Syphon Filter: The Omega Strain Developer: SONY Bend (Formerly Eidetic) Publisher: SCEA Ctrl + F is your friend - It activates the "find" function. Type in the to jump down to a section. I. Basics 1. Controls 2. Characters 3. Weapons Overview 4. Tips on Gameplay II. Weapons 1. Back 2. Sidearm 3. Auxiliary 4. Grenade 5. Melee 6. Non-Inventory III. Levels 0. IPCA European Command: Training Center 1. Carthage, Michigan: Quarantine Zone 2. Carthage, Michigan: Warehouse District 3. Carthage, Michigan: Carthage Mall 4. Pescara, Italy: St. Cetteo Sqaure 5. Mazyr, Belarus: Krivorozhstal Mill 6. Mazyr, Belarus: Belaya Vezha 7. Tash, Kumyr, Kyrgyzstan: Saydahmat's Village 8. Sana'a, Yemen: Arms Bazaar 9. Sana'a, Yemen: Taherir Palace 10. Minsk, Belarus: International University 11. Samaschki, Chechnya: Ivankov's Home 12. North Atlantic: Lorelei Salvage Rig 13. Tokyo, Japan: Murakawa Tower 14. Taguang, Myanmar: Irawaddy Basin 15. Zurich, Switzerland: Niculescu Funds Tower 16. Budva, Montenegro: Niculescu's Villa Estate 17. Kiev, Ukraine: Chechen Terrorist Base IV. Bonus 1. Ranks 2. Ratings 3. Special Ratings 4. Commendations 5. Medals 6. Omega Strain V. Blah, blah... 1. Me, Myself, and I... and Moi 2. Cheapness 3. FYI 4. FAQ 5. Version 6. Cred *************************************************************************** I. Basics This section covers the basics of the game. Section 1 is for beginners. Section 2 is boring, so skip it. Section 3 is also boring. Section 4 is something you should take a look at. --------------------------------------------------------------------------- 1. Controls This section is for all you irresponsible people who lost your manual. And, for all you cheap people who got a used copy w/o a manual. And, for all you lazy people who didn't feel like reading the manual. Triangle - Interacts with environment (climb ladder, activate switch, etc.) Square - Attack with your weapon X - Crouch Circle - Roll (as in evade) L1 - Switch to manual aim R1 - Fixed lock-on to a target (must hold down, press again to cycle) L2 - Strafe to the left R2 - Strafe to the right Left analog - Moves character Right analog - Moves camera R3 - Reload weapon D-Pad Up - Used to talk on microphone (hold) D-Pad Right - Turn on/off D-Pad Left - Bring Up Map D-Pad Down - Option to drop current weapon. Start - Goes to menu screen (only pauses offline) Select - Switches weapon (Hold it down and press L2 or R2 to manual select) Enemies will not hear you if you move while holding down X. When holding down R1, you'll see a target around an enemy; its color will go from red to green. Note that green doesn't guarantee a hit, but a high probability of a hit. Holding down X while targeting makes it green faster. If you hold X while on a ladder, you'll slide down. Hold UP on the D-Pad to activate your microphone (online only). It'll take a second (you'll hear static and see the mic icon change color) and it only stays activate while you hold UP. Releasing UP deactivates the mic. Tapping UP brings up a communications menu (Preset commands). Hold RIGHT on the D-Pad to toggle between your flashlight and night vision goggles (if you have one). Pressing RIGHT turns either device on or off. Remember, the R3 button is on the right analog stick. --------------------------------------------------------------------------- 2. Characters Hunter, Gina Rank: Investigative Officer Duty: Pilot Comments: Youngest member of IPCA A newcomer to the team, Gina will be your pilot for Tokyo and beyond. Crusher, William Rank: Intelligence Officer Duty: Pilot Comments: Another pilot... He'll be your pilot from Belarus 2 to the North Atlantic Haddad, Alima Rank: Field Research Specialist Duty: Pilot Comments: Alima is from Kuwait. She carries a good luck charm with her, a unicorn given to her by her mother; most of her family were killed during the Gulf War. She'll be your pilot at the start. Weissenger, Elsa Rank: Intelligence Supervisor Duty: Researcher/Scientist Comments: She once tried to kill Logan, and used Lian as a guinea pig... Only in America. Anyways, she's the scientist of the team, and you'll get to read her depositions in the conspiracy files. Gray, Imani Rank: Investigative Operations Commander Duty: Boss you around for the first 4 missions. Comments: Ms. Attitude. She'll guide you from the training mission to Carthage 3. You'll see little of her afterwards. Stoneman, Gary Rank: Intelligence Operations Commander Duty: All-Around Bad-Ass Comments: The veteran of the agency; he has even saved Logan's butt. He's featured in the first bonus stage (Italy), and will be your commander during the Belarus missions. Mujari, Lawrence Rank: Assistant Chief of Operations Duty: Researcher/Scientist Comments: He'd be the white mage if this was a RPG. Another familiar face from the previous games, you'll have to save him early on in the game, and will see him in a couple of missions later on in the game. Lipan, Teresa Rank: Deputy Chief of Operations Duty: Intelligence/Communications Comments: Has more lives than a cat Apparently, after her last field run in New York with Gabe, Teresa has given up the dangerous stuff for command station duties. She'll handle most of the communications from HQ. Xing, Lian Rank: Chief of Operations Duty: Femme Fatale Comments: Really, there's nothing going on between Logan and her. A veteran of the series, Lian will be your commander for Tokyo and Myanmar, and is featured in the second bonus stage, Kyrgyzstan. Logan, Gabe Rank: Commander in Chief Duty: Gives out orders Comments: The star of the previous three games. You'll start hearing from the big chief from Switzerland and beyond. Powers, Maggie Group: British MI6 Duty: Spy stuff Comments: She talks a lot... Playing a small role in the third Syphon Filter game, Maggie makes an appearance for the Minsk stage. Gregorav, Uri Group: Russia Duty: Bosses Russians around Comments: I hated chasing this guy through the park. He's not an important player this time around... Hard to tell which side he is on, though (other than Russia's). Zohar, Ehud Ben Group: Mossad Duty: Killing and betraying people Comments: Double Eagle! He's the anti-hero in the game. Still, it's nice to see someone from the Middle East not being portrayed as a terrorist in a game. Pierce, Warren H. Group: U.S.A. Duty: President Comments: A politician Answer to the question: What if Clinton and Bush had a child? Aramov, Mara Group: --- Duty: International Assassin Comments: More lives than Teresa Good Night, Sweetheart. Niculescu, Mihai Group: Niculescu Funds Ltd. Duty: Art Collector... Comments: He's always ready The guy behind the Syphon Filter conspiracy. Mikhas, Ivankov Group: CDP Duty: Bosses CDP members Comments: Into old-school WMD He's the main bad guy at the start. Jandran, Nikolai Group: --- Duty: Evil Scientist Comments: aka Lukas Kaufmann, father of the Syphon Filter Birchim, Alex Group: U.S.A Duty: Director, WHIA Comments: Doesn't like Logan It's like every Syphon Filter game must have a corrupt government official. Broussard, Richard Group: CHA Duty: Accepting bribes and taking part in conspiracies Comments: Most annoying voice in the game Proust, Andre Group: ALA Duty: Taking bullets to the head Comments: First bosses are always easy Fournier, Jean Group: ALA Duty: Catching grenades Comments: Second bosses are also easy Masson, Soren Group: ALA Duty: Full-time terrorist, part-time sniper Comments: Third bosses are a tad hard Alexopoulos, Dimitri Group: Cosa Potenza Duty: Godfather Comments: A sitting duck You'll carry out a DPE order on him when you play as Stone. Dobranski, Tekla Group: --- Duty: Mill foreman Comments: If you don't already, you'll learn to hate this guy. He's on the CDP's payroll, but is more like a criminal. Zhidkov, Vladimir Group: CDP Duty: CDP Officer Comments: He really likes trains He's close to Ivankov and a real bad guy. It's a shame that you don't get to kill him with a head shot. Pulikovsky, Mikhail Group: CDP Duty: Torturing Stone Comments: Likes messy rooms Now, this guy, you get to take down with a head shot. Saydahmat, Askar Group: --- Duty: Yak Herder Comments: He's also a pervert An arms dealer operating out of a small village, you don't get to kill him directly when playing as Lian. Samaev, Dosbol Group: With Saydahmat Duty: Henchman Comments: Walks slowly If Saydahmat is the kingpin, Samaev is the dealer. Al Dhahiri, Zayed Group: YLA Duty: Victim of a random act of violence Comments: Likes to sit by himself There isn't much to this guy. He's just sitting around in Lian's stage waiting to be killed. Yang, Sok-Ju Group: DPRK Duty: The Bad Cop Comments: Trusts concubines With North Korea; he was sent to buy the Omega Strain from Samaev. Fadhil, Ahmed Salim Group: --- Duty: Cosmetic surgeon to terrorists Comments: Keeps good files You'll see this guy in Yemen; too bad there's no DPE order out on him. Khorsh, Wallid Abdul Group: YLA Duty: Likes to talk and issue commands Comments: Has a weak neck Al-Hassan's right hand man. Easy to kill in stealth. Jon, Thae-Bok Group: DPRK Duty: Paperboy Comments: Also has a weak neck Another North Korean agent. You'll find him wandering the streets of Yemen. Yuschenko Group: CDP Duty: Delivery boy Comments: Has car insurance He's the main guy in the CDP that goes around making deals for the Omega Strain. Al-Hassan, Fatha Group: YLA Duty: Being assassinated Comments: Mean guy, though I've never seen him Zohar will take this guy down. Matsua, Korin Group: HNT Duty: Criminal Comments: At last, a regular criminal! Head of the Yakuza's rivals. Tamura, Akio Group: Yakuza Duty: Criminal Comments: Another one! Satou, Hideki Group: Yakuza Duty: Criminal Comments: A third? Kmura, Ichiyo Group: Yakuza Duty: Criminal Comments: Number Four? Isikawa, Makoto Group: Yakuza Duty: Criminal Comments: Wait... Tanaka, Yataro Group: Yakuza Duty: Criminal Comments: How many more? Ryusaki, Iwao Group: Yakuza Duty: Criminal Comments: Make it stop! This guy carries a really big gun. Mori, Takeshi Group: Yakuza Duty: Criminal Comments: ... Eto, Hitoshi Group: Yakuza Duty: Criminal Comments: ...... Murakawa, Sanzo Group: Yakuza Duty: Criminal Comments: Tokyo isn't a safe place Head of the Yakuza. Kim, Yong-jun Group: DPRK Duty: Spy + Criminal Comments: Seatbelts didn't help He's a North Korean double agent. Leonov, Yegor Group: CDP Duty: Officer Comments: Likes helicopters Petrenko, Oleg Group: CDP Duty: Officer Comments: Likes rooftops Savin, Vladin Group: CDP Duty: Officer Comments: Likes to walk slowly Ushakov, Rodion Group: CDP Duty: Officer Comments: Likes big vehicles --------------------------------------------------------------------------- 3. Weapons Overview The games lists weapon stats such as fire rate and damage. However, it does not list stats such as range and how fast it locks on to a target when using R1 targeting. You should keep these things in mind when you're using a certain weapon. Know that not all weapon ratings are equal. While both weapon x and y may have a V rating for damage, weapon x may be more powerful than weapon y. In other words, the basic stats don't tell the whole story. So, make sure you play around with every new weapon you get. You may carry up to five weapons at a time. Even if you only use one weapon, carry another if you can match the ammo. For example, if you're using an auxiliary weapon that uses 9mm bullets and you run out, you can transfer bullets from your sidearm, provided that it also uses 9mm bullets. There is a difference between the Soviet Rifle and NATO rounds. Even though they may both be 7.62mm, they're not the same. Certain enemies have an inordinate amounts of health. For example, Masson, a "boss" character, can take multiple shots from a BFG. In general, head shots and explosives (and gases) are best against "bosses." Shotguns: Generally, they're not that great. They hold little ammo and have a very short range. You really have to get up close to enemies in order to use them effectively. Their power ratings are a bit deceptive. A lot of the basic shotguns have a II power rating, but since it fires multiple shots, you can take down a enemy with a single shot if you're close enough. Slugs have better range, but only hits a single target at a time. Shots are weaker, but have a wide range. Between the two, I favor the shotguns that use shots; after all, isn't the whole point of using a shotgun to have a weapon with a wide range? In terms of picking up ammo, you can use regular shot ammo with a weapon that uses slugs. Simply put, shots have more power, but are only effective at close range - Slugs have more range, but have less power. Assault Rifles: This is the meat of your arsenal. You're really going to have to use these weapons for par times. Generally, they have the best lock-on times. Sniper Rifles: Good for sniping, of course. While accurate and powerful, they don't come with much ammo. Launchers: Slow, but pack a punch. You only get 3 in your inventory, and they generally have limited uses. Sidearms: You should avoid using pistols early on. The ones you get early on in the game just don't cut it. However, once you get the dual wield and better pistols, they can replace the assault rifles as your main weapon. If you're accurate, you really can't top the dual Desert pistols. Auxiliary: Most auxiliary weapons are submachine guns. Until you get a good assault rifle, you'll be relying on these a lot. In general, those with a high firing rate and stability are the best ones. Grenades: They're annoying to get, but are worth your time. You'll rely on the smoke, sarin, and frag grenades later on in the game. Melee: In general, they're useless. The one weapon you'll be using a lot later on in the games (for the stealth missions) is the stun jack. So, if you're not shooting for a high rating, don't bother with the knives or non-lethal counts, as the stun jack is all you need. Neck Snap: This is the award you get for completing the 3 Carthage missions in solo par times. Breaking necks is the only no-weapon attack you can have. To use it, the enemy must be standing still, and not facing you. Just get in close range and press the attack button. Dual Wield: You earn this ability if Zohar survives the 2nd Yemen mission. There's not much reason to go back to single wield. But, if you want to, you can drop your weapon once the game starts, and only pick up one handgun. Head-Shot Lock: This is the award for obtaining the EDPEE special rating. It has a short range - Think ranges at which shotguns are effective. To use it, hold down R1 to lock-on to a target. Then, hold down L1. The targeting cursor should change to a triangle and lock-on to the head of the enemy. --------------------------------------------------------------------------- 4. Tips on Gameplay Know when to use R1 and L1 targeting. In most situations, it pays to use a combination. Target an enemy with R1, then quickly switch over to L1. This way, you don't have to rely on the R1 target to turn green, as the crosshair for L1 will be right over the enemy. This ensures a quick kill if the target is stationary or slow; although, it does leave you somewhat more vulnerable since you'll be stationary for a split second. It's best to use a rifle and R1 targeting for moving targets that strafe. A second option would be to use L1 and a weapon with a high firing rate. It's very important to note that after you fire a weapon using R1 targeting, its recoil will cause the green target cursor to go back to red. So, when using a weapon with a high firing rate, use L1 targeting. Of course, there are exceptions to this (SSP 90 being one of them). When using R1 targeting, you increase your chance of hitting the enemy if you are squatting, stationary, and facing the enemy. If you're not facing the enemy, your first shot will usually miss, but the second one is likely to connect. (by facing, I mean having your entire body towards the enemy) The high end weapons can take out most enemies with a single shot. Even early in the game, you'll only need three shots to take out most enemies. Make sure you have a good idea of how much it takes to kill an enemy, so you don't waste ammo. It's hard for you to hit a strafing enemy or ones that are rolling. The opposite is true. So, if you're being targeted, strafe and/or roll. Know the enemy AI. Most aggressive enemies will seek cover if you keep firing at them. If there are multiple enemies on the screen, they tend to move into formation, which is ideal if you have a grenade. Enemies have to reload like you do. And they usually do it in the same pattern. So, time your attacks for those reload times. If you're low on armor & health, it may payoff to kill yourself. Sometimes you just need to be at your best, or it may be faster to die and respawn, rather than run. Some enemies respawn, some enemies do not respawn, and some enemies trigger reinforcements. The last one can get you in trouble. So, in certain situations, it's best to just run past the enemies. *************************************************************************** II. Weapons The basic setup is: Name of Weapon Fire Rate: How fast it can shoot Damage: How much damage the weapon does Clip Size: How much a single clip can hold; when it reaches 0, you reload. Capacity: Maximum amount of ammo you can carry for that weapon. Ammo: The type of ammo the weapon uses Game Description: The description of the weapon in the game. Obtained: This is how you get the weapon. C8std: This is how much damage does when compared to the C8 rifle. For inventory and non-shotguns only. Overall Rating: My personal view of the weapon (***** is the max/best) Primary Rating: How the weapon is as your primary weapon Class Rating: Rating based on location (back, sidearm, etc.) Family Rating: Rating based on family (shotgun, ar, etc.) The first five sections list the weapons you can equip at the start screen. Weapons that are not available in that screen, but can be picked up in stages are listed in the sixth section, "Non-Inventory." Note that for the capacity, I used the amount of ammo you get after you obtain the ammo bonus. --------------------------------------------------------------------------- 1. Back Slug Defender Fire Rate: I Damage: V Clip Size: 5 Capacity: 25 Ammo: 12 gauge slug Game Description: The Slug Defender is a durable pump-action shotgun that has a breech partially locked by recoil. Although the user must pump this weapon to reload the ammo, the locked breech gives the weapon fast and easy operation and long range accuracy. Obtained: Earn O7 Rank Overall Rating: * Welcome to Sucksville. Like I said, shotguns aren't very good, and they don't get much worse than this. Primary Rating: * The capacity just doesn't cut it. Back Rating: * There aren't many situations where it benefits you to use up your Back space for a shotgun. Shotgun Rating: * I prefer shotguns that fires shots, not slugs. Shot Defender Fire Rate: I Damage: III Clip Size: 5 Capacity: 25 Ammo: 12 gauge Game Description: This shotgun is designed for a personal defense role and fires 12 gauge shot through a narrow choke. The narrow choke prevents the shot from spreading out to far so most of the shot will hit a single victim out to the weapons effective range. The advantage to this is instant incapacitation due to the powerful force transferred from a close group of projectiles. The victim is usually thrown back quite a distance, which is very intimidating to any other enemies in the area. Obtained: Earn ATES Rating Overall Rating: * Shotgun for hitting one enemy at a time... Only use if you have no other back weapon... Even then you should go with your auxiliary weapon, if you have one. Primary Rating: * Again, it has too little ammo. Back Rating: * In general, shotguns go on the back if you've nothing else. Shotgun Rating: ** Since it fires shots, it's a step above the slug defender. Combat shotgun Fire Rate: II Damage: II Clip Size: 5 Capacity: 30 Ammo: 12 gauge Game Description: This semi-automatic shotgun is designed for close range combat situations and is recoil operated. It has a magazine capacity of five shells and is equipped with a wide choke that causes the shot pellets to spread out and hit multiple targets with a single shot. Obtained: Earn R3 Rank Overall Rating: * It's better than having no back weapon; replace it once you come across a rifle. Primary Rating:* Too little ammo; yes, this is a theme with shotguns. Back Rating: * Probably the first back weapon you'll get. Shotgun Rating: ** The faster firing rate and higher capacity is nice. Riot shotgun Fire Rate: II Damage: Incap Clip Size: 5 Capacity: 25 Ammo: 12 gauge Bean Bag Game Description: This is a modified combat shotgun that fires bean bags instead of standard shot. The bean bags inflict a non-lethal, though extremely painful, shot. Users of this weapon are cautioned against head and neck shots because they will cause severe brain trauma and, in many cases, death to the victim. Obtained: Earn Mujari's Commendation Overall Rating: ** It fires bean bags... Only use to have fun or raise your non-lethal rating. Primary Rating: ** Since it's non-lethal, it can be useful for some stages. Back Rating: ** A reliable weapon to have, since it incapacitates; meaning a one-hit KO, as long as the target isn't wearing a flak jacket. Shotgun Rating: *** It's good that it'll 1 hit KO enemies w/o flak jackets. With KO weapons, you may want to destroy the target's flak jacket with a letah weapon, then switch and go for the quick KO. M1 Super 90 Fire Rate: II Damage: IV Clip Size: 7 Capacity: 28 Ammo: 12 gauge Game Description: This is a high and semi-automatic combat shotgun constructed of stronger materials. It is easy to load the 7 shells into the weapon and the action is very fast, but the recoil is rather extreme making this weapon difficult to control in rapid fire situations. Obtained: Earn ITES Rating Overall Rating: ** Good for short range combat and not much else. The extra ammo you can carry makes it a tad better than the others. This shotgun also makes a louder sound than the other shotguns; it's pretty cool... Primary Rating: * Back to the low ammo thing... Back Rating: * Again, it's nice, but not something you want to depend on. Shotgun Rating: *** The extra power it has over the basic models is a plus. Sweeper 12 gauge Fire Rate: II Damage: II Clip Size: 8 Capacity: 40 Ammo: 12 gauge Game Description: The Sweeper is a lethal riot control device designed to take out a crowd of hostile individuals very quickly. It has an 8-round cartridge that is easy and quick to replace. All the user has to do to take out a rioting crowd is hold the trigger and sweep across the crowd. After a few seconds most individuals will flee the scene or be incapacitated. Due to its lethality and changing times, this weapon is no longer considered for riot control and is likely to turn up in the hands of any organized criminals or terrorists. Obtained: Earn South American Freedom Medal Overall Rating: ** It has a bigger clip that the regular shotguns, but not much else. You'll have much better weapons by the time you earn this. Primary Rating: ** The higher capacity helps, so, it's not a bad choice for Carthage 1 or 2 and Tokyo, since enemies there drop ammo for you. Back Rating: * You get it late into the game when you'll have better weapons. Shotgun Rating: *** The big boost in clip and capacity makes it nice. SPA-15 shotgun Fire Rate: III Damage: III Clip Size: 8 Capacity: 32 Ammo: MIL Game Description: This is one of the most powerful shotguns available. It fires special MIL rounds that are so powerful they would rip apart any other shotgun. The MIL slug contains a center core composed of a Steel/Tungsten alloy. Unfortunately, due to the power of the round, this weapon is quite difficult to handle in rapid fire situations. Obtained: Earn Stone's Medal of Courage Overall Rating: ** Looks like a rifle. Nice firing rate, but the unique ammo limits the weapon's use. Primary Rating: * Yep... The ammo... Back Rating: ** As long as you don't waste ammo, it's pretty good. Shotgun Rating: ** Unique rounds are its downfall. GAWS 12 ga. Fire Rate: II Damage: IV Clip Size: 10 Capacity: 30 Ammo: 12 gauge Game Description: This is a close combat weapon that uses specially developed ammunition. The shells are loaded with eight tungsten-steel alloy pellets, which penetrate 20mm of pine of 1.5mm of steel plate at its effective range. The great advantage of this weapon is fast fire rate. Obtained: Earn T3 Rank Overall Rating: *** Pretty much the same as the ShotHammer, cept with more power and less ammo; bad news is that you cannot use the regular 12 gauge ammo with this weapon. Strangely enough, manual aiming brings up a scope view, but there's no zoom. It's nice that it's good against armor, but most enemies that wear armor have weapons that can mow you down before you get close enough to use a shotgun. It should be CAWS (Close Assault Weapon System) Primary Rating: * That ammo thing again... Back Rating: ** It's still a shotgun. Shotugn Rating: *** Powerful shots with a good firing rate. SlugHammer Fire Rate: II Damage: V Clip Size: 10 Capacity: 40 Ammo: 12 gauge Slug Game Description: The SlugHammer uses the same design as the ShotHammer, except it fires heavy sabot slugs instead of a shot. The slugs can cover a greater distance and are incredibly powerful. However, the slugs lose accuracy over long distances at an exponential rate. Obtained: Earn T1 Rank Overall Rating: *** Nice to play with, but once again, go with a rifle. Primary Rating: ** Again, only for stages where you can find ammo. Back Rating: ** The extra ammo helps, but not by much. Shotgun Rating: *** Think of it as a slight upgrade to the GAWS. SPA-12 shotgun Fire Rate: II Damage: III Clip Size: 10 Capacity: 40 Ammo: 12 gauge frangible slug Game Description: This is a dangerous weapon for both enemy and user. The SPA-12 fires a specially designed frangible slug. Obtained: Earn Kinshi Kunsho: Order of the Golden Dragon Overall Rating: *** You can use regular 12 guage ammo with this weapon. Not sure why it says that it can be dangerous to the user. Frangibles are "soft" rounds that are designed to break up into smaller pieces when they hit a hard surface, resulting in less harmful projectiles and minimizes ricochets. Primary Rating: ** Stage dependent. Back Rating: ** You know the deal. Shotgun Rating: *** Very close to the ShotHammer, cept it's a bit slower overall. ShotHammer Fire Rate: II Damage: III Clip Size: 10 Capacity: 40 Ammo: 12 gauge Shot Game Description: The ShotHammer is a semi-automatic gas-operated shotgun that works similar to a revolver. Ten rounds come pre-loaded into disposable ammunition cylinders and this makes reloading very quick and easy. This model uses '000' shot, which contains a greater quantity of shot pellets. This allows the firer to take down several unarmored targets in close proximity instantly with a single shot. This firearm uses the bull pup design and has a recoil dampening mechanism, which makes the ShotHammer a relatively easy weapon to control. Obtained: Earn C4 Rank Overall Rating: **** As you'll probably find out in Tokyo, this weapon can take down a target pretty fast. Primary Rating: ** It's a good shotgun, but the ammo still limits it as a primary weapon. Back Rating: *** The shot ammo and higher damage makes it useful. Shotgun Rating: **** The auto-fire makes this gun a monster. There's only one that's better. FA-MAS Fire Rate: V Damage: IV Clip Size: 25 Capacity: 100 Ammo: 5.56 NATO Game Description: The FA-MAS is the standard French Army infantry rifle and employs the very efficient bull pup design with the magazine inserted into the stock. This greatly improves accuracy for semi auto fire. The FA-MAS loses this improved accuracy during sustained full auto firing. Obtained: Earn ACS Rating C8std: 44% Overall Rating: ** Most likely the first assault rifle you'll come across. It's reliable, but nothing special. Primary Rating: *** Pretty good for the early stages (Carthage) Back Rating: ** AR weapons are your main back weapon, so they get good marks. AR Rating: * While better than a shotgun, there are better AR. SSG 550 Fire Rate: V Damage: IV Clip Size: 24 Capacity: 96 Ammo: 5.56 NATO The 550 is the official Swiss Army rifle and comes equipped with a folding stock, additional storage space for extra clips, and is set to automatic fire. Obtained: Earn O8 Rank C8std: 44% Overall Rating: ** Nothing special about this rifle. Most of the ** assault rifles are about the same. Primary Rating: *** Same as the FA-MAS, really Back Rating: ** See Above AR Rating: * Ditto G 33E Fire Rate: IV Damage: IV Clip Size: 24 Capacity: 96 Ammo: 5.56 NATO Game Description: The 33E is a full auto version of the G3 rifle chambered for the 5.56 NATO round. It has less recoil and is slightly more accurate than the G3, but less deadly due to the smaller cartridge size. Obtained: Earn ICS Rating C8std: 36% Overall Rating: ** Another one of those mid-range rifles. Primary Rating: ** Slower firing rate with same power than the FA-MAS. Back Rating: ** Nothing special AR Rating: * You should fire these basic AR weapons using L1 targeting. Stava M70 B1 Fire Rate: V Damage: IV Clip Size: 32 Capacity: 128 Ammo: 7.62 Soviet Rifle Game Description: Further proof that the powerful and deadly AK-47 has earned the reputation of the most manufactured and widely distributed rifle in history, the M70 is more or less a direct imitation of the classic AK. Manufactured throughout the Balkans, the M70 has only a few subtle differences that set it apart, such as a slightly lower firing rate and a rise compensator to help control the muzzle climb. Obtained: Earn C6 Rank C8std: 38% Overall Rating: ** Yep, another basic rifle. Primary Rating: ** Fires fast, but the ammo isn't common. Back Rating: ** The ammo limits its use somewhat (outside of Belarus) AR Rating: *** The extra ammo and more kick to the rounds bump it up. AU300 Mod-SMG Fire Rate: IV Damage: IV Clip Size: 30 Capacity: 120 Ammo: 9mm Game Description: This weapon uses the very efficient bull pup design which places the magazine in the stock of the rifle. This allows for a longer barrel to be placed into a shorter weapon. It has an integral optical sight and a forward grip, which both aid in aiming and accuracy. The long barrel and bull pup design makes this weapon easy to control and endures a high hit probability. Obtained: Earn O1 Rank C8std: 32% Overall Rating: ** The most basic AU300 model. Nothing special. The small zoom on the rifle makes it more useful than the other ** rifles, but it has too much recoil for it to be effective during continuous fire. Since it uses the common 9mm ammo, you may want to use this to get your head shot count up. Primary Rating: **** As long as the enemies aren't wearing flak jackets, it's good. Back Rating: *** Honestly, anything with a scope gets a high rating. AR Rating: ** It's a versatile weapon, but lacks power. China type 56 Fire Rate: V Damage: IV Clip Size: 30 Capacity: 120 Ammo: 7.62 Soviet Rifle Game Description: This is another obvious clone of the AK-47 with the main difference being a reduced rate of fire. This quality makes this rifle easier to control in full auto fire situations and also increases the damage dealt at close ranges. Most other AK models will blow through a close-range target, and while it causes a great deal of trauma, most of the bullet's energy is never delivered to the victim. The slower rate of fire gives the China 56 a higher close range incapacitation rate than its cousins. Obtained: Earn Republic of Korea Service Award C8std: 41% Overall Rating: ** Just like the AK-47, this rifle tends to jump and lacks accuracy. You'll have much better weapons by the time you earn this. Primary Rating: ** Same as the Stava Back Rating: ** Same AR Rating: *** Same M16 A1 Fire Rate: III Damage: V Clip Size: 24 Capacity: 96 Ammo: 5.56 NATO Game Description: This is a greatly improved model over its predecessor, although it still has a high failure rate when used in extreme environmental conditions. It is controllable and accurate during semi auto fire and has been the main infantry weapon of the US and other countries for several decades. Comparisons are often made between the M16 and the Russian AK-47. While the AK has better stopping power and functions reliably in extreme environments, it cannot stand up to the M16's precision accuracy at long ranges. Obtained: Earn O2 Rank C8std: 72% Overall Rating: *** Easy to control with both good range and lock-on times. But, it has an average clip and the 5.56 rounds are relatively weak compared to the other rounds featured in the game. What's nice about the M16 and M4 guns are that they have little recoil, meaning you'll stay with a green lock-on even after you've fired a shot. Don't let the sound of the M16 models fool you - They are not silenced. Primary Rating: *** This is the one of the best weapon you'll get early on. The problem is the somewhat low ammo capacity. If you're in a stage where you can't find 5.56 NATO rounds, go with another weapon. Back Rating: *** A step up from before, but there are still better. AR Rating: **** ARs are about powerful and stable shots, and this has both. Among the M4 and M16 models, this is the most powerful. It also has max range (meaning, if you can see it, you can hit it). AU300 H-BAR Fire Rate: V Damage: IV Clip Size: 42 Capacity: 168 Ammo: 5.56 NATO Game Description: This is another modification of the AU300 rifles that has a heavier barrel for the light machine gun role. It has a flash suppressor that reduces recoil and rise during sustained firing and it has an attachment for a night vision scope. The AUG/HB fires from a closed bolt position making single shots extremely accurate. Obtained: Earn T2 Rank C8std: 32% Overall Rating: *** Not a bad weapon, but the weak rounds just don't cut it. Despite the description, it is not outfitted with a night vision scope, but rather the standard, single, preset scope. Primary Rating: **** Same deal as the Mod-SMG Back Rating: *** Think of it as the Mod-SMG for later stages. AR Rating: *** It an upgrade of the Mod-SMG, but still lacks power. AU300 Mod-R Fire Rate: V Damage: IV Clip Size: 30 Capacity: 120 Ammo: 5.56 NATO Game Description: The benefit of the AU300 family is interchangeability. This rifle is basically an AU300 Mod-SMG with a longer barrel made to fit the standard 5.56 NATO round. This version is a standard infantry rifle of several international armies and fires in full auto. Obtained: Earn ACSS Rating C8std: 40% Overall Rating: *** All of the AU300 rifles come with a single, preset zoom setting. What makes this one special is that switching to manual aim will give you thermal vision. This is the only weapon in your inventory that has thermal vision. (A DSC-1 you find in a box also has thermal vision) Thermal vision is both a blessing and a curse. It allows you to see in the dark and through walls... But if you're not careful, you'll end up shooting at a wall. Primary Rating: **** It'll serve you well for most stages. Note that's it's the most powerful AU300 model. Back Rating: **** Combine it with smoke grenades and it'll get a perfect rating. AR Rating: *** If it was a sniper and not an AR, it'd probably get a perfect rating. But, as is, it's still somewhat weak, with so-so R1 targeting. FAL Fire Rate: V Damage: V Clip Size: 24 Capacity: 168 Ammo: 7.62 NATO Game Description: This heavy hitting weapon is one of the most recognizable rifles in the world. Second only to the AK-47 in terms of units produced, this firearm has been adopted by over 70 armies and can easily be modified to user specifications. The FAL is a light weapon and therefore difficult to control in full auto firing mode. Most users fire single shots, which greatly improves accuracy. This version is set to fire full auto, but sustained fire is not recommended. Obtained: Earn ECS Rating C8std: 45% Overall Rating: *** Like the description says, don't fire on full auto, as the hits to misses ratio doesn't work out for you. In the same league as the AK-47. Primary Rating: **** Overall, it's a reliable weapon with lots of ammo. Back Rating: *** Solid, but not spectacular. AR Rating: *** I really want to give it four stars, but the stability just isn't there. M16 A2 Fire Rate: V Damage: V Clip Size: 30 Capacity: 120 Ammo: 5.56 NATO Game Description: This is an improved M16 A1 with a heavier barrel, built in flash suppressor, and is set to fire full auto and in 3-round bursts. The A2 is the current service model of the US military and it gave soldiers fighting in the second Gulf War the advantage over the AK-46 because they could dig in outside the effective range of the enemy and pick them off with little fear of being hit by the inaccurate Iraqi weapons. Obtained: Earn C3 Rank C8std: 47% Overall Rating: *** An all-around good weapon. Lacks power, but the three-round bursts are pretty stable. Primary Rating: *** It goes through ammo a tad fast with its bursts, but it's still a solid weapon to use. Back Rating: **** There aren't many back weapons better than this. AR Rating: **** Excellen fire rate, damage, and R1 stability; it's everything that a good AR should be. M4 carbine Fire Rate: IV Damage: V Clip Size: 24 Capacity: 96 Ammo: 5.56 NATO Game Description: The M4 is a carbine version of the M-16A2. The M4 is better suited to close quarters and urban combat than the M16 due to its shorter size. It is easier to maneuver through tight spaces and is easier to acquire close range targets. This particular model has the stock fully collapsed and can fire full auto. Obtained: Earn C2 Rank C8std: 51% Overall Rating: *** Unlike the M4, this doesn't have a sniper scope. Primary Rating: *** The low ammo hurts it; otherwise, a good choice. Back Rating: *** A solid back weapon, but nothing special. AR Rating: **** Again, a solid choice. But, I'd rather go with the M16 A1, since it has more power. In its defense, the carbine does seem to have better R1 targeting than the A1. M-16k Fire Rate: IV Damage: V Clip Size: 30 Capacity: 120 Ammo: .45G Game Description: This submachine gun is a modified M16 that fires .45 caliber pistol rounds from a closed bolt, improving its semi-auto accuracy. Specific ammunition, called Glazer Rounds, are used in this weapon. The interior of a Glazer bullet is filled with buckshot sealed by a breakaway plastic cap. This cap bursts upon impact causing the buckshot to tear apart unarmored flesh. Obtained: Earn ETES2 Rating C8std: 47% Overall Rating: *** More stable than the average rifle, and the scope is a plus. However, its rounds are relatively weak (compared to 7.62) The thing that prevents this weapon from having **** is its range. Among all the scoped weapons in the game, this weapon has the shortest range - Even some auxiliary weapons, such as the Tec, have greater range. You can load this with regular .45 ammo (eg// from Mark 23) Primary Rating: *** The scope is nice, but the limited range and rare ammo doesn't help its case. Back Rating: **** Just make sure you don't waste ammo. Or, just carry the Mark 23 with you. AR Rating: **** Again, it has stability and power. Keep in mind that among the M16 and M4 models, this has the shortest range. M4 Fire Rate: V Damage: V Clip Size: 30 Capacity: 120 Ammo: 5.56 NATO Game Description: This is a shorter barreled version of the M16 A2 and is fit with a sliding stock. This particular model has the stock fully extended and is set to full auto. Unfortunately, due to the shorter size of the weapon, the flash suppressor has been replaced with a rise compensator to handle the extra recoil of a lighter weapon. Obtained: Earn C5 Rank C8std: 47% Overall Rating: **** Even though it's not shown on the model, this gun has a sniper scope, which makes it very versatile and effective. Primary Rating: **** Excellent weapon to use for an entire stage. Couple it with the G 53, so you have more ammo. Back Rating: ***** You really can't top an AR with a scope. AR Rating: ***** Even with its speed, it maintains good R1 stability. FAL SG-1 Fire Rate: V Damage: V Clip Size: 30 Capacity: 120 Ammo: 7.62 NATO Game Description: This is a modified FAL assault rifle with a heavier barrel for extra stability in a sniping role. It's set to single fire only, but can fire several rounds a second. It's only limited by how fast the firer can pull the trigger. The FAL SG has quite an intimidating sound when fired and is also very effective in an assault rifle role. Obtained: Earn Homeland Security Citation C8std: 47% Overall Rating: **** Even though they both use the same ammo (7.62), the FAL is weaker than the C8. If they had the same power, the FAL's faster firing rate would've made it a superior weapon. Primary Rating: **** There's a chance you may run low on ammo... Not a great weapon for Yemen 2, where you'll need a ton of ammo. Back Rating: ***** Again, that whole AR with a scope thing... AR Rating: **** The R1 targeting isn't as good as some of the other AR. In addition, the somewhat rare ammo hurts it. C8 Rifle Fire Rate: III Damage: V Clip Size: 50 Capacity: 200 Ammo: 7.62 NATO Game Description: This is one of the most versatile weapons ever made. It has a heavy barrel so it can be used for assault or double as a sniper rifle. It can fire semi-auto or 1-round burst and can accept a drum magazine. The heavy hitting 7.62mm caliber and reliable accuracy makes this weapon a formidable foe to any on the other side of its barrel. Obtained: Earn ECS2 Rating C8std: 100% Overall Rating: ***** Has power, can snipe, and comes with a lot of ammo. This is the weapon to use for most of the stages in the game. The scope has an infrared view, which just makes everything red. Primary Rating: ***** Honestly, this is probably the best primary weapon in the game. Back Rating: ***** Doesn't get any better than this baby. Although, the infared scope may be a (slight) minus. AR Rating: ***** Lacks firing rate, but that doesn't matter much when 1 shot kills most enemies and when it has a very fast R1 lock-on. The weapon does lack stability, so make sure you wait a while in between firing shots if you're using R1 targeting. C11 Fire Rate: V Damage: IV Clip Size: 50 Capacity: 150 Ammo: 4.7 Caseless This weapon is a product of decades of research and is one of the most advanced weapons ever made. The main demand behind its development was the need for a rifle with high hit rate. The C11 uses specially designed caseless ammo that consists of a ball round imbedded into a solid propellant. Because of this the C11 can fire a 3-round burst before the rifle has a chance to recoil. This ensures that the entire burst will hit their mark exactly where the user intended. The IPCA version of the C11 comes preset to 3-round burst, has an integral scope and has a 50-round magazine capacity. Obtained: Earn United Nations Peace Award C8std: 32% Overall Rating: ***** Here it is, the fastest, most stable weapon in the game. The rifle comes with a scope similar to the ACR's, but only has two zoom settings, as opposed to the ACR's three. On the negative, L1 targeting isn't effective with this weapon, so rely on R1 targeting instead. Note that it should be G11; and yes, this bad-boy does exist. Primary Rating: **** This weapon wins the award for "Most likely to run out of ammo." Back Rating: **** The scope is nice, but since L1 targeting isn't that good, it really doesn't help. AR Rating: ***** This may be the perfect AR. It has stable R1 firing and can fire faster than any other AR. Whatever you do, do not hold down the firing button. You'll chew through too much ammo, and the weapon will become unstable. Just keep tapping the attack button instead. US M60 E3 Fire Rate: V Damage: IV Clip Size: 200 Capacity: 400 Ammo: 7.62 NATO Game Description: This is an improved M60 that has a forward grip that helps stabilize the weapon during sustained firing. This weapon has been the US Army's general-purpose machine gun since the early 60's and it uses the same feed system as the German WWII MG42. The M60 maintains its accuracy during sustained fire due to better barrel design that vents the heat away more efficiently. This model comes fit with a 200-round belt that is stored in an ammo box attached to the feed system. Obtained: Earn Medal of Distinction C8std: 40% Overall Rating: ***** It's all about the ammo. I actually prefer this gun over the M-249 SAW, as it uses more powerful rounds. Forget about using R1 targeting with this or the SAW, as it takes forever to lock-on to a target. It's also quite jumpy (AK-47), so it's best for mid-range targets. Works best against groups. Primary Rating: **** Lacks range and stability, but... Look at the ammo. Back Rating: **** It's a monster, for sure, but lacks stability and power. AR Rating: ***** If you can spray your target(s) with ammo, stability doesn't matter that much, now does it? M-249 SAW Fire Rate: V Damage: III Clip Size: 200 Capacity: 400 Ammo: 5.56 NATO Game Description: This machinegun was adopted by the US military in the early 1990s and comes equipped with a 200-round box. The most significant difference between this and the M60 is the ammo size. It may pack less of a punch, but has greater accuracy and distance over the M60. Obtained: Earn Agency Medal of Valor C8std: 28% Overall Rating: ***** The seemingly infinite ammo on this monster is nice, but it takes a long time for it to auto-lock. But when you have that much ammo, who cares? It's probably a bad idea to use the Squad Automatic Weapon against distant targets and snipers; although, you can, since it has great range. Primary Rating: ***** Since it has rifle range, it's better suited than the M60 as a primary weapon. Back Rating: **** But, at the end of the day, I'd rather have the C8. AR Rating: ***** It's rounds are weak (as in 9mm weak), but, the amount... Dragunov Fire Rate: II Damage: V Clip Size: 6 Capacity: 30 Ammo: 7.62 Soviet Rifle Game Description: This rifle is based on the Kalashnikov and is chambered for the 7.62mm Russian cartridge. The western world first learned of this weapon in Vietnam when Russian Spetznan ran several covert operations in the region. This is one of the most accurate and reliable sniper rifles in the world. It usually comes equipped with the PSO-1 scope, but can accept other Russian optics as well. Obtained: Earn ICSS Rating C8std: 150% Overall Rating: ** Probably the first sniper rifle you'll get, the Dragunov is a nice weapon for taking out those distant enemies, but its recoil makes it an undesirable weapon if you have to take out multiple enemies in a short amount of time. Primary Rating: * Sniper rifles do not (for the most part) make good primary weapons. Back Rating: ** Mostly situational (distant targets and head shots) Then again, it's not too bad for when you face CDP soldiers, since you can get more ammo. Sniper Rating: ** Not bad, but not great. You can also think of this as something like the Desert Express .50, since it has the same power, range, and low ammo. M82 BFG Fire Rate: I Damage: V Clip Size: 8 Capacity: 40 Ammo: .50 Browning Also known as the 'Light Fifty', this weapon is semi-automatic equipped with a muzzle brake that reduces recoil by 65%. The .50 caliber bullet is close to 3 inches long as is one of the most powerful rounds available. Obtained: Earn ECSS2 Rating C8std: 600% Overall Rating: *** This the most powerful, non-explosive, weapon in the game; overall, a single shot from this weapon is more powerful than a shot from a dual wield Desert Express .50 - Bullet for bullet, this weapon is about 3x more efficient as it seems to completely ignore flak jackets (You won't get the "flak jacket" icon). While one shot kills are almost a sure thing with this weapon, its low ammo and slow firing rate only makes it useful for limited situations. Primary Rating: ** Look at the firing rate... Back Rating: **** Its incredible power makes it very useful at times (Ukraine). Sniper Rating: *** Not much better than the Dragunov, but has a function outside of being a sniper, as in the "I laugh at your armor" weapon. SR-15 Fire Rate: II Damage: V Clip Size: 1 Capacity: 1 Ammo: 5.56 NATO Game Description: This rifle belongs to IPCA IOC Stoneman and is the earliest model of an M16-type weapon produced. Stone cracked the scope 15 years back and never bothered to repair it; he feels it gives the rifle character. Upon handing his rifle over to a new Field Agent, he removed the clip and gave the rookie a single bullet, saying: 'A professional needs one bullet to do a job. You need two? Get a new line of work.' Obtained: Earn Stone's Commendation Author's Rating: *** Headshot or bust! On the surface, this weapon sucks. But, remember that you can take matching ammo from another weapon. In other words, if you have the G 53 with you, you'll have a total of 152 shots available to you. Considering that the scope on the gun is nice (and unique), this makes for a very nice and fashionable gun to use. Course, no doubt Stone would slap you silly if he found out what you were doing. Primary Rating: * You have to ask? Back Rating: * I suppose it's conditional (do you have the G 53?) Sniper Rating: **** The only thing this is good for. DSC-1 Fire Rate: II Damage: V Clip Size: 8 Capacity: 32 Ammo: 7.62 NATO Game Description: This is considered one of hte best long range rifles. The DSC-1 uses the same roller-locked delayed blowback system as most other rifles from this marker, but the components are of much better quality. It has a heavy and long barrel and uses a four-groove polygon system which reduces bullet friction. This, combined with the long and heavy barrel, allows the bullet to reach higher velocities and have a much better effective range. It has a very comfortable pistol grip, adjustable cheek rest and a hair trigger. Obtained: Earn President's Official Liberty Award C8std: 120% Overall Rating: **** This is a silenced sniper rifle. It has a relatively large recoil compared to other sniper rifles. Primary Rating: * Well, unless you're in a stealth stage... Back Rating: ** Again, a mostly situational weapon. Sniper Rating: *** It gets a bonus for being a silent weapon. VSS-Special Fire Rate: III Damage: V Clip Size: 24 Capacity: 72 Ammo: 9x39 special Game Description: The western world first heard of this weapon in 1994 and is in line to replace the Dragunov as the standard sniping rifle of the Russian Federation. The VSS fires a special Russian made 9mm Rifle bullet and the entire barrel of the weapon serves as a silencer. Equipped with a high power scope, this rifle is highly suited for sniping. Obtained: Complete Montenegro C8std: 78% Overall Rating: **** Comes with a silencer and a standard sniper scope. On the negative, it has a slow auto-lock. Primary Rating: **** It's powerful and has a nice ammo supply. Just make sure you use L1 targeting. Back Rating: **** Not many better than this. Sniper Rating: **** It's good that it can penetrate targets. And, even if you miss the head, odds are it'll still kill the target. Galil SG-1 Fire Rate: III Damage: V Clip Size: 8 Capacity: 40 Ammo: 5.56 NATO Game Description: The barrel of this weapon is heavier than most and has a strong bipod to support it. The Galil is so accurate that it can put all of its shots into a 4-inch circle at 300 meters. It has a muzzle brake to reduce recoil and the brake can be removed to equip a silencer in its place. Its trigger system can be adjusted for various pull-off pressures and the stock has a shoulder pad cheek rest for greater accuracy. Obtained: Earn Mossad Friend to Peace Medal C8std: 60% Overall Rating:**** The scope on this rifle is the same as the ACR's. But, this weapon also has a slower auto-lock and less ammo. Primary Rating: ** You can get away with it as your primary if you can find extra ammo. Back Rating: ** Has potential, but not much. Sniper Rating: ***** The scope makes it great. VSS-DU Fire Rate: III Damage: V Clip Size: 24 Capacity: 72 Ammo: 9x39 DU Game Description: The VSS fires a very heavy 9mm bullet infused with depleted uranium. This model is equipped with an integral silencer that has the additional ability to hide the muzzle flash. It's also equipped with a 3rd generation NV scope making this rifle the best firearm suited to a covert sniping role. Obtained: Earn SASOE Rating C8std: 78% Overall Rating: ***** In addition to the ridiculous rounds (uranium?!), this is the only gun in your inventory that comes with a night vision scope. The VSS models and the SR-15 seem to be the only rifles capable of a double head shot... Keep in mind that these weapons are also effective against those with flak jackets, as a single bullet will effect both the armor and health of the target. On a strange note, you can use 7.62 Soviet Rifle rounds with the VSS rifles. If you're wondering, VSS = Vinovka Snaiperskaja Spetsialnaya. Primary Rating: **** Same as the VSS-Special Back Rating: **** Ditto. Sniper Rating: ***** Sniper ratings really come down to the scope the weapon uses. And, the night vision scope is a good thing. ACR Fire Rate: II Damage: V Clip Size: 15 Capacity: 75 Ammo: 5.56 Flechette Game Description: The Advanced Combat Rifle looks similar to the AU300 series and serves in an anti-material role. It fires a small fin-stabilized Steel-Tungsten alloy flechette at an extreme velocity with a relatively flat trajectory, making this the most accurate and destructive light firearm in the world. Obtained: Earn ECSS Rating C8std: 150% Overall Rating: ***** This is probably the best sniper rifle in the game. Its scope has three preset zoom levels, allowing you to zoom in on a target faster than other scoped rifles. Primary Rating: **** In the same boat as the VSS, but the noise it makes, and the lower firing rate hurts it. It also has so-so R1 targeting. Then again, it's powerful. Back Rating: *** It is more powerful than your average back weapon. But, keep in mind of the unique ammo. Sniper Rating: ***** This is where this weapon shines. M79 Fire Rate: --- Damage: V Clip Size: 1 Capacity: 14 Ammo: 40mm Grenade Cartridge Game Description: This weapon fires a variety of 40mm grenade cartridges, but the most commonly used one is the M79 Fragmentation Grenade Cartridge. This grenade is filled with Composition-B and has a kill radius of 5 meters, but can substantially wound and incapacitate out to 15 meters. The M-79 is a break-open weapon that fires from the shoulder and requires reloading after each round fired. Obtained: Earn ETXS2 Rating Overall Rating: * Not a huge advantage over the frag grenades; you can fire it at a lower angle for the same distance, but you had better hit your target with your first shot, as it takes seemingly forever to reload. Primary Rating: * Only because I won't give 0 or negative stars. Back Rating: * There not much reason to carry this, other than needing the grenade slot for something else. The only stage I think it's of any use is for Minsk. Launcher Rating: * Takes way too long between shots. MGL Fire Rate: II Damage: V Clip Size: 5 Capacity: 60 Ammo: 40mm Game Description: This weapon is a revolver system that accepts the same 40mm explosive grenade cartridges as the M-70. The cylinder can hold 5 cartridges and it cycles the next round after the current one is fired. Obtained: Earn SAMTE Rating Overall Rating: *** It's fun to play with, but has a small range. It has a very low trajectory with low velocity, so, often the grenade will land in front of the target. When it comes to distant targets, use L1 targeting. Primary Rating: ** There are too many situations where the enemies get close to you for this to be a good primary weapon. Back Rating: **** When you need to take something out quick, there's not much that's better than this. Launcher Rating: **** Takes a while to get used to it, but it's a good weapon, as long as you learn how to use it (Few people actually know how to properly use the weapon). TH3 Blaster Fire Rate: --- Damage: V Clip Size: 20 Capacity: 40 Ammo: Thermite Ball Game Description: This is an experimental Chechen firearm that operates similarly to common paint ball guns. It has an air compressor that launches a thermite ball at a velocity of 300 feet a second. Upon contact with air the thermite is converted to molten iron and burns at over 4000 degrees Fahrenheit. If the projectile travels about 100 feet or impacts with a hard surface, then it bursts and ignites everything within an 8 foot radius. Obtained: Earn The Golden Cross of Russia Overall Rating: *** This is an interesting weapon. If you can actually hit your intended target, they're as good as dead. But, since it's slow, you'll have trouble hitting moving targets. Primary Rating: * Fire rate sucks beyond belief. Back Rating: * Did I mention it has bad range? Launcher Rating: *** It's good in that the target burns (potential for fire kills). --------------------------------------------------------------------------- Sidearm 92F Fire Rate: III Damage: III Clip Size: 12 Capacity: 144 Ammo: 9mm Game Description: In the 1980's this pistol was chosen to replace the US Army's M1911 pistol. It has a reversed trigger guard suited for two-handed grip and it has improved grip plates. The interior of the barrel is chromed for greatly improved accuracy. During the first Gulf War in 1991 US Army soldiers complained this pistol didn't have the stopping power of their old .45 Pistol and requested to be reissued the M1911's. The 92F's tenure as the US Army's standard issue pistol was short lived as it was later replaced by the more powerful US Mark 23 SOCOM Pistol. Obtained: You start with this weapon C8std: 24% Overall Rating: * Of course the default weapon isn't going to be good. It'll take 3 shots to kill the enemies in Carthage 1 with this weapon. Primary Rating: ** Seeing as how it uses common ammo, it's not that bad for the Carthage stages. Handgun Rating: * It's bad. G-17 Fire Rate: III Damage: III Clip Size: 12 Capacity: 144 Ammo: 9mm Game Description: This is a very efficient design made of synthetic materials and metal. This weapon has the largest magazine capacity of any conventional pistol made and is currently in service by various armies and law enforcement agencies. Because of its light weight, there is a substantial amount of recoil from this weapon. This can affect accuracy, which can be compensated for through practice. Obtained: Earn R2 Rank C8std: 28% Overall Rating: * Same as the basic handgun (92F) Primary Rating: ** Like I said... Handgun Rating: * Yep, again... 93R Fire Rate: IV Damage: III Clip Size: 13 Capacity: 156 Ammo: 9mm Game Description: Because machine pistols are difficult to control during full auto firing, the manufacturer opted to drop the full auto and go to a three round burst. Each trigger pull fires a burst of three rounds at a rate of 1100 rnds/sec. This weapon has a 13-round box magazine and a forward grip the user can hold with their left hand. Hooking their thumb through the trigger guard will greatly increase accuracy. Obtained: Earn Imani's Commendation C8std: 20% Overall Rating: ** Not very accurate. Only a step above the basic models. Arguably the 3-round bursts makes it an inferior weapon, as your efficiency will probably be lower than it would be if you use the other basic handguns. Primary Rating: ** Not bad for close range, horrible for long range. Unless you're close to point-blank range, only a single shot of the 3-round burst will hit the enemy. Handgun Rating: * Really, the only reason to carry this is to have extra 9mm ammo for another weapon. PPK Fire Rate: III Damage: III Clip Size: 12 Capacity: 48 Ammo: .32 Game Description: This is a very small, concealable pocket pistol equipped with a silencer. It is reliable and inexpensive, but doesn't deliver a great deal of stopping power. It is most effective when used in stealth scenarios, but may perform inadequately during protracted shootouts. Obtained: Complete Yemen 2 C8std: 20% Author's Rating: *** Doesn't have great stats, but considering it's silenced... Just make sure you line up a head shot. Primary Rating: * No, no, and no. Handgun Rating: ** A situational weapon. M1911 A1 Fire Rate: II Damage: V Clip Size: 8 Capacity: 40 Ammo: .45 ACP Game Description: This was the US Army's standard service pistol from 1911 to 1985 and is now the oldest pistol design still in service. It is very reliable and accurate in the hands of an experienced user, and has enough stopping power to take down most targets with a single shot. Obtained: Earn O3 Rank C8std: 69% Overall Rating: *** Not too shabby, but where's the ammo? Primary Rating: * No ammo = No primary Handgun Rating: ** No bad, not good. Mark 23 Fire Rate: II Damage: V Clip Size: 12 Capacity: 144 Ammo: .45 Game Description: This is the cadillac of .45 caliber pistols. It's very similar to other modern .45's but has a reversed curve trigger guard to help increase stability and accuracy during firing. Obtained: Earn C1 Rank C8std: 72% Overall Rating: *** Even though it uses a higher caliber round, this weapons is weaker than the Jerico. Primary Rating: *** Nice, as long as you use it with the dual wield. Handgun Rating: *** Nice ammo capacity. Desert Eliminator .357 Fire Rate: II Damage: V Clip Size: 12 Capacity: 144 Ammo: .357 Game Description: The .357 round makes this a powerful defense weapon and its size and weight makes it easy to control. The power of this round is strong enough to stop most close range enemies with a single shot, but it is less effective against body armor when compared to other desert models. Obtained: Earn Karkadan, Alima's Unicorn Charm C8std: 62% Overall Rating: *** Has the most ammo out of the Desert models. Unlike the other two Desert pistols, this weapon will not send your targets flying. In addition, it's not in the same league as the other Desert pistols in terms of actual performance. Its rounds are pitifully weak. Primary Rating: *** Again, dual wield is a must. Handgun Rating: *** Nice capacity, but it's still weak. SP-57 Fire Rate: II Damage: V Clip Size: 20 Capacity: 80 Ammo: 5.7mm Game Description: The 57 uses the same ammo as the SSP90 and is destined to become a major service pistol throughout the world. The firing mechanisms are designed to balance the recoil with the forward friction and torque of the bullet. This creates a very unusual reloading cycle with very little recoil. The bullet cartridge is longer than most other pistol cartridges and the bullet is very thin, being only 5.7mm in diameter. Obtained: Earn O9 Rank C8std: 100% Overall Rating: *** Not too bad when you first get it, but not something you'll continue to use. You may want to carry it with you if you use the SSP 90 a lot, so you'll have extra ammo. Primary Rating: **** This thing is more powerful than the previous handguns. Handgun Rating: **** Good amount of ammo and power. Jerico-41 Fire Rate: II Damage: V Clip Size: 12 Capacity: 144 Ammo: .41 Game Description: The Jerico-9 can be easily converted from a 9mm barrel to a .41 barrel for firing the .41 AE. Because of its low weight, the Jerico-41 has a large amount of recoil making it hard to control while firing. It should be reserved for those experienced and trained in its use. Obtained: Earn O4 Rank C8std: 100% Overall Rating: **** A nice handgun that'll you'll use often, but there are better. This is probably the first handgun that you can rely on to use as your primary weapon, as it'll take out a lot of enemies with a single shot and comes with plenty of ammo. This and the SP-57 has the same power as the C8 Rifle, and is actually 25% more powerful than the Desert Sniper .44. Primary Rating: ***** Doesn't have great range, but anything that is within range is as good as dead. Handgun Rating: **** It's an excellent gun, dual wield or not. Mark 23 SD Fire Rate: II Damage: V Clip Size: 12 Capacity: 144 Ammo: .45 Game Description: A silencer can be threaded into the muzzle of the Mark 23 that reduces noise by 25 db. Also, this firearm has a slide lock that eliminates unwanted mechanical noise in stealth scenarios. The heavy .45 bullet combined with precision accuracy makes this weapon an ideal choice for the silent soldier. Obtained: Earn T4 Rank C8std: 62% Overall Rating: **** This is probably more of a nostalgia weapon than anything else. Effective when stealth is needed. Primary Rating: **** Really in the same league as the regular Mark 23, but the silenced aspect bumps it up. Handgun Rating: **** Hey, it's silenced, and that's a very good thing. CZ Mach-9 Fire Rate: V Damage: II Clip Size: 32 Capacity: 288 Ammo: 9mm Game Description: This is a converted CZ75 with a built-in muzzle compensator to reduce recoil. The addition of the compensator allows the user to accurately fire at full auto. This makes it easier to control than the G-18 but it has a much reduced rate of fire. It is best suited for defensive situations and close range combat. Obtained: Earn Maggie's Commendation C8std: 18% Overall Rating: **** This weapon is closer to a sub-machine gun than a handgun. It has a high firing rate, is rather stable and can be fired in single round bursts. Primary Rating: *** Has better range than the other hanguns previous listed. As a primary, it's in the same league as the Biz-9 and co. Handgun Rating: **** It's fun to shred enemies. Desert Sniper .44 Fire Rate: II Damage: V Clip Size: 10 Capacity: 50 Ammo: .44 Game Description: The Desert Sniper is a long range high powered sniping pistol with a 10 inch barrel extension and mounted scope. The .44 Magnum round makes this weapon difficult to handle for novice users, but with practice, the user can hit long range targets with deadly accuracy. Obtained: Earn Zohar's Commendation C8std: 90% Overall Rating: ***** The scope isn't that good (minimal zoom), but it's better than nothing. Like the Desert Express .50, this weapon sends enemies flying. The best part about this weapon is that it has rifle range. The bad part? It's not all that powerful; it's actually weaker than the Jerico-41. Then again, it also has the best R1 targeting among sidearms. Primary Rating: *** The limited ammo and power hurts. Handgun Rating: ***** Since it has decent power with excellent range, it's best used with a back weapon that doesn't have great range. Desert Express .50 Fire Rate: II Damage: V Clip Size: 7 Capacity: 35 Ammo: .50 Game Description: The Desert Pistols are the only gas-operated pistols in service and the .50 caliber is the most powerful. The Desert Express is often referred to as a hand cannon due to its size and the power of the round. Only users experienced with great recoil forces will be able to handle this weapon effectively. Anyone hit within its effective range will be knocked to the ground instantly even if they are wearing heavy armor. Obtained: Earn Gabe's Commendation C8std: 150% Overall Rating: ***** Not including gas and explosive weapons, this gun is only second to the BFG in terms of power. Even so, a single shot from this weapon is enough to take out the majority of enemies in this game, flak jacket or not. It has the same great range that the Desert Sniper .44. Primary Rating: *** On the one hand, it has sucky ammo. On the other, one shot is all you'll need in most situations. Handgun Rating: ***** Take away two stars if you're not very accurate. --------------------------------------------------------------------------- Auxiliary China type 67 Fire Rate: IV Damage: III Clip Size: 12 Capacity: 48 Ammo: Type 64 rimless Game Description: This is an improved version of the Type 64. It fires a special subsonic 7.62mm round called the Type 64. Obtained: Earn Lian's Commendation Overall Rating: * Little ammo, not full auto, and weak. It's weird, but you can use 5.45 Soviet rounds with this weapon. That leads me to conclude that this weapon sucks because it doesn't actually use the Type 64 ammo. Well, that and the fact that the real thing is silenced, but not in the game. Primary Rating: * I'd rather be using the 92f. SMG Rating: * I'm not sure if this thing even qualifies as a SMG. MAK-10 10mm Fire Rate: V Damage: III Clip Size: 32 Capacity: 160 Ammo: 10mm Game Description: This is the same weapon as the MAK-32 except it is chambered for the 10mm Super Auto round. Obtained: Earn O5 Rank C8std: 24% Overall Rating: ** It fires in 3-round bursts, but is very unstable. Stick with the Biz. Primary Rating: * You can argue that the 92f is better... SMG Rating: * You'll miss more than you hit. This is arguably the most unstable weapon in the game. Spectre Fire Rate: V Damage: III Clip Size: 32 Capacity: 160 Ammo: 9mm The Spectre uses a four column magazine design which allows for 50 cartridges to fit in the length of a normal 30 round clip. It comes equipped with a folding stock and a forward grip to increase accuracy. It is very popular among European Police and Security forces. Obtained: Earn Carthage Exemplary Service Tribute C8std: 24% Overall Rating: ** Fires in three round bursts, with so-so stability. Primary Rating: ** Again, better than the worst of the worst. SMG Rating: ** It's not terrible... Scorpion Fire Rate: V Damage: III Clip Size: 32 Capacity: 160 Ammo: .32 The Scorpion is a very popular terrorist weapon with a high rate of fire. One design flaw is its low 32 caliber round, which is a rather weak round. This makes the Scorpion a more effective defensive than offensive weapon. Obtained: Complete target course in the training center C8std: 23% Overall Rating: ** Not too shabby and easy to earn. Use until you get the Biz. Primary Rating: ** It's actually pretty good, but has rare ammo. SMG Rating: *** Good stats and stability. Biz-9 Fire Rate: V Damage: III Clip Size: 32 Capacity: 160 Ammo: 9mm Game Description: The Bizon is an SMG with a large tubular magazine that runs parallel underneath the barrel of the weapon. It is easy to control when firing full auto and maintains a high degree of hit probability at very high firing rates. Obtained: Complete Carthage C8std: 28% Overall Rating: *** You'll earn this weapon early, and will be using it for a long time. It's the most stable auxilary weapon you get early on, and uses common ammo (unlike the Scorpion). Primary Rating: *** A good all-around weapon. Same league as the FA-MAS. SMG Rating: *** Stick to this until you get the MDS models. Air pistol Fire Rate: I Damage: Incap Clip Size: 1 Capacity: 9 Ammo: Flechettes This IPCA weapon is designed to shoot very narrow steel flechettes, which are specially engineered for high accuracy. Agents are issued flechettes containing a non-lethal tranquilizer which instantly incapacitates most targets. While this device is intended to be non-lethal, Agents are cautioned to aim below the neck to prevent unwanted fatalities. Obtained: Earn ENLFS Rating Overall Rating: *** Comes with a (limited) scope, making it a nice weapon to use for stealth missions. Primary Rating: * Even if you have the ACR with you for ammo, it's just too slow for it to be a good primary weapon; well, except for some stealth situations. Auxiliary Rating: **** Hey, it's not a SMG, so I'm giving it special treatment. As long as you have a good primary weapon, this will serve you well as a secondary, since it has great range, a scope, is silenced, and can KO non (or low) armored targets with a single shot. Tec 45 Fire Rate: V Damage: IV Clip Size: 32 Capacity: 96 Ammo: .45 Game Description: This is a modified version of the Tec 9 chambered for the .45 caliber round. It has a forward grip and an extended barrel that serves as one large compensator. These two traits allow this weapon to be equally accurate to the less powerful 9mm version. Obtained: Earn Ellison Warner Award C8std: 35% Overall Rating: *** Fast lock-on time, and nice .45 rounds. Primary Weapon: *** Good, but nothing special. SMG Rating: *** Ditto. UNP 45 Fire Rate: V Damage: III Clip Size: 32 Capacity: 288 Ammo: .45 The UNP is an extremely reliable and lightweight weapon that has precision accuracy and low recoil making it relatively easy to handle, even for lesser-experienced users. Like the MDS family, the UNP also fires from a closed bolt position and comes set to full automatic. The large caliber and small size of this weapon makes it a very deadly and effective weapon that can be used in many different hostile situations. Obtained: Earn SACIE Rating C8std: 27% Overall Rating: *** More powerful than the lower end models, and a good sized magazine. But odds are you'll have better guns by the time you earn this. Primary Rating: ** The ammo type is a minus. SMG Ratign: **** This is one of the few SMGs with stable firing. MDS A3 Fire Rate: IV Damage: IV Clip Size: 30 Capacity: 720 Ammo: 9mm Game Description: This is similar to the MDS A5 version except that it has a sliding butt and is set to fire single shot or full auto. Obtained: Earn ETES Rating C8std: 32% Overall Rating: **** It doesn't have the stability or the firing rate of the MDS-7, but the extra ammo makes up for that. Primary Rating: *** Yes, it's the ammo. SMG Rating: *** Ammo will only get you so far... MDS-k PDW Fire Rate: V Damage: III Clip Size: 30 Capacity: 720 Ammo: 9mm Game Description: Just over 12 inches in length, this is the most compact version of the MDS. It has a forward grip for added stability and can be easily concealed. The size of the weapon increases its rate of fire, making it best suited for close quarters. Obtained: Earn Great Lakes Service Medal C8std: 24% Overall Rating: *** This is what you get when you take the MDS A3 and make it more stable and faster. But, you sacrifice range and power. Primary Rating: *** As you may have noticed by now, most auxiliary weapons don't make for good primary weapons. SMG Rating: **** Firing rate is a key for the SMG rating. G 53 Fire Rate: V Damage: V Clip Size: 30 Capacity: 120 Ammo: 5.56 NATO Game Description: This is an extremely small and compact rifle. It is often considered a submachine gun but it packs the punch of an assault rifle because it's chambered for the 5.56 NATO standard rifle round. Often mistaken for a submachine gun due to its short length, this weapon can be stored in the thigh holster to make room on the back for additional rifles or gear. Obtained: Earn Teresa's Commendation C8std: 51% Overall Rating: ***** A compact rifle... You can't go wrong with this baby. Best used with an explosive or sniper back weapon. Primary Rating: *** This weapon cheats, cause it's not really a SMG. Then again, it doesn't have great stability or R1 firing. SMG Rating: **** Hey, it's powerful. Just remember to use L1 targeting and fire in short bursts. MDS-7 Fire Rate: V Damage: II Clip Size: 40 Capacity: 160 Ammo: 4.6 Penetrator The MDS-7 blurs the line between pistol and submachine gun. It is pistol sized and shaped and can be holstered like a standard pistol, but fires full auto with the accuracy and stability of the MDS series of SMGs. This weapon was originally designed for a personal defense role, but due to its remarkable performance it is also used effectively in offensive roles. Obtained: Earn O6 Rank C8std: 16% Overall Rating: ***** This weapon has great range and as the name implies, the ammo can hit multiple targets with a single shot. The firing rate and stability is equivalent to that of the SSP 90's. Bad news is that it lacks its R1 targeting/firing stability. Primary Rating: *** It's a fancy auxiliary weapon, but its unique ammo hurts it. SMG Rating: ***** The weapon's firing rate is a beautiful thing. This is one of the few weapons in the game that you can go full-auto with good results. SSP 90 Fire Rate: V Damage: IV Clip Size: 50 Capacity: 200 Ammo: 5.57mm P90 Game Description: A unique appearing weapon, the SSP90 has a 50 round clear magazine loaded into the top of the weapon. Its ballistic performance is vastly superior to the 9mm round. This weapon fires from a closed bolt which allows for perfect accuracy while firing semi auto. Its ergonomic design makes it easy and comfortable to fire and helps add to its deadly accuracy. Obtained: Earn SAECE Rating C8std: 32% Overall Rating: ***** In my opinion, the best auxiliary weapon in the game. Its stability and firing rate is in the same league as that of the C11's. If those aren't enough, it also has rifle range and stable R1 firing. Primary Rating: **** If you carry the SP-90 with you, it gets a perfect rating. On a geeky note, the military forces in the Sci-Fi channel's Stargate SG-1/Atlantis series use this. SMG Rating: ***** Not many ways you can improve this beauty. It'll take a few shots to kill enemies, so make sure you don't waste ammo. --------------------------------------------------------------------------- Grenade Incendiary grenade Fire Rate: --- Damage: IV Clip Size: 1 Capacity: 6 Game Description: This canister is filled with White Phosphorous, which burns around 5000 degrees Fahrenheit. The canister has a bursting radius of 15 feet and it produces intense heat and flame that cannot be extinguished, even if submerged in water. This is a dual purpose weapon that serves to provide cover or to incinerate enemy personnel or assets. Obtained: Earn ATXS Rating Overall Rating: * It doesn't explode on impact, the flames don't kill instantly, doesn't last as long as the sarin, and you don't get many. And, to top it off, it really doesn't help you up your grenade kills. Grenade Rating: * Only good if for some reason you don't have a taser to burn enemies. Smoke grenade Fire Rate: --- Damage: --- Clip Size: 1 Capacity: 12 Game Description: This canister emits a dense cloud of white smoke for 20 seconds. This cloud is useful for providing temporary obstruction of enemy vision. Obtained: Complete the training center Overall Rating: *** Very underrated and underused weapon. The delay in smoke emittance is a minus, but the fact that you cannot be targeted by a gun while in the smoke more than makes up. Grenade Rating: **** Gets a perfect rating if you combine it with the AU300 Mod-R. DormaGen gas Fire Rate: --- Damage: Incap Clip Size: 1 Capacity: 9 Game Description: This is an Agency designed device that releases the DormaGen gas, which is a combination of powerful and fast-acting anesthetic compounds. It is stored in a canister similar to a Tear Gas canister and spreads the incapacitating cloud quickly over a radius of 15 feet. Victims will fall unconscious within a half second of exposure to DormaGen and will remain out for several hours. Obtained: Earn ANLFS Rating Overall Rating: **** This will serve you well when trying to avoid collateral damage. Also nice as a "suicide" weapon, since it doesn't count as a death. Has a small radius and fast dissipation time. Grenade Rating: *** I really want to like this weapon, but the fast dissipation time just hurts it too much. M61 frag grenade Fire Rate: --- Damage: V Clip Size: 1 Capacity: 10 Game Description: This pineapple shaped grenade is filled with Composition-B and has a kill radius of 15 feet, but can substantially wound and incapacitate out to 25 feet. To arm the grenade, the thrower pulls the pin, squeezes the lever and throws the device toward the intended target. The frag detonates upon impact with any hard surface. Obtained: Earn ITXS Rating Overall Rating: **** Good weapon for taking out crowds (ALA Death Squad) and bosses. Grenade Rating: ***** It kills everything in one hit; you can't ask for any more. Sarin nerve agent Fire Rate: --- Damage: V Clip Size: 1 Capacity: 9 Game Description: Sarin, Isoproposymethylphosphonyl fluoride, is a colorless, odorless gas intended for chemical warfare. It is 26 times more powerful than cyanide and has a lethal does of only 0.5 milligrams. It is absorbed into the body via the lungs or through the skin and attaches Acethlcholine Receptors, which are responsible for stimulating muscle contractions and respiration. first the victim experiences tightness in the cheat, followed by bronchospasm, convulsions, and eventually respiratory failure that causes death. It is commonly known that Saddam Hussein produced mass quantities of Sarin Gas and used it on his own people in the 1980's. The US Government classified Sarin as a Weapon of Mass Destruction and used the claim that Iraq still has large quantities as part of their justification for invading Iraq in 2003. Obtained: Earn ETXS2 Rating Overall Rating: ***** Arguably the best weapon for many of the bosses in the game. Has a large radius and slow dissipation time. Grenade Rating: ***** Yes, certain enemies aren't affected by the gas, but that's a small minus compared to the huge pluses it has. --------------------------------------------------------------------------- MELEE K-BAR Fire Rate: IV Damage: V Clip Size: --- Capacity: --- Game Description: This is the standard issue combat knife of the US military. It has a 7-inch high carbon chromium stainless steel blade with a serrated edge and a non-slip gripping handle. This knife can withstand extreme impacts and is capable of quickly slicing through bare flesh and heavy military fatigues. Obtained: Complete the training center Overall Rating: * Only use it when forced to. Melee Rating: * Use it if you want to die a lot. Stiletto Fire Rate: IV Damage: V Clip Size: --- Capacity: --- Game Description: The Stiletto has a narrow blade made of Tungsten-Steel alloy coated with Teflon to help penetrate through light body armor. The blade is 9 inches long so it has a farther reach then most other combat blades. The grip is rather thin in diameter and therefore difficult to penetrate its target deeply. Several thrusts may be necessary to eliminate an aggressive enemy. Obtained: Earn ICKS Rating Overall Rating: * The difference between this and the K-BAR is mostly superficial. Melee Rating: * Extra range doesn't help if it's measured in inches and your enemies have guns. Shuriken Fire Rate: II Damage: V Clip Size: 1 Capacity: 12 Game Description: These are very accurate throwing stars made from an armor piercing Tungsten/Steel alloy. Obtained: Earn ACKS Rating Overall Rating: ** Looks nice, but performs poorly. It's weak, slow, and has limited range. Melee Rating: * Now, if we got to use the ones that Lian has... IPCA Commando Fire Rate: IV Damage: V Clip Size: --- Capacity: --- Game Description: This blade is an extremely rugged weapon that can easily break through ribs and sternum with a simple forward thrust. The blade is laser sharpened and can slice through an enemy's throat like butter. The Comblade can penetrate through light body armor in most cases, but has difficulty penetrating heavy armor due to the wide blade. Obtained: Earn ECKS Rating Overall Rating: ** Finally, something that can one hit kill most enemies. Melee Rating: *** Decent, for a melee weapon. VibroBlade Fire Rate: IV Damage: V Clip Size: --- Capacity: --- Game Description: This amazing piece of Agency technology employs the latest discoveries in the field of theoretical Physics. The blade is made of a new type of alloy that is created by a process called amorphous steel. Unique elements are added during the smelting process which prevent the steel from forming into standard crystalline structures on a molecular level. The resulting alloy is up to 100 times stronger than titanium and has the look and feel of polished glass. A razor blade made from amorphous steel never needs to be sharpened and can cut rough hard surfaces, such as body armor and flak jackets, easily. Obtained: Earn ECKS2 Rating Overall Rating: *** Sure, it can one-hit kill just about anything, but it's still a knife. Ignore the fire rate stat for knives. Melee Rating: **** Knife or not, it's a good melee weapon to have. Note that knife kills are considered to be silent. E.D.T. Fire Rate: IV Damage: III Clip Size: --- Capacity: --- Game Description: This weapon delivers a powerful 625K-volt charge that instantly incapacitates the target with the same Electro-muscular Disruption technology as the EPDD. It is completely non-lethal and is small enough to fit into a holster. The only disadvantage of this weapon is that it requires the user to be in close proximity to the enemy due to the 25 foot maximum range. Obtained: Earn INLFS Rating Overall Rating: **** The time it takes to knock someone out (or burn someone) is annoying, but the 100% accuracy makes up for that. Primary Rating: ** As long as the area isn't packed with enemies and they're not wearing flak jackets, you'll be okay. Melee Rating: **** If you don't have to get close to a target, that's good. E.P.D.D. Fire Rate: IV Damage: III Clip Size: --- Capacity: --- Game Description: This amazing piece of technology is capable of shooting two darts attached to a long wire with amazing accuracy. This taser uses a special recoiling device that quickly rewinds the wire for a second shot. The E.P.D.D. has increased stopping power due to advanced Electro-muscular Disruption Technology (EDT). This weapon has a higher instant incapacitation rate than most 9mm pistols and injury will occur if the individual is over stunned. Caution must be observed with this weapon, it is known to set assailants on fire during sustained stunning. Obtained: Earn ENLFS2 Rating Overall Rating: ***** Has the range of a rifle, but otherwise, same as the E.D.T. Primary Rating: *** Range is good. Ignore the fire rate for the tasers. Note that the taser will hit its target every time, even if the cursor is red. But, make sure there isn't any object between you and the target. Melee Rating: ***** If you can stay out of the target's range, that's very good. Note that tasers are quasi-silent. As long as the target is alone, it's okay (except for the cage guard in Yemen 2). Stun Jack Fire Rate: II Damage: Incap Clip Size: --- Capacity: --- Game Description: This is an 18-inch long baton that has 300K-volt charge running up and down the shaft. This baton allows you to hit the enemy from any angle and drop them instantly. Obtained: You start with the weapon Overall Rating: ***** When stealth is necessary, this is the best non-lethal weapon at your disposal, as it ignores all armor and doesn't make a sound. Melee Rating: **** This weapon can take out any target with a single hit... Cept Ryusaki. --------------------------------------------------------------------------- 6. Non-Inventory USAS 12 Fire Rate: III Damage: V Clip Size: 28 Capacity: ? Ammo: 12 gauge Game Description: This is a gas operated fully automatic shotgun designed for military use. It has a 28-round drum and can be set to single shots if desired. It has relatively low recoil and a blazing fast fire rate. Due to the fast action of this firearm, the slugs do not gain enough energy to penetrate medium or heavy armor. But, multiple hits can be used to drive back heavy armored personnel, as Director Logan so appropriately demonstrated by driving the super-armored Jason Chance into spinning chopper blades. Obtained: Montenegro Overall Rating: ***** Those that have played Syphon Filter 2 should have fond memories of this weapon. It's really the best shotgun in the game, but odds are you won't even use it when you get it, since the VSS is more suited for the level. Shotgun Rating: ***** I'm not a big fan of slugs, but given it's power and firing rate... AK-47 Fire Rate: V Damage: V Clip Size: 30 Capacity: 120 Ammo: 7.62 Soviet Rifle Game Description: The AK is simply built with few moving parts and is considered reliably indestructible. It is said that one can bury the AK in sand or submerge it in water, pull it out a few days later, clear out the chamber and fire it like new. Any other weapon would require complete disassembly and cleaning to regain functionality. During the second Gulf War, several US soldiers opted to use enemy AK-47's instead of their M-16s because the ammo was in greater supply, it didn't jam from sand like the M16, and the Iraqi opposition were greatly intimidated having their own weapons fired upon them. Obtained: CDP Soldiers Overall Rating: *** Jumps likes crazy, but the stats and rounds don't lie. Primary Rating: ** Not effective against distant targets, and it's R1 targeting isn't very good, but ammo is plentiful. Back Rating: *** Only useful when facing one enemy at a time. AR Rating: ** Lacks stability for it to get a good rating. RPK Fire Rate: V Damage: III Clip Size: 64 Capacity: 320 Ammo: 7.62 Soviet Rifle This machinegun was developed as a light support weapon, and is basically an AK-47 assault rifle with sturdier receiver, heavier and longer barrel, and re-contoured wooden buttstock. The RPK is a fast firing but inaccurate weapon. Its greatest asset is the intimidating sound of it firing full auto. Obtained: CDP Soldiers Overall Rating: *** Arguably the only AK copy that's good. Primary Rating: *** The healthy clip size and somewhat stable L1 targeting will serve you well. Back Rating: ** The L1 is so-so, but the R1 isn't that good. AR Rating: *** Overall, it's pretty good. The clip size really makes up for the low damage. SKS Fire Rate: V Damage: IV Clip Size: 50 Capacity: 150 Ammo: 7.62 Soviet Rifle Game Description: This is a very popular rifle that has been widely copied and distributed throughout the world. Developed in Russia during WW II, the SKS was the first rifle to fire 7.62 Soviet Rifle round. Though there are still many in use around the world, it was shortly replaced as the main infantry rifle of the Soviet Army by the AK-47. Obtained: CDP Soldiers Overall Rating: *** Well, at least this didn't copy the AK-47. Primary Rating: *** Even though it's weaker, I give an edge over the AK because of its larger clip size w/o sacrificing too much power. Back Rating: ** It's still unstable when firing. AR Rating: ** Same. Galil AR Fire Rate: V Damage: V Clip Size: 24 Capacity: 168 Ammo: 5.56 NATO Game Description: Developed by the Israeli Defense Force, this weapon is heavily based on the AK-47. The Galil is much more accurate than the AK-47 and has an improved fire selector allowing this rifle to fire in 3-round bursts. Obtained: YLA Soldiers Overall Rating: *** A great weapon. It's leagues superior (more stable) than the AK-47 and its copies. Primary Rating: *** The problem with this weapon is that you probably won't use it in the stage you get it in. Back Rating: * You need a silent weapon for the stage, so, it gets a minus. AR Rating: *** Overall, it's a solid AR to use. Vek R4 Fire Rate: V Damage: III Clip Size: 30 Capacity: 120 Ammo: 5.56 Incendiary Game Description: This weapon is a modified Galil assault rifle with the majority of its parts made out of synthetic materials in order to better resist overheating in extreme environments. Obtained: Myanmar Overall Rating: *** Although it says 5.56 Incendiary, this weapon can also take 5.56 NATO rounds. Primary Rating: *** Only thing good is that you'll have a lot of ammo for the stage. Back Rating: ** Too weak. AR Rating: ** Weak, and w/o stability. SG-8 Fire Rate: II Damage: V Clip Size: 24 Capacity: 72 Ammo: 7.62 NATO Game Description: This all-purpose weapon is a selective fire rifle with a heavy barrel for sniping. Due to its accuracy the SG-8 is set to 1-round bursts, to increase the incapacitation rate at long ranges, and it also has a forward grip to aid in stabilizing the weapon. Obtained: Tokyo Overall Rating: **** This is literally the C8 Rifle with less ammo. Primary Rating: * It gets a minus, because ammo is rare in the stage. Back Rating: **** But, if you can get ammo, it's great. AR Rating: ***** Just like the C8, it's one of the best. Flame Thrower Fire Rate: V Damage: V Clip Size: 100 Capacity: 150+ Ammo: --- Game Description: --- Obtained: Ukraine Overall Rating: *** A fun weapon that you can have fun with for the 4 or so minutes you get to have it for. You can keep the flame on for as long as the ammo exists, but the rate of fire if you hold down the attack button is equivalent to that of the SSP 90's (really fast). Primary Rating: * Like I said, it's only for fun... Back Rating: * Not that great, since it gives the enemies too much time to fire back at you. Launcher Rating: **** A steady fire stream of death; gotta love it. SMAW Fire Rate: --- Damage: V Clip Size: 5 Capacity: 10 Ammo: HEDP Rocket Game Description: The shoulder launched Multi-purpose Assault Weapon fires an HEDP fin-stabilized high explosive rocket that is effective against bunkers, masonry, concrete walls, and light armored vehicles. Agents are cautioned to be a safe distance away fro the target to avoid becoming collateral damage. Obtained: Belarus 2 Overall Rating: **** The ultimate explosives weapon. Note that it's ineffective against the tank. Primary Rating: * It has no ammo, and is slow. Back Rating: * It also has a small blast radius. Launcher Rating: ***** It's damn fun to use. SG-36 Fire Rate: III Damage: V Clip Size: 24 Capacity: 96 Ammo: 5.56 NATO Game Description: This is a modified C-36 rifle with a longer barrel and superior optics for sniping. This model is also equipped with a flash suppressor and is set to semi-auto. Like the AR version of the C-36, this sniping version has a folding stock. Obtained: Carthage 2/Myanmar Overall Rating: **** This is quite possibly the loudest gun in the game. Comes with the best scope in the game (huge zoom). Primary Rating: **** Sweetness Back Rating: ***** Not many can match its versatility and common ammo factor. One of the few weapons that can function as both an AR and Sniper. Sniper Rating: ***** Hey, it has a killer scope. DSC-1 Thermal Fire Rate: II Damage: V Clip Size: 8 Capacity: 32 Ammo: 7.62 NATO Game Description: This rifle is identical in every way to the DSC-1 except that that model is equipped with a thermal scope that can detect heat signatures. It's very useful in thick fog or heavy smoke allowing the sniper to see concealed targets clearly. Obtained: Minsk Overall Rating: ***** Such a shame you only get it for a single stage. One of only two weapons that comes with a thermal scope, this weapon will serve you well in Minsk. Primary Rating: **** Hey, for the stage, it's damn good. Back Rating: * Also, for the stage, it's good not to have a back weapon. Sniper Rating: ***** Thermal + Silenced = Awesome. Riot Pistol Fire Rate: II Damage: III Clip Size: 12 Capacity: 120+ Ammo: 9mm Rubber Bullet Game Description: This is a modified version of the D229 that fires rubber bullets instead of standard ammo. The Riot Pistol serves as a non-lethal means to incapacitate by pain and shock trauma. Users are cautioned against head shots as they tend to cause severe skull fractures and fatalities. Obtained: Switzerland Overall Rating: ** Okay, okay, it's not like I can get the stats for all the weapons. The maximum number of ammo you can find in the stage is 120. This isn't much of a gun, and you don't even need to use anything beyond the Stun Jack for the level. Primary Rating: ** Not too shabby for the stage. Sidearm Rating: *** Again, it's so-so for the stage. Jerico-9 Fire Rate: II Damage: III Clip Size: 16 Capacity: 96 Ammo: 9mm Game Description: This is essentially a CZ75 pistol reshaped to look like a Desert Eliminator. A redesigned slide offers better support and increased accuracy by reducing recoil. While the Desert Eliminator is designed for target shooting and sport, the Jerico-9 is geared towards military and security markets. The 9mm round makes this weapon easy to control and provides substantial stopping power, able to take down a hostile target with a few shots. Obtained: Yemen 1 Overall Rating: ** Despite its description, this weapon is not compatible with 9mm rounds. Instead, it uses .375 rounds, like the Desert Eliminator. Since you can find the Desert Sniper .44 in the stage, there's not much reason to use this. Primary Rating: * You've gotta be kidding... Sidearm Rating: * With a stage that has the Desert Sniper .44... CZ75 Fire Rate: III Damage: III Clip Size: 15 Capacity: 180 Ammo: 9mm Game Description: This pistol came into service in 1975 and brrows several of its components from successful designs of other pistols. It is well built with strong materials and is known for its accuracy and reliability. This makes the CZ75 very popular among those in Law Enforcement and Security fields. Obtained: Minsk Overall Rating: ** Take out the full auto fire of the CZ Mach-9 and you get this weapon. Primary Rating: * Horrible for the stage. Sidearm Rating: * The stats don't lie. D229 Fire Rate: II Damage: V Clip Size: 13 Capacity: 78 Ammo: .40 S&W This is a very compact handgun with a large magazine capacity compared with other service pistols of this caliber. It was designed for police and security forces and is the preferred pistol of the FBI, replacing the difficult to load revolvers as the standard sidearm. It is easy to conceal, quick to draw, and very accurate. Due to its small size and weight, it has a bit more recoil, but that can be compensated for with practice. Obtained: Tokyo Overall Rating: *** It's one of those mid-range pistols. Primary Rating: *** Not bad, but not great either. Sidearm Rating: *** Maybe a step below the Desert Eliminator .357 and Co. PSM Fire Rate: III Damage: IV Clip Size: 12 Capacity: 144 Ammo: 5.45 Soviet Pistol Game Description: This is a very slim and concealable weapon that fires a unique round at an incredibly high velocity. It has very little recoil and can penetrate light armor. The PSM may be a rare weapon with rare ammunition, but it's deadly in the hands of even the most inexperienced user. Obtained: Lorelei/Zurich Overall Rating: *** It's no Desert model, but not bad for the stage. Primary: *** Good for the stage, as long as you have dual wield. Sidearm Rating: *** A mid-range pistol. Makarov Pistol Fire Rate: II Damage: V Clip Size: 12 Capacity: ? Ammo: 9mm Soviet Pistol Game Description: This weapon design feels and behaves like many other handguns of its generation. Its stopping power is similar to the 92f. Obtained: Yemen 1/Ukraine Overall Rating: *** Contrary to its description, it really packs a punch, and is on par with the mid-range pistols in the game. Primary Weapon: * This thing can have 9,999 Capacity for all I care. It's too damn weak/slow to be of much use for the stages. Sidearm Rating: *** Another mid-range pistol. ABRAM 2000 Fire Rate: V Damage: III Clip Size: 16 Capacity: 80 Ammo: 9mm Game Description: This exotic weapon is Croatian made and constructed with metal stampings and plastic moldings. It has an ergonomic left hand forward grip to aid in stabilization, but due to the absence of a stock, the stabilization is minimal. Obtained: Montenegro Overall Rating: *** It has average stats with below average ammo capacity. And, you won't even use it when you get it. Primary Rating: * Not when you have the VSS. SMG Rating: ** Below the Biz-9. Tek 9 Fire Rate: V Damage: III Clip Size: 32 Capacity: 384 Ammo: 9mm Game Description: This is a very dangerous weapon that has a nasty reputation on the streets. Gangs and drug dealers favor it because of its high cyclic rate, large magazine capacity and accuracy. The entire front end of the weapon is a compensator making the weapon easy to control while firing full auto and one handed. Obtained: Tokyo Overall Rating: *** Not too shabby, but nothing to set it apart from the rest of the mid-range submachine guns. Primary Rating: ** Not really the best choice for the stage... SMG Rating: ** A mid-range SMG. Helico 960 Fire Rate: IV Damage: IV Clip Size: 50 Capacity: 200 Ammo: 9mm This is a slightly larger version of the M950. It has a sliding stock and a forward grip to aid in controlling the weapon. It has a muzzle compensator to control rise and it can accept the same round helical drums as the M950. Obtained: Tokyo Overall Rating: *** The stability and power is good, but it's incredibly slow when compared to other auxiliary weapons. Primary Rating: ** Again, not really the best choice for the stage. SMG Rating: **** I suppose it's nice, but again, the firing rate hurts. AK-74 SU Fire Rate: V Damage: IV Clip Size: 32 Capacity: 192 Ammo: 5.45 Soviet Rifle Game Description: This is a much shorter version of the AK-74 assault rifle and is designed for higher accuracy at close ranges. The benefit of the 74SU is its size and power. It has the power of a rifle but is short enough to fit in the thigh holster allowing the soldier to carry additional assault weapons or gear on their back. Unfortunately, due to its short size and the fact that it fires rifle rounds, this weapon is difficult to stabilize and loses accuracy at long ranges. Obtained: CDP Soldiers Overall Rating: *** It's like a miniature AK-47, complete with rabbit-like jumping. Primary Rating: ** Pretty much in the league with the AK. SMG Rating: **** I suppose it's just below the G 53. Stava M86 Fire Rate: V Damage: III Clip Size: 30 Capacity: 150 Ammo: 5.56 NATO Game Description: This is an exact copy of the Soviet AK-74 SU except that it is chambered for the western 5.56 NATO round. This makes the M85 more desirable to the western world because it has the reliability expected from the AK family and uses ammo that is easy to find Obtained: Lorelei Overall Rating: *** Most of the enemies in the stage uses this, so ammo is plentiful. But, not much of a weapon otherwise. Primary Rating: ** Pass. SMG Rating: *** Yep, another mid-range SMG. Marz FMG Fire Rate: V Damage: IV Clip Size: 40 Capacity: 160 Ammo: 9mm Game Description: This is a unique SMG that can be folded up into a compact box for easy concealment. It can be quickly unfolded and ready to fire instantly, although its rather inaccurate due to its shape and the fact that it has no sights. Obtained: Lorelei Overall Rating: *** Looking more like a melee weapon, there's not much to the Folding Machine Gun than its unique look. Primary Rating: ** See Above. SMG Rating: *** Funny how this, with its 9mm rounds, is more powerful than the previous weapon, with its 5.56 NATO rounds. Uzi Fire Rate: V Damage: III Clip Size: 32 Capacity: 192 Ammo: 9mm Game Description This impressive weapon still remains in production after 50 years and has been adopted by many international armies. It has a central pistol grip, which doubles as a magazine housing and it employs a telescopic bolt to reduce recoil. Obtained: YLA Soldiers Overall Rating: *** The designers made this weapon too good. Yes, it has weak rounds and regular ammo capacity, but it's one of the more stable submachine gun you'll get to use. Primary Rating: *** Pretty good for Yemen. SMG Rating: *** Stable, with plenty of ammo to find. MDS A4 Fire Rate: V Damage: III Clip Size: 30 Capacity: 150 Ammo: 9mm Game Description: The MDS family is the most successful submachine gun design in the world. This weapon has an added advantage over others in its class in that it fires from a closed bolt position, which allows the first shot to exit the barrel and hit exactly where the user aimed. Weapons that fire from an open bolt tend to throw the weapon off aim and affect the bullet's trajectory when the bolt fires forward to close the breech. The A5 version has a fixed plastic butt and is set to fire 3-round bursts. Obtained: Carthage 1 Overall Rating: **** This weapon is like a distant cousin of the SSP 90. It's very stable, has range, uses common ammo, and has stable R1 firing. It's not as fast as the MDS-7, but you can't have everything. Primary Rating: **** Yes, it's that good. SMG Rating: ***** The SSP 90 is the only other SMG with stable R1 firing. XM-84D Flashbang Grenade Fire Rate: --- Damage: --- Clip Size: 1 Capacity: 10 Game Description: This grenade is a non-lethal non-fragmentary device that incapacitates and disorientates enemies by creating a bright disorientating flash and a loud bang. Obtained: Carthage 1 Overall Rating: * The effect lasts for only a couple of seconds, and if you look at the bang, you'll also be blinded. Grenade Rating: * Maybe good... If you've nothing else. Anti-Armor Frag Fire Rate: --- Damage: V Clip Size: 1 Capacity: 10 Game Description: This grenade is filled with a highly explosive material that creates a greater shockwave and over-pressure than grenades filled with Comp-B. The shell of the grenade is designed to produce hundreds of fragments upon detonation and is made of a Tungsten-Steel alloy that can tear through heavy vehicle armor. Obtained: Belarus 2 Overall Rating: **** It's strange, but this seems to be the only weapon in the game that works vs. the tank. (The SMAW isn't effective) Grenade Rating: ***** Just like the regular frags, it kills all with one hit. M67 Delayed Frag Grenade Fire Rate: --- Damage: V Clip Size: 1 Capacity: 24 Game Description: This spherical shaped grenade is lighter and easier to throw than the M61 and it has the same deadly effects. The shape allows for longer and more accurate throwing and it has a timing fuse that detonates the grenade 3 seconds after its thrown. Obtained: Carthage 3/Belarus 2/Ukraine Overall Rating: ***** Nice grenade, but the 3 secs. delay is really a double-edged sword. But, you get to carry lots of them. Grenade rating: **** I tend to think of the delay as a minus... *************************************************************************** III. Levels Here it is, the meat of the guide. The steps listed are mainly for par runs. I only "drew" maps for stages when I felt it was necessary. On the maps, I only notes what I felt were places of interest. [Comments in brackets are details of the previous step] If the stage can be played online, I'll list the online strategy after the solo strategy. I just call the team by their code names and randomly assign duties. In general, I go by the KISS rule. After the general online strategy, I'll list the speed run strategy. Hey, if you've played this game long enough, you start looking for more challenges. (S) = Just a sign that this means a speed run. * = Limit factor. Player(s) determine completion time. 1,2,3,4 = Difficulty of role, stages are independent. 1 = Most difficult role If you're playing online and a portion of the stage involves stealth, it's best that the host of the game does the stealth part; otherwise, you may encounter a bug where the enemies spot you w/o even seeing you. This is just my personal approach to the stages. No doubt there are other, better, approaches. --------------------------------------------------------------------------- 0. IPCA European Command: Training Center This "mission" gets you the K-BAR, Smoke Grenade, and Scorpion. The only tricky part is earning the Scorpion, which requires you to hit targets in a limited amount of time. One of the targets is somewhat hard to see, as it's not directly facing you. It's located on the top floor of the first tall structure from your left. Make sure you can see the target before you fire your first shot. The Smoke Grenades and Scorpion will be useful early on, so you should play this mission in order to obtain them. --------------------------------------------------------------------------- 1. Carthage, Michigan: Quarantine Zone Replace bio-data gear Collect 5 water samples Perform field autopsy Scan tissue sample Eliminate Proust Protect CHA officers No collateral damage Retrieve Broussard's laptop (Team) Solo Par: 11:00 Team Par: 7:00 Quickie: Bio-Data gear is in the 2nd floor in the first area. 5 Water samples are scatter throughout the level - Need gear to collect. Autopsy takes place in the CHA tent, near the water fountain - Need gear. Scanning the tissue in the last CHA tent, takes 1 minute; guard it. Proust is in the subway. 5 CHA officers must be protected. Total of 9 CHA officers in the level; don't kill any of them. Laptop is in the bank (on fire); use water valve in the alley. The maps are drawn in the direction you're facing when the level starts. It's possible to obtain par for this stage with just the Scorpion and Stun Jack. It mostly comes down to how fast you can kill. For you beginners, know that you can roll into crawlspaces, instead of standing next to them and pressing triangle. Recommended Weapons Setup: Likely: Moderate: Best: --- AU300 Mod-SMG* C8 Rifle* 92f PPK Mark 23 SD Scorpion* Biz-9 SSP 90 Smoke grenade Smoke grenade Smoke grenade Stun Jack Stun Jack Stun Jack * = Primary weapon for the stage Silenced weapons help for shooting the key pad. Stun Jack is needed to KO CHA Officers _______ Map 1.1 - The Stage Overview | M 1.6 | This is just a general overview of the | _____ | stage. There are more detailed maps _______ || || of each area below. This is to give | |___|| || you an idea of the entire stage, of | M 1.5 ____| || how the areas are connected. __| | || | _ ______| || || || || || ||_____ || || | | || || | M 1.4| || _||_| | || | _________| || | | ___________ || | | | | || | |__| Map 1.2 | || |_______________ | || ||______|| | Proust | |________| ________ ___ Map 1.2 - Starting Area |X | _______| W| S = Starting Point |________| | __ _K_| V| V = Water Valve/Main | | || | B| | B = Bio-data Gear _____| |____||__|___| | K = Key Pad | | X = MDS A4 (Map 1.3 ) | L = Laptop (Team) | T | C = C4 |______C___ __ _______ |_ G = Gate | | | | N = Night Vision |S | |___ G__| T = Truck |__|L _____________||_ W = Water Sample |_| | |________ |___________| |N| | | Leads to Proust Solo: a) First step is to protect the CHA officer. Just kill all the enemies that appear, really fast. [If you accidently shoot the CHA officer, he will fire back. He'll automically die if you leave the area where he is fighting w/o first saving him.] b) Climb up the ladder (near W & V). There's a Key Pad here. You can either shoot the keypad or get the key card from the CHA officer down the hall. Shooting it will alert the CHA officer, so you had better move quick. If you're solo, shoot it. When on a team, stun the CHA officer and take his card. If you shoot it with a silenced weapon, the CHA officer will not notice you. [Taking the bio-data gear will spawn more enemies on the streets. When you go back down there, just run past them. You may have noticed the "teammate needed" message appear when you're near the truck. That's for online play. The adjacent building has C4 you can use the blow up the gate that leads to the subway.] c) Go to Map 1.3 afterwards [If you're not going for par, and have both smoke grenades and a Stun Jack, you mind as well try to get the MDS A4. It's in the CHA tent, but there's a CHA officer inside. He'll be hostile, so throw a smoke grenade before you exit the vent hose so you can use the Stun Jack w/o getting harmed.] _____ Map 1.5___ C| Map 1.3 - Underground | | S = Shotgun | | C = C4 trigger man | | W = Water sample ___| |___ | | | | |___ ___| | | ____ | | | |___ | |_____| ___Map 1.4 |_______ __| | | ___________|C| |C ____ _____| | |____|| | _W___| | |__ _____| |__ | ___ __S | | |____| | |_____ |_______Map 1.2 d) Take out the two guys near the shotgun box, then get the weapon. [Since the enemies here drop shotguns, you don't have to get it from the box. But, the ammo in the box really helps.] e) Grab the water sample [Sample is from the drinking fountain] [There are two C4 trigger men near this point. You can avoid the first one by just going for the water sample and taking that route to the next area. You'll see the other one after you grab the sample. The store that he is going away from will be the one that explodes. Either try to kill him quickly or hug the corner when you're making the turn to avoid the C4 explosion.] f) Go to map 1.4 _______ M 1.5____ S| Map 1.4 - Fountain Area ________||____ W = Water Sample | |_ T = Tissue Sample | W _M 1.3 S = CHA HAZMAT Suit |_________ __| | T | |___ |_______ | _______| | |_________| g) Two guys will see you and start shooting. Eliminate them h) There are two more guy inside the building. Eliminate them i) Grab the Water sample [Sample is from the water fountain] j) Get your Stun Jack out and go inside the CHA tent. Stun the Officer inside, and get the tissue sample [It helps to throw the smoke grenade both before you enter the tent and while you're going through the decontamination process at the tent's entrance. This will prevent the CHA officer from firing at you.] k) Go to map 1.5; note that there is a bio-suit on the way. Technically, you're supposed to wear it and then get the tissue sample, but you really don't have time for that. [The CHA HAZMAT suit will protect you from both DormaGen and Sarin...] _ | M 1.6 Map 1.5 - Streets and scanning station _| |_ P = Power Generator ___| C | S = Scanning Station _______| S| | W = Water Sample _____| | P| | W | C = Climb this wall | _ |_ _| | | | | |___________|_____| | | | | M 1.3| | | | | | |__ |______M 1.4 l) A CHA Officer will be in combat. Again, kill and defend. m) Turn the generator on. n) Scan the tissue sample at the scanning station, then return immediately to the generator and protect it. [Two enemies will enter the area via the entrance you took, so be read to turn around and kill them. The others will will come from the building roofs in front and back of your position.] o) Protect the CHA Officer in the next area [Make sure you don't get too close to the car, as it'll probably explode from being shot] p) Get the water sample [Sample is from the fire hydrant] q) Climb over the wall and enter the vent to map 1.6 ___ ____| P|_______ Map 1.6 - Train Station | __S _ | W = Water Sample __||__| | __| P = Power Switch ________ | ___| | |___ T = Train Tracks ____| | |_| |_| |___ | L = Low Route | __ W __F |___| | S = Shimmy Route | | |_____|__| |__ L __T__ _N___| F = Fork in the Road M 1.5 | | | | N = Night Vision | |_____| | |_________| r) Take out the enemies and grab the final water sample. One of the enemies will drop a NVG. [If you didn't get the NVG here, you can get it from a box later on - point N on the map] s) Turning left at point F leads to the shimmy route. You'll have to go up the stairs, take out the guard and shimmy over the tracks to the power switch (ignore the other enemies shooting at you). After you get the power, just roll on to the train and then the tracks. t) If you go forward at point F, you'll have to take the stairs that go beneath the tracks, and then work your way up to the power switch. u) Either way, follow the tracks afterwards (run past the enemies). When you arrive at the train stop, follow the stairs up to Proust and take him out. Sneak and try to head shot him from an angle. Team: Cobra: Get laptop, go after the Proust Python: Turn on water, help get C4 Viper: Collects samples Dragon: Protects CHA Officers Cobra: Responsible for protecting the first CHA officer with Python. After the officer is saved, get the C4 with help from Python. Python should lift you up. After obtaining the C4, go wait by the bank entrance so you can grab the laptop when Python turns the water on. After getting the laptop, go after Proust. Python: Responsible for protecting the first CHA officer with Cobra. After the officer is saved, help Cobra get the C4. After lifting up Cobra, run over to the water valve. Wait for Cobra's signal (or check the map) then turn the water on. Viper: At the start, go directly for the Bio-Data gear. Grab it and start collecting the water samples; also get the tissue sample on the way. Scan the tissue sample; Dragon should be there to protect the power generator, so move on and collect the last 2 water samples. Dragon: At the start, head left (underground) and go for the CHA officers at the water fountain; protect them. Go through the CHA tent and protect the next CHA officer. Turn the power generator on and defend it when Viper scans the tissue sample. Team (Speed): Cobra* (S-1): Tissue Sample, Last 2 Water Samples Python (S-2): Protect CHA, Power Generator Viper (S-3): 1st CHA, Water Valve, 1st 3 Water Samples Dragon (S-4): 1st CHA, C4, Laptop, Proust Cobra* (S-1): Role seems simple enough, but you're the limiting factor; this means that you don't get to stop and kill anyone. At the start, go directly for the Bio-Data Gear (of course you blow up the keypad). After that, you have to kill yourself. Why? Because you'll respawn at the beginning, saving you a lot of time. After you are resurrected, run (no stopping to fight) directly for the CHA tent so you can perform the autopsy. While you are undergoing the decontamination process, start throwing around smoke grenades. Once the door opens, run for the cadaver, and throw a smoke grenade on your way there; you cannot waste time (yes, that 1 second) to KO the CHA officer. Hustle to the tissue scanner and scan the sample. Leave the scanner, save the 1 CHA officer, and grab the last two water samples - You should be able to grab them before the 1 minute scanning time is up. Python (S-2): At the start, break to the left and head to the underground mall and make your way to the water fountain. At the water fountain, kill the 1st two ALA terrorists there, but before you go into the building, open the door to the CHA tent - This will save Cobra a couple of seconds. Save the CHA guys inside the building, and then save the other CHA guy (hurry!). Turn on the power generator and defend it after Cobra initiates the scan. Viper (S-3): Start by defending the 1st CHA officer; this is priority 1. After he is safe, go lift Dragon up at the van so he can get the C4. After that, run over to the water valve, and turn it on when Dragon gives you the signal. Grab the Bio-Data Gear and collect the first 3 water sample - The one by the valve, the one at the drinking fountain, and the one at the water fountain. Dragon (S-4): Again, protecting the CHA officer is priority 1. After he is safe, have Viper lift you up for the C4. Grab the explosive, then position yourself in front of the bank so you can run in and grab the laptop when Viper turns the water off. Once you grab the laptop, carry out the DPE order on Proust. Comments: It's possible for 2 people to complete this stage within par time. In other words, you shouldn't have problems with the stage. Par for the stage all comes down to how fast you can get and scan the tissue sample, so make that priority one. The MDS A4 will really help you out in this stage if you're lacking weapons, but it takes time to get it. It's guarded by 2 CHA officers, so you'll probably take a beating. So, make sure you pick up the flak jacket afterwards, which is in the same room as the bio-data gear. The CHA officers are using Scorpions, so, if you're using one, make sure to run over their bodies to get more ammo. Toss a smoke grenade in the decontamination area of the CHA tent when getting the tissue sample. Even though the CHA Officer is in the next area, he won't shoot you immediately as you exit the entrance if you threw the smoke grenade. --------------------------------------------------------------------------- 2. Carthage, Michigan: Warehouse District Stop 3 ALA from contaminating water Collect 3 viral containers from the ALA Eliminate all 4 ALA death squad assassins Eliminate unidentified female ALA Assist Imani by distracting Fournier Eliminate Fournier Provide Imani covering fire Protect CHA officer No collateral damage Hidden objective: Obtain Mujari's recorder Solo Par: 8:00 Team Par: 5:00 Quickie: 1 ALA is in the pump room, 2 in the adjacent sewers. 3 ALA have viral containers (check body). Death Squad appears once you reach the streets. Female ALA is near the Basketball court. Fournier is on the roof of the theater. Distract or kill Fournier. 1 CHA officer in the theater. Do not harm the 1 CHA officer. Muajri's recorder is in the theater. The maps are drawn in the direction you're facing when the level starts. This stage is tough if you don't have the right weapons. It's fairly difficult to kill all 4 ALA members w/o a grenade, so, you may want to skip the par attempt your first time through. For teamplay, it's debatable whether or not it's faster to use the C4 on the ALA or just go after them. Honestly, the time difference is pretty small. Well, unless your team is well-armed, in which case going directly for the ALA is faster. Recommended Weapons Setup: Likely: Moderate: Best: Combat Shotgun AU300 Mod-SMG MGL* G-17 Jerico-41* CZ Mach-9 Scorpion* Biz-9 Air pistol Smoke grenade M61 frag grenade Sarin nerve agent Stun Jack E.D.T E.P.D.D. * = Primary weapon for the stage The Jerico can take down most enemies in this stage with one shot. Air pistol adds a scoped weapon to your arsenal. _________ | P | Map 2.1 - Underground | | S = Starting Point E2 | V = Viral Container x3 | | C = C4 | | F = Furnace | | P = Power Switch | | E1 = Exit 1 | | E2 = Exit 2 |___ ___| E3 = Exit 3 __| |______________________________ | _______ _____________V____ __| | | _____| |___ | | | | | | ______| | | | |V | | ____ | | | | | | | | | | | | | | | | |___ |V|_| | | | |E1 F | | ________ __| | | |_____| | | | | | | | | _____| | | | | | | _____| | | | | | | | | | | | | ______________| | E3 | | | ______| _______| |_| |___ ___ _________ _______| ___| |_________| |_C_____ ________ ___| |S| | |__ |____________| Solo: a) From the starting point, take the first left (somewhat dark), followed by a right, left, right, and left. In general, you want to make your way to the pump room. [You can go the other way, but there isn't much reason to. It does lead to the surface faster, and you can get the C4 online.] b) If you look up in the pump room, two men will be talking. One of them has the viral container. Fire a shot (If you don't know which one has the container, just fire a shot into the air. You want to get the attention of the guy with the viral container. Once he notices and starts shooting at you, take him down (use a regular ammo weapon). Climb the stairs, and take the viral container from his body. He also has a NVG. [It's best to take the guy with the viral container down with a head-shot. This way, you guarantee that the first shot will kill him and he won't retreat to the rear of the platform.] c) Climb the ladder into the pipes. Another guy with a viral container will be just to your right. Take him down and follow the pipes. Note the ladder behind you, labeled E3 on the map. [There are two ladder in the pump room. The one mentioned in the step is the one closer to the viral container. Enemies will be shooting at your while you're doing all this, but keep moving, and most likely, you won't get hit.] d) If you keep following the pipes, you'll reach the 3rd viral container. Take it, then double back all the way to E3 and climb up. [If you're well-armed (grenade), just use E1 - You're closer to it, and will meet the ALA squad faster.] e) Once you make it to the surface, you'll trigger the ALA Death Squad. _______________ |_E2_______L__ | Map 2.2 - Streets |____ | | F = Fournier | | | | E1 = Exit 1 | Y |________| |_ E2 = Exit 2 |_E3 _____ ___| E3 = Exit 3 | F| | | | T = Theater | | |___ | | A = ALA Starting Point |_ _| _ |_| | X = Death Squad Point |_T_ | | _ | Y = Defend Point |_| | |_| |_________ U = Unidentified female ALA |____X________ | L = Ladder | | _| |______________ | A | | U | | | | E1 | |__________________| f) Make you way to the X on the map - This is where you'll make your stand vs. the squad. A single grenade will take them out. If you don't have one, start tossing a lot of smoke grenades and try to take 'em out. If you have a good sniper rifle, just defend position Y instead. That way you'll only face 2 assassins at a time, instead of all 4. At position X, the four will split into pairs. If you turn your flashlight on here the squad will actually notice you and slow down (make sure you turn it off afterwards). [X is inside a building. It's the area right below the stairs in the building. Start out with the Scorpion and try to gun 'em down before they get close. If they do get close to you, switch weapons to the Stun Jack and try to hit them. If you die here, you'll respawn near the sewer exit and will get another shot and stopping them.] g) Go to position U and eliminate the female ALA. [The female ALA is inside a room (initially closed). A few seconds after you kill the ALA Death Squad, she'll exit. She's armed with a M16-k, and is more skilled than the grunts in the stage. If you're feeling a bit out-gunned, you can make your way into the room she exited from, which has a box with a M-16k. You can also camp out in an area and peek once in a while. Just long enough for you to see where she is, and for her to see you. She'll eventually try to take her you by herself, and will walk right into your ambush.] h) Go to position T. Once inside the theater, go to the second floor. Kick open the door and quickly eliminate the 2 terrorists. Go back outside and pick up some frag grenades in the box outside the hallway on the 2nd floor of the theater Once they're dead, the CHA officer will open the door in the lower level. Go down to the stage and get Mujari's recorder. [Position T is the backdoor to the theater. You'll have to kill one enemy in the alley and another one in the theater. When you kick open the door on the 2nd floor, you must take out the terrorist to (your) right first, as he's the one that's closer to the CHA officer. Both enemies will be out of shotgun range, so don't bother with that weapon.] [Note that after you save the officer, instead of taking the stairs down to the lower level, you can jump climb over the safety barrier and lower yourself. Yeah, it looks like a long fall, but you won't take any damage from the drop.] i) Throw some grenades at Fournier. [Course, you don't have to use grenades, but it's just faster. He does stand around for quite a while, so you should be able to line up a head shot pretty easily.] j) Make your way to L. Eliminate the guard and climb up. Try to make your way into the room quickly, and fight the guards inside. [The enemies inside the machine room are wearing flak jackets. Instead of trying to take 'em down while at the doorway, go inside the room. They'll hold their position and be less aggressive that way. Once inside, you should have a better shot at 'em and have a good view to throw grenades.] Team: Cobra: Collects the Viral Containers Python: Rescues CHA Officer in Theater Viper: Eliminate Fournier, Machine room ALA Squad Dragon: Kills ALA Death Squad, female ALA Cobra: Just grab the 3 viral containers. The others should have everything else taken care of. Viper can help out by getting the viral container closest to the sewer exit. Python: Head directly for the theater and rescue the CHA officer; get Mujari's recorder afterwards. Viper: Grab 1 viral container, if you want (just make sure you tell Cobra if you are). Wait for Fournier to appear on top of the theater and eliminate him. Take out the ALA in the machine room once you're done. Dragon: Exit the sewers via the furnace room (the others will go going the other way, to the pump room). Eliminate the ALA death squad, then go into the adjacent building to take out the female ALA member. Head for the machine room to help Viper eliminate the rest of the ALA. Team (Speed): Cobra* (S-2): Rescues CHA Officer (Option) Python (S-4): Kills Fournier, Gets Recorder (Option) Viper (S-3): Collects Viral Container Dragon (S-1): Kills ALA Death Squad x2, Female ALA Cobra* (S-2): While this is arguably the most boring job, it is the limiting factor. This stage comes down to how fast you can get the recorder, and that comes down to how fast you can save the CHA officer. So, your job is to reach the theater as fast as you can and take out the two terrorists guarding the CHA officer quickly. If you can't get there fast and take out the 2 terrorists quickly with 2 shots, then your run is a loss. As for the option, you can try to make your way to the door the CHA officer comes through by dropping down from the barrier. But, having Python is a split second faster - The option depends on Dragon. Python (S-4): A mostly easy assignment. But, can be more difficult with some options. The first option is to grab the 1 viral container that's closest to the sewer exit. The second option is to instead of going for the recorder, allow Cobra to get the recorder and assist Dragon in taking out the ALA. Note that you cannot grab the recorder at the last second. You need a couple of seconds before the stage ends to grab the recorder. Viper (S-3): Pretty simple here. Just get the viral containers. Dragon (S-1): Here's the tough one. Go after the ALA Death Squad and the female ALA. You should be able to kill the female ALA within about 45 seconds. After she's down, go after the ALA in the machine room. Now, the trick is to take the 3 ALA members inside the room using grenades. Dragon should be able to do all this within 90 seconds (and under). Comments: It is possible (not too difficult) for one person to do everything in this stage in under 4:00. So, you shouldn't have any difficulties getting par online. The SG-36 can be accessed via the pump room. There is a pool of water at the lowest level. Jump in and look for a pipe you can crawl through. It will lead to a small area with 3 boxes - One of them has the weapon. In the pump room, you want the guy with the viral container to shoot at you because if you take him down when he doesn't notice you, his body will remain on the platform he is standing on. It's time consuming to obtain the container if it's high up there. If you kill him after he starts shooting at you, his death animation will knock him off of the platform; try to go for a head shot, so he doesn't retreat. Alternatively, you can use an explosive weapon to kill him, but that's somewhat risky, as it may send him flying in the wrong way. You can also run from the adjacent pipe you reach after climbing the ladder, towards the platform while pressing triangle. If you're lucky, you'll grab the platform; if not, you'll fall and die. The final way to access the platform (probably what the game designers intended) is to make you way to the power room and shut off the power switch. This will close the doors and stop those respawning enemies from gunning you down while you climb the opposite platform and shimmy your way across the room. It is possible to kill the last batch of ALA members w/o climb inside the building. Once they appear on your map, you can toss grenades from outside (from the streets) to kill them - It is a bit tricky. You may have noticed that if you toss grenades at darkened windows of some buildings, the building will catch on fire. The purpose of this is mainly for battling Fournier, as he sometimes tends to jump into a window - Check the Zeus files for more info. If you use the C4 to in the furnace room, a portion of the above building that was housing the Death Squad will be blown up. Use the buddy climb to access it and get the items inside (one of which is the MGL). With all the respawning enemies this has, this is probably the best stage to rake in headshots, grenade kills, and knife kills. --------------------------------------------------------------------------- 3. Carthage, Michigan: Carthage Mall Lock down mall entrances Disarm both viral explosives Complete DPE order on Masson No collateral damage Rescue injured SWAT officers (Team) Solo Par: 5:00 Team Par: 3:00 Quickie: 2 doors upstairs, 2 doors downstairs. 2 bombs downstairs. Masson shows up on the 3rd level of the mall. Do not kill SWAT officer in or entering the mall. Carry 2 SWAT inside to safe zone, lock all doors (possible offline). Not too much to say about this stage. Lock 4 doors, disarm 2 bombs (well, maybe 3), and kill Masson. Smoke grenades are almost a must in this stage for par. Note that although you can, you do not have to save the SWAT team members for offline par. Recommended Weapons Setup: Likely: Moderate: Best: Combat Shotgun AU300 Mod-R* AU300 Mod-R* G-17 Jerico-41 Desert Express .50 Scorpion* Biz-9 SSP 90 Smoke grenade Smoke grenade Smoke grenade Stun Jack E.D.T E.P.D.D. * = Primary weapon for the stage You shouldn't have to kill more than 2 enemies for this stage (grenade throwing terrorist and Masson). The Mod-R is the best weapon for this, since you'll be able to see 'em better. If you're on a team, you should have the members not locking down doors or disabling bombs carry either Sarin or frag grenades for Masson. Solo: a) There is an escalator in front of you. To the right of it is the first door. Throw a smoke grenade at it and lock it down. Ignore the enemies, both during and after locking the door down. b) Still on the 1st floor, there's a bomb close to you (hang a right after you lock the doors). Again, throw a smoke grenade and proceed to deactivate the bomb. As soon as you're finished, move fast, because you may get a frag grenade thrown your way. c) Double back and take the escalator you saw earlier to the 2nd floor. d) Turn right at the top and go forward. You'll eventually see a bomb in the middle of a walkway. Deactivate it. Also, note the SWAT team member nearby. Ignore him and head for the 2nd floor entrance that's directly above the 1st floor entrance you locked down. You know what to do. After that, lock down the other door on the 2nd floor. [You don't have to disarm the bomb... Sometimes, it may benefit you not to...] e) Lock down the final door. It'll be right in front of you as you go down the escalator. f) Disarm the final bomb. g) Head back towards the bomb you deactivated on the 2nd floor and duke it out with the boss. [At this point, you'll also fight snipers. They drop AU300 Mod-R, which is a weapon with thermal vision. You may want to use it if you're having trouble dealing with the boss.] Team: Cobra: Save the SWAT team members Python: Lock down 2 doors upstairs Viper: Lock down 2 doors downstairs, diable 2 bombs downstairs Dragon: Go wild... And kill Masson. Cobra: At the start, just blow up the overpass and use the far escalator to reach the SWAT guy upstairs. Lift him up, and walk off of the sharp edge of the blown up overpass - You'll land on the debris; if you fail to land on it, you'll die. Carry the guy to safety and then carry the SWAT guy downstairs to safety. Note that it's best to carry the guy upstairs to safety first, since carrying the guy downstairs will trigger enemies to spawn. Python: Lock down the 2 doors upstairs. Make sure you use the escalators to reach the doors; for the door on the left, you can also climb up from the blown up overpass. Running around the entire mall takes more time (waste of time). Also, make sure you have smoke grenades. Viper: Surprsingly, you don't need smoke grenades, since the enemies tend to keep their distance from you (still, can't hurt). Make sure that you get out of the way fast after you disable the viral bombs - Enemies will be throwing grenades your way, and smoke grenades don't seem to help in such a situation. Dragon: If you want, you can hang with Viper for a while. Just make sure you position yourself for Masson before the last door (or viral bomb) gets locked down (or disarmed). He'll appear in the area between the far escalator and the walkway to the right of it. Just flood the 3rd level between the two points with sarin gas. Team (Speed): Cobra* (S-1): Door (right) Upstairs, SWAT (upstairs) Python (S-2): 1st Bomb, Door (left) Downstairs, SWAT (downstairs) Viper (S-3): 2nd Bomb, Masson Dragon (S-3): Door (right) Downstairs, Door (left) Upstairs Cobra* (S-1): How the run will go can be determined within the first few seconds. As the limiting factor, you must get off to a good start at the beginning. The idea here is to go up the escalator and cross the overpass quickly, so your teammates can blow it up quickly. Taking too long will shorten the time you have to get the SWAT guy to safety, as well as give Python less time to get the other SWAT guy to safety. Anyway... cross it as fast as you can, and lock down the door. After you lock it down, grab the SWAT guy, drop down, and carry him to safety. You do not have to take the SWAT officers all the way into the safe zone; as long as their entire body is at least inbetween the store window, you're good. The bad news is that like the recorder in Carthage 2, the SWAT officers cannot be a last second event. Python (S-2): Unlike Cobra, you do not have to get off to a good start. There's plenty of time after diarming the first viral bomb to allowing Cobra to cross the overpass. Just make sure you don't get nailed by a grenade while waiting. You should be able to get your SWAT guy to safety before Cobra reaches the safe zone. Because of that, you need to go slightly more into the safe zone so you won't be an obstruction to Cobra. Viper (S-3): A fairly short assignment here. Just wait until Cobra is safely across the overpass, blow it, disarm the viral bomb and kill Masson. What makes this job slightly difficult is that Masson must be killed as soon as he appears. He should be killed so fast that the music shouldn't even change. So, make sure you get a good feel for what area to target with sarin. Dragon (S-4): This is the easiest job for this stage, but also one that requires focus by the player. The second door that Dragon locks down is what will trigger Masson to appear. So, as long as Viper eliminates Masson as soon as he appears, the team can control when the stage ends. From the start of the door lock down to the end of the stage, there is a passage of 22 seconds. In other words, if Dragon starts locking down the door at 48 seconds, and Viper manages to kill Masson right after the spawn, the stage will end at a time of 1:10. Comments: If you walk under the walkway (which is in the middle of the mall) w/o disabling the bomb, the bomb will go off. While it's not too much of a big deal (assuming you were running along the walls) it will add on some time. If you're trying to do this stage fast online, it does help to blow it up... Other than just completing the objective, you do not get anything special for saving the SWAT team offline. But, if you still want to, do the following, in order: 1. Carry SWAT team member upstairs to safety (Must blow up overpass). 2. Carry SWAT team member downstairs to safety 3. Lock down the 1st floor door closest to the safe zone 4. Lock down the 2nd floor door that was closest to the 1st SWAT officer. 5. From that door, turn around and shoot the glass barricade; climb down to the 1st floor. 6. Lock down the 1st floor door. 7. Lock down the final door. This stage is home to the "toughest" enemy in the game. If you go to the 2nd floor of the mall, a terrorist will spawn near the walkway, on the 3rd floor. He's armed with an AU300 and delayed frags, so you should try to eliminate him early on. If you don't take him down using a grenade or head-shot, he can take some serious abuse. --------------------------------------------------------------------------- 4. Pescara, Italy: St. Cetteo Sqaure Set decoy explosives Assassinate Dimitri by the bell tower at 3:00 PM Move to extraction point Maintain stealth Solo Par: 7:00 Quickie: Set C4 in the alley. Head shot the guy as the bell rings. Run to starting point. Don't get spotted. Stone has virtually no armor/health, and cannot pick up weapons. Well, he does have normal armor/health, but the enemies here can kill you in two shots with their uber-weapons. Special stages work like the old Syphon Filter games - You must complete the stage within all the mission parameters. Luckily, there is no reload time when restarting the stage. You get one weapon with one bullet for this mission. Fortunately, Stone can break necks (Sneak up behind and press square) a) Near the beginning of the level you'll see/hear two guys talking. Wait for one guy to walk away and kill the one that stays behind. Move the body further back into the tunnel you just came out of. [You don't have to kill this guy... Technically, you only have to kill 3 guys in this stage.] b) From where the dead guy was formerly standing, you'll see a bunch of baskets in front of you. Head to that area. There, you'll see a ladder leading down. Take it and follow the pipes. [A guard will be moving up the street towards you, but you'll be out of his visual range.] c) It'll lead outside and you'll see a bridge ahead of you, run to it. As you get close and see enemies on the radar, start sneaking. Normally, there's one guy on the left side of the bridge, standing. Another guy will be crossing the bridge (Sometimes, he's not there). Sneak, and move to the left side of the bridge (where the standing guy is). Don't worry - As long as you're close to the bridge he won't see you. The guy crossing the bridge will stop once he crosses. Snap his neck and leave his body. [Instead of going for the bridge, you may just want to climb the wall. Check the comments section for more info.] d) Keep following the street, and take the first left you see. In the alley you have to plant a C4 (location is close to the street itself). There's also a guard patrolling the alley, but you should have plenty of time to plant the C4 and leave. e) Once you're back on the street keep going forward (move in stealth). You'll see two guys up ahead. One will be on top of a small set of stairs (he'll be closer to you). Move close to him, climb up to his level, and snap his neck. Afterwards, climb down a wait for a few seconds. The guy that was patrolling the alley will now be on the street, and looking towards you. Give him time to go back into the alley, and then go after the second guy. Also, make note of this area - Mainly, note that over the wall in this area is where you came out of the pipes. f) The second guy will also be standing still, looking at the street. It's pretty easy to kill him. Once you're done with him, wait a bit. Another guard will be patrolling the street, and he'll probably be looking towards you right about now. Once he turns around, follow him. [You must kill the 2 stationary guards] g) He'll come to a stop at the end of the street. There's are a couple of doorways on the left side of the street. Hide in one of those and wait for him to pass by you. Once he does, make your way toward the building you see ahead of you (The one to the right of the church). Be careful not to make noise, as another guard will be in the area to your right (and above you). You want to avoid the large set of stairs you see to your right (that's where the guard was), but keep going ahead, for the other set of stairs. See map 4.1 for more info. The map is drawn from the player's perspective C g| | | _. . Map 4.1 - Setting up for the Snipe g____| |X| |.| . G = Guards (moving) | |_|.| . g = guards (stationary) |_____| . X = Sniping position . . . . C = Church Area . ____ To be blunt: Follow the dots to the X. ___ . | | . |___G _| . _______ |_ . | _| . | |_ . | | G | | | | | h) Wait until the countdown, and kill Dimitri with the sound of the 3rd bell. Afterwards, Stone will set off the C4 and most of the guards will head for the area where you set the C4. i) Remember the area mentioned in step e? Run to it, climb over the wall, and head for the area where you started the stage. Comments: You know the wall you climbed over when making your escape? You can also climb this wall from the other side. (First wall to your right as you exit the pipes) It shaves some time off, but doesn't make much of a difference in the end, since you still have to wait until 3:00. You'll have around 2 minutes remaining when you reach the sniping area. So, instead of waiting around, you may just want to kill the 2 guys in the vicinity. --------------------------------------------------------------------------- 5. Mazyr, Belarus: Krivorozhstal Mill Shut off overloading mill machines Disarm stacks explosives Escort some workers to safety Save Dobranski Take mill documents from safe Eliminate CDP soldiers Eliminate Zhidkov Take tissue sample from cow carcass No collateral damage Escort all workers to safety (Team) Solo Par: 18:00 Team Par: 13:00 Quickie: 3 Machines, located in Slag Pit, Coil Room, and Melt Foundry. 2 C4 explosives; access 'em via the Melt Foundry. 3 Workers must be taken down the elevator. Kill 3 soldiers that are in Dobranski's office (1 will enter). Either have Dobranski open the safe or use C4. Automatic once the mission is complete. Set C4 on the tracks. Reach cow in the Slag Pit before time limit. 9 workers in the stage; don't kill them. 7 workers must take the elevator down (Dobranski counts). The map is drawn in the direction you're facing when the level starts. This stage is much larger than any of the previous maps, and is also the one that most people have trouble getting par times online. But, in theory, it's not all that difficult. Solo, it's not that hard. Most enemies in this stage use weapons with high firing rates, but low accuracy. So, pack something that has good range. You have to save workers. They will kneel and not move when soldiers are close by; so, take out enemies fast. Also, they lead the way. Except for 2 workers (W6 and Dobranski) they all take the most direct route to the elevator. Recommended Weapons Setup: Likely: Moderate: Best: AU300 Mod-SMG C8 Rifle* C8 Rifle Jerico-41* Jerico-41 Mark 23 SD* Biz-9 Biz-9 SSP 90 Smoke grenade DormaGen gas Sarin nerve agent Stun Jack E.D.T E.P.D.D. * = Primary weapon for the stage The Jerico is more powerful than the AU300. The Mark 23 SD is great for the stage, since silent kills means less enemy spawns (lots of enemies in this stage react/spawn due to gun sounds). Switch over to your auxiliary weapon when in small places, such as the dark staircase area. _____ _| | Map 5.1 - Stage Overview ________| X | S = Starting Point _________| S W = Worker x6 | ______ | D = Dobranski _| | | | T = Water Tower | ______ ______|______| | C = Coil Room | |______| | | P = Slag Pit | |O | | M = Mill Machine x3 _| _|M P | | U = Courtyard | ___ | |E E W4 | O = Cow Carcass | | | | |W1|| | | E = Explosives x2 | | | |_| || | | X = Plant C4 here | | | |__||| | | A = Melt Foundry | |___| |_|______ _ | B = Machine Room _| | | A__ | | | _| _| T _| | || | | | | |_ M| ||W| | | ___ __|___ __________|_ | |_3| |_ |W| | | W6 | |_ | |2| | | | | | | | | B | U | | | | | | | ___| | | | | |______|________|___ | | | |_ | | _| | |_ |_|_M____ ___ C | | _| |__ |______| |___|___W5_|_____| | |_______D____________________| Solo: a) The Cow Carcass disappears after a set time, so you need to hurry. (If you look up as you're approaching the slag pit and train, you'll see a big 'ol bucket of molten steel moving from the building across the tracks to the slap pit. If the red-hot liquid reaches the slag pit before you see the cow carcass, then the cow disappears - In other words, the hot metal burned up the carcass. You only have to see the cow on your radar, which can be done by approaching it from the outer walls to prevent it from going bye-bye. You have just over a minute to get the cow on your radar; about 1:08). Climb the wall, go forward. Roll through the fence and eliminate the 2 soldiers. Keep going straight (the direction where they all came from), and you'll come across a train. Eliminate the 2 soldiers there (ignore the rest), and kick open the door to the building. [One of the train cars has C4 and a crate with a weapon/armor. Unless you need the armor, just ignore the car.] b) This is the slag pit. Upon entering, you'll be greeted by 3 enemies. Take 'em out. To your right is the cow carcass - Get a sample. You'll see two stairs: One to your left, and another to your right (There is a third in the back but ignore that one). Take the right one and you'll meet one of the workers and see one of the mill machines. Ignore the machine for now and escort the worker to the elevator (elevator is directly below the worker). 4 soldiers will charge into the room - Take 'em out. (Note that their appearance is trigger by time, so they might not show up right away) Leave the worker at the elevator and take the other (left) stairs. That leads into an office, then to a dark area with more stairs. [The slag pit is commonly called the elevator room. The mill machine in this room is ALWAYS the last one that gets turned off. (unless the team says otherwise, but that's rare) Keep that in mind when going for a par time online.] c) At the end of the dark area, there's a door in front of you and an open corridor with a guard to your right. Kick open the door. [The corridor leads to the water tower, while the door leads to the Melt Foundry.] d) This is room A on the map. As you enter you'll see stairs in front of you. Take the stairs up, and take the corridor you see. This will lead you to the stacks, where there are 2 soldiers and 2 C4 explosives. Take out the guards and take the C4. Go back to room A. [The Melt Foundry has several vats of molten metal; after all, it's a foundry. There are 5 exits to this area. 1. The first is the entrance you took. 2. The second is up the stairs, which lead to the stack explosives. 3. The third is via the loading dock, which leads outside. 4. The fourth is via a corner door that's surrounded by sheet metal. This leads to the courtyard with the big statue. 5. The fifth is via a corner door (no enclosure). This door leads to the machine room.] e) As you go down the stairs, you'll see an adjacent room with (big) coils. Go into that room and you'll eventually reach a gate - Open it. You'll see two soldiers appear on your map. Take 'em out. Go back to the worker (W 2 on the map) and escort him back to the elevator. Leave him in the elevator. f) Go back to room A. There's a mill machine here, so turn it off. There are two more exits in this room. One of them is close to the mill machine, and the other one is opposite from that exit. Take the one that's closer to the mill machine. g) This is the Courtyard (U on the map). You'll see two soldiers. They've spotted a worker and are moving in for the kill. Kill them before they can do their work. But, don't go near the worker. Take the door that's close to the statue. h) This is the coil room. There's a mill machine in here, so shut it off. One of the two guards you'll initially see has frag grenades, so make sure you take him out. There's a door opposite the one you entered this room from. Go inside, but sneak when you're inside. Note that initially, there will be two soldiers in the coil room. One of them will actively patrol the area (he'll run around). If you can take both out w/o being seen, you won't face any more soldiers in the room; not easy, since they're wearing flak jackets. i) As you enter, look up at the wall. There is a window. Go through it. You'll exit in the shower room. Keep sneaking forward and you'll see two soldier and Dobranski on the map. You'll be able to see one of the soldiers (the one beating Dobranksi), but the other is behind a wall. Take out the one you can see, and then quickly take out the one behind the wall. Go back out into the hallway, because a third soldier will show up. If you do not kill the second soldier fast enough, he will kill Dobranski. [If you have a silent weapon, you can kill the one in the hallway first, the one behind the wall second, and then the one hitting Dobranski. If you use a silent weapon to take out the last guard, there's a bit of a glitch, and Dobranksi will sneak-walk and talk all the way back to the elevator.] j) After you've saved Dobranski, he'll open up the safe. Take the documents in the safe, and go back to the coil room. Dobranski will also leave the room, but the hell with him. Check your map, and you'll see that a worker (W5 on map) is hiding in the coil room. Escort this guy back to the elevator. k) Once the three workers are in the elevator, bring the elevator down. After they get off, go back up and turn off the last machine. It's the one in the slag pit (same room as elevator) that you ignored before. l) After the last mill machine is off, go to the X on the map (it's near the area where those two soldiers gunned down the two workers when you first rolled under the fence at the beginning of the level). Plant the C4 on the tracks (where they intersect - It'll be clearly indicated by the game) and wait for the train to come. [Yes, it is possible to turn the machine off, then take the workers down; but, you'll only have a few seconds to set the C4. In other words, unless you know the exact spot, don't do it.] Team: Cobra: Goes after Dobranski, Coil Room Machine Python: Goes after W6, Slag Pit Machine Viper: Goes after W3, W4, C4 Dragon: Goes after W1, W2, W5, Cow Carcass, Melt Foundry Machine Cobra: Turn left after you roll under the fence and head for the tunnel - Make sure you kill the two soldiers at the entrance so you can pick up their NVG. Around the middle of the tunnel, you'll see a light - Go into the passage and climb up the ladder to reach Dobranski's office. Kill the soldiers (ill-advised to use a shotgun, explosive, gas, or duel wield, since you may also hit Dobranski). After he is saved, exit the office via the door to the coil room and kill the enemies there and turn off the mill machine. Once that's done, go back into the office and wait for Python signal to take the paper. After you take them, stay with Dobranski. Python: Turn right after you roll under the fence and head for the train. Once at the train, keep following the tracks, past the entrance to the slag pit; try to hug the walls. You'll eventually reach the water tower. Kill the soldiers there, go up the stairs and use the door to enter the machine room. Keep moving and killing and go down the stairs in the machine room, and take the door directly in front; this will lead you into the coil room. Kill all the enemies (Cobra should be here, helping you out) and then take the far door in this area (door opposite to Dobranski's office) to the Courtyard. Kill the soliders there and head for the worker. Once the worker is near the door, signal Cobra to grab the paper in Dobranski's office. Once both workers reach the slag pit, wait by the mill machine and turn it off at the appropriate time. Viper: Turn right after you roll under the fence and head for the train. Once at the train, take the door into the slag pit. Don't bother doing anything there - Just take the stairs to your left up to the office and then exit via the door, into the dark stairway and then exit that area via the door into the melt foundry. Once at the melt foundry, take the stairs up, then go into the passage, to the stacks. Disarm the stack explosives and stick around to kill the soldiers that will spawn below you. Now, go all the way back outside to the fence area, and head for the tunnel. Just make sure you set the C4 on the tracks on the way. Instead of going into the tunnel, head for the loading dock and for the worker hiding behind the barrels. Start escorting him back. Once you kill the all the soldiers that spawn, head for the worker hiding under the stacks. Odds are there will be some distance between the two workers - Stay between them so they both move; you shouldn't face any resistance on the way back. Dragon: Turn right after you roll under the fence and head for the train. Once at the train, take the door into the slag pit. At the slag pit, kill the soldiers in the room, and head for the worker near the mill machine. Escort him down to the elevator; make sure you grab a sample from the cow carcass on the way down. Stay in the room to kill the 4 soldiers that respawn in the room. After that, exit the slag pit via the dark stairway area, go to the melt foundry, to the courtyard, and finally the coil room. Head for the giant coils, and escort the worker hiding behind them. Once he reaches the elevator, go back outside, follow the tracks to the tunnel, and escort the worker hiding by the pipes, at the tunnel entrance. Team (Speed): Cobra* (S-1): Triggers/Zone W5, W6, Dobranski, Coil Room Machine Python (S-1): W3, W4, Covers W5, W6, Dobranski Viper (S-1): W1, Cow, Machine 2x, C4, Covers W5, W6, Dobranski Dragon (S-4): Papers, Escorts W2, Track C4 Cobra* (S-1): Confused? Well, you should be. The idea for this stage is to zone escort both Dobranksi and the statue worker (W6). You'll be responsible for this. Your job starts with getting to W6 as fast as you can. You should head to the Slag Pit, then to the Melt Foundry, and finally the courtyard. Before you reach the courtyard, you should've killed only a single soldier - The one in the Slag Pit, on top of the stairs; he's the only one that'll be in your way. Now, trigger the worker and get him safely into the coil room. After that, go for the coil room worker (W5), and make your way back to the courtyard with the worker. From here on your job is to stay near the statue. This will keep both Dobranski (whom Dragon triggered) and W6 moving; they will be safe because enemies will not have spawned near them. At the same time W5 will also be in the courtyard with you; he'll be in the area with the coils, near the door to the Melt Foundry. Once the workers are near the door to the water tower, you can make a break for the coil room machine. How fast you can break for it depends Python. If you want to time the stage end, use the door that leads to Dobranski's office as a tool. It takes 7 seconds from that spot to reach the coil room machine. And, it takes 1:55 from the final machine going off to the stage ending. In other words, if you leave the door at 5:00 and head directly for the machine, the stage will end at 7:02. So, you'll be really busy during the first couple of minutes, have a minute or so of break time, then have to hustle again. Python (S-1): Python's role is also a roller coaster ride. Start by double escorting W3 and W4 (Head for W3 first, kill the 4 soldiers that'll spawn, then grab W4 and kill the soldiers that spawn). Stay with them all the way to the Slag Pit. Once you reach the Slag Pit, head up the stairs and to the dark staircase area (you know, leads to Melt Foundry and Water Tower) and stay on the lower floor of that area (kill soliders that appear). Here, you'll be on the receiving end of the zone. Dobranski and W6 will soon reach you and you'll be responsible for escorting them back to safety. Don't worry, Viper will be backing you up; although, W5 will also be with Viper, meaning that you two will be responsible for a total of 3 workers in a very small area that tends to have a lot of cheap enemy spawn points. Viper (S-1): Viper's role isn't a roller coater ride; instead, it's hard from start to fin. You need to kill and move fast. Start by killing the 2 soldiers that are gunning down two workers when you first roll under the fence. After they fall (and they should fall quickly), eliminate the 2 soldiers that are by the train. When they go bye-bye, kill the one soldier that's in the train car. So, in total, you should've killed a total of 5 soldiers so far. Now, go inside the Slag Pit and eliminate the soldiers there (There should be 2; odds are, Cobra killed 1). Immediately afterwards (or even during the "kill soldiers" step), head for W1, the worker in the Slag Pit that's right by the mill machine. Turn off that mill machine, and then race down and grab the cow carcass; during this time the worker should be making his way to the elevator. Make sure you kill the respawning soldiers in this room. (Make sure you kill them fast!) Sarin gas really saves time for the 2 soldiers that appear via the 2 doors. After you've killed the 4 respawn soldiers, make your way to the stack explosives; you are not allowed to stop and fight; head directly for the stack explosives. After you disarm the C4s, turn off the mill machine in the Melt Foundry. Once there, you should see a worker very close to you. This is W5, the Coil Room worker. Escort him back, but not all the way. You are to stop at the stairway to help Python cover Dobranski and W6. Ideally, you want to have one player cover the upstairs area and the other cover the downstairs area. You two are also responsible for taking the 7 workers down to the bomb shelter. Note that if you did not move fast enough, W5 will be the trailing worker. If you did move fast enough W6 will be the last worker on the elevator. Dragon (S-4): Dragon's role is easier than the others, but it's still difficult overall. Head straight for Dobranski's office once the level starts via the tunnel. Save him... And now comes the complicated part. Here's the thing: Dobranski and W6 take the same path to the Slag Pit. Dobranski has a head start since he doesn't have to go through the courtyard. Now, since none of the players will be with either Dobranski or W6, they have to open the door by themselves, and that wastes time. So, the idea is to take advantage of the head start that Dobranski has and use him to open the door for W6. The problem is that the door only remains open for 5 seconds. Since there are 2 doors that he has to open for W6, you need to give him about a 4 second lead. It takes approximately 23 second from the time you grab the paper to when Dobranski is running in the Coil Room. So, you need to cooridnate this with Cobra. Now, if Cobra executes his job correctly, W6 should reach Dobranski's office door at around 2:11. This means that for a 4 second lead, you should grab the papers at around 1:48; to play it safe, you may want to subtract a second. Also, there's no way Cobra can execute his run the same every single time, so it'll be +/- 1 for that 2:11. Anyway... After you're done grabbing the papers, go back down into the tunnel and keep going in the direction you were, before you made the Dobranski pit stop. Save W2 from the soldiers and escort him back. You won't be escorting him all the way back to the elevator. When the worker is near the train, grab the C4 from the train car and go plant it. You have plenty of time (you're really the only one that does), so you can wait until W2 reaches the door to the slag pit, and then go plant the C4 on the tracks. Comments: If a worker you're escorting is out of radar range, he'll stop. However, it's a bad idea to leave a worker alone, because he'll be at risk for a phantom kill - He'll mysterious die, even though there are no enemies near him. If you can somehow keep the worker in your radar (so he moves), but stay far enough so he's barely in range, it's possible to "escort" him to the elevator w/o actually being there. The trick here being that certain enemies will only spawn if you're near the point where they spawn. This is playing zone. Some people like to use flashlights and smoke grenades for this stage. The idea behind this is to get the enemies to shoot at you (light) and blind them (smoke). I hate both ideas. Smoke grenades aren't that effective online (not sure why), and enemies have a tendency to spot the workers, even if the area is filled with smoke. Enemies will target those that are the biggest threat to them - Since you're the one attacking them, that's you. Turning your light on only acts as a flare to your enemies. Those that are far away, and who won't see you if your light is off, will notice you if your light is on - That's a very bad thing. In the end, it only results in you having to fight more enemies. So, don't rely on tricks. The key for team par is saving Dobranski and W6. Clearing a path up to the water tower before you start escorting them will make the job much, much easier, as you'll face less than half a dozen soldiers on the way to the Slag Pit. It is somewhat risky to take down all the workers at once, so you may want to take 'em down once you have a few on the elevator. Although the par time for this level is 13 minutes, the deadline for turning off the last elevator is about 11:05. The train sequence takes a while, and Stone talks a lot. Going near a worker and escorting him will almost certainly trigger enemies to appear, but they're not much of a problem. The big problem is the dark room with the stairs. Sometimes a soldier may spawn on the 2nd level. Kill him, and it'll almost certainly trigger a soldier on the bottom level. If you're really unlucky, you may end up in a situation where a soldier spawns really close to a worker, leaving the worker between you and the soldier - The worker is pretty much dead in such a situation. Before you go to get a worker, check your armor/health. If you're low, kill yourself so you're back to 100%. Near W3 is a place where you can lift a teammate up. There's a vent nearby. If you follow it, it leads to a platform with items - Nothing special there. Yes, it is possible to save all the workers when going solo. Remember that Dobranski counts as a worker. But, know that your only reward for saving them is pride. If Dobranski gets killed before he opens up the safe, you'll have to use C4 to blow it open. In addition to the C4 at the stacks, there's C4 in the train car that's near the entrance to the slag pit. The C4 explosion is large, so leave the room after setting it up. Dobranski and W6 take the same path W3 (if gate closed) and W4 take the same path W3 (if gate open) and W5 take the same path In general, the 3 outside workers are the easiest to escort to safety. W1, the worker in the Slag Pit, doesn't trigger soldiers, but watch out for the soldiers 4 soldiers that will appear in the room... Actually, the 4 soldiers appearing is a good thing, as you'll get them out of the way. W2, the worker hiding outside, behind pipes, will initially be attacked by 2 soliders. Other than those 2, he will not trigger any soldiers. W3, the worker hiding outside, behind the barrels, will initially be attacked by 2 soldiers (also from the tunnel). Grabbing him will trigger a total of 4 soldiers. The first one will be near the close wall of the stacks area. The second one will be near the stacks. The third one will appear near the tunnel once you kill the first one. And, the last one will appear where the 2nd soldier was. W4, the worker hiding outside, under the stacks, may trigger up to 6 soldiers. You trigger none if you already grabbed the C4 explosives. If you didn't, the first 2 (or 3) will appear in the general area where the worker was hiding. So, just stay close to him and shoot them down. The 3rd (or 4th) will appear near the tracks. # 4/5 will appear near where the 2nd triggered soldier for W3 appeared, and the last one will appear near the tunnels. W5, the worker in the coil room, will not trigger any soldiers. W6 is a headache. The first soldier will enter from the door to the coil room. Numbers 2 will spawn near the stairs, and 3 will enter from the other door. Kill them (best to throw sarin at the stairs) and number 4 (usually) appear from the coil room door. A couple of more soldiers will appear via the other door, but you should be out of the courtyard by that time. --------------------------------------------------------------------------- 6. Mazyr, Belarus: Belaya Vezha Retrieve equipment from crash site Destroy power substation Destroy communications truck Disable AA tower Shut down gas main Destroy Scud missile Eliminate Pulikovsky Rescue Stone Destroy tank Obtain sewage sample Retrieve Ivankov's papers Destroy bridge to stop tank (Team) Solo Par: 15:00 Team Par: 7:00 Quickie: Get equipment (not your weapons) from the crate near crash site. Set C4 inside the substation (C4 is near the substation). Set C4 by truck (opposite of road). Destroy the computer in the tower. Turn the valve. Use either C4 or an explosive weapon to destroy the missile. Take out fatboy with a head-shot. Untie Stone (in right side of chateau, as you enter). Must use anti-armor frags to destroy tank (found in Stone's room). Located at the end of a valley, between the crash site and substation. Papers are in 3 random locations (soldiers carries it). Need 2 people and 2 C4 to climb up the bridge and set the C4. The maps are drawn in the direction you're facing when the level starts. You start the mission with only your sidearm and melee weapon. This stage is a little tricky for par time, since the location of Ivankov's papers is random. You can steal the clothing from the early enemies you face, which shouldn't get you all excited unless you're a little kid, as it doesn't serve any function. Well, it does provided limited stealth (basically, you get to complete 1 objective before getting spotted), but the heck with it. Recommended Weapons Setup: Likely: Moderate: Best: AU300 Mod-SMG FAL SR-15 Jerico-41* Jerico-41* Desert Express .50* Biz-9 Biz-9 G 53 Smoke grenade M61 frag grenade M61 frag grenade Stun Jack E.D.T E.P.D.D. * = Primary weapon for the stage Hey, when you have a shining opportunity to use the SR-15, you take it! Frag grenades are helpful for taking out the radio in the AA tower and the Scud. Other than that, you really shouldn't need anything beyond your handgun. _______________________ |W___________________ _|__ | _________ ______C___ |_______ | |_________| | __| _P___ | H | ___________| _| _| | |_____ | | | | |_____ | | | ___________| | | | | |_____| | ____| | | ___________ A | /_______| | | |___ |__ || S ___________ | | |________ |__| \ | | | | |__ | | | L| | | _ | | |_____________| |__________G______________ | |T|| | Chateau _____________ B _______________________ | |_ | | | M | | | |___| | | | _| | | _____| |___________| | _| |_| ________ __| | ________|E___| Map 6.1 - Stage Overview S = Starting Point P = Power Substation A = AA Tower T = Communications Truck G = Gas Main M = Scud Missile W = Sewage Sample B = Bridge H = Helicopter Crash Site C = Climb down here to reach the Sewage Sample L = Climb up here to get to the Chateau E = Alternate Entrance to Chateau (If gates closed) Solo: a) Head directly for the Power Substation. Once there, pick up the C4 and blow it up. Pick up another C4 afterwards, and follow the power lines to the crash site. Note that early in the path you'll see an icon to climb down. Ignore it for now. [The area with the C4 has 3 exits. The one you entered from, the path you take by following the power lines, and one on the other side of that exit, which first leads to another enclosed area and eventually the AA tower. b) Once at the crash site, get your weapons from one box, and equipment from the other. Afterwards, head back the way you came from. Go back to the place where you saw the "climb down" icon, and, well, climb down (actually, you don't have to climb down as it's a short fall). Follow the valley to the Sewage Sample. Note that you must have the equipment from the crash site (you get the sample kit there) in order to collect the sewage sample. Double back to the C4 area. c) As you enter the area with the C4, make a right, and go past the destroyed power substation. Eventually, you'll reach the AA tower. When you see the tower, run directly underneath it, and toss a frag grenade up there. You'll destroy the computer; if you don't have a frag grenade, you'll have to climb up and shoot it. There's also a chance that a soldier up there will destroy it for you, by killing himself with the SMAW (Rocket launcher). d) After destroying the computer, go into the caves near the tower. At the other exit is the Comm Truck. Eliminate the soldier on top of it, and plant the C4. [Near the Comm Truck, on the side of the road, is a crate with a flak jacket and delay frag grenades. If you don't have the regular ones, make sure you pick 'em up.] e) Follow the road to the roadblock; try to ignore the half dozen or so soldier that'll be shooting at you. Go through the tunnel. To your right is the gas main - turn it off. Head towards the bridge and you'll see the tank. Run past it. There are two soldiers on the other side of the bridge; it's probably a good idea to kill them. There's a Scud Missile up ahead; use a grenade to make it go "boom." [The timer for the tank triggers via 2 ways. The first is to go past the gas valve on the road, and the second is to go past the point where the stream and the entrance to the AA tower intersects (sniper there). Sometimes a grenade will not destroy the scud; hopefully, you'll have the C4 with you... And, hopefully, you can set it.] f) Once you're in the chateau courtyard, make a right and take out the lone guard. Climb through the window into the kitchen. g) Follow the hallways, and you'll reach a room with supports and a vent on top. The next room also has the same setup, but with 2 guards. Follow the vent (first room, not the second). h) You can make a turn while in the vents, which will lead to the room with Stone. For now, keep going straight. You'll end up in one of the attics. If there are two guards here, one of them will have Ivankov's papers. If there's only one, the paper isn't here. Double back and head to the room with Stone. [You can also reach this attic by climbing up the ladder in the fireplace of the kitchen. I prefer the vents... Mainly because if you use the ladder, you'll end up on the roof, and the possibility of falling from the high place and dying makes me a tad nervous. That, and sometimes, the fire will be on.] i) You should be able to snipe Pulikovsky and the guard while in the vent. Free Stone afterwards. If the paper wasn't in the first attic, climb up and take the other vent in the room where you found Stone. This vent leads to the second attic. If there's a guard here, he has the papers. Else, the attic will be empty. Double back to the room with Stone and grab the anti-armor grenades. j) If you do not have the paper yet, that means it's in the last possible location, which is in the room adjacent to the room with the piano. That's located on the other side of the chateau. Follow Stone outside, but instead of throwing the grenades at the tank, go to the left side of the chateau, and enter the building. You'll face a lot of guards on the way. But you should have enough to time kill the guard with the paper. The guard with the papers will have a flak jacket on, and you'll get the objective of retrieving the papers added after you kill him. [You can also reach the third area (which is a room with some crates and painting on the wall) via the 2nd attic. One of the exits from the 2nd attic is by climbing down. You'll end up in an area with a lot of scaffolding. If you make your way to the lower level, you can go through the house to reach the room with the paper. You can also reach the scaffolding room via Stone's room.] k) Toss your grenades at the tank. Note that if you kneel while you're close to it, it won't be able to hit you. It'll take several grenades to blow up the tank (around 7 - Double that if you're online). [Best spot to throw it from if you're offline is by exiting the chateau via the courtyard door (same one Stone uses) and throwing it from the far corner. The tank will hit the wall of the chateau, while you have just enough of an angle to hit its body. Online, throw it while near the wall closest to the kitchen window.] Team: Cobra: Comm Truck, Shuts off gas, Scud, Paper Python: Sewage Sample Viper: Blows up Bridge, Power Substation, Pulikovsky/Stone Dragon: Blows up Bridge, AA Tower, Pulikovsky/Stone Cobra: Head for the power substation; grab a C4. Follow the road back from where you came from. Once you reach the comm truck, set the C4 and grab a delay frag from the crate by the road. Continue following the road, go through the tunnel, and turn the gas valve on the other side. Cross the bridge, and use the delay frag to blow up the scud. Start searching for the papers once you enter the chateau. Python: Head for the power substation, then for the crash site. Grab the sample kit from the crash site, and then collect the sewage sample. Viper: Head for the power substation; grab a C4. Use the C4 to blow up the power substation, then grab another C4, and head for the bridge. Climb the bridge with Dragon and blow it up. Head for the chateau afterwards. Dragon: Head for the power substation; grab a C4. Go ahead to the AA tower and destroy the computer up there. Afterwards, go for the bridge and blow it up with Viper. Head for the chateau afterwards. ________________ P G |_|| ___ ____ A2,P S _ | | | | |_ __________ _| || | |____ || _||_ || __ | K | | Map 6.2 - Chateau | . |__A_||_| |_| |___ | E = Entrance | . ________________| _ |___ | K = Kitchen |_. _| . ________._____| | | | A = Attic (Vent)1 ||. .| | | |__ A2 = Attic (Vent) 2 |_____|_ . |_ | __E S = Stone \ \_/ .| R = Piano Room ______/ . | P = Paper x3 | .| G = Grenades | . | C = Climb to Piano | .| | . | |______ . .| \ _ | _____ ______/ ___________/ \ .| _/ \_ |C _| _| | _/ \ |____| _____________| .| _ R | | . . . . __| \_ _/ | |__________| \_ _/ | . | _______| | | _| | _ | ___||___ _| P | | | | . | _______|_| |__ _______| . |_ |_______|_______. _ | | |________| Team (Speed): Cobra* (S-2): Power Substation, Bridge, Comm Truck Python (S-2): Weapons, Bridge, AA Tower Viper (S-1): Gas, Scud, Pulikovsky, Stone, Papers (A2 only) Dragon (S-4): Sewage Sample Cobra* (S-2): Remember Carthage 1 when Cobra had to commit suicide after getting the Bio-Data Gear? Well, it's suicide time again. You are not allowed to kill anyone in this stage. You shouldn't have to, and it's a waste of time. Start by heading directly for the C4. Use it to blow up the Power Substation; afterwards, grab another C4. Why do you have to blow it up? Because you need the checkpoint. Once you have another C4, hustle to the brige and blow that sucker up. Then it's time to take a leap of faith. Walk off of the C4 platform and kill yourself. You will respawn near the Power Substation. Grab yourself another C4 and run over to the Comm Truck and blowit up. How fast you can blow up all this stuff determines how fast you can complete the stage. Python (S-2): Like Cobra, you do not get to kill anyone in this stage. At the start, grab a C4, then run directly for the Crash Site. Why the Crash Site? Because you need a frag grenade (M79 or MGL will also do) to take out the AA Tower quickly later on. After you grab your explosive weapon, get to the bridge (quickly); remember, how fast Cobra sets the C4 on the bridge determines how fast the team can finish the stage. Make sure you're the one that lifts Cobra up to the bridge. Once you set the C4, it's time for you too, to take a leap of faith.. Well, death. Once you respawn, go to the AA Tower and blow up the computer with your explosive. Viper (S-1): The good news is that Viper gets to kill soldiers. The bad news is that Viper will also have to face the most enemies. At the start, go right for the crate by the Comm Truck so you can get the delay frags. Once you have those head for the Gas Main. Shut it off, cross the bridge, blow up the scud and enter the chateau. Once at the chateau, go directly for Pulikovsky and Stone. Kill Pulikovsky, and take the time to grab a flak jacket. Now, it gets tricky and dangerous. Remember, after you untie Stone, the stage ends in 43 seconds. You have to give Cobra enough time to do blow up the Comm Truck. So, what's a good time to untie Stone? A good time to start with is when Cobra is near the sniper's ledge (You know, the place where the 2nd soldier in the stage is situated), on the way to the Comm Truck. So, depend on Cobra to give you the signal. Now, after you untie Stone is when you find out whether or not everything the team has done will result in anything. Really, the only location of the paper that you can reach in time after you untie Stone is when it is located in Attic 2, the attic that is above middle of the chateau. Unfortunately, you can't take the vents there - It takes too long. The only way you'll get there in time is to actually make your way to the area with all the scaffolding, and climb up to the attic. The really bad news is that you'll face about 9 soldiers that'll try to stop you... And, you don't have time to stop and fire - It's strictly a run & gun thing. If you make it there without dying, and if the soldier with the papers is actually there, you should be able to grab the papers a second or two before the stage ends. Good-luck, agent. Dragon (S-4): Cobra and Python aren't allowed to kill because it wastes time. This means that it's up to you to cover them. It's up to you to make sure that the first four soldiers are dead, and that Python makes it to the Crash Site alive. That being the case, it's best to go with the duel-wield Desert Sniper .44. Once you complete your covering duty, go get the Sewage Sample. Comments: The par is 7 minutes, but, again, Stone talks a lot, so the deadline for untying Stone is 6:17. Cobra, Viper, and Dragon do not get to pick up their weapons, so they should use a Desert model sidearm or have dual wield. At the main entrance of the chateau there are two guards. Try not to kill these guards. If you do, a whole lotta backup will come after you. Even if you're going solo and have all your gear, you're going to have problems handling all of them. Location C on map 6.2 also leads to the piano room. It takes longer, but you'll face fewer enemies along the way (the recommend path is faster, but that's assuming you can take out the 5 guards quickly). If the guard with the paper is in the first attic, you'll see him appear on your radar before you enter the attic (just before exiting the vent). If the guard with the paper is in the second attic, you'll only see him appear after you enter the second attic. If the guard with the paper is in the third possible location, then you'll see two guards in that room. Stone is invincible, so don't worry about friendly fire. --------------------------------------------------------------------------- 7. Tash, Kumyr, Kyrgyzstan: Saydahmat's Village Locate arms deal When Samaev has the container, eliminate him Obtain container from Dosbol Samaev Change into a concubine outfit to fool Yang Give the bio-weapon container to Sok-ju Yang Eliminate Yang Get the container from Sok-ju Yang Locate a more revealing outfit Poison Saydahmat's water chalice Locate sherpa outfit Rendezvous at the extraction zone Maintain stealth Hidden objective: Locate Yushchenko's papers Hidden objective: Eliminate Zayed Al Dhahiri Solo Par: 13:00 Quickie: In the central area outside. He'll get the container inside a building. Check his dead body for the container. Outfit located inside house - Climb up to roof. While in outfit, hand over the container you got from Samaev. Toss a shuriken at Yang once he's alone. Check Yang's body after he's dead. Outfit located in 1st floor of house. Chalice in bedroom, 2nd floor of house, must have revealing outfit. Sherpa outfit in room where concubine outfit was. Go back to the starting point. Don't get seen (you or body). Guard outside, near laser gate has papers. Sitting in arms deal area, disappears once you get container. The map is drawn in the direction you're facing when the level starts. _ _ _______| |________ | |___ __ ______ | | | __| |_| | | _____| | | __| |____ |V___ | | ____ | | _____________||_ | | | | | | _ | | | |__| |____|Z _| |__| |__ | | | | | | | | | | | _____ | | | | | L |__| | | | ________| C | | E__ Y | | |______ | | | | | |___ | | S | G,P | | | | |__| | ____ |________|G | __| | |G | | R| ______ | |_____________ | |_____ ____| |____ ____| | ___| |_O_ _||G_|_____________| | | | |__A| _|| ______|| | |_______| | | _| | ______| | B | || _|| ___ |___________| ||__| |_| W| |___ _ | |___| |___| Map 7.1 - Stage Overview S = Starting Point L = Location of Arms Deal G = Guards You Should Eliminate P = Yushchenko's Papers Z = Zayed Al Dhahiri V = Kill Samaev Here Y = Kill Yang Here O = Concubine Outfit R = Revealing Outfit A = Need Letter for Location B = Need Letter for Location II C = Need Letter for Location III E = Expert's Location a) From the starting point, make you way to location A. A guard will be patrolling the area. Yang will be talking to a stationary guard. b) Stay in A (which is near a torch and a discreet are) until the patrolling guard passes you. Kill the stationary guard and then kill the patrolling guard. c) Make your way to location L. As you as you enter L, start making your way over to B. Once you're far enough from the bad guys, run over to area C. [Check the comments section - You may want to kill Zayed Al Dhahiri before you move on.] d) In area C, you'll see a patrolling guard. Follow him. He'll eventually stop near a stationary, guard. Kill the stationary guard, and hide his body in the nearby discreet area. (Located just to the right, in the direction where the guard was facing) Note that there are boxes in this area. e) Go into area P. Kill the guard there. He has the papers, so check his body afterwards. Also, hide his body in a corner of the area he was patrolling. There's also a laser gate security here - Ignore it. f) By this time, Samaev should be just entering area C. Double back to area L. Keep your distance from the guards (they'll see you) and move slowly towards area Z. Kill the guy. Since he's all by himself, as long as you keep your distance from everyone, no one will notice the body. [You can ignore this step if you've already killed him.] g) Run back to area C. While you're on your way, you'll get a message that Samaev has the container. There's a set of stairs off of area C. Stay in those stairs (you won't have to wait long) and wait for Samaev to appear. Kill him, and get the viral container; leave his body. [Samaev will be VERY close to you, since he's coming up the short set of stairs. You have, at the most, a 2 second window to take him out. It's not too hard, so stay relaxed.] h) Go to the discreet area mentioned in step d. Remember those boxes? Climb up to the roof using them. There's another set of boxes. Climb up those as well. Keep climbing and you'll see a guard. Take him out before he manages to go inside the building. [If he makes it into the building you'll have to move his body into a corner or back outside, so the nearby guard won't see him later on. The stationary guard will only notice you if you get really close to him (and you will, later on), so he won't see you carrying the body.] i) Inside is the concubine outfit. Switch clothes (You'll have to be behind the changing area) and run back to Yang; you don't have to worry about stealth while wearing this outfit. j) After you hand the container over the Yang, follow him. Kill him once he's in area Y. Area Y is right by a discreet area, so stash his body. (Note that Yang is the only one stupid enough in the entire game to use the China Type 67) [The discreet area is a dark corner with a basket.] k) Go back to the building where you got the outfit from, and make your way downstairs. In the room with the laser security is the more revealing outfit. You'll need to make a right as you enter the room (it's really dark) to get behind the pillar so you can access the right side of the changing area. l) Go back upstairs and poison the chalice. Switch back to the sherpa outfit (same place where the concubine outfit was) and make your way back to the starting area. Note that some of the guards may now be standing still... Comments: If you couldn't make it in time to kill Samaev in area V, wait for him to reach area B, and then kill him. If you couldn't kill Yang in area Y, wait for him to make his way to the starting point and kill him. You can kill Zayed Al Dhahiri when you first enter the location of the arms deal. Position yourself at location E on the map. Now, the Shurikens' have an arc trajectory when you throw 'em. So, switch to L1 targeting, and aim it above Zayed Al Dhahiri's head. The targeting cursor should not be green - If it is, the shurikens will hit the ground. It should be above the target and be red; try to imagine the guy standing. If your aim is true, you'll hit and kill the guy. This way is more efficient than the one described in the steps, but is obviously harder to do, since you'll have to be good with the Shurikens. If you miss, you won't get caught, but make sure you only use a few Shurikens trying to take him out. You can grab the torches that's along the walls outdoors, but they're a melee weapon, so you'll have to drop your Shurikens. So, don't do it. They are a one-hit kill weapon, so you may want to fool around once you've obtained par time for this stage. It's strange, but while you won't break stealth wearing the concubine outfit, if you go outdoors wearing the revealing outfit, stealth will be compromised. --------------------------------------------------------------------------- 8. Sana'a, Yemen: Arms Bazaar Eliminate the VIP to obtain credentials Enter the arms market with credentials Destroy communications equipment Eliminate Khorsh's thugs Eliminate Khorsh Obtain Zohar's explosives Deliver explosives to Zohar Eliminate Yushchenko's bodyguards Eliminate Yushchenko Obtain video tape evidence Maintain stealth Hidden objective: Photograph Fadhil's files Hidden objective: Obtain Thae-bok Jon's credentials Solo Par: 18:00 Quickie: VIP is the guy slowly walking around - "Interesting." Give VIP's credentials to guard at entrance. Destroy dish and 2 radios. Eliminate elite guards (time limit if stealth is lost). Silently kill Khorsh. Explosives in a crate (why?) in residential area. Hand over explosives to Zohar (do last in mission). Appear from the car. Appears from the car. Tape is in security building, near a radio. Don't get seen with weapon armed or while in secure area. Use underground passage to enter Fadhil's pad. Kill Jon (in building with agency gear). The maps are drawn with the compass to the north. There's a lot of running around in this map. Keep your weapons tucked away, as you'll lose stealth if you are spotted with one out. The K-BAR will not kill the VIP in one hit (unless it's a stealth kill), so be careful. Recommended Weapons Setup: Likely: Moderate: Best: (VSS Special)* C8 Rifle* M82 BFG* (Desert Sniper .44)(Desert Sniper .44)Desert Express .50 Biz-9 Air pistol Air pistol Smoke grenade Sarin nerve agent Sarin nerve agent Stun Jack Stun Jack VibroBlade * = Primary weapon for the stage You need the Air pistol as a silent weapon. If you don't have it, then you have to stick with the VSS Special, which you find in this stage. _____________________ | | | Map 8.1 - Ruins Area | | |_____ | E = Entrance | | | | P = Unstable Pillar | | | | T = Tunnel | | | | | | _____| | | | P | | | | |T_|___E______________| a) This area is right next to where you start the stage. Go to the pillar and kick it over; immediately run to the tunnel. Pick up the NVG and VSS-Special inside the box and go into the tunnel; if you don't do this fast enough, the guard, who ran over to the pillar, will return and spot you. b) Inside tunnels, you'll run into a couple of guards - Take 'em down with the VSS. Keep exploring the tunnels and you'll eventually come to a gate you can open. There's a single guard here. Take him out and photograph Fadhil's files. Exit the tunnel afterwards. c) Once you exit the tunnel, stay around the tunnel area for a while. The VIP will head towards you. He'll eventually stop in front of the tunnel. Snap his neck, take his credentials, and hide his body inside the tunnel. You have to do this fast, as a guard is coming your way. Head to the VIP area afterwards. [If you're taking the graveyard path to the arms market, you may want to take a chance to take out the communications dish while you're there. If you're quick, you'll have 2 seconds to take it out by getting it as close you can w/o being seen by the guard closest to you. After you're in the right position, you have about 2 seconds to shoot before a patrolling guard spots you. This is the quickest way to take out the dish. Course, if you want to play it safe, you can wait until the patrolling guard turns around, kill him (try to time it so he's near a grave), kill the stationary guard, and then shoot the dish.] B ___________ | |_| | Map 8.2 - VIP Entrance |__G | B = This Leads to the First Area | | C = This Also Leads to the First Area, | | Via the Cemetery | | K = Kill Khorsh Here | | G = Kill Guards Here x4 ____| | | __ G | | | |___________| | | |G| | | ______ | | / \ | |__| |_____ |____ G _____ C | | \__K __/ d) After you hand over the VIP papers, you'll get a shot of the communications dish (right above you). Stay around the entrance of the VIP area. Khorsh will come towards you. He'll stop in front of the VIP area. Snap his neck, and leave his body. [As an alternative, you can move the bodies out of view of the market and use the discreet area in the far side of the market (behind some crates) to shoot the dish.] e) Sneak up on the guard in front, and snap his neck too. Leave his body. f) Turn to your left and follow that corridor. It'll lead to a courtyard. A guard will stop at the entrance of the corridor, the proceed to go inside. Kill him while he's inside. You have to kill him before he stops; otherwise, he'll see the dead bodies you left behind. Leave his dead body. g) Double back to the courtyard. By this time, the second guard there will make his way to the corridor. Once he stops, snap his neck. Carry his body a bit into the corridor. h) Run to the other entrance to the courtyard. You'll see a third guard. He'll stop at the entrance to the courtyard. You don't have to kill him, but what the hell, twist that sucker. i) Once the coast is clear, take out that VSS-Special and shoot the communications dish. Now, make you way to the black arms market. From the map's perspective, you want to take the lower right exit. From your perspective, you want to take the exit that's to your far left. Ignore the boxes in the market. |L| |R| | | ________|.|___ | | | ___. . _| ________ | | ____| | |.| | |_| | | |____|.| | _ | | | ___|.| |E. _____| | | | __|___ . .| |__|. | | | | | |.| _____|. | | | | |______|.|_ |. ________| | | | .___C___.JA| |.| | | | . | |.|__ | | | . | ___ |. | | | | . | | |__ |. | _____|_|___| . | Map 8.3 - Town Area |D | |. | |. ___._.___ . | R = To Market, Right Exit |_ __| |X . |__|.| | | |______| L = To Market, Left Exit | |_______| . ____| | | J = Thae-bok Jon |__________ | | | E = Explosives | |________| | D = Radio |________ __| C = Climbing Place || X = Kill Position A = Agency Gear j) Taking the right exit (map's perspective) will lead you into the right section of the town. Take the stairs up (it'll be dark) and you'll come across Thae-bok Jon. He'll stand briefly in front of a door - Snappy, snappy. Make sure you search his body for his credentials. Shoot open the lock to the door and get your agency weapons. Make note of this dark building, and go down to the streets - Follow the dots on the map. k) Get the explosives from the box. Then, double back to the X on the map. By the time you get here, a guard will be exiting from the nearby building (which has a radio). Setup at position X, and shoot him once he's in your sights. Leave his body. Go into the building where he came from. l) Destroy the radio inside (pick up some VSS ammo) and exit via the window. Note that you can do this part of the level in the opposite. Get the explosives first, kill the guard, destroy the radio, then kill Thae-bok Jon (You'll have to take the left exit from the market). The difference between the two paths is where you start on the next map. You can climb up the box and then jump up. There's a box with a VSS-Special if you need more ammo. W ||_ C Map 8.4 - Final Area | |____|g|________ __||_______ C = Start Here if You Climbed Up |__| G|__| | in the Previous Area |__ ___ | W = Start Here if You Exited the |__ __ | | _ _ | Previous Area via the Window | | |_______| | | G = Kill Guards Here x2 _| _ __|___________| | K | X = Hiding Position _____| |X _| | g = Do Not Kill This Guard | __K | K = Kill Guard, Either Position |__| |_________G_________________| m) If you exited via the window, you'll notice a guard to your left as you exit. Take him down ASAP. If you don't kill him right away, it's best to wait until he moves further away from you, next to the small indoor strucutre (position G). Otherwise, you'll end up killing him right behind guard g. Guard g won't see him, but guard K probably will, so you'll have to move the body. n) Go to position X, and kill patrolling guard, K. You can kill him at either one of the positions. One of the K positions will mean a faster kill, but the target will be further from you, and vice versa. [If you move fast enough, you can actually kill guard K by going directly for him and not for position X] o) After killing the patrolling guard, hug the walls of the main building. A guard will eventually step out of the building. Shoot him. [Yes, you can try to kill him while he's inside of the building] p) Go inside the building. There's a guard patrolling the upstairs area. He'll check the stairs, then go back to the room. Position yourself near the stairs (but out of sight). Wait until he checks the stairs then turns around - Sneak after him and shoot him in the back. q) The last radio and the video tape will be in the upstairs room (as is the gate key). If you check the cabinet in the corner of the room with the radio, you'll find a Desert Sniper (which is also in one of the boxes in the market). r) At this point, stealth has been accomplished. All that remains is to take out the elite guards, deliver the explosives, and then kill Yushchenko and his bodyguards. The guards are shown on the map, so hunt them down. If you take the path previous outlined (the dotted) back to the market, you'll encounter all of them. [The elite guards are heavily armored. Unless you have the M82 with you, you can all but forget about body shots. Even a shot from a dual wield DE .50 will not take 'em out with a single attack. They're armed with the DS .44, and they'll lock on to you pretty fast.] s) Once you're back in the market, clear out the place of any guards you see. Afterwards, hand over the explosives to Zohar, and then get your Sarin gas out - Keep tossing 'em at the car and you'll kill everyone within 10 seconds. Zohar is invincible so the gas won't harm him. --------------------------------------------------------------------------- 9. Sana'a, Yemen: Taherir Palace Eliminate security room guards within 5 minutes Retrieve weapons from security cage Provide cover fire for Zohar Jump to extraction chopper Do not sound alarm before al-Hassan is dead No collateral damage Destroy Scud firing mechanism (Team) Solo Par: 17:00 Team Par: 15:00 Quickie: Don't get seen with a weapon out - 4 guards to kill. Just check crates in the cage. Make sure Zohar is still alive at the end of the stage. Get a good running start and run to it. Kill 4 guards in stealth. Don't kill Zohar. Climb wall in area after opening the door. The map is drawn in the direction you're facing when the level starts. This is the easiest stage to get par times, both on and offline. Well, offline for sure. Online, I've had something like a 20% success rate because I always run into some idiot(s) who "claim to know" how to do the first portion of the level. Luckily, after reading this, you won't be one of them, and that makes be very happy :) You only start the level with your melee weapon. Use a knife or the stun jack. The second half of the level is almost like a light gun game. (Time Crisis is an example). You'll be running around in a very small area, and need to provide cover fire for Zohar. The enemies can reach you if they climb up the stairs (Late in the level, they'll spawn in the building). Recommended Weapons Setup: Likely: Moderate: Best: AU300 Mod-SMG* C8 Rifle* C8 Rifle* G-17 Jerico-41 Desert Express .50 Biz-9 MDS-7 SSP 90 Smoke grenade Sarin nerve agent Sarin nerve agent Stun Jack Stun Jack E.P.D.D. * = Primary weapon for the stage For the first setup, the only reason you have the G-17 is so you can take ammo from it (same with the Biz-9). ___________________ | _______________D_| Map 9.1 - Cage Area | _____________ | S = Starting Point | | | | | T = Stairs | | | | | G = Kill Guards Here | | | ______| | O = Opening in the Cage | | | | G | | C = Climb Down Here | | | | O | | D = Door | | | | |C| |G| | | | | | | | |______| | | G| | | | | |_____ S ___| | | | | | | |/ G | |__T________________| Solo: a) Just stand around at the beginning of the stage. On your level, there's a guard inside a cage and another patrolling the area. b) After about 30 seconds, the patrolling guard will move towards you (make sure you're out of the way) and go to the stairs. He'll stop in front of the stairs - Snap his neck. c) Take the stairs up. Once you reach the 2nd level, you'll see that one of the guards is standing, and looking at the cage. The other guard is approaching you. Snap the guard that's standing. d) Seconds after you do that, the other guard will stop just short of seeing the guard you just killed and look at the buildings outdoors. Snap him. (See how easy that was?) e) Run over to area C on the map, and climb down (Climb down by pressing X, do not jump down by just going forward) to the cage. Sneak over to the opening in the cage. f) At this point, the guard will probably be facing left (map's perspective), the direction where the two guars were upstairs. Wait a few seconds and he'll walk over to another spot (he'll be looking at the security monitors) Even though there's a ladder in the cage opening, don't bother with it. Just drop down and break the guy's neck. The first part of the mission is complete. g) Grab your gear in the cage and open the door (switch nearby). Go back upstairs and go through the door. From here on, just protect Zohar. h) After a long battle, the helicopter will drop down. You need to jump to it. Make sure you get a good running start and are running straight when you make the jump. Not enough starting room or turns will prevent you from jumping. Team: Cobra: Does the stealth kills Python: Disables Scud Missile Viper: Disables Scud Missile Dragon: Gets a vacation Cobra: Kill Python: Kill Viper: Kill Dragon: Kill Team (Speed): Cobra* (S-1): Kill Python (S-2): Kill Viper (S-2): Kill Dragon (S-2): Kill Cobra* (S-1): Well, okay, I guess it's a tad more complicated than just "kill." But, not by much. As Cobra, you'll once again have the annoying job. This time, you'll need the Shurikens. At the start, head directly for the enemy in the lower level and snap his neck. The guy in the cage won't notice you, yet, and the guys upstairs won't see the body. Now, you need to wait. Once your teammates have killed the 2 soldiers upstairs, you need to get head shot the guy inside the cage with the Shurikens. It's not too hard; just go close to the cage and aim the cursor at the head. As for the main weapon, I'd recommend the MGL. Python (S-2): Python will be responsible for killing one of the guys upstairs. I'm talking about the guy that eventually moves to the balcony outside. His starting position will be right above the guy that Cobra just killed. You have to kill him as he is moving, but only after Viper kills his guy. After you kill him, pick up his Uzi and get ready to kick open the door and save Zohar. Stay with Zohar until your teammates arrive. Once they do, go get your weapons from the cage. For the main weapon, I'd recommend the C8 Rifle. Viper (S-2): Viper will get the guy upstairs that circles that cage. As soon as Python's guy turns left and walks away, take out your guy. For the main weapon, I'd go with the C8 Rifle. Dragon (S-2): Dragon will be the one that goes into the stage. Don't climb down to it until Viper's guy is dead. Once that's done, go down and enter the cage. If you're fast enough you may be able to kill the guy inside the cage before Cobra can. Make sure the first thing you do once inside the cage is to open the doors, so Python can protect Zohar right away. For the main weapon, I'd complement the other selections with the M4. Comments: There are times when Zohar is inside a building. You can tell this is the case whenever he tells you he's searching an area and/or when he is no longer in range of your radar (and was a second ago). You don't have to fire at the enemies at this point. You may want to take a breather and/or get more ammo (Uzi/DSC) from the weapon crate during this time. Late in the level Zohar mentions something about preventing a bunch of soldiers from reaching the building. This is not an objective in the mission. And, contrary to what he says, you can easily stop them if they happen to reach you. This is also the time when soldiers dressed in white happen to spawn somewhere in the building (either on the roof above you or from the door) It's strange, but when you obtain par time for this stage, it'll say 6/7 objectives completed. Hmm... Possible that you can disarm the missile offline? Doubtful, but it makes me wonder... --------------------------------------------------------------------------- 10. Minsk, Belarus: International University Retrieve mission gear from safehouse Deploy viral sniffers at marked locations Download MetaGlobal's records Deploy a beacon inside the refrigerated truck Bug all MetaGlobal containers Use elevator to enter the labs Plant Agency surveillance gear Acquire Omega Strain serum Use emergency gas shutoff valve Fall back to the streets for extraction Maintain stealth No collateral damage Solo Par: 20:00 Quickie: Tracking devices from Maggie's pad. 4 sniffers need to be placed. Records are in computer inside building. Truck accessed via warehouse. 2 containers inside warehouse must be bugged (random locations). Elevator is in Jandran's office. 5 Surveillance gear; place in lab. 4 access panels must be operated to get serum. Turn valve, located underground. Go back to starting point. Don't get seen w/ weapon. Don't kill university security. The maps are drawn in the direction you're facing when the level starts. This is probably the most difficult stage in the game to obtain par time. You've got to maintain stealth, worry about collateral damage, and those armored freaks that'll come after you later on in the level. On the streets, you cannot carry around any back weapons around the guards, as you'll lose stealth (other weapons are okay). I've broken this stage down into two parts, the streets and underground. There's also a third (mansion/lab) but there isn't much to do there. Recommended Weapons Setup: Likely: Moderate: Best: (DSC-1) M-79 MGL PPK PPK Mark 23 SD MDS-7 Air pistol Air pistol Smoke grenade Sarin nerve agent Sarin nerve agent Stun Jack* Stun Jack* Stun Jack* * = Primary weapon for the stage Since the Stun Jack is at center stage, the only time you have to worry about other weapons is for the armored freaks and the foreman. Use smoke grenades or M-79 or MGL for the armored guys and DSC-1 or sarin for the foreman. ______ | L | | Map 10.1 - Streets | ______| | S = Starting Point | | __ | V = Viral Sniffer x4 | | | | | M = Maggie's Safe House | | | | | C = Computer | |_D_| |_________| L = Lockers | D = Door ___________|_ G = Gate | |V| P = Crawlspace | R_|4|_____G____________ R = Rifle | | _V2| A = Map Position | | | B = Map Position | C| A_______ | | __ _| |_ / | | |_ ____ _| / | | || |R| / | |______||________/ S | | P V1____| | / | ______ ______/ _____ | | | | | V3 |_| | ___| | | _ | R| ___| |_____| | | | | __| |__| | | B __| | | |__ ____| |M| a) From the starting position, turn around and plant the first viral sniffer on the wall. When you're done, run to position A. b) Once you're there, you'll see a guard by the door, talking aloud about the security code. Wait until the opens the door, then charge in. You should be able to enter before the door closes (if it does close, you can just open it, but this saves time). Follow the guard inside until he stops, then kill him. c) Download the data from the computer and take the back door exit. A guard will be to your left, and the crawlspace in front. Sneak up to the guard and break his neck. Right behind him in the garage is a rifle. Pick it up. d) Take out the guard on the roof, directly in front of you. Now, position yourself so you can see the gate. Wait for the patrolling guard to stop in front of the gate and snipe. Now, move closer to the gate, so you have a clear view of the door. e) In a few moments the foreman will come rushing out of the door. If you have Sarin or DormaGen gas, throw it at the door to take him out. If not, you'll have to wait until he opens the door and snipe him. [You can actually tag him before he opens the door...] f) Drop your rifle and go back into the building. On the second floor is another rifle (w/o thermal). Use the rifle to shoot the lock off of the gate. g) Drop your rifle and run over to V2 on the map. If you did the last step fast enough, Jandran's bodyguard will be over there. By the time you get to him, he'll be facing the wall. Snap him and plant the second viral sniffer. [You don't have to kill the bodyguard; if you do, another guard will just spawn and take the same route anyway. In fact, if you really want to be careful, avoid killing him. Don't even run towards his position - Sneak instead. This guarantees that he won't look towards your position and won't see a dead body.] h) Run over to position B on the map. A guard will walk in front of you and head into the alley directly across. Follow him, and when he's around the corner of the alley, hit him with the Stun Jack (or whatever you got that can take him out quietly). Climb the ladder at the corner of the alley. There's another rifle there, and your target is directly across from you. i) Climb down and head back to position B. A campus security guard will soon make his way towards you. He'll stop right in front of you. Knock him out with the Stun Jack, and carry his body to the corner of the alley. j) Head back to position B again. By the time you've returned from hiding the body, the second campus security guard should be moving towards you. He'll also stop in front of you. Stun him - You can leave his body there. k) Go into the safe house and gear all of your gear. l) Plant the third viral sniffer. m) Go to the other street, but make sure you take the crawlspace instead of the streets (since your weapons are visible). Plant the last viral sniffer, open the gate, and enter the building. [Note that even if you got discovered on the streets, the activites in the warehouse and underground will always be the same, regardless. So, you can divide the stealth part into two segments - One for outside and one for underground, with the warehouse separating them.] n) You can make noise now, so shoot the two workers by the truck. Plant a beacon inside the truck. There are 2 containers you have to plant bugs on. Their locations are random. Use the map. In 2 of the 3 possible locations, they're all in the main building (no enemies, and close by). o) Go into the office of the building. There are lockers along the wall. Open up one of them and change outfits. Go down the stairs nearby. ___________________ | | | | S |_ |___| |_____| | |____________ ______________ A | | |_| | | / / / / A | | _ ______ | | | |__| A |___| | | __ C ___ | | | |_A____| | | _ _ | | _| | | |_| |__| |_ T__| | __________| | | ____________________| | |___ _________ ______| Map 10.2 - Underground | | | | S = Starting Point | |V | | A = Alternate Path |_|_ ___ __| | T = Tunnel ______ || ||| _| C = Main Security Control | __ | ||__ |___| V = Gas Valve | | | | |__ | E = Exit | |_ | | || | || |_____||_ |_ ||_____ | | |___ |____| |____E p) As you go down the stairs, you'll see a guard walking towards you, three guard in the large, adjacent room, and one guard approaching the large room from the other side. You don't have to, but try to take out all the guards you can (do it quietly). This will make your escape much easier. The approaching guard has NVG on him. So, make sure you pick it up (if you're going to use the catacombs to exit the lab later on). [If you're wearing the worker outfit, you will not be spotted, as long as you: 1. Do not use a loud weapon 2. Do not kill/KO an enemy within view of another enemy In other words, just go running around hitting everyone with the Stun Jack.] q) The large room is one of the possible locations for a container. There's a fork in the path you take from the large room. (two guards will be heading for the fork) If you make a right, you'll be in the control room. Keep going forward, and you'll arrive in what seems like a dead end. Check your map and you can see another path connected. This is an alternate path to the labs. For now, ignore it (you could bust it open by firing at it, if you want). [You can also open up the passage by shooting the nearby cover for the pressure pipe. Well, that's really your only option if you don't have explosives. Note that all of the covers/seals/caps in this area can be shot off.] r) Keep following the path make you way to E, on the path. Make sure you turn the gas off on the way. Once you reach point E, your uniform will no longer be effective in maintaining stealth. Not to worry, as there are only four guards ahead. s) There are two guards in the yard. They're easy to take out. One of them has his back turned towards you and the other is slowly patrolling the yard. [Wait for the moving guard to go past the stationary one. KO the stationary guard, then go after the moving one.] t) Enter the house via the window. Keep moving (quietly) forward. You'll see a guard on the radar, but he won't see you. He'll head toward the door ahead of you - You can stun him while he is checking the door. u) Hug the walls and move slowly forward. The one remaining guard will walk out, then turn back. Move towards him, wait for him to walk out again, and stun him. Shoot the camera and use the elevator. Getting to the lab satisfies the stealth parameter. [You can just stun the guard when he walks out the first time. You also do not have to shoot the camera; you can disable it by using the nearby security panel, which is in the corner of the camera room. This is probably a better/faster way, since it also automatically brings up the elevator.] v) Before you plant all the cameras in the lab, get the sample. After you plant all the cameras, two enemies will appear on radar and bust through to the lab (via the adjacent storage room). So, you want to get the sample before they crash the party. If you have a M79 or anything else that goes boom, set yourself up in front of the storage room and blow 'em up. [If no boom, try the MDS-7 or smoke grenades. If neither, then I hope you like running and/or don't mind dying.] w) The two enemies will have made a hole in the storage room. Go through it, and you'll be in the well. Now, you can climb the ladder back up, or jump up to the platforms. Climbing up the ladder means you'll have to double back the way you came from. Jumping up leads to the catacombs, which also leads back outside (ever so slightly faster). Comments: The armored freaks carry heavy firepower and can take a lot of punishment. Easiest way to take 'em out is to use explosives. You can also hit their backpacks, which will explode (No doubt a reminder of Syphon Filter's first boss, Anton Girdeaux). You can also use the Stun Jack (love this). If you like bullets, the penetrating rounds of the MDS-7 will do. The A's on the map are a set of underground (well, even further) paths that are all connected to each other. You really don't have to worry about them, unless you get caught. If you alert security, some of the gates will close, and you'll have to take this alternate path. The main security control doesn't seem to be accessible on your way to the lab. The windows to the room do open up after hell breaks loose. The armored enemies will fight the other guards. If you did not turn off the gas earlier on, flames will start shooting out of the pipes. (Well, you have to also avoid killing the armored enemies as they start the fire) It's really cool trying to get out of that mess, so you should try it out once. Yes, it is more than possible to do all this w/o changing clothes. And, quite honestly, I prefer to do it that way, since it forces you to take out all the guards and adds a bit of tension. --------------------------------------------------------------------------- 11. Samaschki, Chechnya: Ivankov's Home Photograph the 3 mass graves Photograph the bombed school Photograph the bombed hospital Photograph the bombed church Photograph Uri Gregorav Rescue the CDP hostage Free Chechen prisoners Obtain the code from Ivakov's house Collect tissue sample from a villager's body Get to the extraction point Maintain stealth Do not use lethal force Solo Par: 12:00 Quickie: Photograph a bunch of things. 1 hostage, near Gregorov; free with prisoners. 2 prisoners, unlock door and they move. Located on 2nd floor (shimmy across from other street). Body located near CDP hostage. Return to starting point. Don't get seen. Don't use head-shots, don't burn enemies with air taser. The map is drawn in the direction you're facing when the level starts. If you haven't used the taser much, you may want to practice. __ \ \ ____ _ / \ /H \/ | Map 11.1 - Stage Overview |C \ \_______| S = Starting Point _ |___ \ |_| G = Mass Grave x3 | |____ O | | | | H = Hospital | |__|F|___ ____|_|_ C = Church |__ __ _____ _ \____/ ___ | E = School | A| |_| / _/ | O = Prisoners | | | __ \_\ | D = CDP Hostage | _| | G | | ____| P = Photograph Spot _____| |_______|_ _|__| / B = Villager's Body | B | | || I = Ivankov's Home | ____ D |P __|__|| A = Map Location | __| | |_ | | F = Map Location __|| _| | |___ |_G_| | | _| |____ |__ _| | |___.|__.|_. |____ | | . _ | . E| |__ |___ __| | |_______| | | G|___I| | |____|_______ | | | | | |S| |_| a) From the starting point, make a left. Use your air pistol to take out the soldier at the grave. Take the photo, and carry his body inside Ivankov's house - There's a discreet area in the corner. b) Wait inside the house (by the windows). A soldier will walk by you. Follow him, stun him, and hide his body in the discreet area. c) Go up (follow dots) from the window of the house. There will be a soldier patrolling inside the house. Kneel, as he'll be standing right over you. After he turns around, climb up into the house and stun him. Both of the rooms in the house are discreet areas, so move him into one of them. Make note of this house and rooms. [If you move close to the point where you can climb up, another soldier will appear on your radar. He'll move into the area where you're in, and walk away from you, giving you a golden opportunity to take him down. If you shoot him now, you won't have to worry about him when you're climbing down the window of the house in next step. However, you'll have to wait for the soldier in the house to make his rounds again. Speed wise, it doesn't make much of a difference.] d) Check the far window of this house. You'll see that there are two soldiers below you. One of them is walking towards the school. The other one patrols this general area. Lower yourself outside (time it carefully so the patrolling soldier doesn't spot you). The patrolling soldier will stop for a moment, then turn around. The moment he turns around, move towards the soldier at the school. You should have just enough time to KO him. Take the photo of the school afterwards. e) You want to make you way to where the patrolling guard was standing, and then from that room, go one room forward. An entrance to a house will be to your right, and an opening in the walls will be in front. The patrolling soldier will eventually walk past this opening. Hit him with the air pistol when he's in target. [You can ignore this step if you took out the soldier in step c.] f) Go inside the house and take the stairs up. Directly in front is ammo for the air pistol. Ignore it for now. Instead, hang a right and make your way over to the next house. Take the picture, then double back to the entrance of the house. g) Head towards Ivankov's house using the path the patrolling soldier was on. You'll probably see a soldier making his way across the house as you approach it. Go inside, and wait by the doorway. The patrolling soldier you saw before will walk across the doorway - Take him down. Now, double back to the spot where you took the picture. On the way, take down the soldier to your far right and get more air pistol ammo. (The soldier to the far right is the one near the starting point for this stage. You want to KO him now so you won't have to deal with him when you're escorting the prisoners back.) h) From the photograph spot, you'll probably see (If only two, that means that the third is in the vicinity) three soldiers and Gregorav. From your perspective, the one on the far left is stationary. The other soldier on the left will be talking to Gregorav (he'll eventually be stationary). The final soldier will be walking. As soon as Gregorav leaves, shoot the patrolling soldier, the one who was talking to Gregorav, and the one on the far left, in that order. i) Run out of the photo area on to the streets (You may take a bit of damage). Get your taser out and run up the street. A soldier will be approaching you, so put him to sleep. Get a sample from the villager's body afterwards. j) Run up the street to the second mass grave. A soldier there is alone, and won't see you, so use the taser on him. [As you appproach area A, you may encounter a glitch where the stage just resets. If it happens, change the your route for the stage a bit. For example, instead of going back to KO the 2 soldiers after you see Gregarov, KO them before moving for the chopper.] k) Move to location A on the map. You'll see a soldier and prisoners. Don't take out the soldier yet. Another soldier is approaching you. Let him walk past you and wait for him to stop. Use the air pistol on him then. As long as you're at it, take out the soldier in front. l) Move on to the streets, and get your taser out. A soldier will move from the church area to location B on the map. Shock him. Go to the church, shock the soldier there, and take the picture. You may want to move the first soldier's body further back into the area. m) Go back to area B, and wait there for a while. Another soldier is patrolling the area. If you take him out in the wrong location, the nearby guards will notice. Stay at the far wall of location B and wait for the patrolling guard to come towards you. When he comes to a stop, take him out with the air pistol. n) Sneak forward. There are two guard to your right, but they won't notice you if you keep quiet. Throw a couple of the DormaGen gas at them, and take the photo of the last grave. o) Head for the hospital (You'll have climb a bit). Once you lower yourself into a house, you'll see three guards. Toss some DormaGen at 'em and take a photo afterwards. p) Double back to the prisoners and let 'em out; they'll only move if you're close by. They'll run towards the starting point. On the way there, free the CDP hostage. (Don't worry, the remaining guards won't notice them) Run with them, but stop once you reach the house mentioned in step c. In the first room of the house (being the first one to your right as you climb up into the hallway) is a small ledge. Go on it and shimmy across the street to the second floor of Ivankov's house. The code is within the papers you'll find there. Go back to the starting area. Comments: The only tricky parts to this level are when you have to lower yourself from the window (get the soldier by the school) and when you have to KO the soldiers after Gregorav leaves. There is more air pistol ammo around, but they're really out of the way. You should be fine with the one ammo crate. If you don't stay with any of the three people you freed, they may die, even if the path is cleared. This stage is prone to a glitch where all of a sudden the screen flashes and you have to restart... If this happens, switch your tactics/timing for the next run (or just reset your PS2). --------------------------------------------------------------------------- 12. North Atlantic: Lorelei Salvage Rig Locate salvage personnel uniform on level 2 Obtain access codes on level 5 Rescue level 5 salvage personnel Infiltrate lower levels Plant four nukes on the lower levels Infiltrate restricted level 13 Eliminate threat on level 13 Administer medication to Dr. Jandran Collect original virus sample Locate launch override switch on level 13 Activate emergency pump system within 3 minutes Open level 2 security door for Mujari Provide covering fire for Mujari Rendezvous at the level 13 mini-sub docking bay Maintain stealth until meeting Mujari No collateral damage Solo Par: 28:00 Quickie: Go from level 6 to 2, maintain stealth. 2 computers on level 5. 4 personnel, in pairs, carry to safe zone. Automatic, with other objectives. Plant, and make sure soldiers don't destroy. Automatic, with other objectives. Automatic, with other objectives. Go near Jandran on level 13 and press triangle. Sample located on level 2. Turn switch off before sub goes underwater. Pump control is on level 4. Just open the door for Mujari. Kill soldiers while Mujari hacks door. Return to level 13 after setting nukes. Get uniform, and don't use weapons. Don't kill salvage personnel. Don't let the lengthy par time fool you, as this really isn't a big stage. A lot of time is spent sneaking around, on ladders, and elevators. The stage is broken down into several small sections. The Stun Jack is your best weapon for this level. Note that you won't lose stealth if a worker/guard sees you. You only lose it if someone activates the alarms. Even if they reach one, it may take them a while to activate it, so don't lose hope if you get spotted. Recommended Weapons Setup: Likely: Moderate: Best: AU300 Mod-SMG* C8 Rifle* C8 Rifle* Jerico-41 Jerico-41 Desert Express .50 MDS-7 Air pistol Air pistol Smoke grenade DormaGen gas DormaGen gas Stun Jack Stun Jack Stun Jack * = Primary weapon for the stage Since half the level is stealth, it's debatble which is the primary weapon. a) You start on the deck. There will be one patrolling guard and one stationary guard. You can kill 'em or let them be and take the elevator down to level 6. b) Two workers will be chatting to your left. Throw a DormaGen at 'em. In the corner is a ladder going down. Take it, and pick up the NVG in the box. You'll see two workers on your radar in the next area. You can only get at one of them, but even he disappears after a while. Follow the passage to the ladder. (Well, you can get the other one with the Air Pistol, but there's not much point.) c) This is level 5. A guard has his back to you. Hit him with the stun jack and get the access code from the computer. (Or, you can just take out a lethal weapon and gun him down) Now, while facing the computer, turn left and take the ladder at the end down. There are two workers here. After you take out the first one, just run after the second one, as the alarm switch will be behind you. After the second worker you'll move on to the second section of level 5 (You had to take the lower level way because the upper level is sealed). d) In this section, you'll see a worker in front - Stun him. Do not take the first ladder you see. Take the second ladder you see up to the main level (There's another worker down here, but you can ignore him). Once you get off of the ladder, make a right and hug the walls. Stop short of the area where the guard is. Once he stops and turns around, hit him with the stun jack. (Again, you can just gun him down with a lethal weapon) e) Instead of going directly for the computer, search this area a bit. Find the elevator (security) door and open it. Then get the other half of the level 13 access code. Take the ladder up afterwards. f) Once you get off of the ladder, you have two choices. You can make a left and follow the path to an open vent, or you can hide behind the boxes to your right and stun the worker that's coming your way. Either way is fine. g) On the other side of the vent is another worker. Just sneak after him and stun him. In the large room where you exited from the vent is another elevator. Open the security door. After that, take the ladder up to level 3. h) This level is different from the rest. It just consists of two long passages with a small central area. Head towards the central area and you see/hear two workers talking. After a while, one of them will leave. Stun the stationary worker, then go after the one in motion. Take the ladder up to level 2. [Even though Mujari warns you, using explosives or high impact rounds while on this level will not do anything (much to my disappointment). Also, there doesn't seem to be an alarm for this level, so...] i) As you enter level 2 you'll see/hear two guys talking (yes, again). Hide behind the boxes as one of them will come towards you after their conversation about the cold ends. There is one more worker on this level. You can stun the remaining workers, or leave both alone. It's your call. The worker clothing is in the middle area of this level. j) Close to the clothing is the level 2 elevator. Open the security door and then call the elevator. Instead of waiting, check the corner of this room. There's a panel near one of them. Activate it and a new section is revealed. Take the ladders up and get the original virus sample in the lab. Go back down - The elevator should be there by now. k) Go down to level 12. As soon and make your way right, an accident will be triggered. Take the elevator up to level 4 (Yes, this is why you opened those security doors earlier on). The room with the emergency pump switch is close to the elevator. Turn the pumps on and head for level 5. There are four workers here, paired in twos, and in two different rooms, across from each other. Open up the doors and move them into the safe zone. Note that you only have to get them into the edge of the safe zone, and not the middle. When you're done, go back to level 2 and meet up with Mujari. Then it's back to level 12. l) Open up the door and head down the ladder. You'll have to defend Mujari for a while (BTW, why is Mr. Non-Lethal using an ACR?). Once he opens the door, go to the left half of the docking bay and use the computer there to stop the sub from launching. m) There are stairs near the computer. Take it up and find Jandran. Administer the faux-Vaccine to him, then double back to the docking bay. The ladder to level 14 and 15 are in the other half (right side) of the bay. n) Take the ladder to level 14. Get off, open the door, kill the guards, then follow the path. The middle of the next area has a ladder and two doors (left and right). Open up the doors and plant the nukes. You'll have to defend the nukes from some enemies after they're planted. It's easy, as the guards will be using low accuracy weapons. o) Once you've planted the nukes in level 14, take the ladder in the middle area of level 14 down to level 15. Plant more nukes there. After that, climb the ladder back up to level 14, and take the main ladder back up level 13. The layout for both levels are the same. You could take the main ladder on level 15, but why bother when you've already opened the door and kill the guards on level 14? p) Once you're back in the docking bay you'll have to fend off some guards. No problem. Crush dies in this level; he dies fending off a couple of attack helicopters. Pause the game and check the radio logs after you trigger the accident by going to level 12. There are 3 radio logs related to Crush. --------------------------------------------------------------------------- 13. Tokyo, Japan: Murakawa Tower Defend chopper while Gina repairs damage Eliminate Yakuza officers Eliminate HNT leader Matsua Infiltrate Murakawa Tower Eliminate head of security: Ryusaki Search building for surveillance tape Breach security without triggering alarm Upload computer data Plant C-4 charges on lab floor Obtain sample Secure rooftop LZ Meet Lian on the helipad Solo Par: 15:00 Team Par: 9:00 Quickie: Kill enough enemies near the chopper. 3 officers on the streets, 5 inside building. Matsua starts out near the tower entrance. Just enter the tower via the stairs. Kill Ryusaki. Tape is in random locations (3). Do not activate alarm on floor 5. Upload part of the data on floor 6. Plant 3 C4 explosives. Inside lab, kill worker first. Kill guards on the rooftop. Just go to the chopper at the end. This is a really fast-paced stage, and my personal favorite. Make sure you have a frag grenade and a stun jack or a vibroblade. Like the Lorelei, this stage is broken down into several levels. The location of the surveillance tape is random. There are three possible locations: The 2nd, 4th and 8th floors. The map is drawn in the direction you're facing when the level starts. Recommended Weapons Setup: Likely: Moderate: Best: AU300 Mod-R C8 Rifle* M82 BFG Jerico-41* Jerico-41 Mark 23 SD* MDS-7 MDS-7 SSP 90 Smoke grenade M61 frag grenade M61 frag grenade Stun Jack Stun Jack VibroBlade * = Primary weapon for the stage The MGL has great potential for this stage, but seeing as how it's a building... Small places with lots of enemies and explosives is good in one way, and bad in another. _________ | |__ Map 13.1 - Streets | __| S = Starting Point | ____ |____ E = Building Entrance | | |_ E __| X = Yakuza Officers | | | | | |______| |___ | | | | |__________ X | |___ | | | |X | | | |____ |________| | |___ X_________| | | | | _______| | |____S_____| Solo: a) Defend the Helicopter. Once you kill enough enemies, you move on. b) Make your way to the building entrance. Kill three Yakuza officers on the way. c) Follow the path and you'll eventually reach the stairs. Go down the stairs. Two guys will be trying to hack the elevators. Kill them and finish the job. Go back up the stairs. Note that if you hacked the elevators, you do not have to pick up the control device from Ryusaki, which controls the elevators in the building. And, if you pick up the control device from Ryusaki, you do not have to hack the elevators - Your call on what to do. d) From the garage level where you entered the building, you want to go two floors up (the first is the lobby level and beyond the second you need a teammate since the stairs have been destroyed). This will put you on the same level as Ryusaki. The guy's carrying a minigun, so it's a bad idea to attack directly. Best way to take him out is with a frag grenade. The map is drawn from the players' perspective. _ ____ ____ ___ | | |_| |___| |_| | Map 13.2 - Taking down Ryusaki | _| R = Ryusaki | |_ R X = Grenade Position | _ ___ _ | | |_| |____| X |____| |___| As you enter the floor, Ryusaki will be directly across from you. Make your way to one of the balcony-like places on the floor. If you can get to position X fast enough, you'll have couple of seconds to throw a frag grenade at where Ryusaki is and kill him. Sarin gas doesn't work against him. If you're late, don't worry; just approach it with the same concept. Position yourself and toss a grenade in front of Ryusaki's path. If you don't have a grenade, hide and shoot. Pick up the elevator controls from his body. Go downstairs and take the elevator to your left. e) Ignore the first floor of the elevator. Go to the second. It's dark here. Your aim will be hindered, so either go to L1 targeting or use your flashlight. One of the officers will be in the opposite side of the office area you enter. Take him down and go pick up his NVG. Also, check the file cabinets near the area where the officer came from. They may contain the tape. The map is drawn from the player's perspective. ____________________ |_ B Y _ _ __F_ | Map 13.3 - Second Floor |R|_|C |_|_| | | | E = Elevator | |_|_| |__ _| | S = Stairs | __ __ ___ | R = Storage Room |S__|__|R|__|R|___|_E| B = Break Room F = Fire Room Y = Yakuza Officer C = File Cabinet f) Go to floor three. There is one officer here, and he's busy in the bathroom. Sneak and kill him. g) Floor four is next. There are two officers here; take 'em down. Also, check the office that's in the middle of this area (far wall) It's the room directly across from the conference room. The tape may be inside. There is a vent in the storage room (near the stairs). The map is drawn from the player's perspective. _ ___________|T|______ | V| _ _ ____ | Map 13.4 - Fourth Floor | __| |_|_|Y| | | E = Elevator | |_|_| |__ _| | S = Stairs | _ _ _ _ Y| C = Conference Room |S__|R|_|___C_|_____E| R = Storage Room Y = Yakuza Officer x2 T = Office w/ Tape V = Vent to 5th Floor Floor five can be a little tricky. The map is drawn from the player's perspective. __________________ V __ G | Map 13.5 - The Security Floor |______| |______| V = Vent Entrance |______||A ||______| S = Stair Entrance | ||__|| | E = Elevator Entrance |_____________G____| G = Guard x2 S E A = Alarm You can enter this level from three ways. First, is via the elevator. Second is via the vent on the fourth floor. Third is via the stairs, online, with a teammate. No matter which way you take, the guards will start out in the positions shown and will patrol the area. If either one of the guards spot you, they'll head for the alarm, which will close off the two halves of the room. If you're solo, the only thing you can do is to take the vent way, which allows access to the controls. If you're on a team, you can boost each other over the walls. But, the idea is to not give 'em a chance to set the alarm off. The elevator is really the best way to get to the fifth floor. One of the guards will be close by, so you can hit 'em with a silent weapon quickly and then go after the second guard. It's probably best to take the left elevator (your perspective as you call them), so you'll be behind the guards once the door opens. If you took the vent, you'll have to wait inside the vent (don't make that right turn or the guard will see you) until the guard walking towards you turns around. Same deal with the stairs; wait until the guard isn't looking your way, then get him. You need to activate the elevator - It's right next to the alarm controls. Go for the sixth floor. [Instead of taking the left elevator and using stealth, you may want to take the right one and just rush the 2nd guard after you exit the elevator. You'll have just enough time to kill him before he hits the alarm.] h) Six floor has two guards. The stationary one is the computer guy and the patrolling one is just your average guard. If either one spots you, the computer guy will try to delete the data. So, the idea is to not get noticed; although, you can still get the data after being spotted - It just won't be 100%. The map is drawn from the player's perspective. _______________ | C G. . . . | Map 13.6 - Getting the Data | | | . | C = Computer Guy | _____| | . | G = Guard |_|_________|_D_| D = Data E E = Elevator As you enter the floor, the guard will starting moving (he follows the dots). Remember that since he isn't facing you, he won't be able to see you moving out of the elevator. So, just sneak behind him and take him out. Get the data afterwards. You mind as well get the computer guy afterwards. Note that there is a vent on this floor (to the left as you exit the elevator) that you can use to sneak to the data, but that takes longer. You could just ignore the stealth aspect all together and just run for the data. On to the last floor. Note that if you computer guy turned the alarm on, you should turn it off; otherwise, you'll face more enemies on the 8th floor. [If you don't feel like stealth, you can just run to the data point and still get the data (at least partial) in time. Or, you can just toss a frag grenade at the computer guy after you exit the elevator.] i) There are two guards here. Eliminate them and open the doors using the controls on the reception desk. Inside the office, activate the hidden door (leads to rooftop), then search the drawers next to the desk, if you can, as it may contain the tape. Take the stairs up to the roof (watch out for the guard waiting to ambush you in the stairs). j) On the roof, move to the helipad. It's much easier to defend this area from the guards instead of trying to take 'em out on the roof level. After that, take the service elevator down. k) The map is drawn from the player's perspective. _______________ |L X X | Map 13.7 - The Lab | ___ | S = Service Elevator |__ _/ \D__ | E = Elevator |__| W | | H = HAZMAT Suit | |_________| | L = Security Override | H| |__| D = Door | | W = Worker |_X___S_____E___| X = C4 Locations As you exit the service elevator, look around the area. You'll notice two elevators. Call 'em up, then get the suit. Go to the decontamination area (next door) and keep low. Once you exit, sneak towards the open door. Eliminate the worker inside and get the virus sample. By this time, two guards will be trying to get in the room, so take 'em out, then plant the C4 explosives. You can change out of the HAZMAT suit when you exit. l) Go back to the helipad and defend the helicopter. Team: Cobra: Yakuza/Matsua, Floors 5, 6 and 8, Lab Python: Yakuza/Matsua, Hack, Ryusaki, Floors 2, 3, and 4 Viper: Chopper, Helipad Dragon: Chopper, Helipad Cobra: At the start, go after the Yakuza officers on the street and Matsua. Once inside the building, head directly for the elevators. Open both doors, and take one up to floor 5. Take out the security on floor 5 and activate the elevators. Again, open both elevator doors, but only take one up to floor 6. Download the data on floor 6, then go up to floor 8. Check for the tape on 8, open the hidden door, go up to the helipad, and take the freight elevator down to the lab. Plant the C4 and grab the sample. Python: At the start, go after the Yakuza officers on the street and Matsua. Once inside the building, hack the elevator for Cobra. Once you hack them, go after Ryusaki - He'll probably be focused on Cobra, giving you a few free shots. After the big guy falls, go to the elevator, but don't use them. Instead, use the ladder in the elevator shaft to reach floors 2, 3, and 4. Remember, there is 1 officer on the second floor, 1 on the third floor, and 2 on the fourth floor. Don't forget about the tapes either - Check the locations on the second and fourth floors. Viper: At the start, stay at the chopper and defend it. After that's done, just head up to floor 5, then to the helipad. Dragon: At the start, stay at the chopper and defend it. After that's done, just head up to floor 5, then to the helipad. Team (Speed): Cobra* (S-1): Matsua, 5th, 8th floor, Lab Python (S-1): Yakuza Officers, Hack, Ryusaki, 2nd, 3rd, 4th Viper (S-1): Chopper, Helipad Dragon (S-4): Chopper, 6th, Helipad Cobra* (S-1): Right off the bat, go after Matsua; no stopping to fight. Once he's down, make your way to the elevator. For simplicity's sake, take the right one both times. Take the first one up to floor 5, do the stealth thing, then take the next one up to floor 8. Head directly for the Lab afterwards. Planting the C4s in the lab is priority 1! Python (S-1): Kill the Yazuka officers on the street, but, if you can, try to gun down some of the enemies in the first area, since you'll have a good view of them. Once all the officers are down, hack the elevators - They should be active before Cobra reaches them. Go kill the big man, then take care of the lower floors using the elevator shaft. Viper (S-1): Stay and defend the chopper. Both you and Dragon should know where all the nearby spawn point are so you can do this quickly. You should've killed the 8 enemies required for objective completion around the time Cobra has killed Matsua. If not, you guys were too slow and need to start over. After the Chopper is repaired, head for the building and use the left elevator to reach floor 5. From there, go to floor 6. Drop off Dragon there; getting the data is Dragon's responsibility, not yours. Once Dragon is off of the elevator, go up to floor 8 and the Helipad. You and Dragon should be able to clear the Helipad before Cobra is finished planting all the C4s in the lab. Dragon (S-4): Stay and defend the Chopper. Again, you should know all of the enemy spawn points near the chopper. Make sure you don't fall behind Viper when going for the elevator. Both of you should enter the elevator within a couple of seconds; otherwise, one of you was too slow. Allow Viper to drop you off at floor 6 so you can get the data. Once it is obtained, call the elevators so you can go up to the Helipad. Like the spawn points near the chopper, you should be familiar with the enemy spawn points on the Helipad. One of you should cover the spawn points near the stairs, while the other covers the points near the elevator. Comments: The worker in the lab has the ability to close the door. If he does that, you can open the door again using the override; however, he'll just close the door on you as you approach it. In single player, open the door and wait until the worker moves close to it, then throw a grenade at it. The explosion will kill the worker; Sarin gas is ineffective. In a team, one person can stand by the door while the other opens it. When on a team, make sure you don't use an elevator that another player is already using. To be safe, if you're the first person there, call both elevators so the others take the one that they see is empty. This stage is very buggy online. The strategy used for offline may not work online. The most annoying aspect of this is that the enemies on floors 5 and 6 may detect your presence even if they haven't seen you. So, you may want to forget about the stealth approach and just rush them. The problem is that the enemies on the upper floors may hear your teammate's gunshots in the lower floors. If you can't hear any weapons firing, you're set. If you can, then, well... If you want to prove yourself as a bad-ass, take down Ryusaki with a knife. It takes two stabs with the VibroBlade - Think you got what it takes? --------------------------------------------------------------------------- 14. Taguang, Myanmar: Irawaddy Basin Plant four claymores along path Plant C-4 on foot bridge Plant C-4 on each log bridge Find Imani Gray's remains at crash site Retrieve tracking device from Agent Gray Eliminate Than Muang Eliminate MetaGlobal terrorist Take documents from terrorist Recover viral container Find Yong-jun Kim Find Yong-jun Kim's briefcase Destroy radar tracking unit Rendezvous at river boat with Agent Gray's body Recover flight recorder (Team) Solo Par: 20:00 Team Par: 8:00 Quickie: Double back to Lian for more claymores. 2 C4 needed for foot bridge. 3 log bridges. Imani is near middle of crash site. Check the body. Muang is at the camp. Terrorist is near the old temple, once tracking device is obtained. Check terrorist's body. Intercept soldier near foot bridge or at temple; check body. Climb down at the nose of the plane, into the fuselage. Briefcase is at camp site. Radar is at camp site. Carry Imani back. Black box is on top of the temple. The map is drawn in the direction you're facing when the level starts. This is a huge stage, but probably the easiest to navigate around. Recommended Weapons Setup: Likely: Moderate: Best: M16 A1 C8 Rifle* C8 Rifle* Jerico-41* Jerico-41 Desert Express .50 MDS-7 MDS-7 SSP 90 Smoke grenade DormaGen gas DormaGen gas Stun Jack E.D.T. E.P.D.D. * = Primary weapon for the stage With the Jerico, I'm assuming that you have the dual-wield by now. S __ || /__\M Map 14.1 - Jungle ||M______// \\ |___|V S = Starting Point |________/ | P___ C = Camp Site M ||\______| | F = Flight Data Recorder M|| | I = Imani ||___________|__ _____ K = Yong-jun Kim / ____P_______P__\/_____\ V = Viral Container / / | | \/ \\ P = Plant C4 x5 | | | \ || C || M = Plant Claymore Mines x4 | | \ \ ||_____// | | | | __| _____/ _____/ | | |____/ / | | P ___ I | | | |___| | F | | P____ K |________/ |__| \___________ Solo: a) Just follow the path and plant two land mines. Plant two C4 explosives on the two log bridges to the right of the main bridge. After that, kill yourself (recommend you use DormaGen). [The first three claymore locations are watched over by snipers. They hurt... a lot. They're also wearing flak jackets, but do take the time to eliminate all of them.] b) You'll respawn at the starting point. Get more explosives from the box. Plant the two mines. Plant the two C4 on the main bridge. Proceed forward to the camp. c) You'll get ambushed by a few soldiers with NVG and flak jackets. Take 'em out. Now, move quietly towards the camp. Hopefully, you won't get spotted by Muang, as he has a M79. Snipe him. At the camp site, destroy the radar, pick up C4, and get the briefcase. Go to the crash site. d) Go to the far end (nose end of the plane) of the crash site. You'll need to go up the hills where the nose is buried and then lower yourself to find Kim's body. Now, go to Imani. e) Pick up the tracking device, and then run towards the main bridge. The soldier with the viral container will be heading for the bridge, but you'll be able to cut him off. Get the viral container from his body. f) Head towards the direction the soldier (with the container) came from. You'll reach the last log bridge. Cross it, plant the C4, then go back to Imani. Pick her up and make your way back to Lian. g) After you cross the bridge, check your map. You'll notice another area, diverging from the main path; at the end is a structure. Drop Imani and make your way towards the structure. On the way there you'll run into the terrorist. Kill him and take the documents. Sometimes you'll find the terrorist at the temple area, near the fire place. h) Get Imani's body back to the boat, and you're done. Team: Cobra: 2 Right Log Bridge, Kim, Imani Python: Foot Bridge, Muang, Briefcase, Radar, Cover Fire Viper: First 2 Mines, Left Log Bridge, Black Box Dragon: Last 2 Mines, MetaGlobal Terrorist, Letter, Viral Container Cobra: Head directly for the 2 log bridges to the right of the foot bridge. Set the C4, then head for the crash site. Once at the crash site, grab the tracking device off of Imani (this will trigger the terrorist and viral container soldier), and find Kim's body. Once that's done, grab Imani's body and start carrying her back to the boat. Python: Head directly for the foot bridge and plant the 2 C4s. After that, head for the campsite and eliminate Muang. Grab the briefcase and destroy the radar. Once you're done head for Cobra and provide cover fire. Viper: Plant the first two claymores. You should plant the first two, since it'll be faster to access the left log bridge after diverging from the main path. Go for the left log bridge and plant a C4. Head for the temple afterwards. Dragon should be there already - Go up and grab the black box. Dragon: Plant the last two claymores. You should plant the last two, since it makes Viper's life a bit easier. Once they're set, go for the temple. You should see the MetaGlobal terrorist there - If not, he'll appear. Take him out and grab Mara's letter and wait for Viper so you can lift him up to the temple. Once he's up, go hunt down the soldier with the Viral Container, and grab it off of his body. Team (Speed): Cobra* (S-1): Gets Tracking Device and Imani Python (S-4): Foot Bridge, Cover Fire Viper (S-2): Claymores, 2 Right Logs, Kim, Terrorist, Letter Dragon (S-3): Claymores, Left Log, Container, Base Camp, Black Box Cobra* (S-1): Just head directly for Imani. The quickest route is to take the right log bridge. Python (S-4): Plant 2 C4s on the Foot Bridge and then go provide cover fire for Cobra. Viper (S-2): Plant the last 2 claymores and C4s on the 2 log bridges to the right. Once you're done, find Kim's body and then head for the Temple. You should get there before Dragon, so kill the MetaGlobal Terrorist and grab Mara's letter. Dragon (S-3): Plant the first 2 claymores and a C4 on the left log bridge. By the time you've completed this, you should see the soldier with the Viral Container on your radar. Take him out and grab the Container. Go to the enemy base camp, eliminate Muang, destroy the radar, and get Kim's briefcase. Once that's done, go to the temple and help Viper get the Black Box. Comments: The "Teammate needed" icon will not appear offline when you're by the temple. If you have really bad luck, the terrorist will run into the fireplace and will catch on flames... Wait for him to cool off. The MetaGlobal terrorist will appear after you pick up the tracking device from Imani. There's no right route when taking Imani to the boat, as all the paths you can take will result in a lot of ambushes along the way. But, if you're a big wuss and want the path of least resistance... First, make your way to the 2 log bridges. Don't cross them (crossing any bridge will trigger Lian to blow 'em up, as well as spawn more soldiers). Instead, go into the icky water and make your way up to the foot bridge. Once you're past the foot bridge, make your way to land, and then go straight for the boat. You'll definitely get shot at a few times along the way, and may or may not get hit. But, if you do it correctly, you won't have to stop to defend yourself. --------------------------------------------------------------------------- 15. Zurich, Switzerland: Niculescu Funds Tower Bypass red laser alarm system Plant camera transceivers Insert data transmitters Access the main frame computer Power up emergency elevators Obtain security chief's handprint and bypass security system Search vaults on 3rd floor Search the valut on 4th floor Rendezvous at the last vault on level 4 Maintain stealth No collateral damage Hidden objective: Obtain Birchim files Hidden objective: Obtain ALA financial records Solo Par: 18:00 Quickie: Turn off system on first level, near security chief. 4 transceivers, one for each level. Place all transmitters on 2nd level computers. Place transceiver on 2nd level, then head for the computer. Use vents to reach power, on the first level. KO chief and go near body. 4 vaults on level 3. 1 valut on level 4. Reach vault entrance on level 4. Don't get seen. Don't kill guards. Check vent in the level 4 vault. Destroy vent cover in the vents on the 1st level. You can (and should) finish this mission using only the Stun Jack. Well... That and a shot from a gun as non-lethal weapons will not destroy obstacles. This stage has 13 guards... Talk about a huge change of pace from the last mission. Recommended Weapons Setup: Likely: Moderate: Best: Combat Shotgun Combat Shotgun Riot shotgun (Riot Pistol) (Riot Pistol) (Riot Pistol) MDS-7 Air pistol China Type 67 Smoke grenade DormaGen gas DormaGen gas Stun Jack* Stun Jack* Stun Jack* * = Primary weapon for the stage This is quite possibly the only stage where a single shot from the China Type 67 will do you a lot of good. So, don't pass up the opportunity! Other than the single shot needed from a lethal weapon in this stage, I have never used anything beyond the Stun Jack. a) Climb up the ladder in front, but don't climb all the way up. Once the guard closest to you makes a turn, climb up and stun him. Hide his body in the left doorway. Another guard will arrive and he'll stop and look at the right doorway. Stun him - You can leave his body. Go down the corridor to the elevator and make a left. The third guard will be patrolling this area. Stun him, and leave him. b) Plant the first camera transceiver (room to the left when you first climbed up the ladder). In the hallway connected to that room is a vent. Go in and exit. c) In the next area you'll see two guards on your radar. Make your way towards them. One of the guards will be walking away from you, while another is walking up the stairs. The guard in front will eventually stop. Stun him and go up the stairs. Hide out in a doorway. When the guard passes, stun him. Near you will be the chief of security. Sneak and stun him. Get his handprint and disable the red lasers. d) Go back to the first area via the vent. Go into the elevator and jump up; climb into the vents afterwards. Around the middle of the vent shaft you'll see a vent cover - Shoot it (with a lethal weapon) and follow the newly opened path. It'll lead to the ALA financial records. Go back into the vents and continue on the original vent shaft. You'll emerge in the room with the elevator power. Turn it on, open the gate, and then go back to the elevator and down to the computer room. e) There are two guards. One will circle the elevator while the other will inspect the computer room. Stun the circling guard and hide his body so the other guard won't see it when he returns. When the other guard enters the elevator area, he'll make a (his) left and stop for a moment. Sneak and stun. f) Run around the room and plant the data transmitters. There's also a vent in the same room (low on the ground). Enter it. You'll reach a fork - Make a right. This is the security room. Plant the transceiver and go back to the elevator area. Enter the computer room and make your way to the main frame computer (You'll need to open a vault door). g) When you enter you'll trigger a timer (don't worry, plenty of time). The area is circular with a glass core that has a ladder. Go all the way down the ladder. Access the computer there. This will cause the ladder door to close. Look around. There's a place where you can jump up. On the second level there are two computers. One will open the first and third level doors and shut the second level door, and the other will close the first and third level doors and open the second level door. You want to open the first and third level doors and close the second. So, if you picked the wrong computer, just try the other. Go back down to the lower level. The door to the ladder will be open. Climb up and exit. h) Take the elevator (not the one you came down in) down to the vaults. The security console is directly in front of you as you exit the elevator. Plant the third transmitter. i) Make you way down the left hallway (perspective when you exited the elevator) and hide in the far doorway. A guard will comes towards you. Stun him and explore the nearby vault. The green lasers here will fry you if you touch them. It's the same deal for the other 3 vaults. Stun guard, then explore vault. Once you check all 4 vaults, go down to the secure vault level. j) Exit the elevator and hide along the walls. Once the guard passes you, put him to sleep. Plant the final transmitter. Again, make a left (this way tends to be easier). In the vault room follow the vent in the room. It'll lead to Birchim's files. Double back and go to final vault, and you're done. --------------------------------------------------------------------------- 16. Budva, Montenegro: Niculescu's Villa Estate Find the key to Niculescu's bedroom Find evidence linking Niculescu to Syphon Filter Stop Mara Aramov's execution Maintain stealth Hidden objective: Find Zeus files on Mara Aramov Solo Par: 10:00 Quickie: Check the body of the captain of the guards. Automatic, complete stage. Kill 2 guards guarding Mara. Don't get seen. Check safe behind painting. The maps are drawn in the direction you're facing when the level starts. Welcome to your nightmare. Stages with stealth emphasize patience; this stage forces you to be patient, but strike quickly. Right off the bat, you may just want to get killed. Dunno why, but the game will indicate that the guards are wearing flak jackets the first time through, but after you die, they don't seem to be wearing any. It doesn't make much of a difference, but if you're better with the taser than a headshot, it'll certainly make you feel more at home. But, keep in mind that if you try to taser a guard with a flak jacket, you'll see the flak jacket icon the first time, but if you hit 'em again, you can zap 'em. You'll only lose stealth if a guard fires his weapon. So, if one of them sees you, keep firing at him. Odds are you'll kill him before he has the chance to return fire. _________ S _______ |Z__________ ___________ | Map 16.1 - Outdoors |__________ ___X_____L_| S = Starting Point ___| |__ L = Electrocute Me Guard | _||____||_ F \ Z = Zap Me Guard | M_||____||_ __/ E = Eagle Eyes Guard |___ || || | R = Really Far Guard | || || | M = M79 Guard | || || | F = Fountain _____| || || | C = Fountain Control | || || |__ X = Xtreme Shooting Position | ___________ | |______|E | |___ __|___________|____ | |____________R______|C| a) Move quietly towards position L on the map. Guards Z and E will be talking to each other at the start. Once they finish, they'll part and move towards the pier. You want to position yourself so you're between the stairs that lead to the pier and to the entrance. Once the guard reaches position L (which means he has just reached the stairs) step in front of him and take him out. He'll see you, but you can kill him before he alerts anyone. b) The other guard will be close to position Z by now. He'll stop for a moment. Take that opportunity to eliminate him. c) Once you've taken care of the first two guards, move up the stairs. Make your way over to position X on the map. This is right behind the first pillar. Guard E is the one you want to watch out for as he has the best view of the yard. He makes three stops on his route. One at two ends of the area he's patrolling, and once in-between. The only times he will not see you is when he stops at the far ends of his route (Position E on the map). Do not peek out of your position unless he has his back towards your position. Once he does, switch to L1 targeting and wait for him to stop. (In other words, once you see his back, hold L1 and R2 and zoom in) You have about two seconds to aim, fire, then hide behind the pillar again before guard M looks your way. Hopefully, you'll succeed. d) Guard M will stop in front of you then turn back. As soon as he makes his rounds again, take aim at guard R. Once you take him out, sneak towards the courtyard entrance. e) Guard M will stop briefly in the middle of his patrol, then continue. He'll make another stop at the end. Shoot him in the head once he stops (or zappy, zappy). f) Run to the fountain control (will need to open a door). You'll drain the water from the fountain. Climb down the ladder. Once you're there, follow the path (turn flashlight off once you see the light from the wine cellar) S | | Map 16.2 - In the House | | S = Starting Point | | W = Wine Cellar Guard _| | K = Kitchen Guard | |__ M = Moving Guard ___________________ | | A = Art Guard ____ | ______________ |__ | | P = Painting | |___| D | |X | | W | C = Captain | T | | |____ | |__ _| D = Double Guard |____|_______| | | | | T = Stairs | |_______ | | | | C | | | | |______ | | | |M K |_| | _________| |______|____| | P A | | | |___________| g) There's a single guard in the wine cellar. He makes a couple of stops in his route. So you shouldn't have trouble taking him out. h) Go up the stairs afterwards. There's a guard in the kitchen. He makes two stops in his route, once close to your position, and once close to the exit. You want to kill him when he's walking away from you. i) Walk toward the hallway and you'll hear/see two guards talking. One of them will patrol the hallway, but stop in front of the kitchen entrance. Now, check your radar; look to see where the guard in the art room is. If he's close to the art room exit, leave guard M alone. But, most of the time, he'll be far enough for you to take out guard M without him noticing. Once you drop guard M, go after guard A. If guard A is close to the entrance of the art room, then wait a bit. Since guard M will patrol all the way down the hallway, you'll have enough time to wait for guard A to go away and sneak and snipe guard M. j) In the room are several paintings. You want to check the painting on the right wall as you enter (P on the map). Behind it is a safe. Open it and take the files on Mara. k) Sneak down the hallway and you'll see the captain appear on the radar. He'll be heading towards the wine cellar. You can probably get a good shot off when he's going down the stairs. Search his body for a key. l) Make your way to position X. Now, be careful. When you go down the adjacent hallway, two guards (D on map) will appear on your radar. As soon as they appear, run back to position X. They'll walk towards you, stop, and walk back. While they're walking back, shoot 'em in the head. If you time it right, you can kill them with a double head shot. m) Go and sneak up the stairs. There are two guards, but they're both stationary, making them easy head shots. n) The door leads to Mara and two guards. Enter the room, and try to kill the guard to your left first (he'll shoot at her, while the other one will shoot at you first). Once he falls, end the stage by taking out the other guard. Comments: Yes, you have to take out all the guards in this mission. And yes, you did hear Gabe say that he won't use lethal force until he finds evidence. And no, I do not know if you get anything for having 0 kills for this mission. As you approach Mara's room you'll hear/see her and the two guards talking. If you rush in, the guard on the left has a tendency to rush Mara and shoot her. If you wait until they finish their little exchange, the left guard seems to be more docile and will stay in place. I guess he doesn't like having his conversations interrupted. --------------------------------------------------------------------------- 17. Kiev, Ukraine: Chechen Terrorist Base Eliminate Ivankov's top four lieutenants Disable helicopter flight controls Provide cover fire for Stone Bring Alima Haddad to safety Find Omega Strain DNA code Provide covering fire for Gabe in the silo Stop missile from launching (Team) Solo Par: 25:00 Team Par: 15:00 Quickie: 3 lieutenants are above ground, 1 under. Chopper located near hangar/Stone. Kill soldiers that spawn around Stone (almost automatic). Automatic, Stone doesn't need help. Take freight elevator down to level 3, look for a vent down there. Make sure Gabe finishes hacking the guidance system (kill fast). Activate both computers within 20 seconds of each other; 3 players needed. The maps are drawn in the direction you're facing when the level starts. This is probably only stage in the game where you'll feel like you're outgunned. A good number of enemies here use the C11 and can mow you down in less than a second. Setting off the alarm will mean more enemies to deal with, but, it's not a huge difference; it doesn't matter much. Also, it seems impossible to kill Ushakov w/o setting the alarm off. Recommended Weapons Setup: Likely: Moderate: Best: AU300 Mod-R C8 Rifle* MGL Jerico-41* Jerico-41 Desert Express .50* MDS-7 MDS-7 SSP 90 Smoke grenade Sarin nerve agent Smoke grenade Stun Jack E.D.T. E.P.D.D. * = Primary weapon for the stage The MGL is a replacement for the sarin. Smoke grenades will be of great help when hiding behind the computer for the launch countdown. _______ | | | | _____| U |______________ _____ | ________________ | |________ | G | | ___ ___| | | | | || | B E | | _____| || | | |___ ___________| || | | ___|| || | H | | | || | | | __||| || | | | |___|| || | _____________| ___ |_____ |________ || | | | | || | _____||______| | | | _|| S _ | |________________| |P _| _____| _ _| | |_| | _ | |_| __ | Map 17.1 - Outdoors | | | | | | | X = Starting Point | | _ | | | S = Savin | |_| |X| | | | | P = Petrenko |_____| |_| |__| | U = Ushakov | | G = Stone |___________| H = Helicopter E = Elevator B = Big Elevator Solo: a) Savin will walk into the area you start in. Take him out. b) There's a big door to the left of where you started. Go through. On the other side of the building is Petrenko (On a roof top). Toss a Sarin at him. c) Double back to the starting area. Now, take the door that Savin came out of. On the other side of this door is Ushakov, who happens to be in a tank. Toss a Sarin at the tank. d) There will be several enemies in the area with Ushakov. Ignore them all. Just turn right and make a break for the big doors, towards the area where Stone is. Note that if you take the big doors on the left, you'll eventually arrive at an elevator that'll lead you to the missile silo. It's just one of the many ways to get to Gabe later on. e) When you reach the area where Stone is, don't approach him. There's a whole lotta soldiers in the area, and Stone's invincible. Stay on the entrance to the area, and take out the soldiers that spawn on the rooftops. Disable the helicopter afterwards. f) Stone will ask for your help in getting Alima. Far as I know, his success rate at saving her is 100%. So, let him take care of it. g) Shoot the lock off the gate to access the elevator, and go down. G __ | | Map 17.2 - Underground | |____| |_________ L = Leonov | _____L________ | ____________ E = Elevator |__| | | | | B = Big Elevator ___| |_________| | S = Soldier ___ S _________ B E | G = Leads to Gabe | | | | |____________| h) On the lower level, there will be a soldier (heavily armored) right in front of you. Snipe him. Wait a bit and a second soldier will run towards you, so take him out. Now, go to the intersection where the first soldier was. To your right is Leonov. He has a couple of guards with him. Do not make yourself visible (risk getting gunned down), but toss a Sarin at the crowd. If you're lucky, you'll actually get Leonov. If not, don't worry. i) If you didn't get Leonov, go back to the area with the elevator. Leonov ran off, and will make his way to the lowest level of the big elevator. Check your radar; Leonov and his guards will appear over the elevator. Then, check you map. As soon as they start to move up, start tossing Sarin at the doors of the big elevator. Eventually, the doors will open up and Leonov will be carried up to a big cloud of Sarin gas. j) After the Sarin clears, go to the small elevator. Take the elevator up, but roll off of it so only the elevator goes up while you remain in the lower level. Now, call the big elevator down. k) You want to take the big elevator down to the lowest level (level 3). Problem is that there are two armored guard down there; one with a M79 and the other with a C11 (yes, you have to go down there). If you die, you'll probably respawn in the area where you first saw Stone. Since you sent the small elevator up before, just take it down again and keep trying. ________________ | V | Map 17.3 - Hell | _____ | E = Elevator Control | | | | C = C11 Guard | | | | M = M79 Guard |M | | | V = Vent | | | | H = Heaven's Crates | |____E| | P = Purgatory's Crates | _ | | C |H| | | _____ | | |__P__| | |________________| l) There are three ways you can handle level 3 of the elevator. 1 - The Suicide Way 2 - The Soldier's Way 3 - The (Smart) Chicken's Way The Suicide Way is arming yourself with a frag grenade. As you go down the elevator, you have just enough time to aim and throw the grenade at guard M. As you throw your grenade, he'll fire his M79, and you'll both go down. The Soldier's Way involves using a very stable weapon. Recommended are the dual CZ Mach-9 and the MDS-7. As you go down the elevator, you have enough time to take out guard M with a head shot using a very fast, very stable weapon. Alternatively, you can just go for the body if you're packing the Desert Express .50, but odds are you won't have that yet. Even if you don't get a head shot right away, keep firing, as the guard will hesitate a bit under fire, giving you one more precious second - And, there's a good chance you can kill him with just body shots from a fast weapon. The Chicken's Way is all about hiding and running. There are a few crates scatter around in level 3. Located close to the elevator control is a stack of crates (H). You can roll before the elevator reaches the very bottom and get to those crates and hide before the M79 fires. Stay there and eventually, both guards will approach you, one at a time (and very slowly). You can also just run for (not behind) the area with crates P. The bad news is that the C11 soldier is there. The good news is that now there's an obstacle between you and the M79 soldier. So, the M79 soldier may kill himself. m) Along with the two soldiers from hell, there is a vent down there. Take it, as it'll lead to a computer with the Omega Strain DNA. Once you get it, go back up to level 2 and go meet Gabe. A timer will countdown once you reach Gabe's area (just over 5 minutes) Not much to do afterwards. Just follow Gabe and shoot. [There is a bit of a glitch where Gabe just doesn't move... Restart if it happens.] Team: Cobra: Petrenko, DNA, D Python: Savin, Ushakov, Stone, Helicopter, DNA, D/T Viper: Leonov, DNA, Dragon: Leonov, DNA, B Cobra: At the start, go through the big doors to your left. On the other side of the building is Petrenko - Eliminate him. Once you're done, head back to the first area and take the elevator down. Head for the large elevator there; Viper and Dragon should be there. Go down and get the DNA with them and head for the missile silo afterwards. Have Python lift you up at poistion D so you can deactivate the missile. Python: At the start, go straight for the door where Savin appears and take him down. Go through the building and take out Ushakov. Ignore the enemies and run to the helipad and rescue Stone; disable the helicopter afterwards. Wait for the cargo elevator to reach you and take it down to level 2. Pick up your teammates then go down to level 3 and get the DNA. At the missile silo, lift up Cobra at position D, and see if you can make it to the elevator before Gabe takes it up. If you make it, stay with Gabe and defend him. If not, stay down there and take out the enemies. Viper: At the start, take the elevator down with Dragon and head for Leonov. Reach Leonov, but try not to kill him. Let him escape so he uses the elevator. You want to kill him at the elevator so you get the checkpoint there. Wait for Python to bring the elevator down, get DNA, then go to the missile silo. Once there, stay with Gabe and ride up the elevator with Gabe. On the first stop, run over to position T so you can activate the launch override. Dragon: At the start, take the elevator down with Viper and head for Leonov. Reach Leonov, but try not to kill him. Let him escape so he uses the elevator. You want to kill him at the elevator so you get the checkpoint there. Wait for Python to bring the elevator down, get DNA, then go to the missile silo. Once there, stay with Gabe and ride up the elevator with Gabe. Try to stay with him all the way, until he's done hacking the missile guidance system. _____ _____ / ____| C |____ \ Map 17.4 - The Missile Silo / / ______ \ \ S = Starting Area | | _/ \_ | | D = Disable Missile 1 | | / \ | | T = Disable Missile 2 | |T| | | | E = Elevator | | |E | | | | | | |D| | | | \_ _/ | | | | \_ _/ | | | | | | | | | |___ | | ___| | |___ .|| | | ||. ___| | .|.| .|.| .| | | | | | | | | | | | | | | | | | | | | | | | | ___| | | | | |___ | ___|| | | ||___ | | | | | | | |S| | | | | Team (Speed): Cobra* (S-2): Gabe, D/T Python (S-2): Leonov, D Viper (S-4): Petrenko, T Dragon (S-1): Savin, Ushakov, Stone, Helicopter, DNA, Cover Fire Cobra* (S-2): From the first area, take the elevator down with Python and then race to Gabe. It's easier said then done, since you'll be facing heavy resistance. You should just worry about the soldiers in front of you, and rely on Python to cover your back. Once you reach the missile silo, lift Python up to the launch override switch, then try to reach the elevator before Gabe goes up. If you do reach it, stay with Gabe all the way. Python (S-2): Go down the elevator with Cobra and cover his back... Just make sure you watch your own as well. Kill Leonov (do not allow him to escape) and go help Cobra. Viper (S-4): Make a left at the start and take out Petrenko. Call up the elevator that Cobra & Python used, and catch up to them. Go up the elevator with Gabe and and active the other launch override. Dragon (S-1): Kill Savin and Ushakov. Head for the helipad to help out Stone and disable the helicopter. Once you're done with that, go down and get the DNA. If that wasn't enough, it's up to you to cover Gabe and your teammates by eliminating the soldiers that appear on the top level of the silo. Comments: You can go from one side of the missile silo to the other by following the dots or going over at position C (Climb down and up again or shimmy across). You can also go directly from T to D, but not D to T. It's actually possible to activate the left computer from the area where you first meet Gabe. From Gabe's platform, just run to the metal platform closest to you (small gap). From there, go down to the next metal platform - You'll need maximum life in order to survive, and this is with the life bonus. You'll be just above the computer, and can run and grab on to the ledge with the computer. You can also reach this computer by going on the elevator that Gabe uses (in the missile silo) to hack the guidance system. The big elevator will remain locked until you either kill Leonov or he uses it. When Leonov runs away, he'll head towards the launch control room. It's probably a good idea not to chase him, since a whole lotta C11 guards will ambush you. Other than the launch countdown, time isn't a factor, as you should have plenty of it. *************************************************************************** IV. Bonus This section lists the various titles and awards you can get in the game. --------------------------------------------------------------------------- 1. Ranks Ranks are determined mainly by completed objectives and ratings. The more you obtain, the higher your rank becomes. The order of the ranks are: Recruit R1 - Field Agent R2 - Investigative Agent [G-17] R3 - Intelligence Agent [Combat shotgun] Officer O1 - Field Officer [AU300 Mod-SMG] O2 - Investigative Officer [M16 A1] O3 - Intelligence Officer [M1911 A1] O4 - Field Research Specialist [Jerico-41] O5 - Investigative Research Specialist [MAK-10 10mm] O6 - Intelligence Research Specialist [MDS-7] O7 - Field Analyst Specialist [Slug Defender] O8 - Investigative Analyst Specialist [SSG 550] O9 - Intelligence Analyst Specialist [SP-57] Commander C1 - Field Supervisor [Mark 23] C2 - Investigative Supervisor [M4 carbine] C3 - Intelligence Supervisor [M16 A2] C4 - Field Operations Commander [ShotHammer] C5 - Investigative Operations Commander [M4] C6 - Intelligence Operations Commander [Stava M70 B1] Top Brass T1 - Assistant Chief of Operations [SlugHammer] T2 - Deputy Chief of Operations [AU300 H-BAR] T3 - Chief of Operations [GAWS 12 ga.] T4 - Commander in Chief [Mark 23 SD] --------------------------------------------------------------------------- 2. Ratings Ratings have 4 levels: Intermediate, Advanced, Expert, and Expert 2. Each rating has a predetermined number you much reach in order to earn the rating. Combat Specialist (Number of Total Kills) ICS 300 [G 33E] ACS 600 [FA-MAS] ECS 900 [FAL] ECS2 1300 [C8 rifle] Combat Knife Specialist (Number of Knife Kills) ICKS 50 [Stiletto] ACKS 100 [Shuriken] ECKS 250 [IPCA Commando] ECKS2 450 [VibroBlade] Combat Sharp Shooter (Number of Headshot Kills) ICSS 200 [Dragunov] ACSS 450 [AU300 Mod-R] ECSS 750 [ACR] ECSS2 1100 [M82 BFG] Non-Lethal Force Specialist (Number of Non-lethal KO's) INLFS 50 [E.D.T.] ANLFS 100 [DormaGen gas] ENLFS 200 [Air pistol] ENLFS2 350 [E.P.D.D.] Tactical Explosives Specialist (Number of Explosives Kills) ITXS 100 [M61 frag grenade] ATXS 200 [Incendiary grenade] ETXS 350 [Sarin nerve agent] ETXS2 500 [M79] Team Efficiency Specialist (Number of Online/Team Par Times You Have) ITES 2 [M1 Super 90] ATES 4 [Shot Defender] ETES 6 [MDS A3] ETES2 9 [M-16k] --------------------------------------------------------------------------- 3. Special Ratings Bio-data Retrieval Expert [Increased Jacket - 50% more armor] Carthage 1: Collect 5 water samples Carthage 1: Perform field autopsy Belarus 1: Take tissue sample from cow carcass Belarus 2: Obtain sewage sample Minsk: Deploy viral sniffers at marked locations Chechnya: Collect tissue sample from a villager's body Computer Information Expert [UNP 45] Carthage 1: Retrieve Broussard's laptop (Team) Minks: Download MetaGlobal's records Tokyo: Upload computer data Zurich: Access the main frame computer Ukraine: Find Omega Strain DNA code Elite Discrete Personnel Elimination Expert [Head Shot Lock] Kyrgyzstan: Poison Saydahmat's water chalice Yemen 1: Eliminate Yushchenko Tokyo: Eliminate HNT leader Matsua Myanmar: Eliminate Than Muang Stealth Operations Expert [VSS-DU] Italy: Maintain stealth Kyrgyzstan: Maintain stealth Yemen 1: Maintain stealth Minsk: Maintain stealth Chechnya: Maintain stealth Lorelei: Maintain stealth until meeting Mujari Tokyo: Breach security without triggering alarm Zurich: Maintain stealth Montenegro: Maintain stealth Military Tactics Expert [MGL] Belarus 1: Eliminate Zhidkov Belarus 2: Destroy communications truck Belarus 2: Destroy power substation Belarus 2: Shut down gas main Belarus 2: Destroy bridge to stop tank (Team) Yemen 1: Destroy communications equipment Yemen 2: Destroy Scud firing mechanism (Team) Lorelei: Plant four nukes on the lower levels Tokyo: Plant C-4 charges on lab floor Myanmar: Plant four claymores along path Myanmar: Plant C-4 on each log bridge Myanmar: Plant C-4 on foot bridge Ukraine: Complete all objectives Elite Combat Expert [SSP 90] Earn Elite Combat Specialist (ECS2) Earn Elite Combat Knife Specialist (ECKS2) Earn Elite Combat Sharp Shooter (ECSS2) Earn Elite Non-Lethal Force Specialist (ENLFS2) Earn Elite Tactical Explosives Specialist (ETXS2) Earn Elite Team Efficiency Specialist (ETES2) Earn Elite Discrete Pers. Elimi. Expert (SAEDPEE) Field Efficiency Expert [Increased Ammo - # of bonus clips vary by weapon] All missions: Beat single player mission deadlines Survival Tactics Expert [Increased Health - I'd guess 50% more] All missions: No player deaths --------------------------------------------------------------------------- 4. Commendations Gray, Imani [93R] Carthage 1: Complete all objectives Carthage 2: Complete all objectives Carthage 3: Complete all objectives Stoneman, Gary [SR-15] Italy: Complete all objectives Belarus 1: Complete all objectives Belarus 2: Complete all objectives Ehud Ben Zohar [Desert Sniper .44] Yemen 1: Complete all objectives Yemen 2: Complete all objectives Powers, Maggie [CZ Mach-9] Minsk: Complete all objectives Mujari, Lawrence [Riot shotgun] Chechnya: Complete all objectives Lorelei: Complete all objectives Lipan, Teresa [G 53] Zurich: Complete all objectives Xing, Lian [China type 67] Kyrgyzstan: Complete all objectives Tokyo: Complete all objectives Myanmar: Complete all objectives Logan, Gabe [Desert Express .50] Montenegro: Complete all objectives Ukraine: Complete all objectives --------------------------------------------------------------------------- 5. Medals Medal of Distinction [US M60 E3] All missions: Beat single player mission deadlines Agency Medal of Valor [M-249 SAW] Earn all Agency ratings Earn all special Agency ratings Earn all commendations Earn all other medals Earn highest rank Stone's Medal of Courage [SPA-15 shotgun] Belarus 2: Rescue Stone Ukraine: Provide cover fire for Stone Carthage Exemplary Service Tribute [Spectre] Carthage 1: Protect CHA officers Carthage 2: Protect CHA officer Carthage 2: Eliminate all 4 ALA death squad assassins Carthage 3: Rescue injured SWAT officers (Team) Homeland Security Citation [FAL SG-1] Earn Carthage Exemplary Service Tribute Earn the President's Official Liberty Award Zurich: Obtain Birchim files Ellison Warner Award [Tec 45] Belarus 2: Destroy Scud missile Yemen 2: Destroy Scud firing mechanism (Team) Myanmar: Recover flight recorder (Team) Karkadann, Alima's Unicorn Charm [Desert Eliminator .357] Yemen 1: Complete all objectives Yemen 2: Complete all objectives Ukraine: Bring Alima Haddad to safety Republic of Korea Service Award [China type 56] Kyrgyzstan: Locate Yushchenko's papers Yemen 1: Obtain Thae-bok Jon's credentials Tokyo: Upload computer data Myanmar: Find Yong-jun Kim's briefcase South African Freedom Medal [Sweeper 12 gauge] All missions: No collateral damage Earn Stone's Medal of Courage Earn Carthage Exemplary Service Tribute Belarus 1: Escort all workers to safety (Team) Lorelei: Rescue level 5 salvage personnel President's Official Liberty Award [DSC-1] Carthage 3: Complete DPE order on Masson Italy: Assassinate Dimitri by the bell tower at 3:00 PM Belarus 1: Eliminate Zhidkov Kyrgyzstan: Poison Saydahmat's water chalice Myanmar: Eliminate Than Muang Great Lakes Service Medal [MDS-k PDW] Carthage 1: Complete all objectives Carthage 2: Complete all objectives Carthage 3: Complete all objectives Yemen 1: Photograph Fadhil's files Zurich: Obtain ALA financial records Kinshi Kunsho: Order of the Golden Dragon [SPA-12 shotgun] Earn Republic of Korea Service Award Kyrgyzstan: Complete all objectives Tokyo: Complete all objectives Myanmar: Complete all objectives The Golden Cross of Russia [TH3 Blaster] Belarus 1: The Golden Cross of Russia Belarus 2: The Golden Cross of Russia Kyrgyzstan: Complete all objectives Yemen 1: Photograph Fadhil's files Minsk: Complete all objectives Montenegro: Find evidence linking Niculescu to Syphon Filter Ukraine: Complete all objectives Mossad Friend to Peace Medal [Galil SG-1] Earn Karkadann, Alima's Unicorn Charm Kyrgyzstan: Eliminate Zayed Al Dhahiri United Nations Peace Award [C11] Cure the Omega Strain --------------------------------------------------------------------------- 6. Omega Strain Carthage 1: Scan tissue sample Carthage 2: Obtain Mujari's recorder Belarus 1: Take tissue sample from cow carcass Belarus 1: Take mill documents from safe Belarus 2: Obtain sewage sample Yemen 2: Obtain Yushchenko's viral container Minsk: Acquire Omega Strain serum Lorelei: Collect original virus sample Tokyo: Obtain sample Ukraine: Find Omega Strain DNA code *************************************************************************** V. Blah, blah... This is where I just talk on and on about stuff; some topics are related to the game, others are not. --------------------------------------------------------------------------- 1. Me, Myself, and I... and Moi I made this FAQ on a request. Well, sorta. Someone asked me whether or not I was going to write one, to which I said no. Then, I realized that there wasn't a source where players can get info on the game; so, motivated by all those times during the game that drove me crazy, I decided to write this thing. If you're wondering, the most annoying part of making this thing was getting all the damn info for the weapons. I have eight characters: four male, four female, all named Cole. Why? Because that's my name, and I like having the same contact list. As for contacts... I have none. Well, okay, here's one: spam_account_101@yahoo.com Feel free to contact me with requests ("I think your guide would be better if...") and stuff like that. --------------------------------------------------------------------------- 2. Cheapness Gas Multiplier If you join a game online, there's a bit of a glitch that results in the number of kill or KOs you get via gas weapons getting a boost. If you know that an enemy will spawn in an area, throw a grenade at the area where he'll show up. It may be due to lag or whatever, but you'll get more credit than you deserve for the kill/KO. For example, when you scan the tissue sample in Carthage 1, you have to defend the power generator. Now, just above the small area with the generator is a building where the enemies will spawn (and attack). You'll only see a handful of enemies from that location; however, if you go online and toss a gas grenade up there, you'll end up raking in dozens of credits. If you can keep the rooftop filled with sarin gas for the 1 minute the tissue sample scanner needs (meaning you'll need someone else to defend the area from the other enemies while you keep tossing the gas up there when necessary) you can rake in 100+ grenade kills. 1) Only works with either DormaGen or Sarin 2) Only works online 3) You must have another player in the area with you 4) You must kill/KO the enemies as they are spawning. Works best in Carthage 1, Carthage 2, and Yemen 2. Raking In Head Shots Check out map 2.1. Between the third viral container and the power room is an entrance to the large, pump room. From that point you can view of two pipes , both of which have respawing enemies. Meaning you can get a dozen+ easy head shots. Simply exit to the sewers and then back to the pump room entrance to repeat. There also a (funny) spot in Carthage 1 where you can do this. Online, grab a C4 and head for Proust, but don't kill him. Instead, head for the door that leads to the stand where he's camping. Now, turn around and look at the vent you used to enter this place. An enemy will spawn. Kill him and then turn around (face away from the vent), and look back at the vent. The enemy will perpetually respawn. Just make sure your teammates don't complete any of the objectives. Raking In Knife Kills Map 2.1 again. The pipe that has the guy with the 3rd viral container is connected to the guy that had the 2nd viral container. Every time you go from the 3rd container pipe to the 2nd (you'll have to climb) a guy with a shotgun will drop down. The maximum number of rounds he can fire before having to reload is 5 (he usually reloads sooner). Time your knife attack for the reload time. After he falls, go to the area where he first dropped down. Two more guys will follow him, making for very easy and fast kills (unless they have the long death animation). If you don't feel like Carthage 2, try online Carthage 1. At the start, get the C4 and go for the subway, and make sure that the other players are on the streets. Just keep running back and forward on the rails, stabbing the enemies on your way. It's strange, but the IQ level of the enemies take a sharp drop while you're doing this, as they won't fire at you right away (or ever, sometimes), making them easy prey. Smoke Grenade + AU300 Mod-R = God Simply put, you can see them, but they can't see you. This combo is effective against every enemy in the game, except against tanks. It also doesn't work when on an elevator (Ukraine, level 3) since the smoke doesn't move with the elevator. But, everyone else (which includes Ryusaki and those armored freaks) is vulnerable. --------------------------------------------------------------------------- 3. FYI The highest rank you can obtain playing only offline is C6. The highest rank you can obtain playing only online is C1. If you're hosting the game, you can kick out other players by going to the options menu. If you complete a stage offline, you can access the next stage online, and vice versa. The only exceptions to this are the bonus stages which you unlock by obtaining par times before the stage, and the Lorelei, which you unlock by completing Minsk. A triple-headshot is possible. Anything beyond that is possible, in theory, but good luck trying to get the enemies to not kill each other. If you found the Carthage stages a bit out of place, that's because it was originally supposed to be set in Toronto. Canada officials weren't too happy with that idea, so it was switched to Michigan. Thing is, the city doesn't exist. There is a Carthage in the nearby state of Illinois, but not in Michigan. Omega Strain is the last game in the Syphon Filter series. But, no doubt Gabe and the rest of the agency will make a return for another series. The founder of Sony Bend is Mark Blank - He is the genius behind the classic text adventure, "Zork." --------------------------------------------------------------------------- 4. FAQ A) Should I get this game? If you like 3D action games, then yes. If you don't like 3D action games, then no. There are numerous game magazines out there (such as Game Informer). If you want to know whether or not you should get this or any other game; you should really read their reviews instead of asking someone who has nothing on the line when giving out opinions. B) What's the best weapon? Depends on scenario, but, overall, I'd have to say the C8 Rifle. C) How is rank determined? Think points. Think of completed objectives, commendations, ratings, special ratings, and awards as having a set amount of points. Now, think of each rank having a predetermined amount of points. In order to reach a rank of x, the sum of your points must at least be y. D) Are there cheats for the game? Yes, there are. I abhor cheating, so you're on your own to find them. Some people have said that cheating prevents some par times from being achieved, so, if you're stuck online, try to obtain the rank of C6 before you use cheats. As for cheating online, you have no right to alter the game experience of other players, so the "My game, my cheat device, I can do whatever I want" BS excuse doesn't work here. Offline, you're only affecting yourself, but you don't have the right to affect others online, especially when SCEA itself doesn't tolerate online cheats. E) May I send you an invite for my contact/cell? Sure, you're free to send an invite... But, I guarantee you that I'll reject it. I have this thing about only accepting it from people I've played with and like... --------------------------------------------------------------------------- 5. Version Version 1.0 of the guide. (6/6/04) Version 1.1 (6/12/04) - Corrected errors, added missing weapons. Version 1.2 (6/24/04) - Corrected errors, added more comments/strategy Version 1.3 (7/2/04) - Re-evaluated strategy/ratings, added more content Version 1.4 (7/19/04) - Same editing as above Version 1.5 (8/16/04) - More stuff, and... page numbers! Version 1.6 (9/27/04) - Search terms, overhaul of weapons section. Additional [detailed] comments on walkthrough. FAQ section added. Version 1.7 (10/25/04) - Overhaul of team sections; speed run added --------------------------------------------------------------------------- 6. Cred This guide could not have been possible w/o the good people at SCEA and SONY Bend... Let's all hope that they give me more reasons to thank them by providing some (free) downloadable content.