tank. When you’ve finished,
pass by, without slowing down, if you can. Or, you can edge grab as many Missile Launchers and Explosive Charges as
forward from the hill road and blast the Tank before you head you need.
out into the open.
Now turn south,
Now look to your then west, and run
right. The road to the beginning
to the north may of a pathway up
have another Tank through this
on it engaging rocky woodland
B9 . Bring out a fully
one of your Tanks.
Remove that one loaded Missile
so it doesn’t strike Launcher as you
you from behind, trek south, then
then look to the turn southwest
southwest: a third Tank may be here, at long range. Shoot it as you reach the
with two cannon strikes and back up to avoid getting struck edge of the outcrop
by its return fire. Now continue along the road heading south. overlooking the
train station and
a large buttress
wall guarded by
ADVISORY a Tank. Use the
Missile Launcher,
When you’ve finished Plan 04 and defeated all the then advance and
nearby Tanks except the one guarding the train engage foes at the train station.
station, now is a good time to roam the landscape,
finishing off any remaining KPA Tanks. This is purely Optional Path
optional.
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
WARNING
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to your right, then traveling up to the opposite
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ADVISORY the south C3 . Park at this location and look
southeast and east. You can see (and destroy) at
Attacking Tanks can sometimes be tricky because least three Tanks from here, including one that’s
of the devastating return fire they inflict. You can all the way on the valley’s other side.
help reduce the time it takes to defeat an enemy The next
Tank by lining up and firing your first shot, then cluster
Walkthrough
attempting one of the following plans, instead of of foes you
aiming your cannon again: can take care of
Keep moving and swivel your turret to shoot at (although this
the Tank as you pass by. The faster you go, the less is purely discre-
tionary) is in the
time the enemy has to hit you.
copse of trees to
Or, fire the first cannon shot, then get out of your
the southeast.
Tank and fire two quick Missiles from your Missile Blow up a light
Launcher into the Tank, destroying it before it Tank on the right side, then deal with a small, heavily
returns fire. armored four-man squad manning a machine gun nest near
a metal hut C3 . You can approach these foes from any
ONSLAUGHT
angle, on foot, or else fire from range inside your Tank. One
Objective 01
Down in
entertaining way is to head northeast and sneak up behind
the Valley:
them, then dispatching them from behind. Their stack
Make sure
includes: an FY71, Explosive Charges, and Rifle Grenades.
you’re ready for
some long-range Now move southward along the perimeter area; it is safer
cannon sniping than driving down into the valley.
and trundle down Turn southeast
the road to the again and look
southwest, driving over the last
on either side part of this
when the road splits and rejoins, then take the left path valley before the
when the road forks C1 . You should be able to engage at boundary leads
least two enemy Tanks to the south from this position. you to the train
station, which
To your right is you can see to the
a U.S. military southeast, in the
promontory far distance. In front of you is a KPA Tank, so deal with it
C2 with a static immediately.
Tank and a series Now look east
of sand crates and you notice
pointing to the an area of trees
southwest. These C4 . On the other
provide covering side, as the valley
fire as you slopes downward
advance. There’s little reason to head here unless you slightly, is
require some of Explosive Charges. another KPA Tank,
which is currently
unaware of
ADVISORY your location. Either drive through the grass to the right,
swivel the turret and blast the Tank, or get out and clamp
a Charge on it or fire Missiles at it from behind inside
There are multiple roads through this valley, but
the wooded area. You’ll find the usual items nearby, at
the safest plan to negotiate this terrain is detailed the edge of the woods, including Missile Launchers and
next. You can try any other route you wish, but be Explosive Charges.
aware of the possibility of enemy Tanks in every You can now optionally wait behind the sand crates and
direction. unload Missile Launchers on any remaining foes across the
valley.
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You can Disembark from
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Objective 02. Secure the Train Station
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Walkthrough
B4
B5 POINTER
ONSLAUGHT
If you’re approaching from the grassy
Objective 02
slope down to the train station B5 , use
these tactics, too.
WARNING
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Pick up more Explosive Charges and FY71 ammo at the sand
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down from
your Tank,
then jump Double-check
onto the roof that no more foes
to the machine are hiding behind
gun turret. Lay grassy clumps
waste to the foes so you won’t
scrambling about get attacked
the hillside path from behind, and
and rocks to your right. Check your map for the locations of remember to differ-
the final foes, while the VTOL lands. After the landing, your entiate between
objective is complete (as long as the entire area is devoid of foes and friendly
KPA and both train carriages are destroyed. forces that are arriving to assist you. Now you can continue
Plan 01, or maneuver west, then southwest, and scale the
Optional Path hillside promontory from Waypoint B2 to attack the Train
Station from the side (Plan 03 onward).
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
Push on directly
02B. No Tanks, I’m On Foot southwest, along
Plan 01. the railroad tracks,
The Direct using a mixture
Approach, On Foot: of Strength
Moving in from the Jumps and Speed
same location A1 , Sprinting to reach
but without a Tank a scattering of
(either because tank traps on the
you ditched it or left, just before
it exploded before the sand crates. Or, you can move up the dirt road and lob a
you reached here), Smoke Grenade forward to mask your progress. Hostiles are
you should stay with the rocky gulley to your right. Aim running around the single shack building, and some may be
with your Missile Launcher at the sniper tower atop the up to the right on the promontory path.
promontory to the southwest. Bring the whole structure
down, killing the sniper inside.
Edge forward,
Or, you can seek cover behind the sand crates ahead and
using any
right B1 , and blast the sniper with your own rifle fire.
available cover
such as the sand
crates, station
platform, and
WARNING even the base
of the container
Don’t fire on the Tank near the metal hut as you carriages, and
secure this area; you can drive it for much of the begin to rain rifle
rest of this mission! fire down on the foes to the west, around the building.
Remember you can skirt around or over the building to
frighten, then defeat any foes in this area. Use Missiles
Immediately turn with glee; there’s a plentiful supply, but don’t fire them so
to the west and they explode too close to your own location!
duck behind the
sand crates as
the gulley opens ADVISORY
up. Sidestep to
avoid the enemy
Tank’s weaponry Apart from using Smoke or other Grenades to
if it is trained on scatter foes, you can also pick up a barrel or
PRIMA Official Game Guide
you, and launch ammo box and use it as a shield as you charge
three Missiles into the vehicle. After it explodes, ignore any the enemies. Throw it into a foe to take him down
gunfire from the train station, and instead completely clear as you reach cover that is farther into the train
the rocky buttress area (to the west) of foes. Try some of
station.
the following:
Speed Sprint and use the burning Tank as cover (when it
becomes safe to stand by it).
Lob Grenades to scatter the Special and Recon Forces in
the area, and cut down stragglers one at a time.
Use Missiles and blast the area, causing splash damage
that drops multiple foes at once.
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oil heater by the spend c u -tr a c k
ONSLAUGHT
1: If you took a
shack, you can pick through the debris to discover the drive around the
Objective 02
following items: Shotguns, Rifle Grenades, Smoke Grenades, western perimeter
Frag Grenades, FY71s and ammo, Missile Launchers, Explosive of this valley and
Charges, and Pistols. found the rocky
Now, it is a simple forest trails, you’ll
matter of waiting end up in one
for the VTOL to of two areas. The first is west of the KPA Tank and rocky
land, and checking buttress. If you’re moving eastward from here C10 , stand
for one or two on a rock near the stone cliff side and shoot the Tank with
remaining KPA that Missiles.
are holed up along
the hill path or Next, advance
milling around the forward (optionally
train station. When using Cloak),
the VTOL lands, your objective is cleared. Move to the KPA toward the large
Tank near the small metal hut and get inside it. tree B3 for cover,
then circle-strafe
around the KPA
POINTER foot soldiers,
dropping them
with Grenades and
Your objective is complete, and you must now
gunfire. After all in the vicinity of the smoldering Tank are
press on to defeat a KPA Tank team roaming the defeated, attempt one of two plans:
next section of valley to the south. Grab a Tank, and
You can continue into the train station on foot
get rolling! (see Path 02B).
Or, you can turn right and head southwest up the gulley to
Waypoint B2 . Be sure you move around or Strength Jump
Plan 02. Cliff
over the barbed wire, or the mines below explode. Now
Perimeter
attempt Plan 04.
Sniping: If you’ve
taken the upper
perimeter route Plan 04.
from the gap in Approaching
the railroad and up the Promontory
traveled all the 2: If you are
way to the end of approaching from
the grassy area, the gulley path
and to Waypoint B6 overlooking the train station, bring out heading eastward
your favorite rifle or Missile Launcher, and use the foliage C11 , move to the
as cover. From this cliff side you can easily aim at the Tank boulders on the
(which is southwest from this position). right side as you
reach the promontory pathway B4 . This affords you some
cover as you mow down a group of KPA (usually Recon
soldiers) in this immediate area.
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B1 A1
PRIMA Official Game Guide
A2
A5 A4
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Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
ONSLAUGHT
Objective 03
Or, you can demolish them with a Missile.
ADVISORY Or, you can lob in a Grenade and mop them up as they
scatter.
Empty your current Missile Launcher if it isn’t full and Or, try grabbing one of the objects around the plantation
grab a new one before you depart. You’ll need all shack, and crushing them with it, such as:
your Missiles for the combat to come! Barrels
In addition, have Speed and your Missile Launcher Ammo crates
armed as you enter your vehicle, so you can Sprint Green trash bins
quickly with your favorite weapon once you exit.
Yellow trash can
Pot of earth
Rice bags
POINTER Coconut bags
Ice cream freezer
The main tactics here require you to push farther
Tires
into the second valley until Objectives 04 and 05
begin. You may hear Objective 05 being issued by Table saw
Major Strickland first, but 04 is usually a secondary You’ll also find the following items inside this small
objective. compound: Explosive Charges, Frag Grenades, Smoke
Grenades, and a Pistol.
Plan 01.1 Don’t forget to grab a Missile Launcher from the body
Taking a of one of the fallen KPA soldiers.
Vehicle: Route 1:
Drive your vehicle The plantation
(either the Tank or shack contains two
LTV) past the train vehicles, both of
engine, then follow which can be very
the dirt road to useful in the push
the left (south; southward. There
A1 ), around a rocky is a Pickup Truck
outcrop of trees and boulders, and into the next valley. A in the garage and
massive earthquake threatens to rip the island apart! a KPA Tank parked
at the edge of the
Ignore the rumbling, shack grounds. If your current vehicle is heavily damaged,
and stay to the left choose one of these. You should now receive orders to carry
when the out both Objectives 04 and 05. Now head west or east to
road splits in two deal with one of the Tanks, or leap on top of the shack or
A2 . Stay to the left
garage roof and aim at another Battle Tank in the middle of
of a flat grassy this valley (Path 04A).
plateau. When
the dirt road turns
right A3 around the
plateau, get out (if
you’re in the LTV), or aim your cannon forward and up. A KPA
Helicopter is taking off from behind the banana trees near a
central plantation shack area. Blast it out of the sky before it
becomes airborne!
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02: POINTER
Defeat the
KPA Tank
(West): Ideally, In addition, watch out for a roving LTV with a
you’d do this couple of foes inside. A simple, single strike from
after securing your Tank, or any of the previously described
the plantation LTV takedown tactics work for eliminating this
shack. Trundle vehicle. Don’t worry if you don’t encounter it. Just
toward this enemy press onward!
onto the grass outside the plantation A4 and let rip with
your main cannon, keeping your speed up because one
return strike can cripple your Tank. Blast it until it explodes.
After this destruction, trundle forward in a roughly southerly WARNING
route toward the enemy Tank in the middle of the valley and
engage it in combat. This occurs during Path 04A.
Apply these techniques to all the Tanks you
encounter for the remainder of this mission, unless
otherwise stated.
WARNING
After this destruction, trundle on in a roughly southwest Head toward the banana plantation shack (especially if
route toward the enemy Tank in the middle of the valley and you require a Tank).
engage it in combat. This occurs during Path 04A. Or, continue southward into the middle of the valley and
begin Objective 04.
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Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
ONSLAUGHT
attempting to Western
Objective 04
defeat. Circle- Perimeter Drive:
strafe around it, Another option
using Speed if when you’re
there aren’t many racing along the
foes, or seeking train tracks is to
cover if there are. ignore the Tank
After three strikes, near B1 and press
all Tanks explode. forward. You soon
AA batteries only clear its range, but beware of the Tank if you decide to
need one Missile return here! Objectives 04 and 05 now begin.
to destroy them.
If you don’t have
Missiles, clamp ADVISORY
an Explosive Charge on them instead. If you have neither
Charges nor Missiles, find some! Then return to your vehicle
and continue. Although this isn’t ever a wise plan, there may
be some situations that call for you to improvise,
such as standing on an enemy Tank and riding
on top of it while firing at other Tanks: They don’t
fire back, but you don’t have any control of where
you’re going!
C4
C1 C5
C2
C3
D6 C6
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one near the large boulder nearest to you that you should
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With the Tank Continue your run until you reach a small
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defeated, you can out and southwest, you can see an LTV and a
drive southeast blockade of tank traps. Don’t venture down here;
and engage both you would face problems with a group of foes
Tanks while guarding this blockade B8 . Instead, follow the
watching out for small dirt path to the southeast over a small hump
Missile fire from and past a fallen tree on your right.
the east. It is You can’t get a clear shot of the AA battery to your Walkthrough
better to exit your west, so make a decision: Attack the KPA infantry guarding
vehicle while it is still in cover and run to the sand crates the tank trap, or continue along the perimeter heading
at the edge of this thicket B2 . Take any of the following: southeast.
Explosive Charges and FY71 ammo.
Now aim a Missile at the Tanks southeast of you in the Attacking the
center of this valley. If you’re coming under heavy fire, Guards: Maneuver
switch to Armor and back into the trees. Then take out a down the path
scoped rifle and down the heavily armored force hiding in and lob a Smoke
the next large thicket to the east-southeast. (An accurate Grenade to hinder
shot into the explosive barrel helps immensely.) You can your attackers,
ONSLAUGHT
try to destroy all of these enemies in your Tank, but you then destroy them
Objective 04
may be overwhelmed. Now drive onward! with Missiles,
Grenades, or your
favorite rifle. You
can then easily look southwest and aim at the AA battery
You should now
from this distance and destroy it. Then ransack the goods
try one of the
behind the sand crates at the blockade: Gather Explosive
following options:
Charges and Smoke Grenades.
Drive your Tank
There is also an LTV to make use of when you attack the
almost directly
second KPA AA battery.
southeast past
the thicket on your Heading southeast:
left, then turn your If you wish
turret eastward (at to ignore this
B3 ). Blast the first combat, head
AA battery, then choose one of the plans for destroying the southeast along
second AA battery. the wooded
Or, get out of your vehicle at the next thicket B4 , where you perimeter, and
took down the KPA Special Forces crew, and venture into the stay on the
thicket heading southeast. Emerge beside the AA battery and very edge of the
destroy it with an Explosive Charge or Missile. Both can be perimeter wall.
found near the sand crates on an ammo box pallet. After a good five to ten seconds of walking, look right
B9 and locate the AA battery through the trees. Launch a
Plan 02. Missile from here. You can now stay at this perimeter and
Reaching continue all the way to AA battery 02 if you wish.
the First AA Battery
(Along the Eastern
Flank): This is an
interesting route
POINTER
to take if you don’t
have a vehicle, Naturally, you can attack the blockade guards
or are using the using a Tank, and from any other direction, but this
Pickup and/or you route offers the best protection and the element of
don’t want to engage the majority of the Tanks in the main surprise.
valley. From the banana plantation A1 , maneuver eastward.
You pass a brown earth promontory B5 where some of your
troops may have reached. Keep going east!
Optimal Path
You arrive at an
area of woodland
at the base of the Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
valley perimeter.
This is a good 04C. Destroying AA Batteries 02 and 03
spot from which
to aim at the KPA ADVISORY
Helicopter and
any Tanks, but
with only three Attempt this route no matter which path you chose
Missiles, you may wish to save your ammo. Turn southeast to finish the first AA battery. This route allows you to
from this stretch of woodland B6 and run into the trees. complete Objectives 04 and 05 with ease.
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Lob Smoke Grenades as you close in, Speed Sprint wand
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Range
Missiles: away from his perch, and use this structure to rain
From the Grenades and rifle fire down on foes.
brown earth Or, you could back off to extreme range and snipe from
promontory any of the thickets en route to this point.
A4 , continue
Or, you could Cloak and head southwest to the rock wall,
your journey along
turn northwest, and climb onto the narrow ledge the
the railroad toward
sniper is waiting on. Dispatch him now, or before you
a sniper tower and
make the climb, then rain down Grenades and rifle fire.
chokepoint C1 , where a group of Special Forces and snipers
are waiting. A number of methods can be used to secure Or, try heading east to the upper sniper tower C6 and
this location: snipe both foes, or climb and defeat the foes at close
quarters. Then turn to face west and snipe all the foes
Plan 01. Tank from this vantage point, after clearing the two palm
Cannon Carnage: trees blocking your view.
The first one to
There is a stash of Explosive Charges to collect from
try is to launch
this barricade.
cannon fire at
the foes on the Now continue
tracks, then up at in your Tank,
the sniper tower, vehicle, or on
and swing right to foot to the LTV.
catch the sniper Any KPA menace
standing on the rock ledge. Continue to destroy a second overlooking the
sniper tower C2 that overlooks a lake to the east. Squeeze river is dangerous
your Tank through the concrete barriers toward a parked LTV. if you leave it
This is empty, so don’t destroy it. intact. Look due
When no signs of life move past the barrier, continue east through your
along the rail tracks. Ignore the road to your right, and sniper scope and pick off any foes you can find.
travel behind a rocky hill, or down and left, to the shore of
Now head
the lake. Stop at the LTV C3 .
southeast along
the railroad until
Plan 02. Turret
you spot the next
Takedowns: Park
AA battery. It is a
your Tank within
simple matter of
turret range, but not
blasting it with a
too close. After any
Missile or attaching
foes with Missile
an Explosive Charge
Launchers have
and standing
been defeated,
outside the blast radius.
step out of your
Tank, hop onto Pass the burning
the turret roof, and lay waste using the turret. This makes wreckage of the
taking down the four snipers much easier. There is a sniper AA battery and
on the rock ledge up and right of you. Another is on the continue along
tower to your left. Two more snipers are on the tower ahead, the railroad for a
overlooking the lake. Defeat everyone using the turret, then second or two,
continue along in the Tank to the LTV. then slow down
and look to the
Plan 03. Pedestrian northeast. Across
Punishment: You the sunlit lake, to
can pull your the right of the small island in the middle of the lake, on
vehicle into the the opposite shore, is the last AA battery. Use a Missile or
grassy slope on the cannon fire to destroy it without having to approach the
left C4 and hide the enemies in this area!
PRIMA Official Game Guide
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WARNING
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
You cannot lock onto a target with the
04D. Destroying AA Batteries 02 and 03 Missile Launcher. Therefore, zoom in to
locate the enemy tank or battery, keep
(Vantage Points) your laser dot on the target, then zoom out.
Walkthrough
Adjust the trajectory up slightly and hold
ADVISORY your aim steady as you fire. Keep your
reticle squarely on the target until impact.
ONSLAUGHT
The destruction of the second and third AA follow the grass up to the cliff’s spine. You can now
Objective 04
batteries. mount an assault on the upper sniper tower on foot, and
The destruction of the upper sniper tower attack the barrier by the railroad (near C5 ), or else find a
overlooking the lake. vantage point offering views of all the targets you wish to
The targeting of the munitions dump (Objective destroy D5 .
05: Part 2; although only one place allows
you to paint the target). Plan 03:
Into the
Lake Gulley: Your
mission doesn’t
need to involve
POINTER rock climbing: You
can move to the
gulley between
If you are in the valley or near the blockade of the two cliffs
tank traps to the east after destroying the first AA D3 and bring out
battery, you can try the following hiking options: your preferred weapon. Drop two heavily armored guards
along the pathway that leads to a lakeside jetty and a
Speedboat.
Hike 01. Up From this location, you can travel anywhere on the lake,
the Curved but there are Speedboats to the southeast at a mooring
Lake Cliffs: If you at the base of the munitions dump settlement D6 , and to
move southeast the east-northeast by the AA battery on a shallow rock
from the remains outcrop D7 .
of the first AA
battery, you can
use Strength
Jumps to bound POINTER
up the rocky cliff
in front of you D1 . This takes you all the way to the “spine” You only need to use the Speedboat to reach
of the cliff. Spend a few minutes finding a great spot from
the southern side of the lake, unless you’re out
which to fire your Missiles D2 and then let rip!
of Missiles and want to destroy the eastern AA
You can also slide down this cliff side to the lake, the
battery at close quarters.
cluster of KPA blocking the dirt road to the village, or
anywhere else you wish to explore.
You acquired the Speedboat!
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don’t have Explosive Charge
a Missile onto the body of
Launcher to the AA battery
destroy the AA
and destroy it.
battery by the
The following
lake and the one
by the railroad items can be
up and to your grabbed, either
right, you should during the battle
begin an infiltration of the second blockade D8 . Use the or after the area is secure: Explosive Charges, Pistol
Speedboat to reach the blockade jetty and rush eastward, ammo, and Smoke Grenades.
leaping onto the outcrop and hiding by the small vertical
rock atop it. Plan 04:
Speedboat
You should now Hut Hunt: If you’re
engage the approaching from
enemies from the railroad and
the partial cover want to maneuver
the vertical rock into close combat
slab gives you. By on the lake’s
now, you should eastern side, you
be utilizing the can try driving or
“double Grenade” running to the Speedboat shack to the south, which offers
technique of a Pickup to drive up into the dump area (Objective 05), or a
throwing one Grenade behind a group of foes, then one in Speedboat to pilot across the lake.
front so they’re stuck between both explosions. Cut down
the remaining foes with your rifle fire. Plan 05:
South of the
Blockade: There are
ADVISORY two other main
plans to try when
attacking the
You can always move atop the cliff overlooking squad of enemies
this blockade (near D2 ) and snipe from cover, near the AA battery
height, and range. on the lake side.
First, you need to
maneuver around the cliff, along the dirt road D9 , heading
Continue battling south from the first blockade B8 . When you can see the
toward an LTV, as ditch in the road, try one of the following plans:
Recon teams tend Drive a Tank along here, blasting foes with your cannon
to be lurking in and attached machine gun. Drive over the ditch and shoot
the undergrowth the AA battery before finishing stragglers with the turret
around these machine gun you exit the vehicle to reach.
parts. Resist the Or, you can use the boulders and side of the cliff, Cloaking
temptation to and then lobbing Smoke and Frag Grenades into the quartet
destroy the LTV, of foes just beyond the ditch. Then methodically dispatch
but carve up the the rest of the foes with weapon fire or your Missile
enemies using the techniques you perfected in previous Launcher while using the rocky sides as cover.
missions. For example, use the sand crates as cover and
Or, you can peel off eastward into the perimeter woods
optionally Cloak if the combat is taking its toll on your
to your left, southeast of Waypoint D9 , and hide in this area
health.
before beginning Plan 05.
Plan 06:
Sneak
Sliding Away: An
PRIMA Official Game Guide
excellent method
of defeating the
lakeside blockade
is to continue
heading along the
eastern perimeter
in the woods from
Waypoint B9 , where you shot the first AA battery. Continue
moving while Cloaked, if you wish, until you reach the
edge of the ditch D10 . Then attack the four foes from the
side.
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You can utilize the cover this woodland affords you, staying
between the trees or pushing forward into the open, depending
on how the enemies react to you. Smoke and Frag Grenades are
excellent here. When you’ve destroyed any Recon soldiers south
of the sand crates, take a moment to shoot the final AA battery and
the sniper tower across the lake.
Walkthrough
ONSLAUGHT
Objective 05
C7
Move to this
ADVISORY location, ideally
after you destroy
the barrier enemies
Although you are given Objective 05: Part 1 first (before on the railroad
Objective 04, in fact), if you followed the plans during nearby. Then look
Objective 04, you receive an additional Objective (05: east-southeast
Part 2), to target the munitions dump for an Air Strike, toward the depot,
now that all AA batteries are destroyed. bring out your
Binoculars when
prompted, and press M1. A duo of fighter jets bombards the
area with explosives, completely destroying these enemy
Optimal Path Tanks! You can now immediately begin Objectives 06 and 07.
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
POINTER
05A. Calling in the Air Strike Immediately
There is only You can destroy the sniper tower, as you only need to
one place be standing on the cliff promontory overlooking the
where you can call lake, not atop the tower itself. (Although the strike
in the Air Strike can be ordered from the tower, too.)
and complete Part
2 of this objective
first (which is
preferred). Make
sure that all the
AA batteries are
destroyed. Then check your Binoculars. You see another
target has appeared, as well as the munitions dump. It is
the upper sniper tower C2 .
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POINTER a Rampage: If
you don’t have a
vehicle in which to
The remainder of this section details the advance through
various ways you can assault the munitions the settlement and
dump settlement, and destroy the depot thereby attract
without resorting to Air Strikes. Choose these all manner of KPA
options if you didn’t defeat all the AA batteries, small arms fire,
or you wish more close, house-to-house stop and plan a more subtle approach to this building-to-
combat. You can also attempt everything building combat. Remember to utilize any and all tactics from
except destroying the depot if you finish Path your previous experience of tackling the village mission. The
05A, too. following represents a good plan for clearing all foes from
this area, beginning at the machine gun nest B1 .
Turn to face a
northeasterly
Optional Path direction, and
ready two rifles:
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle one with a Sniper
Scope, and one
05B. Securing the Munitions Dump Settlement with your Iron
Sight or Reflex
(from the West Railroad) Scope. Hop over
Plan 01: Driving the sand crates
to Destruction: and rush over the vegetable patch to the first building B3 .
If you still have Bring out your Binoculars if you’re not taking fire and check
a Tank or an LTV, for foes. Use the metal fencing as cover, but stay away
drive it along the from the oil boiler to your left.
railroad toward the
outskirts of the
settlement WARNING
B1 , where a
machine gunner
sits by his nest. Tag him and drive around to the right,
You may run out of rifle ammunition during this part
avoiding all the sand crates. of the Mission. React with one of the following
plans:
There are about 16 Pick up ammo from every soldier you slay.
heavily armored Locate the KPA trailer and stock up, whether you’re
KPA foes in this under fire or not.
eight-building
Find one of the parked LTV and use the turret on top
settlement, as
of it.
well as the Tank to
the northeast, near Retreat, and ignore this area.
the waterfall. You
can try one of the
following plans if Stay in this area
you want to continue driving into this settlement: and fire three
Make a sharp left turn after the first shack B2 , and locate Missiles into
the Tank ahead of you. Blast it with your cannon, if you’re in the Tank if you
the Tank. haven’t destroyed
If not, steer right instead, away from the Tank, and ignore it already. This
the gunfire as it pings off your LTV’s armor. Drive north- is a reasonably
eastward, to the munitions dump to set it ablaze manually. safe place to
Or, you can park your LTV, and roam the area on foot. try this out, as
you aren’t likely
PRIMA Official Game Guide
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ONSLAUGHT
sand crates as Strength Punching the larger objects into enemies, such
Objective 05
cover, and assault as the generator trailer.
the machine gun Cutting palm trees down to use as cover.
nest and white Lobbing explosive barrels at foes, using their bullets to
shack on the catch the barrel on fire.
other side. Under
Using a variety of new objects, such as the potted ferns,
the metal wood storage structure B6 , you’ll find a Missile
as armor and lobbing them at foes.
Launcher. Now turn southward, and head along the dirt
road to the left of the building. Drop the Recon unit roaming Throwing foes off into the river or waterfall, or into
around here. buildings.
Seeing how many chickens you can slay with a Missile
strike or planted Charge.
ADVISORY Hiding in the orange refuse containers, and sniping from
them.
Leaping from rooftop to rooftop in a Strength-induced
Remember that Grenades are helpful in flushing frenzy.
foes out from hiding places, covering your tracks,
Using your available Grenades (Smoke, Frag, and
or attracting attention in a different part of the Flashbang) to defeat all foes.
settlement.
Optional Path
ADVISORY
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
If you need to know where the munitions dump is 05C. Securing the Munitions Dump Settlement
located, look for the large radio mast.
(Other Routes)
Head through the
trio of shacks POINTER
near the tomato
plantation B7 and
continue moving Use these routes if you’re heading up the east side
roughly south or of the valley, near the lakeside blockade, and don’t
southeast toward wish to target the Air Strike. Use one of the parked
the munitions LTVs near the AA battery to journey up the hill. If one
dump. The Tanks isn’t available, simply run up the road.
aren’t active, but
there are still some KPA soldiers running about, especially Plan 01: Drive and Dive: Maneuver up the dirt road as
in the trees near the parked LTV to the southwest. Either it winds toward a bridge that is completely blocked
defeat all the soldiers or destroy the munitions dump and with tank traps. Don’t reveal your location by driving too
flee; either is satisfactory. close to this area C1 . Instead, stop before the crest of the
hill and slink into the woods, heading southwest.
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the river
near the Promontory: As
waterfall, you leave the
under the lake area via the
bridge. From road and start to
here, you try the head east, look
following: at the sloping
Cross the river grassy area to
and Strength Jump your left C5 . This
up to the sand crates C2 , beginning a slow but steady infil- is actually a great area to maneuver through armed with
tration of the settlement. Be sure you blast the Tank to the a rifle.
southwest with three Missiles, or Cloak and clamp a Charge
Continue up
onto it before you continue.
this grassy
Or, stay under and around the bridge, lobbing Grenades up embankment,
and into the fortifications, before waiting for foes to come keeping the dirt
to you. road to your right,
Or, remain at the north side of the bridge, using the tank until you reach a
traps as partial cover, and snipe foes you can see. Lob more promontory with
Grenades in, then use Smoke Grenades and cross the bridge two KPA troops
using Strength Jumps. waiting for you
Now begin a thorough defeat of the KPA forces throughout C6 . Drop them
this settlement on foot. both immediately, then secure the area. Additional Recon
enemies may be maneuvering in this zone.
Plan 02: Drive
and Head
This promontory
Upstream: Drive
offers exceptional
or run up to the
views. In fact,
bridge C1 , but
you can target the
instead of peeling
sniper tower, both
off to the right,
AA batteries, and
head left into the
(more importantly)
river, then drive
the munitions
or run upstream.
dump from here.
You encounter little resistance this way, and you find
Launch a Missile,
a couple of choice spots from which to infiltrate the
or even snipe one of the fuel tanks at the back of the
settlement.
depot, and destroy it from this extreme range!
The first is
around the bend
in the river to
ADVISORY
the southwest
C3 . Locate the If the objective isn’t awarded, it is because a Tank
mud-colored bank hasn’t blown up. Shoot another Missile into the
and either drive depot to finish the job.
or dash up. You’re
near a trio of
shacks adjacent
to the tomato plantation. You can quickly head left, and You can now
reach the munitions dump easily. maneuver
anywhere you
Or, you can head wish, avoiding
farther upstream the settlement
(but don’t reach completely, or
the waterfall as heading toward
that is too far). it via the bridge.
PRIMA Official Game Guide
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Plan 04:
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Approaching ADVISORY
from the South:
This is another
excellent place for If you approach from the lake, try shooting
demolishing the the Tank from the boat mooring. Look up
munitions dump and east at the cliff and fire Missiles.
without getting
your hands dirty Walkthrough
with building-to-
building, on foot combat. Drive (ideally a Tank) eastward Optimal Path
along the railroad, passing the shack and KPA trailer.
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
As you reach the
final KPA barricade
(Objective 07), turn
05D. Destroying the Shack,
and look south Ransacking the KPA Trailer
C8 . The depot is
Destroying
right in front of you
the Munitions
ONSLAUGHT
and it has limited
Dump: Without an
defenses. Trundle
Objective 05
Air Strike, try one of
over and blast
the following plans
away, or destroy
to blow up the
the depot on foot, then run around the back to the shack for
munitions dump at
cover.
the eastern edge of
this settlement:
Plan 05:
Heading
Fire a cannon or turret machine gun round at the fuel tanks
up from the Lake
or explosive barrels.
Shack: If you’re
approaching this Fire any weapon at the fuel tanks or explosive barrels.
settlement from Fire three Missiles at one of the Tanks.
the southeast side
Attach an Explosive Charge to one of the Tanks, fuel tanks,
of the lake, take
or barrels.
the Pickup Truck
C9 or move south- Throw an explosive barrel into the cluster of explosive
eastward, then east, on foot. This leads you into the edge barrels.
of the settlement and a machine gun nest C9 . Expect heavy Lob a Grenade into the cluster of explosive barrels.
resistance from foes and the Tank. It is safest to run right,
to the first building by the vegetable patch, and begin Path
05B: Plan 02. POINTER
Ransacking
the KPA
Trailer: Whether
you’ve destroyed
the munitions dump
or not, the KPA
trailer D1 on the
north side of the
settlement near the
rail tracks is your
safest source for items. Grab your weapon of choice here:
Shotgun, FY71, or SMG. By risking enemy fire, you can also
pillage more items from the crates in the center of the village,
including FY71 and ammo, SMG and ammo, Explosive Charges,
Rifle Grenades, Frag Grenades, Smoke Grenades, Flashbangs,
Precision Rifle and ammo, and Shotgun and ammo.
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A1 A1
A3 A2
ADVISORY ADVISORY
With the fuel tank destroyed, and (ideally) all Whether you defeated the ground troops in the village
the settlement enemies defeated, you have two or not, after the munitions dump is blown up, the Gauss
additional tasks to complete before you can push on Rifle is delivered. This means you can use the Gauss
to the mine. Rifle on the foes and Tank in the settlement. However,
it is wiser to keep a full complement of ammo for this
weapon for the next mission: Awakening.
Optimal Path
You acquired the Gauss Rifle!
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
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If you’re approaching on foot, venture toward the barricade
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from
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Speed Sprint or
Cloak and reach
the concrete
barrier on either
side of the railroad
gulley A2 and use Walkthrough
it as cover. Lob
Smoke Grenades
as you approach
and offer up Frag
Grenades to get the remainder of the six-man team out in
the open. Then step around the barricades and finish them
with rifle fire.
Or, you can use your Gauss Rifle from range.
Or, you can fire Missiles at them from range.
ONSLAUGHT
Or, you can Strength Jump around the area, raining rifle
death from above.
Objective 07
Plan 03: Coming in from the Eastern Rock Gulley: You can
Be sure you’ve taken down everyone (including the foe even make a daring approach from the gulley above
behind the stack of sand crates at the back of the barricade) the foes, although this takes some planning! Drive your LTV
before you continue. around to the rear of the forested area behind the munitions
dump. Then accelerate toward a sloping area of rock wall
Plan 02: Coming A4 and drive up it. Leap out before the vehicle falls, land
in from the on top of the gulley, and work your way around and behind
Western Woods: the barricade. You can now attack them without them
Prior to reaching benefiting from cover, or ignore them completely and exit
the barricade, you to the mine.
can drive or dive
right into the small Once you’ve
wooded area. delivered the final
Sneak around the blow to the last
perimeter rock soldier, check your
wall so you’re viewing the barricade from the side A3 . Then ammunition levels
attack with your favorite weapons. Grenades work well (especially if you
here. used the Gauss
Rifle). Take any
additional ammo
you need. Then
charge down the railroad until you reach a massive fissure
in the road. Your companions are stalled here, while you
continue on toward the mine.
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Stage 06: Awakening
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Objective 01. Proceed to the Landing Zone next to the Crusher Building
“That air support I promised you is on
hold until we can secure a safe landing
A1
C1 zone.”
PRIMA Official Game Guide
—Major Strickland
A2 A B1 H
C2
C
B
E G POINTER
F
D
A3 A5 The routes to the LZ over at the crusher building
C3 A6
are varied, but there are two main paths to take:
negotiating a mining compound (Part 1), or moving
C4 along a railroad track to your west (Part 2). The
A4
railroad route is quicker and less dangerous.
However, the mining compound offers much more
ammunition and takedown opportunities.
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Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
AWAKENING
Scope, drop the sniper tower foe with a single shot. Crouch skirt another long
Objective 01
and use Strength if you don’t trust your aim. perimeter fence
(remember you
After the sniper can leap over the
goes down, Cloak fence into the base
and cross the at any point along
dirt road heading this run). When you
toward the large reach the end of the fence A5 , you can peel off to the right
tree in the woods and ignore the compound, but a better plan is to try one or
to your right and more of the following:
drop to the ground
(Z) behind it to Cloak, and enter
recharge. Two KPA the compound via
Helicopters head northward away from your location. Ignore the main road exit
them; don’t engage them with Missiles! Now Cloak again. you’re right next
to, moving west,
and using the
Head southwest pallets and truck
through the to hide behind.
woods (Cloaking You can Cloak or
is optional, as Speed Sprint into
there are no foes the depot (Building D on this guide map) and begin a counter-
that can see you). clockwise or clockwise securing of the base.
Pass to the right
of the barbed wire
Or, you can move
fence and move
eastward, toward
to the corner of
the dirt road and
the compound A2 . There’s a gap in the metal fence here,
gigantic mine work
allowing you access into the settlement. Sneak in using
pits, looking for a
Cloak so as not to raise alarm until you need to. You can
parked KPA Tank.
now begin Optimal Path B : Counterclockwise Securing.
Stop in cover
A6 . This vehicle
may be here or may
Or, you can run be patrolling inside
along the right the compound if you weren’t quiet enough and the alarm
perimeter fence was sounded. It is a simple matter of shooting two Gauss
all the way to the Rifle rounds, two Missiles, or Cloaking and clamping on
opposite corner some Explosive Charges to destroy it before it even moves!
A3 . This allows
you to ignore the
enemies inside the
compound entirely
(although some
head in from the dirt road when you reach the LZ), as well as
the foes on your right, on the railroad. From here, you can
continue southward, turn left (east), or right (west).
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Plan 02.2. Leaping In: From the left side of the gate
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Plan
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01.4:
Heading some foes, and then head east to seek refuge in Building E.
West: Or, You can now start a rather intensive clockwise securing of
you can peel this facility, as many foes have now spotted you.
off from the Plan 02.3.
compound area Gunfire at
entirely and the Gate: Or, you
head through the can choose to fire
undergrowth to the on the incoming
middle of the railroad to begin taking down the patrolling foes (and those
guards. This isn’t quite as cunning as approaching from the milling about the
north and heading south down the tracks, but you reach the base) from the
LZ faster. relative safety of
the gate. You know
Optional Path you won’t be attacked from behind if you stay here and
shoot foes heading to the Transport Truck. After around six
or eight kills, enter the base and begin counterclockwise or
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
clockwise securing of each building.
WARNING Paths 02A, 02B, and 02C all involve entering this
compound, which isn’t strictly necessary for
The minefield to the left is highly dangerous and mission completion. However, Path A is the safest
PRIMA Official Game Guide
you’ll be blown up if you leap into this area. route to take throughout the compound. Also, for
Stay away! Grenade lobbing activates some of this walkthrough, all the main compound structures
the mines, but there are quicker ways into this have been assigned letters, but these don’t appear
compound. in-game; they appear only on this guide’s map.
ADVISORY
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Objective 02. Infiltrate Office and Retrieve Intelligence Data
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D1
A
C1 B21 H B19
B1 B2
B4 B B20 B17 B16 “Fine job, son! We’ve got firm Walkthrough
B5 B3 B10 B11 G
C B6
E
F
B13 B18
B15
location for Kyong; he’s holding
B12
B14 hostages inside the mine!”
B7 D C2 —Major Strickland
B9
B8
Let the
enemies
come to
you. Don’t steam
in and cause a
AWAKENING
POINTER
Objective 02
ruckus (although
that’s wildly enter-
During your maneuvers around the compound, taining, but usually
Strickland radios in requesting that you locate some results in a swift
death at higher
intelligence data the KPA have inside the main office
difficulty levels!). Instead, calmly peer around a corner, grab
building (marked “G” on the guide map). Follow one of some attention with a few shots at an explosive barrel or a
the routes shown below to retrieve this information. Grenade, then wait for the enemies to come to you.
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6. If throwing objects is your forte, the best bet is towpick
C
C
When
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c u -tr a c k up a barrel or two; they are littered all around Buildingo cA.
u -tr a c
you’re
entering Don’t venture to the south side of the building (and into
some of Building A’s entrance) until no more threats are visible on
the more your radar. Then move along the western side to Building A’s
populated, entrance (02B.1).
two-floor
buildings, Flash
Grenades (which
POINTER
can be grabbed
from the Mess Hall kitchen in Building C) incapacitate an
otherwise highly armored set of foes. You can stay in this initial area and wait for additional
You can also try moving the many objects to an entrance troops to investigate until most of the exterior
you’re defending and barricade yourself in! enemies in this compound have faced you. Naturally,
There are some odd, but effective plans you can also try, you can do this in any part of the compound, too. This
too, like Cloaking and moving a little too close to a foe so is a good way to thin out the foes.
they follow you, then head into a building, Crawl under a
table, and wait to ambush them!
Plan 01.2:
Building
A: The First Aid
Optimal Path Hut: There is only
one entrance in
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle the south wall of
this building B1
02B. Clearing the Compound: and it leads to a
washroom that’s
Counter-Clockwise Securing been turned into a
Plan 01.1: Building makeshift first aid hut. There’s little of interest here, except
A, Exterior Grounds: a bathroom, sinks, and shower stalls. However, remember
If the base isn’t this building if combat isn’t going well; you can retreat here
secured when you to recuperate.
enter here, expect
foes to enter from Plan 02.1:
the gap in the Building B,
corner of the fence Exterior Grounds: It
A2 . At least six of is wise to stay in
these foes come up the southwestern
from the railroad. It is wise to spend a minute or two trying area, to the right
any of the following: of the building
1. Hide in the white metal container and stand up to tag (if you’re facing
foes from good cover. south), as the
2. Stay by the white metal container and let the enemies opposite side
come to you, then use the pallets and the base of the opens up into the main base. You’ll attract a huge amount
water tower as cover. Don’t venture forward or you’ll be of attention if you head eastward. Now try some of the
swamped. following:
1. Use the cluster of sand crates between Buildings A
3. If you forgot to tackle the sniper in the tower to the east,
and B as excellent cover when sniping or blasting foes
simply lob a Grenade at the base of the tower (ideally
coming in from the yard.
when fighting a couple of foes) and bring the entire
structure down! 2. Catch foes coming out of Building B by blasting the
explosive barrel near the north-side entrance B2 .
4. Or, climb the sniper tower if you wish, and begin some
frantic (but entertaining) takedowns of foes scurrying 3. The low metal fence at the eastern edge of the building’s
throughout this compound. grounds, next to the main dirt road, offers good protection
from the rest of the compound. You need to watch your
5. You can also back for foes attacking from behind, however.
PRIMA Official Game Guide
hug the wall to 4. The southern alley between Building B and C is narrow,
the east, next to but then opens up, making you an easy target. You
the compound can blast the explosive oil heating tank near the south
entrance, and face entrance B3 .
south to blast foes
that encroach from 5. A quick infiltration from Building A to B is easily
Building B and the attempted if you stay to the west and run to the western
main yard. entrance at the end of the building B4 .
6. There’s a wealth of entertaining objects to hurl at foes,
such as tires, barrels, ammo crates, a barrel or two, a
shovel, and a two-wheel crate dolly.
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between parts of the compound. The L-shape of
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Plan 02.2:
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Building B,
Barracks: Expect this side, but faces north B6 .
little to no The southern alley offers a quick route into
resistance in this Building D, and into the yard by the metal hut.
building if you’ve There are also barrels, explosive barrels, crates,
been following the two-wheel crate dollies, black and green trash
plan of staying bins, and ammo crates to use as weapons or shields
outside and letting (except for the explosive barrels, naturally!).
Walkthrough
the enemy come
to you. This barracks has a single story and features three Plan 03.2:
entrances. Two are near the open dirt road. The western Building C,
entrance is safest and also is right next to a room with Mess Hall and
ammunition. Enter and grab the following: FY71 and ammo, Kitchen: This
Shotgun and ammo, Rifle Grenades, and a Missile Launcher. building offers a
Other than grabbing this ammunition, use this building single-story dining
only as a thoroughfare, moving from the main yard into experience. You
the relative safety of the building, if you need to. Use find the following
the windows in the ammo area near Waypoint B4 to fire items on a table
AWAKENING
through, but don’t try leaping through them; it’s nearly on the west wall
Objective 02
impossible! of the kitchen: FY71 ammo, SMG and ammo, and Flashbang
Grenades.
The interior of this building also offers a few choice
ADVISORY objects to heft and lob:
The rice bags
Remember that all three entrances to this (and any The rusting oven
building) offer excellent cover and are great for
The trash can
peeking or sidestepping out to blast a foe before
retreating, if Cloaking and escaping isn’t working Plan 04.1:
for you. Building D,
Exterior Grounds:
If you’ve let the
enemies come to
WARNING you, this area is
empty. Otherwise,
The Missile Launcher is of particular importance expect a trio of
KPA Recon troops
(unless you have a fully stocked Gauss Rifle)
that is roaming the
because if you take too long in this area, a KPA
southern fence. The best plan is to run to the southwest
Helicopter moves in to attack you. Stand on a corner and onto the deck here, looking east. The many
building roof after a Strength Jump up there, and blast pallets offer great (but destructible) cover.
it with two or three Missile or Gauss Rifle strikes.
Be sure to explode
the oil heater at
Plan 03.1:
the main east
Building C,
entrance to this
Exterior Grounds:
depot if foes are
The main mess
nearby. Otherwise,
hall grounds have
this section offers
the usual narrow
limited and low
alley between the
cover, but is
building and the
reasonable for
perimeter fence,
mounting a Smoke Grenade-filled run to the main buildings
and this is a
on the other side of the compound.
great way of safely moving to the southwest corner of the
There’s also a Transport Truck you can use to escape or
compound. You can also leap on the wooden crates or green
else destroy it, and a series of barrel containers near the
trash bin here, turn east and check the building interior
main exit.
for foes. The north-wall entrance B5 offers easy access if
you’re running westward from the yard or Building B. You can also hop the south fence and escape here at
any time.
The eastern The KPA Tank also trundles up through this entrance. This
exterior overlooks is a good place to run out, shoot at it with Missiles or your
the middle of the Gauss Rifle, then back up around Building D.
compound and
offers a metal
fence, and a small
yard with a metal
hut near the dirt
road. There’s
nothing of value 173 primagames.com
here, except objects to hurl, so only use this area to move
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
h a n g e Vi h a n g e Vi
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Plan 04.2: Plan 05.2:
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Building D, Building E,
Depot: The Recreation: This
depot has building holds very
a doorway little of interest
entrance in and features a
the north wall recreation room
B7 , which allows with tables, a
excellent and connecting corridor
alternative access to the side, and
to the deck to the south B8 . The deck is a huge gap, as is two foyers at either side. This is great place to flee to when
the garage-like front entrance to the east B9 . You can easily you’re under fire, and the recreation room is good to hide in
spot foes and use the interior building as cover, but you because you can see both exits.
aren’t usually very safe staying here.
This depot area and grounds along the south wall have Plan 06.1:
their own collection of objects to use as shields or crushing Building F,
devices, such as: Exterior Grounds:
Green trash bins The second of the
Barrels two identically
designed buildings
Explosive barrels in the middle of the
Ammo crates (two sizes) compound shares
Rusting oven (near Transport Truck parked by exit) the alley with
Building E and is
Tires separated by a small metal fence, which offers reasonable
cover. However, you should always be moving around or
Plan 05.1:
into this building, rather than staying in this immediate area
Building E,
because you’re exposed on all sides.
Exterior Grounds:
This is perhaps the
most dangerous The north and east
area in the outskirts of this
compound, as building overlook
you’re surrounded the remaining
on all sides by high-value and
other buildings. Be fiercely defended
very sure you’ve cleared the area before heading here, and if structures. You
you run down the east side, be sure you’re Cloaked, or you’ll should expect
attract some heavily armored KPA troops and Recon soldiers some major combat
from buildings you haven’t cleared yet. if you venture
to this area. Utilize the metal fencing and attack from the
doorway in the building’s northeast corner B13 . There are
There are three
also doors in the northwest B14 and southern B14 parts of the
entrances to this
structure.
building: two in the
northern corners
of the building Plan 06.2:
( B10 and B11 ) and the Building F,
other on the south Storage Building:
side B12 . Run across The inside of this
from the depot structure is usually
and dive into the used when you’re
southern entrance if you need to quickly enter the building. retreating from
Or, you can leap the low metal fence on the western side. heavy combat to
The north entrances are a good thoroughfare, but you’re the east, or when
easily surrounded there, too. you’re running
The exterior has a host of different items to throw, such as between buildings. The main advantage this building has
PRIMA Official Game Guide
the following: over Building E is the ammunition stored in the south room.
Locate the following in this chamber: Rifle Grenades, Missile
Wheelbarrow
Launcher, Shotgun ammo, FY71 ammo, and Pistol ammo. If
Ammo crates (two different sizes) none of these items interest you, skirt this building, and
Tires move along the northeast perimeter fence instead. Watch
out for the propane tank against the eastern wall.
Barrels
Black trash bin
An oil heater (on the eastern alley between buildings
E and F, too)
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Or, you can leap onto the roof of Building F or H
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Plan 07.1:
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Building G,
Exterior Grounds: Strength Jump from the yard between Buildings F
The first of two and G onto the lower roof of G and then onto the
large, two-story balcony.
structures should
In
now be assaulted
addition
via the side
to the Walkthrough
entrance in the
safer side
building’s south
entrance B15 and
wall B15 , near an orange refuse container that you can use
the upper-story
as cover. Use Smoke Grenades to cover your tracks while
balcony entrance
you reach this area, as a large number of foes are in the
B16 , there are two
area.
other entrances:
one below the
balcony on the west wall, under an upper entrance B17 , and
ADVISORY another on the single-story addition to the building B18 . All
have a heavy KPA presence, so only attempt these attacks
You could also reach this building by skirting the after clearing the grounds first. Moving along the low metal
AWAKENING
fences by the dirt road is the safest way to head into this
Objective 02
outside of the perimeter wall to Waypoint 01A.5 and
then Strength Jumping over toward the side entrance structure.
at Waypoint B15 .
ADVISORY
You can also move
around the side of
Remember to lob Flashbangs as you enter any of
the building and
head between the this building’s doorways to confuse the foes while
perimeter fence you drop them. Otherwise, expect extremely heavy
and eastern wall of resistance and danger.
the building. Place
the green trash bin
on the ground near
an upper balcony ADVISORY
and Strength Jump
onto it, then onto Clear the interior of this building before you
the balcony, and
contemplate downloading the laptop data to
then enter the
building’s upper
complete Objective 02!
floor at Waypoint
B16 without coming Plan 07.2:
in from the west, Building G,
which is very open. Main Office: If you’re
Blast any foes in entering from the
the area, then download the data from the laptop in the side entrance
room’s northeast corner. B15 , you see stairs
to your right, two
doorways ahead,
POINTER and one to your
left. Check all for
signs of enemies, as you’re likely to find about five KPA
This completes Objective 02! Return to securing soldiers in this section. Clear the ground floor first. Latrines
the LZ! and exit 02B.18 are to your left.
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Plan 08.2: Building H, Storage: The main reason forw
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entering this building, with a foyer at both ends, a olong
haven’t
drawn any corridor, and a main room filled with junk and tables in the
enemies from middle, is the ammunition by the eastern exit B19 . Pick up
their postions, FY71 ammo, Pistol ammo, Rifle Grenades, Shotgun ammo,
at least nine and a Missile Launcher.
heavily armored
troops are here;
nullify them with POINTER
Flashbangs. Push
through and around the corner, mopping up fleeing KPA, and After you’ve finished securing this area and
locate an ammo dump room and the office to the far north. When downloaded the data that Strickland requested,
there are no more enemies left, ransack the ammo room (pick
continue to the LZ using one of the routes shown
up Smoke Grenades, Incendiary ammo, Missile Launcher, FY71
during Objective 01 (Continued).
and ammo, SMG ammo, and Explosive Charges), then complete
Objective 02 at the office laptop.
Plan 01:
Don’t leap over the perimeter fence along the north
In and
wall or you land in the minefield!
Out: If you wish
to immediately
At the building’s succeed in your
west end are two mission, and
entrances ( B20 don’t want to
and B21 ), just like try the safer
Buildings E and F. The route previously
southern entrance described,
offers good views head left (east) at the main gate and jump into the white
and reasonable container C1 outside Building H. Here, you can deal with
cover if you’re the multiple foes and duck down behind cover. Watch for
engaging foes. Grenades, though!
In addition, here are the items you can use to Punch Then head
or Throw at foes in the main yard between these final between the
buildings: perimeter fence
A generator trailer and Building H
Ammo crates (two different sizes) and Strength
Jump up into the
Barrels
PRIMA Official Game Guide
office to complete
Two-wheel crate dolly the objective.
Tires Flee along the
eastern perimeter
Wheelbarrow afterward, jumping to a parked LTV near the exit gate C2 and
Green trash bin speed away.
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A Methodical
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Objective 01 (continued)
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle Building H’s roof offers a great view of the main yard,
as do E and F. The additional height and the fact that you
02D. Clearing the Compound: Madcap Antics
AWAKENING
can’t be attacked from behind makes the roof of Building G
another good choice.
Plan 01:
No Regard Plan 03: The
for Safety: At any Vantage
time during your Advantage: Finally,
securing of this if you want to
settlement, you attempt some
can throw caution cunning sniping,
to the wind and move north from
begin Strength your starting
Jumping around position, and
the main yard, bombarding foes with Missiles, Grenades, spend some time
and blowing every single explosive barrel and gas tank trying to scale the rock wall to the east, above the dirt
outside. Also try dropping down on foes from a Strength road. When you finally reach the top, avoid the boundary
Jump and blasting or punching them. and move south until you’re atop a plateau overlooking the
entire compound D1 . You can launch Missiles and snipe
foes with an SMG, Gauss Rifle, or Sniper Rifle with relative
impunity.
Objective 01. Get to the Landing Zone at the Crusher Building (Continued)
A1
C1
C4
A4
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Plan 02.
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POINTER Bush Fire: A
good alternative
to staying on the
The routes to the LZ over at the crusher tracks is to shift
building are varied, but there are two left and maneuver
main paths to take: negotiating a mining using Cloak in the
compound (Part 1), or moving along a railroad wooded bank. You
track to your west (Part 2). The railroad route catch a few foes
is quicker and less dangerous. However, unawares and you
can hide from the foes coming up from the railroad tracks.
the mining compound offers much more
ammunition and takedown opportunities. Plan 01.2: Move
toward the first
flatbed carriage
Optimal Path behind the engine
C2 . If foes are
nearby, destroy the
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
explosive barrel on
01C. Running Down the Railroad the flatbed. You can
reach this area by:
Cloaking and
POINTER methodically dropping foes from the woods or railroad.
Moving around on either side of the engine and constantly
This path allows you to reach the LZ, after a battle dropping foes with Gauss or SMG fire.
through a train depot, and complete the objective. Or, Strength Jump atop the engine, using it as a vantage
The tactics for securing the LZ from locations near the point and advancing after defeating foes in the immediate
compound are detailed afterward (Path 03A onward). area.
Or, Strength Jump into the empty container car behind the
flatbed and use it as cover.
Or, Strength Punch the pallets of cloth sacks into the
ADVISORY enemies you meet, crushing them. There’s an ammo crate
to throw at them, too.
Remember that at any time you can run eastward and This flatbed holds a Precision Sniper Rifle, which is excep-
maneuver into the compound to complete Objective tional for the ranged combat to come. Expect enemy snipers
02, or ignore it completely! at any moment.
warehouse in the
You must now
distance. Bring
slowly advance
him down before
toward the train,
he can fire on you,
or quickly Speed
then stop as you
Sprint to the train
reach the last carriage on the right C4 . Three or four KPA are
and use it as cover.
roaming this area. Jump or run the gap between carriages
Along the way, drop
or Strength Jump over them. Or, switch to an SMG and bring
foes you can see,
down all three, staying between the sets of carriages.
both to the left and
right of the train.
The main concentration of foes is hidden among the bushes
on your left.
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When the foes are
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defeated, move POINTER
to another flatbed
near a locked metal
hut C4 and deliver You can now begin Objective 03, which
a killing blow to is to clear the crusher of enemies so
another heavily Strickland’s VTOLs can land. You don’t
armored KPA actually start Objective 03 officially until
soldier. Hop on the Walkthrough
you reach the outskirts of the crusher, but
hut and scan the the following tactics show some longer-
area. Move forward only when the coast is clear.
ranged plans that are safer, as well as
Plan 03. some close-assault plans.
Throw-down:
The final foes (or
the ones you meet
at the end of the
carriages) can also
be brought down
with some different
AWAKENING
Objective 03
techniques,
such as Strength
Punching the pallets from the flatbed, or throwing barrels or
ammo crates.
C4
B2
03A. Securing the Train Yard and Crusher regular KPA soldiers
to head along the
Plan 01. carriages ahead of
Sniping you. Lob a Grenade
the Nanosuited: to scatter them,
Advance to the then finish them off
empty container with SMG fire, ideally from mid to long range.
carriage on your Next, edge forward
left A1 and drop through the barrels
into it. Look and electrical trans-
ahead and to the formers and locate
southeast slightly, another Nanosuited
and you see a KPA Nanosuited warrior with a sniper rifle. KPA on top of the
He needs to be neutralized immediately, either from the lip main crusher refinery
of this container carriage, or from the sand crates to your roof, which has the
right A2 . It takes a few rounds to drop him: three Gauss Rifle giant silo attached to
shots should do the trick! it. Drop this foe from
extreme range before he brings you down when you close in.
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Next, Finally, you should
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make Strength Jump on
a long top of the crusher
Strength Jump building just above
up and onto the the metal ammo
warehouse roof hut A5 and use the
A3 , which offers top of the conveyor
excellent views belt as cover. Peek
and protection from out to slam high-
the foes milling velocity slugs
around the refinery into a Minigun warrior patrolling the belt. Blast him with a
buildings across Missile if you’re having problems dropping him. You can now
from you. Bring out pick up two Miniguns (ideally after combat is over).
a Sniper Scoped
weapon, or pick up You encountered a Nanosuit Minigunner
the one on the roof
that the sniper you You acquired the Minigun!
dispatched earlier
was carrying. Now bounce
Spend the next few around the refinery
minutes tagging a number of fearsome foes: buildings, looking
Heavily armored KPA troops along the metal fence and at your in-game
embankment. map for additional
red targets to
Nanosuited Foes armed with a Minigun between the
defeat. Some may
buildings.
be in the machine
KPA Recon and heavily armored troops in the yard below and gun nests, which
on the dirt road between the buildings. are easy to take
down by running along the gantries and blasting at them
and using corners as cover. You should also search for
ADVISORY foes in an LTV or Transport Truck while hiding from the
gunfire and destroying the fuel tanks, as usual. When the
area is completely cleared of foes, your objective is over.
Remember to use the roof’s pitch to your advantage:
One of the pallets between the refinery buildings
Crawl and retreat behind the top of the roof so it
holds some handy weapons, including a Precision Rifle,
absorbs the gunfire. Also use the propane tank by the Minigun ammo, a Missile Launcher, Frag Grenades, and
building to bring down enemies hiding by the fence in FY71 ammo.
front of it. The area by the Minigunner you slew between the two
buildings also houses a stack of ammo crates, on top of
A few minutes into which are Explosive Charges. Grab them, too.
this pitched battle,
a KPA Helicopter
comes into view.
Bring out a Missile
ADVISORY
Launcher (which
we hope you kept You should now figure out what weapons you want
at the end of the for the excursion toward the mine. Take a full Missile
Onslaught mission) Launcher, a full rifle of your choice, and the Minigun
and fire on the for some variation and extra enjoyment!
chopper, striking it twice, as usual.
If you’re out of
ammunition at Optional Path
any time during
this firefight, Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
Strength Jump
03B. Other Routes to Complete the Crusher Clearing
PRIMA Official Game Guide
immediately up
the embankment
to the east and
enter the small ADVISORY
metal hut A4 ,
which has collapsible walls. Here you get Frag Grenades,
Remember that crossing large dirt roads in this
Missile Launchers, SMG and ammo, Explosive Charges,
area can be dangerous, so blanket the ground
and an FY71.
ahead of you with a Smoke Grenade to help hide
In addition, there’s a Missile Launcher and more
explosives on the metal ammo pallet just south of this hut.
your route.
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Plan 01. Plan 04. Other Excellent Elevations: Your
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Train Yard sniping need not only be from the c u -tr a c k
Plan 02.
Train Yard The conveyor belt
between the ore
AWAKENING
Perimeter Run:
flue and main
Objective 03
Instead of jumping
up and onto the buildings B4 offers
warehouse roof, excellent views
you can move of the train yard
along the western and crusher
perimeter rock area.
side through some
undergrowth and then up onto a giant pile of dirt just south The top, or lower
of the crusher B2 . Move along this area until you’re at the balconies of the
connecting pile of dirt and can easily ascend onto the square-roofed
buildings. refiner building
to the south
Then it is a of the main
simple matter of crusher building
jumping about B5 . Another great
and destroying view of both sides
the troops that of this zone is
you see. You can available. Access it via the ore flue building or up the stairs
also reach the on the balconies.
dirt pile by flitting
Scout out the
between the
top of the main
parking container
crusher refinery
carriages under the ore flue building (marked with the “BSW”
building with the
logo). You can also climb this building using the ladder from
silo attached to
the train yard near the carriages. The dirt pile is also another
it B6 . Leap up via
place where you can duck behind, snipe foes you can see
the gangplank
(based on the locations described in Plan 03A), and gradually
stairs to the
work your way toward securing the crusher area.
conveyor belt,
then up to the
Plan 03.
sloped corner of the roof. This is where one of the Nanosuit
Driving the
snipers stood. The spot offers exceptional takedown
LTV: If you took
opportunities.
the railroad route,
there’s an LTV just Although not
by the electrical offering the
transformers and same degree of
warehouse. If you movement, for
didn’t destroy it, spectacular views
you can enter it and the ability to
and drive southward, strafing the train yard with turret fire. be really, really
You can also maneuver up the dirt road B1 and out the other difficult to hit,
side, firing on enemy vehicles as you go. try climbing the
The biggest advantage to driving an LTV (which can also ladder bolted to
sometimes be found at the south end of the crushing the silo all the way up to the top, then Strength Jump to the
building on the east side below a water tower) is that it summit of the structure B7 .
offers protection against the mighty Minigun warriors. Use
the LTV’s armor to absorb this foe’s shots while cutting him
down with the turret. Leap to avoid being caught as the LTV
explodes, then finish the Minigun warrior off.
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cunning
Missile Launcher
spot to set
and blast the Tank
up camp is
and any LTVs you
on top of the
can. Then follow
northern refinery
up with sniped
building B8 ,
shots at the
which is easily
heavily armored
leaped to from
KPA troops milling
the gantry or the
about. Finally, tag
conveyor belt, where one of the Minigunners is standing.
the fuel tanks of an
You can easily dispatch the machine gunners in the nest
escaping Transport
from this spot.
Truck and LTV: This
ensures that you
POINTER meet fewer foes at
the mine entrance
later in this
Employ any of these elevations no matter which mission.
route you take to secure the crusher buildings.
Plan 05.
Object
Hurling: The large
ADVISORY
amount of scenic
objects and debris Return to the Compound from this point and gather
make rushing the more Missile Launcher ammunition or other weaponry
foes around the you wish to use at this long range. If you don’t have
crusher a possi-
access to such weapons, attack the garrison later
bility, although
into this mission.
choosing the right
object for the job is important. As long as it doesn’t catch
fire (explosive barrel) or disintegrate (wooden crates), use it!
Plan 02.
Slip Sliding
Optimal Path Away: If you’re
having trouble
aiming, you can
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
also slide down
03C. From Compound to Crusher the muddy cliff
side to the road
below and begin to
POINTER blast away at the
small garrison of foes from this location. You must complete
Objective 03 and clear the area for the VTOLs to land. If you
This great alternative route should be attempted
don’t, the entrance to the cave remains sealed.
if you ignore the railroad area after you negotiate
the compound. Viewing the gigantic mine pits
and dealing with the major enemies there is also Plan 01.2: Move
thoroughly recommended. southward along
the road and locate
a Transport Truck
Plan 01.1: with a turret gunner
Complete sitting atop it. Be
Crusher Takedown: sure you destroy
Begin by moving this when you
southeast to secure the crusher
PRIMA Official Game Guide
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Remember, you can leap up atop the roof of
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move along the
southwest side usually quicker and safer.
of the dirt road,
using the barrel
containers, metal
sheeting, and the
ADVISORY
sand crates as
cover C3 . Deal with Don’t forget the extra ammunition in the Walkthrough
the Nanosuited metal hut overlooking the rail yard, behind
foes on the roof, then the other Minigunner and any vehicles the north refinery building to the west.
or regular foes before you continue. You could also take a
wider, arcing path around the large slag piles to the east
and onto massive dirt pile by the water tower to the south
of the buildings C4 . Plan 04: If
you comman-
Plan 03: If you moved here after Objective 02, you can deered an LTV from
also begin the takedown of KPA forces from the slag the compound area,
piles and concrete buttresses just outside the wooded area you can utilize its
AWAKENING
between this area and the compound). This offers you a great armor and turret
Objective 04
view of both Minigun foes, plus the two Nanosuit snipers as to advance along
well. Stay in this area, sniping these enemies first. the dirt road all the
way to the refinery
No matter whether area. Blast as many
you tried Plan 01 foes as you can until the vehicle is destroyed. Hop out just
or 03, you should before this happens and continue causing destruction on
finish the sortie foot.
by moving across
to the sand crates
below and between POINTER
the two main
crusher refinery
buildings C5 . Begin When there are no more foes on your radar, Major
to mop up the remaining foes based on the movement you Strickland radios in to congratulate you. You must
can see on your map. Remember, you don’t have to journey now move into the mining complex and locate an
into the rail yard to finish the job; just the foes in the refinery entrance into the interior, before the seismic shaking
area need your attention. from the mountain becomes too severe!
You could also try staying on the north side near the
slag piles and running to the cluster of sand crates C6
near the conveyor belt to approach the buildings from this
direction.
B5 B7
B8
B4 B2
B1 B10
B9
“I need you to take out
A3 B3
A2 the front line! Get inside
A1 C1 D1 that mining complex and
find General Kyong!”
C2 —Major Strickland
D2
E2 E3
C3
C4 E4
E1
C5
C6
D3
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Plan 03: You
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can ignore
the mine area to
the east and drive
down the steep
cliff in your LTV
near Waypoint A2
. Begin to engage
Optimal Path the KPA in the mine
near the entrance
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
(Path 04C). However, expect fierce reinforcements from the
northeast garrison to appear. It is better to attack them
04A. Initial Planning first (Path 04B).
scatter. If you
have a Gauss Rifle, or need to fire some Missiles and can
head back to the metal hut and secure more, quickly target
the Tank down here and destroy it before it rips you apart
ADVISORY
with its heavy cannon and missiles.
Before you set out, be sure you have a full
compliment of ammunition and weapons for this
excursion. Scour the ground for dropped ordnance
in the crusher and compound areas, and bring a full
Missile Launcher with you.
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ADVISORY
AWAKENING
peer over the edge drop down the
Objective 04
of the cliff side steep cliff sides,
to the long metal either by sliding
shacks and the down on foot or
KPA Tank that is maneuvering with
patrolling the area. an LTV. You can
Before it can blast approach the base from the south, heading north. Using a
you, launch the mixture of Speed and Strength, reach the metal hut B3 and
remaining two Missiles into it, exploding the vehicle in a then bring out your Missile Launcher to deal with the Tank.
spectacular plume of smoke and fire. Then concentrate on bringing down the Transport Truck
and LTV.
Your rampage isn’t
over yet! Scan the Plan 04: Seizing the Explosives: By now you should
ground below for an have gathered enough Explosive Charges to deliver
LTV that is heading an up-close-and-personal assault on the Tank. Slither down
south, attempting to the ground from your favorite vantage point and make
to reach the mine a run for the cable spools B4 or the shacks to avoid the
entrance. Don’t horrific Tank attacks. Then charge with Speed and latch an
let this happen: explosive limpet to the machine and destroy it.
Quickly switch to
a Sniper Scoped
weapon, or use another LTV’s machine gun if there’s still one ADVISORY
in the area, and blast the vehicle’s fuel tank. It explodes.
You should now look for a Transport Truck trying the same
The spools are a good place to hide, as you can
trick. Shoot its fuel tank, demolishing all vehicles in the
immediate area.
Strength Punch and roll them both into enemies and
toward the tank while using the spool as cover.
You can now
sink down to a
Crouch and use ADVISORY
your Precision
Sniper Rifle, or
another preferred Remember that Smoke Grenades are handy to throw
long-range weapon, down as cover while you’re advancing through this
to locate the mine area.
half-dozen or so
KPA soldiers milling
about the area below. Tag them from this location, then Plan 06: Roll
head back into your LTV and trundle down the road. Sweep Out the Barrel
the area for any stragglers. (Once Again):
Another tactic
to try, which
involves tackling
the KPA soldiers
after vehicular
takedowns, is to
run to where both
LTVs are parked B5 . After destroying them both, Strength
Punch the cluster of barrels down the cliff.
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Plan 09:wAmmo
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This pre-
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occupies Locationsd o2:c u - t r a c k
or alerts The other main
the enemy, spot for grabbing
allowing you additional goodies
to stay in this is a shack of metal
area and snipe weapon crates
them. Or, grab a near the southern
barrel to act as shack B10 and the
extra protection prowling Tank. You
and drop down to the base of the mine area. Lob the barrel can roll spools, drive the LTV, or move from north to south
into a foe before unleashing a rapid-fire SMG attack, or using the scenery under the shacks as cover, to reach here.
something similar. You can even Strength Jump onto the shack roofs, but the
Tank tends to demolish them. Pick up Missile Launchers,
Plan 07: Upper SMG ammo, and Pistol ammo.
Cliff Sneaking:
At any time, you POINTER
can also remain on
the upper dirt road
near the compound You should now move southward, toward the mine
and maneuver onto entrance and second area of mine workings.
the edge of the
cliff overlooking
the entire northern Optional Path
end of the mine.
Now head eastward
along the high Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
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Plan 02:
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White-Knuckle ADVISORY
Metal: Don’t forget
that you can
Strength Punch If you’re having trouble running up the
the white metal multiple road embankments in the mine,
containers that are simply Speed Sprint, then Strength Jump
propped atop this up them. This only works on the more
area. Not only do Walkthrough
shallow embankments, such as where
these make great
roads are about to meet. Otherwise, try
impromptu, movable cover, but also they can crush any
infantry that are in the container’s way.
standing on objects and using them as
steps.
You can also punch these containers before attacking the
northern part of the mine, so that the fleeing Transport Truck
and LTV are unable to proceed.
Another spot is
Plan 01.2: at the collection
Ditching the of barrels and
LTV: Continue the cable spools on
rally driving along the embankment
AWAKENING
Objective 04
the road to the between the two
west, hugging the huts C5 , slightly
northern cliff side, south of your
until you reach landing point.
the end of the You can Strength
road C2 . Then skid Punch or Strength Throw the spools so they roll down and
south, Boost and jump the gap, and land by the small crush the incoming foes and lob barrels to down them,
metal hut on the other side C3 . You can continue driving too. Follow this up with sniper rifle fire and Grenades if
around here, but it is better to begin some on foot necessary.
maneuvers.
Plan 01.3: You can
POINTER even run along one
of the three upper
embankments,
The top of the cliff behind you to the north is at the looking east
southern end of the crusher refinery. It’s a prime as you do so,
spot from which to take out the Tank early. You can and blast foes
also see three Transport Trucks in a convoy, but with long-range,
they aren’t of much importance at the moment. accurate rifle
fire. Optionally
continue this all the way around, passing the large crane,
Plan 03: Dug and setting up a sniping spot below the jungle above you,
In Spots: If or choose a spot on the crane itself. Charge down to the
you’re still facing metal-roofed shack if only heavily armored infantrymen
the Tank, you remain.
need to try one
of the following
Plan 01.4:
techniques:
When a few
Fire at it from choice long-range
the metal hut options are
with your Missile already done,
Launcher and avoid the Tank’s dangerous return fire. closer combat
Or, Speed Sprint in a circular path toward the Tank and with the foes
lob an Explosive Charge as you near it. This is far more by the trailer is
dangerous, though! ideally achieved
by lobbing in a
Another place to
Frag Grenade to scatter them, then using the metal crates
try attacking foes,
under the shack and the pallets with the sacks on them
including those C6 as cover. You can even Strength Punch these pallets to
moving about
make them serve as movable cover.
the lower trailer
area (where the
Tank should now
be smoldering),
and the machine
gunners on the
promontory (to the east, at the mine entrance), is at the
metal hut in the northwest corner C4 , just above the one
you landed your LTV next to.
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Climbing,
Then Perching:
This second perch
is reached via
the road to the
southwest from
the giant crane
near the northern
mine workings
area that you cleared first. Speed Sprint along this bank to
the rock fall and Strength Jump up to the rock sticking out
to the right D1 .
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Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
Look
04E. Optimal Path: Entering the Mine south
down
the trench
ADVISORY and shoot
Walkthrough
down any foes
you can see. Then
There are all kinds of tactics to try, which are based on Strength Jump left
previous exploration strategies. These include Strength and drop down
Jumping, Sprinting into the mine entrance and ignoring behind the line of
the foes, Cloaking and methodically maneuvering sand crates. This
through the trenches, and other, slightly dangerous offers you a better
plans. However, the following plan works the best. look at the three
machine gun nests
Plan 01: Move ahead of you and
up the road the foes inside
AWAKENING
them. Choose
Objective 04
heading northeast
from the two KPA Smoke or Frag Grenades and shoot the nearest foes.
trailers, then lob a
Frag Grenade in to Now advance down
clear the machine the trench, Strength
gun nest of its Jumping out at the
gunner. Or, you can end, and look west
stay by the rocky from the corner of
right side and step out to drop him with rifle or Minigun fire. the mine entrance.
Move up to the front of the nest if you wish E1 . Defeat any nearby
From this nest, you can easily Strength Jump across the enemies while
minefield to another nest and begin a takedown from here. remaining in this
However, you’ll be attacked from the north and southeast. partial cover E4 .
Instead, try the following: Then step out and defeat any remaining foes in the last nest
and any stragglers you’ve spotted.
Move up Before you enter the mines, be sure to pick up the
around the ammunition behind the mesh fence to the right of the
charred Transport entrance. Good weapons to carry are the Shotgun and
Trucks and turn Minigun. Pick the following items up, if you want them:
east, looking at the Shotgun and ammo, Smoke Grenades, and an SMG and
trenched entrance ammo.
to the right of a
machine gun nest
E2 . Lob a Grenade
in and then back
it up with SMG fire (or your favorite weapon), then use the
ADVISORY
sand crates on the left as cover and take down any enemies
you can see on the surface. You can also rush into the mine entrance, and use the
sides of the massive doors as cover to defeat any
ADVISORY remaining foes in the trench area outside.
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Objective 05. Locate the Hostages
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As soon as ADVISORY
you enter
the mines, expect
Although you can use barrels to take some of the
some heavy
Minigun fire from Minigun damage as you charge your foes, it is
a Nanosuit warrior slightly easier to Cloak and surprise the first of them.
and some sniper
fire from three
regular foes. Turn south and
These guys mean enter a mine
business. Try one storage area. As
of the following long as you realize
methods to enter there are only three
this initial chamber: rock pillars in this
chamber, you won’t
Cloak and move
get lost. Optionally,
southeast, to
take a barrel to
a corner near
use as armor and
the stairs, and
a weapon, and watch for any remaining enemies. They may
wait for a foe
have followed you from the previous areas if you didn’t
to emerge, then
dispatch them all. If this happens, step to the pillars as
drop him with Shotgun or Minigun fire (as shown).
cover and lob a barrel at them. Follow this up with a Shotgun
Or, sidestep from the entrance, firing your remaining blast to the face.
Missiles into the foes you can see to soften them up.
Then enter and move west, using the cable spools as
cover (moving them if you need to), and target the foes. POINTER
They are on the yellow-railed balconies on either side of
the conveyor belt.
You can smash through the boarded-up eastern end
You can also mask your entrance with Smoke Grenades of the mine rail tunnel, then remove the boards from
and use a Flashbang as you close (from behind cover!) to
a second blocked entrance to your right. This is
hinder the foes’ aiming.
simply a second way to enter this chamber.
After you defeat
one or two of these
foes, Strength Move to the
PRIMA Official Game Guide
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Move south and
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turn left, heading
eastward down
a mine tunnel.
Another rumble
occurs and
you can just
squeeze through a You reach
connecting tunnel the edge Walkthrough
to your left (north). of a laboratory
Head through to deep within the mountain! Dr. Helena Rosenthal and her
a cross-junction. assistant are pleading with General Kyong to stop the
Simply leap the experiment to harness the power of this alien temple. As
broken floor and you edge forward, you’re caught off guard and punched by a
head right, down de-Cloaking KPA Nanosuit trooper.
a small tunnel to
the east. All other “Something is
routes are dead transmitting
ends. signals into
AWAKENING
this structure!”
Objective 06
Helena shouts to
This tunnel opens the General. He
up to a fissure isn’t phased, and
with rocks falling gives you a swift
from the top of punch to the head,
the mountain to shutting down
your left. Continue your suit. You’re held by two Nanosuit troopers as Helena
going eastward, explains that the electromagnetic currents are increasing!
then northward and The General doesn’t care “This is the greatest source of
upward, then make power the world has ever known!” he yells. After executing
a right turn. You Helena’s assistant, the General shifts the power into
should be facing southeast and a gap. Strength Jump over it himself, which instantly sends a massive burst of energy
without plummeting down to the gravel and rocks below. that fries all the Nanosuit troopers around you! Your suit
goes back online. The General must now be stopped!
You hear voices. A
woman is talking
to General Kyong
about how unstable
the mountain is,
and the General
seems uncon-
cerned. Something
about laying
charges? Follow the
tunnel as you head north and ignore the small upper tunnel
hole to your right; it leads nowhere. Instead, look for the
flare and red smoke.
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General General in the
Kyong’s electrical haze,
Submachine but stay close to
Gun Slaughter: cover, and aim at
The other method his head. Blast him
to employ allows with SMG fire until
you to try other he moves and keep
suit powers, such at middle range
as Cloaking to so you can easily
avoid being struck, using Armor, and grabbing the SMGs react when he moves. Keep this up until he falls, or you run
that are lying around the laboratory. Spend the first minute out of ammo and then switch to Plan 01.
avoiding Kyong’s fire and grabbing as much SMG Ammo as
you can.
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Stage 07: Core
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Overview
Available Intel: Search for a Way Out
and Rendezvous with the VTOL for Extraction
Unlike your previous sorties, all protocol is now abandoned, along with topographical data, and even gravity!
Instead, you must venture into a conduit-filled Alien cavern dotted with floating flotsam and jetsam and deliver Walkthrough
quick and punishing Shotgun strikes to odd floating creatures that seemingly control this gigantic cocoon.
After floating through numerous corridors, tunnels, and caves, you’ll need to destroy certain orange-filled
energy conduits, following a large orange cable, before you uncover the true horror of Dr. Rosenthal’s discovery:
This mountain is a gigantic incubation chamber for an Alien invasion force! Only after you reach the room
adjacent to the breeding chamber and blast your way through the remaining Alien entities, does the mountain
open up and deposit you outside.
Objective
01 Find a Way out of the Cave
Objective 01
Objective 01: Find a Way out of the Cave
CORE
“The tunnel has collapsed, but
Optimal Path I’m still tracking your suit data
and video uplink”
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle —Vulture Four
01A. Into the Cave
You inform Vulture
Your eyesight returns after the partial cavern collapse.
Four about the
You’re still in contact with Vulture Four, but you’re trapped
odd, almost
and the only way is forward.
organic nature of
the tunnel you’re
ADVISORY in. Continue down
the undulating
tunnel as it
Make sure you have your Shotgun equipped with
opens up into an
Incendiary rounds and the Flashlight attachment as extremely cold
your main weapon throughout this odd drift through and odd-looking
the mountain interior. cave with
crystalline
With only one structures all
way on and around. Advance
no map to guide until you reach
you, head up the a circular hole in
metal stairs or the left hand wall
Strength Jump (second picture)
to the scattered and walk toward
ammunition on the it. It opens up, allowing you passage into a second,
metal floor above. larger chamber.
Grab the Shotgun,
Shotgun ammo, SMG, and SMG ammo. Affix a Flashlight to
your Shotgun.
Advance forward
toward the light
with the misty
vapor emanating
from it. Ahead is
a strange, Alien
doorway with
rib-like bars across
it. Shoot or bash
the bars so they
fall away, allowing you access into a strange tunnel.
Vulture Four begins to lose contact with you.
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Continue A puff of icy energy
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traveling emanates from the
into what vent. A freakish,
appears to finned Alien
be a gigantic, entity appears.
organic It’s impossible
conveyor belt. to kill the Alien
Edge forward and by shooting it. If
look up. An Alien you’re skilled, you
Scout, of the kind can grab the Alien.
that snatched Jester, receives some kind of energy boost Continue onward.
from two almost-living entities. Watch as the Scout trails off
into the distance. You can’t shoot anything as the blue glaze The “current” is
above you protects the Aliens. now stronger;
You lose gravity! ahead are some
Switch to Speed pulsing tubes of
so you can propel matter glowing
yourself forward. with an eerie,
Point up or down orange color. Bring
with K1 to lower out your Pistol or
and raise yourself. Rifle (so you don’t
Press z waste valuable
to vertically rise Shotgun shells),
and Left c to and fire off a
vertically fall. Otherwise, think of this as swimming, but few rounds into
with less friction. Now float to the conduit hole that is the orange tube
sparking. to your right. It
explodes, halting
Enter the organic,
the current. Now
circular gap. You
float forward,
are floating along
following a tube
a ribbed tunnel.
of orange pulsing
Float to the rib cage
light that cannot be shot. Continue on, as the tunnel
to your right and
you’re in pushes you upward. You now reach a five-way
destroy it. Float into
crossroads.
the next chamber.
The end of the Look up at the
ribbed corridor is ceiling; there’s
blocked. another vent that
blows out icy mist.
There’s a current
Another Alien Entity
pushing you back,
flies out! Back up,
and you inform
and watch it flit
Vulture Four (if they
through the gaps in
can hear you) about
the tunnel ahead,
it. Force yourself
then blast it with a
forward, ignoring
couple of Shotgun rounds. You may wish to switch to Armor
the open portion
for this fight.
of the chamber
below. Concentrate
on heading toward the light on the opposite wall. Pass ADVISORY
between the different spiked shards and into another
narrow, vaguely circular conduit.
If your visor becomes frozen after an Alien Entity
Keep following the attack, continue to fire where the foe was. If you’re
intermittent lights
quick enough, you can finish the foe while you
as the conduit
bends, then look for
recover, instead of being struck.
PRIMA Official Game Guide
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The four tunnel
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entrances are WARNING
actually linked
in pairs to each
other, meaning You may wish to stand (or rather, float)
you’ll become very and fight the Aliens that begin to swarm
disorientated and near you. It is better to dodge and outrun
find yourself back them if you can, as you may run the risk
at this location Walkthrough
of running out of ammunition.
if you float into
any of them.
Instead, head up
through the gap
the Alien came
from and go up
ADVISORY
into a tube to the
rib cage doorway Attack the Alien Entities with Incendiary rounds. Time
to your left. Float your blast well: attack just as the Alien reaches you.
through to a large You can also grab the Alien if you’re incredibly quick;
and oddly quiet then blast it.
Objective 01
chamber filled with Alien tubing.
CORE
Float through this
larger, connecting This brings
chamber, then you down into
turn left and enter a twisting,
a large tunnel. crystalline tunnel.
The tunnel curves Follow the lights
around, then and drift down
opens up into a either passageway.
large chamber They rejoin if you
with what keep moving
appears to be Alien console screens and a variety of forward. At the end
ducts. of the tunnel is a rib cage doorway; blast it and turn left,
floating northward.
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behind the trans-
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ADVISORY parent wall. Turn
and head down
to a three-dimen-
In the second control room, blast any enemy near sional schematic
the console; if an Alien presses the alarm on the hologram of the
console, heavy reinforcements will soon arrive. mountain core.
Nearby are two
icy alcoves where
You enter into
you can grab
another bizarre
ammunition. Then leave via the orange, glowing gap.
control room. Fire at
the Alien operating
the gigantic, ADVISORY
lolloping machinery
to your left in a large
chamber below and
You’re in for a tough fight ahead. Stock up on
ahead of you. Float maximum ammo before you enter the exit chamber.
right and descend
to the base of the You emerge into
chamber (which is an exit chamber,
difficult to figure vast and filled with
out; ignore the holes eldritch blue lights
in the walls). Locate and strange circular
a hole in the “floor,” seals. Swim all
and descend the way to the end
through it. After of this chamber.
a period of time, You frantically
each section of this attempt to contact
chamber is cordoned off by an energy wall. Simply float along Strickland as the
the base of the room until you reach a wall and wait for it to mountain’s cargo
disappear. Then float all the way to the double orange cable begins to hatch!
and descend into a tube just slightly above the cable. Dodge or You must now,
engage Aliens along the way. with your limited
ammunition, deliver
killing blows to
WARNING the remaining Alien
Entities. Blast them
Stay low and below the main gaps in the walls, as with care. The best
icy tubes soon fill these gaps, which can kill you tactic is to put your back against a wall so you can’t be
if you’re caught between the gap and the tube, or if surrounded and pick off targets as they dart toward you.
When you defeat your final Alien foe, the exit gate opens
you’re inside a gap when a tube connects.
and sucks you out of the mountain!
There are four waves of enemies to battle— once you start
killing Aliens, it will trigger the generators to switch on and
release Alien reinforcements. Nine enemies should be killed
to trigger the end sequence. The sequence ends and after a
few seconds, the exit gate opens.
ADVISORY
Spend the next few moments rushing down a conduit
without any control except the direction you can face. Did you run out of bullets? Then try grabbing and
Continue on this ride until you’re dumped in a chamber with Strength Punches, although this isn’t a preferred
a glowing orange cable in an adjacent zone. tactic.
PRIMA Official Game Guide
Head into a
chamber adjacent
to a gigantic
birthing pit. Watch
with horror as a
variety of Aliens,
some enormous,
maneuver around
the pit. You’re
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Stage 8:
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Paradise Lost
Strategic Map and Overview
Available Intel: 1 2 3 4 5 6 7 8
Walkthrough
Evacuate the Island
The entire mountain is encased in A
a sphere of ice. Unknown hostiles
are decimating U.S. troops. We are
evacuating the island immediately. 02
B
Escape from the sphere and proceed
to the evac center.
Still reeling from your encounters
inside the mountain, you must C
PARADISE LOST
attempt to escape the icy sphere
of death that the Aliens have
Objective 01
shrouded the summit of the
D
mountain in. This involves carefully
descending a gigantic landslide
encompassing numerous fissures, 01
ravines, and a couple of loose rock E
platforms. On the way, you must
dispatch the Alien Troopers dropped
in to thwart you.
F
As you progress, you eventually
reach the remains of a Marine team
sent to locate you. Amid the frozen
bodies, more Aliens appear, as does G
an old friend! Prophet is back, and
he’s rambling on about needing
to head back into the mountain.
He may require a psychological H
evaluation, but for the moment, he’s
most helpful as waves of Aliens
strike the Marine’s recon base. After
Objectives
Prophet’s Nanosuit malfunctions,
Grid Ob #. Description Grid Ob #. Description
it’s up to you to lead both of you
past a second Marine encampment E5 01 Find the Missing Marines B6 02 Escort Prophet out of the
to a bridge at the edge of the sphere Sphere
where Strickland’s Marines are
waiting to evacuate you both.
Legend
Deploy Point # Objectives
C4
C5 “What’s happening up there? I
C3 need a no bulls--t assessment!”
—Strickland
C2
A2 A1
C1
B3
B2
B5
B1 A4 A3
B4
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four Alien Troopers.
Amid deep rumbled groans, the VTOL attempts to Don’t make the
land, but it is blasted by a vast shockwave of energy. mistake of charging
You’re thrown out of the mouth of the mountain as them; you must
dozens of Alien tentacled beasts pour from the hole! encounter each
individually, one at
Optimal Path a time. Constantly
check your HUD
map for the
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle location of the nearest enemy and concentrate on defeating
01A. Steady as You Go it before you move to the next. Quickly sidestep (using [s)
the ice shards fired from the foe.
You fall Plan 01: If
out onto a you have
crumbling ledge the bullets and
high up on the you’re a deft shot,
mountain side. The switch to Speed
ledge to the north (only toggle back
leads nowhere. The to Armor if you’re
ripped rocky side getting pulverized)
to the northeast is and Sprint sidestep
a sheer and deadly back and forth,
drop. Major Strickland contacts you, requesting you recon to firing quick bursts of rifle fire at the Trooper, or use Shotgun
locate a squad of Marines, and bring them to an extraction blasts in close. Don’t advance farther than Waypoint A3 .
point at the foot of the mountain.
WARNING WARNING
BASE jumping is usually a thrill, but without a Do not advance too far! You don’t want to be
parachute, you’ll be dashed to pieces on the frosty overwhelmed by these four Alien abominations!
rocks below. Keep away from the edge as you
descend! As it closes,
take a few
steps backward,
The only way retreating to a large
onward is to begin rock in the middle
to descend in an of the trail you can
east/southeasterly dodge behind if
direction, keeping necessary. As the
on the ledge and Trooper closes,
passing a gigantic shoot a concen-
support strut trated burst of fire into it. After about 20 bullets strike in one
on your left A1 . attack, the Alien makes a strange blubbering noise; this is
Although the sides how you know it’s dead!
of the mountain feature protruding rocks, you can’t scale
these surfaces. Instead, move quickly using Speed. Now repeat this
plan for the three
Keep moving other Troopers.
around the base Again, back up
of the giant strut the trail after
until you’re facing advancing so you
northwest A2 . only need attack
Advance forward, one foe at a time.
keeping a keen Retreat, facing the
PRIMA Official Game Guide
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ADVISORY
Plan 05:
Finally,
If you’re taking down these foes without the extra equip
maneuverability that Speed gives you, simply your
switch to Armor. The Trooper usually leaps into the Assault
air, descending onto you. When this occurs, simply Rifle with
an Assault Walkthrough
sidestep out of the way, and switch to Armor if you
aren’t quick enough. You’ll face the foe at close or Precision Scope
and retreat back up the slope. Then switch to Strength to
quarters—the best time to launch a barrage of
steady your aim (if you wish), and zoom in on a faraway
bullets or a Strength Punch.
Alien Trooper. Blast it with multiple shots and dodge the
incoming ice shards. This takes more ammunition, but it’s
Plan 02: safer.
If bullet
rationing or close
combat appeals WARNING
PARADISE LOST
to you, switch to
Strength and Sprint
After the foe has been destroyed, listen for a beeping
Objective 01
sidestep the ice
shards. Dart behind
noise; this indicates the Trooper’s body is about to
any nearby rocks. explode! Don’t stay near any dead Alien Trooper.
As the foe closes
to melee combat, make a well-timed Strength Punch. This
After the last
defeats the foe with one strike, although it can take two if
Trooper has gurgled
you only glance it.
on the ground,
Plan 03: This move northwest
is another around a corner to
feasible way to this large fallen
rid yourself of tree A4 . A massive,
these immediate crumbling ravine
and otherworldly caused by a
threats: Grab landslide awaits
the Trooper and you. You have the choice to maneuver around the high
pummel it with ledges to the left (head along the left path), or move down
Fists, or Strength the middle of the landslide.
Throw it against a rock or wall, crushing it.
Optimal Path
ADVISORY
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
Using Strength and Punching is advantageous 01B. Securing the Shotgun Shack
only when two or fewer Troopers are attacking, as
Move left,
enduring strikes from multiple foes while you’re under the
wrestling in close combat depletes your health broken tree A4 ,
dramatically. and down the trail
between the rocks.
Ready yourself for
Plan 04: combat with two
Another plan additional Troopers
is to engage Cloak that are preceded
after a Trooper with a noise a
spots you, which second before their arrival. Back up to the boulders on your
is usually good if right and use them as cover. Employ any of the previously
you’re facing fewer mentioned techniques and slay them both.
than three Troopers
at once. Wait for
it to jump nearby,
or advance on it. Then strike it with a barrage of bullets; the
close, rapid gunfire is the key here.
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farther WARNING
down the
trail, until you
reach a deep If you’re taking the sheer drops down the ravine, it
fissure is important to drop down them rather than leaping
B1 . Ahead of or you may fall too far and kill yourself! Help your
you is a half- footing by pressing S as you fall, so you stay close
demolished hut. to the wall you’re falling down.
Jump the fissure,
using either Speed or Strength, and inspect the outer wall.
Here you find FY71s, ammo, and a Shotgun. Grab a Shotgun at Optimal Path
the very least; it is excellent at taking down Alien Troopers!
Plan 01: You Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
can now fall
down into the 01C. Recon Team Found and Frozen
fissure, then walk As you reach
to the rock pile at halfway down
the end B2 , and the landslide ravine
Strength Jump up (around Waypoint
and out of it, onto B3 , bring out your
the landslide area. Assault Rifle and
Strength. Aim at the
Plan 02: Or, Speed Sprint, then Jump from the edge Alien Scout flying
of the cliff where the shack is, across the fissure, about the ravine
and land on a semicircular area of ground in the middle of below. Shoot it out
the landslide B3 . Watch out; the landing spot falls away so of the sky before it flies off to the east.
move onto firmer ground!
Plan 01: Stay
Plan 03: You can also run around the right side of the
in the middle
fissure, back where you faced the previous foes to
of the slope and
reach this point.
use Strength and
Plan 04: Or, your Precision
maneuver Scope to scan
onto rocky terrain the area below
to the left of the for hostiles. You
fallen tree and should be able to
advance along a spot at least two.
thin ledge B4 above Blast them from range. If they get in tight, switch to rapid
the trail. When rifle fire.
the two Troopers
Continue down the
appear, slay them
slope, sliding down
using your Precision Scope from up here.
without damaging
Continue to carefully Strength Jump along the side of yourself in a long
the rocky wall until you’re above the shotgun shack. Then fall, and head for
carefully descend and locate the weaponry and ammunition. a rocky “island”
Plan 05: Or, with a copse of
fall down trees and smoke
to the right of billowing behind it.
the fallen tree, You should move to
under the tree’s the ground in front of this area C1 . You’ll encounter another
branches, and Trooper here. Shotgun blasts are an excellent plan.
down a sloping
hillside, toward
Approved
the middle of the Tactics
PRIMA Official Game Guide
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your way
northward around Plan 01:
the rocks, keeping If you
the tree island to want
your right. As you another
round the corner method of
and look northeast delivering
C2 , prepare for death to a Walkthrough
combat with two couple of Troopers
Troopers in this area. Back up, and use previously described close to each other, try Throwing a Frag Grenade at them.
tactics (in Path 01A). The best spot is at Waypoint C2 , when you’re about
to encounter two of them. With Strength, you can also
Round the corner,
Strength Throw Grenades great distances so they explode
and face the
as they land.
promontory behind
Plan 02: There’s also a couple of objects to pulverize
the tree island.
Troopers with, such as the ice-cold rusty oven on
There’s a burning
top of the tree island and a group of eight barrels (one is
PARADISE LOST
stack of barrels
burning) by the overturned Transport Truck.
and an overturned
Transport Truck
Objective 01
C3 here. Check for Optimal Path
any Troopers, then
continue northeast, to the edge of another promontory. The Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
Marines’ coordinates are ahead and below you.
Maneuver down 01E. Fun and Prophet
the cliffside to a Plan 01: Seeing
massive, rocky Prophet is a
mess of boulders, welcome surprise,
crushed trees, and even if he’s acting
buildings. The giant strangely. Additional
gap between the Alien Troopers fly in
two rock walls from the area to the
with wrecked southern east-west
buildings atop them part of this frozen
is the clue to your route; move to the right of the partially recon base ( E1 and
destroyed building C4 , and drop down to the Marines’ E2 ). Point your weapon southward and begin the slaying.
Bulldog LTV and last stand. Prophet must
head back into the
Plan 02: You
mountain and seems
can also
to have lost his mind,
traverse the trail as
but not his trigger-
it winds downward
finger. He blasts foes
and southeast,
apart with a long
past the tree
and strange alien
island, and around
cannon. Back him up,
C5 to the giant gap
attacking the waves
allowing access to
of two to three Troopers by locating them on your HUD map. Use
the Marines’ last
your Shotgun or rifle and Speed to dodge their attacks.
stand. Beware of one or two lurking Troopers in this lower
ravine.
You survey a scene literally frozen in time. Marines are POINTER
scattered, encased in ice and immovable, after a one-sided
combat. You inform Strickland that his two platoons are
Or, you can employ any of the previously described
likely lost. Another Alien Scout is floating by on the horizon…
then it’s shot down! Prophet drops in, armed with an methods of defeating these beasts.
amazing-looking weapon!
At any time
Optional Path during the
battle, you can move
to the north part of
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle the base and look
for the long metal
01D. Additional Trooper Takedowns container. Inside
you’ll find Shotgun,
SCAR, and weapons
and ammunition.
Switch your SCAR with the SMG.
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Plan 03:
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WARNING There are a
number of objects
that can be thrown
The weapons and ammunition are cased in at the enemies to
a thick layer of ice; don’t punch or shoot the knock them back
items, or they explode, much like the dead so you can finish
Marines outside. them off. The best
are these:
Two wheel-
ADVISORY barrows ( E4 and E5 ) at either side of the base.
A boat motor in the northeast section.
You can sit back and watch Prophet decimate A table saw in the ruined middle building.
the Alien hordes, but it’s quicker to lend a hand, Numerous barrels scattered about.
and definitely imperative after Prophet’s suit
malfunctions. Plan 04:
During
combat, you don’t
After about six of need to run about
these Troopers the ground area
have been defeated only; the roof of the
by you and Prophet, weapon container
he lets out a cry shed is a good
of anguish and place for a vantage
staggers to a pair point E6 . You can
of sand crates lob grenades down from here. There’s also a section of road
E3 ; his Nanosuit is sticking out of the southeast area E7 to which you can
malfunctioning, and Strength Jump. This is another great camping spot.
he needs to leave the area immediately! He drops the Alien
weapon he was carrying. How did he find it? He’ll explain Plan 05:
later. Finally,
remember that
Plan 02: most of the
During buildings shatter
combat, you if their walls are
can find dropped struck, so find more
weapons at the solid places to hide
feet of many of behind, such as the
the frozen Marines. Bulldog with the
Grab them if you frozen gunner E8 or the inside of the overturned Transport
need them. You can Truck E9 (this is effective for darting in and out, if you’re
also shoot, Punch, having problems downing the foes).
or Melee Attack the Marines and they crack open, revealing
ice-cold innards. This is as disrespectful as it is gruesome!
B3 son?”
—Prophet
B2
B1
E9
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PARADISE LOST
Shoot each Scout
combat as more foes arrive from the same direction as before.
with your MOAC
However, utilize the MOAC and make short work of all of them!
cannon until it
Objective 02
explodes in the
ADVISORY air and hurtles
down to the
ground. Move out
Keep your eye on Prophet’s suit status (displayed on
of the secondary
the Nanosuit HUD at the bottom of the screen). If it explosion, which
reaches zero, quickly locate a nearby heat source so can kill, and look
Prophet can recharge, or you will fail the objective. for the next Scout to slay. Continue this battle strategy,
edging to the encampment’s opposite side.
Combat continues Plan 02: The
until the second of two Transport
two larger Scouts Trucks both
is shot down house weapons
from the sky. It you can use if
hurtles down in you’re not happy
the southeast and with the MOAC’s
explodes, creating firing patterns.
a gap in the rubble- Sometimes, the
filled wall E9 . instant strikes of
Finish off any remaining foes and depart immediately. You the SMG or FY71 make Scout takedowns a little easier. The
have a new objective to complete! distance between you and the Scouts means the Shotgun
Alien Mount MOAC Acquired! isn’t the best weapon to use.
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the Scouts bridge and look up
are slain, or and to your left.
even if they Ahead is a rocky
aren’t, flee the slope and a smooth
area to the east- area just beyond it.
northeast and Hike up the smooth
maneuver through section C4 as
a crevasse toward Prophet bellows for
the extraction you to hurry. Make
point. a left as you reach the plateau at the top.
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Stage 09:
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Exodus
Strategic Map and Overview
Walkthrough
Available Intel: 1 2 3 4 5 6 7 8
Evacuate the Island
The entire mountain is encased in A
a sphere of ice. Unknown hostiles
are decimating U.S. troops. We are
evacuating the island immediately.
After you navigate out of the B
ice sphere, it’s time to leave the 06 07
island entirely! Prophet speaks with
a small recon unit of Strickland’s
Marines holed up in an ice-encased C
café at the edge of the sphere,
which is slowly expanding. After
Objective 01
Exodus
informing the Marines’ C.O. of their
predicament, you’re to help defend
these men from a barrage of Alien D
Trooper and Scout attacks. When
there’s a lull in the fighting, Prophet 05
darts to a Bulldog LTV and the
remaining troops pull out, heading E
down the mountain road.
Gunning down Alien Scouts as you
rattle around in the turret of the LTV,
you spot a Vulture taking heavy fire F 04
from two Scouts. It crash-lands near
a river at the base of the mountain.
A survivor is trapped inside: It’s Dr. 01 02 03
Helena Rosenthal, who can provide G
vital information on these Aliens.
You must quickly head to the crash
site and defend it from another
Alien onslaught. As Prophet bundles H
Helena into another VTOL, you’re told
to make a final stand with Major
Strickland, who’s evacuating the
final troops from the island. Utilizing
the AA vehicles, you must create Objectives
a barrage of turret fire to prevent Grid Ob #. Description Grid Ob #. Description
the Aliens from taking down the
escaping VTOLs before you can be G6 01 Meet with Keegan E5 05 Defend the Crash Site
evacuated from this hellish place. G6 02 Assist Strickland’s B4 06 Rendezvous with Major
Recon Team Strickland
G7 03 Get into the LTV B4 07 Defend the Evacuation
Legend Point
F6 04 Proceed to the VTOL Crash
Deploy Point # Objectives Site
Optimal Path
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
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ADVISORY
Move from
the mangled
bridge toward Before you speak with Keegan, be sure to inspect the
the frozen tables behind him, where a variety of weapons can
building on your be grabbed. Keep your MOAC, but grab some of the
left—what’s left following: Shotgun, Shotgun ammo, Missile Launchers,
of the Hillside Café. Gauss Rifle, and Gauss Rifle ammo. Additionally, this
After talking with ammo can be found outside the cafe by the wreck of a
one of the soldiers crouched at an outside defensive point, truck: FY71 and Incendiary ammo. The same stash can
Prophet learns that the soldier’s commanding officer is
also be found later in the level by the VTOL crash site
inside the building. Reconnoiter around the area if you wish.
and at the Evac Center.
The rear balcony of
the café offers the
best view of the After you’ve
changing weather inspected the
patterns that the café, go outside
sphere is creating, and check the
including thunder- three Bulldog LTVs;
storms and twisters you can man the
farther down the turret, but can’t
valley. There are a drive them. The two
few Marines on this balcony, too. You can also check inside Pickups shatter
the café, which is small. It has an entrance, bathroom, when you shoot
kitchen, and main bar area, where Keegan is waiting. or strike them. There are two cabins nearby with no way
inside, but the roofs (and the roof of the café) make good
vantage points. Now locate Keegan inside the café. He’s
WARNING certainly pleased to see you!
center, run and leap Optionally, drop to the ground and maneuver around if the
atop the café roof roof is too constricting.
as the first wave
of Alien attacks The roof is a great
begins. Train your MOAC on the Scout floating above the place to tackle the
building and bring it down to the ground. Then face south. final foe (for the
moment): another
Scout flitting about
the skies. Bring it
down with more
MOAC fire and keep
following it as
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it moves in and out of the edge of the sphere. As soon as
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this
c u - t r abeast disintegrates under your fire, Prophet runs to the
parked Bulldog LTV. Time to go!
Plan 02:
Another
plan is to utilize
weapons other
than the MOAC
Walkthrough
(although there
are finite bullets,
compared to the Plan 04: Or, you can Punch one of the rusting cars
MOAC’s infinite against the side of the café building and stay inside,
firing). Try shooting sniping at the Troopers and using the car as cover. It’s
close Alien Troopers with the Gauss Rifle, or the large Scouts difficult to aim up at the sky in here, but the building offers a
with two or three Missiles for a quick takedown. Then grab little more protection.
another Missile Launcher before starting Objective 03.
Plan 03: Some other plans to attempt include Strength
Throwing the large metal cases (three different sizes)
at the incoming Troopers (although the MOAC is far more
advantageous).
Objective 03
Exodus
Objective 03. Get into the LTV
“All units, this is Vulture Four! We
got hostiles on our tail. Can’t lock,
can’t evade!”
—Vulture Four
ADVISORY
Optimal Path
POINTER
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
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to fire and side to your leftcto
look ahead see Vulture Four
and left. Cut tearing through
down another the skies with
Scout as you two Scouts on
pass over the its tail. You don’t
bridge. Make sure have the time to
these Scouts are save the vehicle; it
defeated, or they crash-lands in the
fly around and fire at you. As you turn left along the winding valley below. Pick off another Scout through the trees on
road, Vulture Four radios in under heavy fire. the mountainside as you hear a radio message from Helena
Rosenthal. Strickland needs that woman alive; she’s the
only one who knows how to deal with these bastards! Finish
off any remaining nearby Scouts as your Bulldog reaches a
fissure in the road A2 .
ADVISORY
A1
A2
Throughout this combat, use Speed to avoid
the Scouts’ fire, and Armor if you’re getting
caught by them. Remember, when using the
MOAC, predict and fire where the Scout’s
Optimal Path flight path will take it, or else the shards
don’t find their mark.
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
to where the road Plan 04: Or, you can choose to use the MOAC, the
continues. Check Gauss Rifle, or the Missile Launcher for any of the
your HUD map as a incoming foes. You can maneuver on either side of the river,
couple of Scouts although the easiest place to dash around is close to the
appear in the area. VTOL itself.
Deal with them as
you trek toward the
crashed VTOL. POINTER
Plan 02: Or, you can drop down into the fissure and
run to the left into the river, then Speed Sprint under Whatever the plan you choose, when Prophet
the bridge with the flaming tank on it A2 all the way to the reaches Helena, you are given new orders, effective
crashed VTOL. immediately!
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Objective 05: Defend the Crash Site
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“Nomad, hold ‘em off, I’ll get her out of the wreckage!”
—Prophet
Optimal Path
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
Walkthrough
05A. A Supporting Role
Plan 01: Nomad wrenches the VTOL’s damaged rear doors open. Your plans are
clear; continue to provide supporting fire until Major Strickland radios in to
let you know he’s ordered another VTOL to take Helena to safety. As this occurs,
concentrate your fire on Scouts attacking the crashed VTOL first. Fire until all Scouts
are defeated and Helena boards the VTOL. It takes off with Prophet inside, and you’re
left to reach an evac point to the northeast on your own.
Objective 06
Exodus
Objective 06: Rendezvous with Major Strickland
A1
Strickland is
Optimal Path
yelling at you
to reach the
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle evacuation point,
which can be
06A. River Rampage accomplished in a
Plan 01: As number of ways.
soon as the The easiest way is
VTOL takes off, head to drive over the
directly for the river A1 , up either
evacuation site. A of the roads onto the tarmac, then along the main road to
gigantic striding the left of the river.
thing enters the Or, you can travel
valley, and it’s along the dirt
equipped with an tracks on the right
invulnerable shield. side of the river,
You can’t defeat it here; retreat to the north/northwest and which split up and
search out the evacuation site. combine. You’ll
pass the useable
AA vehicle ( A2 ) as
you move down
the road to cross
the ford ( A3 ). Fire on incoming Scouts when they arrive, then
move directly to Major Strickland (Objective 06).
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Objective 07: Defend the Evacuation Point
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Stage 10:
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Ascension
Strategic Map and Overview
Available Intel: 1 2 3 4 5 6 7 8
Evacuate the Island Walkthrough
The entire mountain is encased in A
a sphere of ice. Unknown hostiles 01 06
are decimating U.S. troops. We are
evacuating the island immediately.
B
After a very heavy take-off,
where your wise-cracking pilot
succumbs to enemy shards and
you’re forced to take the controls of C
the VTOL. You quickly learn how to
fly this damaged machine, which is
operable, except that it must fly at 02
ASCENSION
low altitudes. With this in mind, you
Objective 01
D
must follow a team of VTOLs over a
bridge to a plateau where friendly
troops are to be picked up. Whether
you’re successful or not, the flight E
continues. 03
You are next tasked with checking
for survivors at a nearby camp, but 04
F
there are none. The same can’t be
said to the north, where a VTOL is
attempting to evacuate a number of
key personnel from an island in the G 05
middle of this valley system. After
defending this area, and zigzagging
through a canyon, you’re ready to
push northward, stopping a U.S. H
Military convoy from being attacked,
before pushing all the way to the
ocean, and the safety of the USS
Constitution. Objectives
Grid Ob #. Description Grid Ob #. Description
A2
A1
A1
“Hold onto your hats, gentlemen.
Today’s forecast: S—tstorm!”
A1 —VTOL Pilot
A1
A1
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The VTOL takes some slams from the Aliens’ bursts ADVISORY
of fire, and the pilot is shredded. You break through
into the cockpit, and request Command assist you in
steering this craft off this rock! Use 1 to change the viewpoint of your craft to the
one that’s most suitable for flying. Unlike ground
vehicles, the VTOL has three different viewpoints. Play
Optimal Path with the configuration until you find one you prefer.
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
Fly to a gap in
01A. Steady As She Goes the valley A1 and
steer to the left,
following a couple
ADVISORY of friendlies that
are extracting
troops, too. They
While flying the VTOL, don’t make any wild radio that a group
movements, and remember this craft hovers and of Marines are in
pitches left and right, as well as cruising forward, trouble ahead.
backward, up, and down. Don’t ascend above the Ascend using z and keep your speed up with W.
tops of the valley, or you lose control. Fly over the bridge A2 , turning to the right to fly along the
winding valley.
Plan 02: Or, you can test your flying skills and
Plan 01.1: Use
zoom under the bridge without scraping it or the
the K Y axis
ground below.
to straighten the
craft to a horizontal
plane, and tap WARNING
z to gain a
little height. Now
move forward Or, you could try flying between the bridge support
slowly using w, ropes and the bridge road! However, this, and similar
with a and d to attempts to fly into tunnels, usually results in a fiery
strafe. You can turn right and lefft (or rotate) easily with the explosion and your demise!
K X axis. Move forward and remember that S allows you to
reverse, but is usually used to slow down.
Optimal Path
POINTER
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
You can also barrel roll by hitting E and A simulta-
02A. Minigun Mayhem neously. s also increases your acceleration by
Plan 01: firing the VTOL’s afterburners.
Slow down
as you receive a Plan 02: Or, you can wait for a target lock-on (which
message from the occurs automatically if the Alien Scout is within
VTOL leader; he’s your crosshairs) and fire off one of your VTOL’s missiles K2.
extracting Marines However, you only have 12 and they are best saved for later.
PRIMA Official Game Guide
from the plateau When all of the Alien Scouts are defeated, the VTOLs can
below A1 . You take off, and Objective 01 commences again. Or, you can
must defeat the ignore the Marines, fail the objective, and continue down
three Alien Scouts the canyon.
hovering about to the northwest and behind you. Stop and
pivot left, then strafe them with Minigun fire (K1). You can
steer behind them if you wish, but hovering and pivoting
(without tipping left or right) is the easiest plan.
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ADVISORY
If you start to tip alarmingly to one side, be sure you move your Mouse horizontally in the opposite
direction to steady your craft while slowing down. Then ascend and begin to move again. Remember
you can look directly up to attack foes and track their maneuvers all around you, but remember to
slow down and keep off the ground and away from the canyon walls when you do so!
Walkthrough
ASCENSION
WARNING
Objective 04
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
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Objective 05. Assist the Convoy
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Stage 11: Reckoning
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Overview
Available Intel: Defend the USS
Constitution from the Remaining Alien Horde
You have finally made it off the island. You rendezvous with Admiral Morrison and get the lowdown on the
Navy’s intentions: They plan to destroy the island and all its otherworldly inhabitants with a nuclear strike. Dr. Walkthrough
Helena Rosenthal vehemently disagrees to no avail. The nuclear strike fails terribly. It accidentally increases
the Aliens’ strength, and they launch an all-out counterattack. You must defend the ship against several threats
before squaring off against the deadliest Alien foe yet.
ObjectiveS
01. Proceed to CDC 06. Disable the Circuit Breakers 11. Destroy the Alien
02. Proceed to the Armory 07. Shut Down the Reactor Exoskeleton
03. Proceed to the Bridge 08. Lower Control Rods 12. Get to the VTOL
04. Defend the Flight Deck 09. Return to the Flight Deck 13. Defeat the Alien Warship
05. Locate the Chief Engineer 10. Go to the Armory [EUL]
Reckoning
Objective 02
Objective 01: Proceed to CDC
Optimal Path “As soon as I get confirmation from the
White House, we’ll reduce these bastards
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
to dust.”
—Admiral Morrison
To CDC You don’t have to
Your ride muddle through the
touches maze of corridors
down on the inside the ship;
deck of the USS simply follow
Constitution, and Psycho to the CDC.
Helena Rosenthal, If you take a wrong
Psycho, and a few turn somewhere,
of the ship’s crew look for the green
stand in front of signs at each inter-
a captured Alien. section and next to each staircase that point to the various
After a brief scare when the creature absorbs nearby energy important ship areas.
from the building and almost escapes, you are called to CDC
When you meet up with Admiral Morrison, he congrat-
to speak with Admiral Morrison.
ulates you on the video data your suit has collected inside
the mountain. The admiral and Helena get in an argument
ADVISORY about the best way to handle the Aliens, but before it can be
resolved, CDC loses contact with another carrier in the fleet
and Morrison orders everyone from the room.
Follow Psycho to the CDC. If at any time you get lost
inside the ship, listen to the crew’s helpful directions
or look for the signs posted at every intersection.
To Armory
Follow the signs until you wind around to the armory. Inside, scientists work
on Prophet and the strange alien weapon he’s recovered. After Psycho argues
with Prophet about returning to the island, climb into the diagnostic chair so that
Helena can upgrade your suit with a device that can transmit a special signal
pattern that causes the Aliens to draw too much power and overload their circuits.
Watch for a crew member to bring in the TAC Cannon—which you can’t pick up
yet!—and then head to the bridge to speak with Admiral Morrison again.
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Objective 03: Proceed to the Bridge
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A3 A1
A2
A4 B1 Continue to the bottom level and look for
another mangled door to the south. Strength
B2 Punch this door and head south through the fire-
B3 filled next room. In the room with the two dead
crewmembers on the floor, turn east. You should
see the open hatch leading out onto the flight
deck.
no weapons, so grab the pistol on the table and look for the
door to the north that’s been mangled from an explosion. Ammo is precious on the ship! The flying Aliens are
Strength Punch the door and continue into the next very quick and maneuverable, so opt for the gun you
corridor. Keep going until you reach the room with the dead feel most accurate with. Don’t waste shots unless
officer sprawled on the ground. Retrieve the Gauss Rifle from you have an Alien dead to rights.
the table on the right side as you enter the room.
Now look for the stairs. To reach the flight deck, keep
descending each staircase you find. Two levels down, By this point, you should have at least two Aliens in sight.
you should find the Minigun on the landing next to dead Maintain cover whenever they have a bead on you, then dart
crewmen. Don’t forget the Minigun ammo near the gun in the out to your next cover spot after they pass by overhead.
shadows. From Waypoint A1 , switch to Speed (or Armor if enemy fire
starts hitting your area), step out to your right and search
the area near the burning fighter jet for additional Gauss
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Ammo .and a pair of Missile Launchers A2 . Unload with the
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Gauss Rifle if you like, but save the Missile Launchers for
later. These Aliens move too quickly to get a reliable lock on The deck
them unless you stand still for a long time, and that makes offers
you a fairly big target. Return to this area if you need to other
reload. cover
Grab your ammo spots
quickly and Speed from which
for the fighter jets to deal with Walkthrough
parked on the deck the Aliens. Begin
ahead and to your from A1 (or A2 if you need ammo) and run east to the
right A3 . Use the construction vehicle B1 . The vehicle’s tall frame protects
jets’ bodies and you from most strafing fire, and you can maneuver around
wings as cover it easily if you need to place it between you and an
as you return fire enemy.
on the Aliens.
Depending on how many you’ve squelched by now, you may
have several bogies cruising the skies for you.
WARNING
You probably need more cover. Break into a run at full
reckoning
Speed across the deck and hide behind the raised metal Watch out for the red explosive barrels near the
Objective 05
cover at A4 . This is the best cover spot on the deck. construction vehicle and elsewhere on deck.
Depending on which side the Aliens are on, you have a full Stray gunfire can ignite the barrels and cause
wall to shield you. Most of the action takes place near the unexpected damage.
control tower, so your back should be the south side. If
an Alien flies over the metal cover, target that Alien (using
Continue east along the wreckage B2 and pick your
Strength to steady your aim) and drop it before its brethren
spots to return fire at the flying Aliens. If you think it’s too
can double-team you.
risky, forget firing for now and continue on with Speed.
Continue dropping At this point, it’s more important that your suit avoids
Aliens from your damage, than nailing the Aliens.
A4 position. If the As you near
Aliens get line the edge of the
of fire on you, ship heading
just switch to southeast, look
Speed and bolt for a catwalk that
for another cover lines the deck B3 .
spot. Eventually, You can drop down
Admiral Morrison onto this catwalk
announces that the attack has ceased (for now). Unfortu- and use the lip of
nately, you have bigger problems to deal with below decks. the deck as cover
from the Aliens attacking the main deck section. Move
Optional Path back and forth, north to south, on the catwalk to avoid
detection, and rely on Cloaking to give an Alien the slip if
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle you’re spotted. Strength Jump up to the deck if you want to
leave at any point.
04B. Sideswiping the Aliens
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next room end will cause damage so run through this area quickly.
and turn Enter into the next room where a crewmember falls from
left. A dead the upper level and ends up dead in the water at your feet.
marine lies on a Now you can hear the sounds of battle all around you.
table with some Continue to the door on the opposite end and Strength Punch
weaponry and it open.
ammunition. Stock
up on everything You’re now in a
you can: Shotgun, small dark room.
Shotgun ammo, Cross to the
Pistol, SCAR ammo, opposite door and
Minigun ammo and Strength Punch
Rifle Grenades. it open. You’ve
Replace one of your reached the chief
weapons with the engineer’s room,
Shotgun (probably which is guarded
the Minigun). The by a handful of
upcoming, close- soldiers, one of
combat battles will go better if you’re armed with the whom greets you at
Shotgun. the doorway. Head
Exit via the large bay doors to the north. Walk around to the northern end
the bend to the northeast and then face the northern and walk up the
corridor again (shown here). Take a few steps forward, then stairs to the chief
immediately back-peddle as soon as you see an explosion engineer standing
erupt down at the far end. The bang singes your eyebrows, on the landing.
but you won’t take any damage if you retreat. When the
To Circuit Breakers
The chief engineer explains that the first step in shutting down the
overheating nuclear reactor is to disable the circuit breakers. He opens the
blue door to your right and stays in contact with you via the intercom.
In the next room, pass by the mangled door marked with the sign that says
“Turbines” and circle around to the descending staircase. Enter the door that says
“Exchange Room.” Turn left and wade through the water to the room’s northern
section. A platform in the corner above the water holds the circuit breaker box. Look
for the flashing red light and access the box to turn it off.
To the Reactor
Retrace your steps down the stairs
and move under the circuit breaker
platform. Take the corridor in the northeast
corner to exit the room. Beware of the
loose electric wires that can touch the
sloshing water. You’ll get stung for damage
if you linger here.
Continue north until you reach a steamy
room. Switch to Speed and race to the end
of the room; otherwise, the steam blast
from the pipe running along the ceiling deals you moderate damage.
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In the next room, Strength Jump up through the hole in the wall. You’ve
reached the lower level of the control room. Climb up the ladder on your
left to reach the ceiling ducts. Follow the path until it drops you into the
control room area. Proceed past the dead operator into the second room
and press the red button in the center of the console.
Walkthrough
reckoning
If only it were as simple as pushing the
Objective 09
red button. As you attempt to shut down
the reactor, four Aliens crash into the reactor
room and begin siphoning energy off the core.
Helena tries her secret weapon signal against
the Aliens, and it overloads their systems. The
Aliens crash and thrash, and eventually keel
over without you firing a shot.
You aren’t home free yet. Three of the core
rods get stuck, and the whole thing will melt
down unless you manually push each rod down. The radiation inside the core chamber, however, will kill you in seconds. Switch to
Speed and rush into the reactor room and push down one rod at a time. If you try to do more than one, you’ll succumb to the radiation.
You must use Strength to push down the rods. Rush out of the reactor room after each rod to recover health. Then repeat until all three
rods are down. Alternatively, you could enter using Armor, so that you intially only take Energy Bar damage rather than health.
To the Flight Deck An explosion rocks the room with chief engineer and kills
all the men on the lower level. Slide by them into the next
After you shut room.
down the Prepare for a fight here. Use your Flashlight or Night Vision to
reactor, Admiral improve your chances. Three Aliens circle the munitions; one of
Morrison orders you them usually guards the ammo elevator across the room. You
back up to the flight want to reach the elevator, so step off into an alcove between
deck. The Aliens are pallets and ambush the closest Alien with the weapon of your
overrunning the ship, choice. If your trigger finger is quick enough, you can defend
and the crew needs this position without getting more than a scratch.
your firepower to When all three Aliens are down, grab the Gauss ammo on the
repel the invaders. pallet to your right and hop in the ammo elevator.
Retrace your steps
Face east and wait
back out of the
for the elevator to
reactor control room
stop at a hangar
and through the
bay with an Alien
door opposite the
Scout crashed into
ladder you climbed
the wall. This must
up to get into the
be the Scout Psycho
vents (the door was
brought aboard! Five
previously closed).
or six Aliens patrol
Leave the control
this next room,
area and enter the flooded turbine room. Be careful not to wade
hovering along the walls or hiding in the ceiling struts. You can
through the water or you’ll take damage from the electrical
avoid combat by Cloaking and sliding along the western wall
wires dangling in the water. Instead, leap from your ledge to the
to the exit in the northwest corner, but remember to move from
top of the turbine and then over to the left staircase. Strength
cover to cover and allow your Cloak energy to recharge.
Punch through the door in the southeast corner, then through the
next door ahead. You are now back next to the stairwell above
the exchange room and the door to your right leads back to the 219 primagames.com
chief engineer.
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
h a n g e Vi h a n g e Vi
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If you want a good fight, fire at the closest Alien with When the last Aliens fall, collect whatever SCAR ammo,
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blast the red barrel in front of the elevator and explode it soldiers and on the crates near their defensive position. You
as an Alien or two passes by. In the ensuing chaos, dodge can even pick up a spare Missile Launcher here if you need
around the pallets and search for targets around the room. one. Exit in the northeast corner.
Watch that enemies don’t surprise you by dropping on you
Strength Punch
from the ceiling.
through another
door and follow
ADVISORY the corridor out
to a balcony
overlooking the
You can avoid many of the Alien fights by Cloaking sea. You watch
and racing through to the flight deck at top speed. something huge
under the water rip
When the dust settles, move to the center of the room apart an allied ship
at the Support Trucks. Retrieve the Shotgun, Frag Grenades, nearby. Not a good sign.
and, optionally, the SCAR Rifle and SCAR ammo if you want to Enter the next room
switch to that weapon. with the stairwell.
Look for the Ready your weapon
“Hangar 2” sign as an Alien busts
and slow down through the wall
when you hear the in front of you near
sounds of gunfire the stairs. Trigger
and screaming off enough shots to
Aliens. Crew shred the single foe
members battle (but not so many
more Aliens in the that you waste bullets).
large hangar area When you hit the stairs, the admiral announces that
on your right. You can opt to Cloak and bypass the area by the Aliens have taken over the ship and everyone should
heading directly for the exit in the opposite corner, or you evacuate immediately. Helena and Psycho also are taking
can defend the men. If you choose to defend, take up a off on a VTOL. From this point, you will achieve Objective 10
position where you can ambush the Aliens from the side as on the way to finishing off Objective 9.
they direct their attention on the other men. If one turns its
attention on you, Cloak and move or unload a clip (or point-
blank Shotgun blast) into the aggressor.
Retrieve the TAC Cannon Cross the back of the armory and retrieve the TAC Cannon
from its glass box. You can’t use it inside the ship; save it
Climb the
for your bigger battle on the flight deck later.
stairs from
the balcony Return to the inter-
overlooking the section where
sea and proceed you left the two
through the open soldiers and hop
door at the top of over the debris
the stairs. You hear blocking the
soldiers ripping off corridor where you
shots at Aliens. shot down the
PRIMA Official Game Guide
Turn right and you see their shadows at the intersection sneaking Alien.
ahead. In the distance, straight ahead, you see an Alien Continue west into
sneaking up on them. Unload half a clip into the Alien before the office with the burning sofas. Cross the room to the exit
it can reach the unsuspecting soldiers. in the opposite corner and watch for a lone Alien in the next
Turn left at the intersection and follow the signs for the corridor.
armory. Before the second armory sign, check that you
have a full clip ready and stand in the doorway. Three
Aliens swarm the room, and you can use the doorway as
a chokepoint to funnel the Aliens at you one by one. Keep
firing until all three are dead.
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Follow the signs toward the
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bridge through the corridors and
up the stairs. Strength Punch the
two mangled doors in your way.
At the second, you arrive a few
seconds too late to prevent an
Alien from running Admiral Morrison
through. Finish off the Alien, then pick
up the SCAR ammo at the feet of the Walkthrough
fallen soldiers—these were Morrison’s elite
bodyguards; their SCARs have mounted Grenade Launchers and other augmentations. Don’t go up the stairs. Exit through the open
doorway, pick up Gauss Rifle ammo in the next room and then exit to the flight deck through the door on your left in the third room.
reckoning
“How’d I know you were
Objective 11
going to say that.”
—Nomad
B5
A2 A1
B1
B4 A4 A3
A5
B2 POINTER
B3
If you’re frozen, break free by shaking K
back and forth.
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unload a
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clip, and
the Exoskeleton
click off a
with rushes under
Missile—hit it
its belly. If the
in its underbelly
thing manages to
with whatever
grab you, blast it
you have handy.
with the Gauss
It’s going to take a
Rifle once or twice.
lot of firepower to
Keep on the move
bring it down—your
at all times unless
Missile Launcher or Minigun will be the most effective.
you are regen-
Run under the erating behind
creature and cover. After a few
continue to the runs, you should
raised metal cover see the creature
that you used start to smoke, and
earlier to battle the after a dozen or so
first wave of Aliens attacks, it finally
A5 . Again, this spot drops to the deck.
offers the best
protection against
the thing’s deadly blast and crushing tentacles. When you
are fully recovered and there are no flying Aliens strafing
you, repeat the attack pattern back to the debris pile near
the flight deck entrance. You can also assault it from
various other strategic cover spots around the deck (see the
B locations).
Armor Speed Strength Cloak Object Gun Add-On Grenades Explosives Vehicle
To the VTOL
PRIMA Official Game Guide
When the Exoskeleton falls, Psycho and Helena contact you in the VTOL. They
plan to pick you up, so head to the east where a small landing juts out from
the ship’s edge. If any flying Aliens continue to shoot at you, Speed Sprint toward
the VTOL.
Unfortunately, they can’t rescue you at this time. A giant Alien Warship rises out
of the sea behind them, and you have another battle on your hands.
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Objective 13: Defeat the Alien Warship
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reckoning
so all of your attack patterns are at 90-degree angle to what next to seconds
Objective 13
they were previously. You don’t want to make runs at it; it’s before). Hold
best to stay in cover and fire from range on this one. Listen steady as the TAC
to audio clues from Helena as the VTOL helps you take down Cannon locks onto
this monster. the target, then
fire a mini-nuke to
destroy the arm.
ADVISORY Repeat for the
second arm after
Helena gives the word. Alien Scouts will continue attacking
Here are some strategies to keep in mind during this (if you haven’t taken them out already). Bring them down if
final conflct: you can, allowing Helena to bring down the shields faster.
• Smaller Aliens distract you with strafing runs.
Take these out when you can, though it’s not Without its main
weapons, the
imperative if you have a chance of a lock onto
Warship dives
the Warship with your TAC Cannon. However,
on the ship.
taking these Aliens out now might save you With the weight
trouble later on. of the creature
• If you fall into the holes that litter the deck, on its deck, the
you’ll die. Memorize their locations so you can USS Constitution
avoid them during the heat of battle. starts going
down now, and
• Keep a cool head during the fight. There are
there’s not much you can do for it.
caches of Gauss rounds, Minigun ammo, and
You can kill the Warship, however, before you get off the
Missile Launchers scattered about—remember
ship. First neutralize the automatic cannons on the underside
to restock if you need to. of the Warship. You will face constant attack by Alien
Troopers—as you kill each wave, a new wave is released.
Try killing all but one so yoou can focus on your main target:
The first step is with the Gauss Rifle or a Missile Launcher, blast the doors
to remove its off its underbelly and expose its glowing power source.
main weaponry. Before it can retaliate, fire one last nuke with the TAC Cannon
The Warship has and splinter the monster into a million pieces.
four cannons in
a roughly square As the Alien
pattern around its Warship dies, you
central structure. make a daring
They are highly run for the VTOL
defensive when and escape with
shut, but when you see a cannon glow purple and open up, Psycho and Helena.
launch a Missile or Gauss Rifle shot into the cannon hole. Both ships are
One successful shot can destroy the cannon. Repeat this finished, and
until the Warship’s four cannons have been eliminated. Psycho informs you
that an allied fleet
is on its way to pick you up. Before you can relax, however,
you pick up Prophet’s signal. He’s still alive, you know how
to defeat the Aliens now, so it’s time to return to the island.
The Alien threat still exists, and the frozen island may be but
the tip of the iceberg. If humanity is to have a chance, only
you can stop the Aliens once and for all.
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Suicide — 0
really arm yourself
to tackle players Team Kill — -200
and vehicles. Objective Rewards
Plunk down 200 prestige for a Missile Launcher, and you Prestige Points Prestige Points
still have 100 left to equip as you would a Private. You’ll be Structure (Capture) (Defend)
very happy the first time you stumble into an enemy tank. Reinforcement Bunker 100 5
Review the charts on this page for your starting rank values
Small Energy Site 100 5
and how your actions can earn the greatest amount of
Large Energy Site 250 10
contribution and prestige points.
Small Prototype Factory 250 10
Large Prototype Factory 250 10
Naval Facility 250 10
Small Vehicle Factory 250 10
War Factory 250 10
224
Aviation Facility 250 10
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
h a n g e Vi h a n g e Vi
XC e XC e
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Private Corporal Sergeant Lieutenant Captain Major Colonel General
Private 100 110 120 130 140 150 160 170
Corporal 90 100 110 120 130 140 150 160
Sergeant 80 90 100 110 120 130 140 150
Lieutenant 70 80 90 100 110 120 130 140
Captain 60 70 80 90 100 110 120 130
Major 50 60 70 80 90 100 110 120 Multiplayer
Colonel 40 50 60 70 80 90 100 110
General 30 40 50 60 70 80 90 100
MULTIPLAYER WEAPONS
Weapons Categories Single-Player Multiplayer
Max Ammo 30 rounds 40 rounds
Unaimed Accuracy Good Good
DSG1
Effective Range (single shot) < 200 m. < 225 m.
Damage 380 health 125 health
Fists Damage 80 health 75 health
Max Ammo 300 rounds 120 rounds
Unaimed Accuracy Moderate Good
FY71
Effective Range (single shot) < 100 m. < 125 m.
Damage 52 health 32 health
Max Ammo 20 rounds 20 rounds
Unaimed Accuracy Good Good
Gauss Rifle
Effective Range (single shot) < 250 m. < 275 m.
Damage 500 health 350 health
Max Ammo 500 rounds 1,000 rounds
Unaimed Accuracy Moderate Good
Minigun
Effective Range (single shot) < 50 m. < 75 m.
Damage 90 health per 5 shots 40 health per 5 shots
Max Ammo Only one launcher at a time Only one launcher at a time
Unaimed Accuracy Good Good
Missile Launcher
Effective Range (single shot) < 200 m. < 200 m.
Damage 300 health 300 health
Max Ammo — —
Unaimed Accuracy Moderate Good
MOAC
Effective Range (single shot) < 50 m. < 75 m.
Damage 150 health 35 health
Max Ammo — —
Unaimed Accuracy — Good
MOAR Attachment
Effective Range (single shot) — < 50 m.
Damage — Freezes vehicles and players
Max Ammo 200 rounds 160 rounds
Unaimed Accuracy Moderate Good
Pistol / Dual Pistols
Effective Range (single shot) < 50 m. / < 25 m. < 75 m. / < 50 m.
Damage 45 health 20 health
Max Ammo 280 rounds 120 rounds
Unaimed Accuracy Good Good
SCAR
Effective Range (single shot) < 150 m. < 175 m.
Damage 75 health 26 health
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Weapons Categories Single-Player Multiplayer
Max Ammo 40 shells 64 shells
Unaimed Accuracy Poor Poor
Shotgun
Effective Range (single shot) < 25 m. < 50 m.
Damage Variable based on range Variable based on range
Max Ammo 300 rounds 160 rounds
Unaimed Accuracy Moderate Moderate
SMG
Effective Range (single shot) < 50 m. < 75 m.
Damage 45 health 20 health
MULTIPLAYER EXPLOSIVES
Explosive Category Single-Player Multiplayer
Max Ammo — 2 mines
Anti-Vehicle Mine (AV Mine) Damage — 1,000 health
Explosion Radius — 6 m.
Max Ammo 4 charges 2 charges
C4 Explosive Charge Damage 1,000 health 1,000 health
Explosion Radius 12 m. 12 m.
Max Ammo — 2 claymores
Claymore Damage — 290 health
Explosion Radius — 8 m.
Max Ammo 10 grenades 2 grenades
Flashbang Damage 0 health 0 health
Explosion Radius 10 m. flash 10 m. flash
Max Ammo 10 grenades 3 grenades
Frag Grenade Damage 250 health 250 health
Explosion Radius 15 m. 15 m.
Max Ammo 10 grenades 10 grenades
Grenade Launcher Damage 250 health 150 health
Explosion Radius 10 m. 5 m.
Max Ammo 300 rounds 120 rounds
Incendiary Ammunition
Damage 130 health 35 health
Max Ammo — 1 grenade
Nano Disruptor Grenade Damage — 0 health
Explosion Radius — 20 m. electromagnetic pulse
Max Ammo 10 grenades 1 grenade
Smoke Grenade Damage 0 health 0 health
Explosion Radius 5 m. smoke screen 5 m. smoke screen
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Max
EQUIPMENT Cost Produced At Capacity
Night Vision 10 Any Spawn Point/Factory 1
Pistol Silencer 10 Any Spawn Point/Factory 1
Rifle Silencer 10 Any Spawn Point/Factory 1
LAM 25 Any Spawn Point/Factory 1 Multiplayer
Lockpick 25 Any Spawn Point/Factory 1
Parachute 25 Any Spawn Point/Factory 1
Reflex Sight 25 Any Spawn Point/Factory 1 AMMO Costs
Assault Scope 50 Any Spawn Point/Factory 1 Max
AMMO Cost Produced At Capacity
Binoculars 50 Any Spawn Point/Factory 1
Any Spawn Point/
Grenade Gauss Slugs 50 per 5 25
50 Any Spawn Point/Factory 1 Factory
Launcher
Minigun 50 per Any Spawn Point/
1500
Incendiary Clip 50 Any Spawn Point/Factory 1 Bullet 500 Factory
Portable Radar 50 Any Spawn Point/Factory 1 Any Factory
Mounted MG — —
Service Zone
Repair Kit 50 Any Spawn Point/Factory 1
Tank COAX Any Factory 1,000 (per
Sniper Scope 100 Any Spawn Point/Factory 1 —
Bullet Service Zone vehicle)
AMMO Costs
Vehicle Costs
Max
Production
AMMO Cost Produced At Capacity
Equipment Cost Time Produced At
Any Spawn Point/
Sniper Ammo 10 per 10 31 Small Boat 0 5 Naval Facility
Factory
Small Vehicle Factory,
Gauss Tank 100 per Any Factory 10 (per Unarmed LTV 0 5
War Factory
Slug 10 Service Zone vehicle)
Small Vehicle Factory,
100 per Any Factory 50 (per Unarmed Truck 0 5
Tank Shell War Factory
10 Service Zone vehicle)
Small Vehicle Factory,
100 per Any Factory 300 (per Armed LTV 50 5
APC Cannon War Factory
100 Service Zone vehicle)
Hovercraft 100 20 Naval Facility
Helicopter 100 per Any Factory 1,000 (per
Patrol Boat 100 5 Naval Facility
Cannon 100 Service Zone vehicle)
AAA Vehicle 200 7 War Factory
100 per Any Factory 1,000 (per Small Vehicle Factory,
VTOL Cannon Gauss LTV 200 10
100 Service Zone vehicle) War Factory
100 per Any Factory 1,000 (per Gauss Patrol
AAA Cannon 200 10 Naval facility
250 Service Zone vehicle) Boat
Any Factory 12 (per MOAC LTV 300 20 Prototype Facility
VTOL Missile 100 per 5
Service Zone vehicle) APC 350 20 War Factory
Helicopter Any Factory 28 (per MOAR LTV 350 20 Prototype Facility
100 per 7
Missile Service Zone vehicle) Small Vehicle Factory,
Spawn Truck 350 25
Any Spawn Point/ War Factory
Rifle Grenade 20 per 1 11
Factory Helicopter 400 30 Aviation Factory
Singularity Any Factory 10 (per Light Tank 400 30 War Factory
200 per 1
Shell Service Zone vehicle)
Amphibious
Any Spawn Point/ 450 20 War Factory
TAC Grenade 200 per 1 4 APC
Factory
Battle Tank 450 40 War Factory
TAC Tank Any Factory 3 (per
200 per 1 Gauss Tank 600 60 War Factory
Shell Service Zone vehicle)
VTOL 600 30 Aviation Factory
Default Any Spawn Point/ 302 (FY71
5 per 30
Bullets Factory and SCAR)
Any Spawn Point/
Endgame Technology Costs
Light Bullet 5 per 40 202 Production Max
Factory
Item Cost Time Produced At Capacity
Shotgun Any Spawn Point/
5 per 8 88 Prototype
Shells Factory TAC Launcher 500 — 1
Facility
Any Factory 6 (per
APC Missile 50 per 1 Prototype
Service Zone vehicle) TAC Tank 750 60 —
Facility
Any Factory 8 (per
AAA Missile 50 per 2 Prototype
Service Zone vehicle) Singularity Tank 800 60 —
Facility
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Suit Variations
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Bait and Switch each of your main objectives. Where can you find
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Beach
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United States Tactics US BEACH
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Your team’s
primary A A
tactics
(blue) involve
splitting forces
and committing B
to both sides of B
the river. From the
carrier (Waypoint
A), send one force C E
F
to the Alien energy site (B) while the second group hits C
D
the reinforcement bunker and heavy vehicle factory to D I
the southwest (C and D, respectively). There shouldn’t be E H
G
any resistance at the first Alien energy site, so that team J F K
continues on full speed to overtake the bunker and naval
factory (E and F, respectively).
by the Alien energy northern team should have enough time to reach the Alien
site (B) before energy site (D) without contest, too.
moving out for the reinforcement bunker (C), which will help
you gather strength quicker at the later stages of the battle. The western
Seize the prototype factory (D) as quickly as possible, then team hits another
grab the second reinforcement bunker (E) and Alien energy reinforcement
site (F) as optional targets on your way. bunker (E) next.
Expect resistance
at this point. The
fiercest compe-
tition happens as
the northern team
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NK BEACH site (H) easily, or if some of their forces should
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Mesa
Reinforcement Bunker
Alien Energy Site
Heavy Vehicle Factory Alien Energy Site
NK Small Vehicle Factory
NK Barracks
US HQ
The U.S. headquarters occupies the
US Barracks northwest plateau; the North Korean
HQ sits opposite it in the southeast
region. Hills and slopes dot the
mesa, so you’ll want to take full
Alien Energy Site advantage of the many tunnels and
elevated sniper points.
US Air Factory NK HQ
Heavy Vehicle Factory
Prototype Factory
US Small Vehicle Factory NK Air Factory
Reinforcement Bunker
United States Tactics (see map on next page) The southern team
leaps up to the
Your primary
plateau southeast
attack route (blue)
of the main
will secure the
entrance. Continue
prototype factory
south until you can
and the immediate
see the prototype
surroundings.
compound on your
Split your forces,
left and aim for
sending one team
the reinforcement
east and another
bunker in the corner (D). As the main team assaults the
larger team
bunker, then the prototype factory (E), and then heavy
south. The eastern team splits again and heads for the
vehicle factory (F), leave one or two members behind with
reinforcement bunker in the center of the mesa (B) and the
Precision Rifles and/or Missile Launchers to snipe any
Alien energy site (C). Both areas should be secured before
incoming enemies.
the North Koreans arrive.
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US MESA
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After you
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secure the
prototype
compound,
seize the next
A
Alien energy A B
site (G), or C D
coordinate with E
the eastern team
on defense or your C
next big offensive push. With two Alien energy sites and B
the prototype factory under your belt, you have the luxury
of sitting back and adjusting to the North Korean’s plan of F
F
attack.
D E
Your secondary G
tactics (green) G
require you to seize
all three Alien
energy sites and
deprive the North
Koreans of the
precious power.
Everyone heads
east and splits
to capture the Alien energy site (B) and the reinforcement
bunker (C). Continue moving east and tackle the heavy
vehicle factory (D) and reinforcement bunker (E). Expect North NK MESA
Korean resistance here, unless they’ve deployed around the
prototype factory.
Combine forces
again and move
south to control
F
the second Alien D
C
energy site (F). Now
it gets dangerous.
Leave some E
members behind to
hold your defensive
D
flank and cut F B
across the lake to the western tunnel leading to the third B C
Alien energy site (G). From the third Alien energy site, you E
can circle down to infiltrate the prototype compound when
you’re ready to take control of the game.
compound. If you hustle, you can beat the U.S. team here. the bunker and
Secure the reinforcement bunker (B), then the prototype factories and send
factory (C), then the heavy vehicle factory (D). a smaller force
to seize two Alien
energy sites (E and
F). You can keep
your forces fairly centralized with this attack pattern, which
enables strong support and concentrated thrusts when your
squad leader chooses a new target.
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For your secondary
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tactics, avoid the
prototype factory
and do an end run
to the northeast.
Seize the Alien
energy site (B)
and split your
forces. The larger Multiplayer
group continues
northeast and takes out the reinforcement bunker (C) and the The smaller group heads west and grabs the reinforcement
heavy vehicle factory (D). bunker near the map’s center (E). Hold the reinforcement
bunker until the larger team can control the second Alien
energy site (F). From these two points, you can harass the
U.S. forces as they leave their HQ or combine to launch a full
offensive against the prototype compound or the HQ itself.
Plantation
Reinforcement Bunker
NK HQ
Prototype Factory
NK Barracks
US PLANTATION NK PLANTATION
A
A
B
B
E F
D C
C D C
D F B E
C D
G
E E B
A A
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United States Tactics North Korean Tactics
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Everyone Since you’re
rushes closer to the main
south on the objective points
primary attack than the U.S.
route (blue) team, your primary
and takes cover and secondary
at the central attack routes look
shack (B). Quickly to close off the
split into two southern section.
groups and head For your primary
along the western and eastern perimeter to fight for both attack route (blue), split your forces and rush for both
reinforcement bunkers (C and D). reinforcement bunkers (C and D). The eastern team can drop
Do not advance a man along the way to secure the Alien energy site (B).
until you have Secure both bunkers and watch for U.S. incursions as you
control over both concentrate your attack on the prototype factory (E). When
bunkers. When you you have all the previous objectives under control, you
do, coordinate your can press northward slowly, starting with the second Alien
attack on the Alien energy site (F).
energy site north of An alternative path
the prototype factory (green) sends your
(E). Now you have team along the
the northern half of western perimeter
the map sealed off. Concentrate your attack from the bunkers to storm the first
and the Alien energy site on the prototype factory (F). You have reinforcement
enough to win with those points; however, you can branch out bunker (B). As a
to the second Alien energy site (G) if you see an opening. small group stays
Your secondary behind to defend
attack route (green) the bunker and to
gets a bit tricky. supply support fire, the rest of the team rushes across the
Rather than hit the battlefield to gain the second reinforcement bunker (C). As
main area head soon as the southern section is sealed off, drop a few men
on, run along the back toward HQ to pick up the prototype factory (D) and an
western cliff face to Alien energy site (E). Now you can press north whenever you
a secluded cave (B) see a break in the U.S. forces.
and follow the under-
ground passage until
you come up inside the prototype factory’s sandbag perimeter
(C), where you can assault the factory itself.
You can also use
the underground
passage to sneak
up on the western
reinforcement
bunker (D). Alter-
natively, after
you seize control
of the prototype
factory, race
across to the eastern side and grab the
Alien energy site (E). If you can hold this
line, you seal off the northern section and
you’re free to pick up the other bunker
and energy site at your discretion.
PRIMA Official Game Guide
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Refinery
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Reinforcement Bunker
US REFINERY NK REFINERY
A
A
F E E C D B
B
E
G
C E
C D
D C
B
B D
A
A
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brings you to the crane (E). If you climb to the top, it offers a c
C
C
You’ll
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probably
hit stiff
competition,
North Korean Tactics
and may need Your primary route
an alternate (blue) involves
route (green). flooding the
Try running from eastern flank
the HQ (A) to the and seizing your
building south of objectives one by
the prototype factory (B). From under the overhanging roof, one. Stream out of
you can assault the prototype factory with a number of the southeast HQ
approaches. exit and cross the
bridge toward the
The most direct
reinforcement bunker (B). After it falls, methodically take
route takes you
down the heavy vehicle factory (C), Alien energy site (D) and
straight ahead
prototype factory (E). If you run into any problems, secure a
through the open
second or third reinforcement bunker to bring troops to the
bay doors at street
frontline faster.
level. You can also
zigzag up the stairs Your secondary
to fire from range route (green)
on the rooftops. has you storm
Finally, you can the middle to
carefully cross the street via the pipe, enter the prototype reach the central
building through the roof door, and then drop into the main reinforcement
room by the secret trap door (shown here). bunker (B). From
there, fan out to
When the prototype
grab the crane (C)
building is yours,
and its superior
flank out in the
sniping spots, plus the second reinforcement bunker (D)
direction of least
on the eastern perimeter. After you eliminate most of the
resistance. It’s
resistance in the center of the complex, branch out to the
a short jaunt to
prototype factory (E) and settle in there for the eventual push
the reinforcement
at the U.S. home base.
bunker (D). A
slightly longer hike
Shore
Heavy Vehicle Factory
Prototype Factory Reinforcement Bunker
US HQ
Alien Energy Site
NK Barracks
236
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US SHORE
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both of
those
sites are
secure,
forge
ahead
with a
B simultaneous Multiplayer
attack on the
second and third reinforcement bunkers (E and G). If you
E C hustle, the western team can take the bunker and the Alien
F H G energy site north of it (F) before the eastern team entrenches
in their bunker. When resistance lulls, take a stab at the
F A third Alien energy site (H) to control the majority of the key
D A objectives.
E C
The secondary
D
attack route (green)
B
involves controlling
the center
mainland, except
this time you head
northeast to the
top Alien energy
site (B). Next, run
NK SHORE southwest to the
reinforcement bunker (C), where you split into two teams.
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factory (G). The large team should hit the heavy
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The main force
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grab the prototype factory. From here, you can push over the bridge
out in any direction with strength. and attacks the
Your secondary prototype factory
route (green) (E). Your ultimate
goes out the goal is to take the
eastern gate (A) prototype factory
and straight to the and then move
main bridge. Send up the hill to the
one medium-sized heavy vehicle factory and reinforcement bunker. If this
team down the hill becomes problematic, you can try a backdoor attack on the
on the left to grab U.S. players by sending a new team down the western road
the reinforcement to hit them from behind.
bunker (B) and two Alien energy sites (C and D).
60
The Shotgun makes for an effective
weapon in the map’s close
confines. Frags can catch multiple
foes in a corridor, except they pose
a danger if a rebound drops it too
close to you. While the Precision
Rifle can cause a huge commotion
out on the open deck or in the
warehouse bays, it’s not practical
when you’re running around the
ship’s interior, so you’re better off with the SMG, or if you can nab it, the
Minigun. The Minigun in a packed corridor can spell multiple kills easily.
238
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Outpost
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Legend
1. SCAR + Ammo 21. MOAC
2. SMG + Ammo 22. SMG + Ammo
3. Shotgun + Ammo 23. Shotgun + Ammo
4. FY71 + Ammo 24. FY71 + Ammo
20 21
31 32 33 Instant Action
19 18 5. SMG + Ammo 25. Gauss Rifle Maps
17 23 24 6. Shotgun + Ammo 26. FY71 + Ammo
35 36 37 38
22 25 34 7. SCAR + Ammo 27. SMG + Ammo
16 15 26 30 8. FY71 + Ammo 28. FY71 + Ammo
39
27 29
40 9. Shotgun + Ammo 29. Shotgun + Ammo
14
12 28
2
10. SMG + Ammo 30. C4
13
11 7 4 11. SCAR + Ammo 31. SMG + Ammo
1 41
6 5 12. SMG + Ammo 32. Shotgun + Ammo
10
9
8 3 13. FY71 + Ammo 33. FY71 + Ammo
14. Shotgun + Ammo 34. FY71 + Ammo
15. Shotgun + Ammo, Flashbang 35. SCAR
Grenades 36. Claymores
16. SCAR + Ammo, RIfle Grenades 37. Smoke Grenades
17. SMG + Ammo 38. Shotgun
18. SCAR + Ammo 39. SCAR + Ammo
19. SCAR + Ammo 40. FY71
20. Claymores 41. SMG + Ammo
Quarry
Legend
1. SCAR + Ammo 16. FY71 + Ammo
2. FY71 17. SMG + Ammo
2
3 3. SCAR + Ammo 18. Pistol + Ammo
30 1
4 5
4. MOAC, MOAR 19. SMG + Ammo
29
28
27 9
5. SCAR + Ammo 20. SCAR + Ammo
10 8 6
6. FY71 + Ammo 21. Pistol + Ammo
7
7. Pistol Ammo 22. SMG + Ammo
21
22 8. Smoke Grenades, SMG + Ammo 23. Shotgun + Ammo
23 15 9. FY71 + Ammo 24. SCAR + Ammo
20 11
24 13
25 12
10. Shotgun + Ammo 25. SCAR + Ammo, Frag Grenades
26 17 16 14
11. Shotgun + Ammo 26. Missile Launcher
12. SCAR + Ammo 27. Pistol + Ammo
19 13. SMG + Ammo 28. Shotgun + Ammo
18
14. SCAR + Ammo 29. Shotgun + Ammo
15. SMG + Ammo 30. Minigun, Flashbang Grenades
239 primagames.com
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C
Buildings You have
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and your standard
conveyer weapons—FY71,
belts are your SMG, Shotgun, and
cover on this Pistol—but the big
outdoor map. battle will be over
You can climb the MOAC (with
to the building MOAR attachment)
balconies and on the conveyer
rooftops for better belt and the
vantage points, or run around the rocky perimeter for better Minigun by the lumber pile. (See the map.) Whoever owns
shooting angles. Avoid crossing the main roads unless these weapons will be king of the quarry for at least a little
forced to; there are so many ambush points that you can’t while.
watch them all and you’re bound to get gunned down. Your
only chance is to Speed across and seek immediate cover.
Steel Mill
Legend
1. SCAR + Ammo, Flashbang Grenades
2. Pistol + Ammo
3. SCAR + Ammo, Rifle Grenades
4. SMG + Ammo
5. SCAR + Ammo
6. FY71 + Ammo
7. SMG + Ammo
8. SCAR + Ammo, Frag Grenades
9. Missile Launcher
10. Shotgun + Ammo
27 1
11. SCAR + Ammo
26 2 12. Shotgun + Ammo
25
3 13. C4
14. SMG + Ammo
24 4
23 15. FY71 + Ammo
16. FY71 + Ammo, Frag Grenades, RIfle Grenades
22 5
17. Shotgun + Ammo
21
20 6 18. Precision Rifle + Ammo
19 8
7 19. Pistol + Ammo
18
17 9 20. Shotgun + Ammo
10
21. SCAR + Ammo
16
15 22. MOAC, MOAR
14 11 23. Shotgun + Ammo, Smoke Grenades
13 12
24. SCAR + Ammo, Rifle Grenades
25. Scar + Ammo
26. SMG + Ammo
27. Claymores
240