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OFFICIAL GAME GUIDE 


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BASED ON A GAME 
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TABLE OF CONTENTS 


PRIMA GAMES 

A Division of Random House, Inc. 
3000 Lava Ridge Court, Suite 100 
Roseville, CA 95661 
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www.primagames.com 


PRIMA 


The Prima Games logo is a registered trademark of Random House, Inc., 
registered in the United States and other countries. Primagames.com is a 
registered trademark of Random House, Inc., registered in the 
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© 2006 by Prima Games. All rights reserved. No part of this book may be reproduced or 
transmitted in any form or by any means, electronic or mechanical, including 
photocopying, recording, or by any information storage or retrieval system without 
written permission from Prima Games. Prima Games is a division of Random House, Inc. 

Product Manager: Mario De Govia 

Editor: Amanda Peckham 

© 2006 Ubisoft Entertainment. All Rights Reserved. Ghost Recon, Ghost Recon 
Advanced Warfighter, the Soldier Icon, Ubisoft, Ubi.com and the Ubisoft logo are 
trademarks of Ubisoft Entertainment in the US and/or other countries. PC version 
developed by Grin. 

Xbox, Xbox 360, and Xbox Live are either registered trademarks or trademarks of 
Microsoft Corporation in the United States and/or other countries. 

All products and characters mentioned in this book are trademarks of their respective 
companies. 

Please be advised that the ESRB Ratings icons, “EC,” “E,” “E10+,” “T,” “M,” “AO,” and “RP” 
are trademarks owned by the Entertainment Software Association, and may only be 
used with their permission and authority. Eor information regarding whether a product 
has been rated by the ESRB, please visit www.esrb.org. Eor permission to use the 
Ratings icons, please contact the ESA at esrblicenseinfo.com. 

Important: 

Prima Games has made every effort to determine that the information contained in this 
book is accurate. However, the publisher makes no warranty, either expressed or 
implied, as to the accuracy, effectiveness, or completeness of the material in this book; 
nor does the publisher assume liability for damages, either incidental or consequential, 
that may result from using the information in this book. The publisher cannot provide 
information regarding gameplay, hints and strategies, or problems with hardware or 
software. Questions should be directed to the support numbers provided by the game 
and device manufacturers in their documentation. Some game tricks require precise 
timing and may require repeated attempts before the desired result is achieved. 

ISBN: 0-2615-5193-X 

Library of Congress Catalog Card Number: 2005906154 
Printed in the United States of America 
06 02 08 09 GG 10 9 8 2 6 543 2 1 


Training and Tactics 

...2 

Downtown 

..68 

Integrated Warfighter 


Santa Fe Hills 

...22 

System 

...2 

Chapultepec Park 

...25 

Combat Fundmentals . . . 

...2 

Chaputlepec Palace 

..28 

Battlefield Assets 

...4 

Shanty Town 

...81 

The Cross-Corn 

...4 

Industrial District 


Advanced Tactics 

...5 

Revisited 

..84 

The Arsenal 

...9 

Suburbs Revisited 

..82 

Assault Rifles and 


Zocalo Plaza 

..91 

Submachine Guns 

...9 

Downtown Revisited 

..92 

Grenade Launchers and 


Xbox Multiplayer 

.100 

Anti-Tank Weapons 

..12 

.100 

Game Options 

Sniper Rifles 

..14 

.105 

Xbox Maps 

Light Machine Guns 

..15 

.142 

Xbox 360 Multiplayer 

Other Weapons 

..16 

.145 

Game Modes and Types 

Xbox 360 Walkthrough 

..18 

.149 

Map: Old Town 

Retrieve the Package . . . 

..18 


Coup D'etat 

..22 

Map: Wharf 

.159 

VIP 2 is Down 

..26 

Map: Treasury 

.120 

Strong Point 

..29 



..33 

Map: Temple 

.129 

Mayday! Mayday! 

Ready for Bear 

..36 

Map: Boneyard 

.186 

Quarterback 

..40 

Map: Desert Gulch 

.193 

Guardrail IX 

..45 

Map: Dry Dock 

.199 

Bulldog 

..49 


Fierce Resistance 

..53 

Map: Fishing Village 

.204 

NORAD on the Line 

..5? 

Map: Nowhere 

.209 

Xbox Walkthrough 

..61 

Map: Rocky Cove 

..214 

Industrial District 

..61 


Suburbs 

..65 




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Training and Tactics; 

lJD 


Introduction 

In the year 2013, the heads of the Mexican, Canadian, and U.S. 
governments meet in Mexico City to sign the North American Joint 
Security Agreement (NAJSA). But all hell is about to break loose as 
elements in the Mexican military take drastic steps to prevent the 
signing of the treaty. Captain Scott Mitchell and his Ghost Squad are 
about to find themselves in the middle of a military coup.. .and the 
stakes couldn’t be any higher. 

Welcome to Tom Clancy’s Ghost Recon Advanced Warfighter, the 
latest installment in the popular series that helped define the tactical 
shooter genre. In this guide, we take an in-depth look at the Xbox and 
Xbox 360 versions of the game, covering the single-player campaigns 
as well as all multiplayer maps and game modes. There have been 
some major changes and improvements to all aspects of gameplay, so 
even if you’re a Ghost veteran, browse through this chapter to review 
the new features offered by the Integrated Warfighter System. 
Information on all the weapons can be found in the next chapter, 
followed by the single-player walkthroughs and the multiplayer 
section. So set aside your gear for now, soldier, and read up! 

The Integra'fced Warfigh'fcer 


Movement 


All movement is controlled with the two analog sticks. Use the left 
analog stick to move forward, backward, and step sideways. This stick 
also controls speed. For instance, gently pushing the stick forward 
causes you to walk, while pushing the stick completely forward makes 
you run. The right analog stick controls where you’re looking or 
aiming— up, down, left, or right. If you’re new to this sort of game, 
getting used to the controls can take some practice. But after a few 
minutes of gameplay, you’ll get the hang of it. 


All members of the Ghost Recon team are equipped with the 
Integrated Warfighter System (IWS), the latest in military technology. 
This high-tech system provides all units in the battlefield with 
constant situational awareness updates, including reconnaissance, 
enemy positioning objectives, and status of friendly forces. The IWS 
helps you detect, monitor, and eliminate enemy forces, and it 
provides you with all the information you need to form attack 
strategies. 


Stance 

Standing is the default stance, 
allowing for the quickest 
movement and decent weapon 
accuracy. Crouching reduces 
speed considerably, but constricts 
the weapon’s aiming reticle, 
indicating a more stable shooting 
stance. Stealth is also increased 
when crouched, allowing you to 
more easily evade detection, even if you’re not hiding behind an 
object. In the Xbox 360 version, you can also drop prone. Crawling in 
the prone position is the slowest form of movement, but it’s also the 
most stable shooting stance, capable of enhancing the accuracy of 
any weapon. Light machine guns and sniper rifles benefit greatly from 
the prone stance, allowing the shooter to better manage the weapon’s 
weight and intense recoil. While prone, it’s also possible to roll 
laterally. This is useful for quickly moving in and out of cover without 
switching stances. For example, try rolling around a corner to engage 
hostiles and then rolling back behind cover to reload. 


I Combat Fundamentals 

H Before setting out on your first mission in Mexico City, take a few 

_ minutes to review the basics of movement, importance of cover, and 

principles of weapon deployment. 


S 


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Cover 


Surviving firefights relies heavily on your ability to utilize cover. It’s easy 
enough, too. Simply put a sturdy object between yourself and the 
incoming bullets. In both versions of the game, it’s possible to peek 
around your cover in an attempt to spot and engage a threat. However, 
the mechanics of the processes are a bit different. On the Xbox, you lean 
around corners by holding down dD and use the right analog stick to 
peek left or right. In the Xbox 360, you enter cover mode by pressing up 
against an object. Once in cover mode, you can move along the object 
and peek around the sides by moving to the object’s corners. You can exit 
cover mode by pulling away from the object or pressing Q. Be careful 
when choosing an object to hide behind, as all forms of cover are not 
equal. For best results, seek out objects constructed from heavy 
materials like steel, stone, or concrete. 


Optics 



The Integrated Warfighter’s optic system benefits from both low-light 
amplification and thermal imaging. In the Xbox 360 version, the 
Enhanced Night Vision Goggles (ENVG) conveniently combines both 
technologies in one package. The two imaging options are separated 
in the Xbox version, allowing you to toggle between Day View and 
Night View. Activate these optics when entering low-light 
environments or when you need help spotting threats. Thermal 
imaging allows you to see the heat signatures of enemies and 
vehicles, even when obscured by fog, smoke, or thin materials. 



Weapons Training 

The Ghosts have a variety of weapons at their disposal, each capable 


of inflicting serious damage. Take a moment to review their functions 


and capabilities. 



FIREARMS 


Although each firearm in the Ghosts’ arsenal has unique 
characteristics, they all function similarly. Simply center a target in the 
aiming reticle on the HUD and squeeze the trigger. The aiming reticle 
shows where your bullets are likely to hit. This circle constricts and 
expands based on movement, stance, and weapon recoil. Eor example, 
the circle expands to its largest size when running while firing an 
automatic weapon. It shrinks to its smallest size when stationary and 
prone— or crouched in the Xbox version. As a result, your weapon is 
most accurate when fired from a stationary and stable stance. 


Most firearms have different firing modes governing how many 
rounds are fired with each trigger pull. These modes include 
automatic, semi-automatic, and burst. To conserve ammo and reduce 
the effects of recoil, consider operating your weapons in semi- 
automatic or burst modes. If automatic is the only setting available, 
fire in short bursts to keep the weapon on target. Monitor the 
expansion of the aiming reticle while firing. As it grows, lay off the 
trigger and wait for it to shrink before firing another burst. 


When peering through 
a weapon’s scope, hold 
your breath to steady 
your aim and always go 
for head shots to 
guarantee a kill. 




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The Ghosts have access to two different types of explosives: 
fragmentation grenades and C4. In the Xbox 360 version, frag grenades 
can be thrown at varying distances based on the amount of time the 
trigger is depressed. For a long throw, hold down dD for a few seconds, 
then release. A short toss can be accomplished by tapping dD— just 
make sure you’re behind cover when using grenades in close-range 
engagements. Grenades are thrown with consistent force in the Xbox 
version, no matter how long dD is held down. The grenade will not be 
thrown until dD is released, nor will it explode in your hand. It’s 
equipped with a 4-5-second fuse, activated when thrown, allowing it to 
bounce and roll around. Grenades are most effective against infantry, 
but can also damage vehicles. Try tossing them beneath vehicles to 
maximize the damage. If you throw the grenade directly at a vehicle, it 
will probably bounce off, landing several feet away from the target. 

C4 is a more specialized explosive, used primarily to destroy 
enemy equipment and vehicles. In most cases, the deployment of C4 
is associated with the demolition of a specific objective. These 
charges are equipped with a timer that is set automatically when the 
explosive is stuck to an object. As the timer ticks down, run away and 
seek cover before the charge detonates. In the Xbox version, a second 
type of C4 charge is available with a remote detonator. These charges 
can be placed anywhere and are useful for staging ambushes or 
destroying enemy vehicles. 

FIXED WEAPONS 

Sometimes standard hand-held 
firearms aren’t enough to hold 
back the enemy. In such 
instances, get familiar with fixed 
weapons such as the M60 and the 
Blackhawk-mounted mini-gun. 

Mounted M60 machine guns are 
scattered across the battlefields in 
the single-player campaigns. 

These guns are often manned by hostiles, but you can also use them. 
The presence of these weapons usually hints at an upcoming 
challenge that requires heavy firepower. So always keep your eyes 
peeled for these machine guns and put them to use whenever 
possible. In the Xbox 360 version, you have the opportunity to make 
several gun runs in the Blackhawk using the door-mounted mini-gun. 
This rapid-firing behemoth uses rotating barrels to unleash a barrage of 
automatic fire. It takes a second or two for the barrels to begin 
spinning, so prepare for a slight warm-up delay after pulling the trigger. 



These fixed weapons are much more stable than their hand-held 
counterparts, capable of accurate, sustained fire. They also have 
unlimited ammo. But they have a tendency to overheat, leading to 
misfires and complete malfunction. Watch the weapon’s heat meter in 
the bottom right corner of the screen, and fire in short bursts to keep 
the temperature low. 


In the Xbox version, teammates can use fixed 
machine gun positions. When possible, put a 
team member behind a machine gun while you 
provide support with a sniper rifle. 


Ba'fc'fclefield Asse'fcs 

As you run low on ammo and sustain injuries on the battlefield, watch 
for the following resources positioned around the map. 

Rally Points 



In the Xbox 360 version, rally points are set up by supply trucks, 
allowing you to change teammates and weapons. There are five 
different classes of teammates, but not every type is represented at 
each rally point. Each class carries a specific weapon: 

• Rifleman: Each rifleman carries a scope-equipped assault rifle; 
good for short to mid-range infantry engagements. 

• Grenadier: The grenadier’s assault rifle/grenade launcher combo 
is useful when facing a variety of threats, including lightly 
armored vehicles. 

• Gunner: Equipped with a light machine gun, the gunners can lay 
down heavy suppressing fire, but lack the precision of the other 
classes. 

• Marksman: This is your sniper. Their high-powered rifle is great 
for long-range kills, but practically worthless in firefights. 

• Anti-Tank Gunner: The anti-tank gunner carries the Zeus MPAR, a 
vital weapon system used to destroy heavily armored vehicles, 
such as APCs and tanks. 


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Choose your three team members carefully, as each choice impacts 
the offensive capabilities of your squad. Rally points also allow you to 
choose from three different primary weapons. When possible, choose 
a weapon that compliments your team’s firepower. For instance, if you 
don’t have a grenadier, choose a weapon with a grenade launcher. 
After visiting a rally point, any personal and team injuries sustained 
during combat are healed. 

Ammo Boxes/Kit 

Ammo boxes and kit containers 
are like mini rally points, without 
the team swap functionality. They 
appear on the tactical map as 
green triangles. As the names 
imply, ammo boxes allow you to 
stock up on fresh magazines and 
kit containers hold between one 
and three primary weapons. Kit 
containers are usually strategically positioned when it’s necessary to 
swap weapons to pass a certain area. When used, both boxes 
distribute health to you and your team. 



Supply Points 

Supply points are unique to the 
Xbox version, are distributed 
throughout the single-player 
maps, and appear as green 
diamonds on the map. These 
compact units restock your 
ammo. Flealth is only restored at 
supply points when playing on 
easy and normal difficulty levels. 
You can also save your mission pi 



at these points. 


The Cross-Corn 



As Ghost Leader, you’re in control of a variety of military support 
elements, all accessible through the cross-corn. This communications 
system links you to yourteam and all surrounding elements. 

Targeting information is shared instantaneously among all connected 
elements in the form of intels— red diamond icons that appear on your 
FlUD and tactical map. Each unit in the cross-corn network is informed 
of all known intels, whether individual line of sight is established or 
not. This powerful system is extremely useful, especially when its 
capabilities are fully exploited. 



T , 



i 


The cross-corn window is located in the upper-left corner of the 
FlUD. This window shows the currently selected support element as 
well as a camera view from the asset’s perspective. You can cycle 
through the available support elements by pressing <D and O on the 
D-pad. In all, there are three levels of support available: near support, 
ground support, and air support. 



The Ghost squad makes up the near support element and is the 
primary recipient of your orders. Once selected in the cross-corn, the 
Ghost Squad can be ordered to advance by pressing A or regroup by 
pressing (^. When ordering the squad to advance, simply aim where 
you want them to move, then press A- Always make an effort to 
move yourteam members behind some piece of cover. In urban 
settings, make frequent use of building corners— the squad will 
automatically assume a cover position and peek around the corner to 
scan for hostiles. You can also control the aggressiveness of the 
squad by changing their rules of engagement (ROE). The default ROE 
setting is recon. In this mode they report the presence of hostile units 
and only fire if fired upon. Assault mode allows the squad to engage 
all hostiles on contact. This is useful when attacking or defending. Eor 
the most part, you want to keep the ROE set to recon to stealthily 
gather all Intel before directing follow-up actions. 


NOTE 


Near Support; Ghost Squao 


In the Xbox version, Ghost squad is split into three 
fire teams: Alpha, Bravo, and Charlie. You’re in 
direct control of Alpha team, with the ability to 
issue specialized orders to Bravo and Charlie 
through the cross-corn interface. Bravo sometimes 
requests go-codes before moving out to a new 
location or destroying an objective. Listen for their 
requests and issue orders. Charlie is your sniper 
team. When Charlie is available, stay out of sight 
and call out targets for them. 



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TIP 


Ground Support 


The air support element consists of UAV drones, Apaches, Blackhawks, 
and even F-15s. In the Xbox 360 version, the UAV drone is a critical 
intel-gathering asset. Fly it over enemy positions at low altitude to 
spot hostile ground units. All new Intel appears on your FlUD and 
tactical map instantaneously. The UAV drone can be shot down easily 
by enemy troops, so minimize its time at low altitude and be ready to 
move it to a safe position, preferably behind a tall building. The Apache 
is available in both versions and is armed with Flellfire missiles and a 
30mm chain gun, making it effective against both armor and infantry. 
The Blackhawk is unique to the Xbox 360 as an air support asset and 
uses its mini-gun to engage ground targets. Larger scale air strikes 
are available in the Xbox version via the F-15. Unlike the weapons 
carried by the Apache and Blackhawk, the F-15 drops large laser- 
guided bombs with massive blast radiuses— keep your distance. 


Advanced Tactics 

The urban-based single-player campaigns require a heightened sense 
of awareness and tactical know-how to make it through unscathed. 
Now that you have a firm understanding of the basics, here’s a few 
advanced tips and tactics to help you get started. 

Cover Assessment 


Ground support comes in the form of Strykers, M2 Bradleys, and Ml 
tanks. Select these elements on the cross-corn and put their 
devastating weapons to work on clearing a path for your team. The 
Stryker and Bradley are ABCs equipped with rapid-firing 25mm auto- 
cannons capable of shredding both infantry and light armored 
vehicles. Ml tanks sport a massive 120mm cannon, ideal for 
knocking out enemy tanks and other vehicles. In the Xbox 360 
version, each vehicle has a gunner operating a .50-caliber machine 
gun in the turret, providing a bit more offensive versatility. Flowever, 
the gunner is vulnerable to enemy fire, so keep the vehicle a safe 
distance from hostile infantry. 


Air Support 


Choose your cover carefully. Cars are plentiful in the city, but they 
don’t offer the best cover due to the large window openings. Fliding 
behind a tank full of gasoline is never wise either. Instead, seek out 
solid steel and concrete objects. Low walls are decent as long as you 
stay crouched behind them. Instead of standing up and firing over low 
pieces of cover, remain crouched and fire around them to maintain a 
low visible profile and greater weapon accuracy. 


Corner Positions 

Always use corner positions to 
scout ahead. Peek around corners 
before walking out into a new 
area— crouch down before peeking 
to minimize your exposure. Team 
members perform the same action 
when moved to a corner. Assuming 
the ROE is set to recon and they’re 
not spotted, they’ll report back, 
updating your FlUD and tactical map with fresh intels. 


Use the tactical map 
to call out targets for 
supporting units in the 
Xbox 360 version. 
Rotate and tilt the 3-D 
map to get a better 
view of the target’s 
position and elevation. 


e 


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Smoke, then Fire 



Smoke grenades are part of your standard-issue equipment in the 
Xbox 360 version. Although they’re great for concealing movement, 
they can also be used offensively when combined with the Warfighter’s 
thermal imaging optics. Toss a smoke grenade in front of an enemy 
position and wait for the smoke screen to form. Then, activate your 
thermal-enhanced night vision goggles. Enemies can’t see through the 
smoke, so they won’t fire at you. But the thermal imaging optics allows 
you to see their heat signatures. Steady your aim and fire before your 
smoke screen thins out. This same tactic can be used in the Xbox 
version when artillery drops smoke on your position. 


Fix and Flank 



The enemy Al responds realistically to coming under fire by seeking 
cover. While behind cover, they peek out occasionally and take shots 
at you and your team. Eliminating enemies behind cover can be 
difficult if they’re well concealed. Your best option is to flank them 
from a different angle. Start by firing on the covered hostile to keep 
his head down. Meanwhile, order your team to a flanking position. It’s 
important to keep the enemy pinned with suppressing fire until your 
team is safely behind cover. As your team gets closer, the enemy may 
attempt to flee, inadvertently stepping into your line of fire. If the 
enemy stays put, move to a different flanking position while your 
team suppresses. Continue moving and suppressing until the enemy 
is dead, or until you’re within hand grenade range. 




'iJi 




Ambushes 


I, 


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Vehicle Engagements 

Enemy vehicles pose a serious threat to your team and support 
assets. When possible, call in heavy support to eliminate vehicles. But 
there are instances when you have no choice but to deal with them on 
your own. Elere’s some pointers on destroying the various enemy 
vehicles you encounter during the campaign. 


LIGHT SKINNED VEHICLES 


4 - J 

Stealth is the key to staging any successful ambush, so it’s important 
you keep the ROE set to recon and stay out of sight to avoid tipping off 
the enemy. Make sure your squad members have a good angle on the 
targets and then order them to engage. Join the fight from a different 
position, preferably catching the enemies in crossfire. In the Xbox 
version, issuing go commands allows for a bit more precision, 
ordering your team member to watch a specific target until you give 
the kill order. Target a second enemy, then give the engage order as 
you fire on your target. Remote detonated C4 charges can also catch 
the enemy off guard, particularly when engaging convoys. Destroy the 
lead vehicle in the convoy and then open fire on the suddenly stalled 
vehicles to the rear. 


Both troop trucks and Panhards can be destroyed with small arms 
fire, but it will take several seconds of intense team fire before they 
go up in flames. Grenades (either tossed or launched) and light 
machine guns can speed up the process. Try to destroy trucks before 
they can come to a stop and unload their reinforcements. Panhards 
can be neutralized (but not destroyed) by picking off the machine 
gunner on the vehicle’s top-mounted turret. 


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PRIMAGAMES . COM 











Destroying APCs, artillery units, and tanks require heavier weapons, 
as their thick armored hulls are resistant to small arms fire. The 
MOWAG and Bradley APCs used by rebel forces can be damaged and 
even destroyed by consecutive hits from grenade launchers and the 
Blackhawk’s mini-gun. Still, avoid toe-to-toe engagements with these 
vehicles as their weapons can chew up your squad in record time. 
When it comes to taking out Ml tanks, you need the Zeus MPAR or 
support from friendly armor and air units. Self-propelled artillery and 
anti-aircraft units pose no immediate threat to you or your team, but 
they’re usually well guarded. Destroy them with C4 charges or 
explosive rounds from the M109. 


Attack and transport helicopters are another serious threat that must 
be dealt with quickly. Usually you encounter these air units in areas 
where fixed M60 machine guns are positioned nearby. These rapid- 
firing stationary weapons are the quickest way to knock enemy 
choppers out of the sky. In a pinch, Zeus MPAR rounds can also 
cause heavy damage— if you can score a hit. In the Xbox version, 
these anti-tank rockets can lock onto vehicles, so don’t fire until you 


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HELICOPTERS 


LIGHT AND HEAUY ARMOR 






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The Arsena 


The Ghosts operate in a world of constant danger. Like all 
professionals, they have a set of tools used to start and finish every 
job. Weapons are their tools, and this chapter is a guide to their lethal 
arsenal. Each weapon has specific functions and characteristics. 
Before jumping into action, take some time to familiarize yourself with 
the different weapons and identify the ones that best fit the task at 
hand, as well as your style of play. 


Assault Rifles and 
Submachine Guns 

Assault rifles and submachine guns make up the majority of primary 
weapons available to the Ghosts. Included in the arsenal are classic 
favorites such as the AK-4?. But there are also a number of high-tech 
weapons, such as the camera equipped MR-C LW, designed to give the 
Ghosts the edge in any combat situation. 




36K Carbine 




AMMO: 5.56 X 45mm 

MAGAZINE CAPACITY: 30 

FIRE MODES: Automatic, Semiautomatic 

Z00M:2X 


The standard rifle of the German special forces, the 36K is a 
lightweight assault carbine. It features a built-in red-dot sight. 


NOTE 


The 3BK Carbine is used by the Mexican rebels in 
the single-player cannpaign. In the Xbox 360 
version, the weapon is readily available near dead 
rebels. Pick one up if you’re low on annnno or 
simply need a well-balanced rifle. 




AK-4'7 


u 


AMMO: ?.62x 39mm 

MAGAZINE CAPACITY: 30 

FIRE MODES: Automatic, Semiautomatic 

ZOOM: N/A 


The standard weapon of the former Soviet bloc since the 1960s, the 
classic AK-4? provides a reliable infantry weapon, although it is not 
known for its accuracy. 





NOTE 


The MPSSD’s integrated suppressor reduces 
sound and completely eliminates muzzle flash. 
This makes it a popular choice in multiplayer 
matches where stealth is critical. 


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FAMAS GS CXbox] 


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AMMO: 5.56 X 45mm 

MAGAZINE CAPACITY: 30 

FIRE MODES: Automatic, Semiautomatic 

ZOOM: N/A 


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The bullpup FAMAS G2 is the standard infantry rifle of the French 
Army. It is known for its high rate of fire. 


NOTE 


The AK-47 is one of the most powerful assault rifles 
available. If you’re looking for maximum power try the 
SCAR-H. The AK-47’s low accuracy is a serious 
liability, particularly when fired automatically. Fire in 
short bursts from a crouched or prone position to 
control this beastly rifle. 






MP5SG CXbox 3G03 


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AMMO: 9 x 19mm 
MAGAZINE CAPACITY: 30 


FIRE MODES: Automatic, Three-Round Burst, 
Semiautomatic 


ZOOM: N/A 


Compact and whisper quiet, this submachine gun is reliable and 
deadly in close-range engagements, but lacks the power and accuracy 
of most rifles. 


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The MS rifles are some of the best weapons in 
the game, providing a near-perfect balance of 
firepower and accuracy. Whatever the situation, 
the MS is always a good choice. 


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MS Carbine 


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AMMO: 5.56 X 45mm 

MAGAZINE CAPACITY: 30 

FIRE MODES: Automatic, Semiautomatic 

ZOOM: 2X 

The M8 Carbine is the most advanced rifle available to the infantry. 
With a mostly polymer body, it is quick to aim and very accurate. 




MS AR CXbox} 


■L 


^AMMO: 5.56 X 45mm 


MAGAZINE CAPACITY: 100 


FIRE MODES: Automatic 


ZOOM: N/A 


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The Automatic Rifle (AR) variant of the M8 rifle is fed from a 100-round 
drum magazine and features a heavy barrel for sustained fire. 




MS CQC CXbox] 




AMMO: 5.56 X 45mm 

MAGAZINE CAPACITY: 30 

FIRE MODES: Automatic, Three-Round Burst, 
Semiautomatic 

ZOOM: 2X 

s 

The M8 Compact is a shortened version of the standard carbine. It is 
highly maneuverable, although less accurate than the other versions. 




MS SMR CXbox] 




AMMO: 

MAGAZINE CAPACITY: 30 

FIRE MODES: Automatic, Semiautomatic 

Z00M:2X 


The Squad Marksman Rifle (SMR) variant of the M8 features an 
extended barrel and advanced optics. Its light weight makes it quick 
to aim. 


CAUTION 


The three-round burst nnode of the A4 Rifle can 
be frustrating in nnultiplayer gannes set in 
confined areas. Weapons with an automatic fire 
mode work better in close-quarter encounters. 




A4 Rifle CXbox 360] 




AMMO: 5.56 X 45mm 
MAGAZINE CAPACITY: 30 

FIRE MODES: Three-Round Burst, Semiautomatic 
Z00M:2X 

A modern variant of the A2 rifle that has been in use with the U.S. 
Army for decades. It has good accuracy and low recoil, but is 
restricted to burst and semiautomatic fire. 


NOTE 


The M468 rifles have power similar to an AK-47, 
but with higher accuracy and a bit more control 
when firing automatically. 




M46S CXbox] 


AMMO: 6.8 X 43mm 

MAGAZINE CAPACITY: 30 

FIRE MODES: Automatic, Three-Round Burst, 
Semiautomatic 


ZOOM: N/A 


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The latest variant in the SPR rifle program, the M468 is chambered in 
the new 6.8mm cartridge; a heavy-hitting round with manageable recoil. 


Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 










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M468-SD CXbox 3603 




AMMO: 6.8 X 43mm 

MAGAZINE CAPACITY: 28 

FIRE MODES: Automatic, Semiautomatic 

ZOOM: 2X 


An updated version of the standard U.S. carbine, the M468-SD fires an 
updated subsonic version of the 6.8mm round for a good combination 
of lethality and quiet operation. 


NOTE 


The MR-C is the most well-rounded weapon in the 
game. Although it trails the MS rifles in accuracy, 
the MR-C makes up for it in a large magazine 
capacity and two selectable zoom levels. 




MR-C 




AMMO: 5.56 X 25mm 
MAGAZINE CAPACITY: 50 


FIRE MODES: Automatic, Three-Round Burst, 
Semiautomatic 


ZOOM: 2X, 4X 


The Modular Rifle-Caseless is a lightweight weapon with a large 50- 
round magazine. Although it maintains decent accuracy, its high rate 
of fire can make it harder to control than other infantry rifles. 




MR-C CGIC CXbox] 


■u 


AMMO: 5.56 X 25mm 
MAGAZINE CAPACITY: 50 


FIRE MODES: Automatic, Three-Round Burst, 
Semiautomatic 


ZOOM: 2X, 4X 


The Close Quarter Combat (CQC) version of the MR-C features a shorter 
overall dimension for better handling in tight, urban environments. 


NOTE 


In the single-player campaign, the MR-C LW can 
be held around corners or over low walls. This 
allows you to stay behind cover while monitoring 
or engaging enemies. 




MR-C LW CXbox 3603 


■u 


^AMMO: 5.56 X 25mm 



MAGAZINE CAPACITY: 50 



FIRE MODES: Automatic, Three-Round Burst, 
Semiautomatic 


ZOOM: 2X (camera) 

V 


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This variant of the MR-C has a camera attached to it. Although making 
it a bulkier weapon, it enhances the survivability of the soldier 
carrying it by allowing him or her to look around corners without being 
exposed. 




SA-80 CXbox 3603 


■j 


AMMO: 5.56 X 45mm 

MAGAZINE CAPACITY: 30 

FIRE MODES: Automatic, Semiautomatic 

ZOOM: 2X, 4X 


The standard rifle of the British Army, the SA-80 has recently 
undergone several reliability upgrades. It is a bullpup design that 
features a standard 4X optical sight. 




SCAR-L Carbine 


AMMO: 5.56 X 45mm 

MAGAZINE CAPACITY: 30 

FIRE MODES: Automatic, Semiautomatic 

Z00M:2X 




The SOF Combat Assault Rifle-Light (SCAR-L) was developed for U.S. 
special forces. It is built for dependability and versatility. 


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Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 




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AMMO: 5.56 X 45mm 

MAGAZINE CAPACITY: 30 

FIRE MODES: Automatic, Semiautomatic 


ZOOM: 2X 


This compact version of the SCAR-L has a shorter barrel with a 
suppressor attached for quiet fire. It is slightly less accurate and 
powerful than the standard model. 


NOTE 


The SCAR-H is extremely powerful, but is 
somewhat hindered by a 20-round magazine and 
harsh recoil. Operate the weapon in 
semiautomatic mode to conserve ammo and keep 
it on target. 







AMMO: P.62 X 51mm 
MAGAZINE CAPACITY: 20 
FIRE MODES: Automatic, Semiautomatic 
ZOOM: 2X 

The SCAR-H is the heavy hitting version of the SCAR, chambered for 
the Z62 NATO round. It has more stopping power and range, but less 
ammo and higher recoil. 


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AMMO: 5.8 X 42mm 

MAGAZINE CAPACITY: 30 

FIRE MODES: Automatic, Semiautomatic 

ZOOM: N/A 

Developed by China in the late 1990s, the Type 95 is a bullpup rifle 
that fires a high-velocity 5.8mm round. 


Grenade Launchers and 
Anti-Tank Weapons 

Grenade launchers give standard assault rifles a hefty offensive 
punch, particularly when it comes to engaging vehicles and large 
groups of infantry. All of the launchers fire high explosive grenades 
through a tube mounted beneath the barrel of the weapon. The arc-like 
trajectory of the launched grenade requires you to elevate the 
weapon’s barrel when firing on distant targets. At closer ranges, 
grenades can be fired directly at targets. Correctly ranging a grenade 
launcher takes some practice and a degree of intuition. But once 
mastered, you can nail targets at long range with devastating (and 
demoralizing) results. 


ft 


M8/M3SO 


■u 


AMMO: 5.56 x 45mm/40mm 

MAGAZINE CAPACITY: 30 

FIRE MODES: Automatic, Semiautomatic 

Z00M:2X 

The M8 Carbine with an M320 launcher is a lethal platform. While 
slightly bulky, this weapon provides fast and accurate fire. 


Im 


A4 RIFLE/M3SO 
CXbox 3603 


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AMMO: 5.56 x 45 mm/40 mm 
MAGAZINE CAPACITY: 30 

FIRE MODES: Three-Round Burst, Semiautomatic 
Z00M:2X 

An advancement of the classic A2/M203 combo in use since 
Vietnam, this platform provides lightweight and accurate direct and 
indirect fire. 


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MSS AAW CXbox] 


■L 


^AMMO: 25mm HE 


MAGAZINE CAPACITY: 6 


FIRE MODES: Semiautomatic 


Z00M:2X 


V 

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An outgrowth of the M29 program, the M25 Airburst Assault Weapon 
(AAW) is a semiautomatic grenade launcher. 


Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 





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M46B-SD/M3SO 


CXbox 3601 



AMMO: 6.8 x 43 mm/40 mm 

MAGAZINE CAPACITY: 28 

FIRE MODES: Automatic, Semiautomatic 

Z00M:2X 

V ) 


Combining a heavy grenade launcher with a suppressed weapon 
provides a maximum amount of tactical flexibility for diverse 
situations. 



Coupling the high rate of fire of the MR-C with a 40mm grenade 
launcher provides a tremendous amount of firepower. 




SA-30/M3S0 
CXbox 3601 


■j 


AMMO: 5.56 x 45mm/40mm 
MAGAZINE CAPACITY: 30 
FIRE MODES: Automatic, Semiautomatic 
ZOOM: 2X, 4X 

V ) 


Even with the addition of an under-barrel grenade launcher, the SA- 
80’s bullpup design provides a compact combat package. 




SCAR-I-/EGLM 
CXbox 3603 


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AMMO: 5.56 x 45mm/40mm 
MAGAZINE CAPACITY: 30 
FIRE MODES: Automatic, Semiautomatic 
ZOOM: N/A 

V J 


The SCAR-L is fitted with an under-barrel 40mm grenade launcher for 
heavy indirect fire. 


SCAR-L CG 
CXbox 3603 



^AMMO: 5.56 x 45mm/40mm ^ 

MAGAZINE CAPACITY: 30 
FIRE MODES: Automatic, Semiautomatic 
Z00M:2X 

V J 


This variant of the SCAR-L comes equipped with an under-barrel grenade 
launcher, making it a versatile and lethal weapon system. 



SCAR-H/EGLM 


^AMMO: 2.62 x 51mm/40mm 

N 

MAGAZINE CAPACITY: 20 


FIRE MODES: Automatic, Semiautomatic 


Z00M:2X 


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Coupling a grenade launcher with the 7.S2 NATO, SCAR-H produces a 
weapon that excels at long-range support fire. 


T-S5/M3SO 
CXbox 3603 



AMMO: 5.8 x 42mm/40mm 
MAGAZINE CAPACITY: 30 
FIRE MODES: Automatic, Semiautomatic 
ZOOM: N/A 

V J 


With an adapter, the T-95 mounts the lightweight M320 grenade 
launcher for heavy indirect fire support. 



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Zeus MPAR 


■L 


AMMO: 84mm HE 
MAGAZINE CAPACITY: 1 
FIRE MODES: Single Shot 
ZOOM: 2X 


The Zeus MPAR is a new anti-armor system designed to provide the 
portability of the AT4 within a multi-use reloadable package, capable of 
destroying armored vehicles. 


NOTE 


In the Xbox version, the Zeus MPAR can lock onto 
enemy vehicles. This makes it useful for destroying 
helicopters and other vehicles on the move. 


Sniper Rifles 

There is a variety of sniper rifles available for the diverse challenges 
you encounter in single- and multiplayer engagements. Campers will 
appreciate the power and accuracy of rifles like the M 10?, A550, and 
M95. Snipers on the move need a bit more versatility and will find the 
large magazine capacities of the AR-110 and SR-25 to their liking. 




AR-iiO CXbox] 


■u 


AMMO: ?.62 x 51mm 
MAGAZINE CAPACITY: 20 
FIRE MODES: Semiautomatic 
ZOOM: 4X, 8X 


The AR-110 is a semiautomatic rifle designed to provide accurate long- 
range firepower on the squad and fire team level. 




KJY-BB 



AMMO: 5.8 X 42mm 
MAGAZINE CAPACITY: 10 
FIRE MODES: Semiautomatic 
ZOOM: 4X, 8X 


The sniper variant of the Type 95 rifle was designed to replace the 
SVD. It fires the high-velocity 5.8mm round, and is both lighter and 
more accurate than the SVD. 


n 4 


MBS CXbox] 


AMMO: .50 caliber 
MAGAZINE CAPACITY: 5 
FIRE MODES: Bolt-Action 
ZOOM: 4X, 8X 




The M95 is a compact, bullpup, bolt-action sniper rifle designed to fit a 
powerful punch into a small package. 




M^07 CXbox 360] 


■u 


^AMMO: 12.7x99mm 


MAGAZINE CAPACITY: 10 


FIRE MODES: Semiautomatic 


ZOOM: 4X, 8X 


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Recently officially adopted by the U.S. military, the MIO? has long 
been in use as the heavy sniper rifle of choice, and features 
semiautomatic fire from a 10-round magazine. 




Mi OB CXbox] 




AMMO: 25mm HE 
MAGAZINE CAPACITY: 10 
FIRE MODES: Semiautomatic 
ZOOM: 4X, 8X 


A newly developed variant of the M 10? sniper rifle, the M 109 fires an 
explosive round and functions as an anti-material payload rifle. 


NOTE 


In the Xbox campaign, use the M109 to destroy 
vehicles and other objects slated for demolition. 
Whenever possible, use this rifle’s explosive 
rounds to destroy targets at long range — it beats 
using C4. 


Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 










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AMMO: P.62 X 51mm 
MAGAZINE CAPACITY: 10 
FIRE MODES: Semiautomatic 
ZOOM: 4X, 8X 


The PSG-1 has seen service as a police and special operations sniper 
weapon because of its extreme accuracy. 



AMMO: P62x 51mm 
MAGAZINE CAPACITY: 20 
FIRE MODES: Semiautomatic 
ZOOM: 4X, 8X 




Built on the standard A2 platform, the SR-25 fires a more potent round 
and features a heavy barrel for accurate fire. 


NOTE 


Like the AR-1 10, the SR-25 bridges the gap 
between assault rifles and sniper rifles. While it’s not 
as powerful as some of the other rifles in the group, 
the SR-25 benefits from a quick recovery rate due to 
its minimal recoil. This allows the shooter to keep 
their target in the crosshairs and fire quick follow-up 
shots. Consider choosing this weapon when dabbling 
with sniping in multiplayer games. 



AMMO: 127 x99mm 
MAGAZINE CAPACITY: 10 
FIRE MODES: Semiautomatic 
ZOOM: 4X, 8X 


Built for special operations counter-sniper and anti-vehicular fire, the 
SR A550 is both powerful and accurate at long ranges. 


I 


NOTE 


The powerful A550 is the rifle used for counter- 
sniping in the Xbox 360 version’s single-player 
campaign. When counter-sniping, a target’s 
silhouette is visible through the scope, even when 
the target is hidden behind cover. Engaging a 
target through cover significantly reduces the 
velocity of the bullet, as it must first pass 
through the cover material before entering the 
target. Therefore the bullet causes less damage 
than normal. However, you can ensure a kill every 
time by going for a head shot. 


Light Machine Guns 

The light machine guns all function similarly, with no clear favorite in 
the bunch. Their amazing rate of fire and high ammo capacity is offset 
by heavy recoil and inaccuracy. When possible, these weapons are 
best fired from a stationary crouched or prone position. 




M60 


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AMMO: 2.62 x 51mm 
MAGAZINE CAPACITY: 100 
FIRE MODES: Automatic 
ZOOM: N/A 


An updated version of a classic LMG, the M60 is designed for heavy 
suppression fire, fed from a 100-round belt. 




MGSi CXbox 360] 


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AMMO: 262 x 51mm 
MAGAZINE CAPACITY: 100 
FIRE MODES: Automatic 
ZOOM: N/A 


Although a very heavy LMG, the MG21 makes up for it by being very 
controllable in automatic fire. 


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MK4B LMG 


AMMO: P.62 X 51mm 
MAGAZINE CAPACITY: 100 
FIRE MODES: Automatic 
ZOOM: N/A 


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The MK48 is a newly designed light machine gun, designed to provide 
heavy firepower in a light and portable platform. 




T-B5 LMG 


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AMMO: 5.8 X 42mm 

MAGAZINE CAPACITY: 25 


FIRE MODES: Automatic 


ZOOM: N/A 


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A variant of the T-95 rifle, the T-95 Light Machine Gun features a ?5-round 
drum magazine and is a compact and maneuverable support weapon. 


NOTE 


Although the T-95 LMG only has a 75-round 
magazine and fires a relatively small round, the 
weapon is quite accurate when compared to the 
larger weapons in this class. 


Other Weapons 


MB PiSTOiyMBSO 


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N 

AMMO: 9 x 19mm 

MAGAZINE CAPACITY: 15 


FIRE MODES: Semiautomatic 


ZOOM: N/A 


V 

J 


The M9 pistol is the standard sidearm of the U.S. military. It has a high 
magazine capacity and low recoil. The SD variant is fitted with a suppressor for 
quiet fire, with a corresponding lessening of power and recoil. 


n B 


NOTE 


The M9 is surprisingly accurate, but is only 
effective at short range. Equip the pistol when 
your primary weapon is out of ammo or when 
you’re carrying a weapon that is not well suited 
for close range engagements, such as a sniper 
rifle or the Zeus MPAR. 




Frag Grenade 




This fragmentation grenade is the standard issue anti-personnel 
grenade used by U.S. forces. 


NOTE 


Frag grenades are great for taking out enemies 
hiding behind cover. Bounce them off walls or 
other surfaces to enhance their range. They also 
cause heavy damage to vehicles, often resulting 
in secondary explosions. 




Smoke Grenade 
CXbox 360] 


■L 


The basic smoke grenade continues to prove its worth on the modern 
battlefield by obscuring the enemy’s vision and allowing soldiers to 
maneuver without being seen. 


NOTE 


In addition to concealing movement, smoke is 
also useful whenever you’re pinned or facing 
superior firepower. Place a smoke screen 
between yourself and the enemy to halt incoming 
fire. You can then use your thermal vision to see 
through the smoke and engage the hostiles. 


Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 










M^S Chaff Grenade 
CXboxI 


tJ 


The M18 Chaff grenade is a prototype explosive used to paralyze 
electrical equipment such as vehicle engines, communications, and 
tracking systems. 



The U.S. Army’s M183 satchel charge contains a high amount of plastic 
explosives primed with a timed fuse. It can destroy armored vehicles. 


NOTE 


Chaff grenades can really screw up ycur HUD 
and connmunications. Even after the grenade 
explodes, it leaves behind an affected blast radius 
that continually interferes with any electronics 
that pass through it. This can come in handy in 
adversarial multiplayer games when you want to 
confuse and disorient your opponents. 


NOTE 


In many single-player missions, Mitchell uses C4 
charges equipped with timers. Even though these 
charges aren’t visible in Mitchell’s inventory, the 
explosives are automatically available during certain 
objectives. In the Xbox version, Mitchell can carry 
a second set of C4 charges that are equipped with 
remote detonators. These charges are ideal for 
ambushes or defensive situations where the enemy 
units have predictable movement. 



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PRIMA OFFICIAL GAME GUIDE 


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^LEGEND: 


O = Insertion Point 


4 = Rally Point 


□ = Ammo Box 


A = Kit Container 


O = Fixed Weapon 


— = Ingress Route 


— = Egress Route 


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^OBJECTIVES: 

\ 

1: Reach Ramirez's Position 


2: Move to Rally Point 


3: Locate Ramirez 


4: Reach Ramirez 


5: Extract with Ramirez 


V 

/ 


Retrieve the 
Package 


Mission Briefing 

While the U.S. president is signing a security agreement with the Mexican president, you are sent to the suburbs of Mexico City. Your orders are to 
neutralize a paramilitary group involved in the theft of Guardrail IX, a multifunction U.S. military black-ops communication asset. 


n B 


: Reach Ramirezes Posi'tion 



Use this pickup truck for cover while neutralizing the tangos north of the 
insertion point. Remember to hold your breath (dD) to improve accuracy. 


As you set down in Mexico City, Jose Ramirez is already on the ground 
monitoring an illegal arms sale involving members of the paramilitary 
group. You must reach his position to the north to provide backup. 

Start by moving north along the freeway off-ramp leading into the city. 
When you reach a dark green pickup truck on the right side of the 
road, take cover behind it and peek around the passenger side. There 
are three hostiles patrolling the intersection ahead. From your 
covered position, peer through your scope and eliminate all three 
tangos. Go for head shots to avoid a prolonged firefight. When all three 
threats are down, continue pressing north. Shortly after you pass 
through the intersection that you just cleared, Ramirez reports that 
he’s been spotted. Instead of moving to his position, FIQ orders you to 
move to a nearby rally point. 



Protected by copyright. Unauthorized or unlawful copying br downloading expressly prohibited. 







TIP 


This low wall provides excellent cover while engaging the three 
hostiles loitering just south of the rally point. 

The rally point shows up on your HUD and tactical map as a new 
objective marker located about a block northwest of your position. But 
don’t run directly to it. There’s another trio of tangos patrolling the 
area southeast of the rally point. Continue creeping north, using cover 
for concealment. Stay low and try to identify all three hostiles before 
opening fire. Make sure you’re behind some cover before lighting 
them up— there’s plenty of cover to choose from. Once the three 
tangos are down, proceed to the rally point as shown on the map. 


r 

Rally Point; 

Teammates 


Teammate 1 

Teammate 2 

Teammate 3 

Rifleman: Paul Smith 

Grenadier: Derrick Parker 

Gunner: Annibale Cruz 

Rifleman: Richard Allen 

Rifleman: Matt Beasley 
Grenadier: Bo Jenkins 

Gunner: KC Kirkland 
Gunner: Marcus Brown 



J 


You can pick up 
weapons dropped by 
enemies and clowned 


teammates. Stand 


next to the weapon 
you want to pick up 
and press Q. You 
automatically drop 


your primary weapon 
in exchange for the new one. 


The drone is extremely vulnerable to small-arms fire. If left above a 
hostile position, it is shot down within a few seconds. Once hostiles 
are detected, move it to a safe spot and make sure it’s at high 
altitude. 

After exiting the supply point menus, a drone tutorial begins, giving 
you control of the UAV Cipher. Follow the tutorial’s instructions to send 
the drone to the objective marker to the west. By dropping the drone 
to low altitude (CkD), it enters detection mode and can identify friendly 
and hostile units on the ground and relay the positions to your HUD 
and tactical map. While in detection mode over the objective marker, 
the drone spots Ramirez on the rooftop of a Tequila factory. This 
discovery prompts a new objective. But before moving out, return the 
drone to high altitude (dD) and move it back to your position. If you 
leave it over the factory, the enemy forces shoot it down. 


S: Move feo Rally Poin't 


The truck at the rally point allows you to select teammates and 
change weapons. Your health is also fully restored if you’ve 
sustained injuries. 

Move to the truck at the rally point to select your teammates and 
weapons. For the next leg of the mission, go with the default 
teammate selection of a rifleman, a grenadier, and a gunner. This 
provides a good mix of weapons. Next, select your own weapon load- 
out. You can only change your primary weapon this time, but it’s best 
to stick with the MR-C. Its 50-round magazine and scope comes in 
handy later. 


3: Locate Ramirez 




n a 


Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 


PRIMAGAMES . COM 











Clear the area just west of the freeway. A handful of tangos may still 
be hiding behind walls and vehicles, waiting to initiate an ambush of 
their own. Instead of moving in blind, use the drone to spot enemy 
positions. Once hostiles are identified, be sure to move the drone out 
of range before it can be shot down. Use the drone’s targeting info to 
stage your attacks. If necessary, use smoke grenades to conceal your 
team’s movement. When all threats are down, move north toward the 
objective marker at the railroad yard. 


Take out the sniper on this water tower before moving into the 
rail yard. 

Just before stepping into the railroad yard, HQ updates your objective 
once again. This time you’re instructed to move to Ramirez’s position 
on the rooftop of the Tequila factory for extraction. Stay south of the 
rail yard for now and locate the sniper on the water tower to the 
northeast. Zoom in and pick him off. If the drone is still airborne, move 
it over the rail yard and use it to scan for hostiles. Once you have an 
idea of where the tangos are positioned, cautiously enterthe rail yard, 
using the boxcars for cover. Stick to the western side of the yard as 
much as possible and engage the threats to the east. Slowly advance 
north, eliminating tangos along the way. 


Heavily damaged 
vehicles can explode. If 
a hostile is hiding 
behind a car or truck, 
use grenades or 
gunfire to set off a fiery 
explosion. Keep this in 
mind when using 
vehicles for cover. 


Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 


4: Reach Ramirez 

When advancing, move your 

team to corner positions. This 
keeps them behind cover while 
allowing them to scan for threats 
around the corner. 

To reach the Tequila factory, you 
must first move west, to the 
opposite side of the freeway. Now 
that you have some teammates 

with you, let them lead the way. Set the ROE to recon to remain as 
stealthy as possible, then order the team to move west. When issuing 
move orders, always move the team from one piece of cover to the 
next. Building corner positions are particularly useful, letting the lead 
team member peek around the corner and identify any targets. Follow 
the path drawn out on the map while you move toward the freeway. A 
pair of tangos patrols the eastern side of the freeway. Once you spot 
them, stay behind cover and order your team to engage them. During 
the firefight, you can watch the action and issue new orders from the 
tactical map. This provides a good top-down view of the action so you 
can better judge distances and orientation. A few seconds of gunfire 
from your teammates should clear the eastern side of the freeway. 
Instead of passing beneath the freeway, locate the stairs on the 
eastern side and climb them to reach the road’s surface. 

Destroy Convoy 




Fire down on the convoy from the freeway. Keep your teammates 
behind the concrete abutment for cover. 

Soon after climbing onto the freeway, HQ reports a convoy moving in 
from the west. Immediately order your team to move to the western 
edge of the freeway. Make sure they move behind the cover of the 
concrete abutment and not the guardrail. As they move forward, hold 
back and watch the west for the approaching vehicles. The convoy 
consists of two trucks filled with tangos. Once your team is in 
position, order them to attack the two trucks. The key is to destroy the 
trucks as quickly as possible before the troops inside have a chance 
to jump out. With the ambush underway, join the fight by lobbing 
grenades over the side of the freeway. Holding the high ground gives 
your team the advantage in this firefight. Help finish off any survivors 
by firing a few rounds from your MR-C, but stay crouched behind the 
concrete abutment at all times. Hold on the freeway for a few seconds 
after the ambush, as more hostiles may approach from the buildings 
to the west. Identify and eliminate 
as many tangos as possible from 
the high ground before 
descending the stairs on the 
western side of the freeway. 

Use the drone to locate hostiles, 
then maneuver your team to take 
them out. 


You can climb through the open boxcars, but 
your teammates must move around them. 


5: Extract with Ramirez 


SO 










Take cover in this drainage ditch while issuing orders to the 
Blackhawk through the tactical map. 

Fortunately, FIQ has allocated a Blackhawk to help thin out the 
resistance around the extraction point. From your covered position, 
access your tactical map and begin issuing orders to the Blackhawk 
circling above. Controlling the Blackhawk is just like moving the 
drone— but this bad boy can shoot back! Immediately order the 
Blackhawk to mow down the tangos pouring out of the factory. Its 
mini-gun makes quick work of the bad guys. Keep calling out targets 
for the Blackhawk and watch for reinforcements moving in from the 
western edge of the map. The Blackhawk can’t engage enemies inside 
the factory structure, so focus on targets outside as these pose the 
biggest threat to the Blackhawk and your team. 


CAUTION 


The carnage inflicted by the Blackhawk is impressive, but the 
destruction is limited to the factory exterior. Stay on your toes as 
you move inside the factory. 

Once the factory grounds are clear of threats, order your team to 
regroup and cautiously move through the front gate. Remember, there 
may still be some tangos inside the factory itself, so watch for 
hostiles to the north. Order your team to enter the factory through the 
eastern entrance while you cover the interior from the loading dock 
outside in the southeastern corner. Move the team from one piece of 
cover to the next while you scan for threats. Watch for movement 
along the catwalk on the northern end of the structure. A tango on the 
roof may try to fire down through one of the skylights, too. If you can’t 
get an angle on this tango, order the Blackhawk to take him out. Once 
the interior is clear, climb the ramp on the western side of the 
structure to access the catwalk leading outside. 


Watch for a couple of tangos 
hiding behind the factory sign as 
you move across the roof. Seek 
cover and order the Blackhawk to 
deal with them. 


There are a series of catwalks and 
staircases that zigzag across the 
factory roof, but you’re not home 
free yet. While you move below the factory’s sign, a pair of tangos 
appears on the roof to the north. Instead of engaging them yourself, 
take cover and order the Blackhawk to gun them down. When both 
tangos are perforated, order your team to regroup and lead them to 
the extraction point. Approach the hovering Blackhawk on the rooftop 
to complete this mission. Ramirez 
is already aboard— wounded, but 
still alive. 


You’ve finally made it to the 
extraction point. Ramirez is 
already aboard the chopper. 

It’s time to join him and get out 
of here. 


The rail yard is full of surprises. Scout ahead with the drone before 
moving out and use the boxcars to conceal your movement. 


The Tequila factory is located just north of the rail yard, but don’t rush 
up to it yet. Move your team to the southern side of the car parked 
just opposite of the factory’s closed gate. Once your team is in 
position, move into the drainage ditch just behind your team and take 
cover. As soon as you move into the ditch, the factory gate opens, 
revealing multiple tangos inside. Your team immediately opens fire on 
the tangos, but they need a bit more help to even the odds. 


The Blackhawk is much sturdier than the drone, 
but small arms fire can still cause significant 
damage. Keep an eye on its health as it clears 
the factory grounds. The best way to keep the 
Blackhawk in the air is to continually target 
enemies on the ground — they can’t shoot the 
chopper if they’re dead. 


s n 


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PRIMAGAMES . COM 





Coup D’etat 


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'^OBJECTIVES: 

\ 

1: Secure Insertion Point 


2: Reach VIP I's Position 


3: Create a Diversion 


4: Move to Rally Point 


5: Secure VIP's Extraction 


6: Extract with VIP 2 


V 

J 


^LEGEND: 

O = Insertion Point 
^ = Rally Point 
□ = Ammo Box 
A = Kit Container 
O = Fixed Weapon 

— = Ingress Route 

— = Egress Route 

\ / 

Mission Briefing 

A coup d’etat has erupted in Mexico City. Rebels have invaded the 
capitol and civilians are in hiding. James Ballantine, the U.S. president, 
is missing. You are sent to the historical center of Mexico City to locate 
and secure President Ballantine. 

1 : Secure Insertion Point 

Use the Blackhawk’s mini-gun to 
clear the rooftops east ofZocalo 
Plaza. Keep an eye on the 
weapon’s heat meter. If the 
weapon gets too hot it 
malfunctions. 


President Ballantine’s motorcade has been attacked in Zocalo Plaza. 
Your job is to reach the president’s last known position, but first you 
need to secure a landing zone for the Blackhawk. While flying east of 
Zocalo Plaza, your chopper comes under attack by rebel troops 
positioned on rooftops. Open fire on the rebels using the Blackhawk’s 
mini-gun. This awesome weapon spits out a solid stream of hot lead, 
but it also overheats. You can gauge the temperature of the mini-gun 
by watching the heat meter in the bottom right corner of the screen. 
When possible, fire in short bursts to prevent overheating— it doesn’t 
take long for the weapon to cool down. Keep firing until the tangos on 
the rooftops are down for the count. 



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SS 








Target the trucks as soon as they drive into view and destroy them 
before the troops inside can unload. 

The Blackhawk pilot wants to set down in a square to the east, but as 
he makes his attempt, more rebel troops approach from all directions. 
Watch for troops and a Panhard armored car moving in from the north. 
Immediately blast the Panhard before its heavy machine gun can 
inflict damage on the Blackhawk. As the chopper swings around, 
watch for troops and a pair of trucks entering the square to the south. 
Target the trucks first, then mow down the rebel troops. Once the 
square is clear of threats, the pilot sets down the southeast corner so 
you and your team can disembark. 


If you have trouble 
spotting rebel troops 
on the ground, 
activate your night 
vision to highlight their 
heat signatures. 



s Position 


S: Reach VIP 

Help your team clear this street 
leading to Zocalo Plaza. Lay down 
covering fire while your team 
advances to a better firing 
position. 


Set out for the president’s 
motorcade as soon as the 
Blackhawk drops you off. Move 
northwest through the square and 

approach the street running west. Order your team to the corner and 
let them clear out a few tangos at the far end of the street. Watch for 
more rebels hiding behind cars and corners at the next intersection. If 
necessary, lay down suppressing fire while maneuvering your team to 
a flanking position. 



Watch out for a sniper on the cathedral’s central clock tower. Fire a 
burst in his direction to suppress him, then zoom in to take him out. 

Hold Position 

The stage on the northern side of 
the plaza provides adequate 
cover when dealing with the rebel 
counter-attack. 

Soon after you report on conditions 
in Zocalo Plaza, HQ orders your 
team to stay put while they 

evaluate the situation. Meanwhile, 

a rebel force is moving in on the 

plaza from the west. Move your team along the eastern side of the 
stage. Now proceed to the northern side of the stage and aim west. Your 
team automatically opens fire on the rebel troops pouring into the plaza. 
While they deal with the troops, watch for a Panhard speeding in from 
the west. As soon as you spot it, zoom in on it with your scope and kill 
the gunner in the turret on top of the vehicle. The Panhard will retreat 
after you kill the gunner— don’t worry about destroying it. Instead, help 
your team finish off the rebel infantry. 


S3 


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PRIMAGAMES . COM 









PRIMA OFFICIAL GAME GUIDE 








Rally Point; Teammates 


Approach the gas station from the alley to the north and target the 
tanker truck to create your diversion. 


Kill the Panhard’s gunner as soon as possible. Otherwise, the vehicle 
overruns your position and possibly annihilates your entire team. 


3: Create a Civersion 

HO reports that VIP 2 (the Mexican president) is holding at a parking 
garage to the west, protected by U.S. forces. However, they are facing 
resistance from rebels. To alleviate pressure on the parking garage, 

HQ orders your team to create a diversion. From the plaza, head 
southwest toward the next objective marker. Negotiate the street and 
adjoining alley as shown on the map— if you stick to this path, you 
encounter no hostiles. As you move west through the alley, order your 
team to hold back. Approach the next corner by yourself, taking cover 
along the southern wall. At the corner, peek to the south to spot a gas 
station. There are several rebels loitering around a large tanker truck— 
your diversion in flammable form. While still behind cover, zoom in on 
the tanker truck and pump several rounds into the fuel cell. This 
results in a massive explosion, setting off several secondary 
explosions and instantly killing many of the rebels standing around 
the gas station. From the corner in the alley, order your team to move 
south. More rebels may stand watch in the next intersection to the 
west. Move your team to a corner position on the western side of the 
street so they can spot and engage these rebels. Follow closely 
behind and lend them some extra firepower. 


4: Move feo Rally Poin't 

The supply truck won’t arrive 
until the area around the gas 
station is clear of threats. Help 
your team dispatch these tangos 
to the west. 

As soon as the area around the 
gas station is clear, a supply truck 
arrives to the south. Order your 
team to regroup and proceed to the 
rally point. When choosing teammates, stick with the same starting 
line-up of a rifleman, grenadier, and a gunner. Adding a second 
rifleman (Matt Beasley) in slot two gives your team a bit more 
accuracy, but at this point in the mission it doesn’t really make a 
huge difference. As for weapons, keep your trusty MR-C to maintain 
accuracy and long-range capability. 


As soon as you exit the rally point 
menu, seek cover on the western 
side of the street and make sure 
your team does the same. Rebel 
troops suddenly begin appearing to the northwest, responding to your 
diversion. Stay behind cover and wait for a Stryker ARC to move in on 
your position from the south. Instead of engaging the tangos yourself, 
order the Stryker to attack the rebel troops in the street. You can also 
order the Stryker to move forward and backward by pressing the D- 
pad (6 and 9]. Use the Stryker to pave a path to the parking garage 
while you advance behind it. Monitor the Stryker’s progress on the 
tactical map to get a better view of the situation. In the street 
southeast of the parking garage, the Stryker encounters a Panhard. 
Stay clear of this fight and let the Stryker pound away on the Panhard 
until it explodes. The Stryker is of no use past this point, so continue 
moving to the parking garage with your team. 


5: Secure VIP’s 


Extraction 

Let the Stryker lead the way to 
the parking garage. Take cover 
while the APC plows through rebel 
infantry and an armored car. 


Teammate 1 

Teammate 2 

Teammate 3 

Rifleman: Joe Ramirez 

Grenadier: Richard Allen 

Gunner: Marcus Brown 

Grenadier: Derrick Parker Rifleman: Matt Beasley 

Gunner: Annibale Cruz 

Rifleman: Paul Smith 

Grenadier: Bo Jenkins 

Gunner: KC Kirkland 

V 


) 


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S4 






/ 


..i'' 


Secure VIP S 

Don’t loiter outside the parking 
garage too long— a significant 
rebel force is on the way. 
Instead, rush inside and prepare 
to make a stand on the garage’s 
second level. 


Rush directly to the parking 
garage and don’t break stride as 



you round the corner and move along its western side. Locate the 
entrance leading into the garage and immediately run inside, leading 
your team up to the second level. Outside, the garage is rocked by 
explosions— you’re under attack! You need to protect the Mexican 
president and Lieutenant Abrew from the rebels. As the president and 
Abrew run to the southeastern corner of the garage’s second level, 
begin setting up your defense. Move your team to the western side of 
the garage. Make sure they take cover behind the concrete abutment 
(next to the white and green taxi) overlooking the western entrance. 
From this spot your team can fire down on rebel troops attempting to 
enter, as well as destroy the enemy truck outside. Support your team 
by taking cover along the passenger side of the black sedan. Peek 

around the car’s trunk and fire on 
rebel troops at the western 
entrance. 




= 


Position your team in front of 
this concrete barrier next to the 
taxi so they can cover the 
western entrance. 


When Mitchell requests support at the parking garage, shift your 
defense to cover the northern entrance. Move your team along the 
driver side of the white coupe in the center of the garage. You can 
handle most of the attackers yourself by taking a position behind the 
barrels near the president and Abrew. Crouch down behind the barrels 
and take shots at the rebels as they run into the northern entrance. 
Your team cuts down any targets 
that you miss. 


During the second attack wave, 
move behind these barrels and 
engage the rebel troops as they 
pour in through the northern 
entrance. 



Reach Drop 



Point 

The kit container dropped on the 
parking garage’s roof contains a 
^ J Zeus MPAR, which allows you to 
end the siege once and for all. 





Before you can exit the parking garage, you must destroy a couple of 
rebel M2 Bradleys positioned outside. Although you currently lack the 
weaponry to deal with such armored threats, a Blackhawk drops a kit 
container that contains a Zeus MPAR on the roof of the garage. Leave 
your team on the second level and move to the drop point on the roof 
by traversing the nearby ramp. Grab the Zeus MPAR and prepare to do 
battle. Deal with the Bradley to the north first. You can’t get a clear 
shot without exposing yourself to incoming fire, so drop a smoke 
grenade along the northern edge of the roof. Once the smoke screen is 
large enough, step toward the roof’s edge and activate your night 
vision— the thermal optics allow you to see through the smoke. 

Locate the Bradley and fire two Zeus rounds at it before your smoke 
screen dissipates. Use the same tactic to destroy the second Bradley 
to the west, starting with a smoke grenade and finishing with two 
shots from the Zeus. 



Don’t peek over the roof’s edge until you have a solid smoke screen 
in front of you. Then use your night vision to see through the 
smoke. It takes two shots with the Zeus MPAR to destroy each 
Bradley. 


Extract with VIP 8 

Drder your team to scout ahead 
while moving to the extraction 
point. The path should be clear, 
but you never can be too safe— 
especially when your only 
firearm is a pistol. 



You’re now clear to escort VIP 2 
and Abrew to the extraction point. 
Return to the parking garage’s second level and order your team to 
regroup. Exit via the northern entrance and make a beeline for the 
objective marker to the northwest. The path to the extraction point 
should be clear, but order your team to lead the way just to be safe. 
The Mexican president and Abrew follow you, so keep an eye on them 
while moving out. Rush to the 
Stryker at the extraction point and 
wait for the VIP 2, Abrew, and your 
team to board to complete the 
mission. 


The Mexican president is safe for 
now, but this isn’t the last time 
you’ll see him today... 








\ 


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S5 


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VIP 2 is Down 




/■y 

//■ 


I--' 1 



^LEGEND: 


O = Insertion Point 


^ = Rally Point 


□ = Ammo Box 


A = Kit Container 


O = Fixed Weapon 


— = Ingress Route 


— = Egress Route 


V 

J 


OBJECTIVES: 

1: Ambush Enemy Convoy 
2 : Move to Rally Point 
3: Regroup with VIP 2 
4: Extract with VIP 2 

V / 


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SB 


Mission Briefing 

With President Ballantine secure, you are sent to rescue the Mexican 
president. Tensions increase as Carlos Ontiveros, leader of the group 
that stole Guardrail IX, turns out to be the rebel general’s son. Elow can 
guerillas and a black-ops communication asset be linked? 


1 : Ambush Enemy Convoy 










Use this low wall for cover and wait for the enemy vehicles to stop 
on the opposite side of the square. Knock out the APC first, then 
blast the two trucks before the troops inside can jump out. 


Now that the Mexican president is safe, the Stryker heads for the U.S. 
embassy where extraction plans are being arranged. But your ride to 
the embassy is cut short when HQ spots an enemy convoy moving 
through your zone. The Stryker drops off your team several blocks 
northeast of the embassy to deal with the threat and then moves on. 
Immediately take cover behind the low wall east of the drop-off point. A 
convoy consisting of an APC and two trucks drives in and parks on the 
opposite side of the square to the east. Because you still have the Zeus 
MPAR from the last mission, this ambush should be easy. When the APC 
arrives, peek out from your cover and fire a Zeus round at its turret to 
destroy it. Duck down behind cover and reload while watching for the 
first truck— it parks on the southern side of the burning APC. Make sure 
you have a clear angle on the truck before firing another Zeus round. 
Once the first truck is down, reload and target the next truck, north of 
the smoldering APC. If you act quickly and fire accurately, you can 
destroy both trucks before they can unload their troops. Otherwise, 
watch for rebel troops moving through the square. The ambush is 
successful when all vehicles and rebel troops are eliminated. 


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S: Move to Rally Point 


m 

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Dropping a grenadier in favor of a second rifleman can make a 
difference when your team is tasked with defending the embassy. 

Following the ambush, a supply truck parks on the street to the 
southeast, setting up a rally point. Move east through the square and 
then turn south to reach the truck. This time when choosing 
teammates, consider going with a second rifleman (Matt Beasley) in 
slot two. This increases the team’s capability to accurately engage 
targets at long range, as Beasley carries the scope-equipped MR-C. 
Since this mission’s finale puts your team in a defensive situation, 
improved accuracy can really pay off. Speaking of which, grab an MR-C 
for yourself when it’s time to swap out your Zeus MPAR. You need the 
MR-C’s scope to deal with some enemy snipers around the next corner. 


Teammate 1 


Teammate 2 


Teammate 3 


Rifleman: Joe Ramirez 

Grenadier: Richard Allen 

Gunner: Marcus Brown 

Grenadier: Derrick Parker Rifleman: Matt Beasley 

Gunner: Annibale Cruz 

Rifleman: Paul Smith 

Grenadier: Bo Jenkins 

Gunner: KC Kirkland 

V 


J 



3: Regroup with VIP 

Use the UAV drone to scout a 
path to the embassy. If the drone 
comes under fire, maneuver It 
behind a skyscraper for cover. 


r 


Your team must now head for 
Angel Plaza, where the Mexican 
president is waiting for extraction 
at the U.S. embassy. But the path 
to the plaza is littered with rebel troops, so don’t move out just yet. 
There is a UAV drone available, allowing you to spot enemy positions 
along the way. Field near the rally point and fly the drone along the 
street to the southwest— remember, the drone must be at low altitude 
to spot hostiles. A large group of rebels is gathered around a truck on 
the far side of the skyscraper just south of your position. As soon as 
the drone spots the rebels, return it to high altitude and fly it back to 
your position so it won’t get shot down. 


A couple of pesky snipers cover the main street to the southwest. 
Locate and kill them before moving your team Into the street. 

From the rally point, move west, taking cover along the wall to the 
south. At the corner, your team spots a sniper in a skyscraper to the 
southwest. Back away from the wall and zoom in on the sniper to 
score a quick kill. Next, creep along the bus at the intersection while 
scanning the rooftops to the south. Another sniper is positioned along 
a low roof, northeast of your current objective marker. Peek around 
the front end of the bus to line up your shot. When both snipers are 
down, move yourteam to the west side of the street (behind the car) 
and engage the rebels near the truck to the southeast. Stay near the 
bus on the east side of the street while yourteam opens fire and lob 
grenades into the courtyard where the rebels are positioned. When 

the action dies off, bring the drone 
forward to ensure all the rebels 
are down for good. 

Move yourteam behind this car 
on the western side of the street 
so they can engage the rebels on 
the southern side of the 
skyscraper. 

A second group of rebels is located to the southwest, not far from the 
objective marker. Start off by scouting the area with the drone, but be 
ready to move it back as it comes under fire. With your team in tow, 
proceed south along the street until you spot a gunner on the rooftop 
where you took out the second sniper earlier. Zoom in and pick him off 
with a head shot. Instead of pushing directly to the objective marker, 
move through the alley to the east, as shown on the map. Deploy a 
few smoke grenades in the alley to cover your movement. Cautiously 
creep forward through the smoke and activate your night vision to 
spot the heat signatures of several tangos standing in the adjoining 
courtyard. Quickly gun them all down before they have a chance to 
seek cover. 



2-7 


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PRIMAGAMES . COM 







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Use the combination of a smoke screen and night vision to get the 
jump on the rebels loitering near the entrance to Angel Plaza. 

You now have a clear path to the U.S. embassy. Pass through the 
objective marker to the southwest and proceed into Angel Plaza. The 
plaza is currently clear of threats, so don’t worry about using cover. 
Instead, rush directly to the embassy. When you’re only a few yards 
away, a huge explosion rocks the 
embassy. Don’t let this deter you. 

Keep moving to the embassy. 

The explosion at the embassy is 
just the start of a rebel assault. 

Take cover among the rubble and 
protect the Mexican president. 

Hold Position 




SB 


Positioning your team in a well-covered spot is critical to surviving 
the rebel attack on the embassy. This concrete slab to the 
southwest provides adequate protection and a good angle on the 
incoming attackers. 

VIP 2 has survived the blast at the embassy, but you must protect him from 
the incoming rebel assault. Rush into the debris of the embassy grounds, but 
stop short of moving to the Mexican president’s position. Instead, get your 
team into position, moving them behind a low concrete slab on the 
southwestern side of the embassy. Then follow the objective marker to VIP 
2’s position behind a damaged concrete wall. Take cover along the wall and 
peek around the eastern side. By now you should see rebel troops in the 
plaza moving toward the embassy. Immediately open fire and prevent them 
from flanking you to the east. If the rebel troops move within hand grenade 
range, your chances of survival are slim. Your team can handle most of the 
threats to the south from their protected position. Stay behind cover the 
whole time, and only peek out for a couple of seconds to return fire. A rebel 
Panha rd eventually drives into view to the south. Since your team can’t get 
an angle on the vehicle, you need to pick off the gunner through your scope. 
Fire a quick shot at the gunner, then return to engaging infantry— the 
Panha rd poses no threat once the gunner is dead. 


1 

Li 




The situation becomes more 
serious when a rebel Ml tank rolls 
into the plaza from the east. As soon as you spot the tank, pull back 
from the wall to avoid being spotted. If you fire on the tank, it answers 
back with a lethal explosive round. Flunker down behind the wall with 
the president. Fortunately the tank doesn’t have a line of sight on 
your team, allowing them to continue their defensive fire on incoming 
rebel troops. FIQ finally comes through with some support in the form 
of an Apache gunship. Access your tactical map and call out targets 
for the Apache, starting off with any rebel troops dangerously close to 
the embassy. Once the embassy grounds are clear of immediate 
threats, give the Apache the go-ahead to knock out the Ml and the 
idle Panhard. Finally, order the Apache to mop up any rebel troops in 
the plaza with its chain gun. 



An Apache arrives in the nick of time. Order it to destroy the Ml tank 
and all other threats in the plaza before you move out from cover. 

4: Extract with VIP S 

As soon as the Apache has sanitized the plaza, order your team to lead 
the way to the extraction point to the south. Follow closely behind and 
make sure the Mexican president stays right behind you. Rush to the 
Blackhawk hovering above the street to complete the mission. 



Escort the Mexican president to the Blackhawk for extraction while 
your team moves ahead and provides security. The Apache is still 
on-call if you run into any hostiles. 


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Mission Briefing 

The U.S. president is secure, but still grounded, waiting for the airport 
perimeter to be secured. You must now help loyal Mexican soldiers 
and American troops in order to defeat the rebels. Your first mission is 
to open up a path to Mexico City by neutralizing a rebel position. 

1 : Move feo Rally Poin't 

The rally point west of the LZ 
gives you the chance to change 
teammates and weapons before 
going after the AA bunkers. 



The sun has set over the Santa Fe hills, but your day is far from over. 
As soon as the Blackhawk touches down, move west toward the rally 
point objective marker. The area is secured by a couple of Flumvees so 
don’t worry about utilizing cover. At the supply truck, change your 
team line-up to include Marksman Alicia Diaz in slot 3. Keep Ramirez 
and Parker in slots 1 and 2. Since you already have a sniper in the 
team, pass on the A550 rifle for now and go with the suppressed 
SCAR-L CQC. 


SB 


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^Rally Point;: 

Teammates 


Teammate 1 

Teammate 2 

Teammate 3 

Rifleman: Joe Ramirez 

Grenadier: Derrick Parker 

Marksman: Alicia Diaz 

Grenadier: Richard Allen 

Rifleman: Matt Beasley 

Gunner: Marcus Brown 

Rifleman: Paul Smith 

Grenadier: Bo Jenkins 

Gunner: KC Kirkland 

V 


J 


S: Destroy Anti- Air Bunkers 

If you have a marksman in your 
team, order them to take out 
enemy snipers, such as this one 
in a guard tower by the 
southwestern anti-air bunker. 




There are two separate anti-air 
bunkers located to the southwest 
and southeast. From the rally 
point, head for the southwestern 

bunker first. Activate your night vision as you move away from the lit 
surroundings of the rally point. When you approach the shacks lined 
up on the first bunker’s eastern flank, take cover (or drop prone) and 
scan the horizon for a guard tower to the west. Locate the sniper in 
the tower and give Diaz the kill order. The gunfire will draw the 
attention of rebel troops guarding the bunker. Order your team to the 
cover of one of the shacks and help them engage the hostiles as they 
move into view. Secure the area, then run forward and slap a C4 
charge (0) on the bunker. You have 10 seconds to move away before 
the charge detonates— make sure your team is back behind cover 
before you place the explosives. 


CAUTION 


The C4 used to knock 
out the bunkers has 
a surprisingly large 
blast radius. Take 
full advantage of the 
1 0-second timer to 
run away. 



Now head over the hill to the east to the next AA bunker. There are no 
hostiles along the way, so move past the structures on the top of the 
hill. When you spot a windmill on the eastern crest of the hilltop, order 
your team to hold back while you move forward. Take cover along the 
low wall next to the windmill and scan the area to the east. Pick off the 
sniper in the guard tower with a silent burst from your SCAR-L CQC. Next, 
drop the four guards patrolling the area around the bunker— there may 
be one hiding behind the truck. Your silent weapon allows you to 
eliminate all the hostiles without drawing any attention. Once it’s clear, 
order your team to regroup and move down the hill toward the bunker. 
Destroy the bunker with another C4 charge and hold for new orders. 


30 



The rebels guarding the second AA bunker can be eliminated from 
the hill to the west. Stealthily pick them off one by one with your 
suppressed SCAR-L CQC. 

3: Lase Power Genera'tor 



Don’t let this truck full of rebel troops catch you offguard! It arrives 
shortly after you destroy the eastern bunker. 

FIO needs you to laser-designate a power generator supplying 
electricity to a rebel camp, but you have more pressing issues to deal 
with for now. Soon after the second bunker explodes, a truck pulls up to 
the northwest and unloads several rebel troops. Immediately move 
your team behind the cover of one of the shacks so they can engage 
the enemies before the rebels move too far from their truck. While your 
team suppresses the rebels, maneuver to a flanking position and toss 
grenades at the truck. Keep up the attack until all the rebels are down. 

Move to Rally Point 

Diversify your team line-up at the 
next rally point. Take the role of 
the marksman by equipping 
yourself with the A550 sniper rifle. 



Before moving to the targeting 
position overlooking the power 
generator, head for another rally 
point setup on the hill to the west. 

At the supply truck, round out your 

team with a rifleman, grenadier, and gunner of your choice. For your 
weapon, grab the A550 sniper rifle to handle the long-range 
engagements for the next leg of the mission. 


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^Rally Point; 

Teammates 

1 

Teammate 1 

Teammate 2 

Teammate 3 

Rifleman: Joe Ramirez 

Grenadier: Derrick Parker 

Marksman: Alicia Diaz 

Grenadier: Richard Allen 
Rifleman: Matt Beasley 

Rifleman: Paul Smith 
Grenadier: Bo Jenkins 

Gunner: Marcus Brown 
Gunner: Annibale Cruz 

V 


J 


Power Outage 



At the targeting position, make sure the Apache takes out this rebel 
APC first. Its heavy weapons pose a serious threat. 

From the rally point, proceed to the targeting position to the 
southeast. Before reaching the objective marker, order your team to 
hold back, otherwise they may give away your position. Crouch down 
and creep to the targeting position. An Apache attack helicopter 
appears overhead once you’re in position, poised to take out the 
power generator. About the same time, a rebel APC pulls up to the east 
of your position. Stand up and target the APC for the Apache. If the APC 
isn’t destroyed quickly, it can damage the Apache, potentially 
jeopardizing the mission. Take cover as the Apache tears into the APC 
with a Flellfire missile. Now, target the power generator to the south 
and watch the Apache nail it with another missile. This cuts the power 
to the rebel camp, abruptly extinguishing all lights to the south. Using 
your tactical map, locate more targets for the Apache, such as the 
rebel troops positioned around the generator. 





Instead of exposing yourself to enemy fire, let the Apache clear the 
area around the power generator with its chain gun. Hold back 
behind cover while calling out targets on your tactical map. 


If the Apache sustained no damage and still has 
ammo after the assault on the power generator, it 
will be available for the attack on the rebel camp. 


4: Neu'fcralize the Rebel Camp 





The two rebel APCs are no match for your Bradley. Stay out of sight 
and direct this light armor battle from your tactical map. 

Now that the rebel camp is dark, move south to begin your assault. 
Lead your team past the flames of the destroyed generator and 
approach the perimeter fence on the camp’s northern side. An M2 
Bradley joins your team near the fence. Let the Bradley proceed in 
through the gate’s entrance. Meanwhile, rush to the abandoned 
bunker-like structure east of the gate. A pair of rebel APCs responds to 
the Bradley. From your covered position, relay targeting information to 
the Bradley and order it to destroy both APCs. 

Hold at the eastern bunker 
outside the camp and call out 
ground targets for the Apache 
and Bradley. 

Once both enemy APCs are 
destroyed, lead your team to the 
southeastern bunker outside the 
rebel camp. Position your team 
inside the bunker along the low southern wall. About this time, several 
rebel troops appear at the camp’s entrance. Take cover along the 
bunker’s low northern wall and access your tactical map. Keep the 
Bradley outside the camp and order it to fire on the rebel troops. Also 
get the Apache involved. Focus on the machine gun positions first, 
indicated by green triangles on the tactical map. To keep your team 
safe, consider deploying a few smoke grenades in front of your bunker 
to reduce the amount of incoming fire. Field tight while the Apache 
and Bradley wipe out the rebel troops at the camp’s entrance. Assist 
when possible with a few shots from your A550, preferably when 
concealed by a smoke screen. 



31 


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PRIMAGAMES . COM 







pr • ^ f 7 





Help thin out the rebel defenders 
with a few sniper rounds. The 
A550 can penetrate cover, but go 
for head shots to ensure the 
lethality of each round. 


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Search and Destroy 
Artillery Pieces 



Soon after entering the camp, turn east and pick off this sniper in 
the guard tower. 

When the northeastern perimeter of the camp falls silent, order the 
Bradley to move forward and follow closely behind. The three self- 
propelled howitzers in the rebel camp are your primary targets— their 
positions are highlighted by objective markers. The Bradley and 
Apache can’t attack these dug-in artillery guns, so you need to hit 
each gun yourself, using C4 to knock them out. Go for the northern 
gun first, but be prepared to deal with the rebels guarding it. As soon 
as they show themselves, order the Apache to take them out. Move 
your team forward to scout out the gun, then set your charge to 
destroy it. 

Your team is better equipped to 
deal with close-range 
encounters, so move them ahead 
to scout out the guns. 

Next, head for the gun in the 
camp’s southwestern corner. Even 
once you’ve cleared the hostiles 
around the gun, watch for 
incoming fire originating from the 
eastern side of the camp— a machine gun near the eastern gun has a 
line-of-sight on this corner of the camp. If the Bradley can’t hit the 
rebels to the east, give the Apache the go-ahead. Otherwise, use your 
sniper rifle or the nearby mounted 
machine gun to neutralize these 
threats. Plant a charge on the 
second gun, and move out for the 
last one. 

There are several mounted 
machine guns positioned around 
the camp. In most cases they’re 
threats, but you can use this one 

in the southwestern corner to fire on the rebels to the east. 




The final gun is located in the eastern corner of the camp. By now 
you’ve probably eliminated most of the rebels guarding it, but be 
watchful for a tango behind the mounted machine gun and a sniper in 
the guard tower. Make use of cover while moving east through the 
camp, scanning the area around the objective marker for more 
threats. If the Apache is still available, move it over the last gun to 
make sure it’s safe. While your team provides cover, race over to the 
last gun, stick a C4 charge to it, and run away. 



The self-propelled howitzers are parked in improvised bunkers, 
protecting them from air strikes. You must move in on foot and 
demolish them with C4. 


5: Reach Extraction Point 

The destruction of the three artillery guns at the rebel camp secures 
the nearby highway, allowing friendly units to move into Mexico City. 
It’s time to get out of here. Rendezvous with the Blackhawk at the 
extraction point outside the camp to the north. It has been a busy 
night, but your job isn’t over yet. 



A Blackhawk sets down outside the rebel camp for extraction. It’s 
time to head back into the city. 


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3S 






Mayday! Mayday! 

_ihi. 


/ F¥1 



LEGEND: 


O = Insertion Point 


(> = Rally Point 


□ = Ammo Box 


A = Kit Container 


O = Fixed Weapon 


— = Ingress Route 


— = Egress Route 


V 

) 



OBJECTIVES: 


1: Secure Insertion Zone 
2: Destroy Mobile AAA Units 
3: Destroy Artillery Pieces 
4: Reach Extraction Point 


Mission Briefing 

After fighting your way through Chapultepec Castle, you’re ready to 
enter the rebel barracks and take control of the MlAl tanks. 

1 : Secure Insertion Zone 

The castle is crawling with rebel 
troops. Prepare yourself for a 
mini-gun workout! 



While cruising over Chapultepec Castle, your Blackhawk and an 
accompanying Chinook come under heavy fire. Activate your night 
vision to better spot the tangos on the ground and open up with the 
mini-gun. Most of the targets are infantry, but also keep an eye open 
for vehicles. Continue firing as the Blackhawk circles the castle, 
pausing frequently to let the mini-gun cool down. When the pilot 
reports RPG fire, look for a tower out of the left side of the door and 
mow down the two rocket-toting rebels. During your gun run, the 
Chinook takes a critical hit and crashes— there’s AAA on the ground! 
The Blackhawk immediately peels away from the castle and drops 
below the tree line, setting down to the north. 


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S: Destroy Mobile AAA Units 


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A truck loaded with rebel troops arrives near the insertion point 
soon after you touch down. Take cover and gun down the troops as 
they exit the truck. 


Your new task is to locate and destroy the three AAA units positioned 
around the castle. Move along the path to the west, but watch for an 
incoming truck ahead. Take cover along the south side of the path as 
troops unload from the truck. Open fire and toss grenades in their 
direction. A few more rebels position themselves behind sandbags 
beyond the truck. Use your MR-C LW to peek around corners and 
eliminate the rebels. Watch for a guard tower while you continue 
pushing west. Eliminate the rebel inside before proceeding up the 
northern steps leading to the objective marker. Continue using the 
MR-C LW to scout the path ahead 
and engage the patrolling rebels 
from behind cover. 


The MR-C LW Is perfect for solo 
missions, allowing you to take on 
large numbers of hostlles while 
firing from a covered position. 



The winding path leads to a makeshift rebel camp to the south. Hold at 
the northern entrance and engage all visible rebels before moving 
toward the objective marker. The first mobile anti-aircraft gun is 
located at the objective marker, guarded by a handful of rebel troops. 
Neutralize the security, then move to the AA gun and slap a C4 charge 
on its chassis. Back away from the doomed gun and wait for your 
explosives to detonate. 





Clear out the rebel camp at the top of the hill, then move to the 
objective marker and destroy the first AA gun with a C4 charge. 


Reach Scrambled Area 

Watch for a guard tower south of 
the rebel camp. Crawl toward It 
until you can get a clear shot at 
the rebel soldier Inside. 



The two remaining AA guns are 
located in a park to the south, but 
getting there can be risky. From 
the first gun, exit the camp to the 
south and then veer west, crawling along the camp’s southern 
perimeter on your belly. Crawl toward the M60 machine gun marked 
on your tactical map. As you move closer, you see a guard tower in the 
distance. Zoom in on the tower and take out the guard. Continue 
crawling toward the M60 until you’re behind the sandbags. In one 
quick motion, stand up and take control of the M60, immediately 
targeting the rebel infantry on the path below. Stay behind the 
machine gun and destroy a Panhard approaching from the south. 

Keep firing until the path to the 
south is clear of threats. When it’s 
clear, leave the M60 behind and 
move south along the path to the 
next objective marker. 


Make use of the vacant M60 to 
mow down rebel troops and 
destroy a Panhard. 



Search and Destrdy Remaining 
AAA Units 

Drop prone and take a few 
moments to scout out the area 
around the second AA gun before 
staging your attack. 



As you enter the park, move 
southwest toward the closest AA 
gun marked on your map. The 
rebels have deployed HUD 
scramblers around each gun to mask their positions and interfere 
with your systems. Stay low while approaching the first gun and drop 
prone as it comes into view. Use your scope view to identify the 
hostiles surrounding the gun. Watch for more hostiles around the 
structure to the south. Finally, search for the HUD scrambler stuck in 
the ground on the northern side of the gun— it looks like a large 
lollipop. Destroying the scrambler returns your HUD to normal. Make 
sure the area around the AA gun is secure, then move in to place 
your charge. Run south to escape the blast radius and begin scouting 
out the next gun to the east. 


Engage the guards around the 
last AA gun from long range. But 
don’t forget to deal with the 
guard tower northeast of the 
gun’s position. 



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•t 


Crawl east from the southwestern corner of the park. There are several 
tangos gathered around the last gun. Zoom in and open fire on them. 
During the firefight you’ll probably destroy the HUD scrambler 
positioned along the western side of the gun. When the guards are 
down, creep toward the gun while aiming to the northeast. As soon as 
a guard tower comes into view, pick off the rebel inside as well as any 
guards surrounding it. Finally, 
approach the last AA gun and give 
it the C4 treatment. 

Make sure the area is secure 
before placing a C4 charge on the 
last AA gun. You don’t want to 
catch a bullet while setting the 
10-second timer. 


Both artillery guns are positioned on the large open plaza southwest 
of the castle. The rebels have established another improvised camp 
here, but your earlier gun run in the Blackhawk has reduced the 
enemy presence. Crouch along the low wall on the eastern side of the 
plaza, raising your MR-C LW above your head to scan for threats. Stay 
behind cover and pick off the remaining guards. When it looks clear, 
cautiously approach the artillery guns on the western side of the 
plaza and hook them up with 
some C4. After setting the last 
charge, run to the eastern side of 
the castle. 


Place charges on the two 
artillery guns, then take cover on 
the eastern side of the castle. 




3: □es'fcray Ar'fcillery Pieces 

A winding path zigzags up the 
eastern hillside of Chapultepec 
Castle. Carefully scan every 
corner with your MR-C LW to avoid 
running into enemy patrols. 

Your next target is a pair of self- 
propelled artillery guns at 
Chapultepec Castle. The entrance 
to the castle is located to the east. Follow the path up the hill, but 
watch for tangos on walls above. Eliminate rebel troops as they come 
into view. Ascend the switchback pathway, using your MR-C LW to 
peek around each corner. Locate the ammo box along the way, 
highlighted on your HUD and tactical map— you can definitely use 
some fresh mags. Continue moving up toward the castle grounds, 
stealthily engaging any rebel troops that block your path. 



Clear the castle grounds from this low wall to the east. By raising 
the MR-C LW above your head, you can accurately engage the rebel 
troops without exposing yourself to incoming fire. 


4: Reach Extraction Point 



Stay away from this rebel helicopter patrolling the castle grounds. 
If you get caught in its spotlight, you face a barrage of heavy 
machine gun fire. 


The destruction of the two artillery pieces attracts the attention of a 
rebel helicopter equipped with a spotlight. Take cover along the 
eastern side of the castle to avoid being spotted— trigger-happy 
gunners in the chopper are just waiting for you to give away your 
position. Keep an eye on the chopper while you creep northeast 
toward the extraction point. A narrow path lined with trees leads down 
the hill to a road. The rebel helicopter concentrates its search around 
the castle, but be prepared to seek cover if the spotlight pans in your 
direction. As you approach the objective marker, a Stryker pulls into 
view on the road. Move to the back of the Stryker and hop inside to 

complete the mission— it’s time to 
steal some tanks! 

The Stryker won’t arrive until you 
get close to the extraction point. 
Move directly to the objective 
marker to trigger the 
rendezvous. 




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OV: MAYDAY! MAYDAY! 







r 


Bear 


^LEGEND: 

A 

O = Insertion Point 


^ = Rally Point 


□ = Ammo Box 


A = Kit Container 


O = Fixed Weapon 


— = Ingress Route 


— = Egress Route 


V 

J 


^OBJECTIVES: 

\ 

1: Locate Tank Trainers 


2: Lead Trainers to the Tanks 


3: Lead Tanks to Reload Point 


4: Reach Assembly Area 


5: Reach Extraction Point 


V 

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3G 


Mission Briefing 

The road to Mexico City is open. You have a chance to hit the guerillas 
hard by retrieving fifty MlAl tanks offered to Mexico by the U.S. 
government. However, en route to the barracks where the tanks are 
parked, you’re attacked by anti-aircraft weapons. 

1 : Loca'te Tank Trainers 

Drop to the ground and engage 
the rebels positioned outside the 
barracks. Identify and eliminate 
the machine gun positions first. 


The U.S. tank pilots responsible for training the Mexican military have 
been captured by rebel forces and are being held in a barracks north 
of the insertion point. Before assaulting the barracks, your team must 
cross an open field. Use the UAV drone provided to scout the area to 
the north and locate the hostiles lying in wait. Once you have an idea 
of where the tangos are positioned, move out and use the low terrain 
for cover. Drop prone as you get closer to the rebels and conceal your 
movement with smoke grenades. Open fire when the rebels are in 
view. Focus on silencing the two machine guns first, then engage the 
rest of the enemies. When the area is clear, proceed to the objective 
marker at the southern entrance to the barracks. 



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Free the Tank Trainers 


Move to the stone wall on the south side of the objective marker and 
prepare for the assault on the brig. Peek through the opening in the 
wall and fire on all visible rebels to the north. Position your team along 
the nearby wall to the east as you provide covering fire. When the 
grounds around the jail are secure, toss a couple of smoke grenades 
along the eastern side of the building where the trainers are held. 

Once a smoke screen is in place, step out into the open and activate 
your night vision. Aim through the windows of the jail and drop the 
rebel troops inside— don’t use grenades, as they may kill the trainers! 
Watch for another tango positioned along the northern entrance of the 
building and take him down before the smoke dissipates. Before 
rescuing the trainers, move your team behind the sandbags near the 

jail’s entrance. Finally, head inside 
the building and free the trainers 
at the objective marker. 


8: Lead Trainera to the Tanka 

Advance through this opening in 
the barracks’ western wall on the 
way to the warehouse. Let your 
team handle the bulk of the 
fighting to avoid exposing the 
trainers to incoming fire. 

Now you must lead the trainers to 

three M 1 tanks in a warehouse to 

the west. But don’t be too hasty. 

Once the trainers are freed, a couple of rebels appear on a rooftop 
south of the jail. Try to spot them through the windows on the eastern 
wall. If you can’t hit them, your team takes them out from their 
sandbagged position outside. The three tank trainers follow you, so 
order your team to lead the way west. A small opening in a wall to the 
southwest provides a quick path to the warehouse. But be prepared 
for another firefight as you encounter rebel troops. Flold back and call 
out targets for your team while tossing grenades at the rebels outside 
the warehouse. 


The warehouse entrance is on the eastern side of the structure. Make 
sure the area outside is secure before leading the trainers inside. 

Press on to the warehouse with your team leading the way. Move to 
the eastern side of the structure and activate your night vision before 
peeking through the entrance. There may be a couple of rebels inside 
if they weren’t drawn out by the firefight, so proceed with caution. 
Carefully scan the hall, then creep 
toward the tanks to the south. At 
the objective marker, the trainers 
go to their tanks and prepare to 
move out. 

Scan the dark interior of the 
warehouse for threats before 
rushing to the tanks. 


Hold outside the barracks behind this low wall and try to draw as 
many rebels out as possible before moving inside. 


Take cover along the low wall just outside the barracks’ main entrance 
and exchange gun fire with any hostiles to the north. FIQ has zeroed-in 
on the trainers’ position. They’re being held in a building in the 
northwestern corner of the barracks compound, as indicated by a new 
objective marker on your FlUD and tactical map. Fight your way into the 
barracks, using corner cover positions to scout for hostiles. Watch for a 
Panhard patrolling the southern side of the compound and act quickly 
to eliminate its gunner— don’t worry about destroying the vehicle. 
Cautiously advance along the western edge of the barracks and 
eliminate all threats along the way. 


The Panhard patrolling the 
barracks is a huge threat. Hide 
behind a wall and peek out long 
enough to blast the gunner. The 
vehicle retreats once the gunner 
is dead. 



Deploy smoke in front of the jail, 
then activate your night vision to 
target the rebels guarding the 
trainers— don’t forget to peek 
through the windows. 


3-7 


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PRIMAGAMES . COM 






PRIMA OFFICIAL GAME GUIDE 






* A I 




3B 


3: Lead Tanks to Reload Poin't 

Use your night vision to better 
spot the tangos in the shaded 
area by the tunnel entrance. 



The tanks are ready to roll, but 
they need ammo before they can 
defend themselves. It’s up to your 
team to lead the tanks to the 
southwest. Gather your team and 
move to the building directly south 

of the warehouse. Pass through the covered driveway and assume a 
cover position on the eastern wall. Scan the area to the southwest to 
spot the mouth of a tunnel— you must lead the tanks through this 
tunnel. But first you need to pacify the resistance outside the tunnel. 
Target the rebel troops and machine gun position on the eastern side 
of the tunnel entrance. Soon after the firefight begins, rebel 
reinforcements arrive in a truck to the southwest. Gun down the 
rebels as they leap off the back of the truck to prevent them from 




spreading out and seeking cover. 
When the fight is over, move 
toward the tunnel entrance and 
use the ammo box next to the 
mounted M60 machine gun. 


AJ, 


Take advantage of the ammo box 
near the tunnel entrance, 
especially if you’re injured. 


Activate your night vision prior to entering the tunnel. Stay to the 
northern side of the road to avoid being crushed by the advancing 
tanks. Watch for a couple of rebels in the center of the tunnel. Gun 
them down before they can return fire. When you’re about halfway 
through the tunnel, a rebel APC appears at the exit to the west and 
opens fire on the lead Ml tank in the convoy. Stay along the northern 
side of the tunnel and drop smoke grenades in front of your position 
to avoid drawing the APC’s attention. Once your position is concealed 
with smoke, proceed to the second hole on the right and take cover. 
Then toss grenades at the APC to destroy it. Wait until the APC 
explodes, then exit the tunnel. A couple of tangos are positioned near 
the staging area, so utilize cover and be ready for more action before 
moving to the objective marker. 



Use smoke grenades to conceal your team’s position. 


Move to the Rally Point 

While the tanks stock up on 
ammo, visit the rally point and 
replenish your own stores. 



Upon reaching the staging area, a 
supply truck drives in from the 
south and sets up a rally point. 
Maintain the same team- 
rifleman, grenadier, and gunner. 
For your weapon, choose the MR-C/AGL. Although the rifle has no 
scope, the grenade launcher proves useful at the end of the mission. 


^Rally Point;; 

Teammates 


Teammate 1 

Teammate 2 

Teammate 3 

Rifleman: Joe Ramirez 

Grenadier: Richard Allen 

Gunner: Marcus Brown 

Grenadier: Derrick Parker Rifleman: Paul Smith 
Rifleman: Matt Beasley Grenadier: Bo Jenkins 

Gunner: Annibale Cruz 
Gunner: KC Kirkland 

1 


J 


Hold Position 

Holding off the enemy attack is 
easy when you are behind one of 
the M60 machine guns. Fire in 
short bursts to prevent the 
weapon from overheating, and 
don’t let the rebels flank you. 



FIO reports a large contingent of 
rebel troops approaching the 
staging area from the west. Flowever, the tanks aren’t finished loading up 
on ammo. You have to hold off the attack until the tanks can join the 
fight. Order your team to move behind the northern machine gun near 
the staging area— the sandbags provide some cover. Meanwhile, move to 
the other M60 and begin firing on the rebel troops to the west. Watch for 
movement to the northwest and gun down the attacking rebels before 
they can flank you. If they manage to move outside the MGO’s firing arc, 
engage them with your rifle. A rebel M2 Bradley eventually rolls into view 
to the west. The M60 can’t penetrate the Bradley’s thick armor, but you 
can still use it to pick off the machine gunner in the APC’s turret. Take 
cover behind the sandbags until one of the Ml tanks is available. Access 
the M 1 on your cross-corn as soon as possible and order it to blast the 
Bradley— it only takes one shot. 

Return to the M60 and finish off the 
remaining rebel infantry to the east 
before making a move on the 
assembly area. 




Don’t waste your grenades on the 
M2 Bradley. Instead, order one of 
the Ml tanks to knock it out. 


'iT F 


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4: Reach the Assembly Area 

Don’t let your Ml advance too far 
beyond this point. Keep it parked 
here and use it to engage the 
rebel troops to the west. 

Now that the tanks are armed, 
yourteam needs to help them 
clear a path to the assembly area 
to the northwest. Instead of 
moving along the road, move directly west and cut in between the 
small buildings as shown on the map. While moving through these 
alleys, look to the south for a low wall topped with metal bars. From 
this position you can spot a few rebel troops and an M 1 tank to the 
west. Order the tank under your command to move forward and 
engage the infantry— a pair of friendly M Is to the south take out the 
enemy tank. Don’t let your Ml advance much further than the low 
wall where you’re standing. 


r 



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NOTE 



Distract this rebel tank from the east while your Ml surprises it 
from the south. Dtherwise, the enemy tank has a clear shot at your 
Ml as it passes along the road. 

Stay in the alley and move west until you spot another enemy tank in a 
courtyard. Stick to a corner to prevent being seen and toss a smoke 
grenade between you and the tank for further concealment. Fire a few 
rounds at the rebel tank until its turret rotates in your direction. Quickly 
back away from the corner and order your M 1 forward. Watch its 
progress on the tactical map and order it to attack once it’s directly south 
of the rebel tank. Your Ml attacks the rebel tank while it’s distracted, 
scoring a couple of critical hits without facing return fire. 

Get yourteam Involved when 
attacking the rebel units 
blocking the road to the 
assembly area. But make sure 
they have adequate cover, 
especially If they begin taking 
fire from the rebel tank. 

One more rebel tank is positioned on the road near the objective 
marker. Move to the southern side of the warehouse, next to the 
recently destroyed enemy tank. Scout the area to the north and call 
out targets for yourteam. Make sure you can see the rebel tank, but 
stay along the southern side of the warehouse to avoid getting hit. 
Once you’ve initiated a firefight with the rebels to the north, order your 
M 1 to move forward and engage the rebel tank. Take cover and watch 
the tank battle on your tactical map. Issue movement orders as 
necessary until your Ml has a clear shot at the enemy tank. Keep up 
the pressure until the rebel tank and all surrounding units are 
destroyed, then proceed to the objective marker at the gate of the 
assembly area. 



Instead of cutting through the barracks, try 
nnoving along the sanne path as your M1 tank. 
However, be prepared to spot and target the 
second enemy tank lying in wait in the courtyard 
on the northern side of the road. No matter how 
careful you are, the enemy tank will take the 
opening shot during this fight, scoring a critical 
hit on your Mi's side armor. Your M1 should 
survive but it's better to flank and distract the 
enemy tank from the east while your M1 attacks 
from the south. It takes some careful 
coordination, but this is the only way to ensure 
your M1 takes no damage. 


Eliminate the Helicopters 

Use your grenade launcher to 
neutralize the three rebel troops 
on this balcony. You need to 
commandeer their machine gun 
to shoot down the helicopters. 

Soon after you reach the gate of the 
assembly area, FIQ reports two 
incoming attack helicopters closing 
fast on your position. Equip your 

grenade launcher and move to the eastern side of the motor pool facility. 
Aim your grenade launcher at the balcony to the east where there is a 
machine gun positioned. As soon as you spot rebels on the balcony, fire 
a grenade at them. Keep moving and storm up to the balcony via a 
nearby ramp. Immediately hop behind the M60 and scan the skies for 
the rebel attack helicopters. Open fire as soon as they come into view 

and don’t lay off the trigger until 
they drop out of the sky. 

Pump the rebel helicopters full of 
holes before they get a chance to 
turn their devastating weapons 
on you. The M60 makes quick 
work of the choppers. 

5: Reach the Extraction Point 

After downing the rebel helos, an extraction point is set up to the 
northwest. Before moving out, locate another machine gun positioned 
on the other side of the motor pool to the west. A few more rebels are 
located on this balcony. Flold your position and fire a few grenades in 
their direction to take them out— you’ll need to aim high. When the 
rebels are neutralized, move to the extraction point and wait for a 
Stryker to arrive. The U.S. president is missing again, and it’s Ghost 
Team’s job to find him. 

Eliminate the rebels on the 
western side of the motor pool 
before rushing to the extraction 
point. This is a good opportunity 
to try long-range shots with the 
grenade launcher. 




30 


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LEGEND: 


© = Insertion Point 
4 = Rally Point 
□ = Ammo Box 
A = Kit Container 
O = Fixed Weapon 

— = Ingress Route 

— = Egress Route 


V 


^OBJECTIVES: 



1: Reach Salvatore's Position 
2: Reach Construction Site 
3: Find the US President 
4: Extract with President Ballantine 
5: Move to Rally Point 
6: Recover the Football 
7: Reach Extraction Point 


40 


Mission Briefing 

Just as the rebel force seems to be losing the battle, President 
Ballantine is attacked by Aguila 7, the paramilitary group led by 
Ontiveros. The rebels have been using Guardrail IX to monitor all 
ground communications. Your orders are to save the U.S. president. 

1 : Reach Salva'tore^s Position 

Take cover directly behind the 
Bradley to avoid getting hit by 
incoming fire from the north. Call 
out targets for the Bradley until 
the street is clear. 


Captain Salvatore is pinned down in the shantytown west of the 
insertion point. You need to reach his position and provide support 
before searching for the president. But first, you need to find some 
cover. A Panhard and several rebel troops appear at the north end of 
the street. Order your team to take cover behind the car to the west 
while you move behind the Bradley just ahead. Use your tactical map 
to call out targets for the Bradley, starting with the Panhard. Stay 
behind the Bradley until it eliminates all threats to the north. Next, 
move to the eastern sidewalk and take cover beside the bus, scanning 
the western entrance to the shantytown for more rebels. Order the 
Bradley to move forward and engage any hostiles, then gather your 
team and cautiously approach the shantytown. 



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Stay behind cover while the 
Bradley leads the way through 
the shantytown. This is the 
safest way to draw enemies out 
into the open. 

Advance through the shantytown 
with the Bradley in the lead and you 
and your team closely behind. 
Always take cover while the Bradley moves ahead and monitor its 
progress on the tactical map. As it encounters rebel troops, order the 
Bradley to attack— you must manually target each enemy. Along the path 
to the west the Bradley will come under attack from another Panhard. If 
you can’t spot the rebel vehicle on your tactical map, peek around a corner 
to make visual contact, then order the Bradley to take it out. 


Your team can assist the Bradley as it clears a path, but make sure 
they have adequate cover, preferably at corner positions. 

As the dirt road through the shantytown turns to the southwest, 
expect heavier resistance from rebel troops. But don’t let the heavy 
incoming fire talk you out of your game plan. Continue pressing 
forward with the Bradley in the lead. You can help out by firing on 
rebel troops, but avoid moving into the open. A rebel equipped with an 
RPG is positioned at the far end of the road to the west. This is the 
only unit that poses a serious threat to the Bradley and your team. 
Keep your team on the northern side of the road and watch for the 
anti-tank unit to appear on your HUD ortactical map as the Bradley 
moves forward. As soon as the RPG-toting rebel appears, order the 
Bradley to take the shot. Don’t expose yourself to this rebel unless 
you want to catch an explosive rocket in your teeth. 

This anti-tank soldier on a 
rooftop to the west must be 
eliminated as soon as possible. 

If not dealt with quickly, the 
rebel’s RPG can destroy the 
Bradley and greatly hinder your 
team’s progress. 


Now begin moving toward Salvatore’s position to the south. Carefully 
make your way to the objective marker, leapfrogging from one corner 
position to the next. Order the Bradley to move forward as well and 
relay targeting info as you encounter hostiles. Things don’t look good 
at Salvatore’s position. He’s been 
rendered unconscious due to 
serious wounds and his team 
members are all dead. 

No matter how quickly you move 
through the shantytown, you 
won’t be able to reach Captain 
Salvatore in time. 


S: Reach the Construction Site 

Take cover and let the Bradley do 
the dirty work while advancing to I 
the construction site. 

Apparently Salvatore and his men 
were close to the prize. HQ relays 
preliminary reports of President 
Ballantine last being spotted near 
a construction site to the south of 
your position. Once again, order the Bradley to lead the way while your 
team holds back behind cover. A rebel APC and several hostiles block 
the path to the construction site entrance, but it’s nothing the Bradley 
can’t handle. Due to the narrowing of the road, the Bradley can’t 
advance all the way to the objective marker. Carefully move forward 
with your team, utilizing cover the whole time. The Bradley can still 
provide fire support, so give it attack orders as you encounter rebel 
troops. Even if it can’t hit the enemies, its suppressing fire can allow 
you to move forward and flank the hostiles. Before rushing to the 
construction site, toss a couple of grenades toward the objective 
marker in an attempt to draw a couple of hiding rebels out of their 
cover. When it’s clear, move to the objective marker and await the next 
set of orders. 

When 

objective your 

night to a better 
ofthe tangos hiding in the 
shadows. Try a few 

grenades in their direction to 
' % draw them out into the open. 


4 1 


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, •!«* 


3: Find 'the U.5. President 

Locate and eliminate this sniper 
on the roof of the western 
building before entering the 
construction site. 

HO is now confident that the 
president is being held inside the 
large building at the construction 
to the Before 
out, scan the top of the western 

building for a sniper. Once you have eliminated the sniper, cautiously 
descend the nearby earthen ramp leading down to the construction 
site. Engage any tangos along the eastern side of the building while 
moving north. Creep along the northern edge of the building. Eliminate 
all the hostiles outside before entering through one of the eastern 
entrances. Begin with the three rebels on the western edge of the 
roof. Toss a grenade onto the roof to get their attention, then gun 
down any survivors. Next, use cover on the western side of the 
building to engage a couple more rebels to the south. 


Spend a few moments clearing the building exterior before rescuing 
the president. The three tangos on the rooftop can be neutralized 
with one grenade. 

Once the grounds outside the building are secure, approach the 
northwestern entrance and prepare for the final assault. Activate your 
night vision once inside the dark building. The president is in a room 
to the east and guarded by two rebel soldiers. Advance your team to 
the corner position of this room and let them handle the two guards. 
When the firefight is over, move into the eastern room and approach 
the president to free him. But don’t let your guard down! The rebels 
are in the process of staging a counter-attack. 


Presiden't 


Extract with 
Ballantine 

Use smoke grenades to cover 
your exit from the building. Keep 
your night vision activated to 
spot enemies through the haze, 
including this sniper on the 
freeway to the west. 

As soon as the president is 
secure, move to the southern side 
of the room while ordering your team to the northern side. Erom the 
corner, watch for rebels rushing in from the west. The president will 
follow you, so be mindful of your actions. Wait for your team to gun 
down the invaders, then carefully make your way to the southwestern 
exit. Position your team at the corner opposite of the exit and let them 
clear the area outside. Next, toss a smoke grenade just outside the 
exit and wait for the smoke screen to grow. With your night vision still 
active, creep toward the exit and mow down any hostiles that come 
into view, including a sniper on the freeway to the west. Make your 
way outside under the cover of smoke and scan the grounds for more 
trouble. Order your team to lead the way to the extraction point, exiting 
through the opening in the fence to the west. While moving south to 
the waiting Stryker, a pair of rebel transport helicopters buzz over 
your head. Don’t bother firing on them, just keep moving until the 
president is safe inside the Stryker. 


Pay no attention to the rebel helicopters buzzing past the 
extraction point— you’ll deal with them soon enough. 



If you’re not too confident In your marksmanship skills, order your 
team to assault the room where the president Is being held. There Is 
no margin for error In this rescue operation. 



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4S 












Rally Point; Teammates J 


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5: Move to the Rally Point 


From the rally point, turn west and take cover along the nearby truck. 
A group of tangos to the west blocks the path into the industrial area. 
Field near the truck and order your team to engage the rebels to the 
west. Fight your way into the industrial facility to the west and then 
veer north, heading toward the objective marker. Move along the 
eastern side of the facility while your team moves along the western 
side, using walls and other objects for cover. Put your new MR-C LW to 
use by firing around corners to pick off unsuspecting rebels. By the 
time you reach the objective marker to the north, the football is long 
gone— evacuated in a transport helicopter. 


Rifleman: Joe Ramirez Gunner: Marcus Brown Grenadier: Derrick Parker 

Rifleman: Matt Beasley Gunner: Annibale Cruz Grenadier: Bo Jenkins 

Rifleman: Paul Smith Gunner: KC Kirkland Grenadier: Richard Allen 


6: Recover 'the Football 


You can board the Blackhawk at the extraction point, but this 
doesn’t mark the end of the mission. 

In an attempt to pursue the escaping chopper, an extraction point is 
set up to the east. Pass beneath the freeway and rush to the hovering 
Blackhawk at the extraction point. But don’t relax just yet— the 
mission isn’t over. 


There are no hostiles between the Stryker drop-off area in the 
tunnel and the rally point, so don’t worry about using cover. 

President Ballantine is secure, but Ontiveros’s men have gained 
possession of the nuclear football. As the Stryker moves to a new 
area, FIQ tracks the football’s position to a nearby industrial area. The 
Stryker drops off your team in a tunnel. Before proceeding to the 
football, head out into the street to the west where a supply truck has 
set up a rally point. The selection of teammates doesn’t allow you to 
change the composition of your team, so stick with the same line-up. 
The MR-C LW is the best choice for your primary weapon. 


The MRC LW is ideal for clearing out the industrial facility. Hold it 
out around corners to engage hostiles. It even has a decent zoom 
function. 


Leapfrog from one cover position to the next with your team until 
you can reach the objective marker. But the football is moved 
before you get there, carried away in a transport helicopter. 


7: Reach the Extraction Point 


PRIMAGAMES . COM 









ft 




Panhards are mixed in with rebel infantry on the ground, including 
this one driving along the bottom deck of the freeway. Destroy the 
vehicles and then target the troops. 


Don’t let the two rebel choppers divide your attention. Focus on one 
at a time until they both go down in flames. 


44 




f 


SGI? 


Elimina'te the Helicopters 


^ ^ (p 







Your efforts to follow the football are put on hold when the Blackhawk 
comes under attack by rebel units on the ground. Target the hostiles 
with the Blackhawk’s mini-gun. A pair of transport helicopters also 
open fire on you. Focus on the ground units first, blasting the 
Panhards and infantry, then scan the sky for the two helicopters. 

Your pilot will maneuver the Blackhawk to get you some good shots. 
Shoot down one chopper and then set your sights on the last one, 
pumping it full of mini-gun rounds until it crashes in the industrial 
facility to the west. You’re now clear to continue your pursuit of the 
football, but the rebels have secured themselves a hefty head start 
with this latest distraction. 


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IX 




Guardrail 




LEGEND: 

O = Insertion Point 
<) = Rally Point 
□ = Ammo Box 
A = Kit Container 
O = Fixed Weapon 

— = Ingress Route 

— = Egress Route 

V ) 


^OBJECTIVES: 


\ 

1: Move to Abandoned Train Station 

2: Reach Drop Point 
3: Disable Guardrail IX 
4: Reach Extraction Point 
V 


/ 


Mission Briefing 

President Ballantine is secure, but the rebels have acquired the 
presidential suitcase— the football— containing all nuclear launch 
codes. The technical experts fear a connection with Guardrail IX. You 
must recover the launch codes. 

1 : Move to Abandoned Train 
Station 

The area around the train station 
is crawling with rebel troops. Use 
your MR-C LWto scan every 
corner for threats. 


The search for the football continues as your Blackhawk sets down 
near an industrial area. FIQ has tracked the football to a large railroad 
yard to the south. You’re sent in solo on this mission, but you do have 
the support of a UAV drone. Save the drone for later and head 
southeast, passing beneath the freeway and over the grassy field. 
Enter the southern street leading to the objective marker. This path is 
blocked by rubble so you need to find another way around. Approach 
the next corner to the east and use your MR-C LW to peek around the 
corner. Take a few seconds to gun down the rebel troops to the north, 
then cross the street and enter the alley to the east. A few more 
rebels are in the alley so take it nice and slow, using the gun camera 
to scout each branch. 




45 


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Exit the alley to the north, then 
veer east along the northernmost 
street. After passing the first 
intersection, set your sights on the 
distant rooftops to the southeast. 

Keep moving forward until you spot a sniper on top of the eastern 
buildings. Wait until he shows up on your HUD, then zoom in and pick 
him off with a quick burst. At the next intersection, cross to the eastern 
side of the street and take cover in an alcove. Scan the square to the 
south for hostiles. Engage the rebel patrolling near the truck, then hold 
in the alcove. Wait for a pair of rebels to rush around the corner to the 
southwest and gun them down from your covered position. Now bring 
the UAV drone to your position and use it to scan the square to the 
south. If it’s clear, head south and use the ammo box. 


CAUTION 


Don’t fly the drone over the objective nnarker at 
the train station. The area is swarnning with rebel 
troops and they’ll blast the drone out of the sky. 



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Take cover along the bus in this 
northeastern intersection when 
engaging the rebels to the south. 

Erom the square, keep pushing 
east along the northern street. 
Proceed to the intersection and 
take cover along the northern side 
of the bus. Peek around the 
corners of the bus to eliminate a few tangos to the south. Erom the 
back of the bus you may be able to spot several rebels positioned 
near the train station to the south. If you can’t hit them, don’t worry— 
you’ll deal with them soon. Move south from the bus and cross the 
street ahead. Turn down the street to the east and keep pushing 
south. As you near the objective marker, toss smoke grenades at the 
next corner to the southwest and wait for a smoke screen to build. 
Once the smoke is in place, peek around the corner and activate your 
night vision. Engage all the rebel troops guarding the entrance to the 
train station through the smoke screen. Einally, move to the objective 

marker at the train station 
entrance. 

Drop smoke at this corner across 
from the train station entrance, 
and use your night vision to spot 
the rebels positioned behind 
sandbags. 

S: Reach the Drop Point 

The train station is filled with 
rebel troops, including some 
positioned along the catwalks. 



4G 



As you pass through the entrance of the train station, HQ updates 
your objectives. The whereabouts of the football are still uncertain, 
but Guardrail IX is located in the rail yard to the southeast. Before 
moving to Guardrail IX, you must fight your way through the train 
station to reach a kit container to the west. Move to the entryway 
leading into the central part of the train station and peek around the 
corner to spot a few rebels, including two in upper-level windows. 
Neutralize all visible threats, then enter to access the staircase 
leading to the catwalk system. While moving along the catwalk, 
search for more rebel troops on the ground. If you come under fire, 
drop prone and deploy smoke, if necessary. Your night vision can help 
cut through the clutter below, allowing you to spot the heat signatures 
of hiding troops. Slowly advance west along the catwalk and engage 
any threats that come into view. 



If you have a hard time spotting the hiding rebels, activate your 
night vision and zoom in with your gun camera to get a better view. 

As you enter the large storeroom filled with train cars and wooden 
crates, descend the stairs and keep moving west while staying along 
the southern side of the room. Many more rebel troops are positioned 
in this large room, so move slowly and use the MR-C LW at every 
corner. Climb over the flatbed car and through the boxcar before 
slowly entering the maze of crates. Expect to engage many hostiles in 
this area at extremely close range. If the enemies can’t get an angle 
on you, they start lobbing grenades in your direction. Watch and listen 
for incoming grenades bouncing along the concrete floor and take 
cover accordingly. In the southwestern corner of this storeroom is 
another staircase guarded by a few rebels. There’s also a couple 
guards positioned on the catwalk running along the western wall. 
Carefully pick them off and then climb the steps to access the catwalk 
leading into the next storeroom. 


When moving among the crates, 
you encounter rebels at 
dangerously close range. Stay 
behind cover as much as 
possible and hold your MR-C LW 
around corners to blast the 
enemies. 


u % 




The final storeroom is clear of threats, unless you count the five self- 
propelled artillery guns. Don’t worry about destroying the guns below. 
Instead, advance along the catwalk to reach the next set of stairs 
leading down to the floor. The kit container is located at the base of the 
steps. This allows you to either keep the same weapon or trade it in for 

an A550 sniper rifle or a SCAR 
COC/GL. You’ll definitely want the 
sniper rifle for the next leg of the 
mission. 

Move to this kit container at the 
northwestern corner of the train 
station and grab the A550 sniper 
rifle inside. 



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3 : 


□isable Guardrail 


IX 


You won’t be able to move out of the train station until you take out 
the sniper on this water tower to the west. Drop prone and use the 
stack of lumber for added concealment. 


You’re now clear to go after Guardrail IX. Start by peering out of the 
western train station exit. Stay to the north of the stack of lumber near 
the exit and look for a water tower to the far west— a sniper is 
positioned here. Zoom in on the tower with your A550 to spot the sniper 
and take him down with one quick shot. If you have trouble spotting 
him, move the drone toward the tower until he shows up on your HUD. 


Keep an eye open for this Panhard driving around to the south. Pick 
off the gunner to render it harmless. 


After eliminating the sniper on the water tower, move outside to the 
small hill and scan the area to the southwest. Drop prone on the hill 
and watch for a Panhard moving around to the south. Zoom in on the 
gunner and take him out. It’s easiest to hit the gunner as the vehicle 
is moving directly toward you. The report of your rifle gets the 
attention of some rebel troops to the southwest. Stay prone and pick 
them off one by one. Move to the next hill to the south and watch for 
more rebel troops to the southwest. Remember, the A550 can fire 
through cover, so don’t worry about maneuvering to get a clean 
shot— just shoot them through the object they’re hiding behind. 


Next, move to the warehouse to the east and take cover along one of 
the walls to the west. Peek inside the warehouse to spot a few rebels 
patrolling along the eastern side. Swing your rifle around the corner 
and quickly take them down. Then rush inside and take cover along 
one of the nearby crates. Watch for a few more rebels moving in from 
the east— they hide behind crates and barrels. Zoom in on their 
positions and pick them off until 
the eastern side of the warehouse 
is clear. 


Scout out the warehouse and 
locate the rebels before risking 
exposure. After taking out the 
first two hostiles, watch for 
incoming reinforcements. 



1 


j 


Set up on the catwalk in the 
western side of the turntable 
facility and snipe the rebels to 
the east. 

The warehouse leads into a 
turntable facility, used to rotate 
locomotives and cars. While the 
western side of this facility is 
clear, several rebels are on patrol to the east. Climb up onto the 
catwalk running along the western wall and drop prone. Peer through 
the short tunnels to the east to locate and eliminate the tangos. When 
you cannot spot any more threats from your perch, descend the steps 
and cautiously approach the turntable. Equip your M9 pistol while 
moving toward the eastern side of the facility. Stay near the car on the 
turntable and peek out to the east— another rebel may be in one of 
the tunnels. Be prepared to blast him with your pistol if he comes into 
view. Move through the eastern side of the turntable facility and exit 
through a door to the north. 

The three rebels patrolling the 
cargo platform won’t show up on 
your HUD or tactical map due to 
jamming. Establish visual 
contact, then snipe them from 
the catwalk. 

You’re now near the railroad 
tracks, just west of Guardrail IX. 
Use the nearby ammo box to stock up, then approach the steps 
leading up to a catwalk crossing over a cargo platform. Crouch down 
and move east along the catwalk. Before descending to the other side, 
turn south and look for three rebels patrolling among the crates 
below— they won’t show up on your HUD due to the scrambling of 
Guardrail IX. Hide behind one of the solid sheets of metal on the 
southern railing of the catwalk before standing up to eliminate all 
three rebel soldiers. Walk to one of the downed soldiers to the south 
and exchange your A550 for his 36K assault rifle. The rate of fire 
offered by the 36K is useful during the final assault. 


Drop prone on the small hills southwest of the train station and 
engage the rebels to the south at long range. Remember, the A550 can 
rip through most materials, so the rebels aren’t safe behind cover. 


4T 


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Guardrail IX is located in this large concrete control tower. Use the 
flatbed railcar for cover and target the rebels inside and on the roof. 
Move to the barrels on the other side of the railcar to engage the 
tangos standing near the tower’s base. 

It’s time to begin the assault on Guardrail IX. Move south and cross 
over a flatbed car to the east. Turn south again and move along the 
western side of another flatbed car. Take cover along the side of the 
car and peek over the top to spot a large concrete control tower— 
Guardrail IX is inside. Before rushing to take it out, you need to 
eliminate the guards protecting it. Start by dropping a smoke 
grenade in front of your position. Once a smoke screen is in place, 
activate your night vision and peek over the top of the flatbed car. 
Target the two guards inside the control tower before they can duck 
behind cover. Next, blast the two guards on the roof. While your 
smoke is still in place, climb over the flatbed car and approach the 
group of barrels on the other side. Take cover along the western side 
of the barrels and peek out 
around the southern corner to 
pepper another pair of guards 
standing along the tower’s base. 

This is what all the fuss is about. 

Stick a C4 charge to Guardrail IX 
and get out of the tower before it 
detonates. 

Enter the control tower via a dug-out set of steps on the northern side 
of the structure. Inside, climb to the top level using the interior and 
exterior sets of stairs. Guardrail IX and the two rebels you killed earlier 
are located on the top floor. Grab a fresh 36K off one of the dead 
guards, then slap a C4 charge on Guardrail IX. As the 25-second timer 
counts down, run back outside and make sure you’re clear of the 
structure before the charge detonates. But don’t forget to turn around 
to witness the explosion and the eventual toppling of the massive 
antenna on top of the tower. 


Hold Position 


While waiting for a Blackhawk, you need to hold off a rebel counter- 
attack originating from the east. Try to pick off as many rebels as 
you can before they reach cover. 

Your HUD and tactical map function normally once Guardrail IX is out 
of operation. HQ instructs you to hold your position until they can 
arrange extraction. Move along the north side of the tower and take 
cover by the western side of the low rectangular crate. Watch for 
several rebels scurrying along the tracks to the east. Open fire on the 
rebels before they can reach a covered position on the other side of 
the tracks. You can’t hit them all, but thinning out their ranks early 
certainly helps. It won’t be long before the rebels unleash massive 
volumes of fire on your position. Stay low behind the crate and toss a 
few smoke grenades to the east. Wait for a large smoke screen to 
form, then stand up and engage the enemies through the smoke with 
the aid of your night vision. 

4: Reach the Extraction Point 


Don’t run directly toward the extraction point until you eliminate all 
threats. Watch for a rebel hiding in the corner south of the 
extraction point. 

A Blackhawk eventually shows up to the east and waits to pick you up. 
Before rushing to it, make sure you’ve eliminated all visible threats on 
the other side of the tracks. Stay alert while crossing the tracks and 
be ready to drop prone and seek cover. Carefully make your way to 
the Blackhawk, engaging any stragglers along the way, including one 
hiding in a corner just south of the LZ. When it’s safe, rush to the 
Blackhawk and climb aboard. Now that Guardrail IX is no longer a 
concern, U.S. forces are ready to begin a heavy push into Mexico City 
in an effort to bring an end to this coup. 


~ This is why you don’t want to be inside the tower when the C4 charge 

detonates. Make sure you’re clear of the antenna as well, as it crashes 
4 8 down to the north. 


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Bulldog 




^LEGEND: 


O = Insertion Point 
{> = Rally Point 
□ = Ammo Box 
A = Kit Container 
O = Fixed Weapon 

— = Ingress Route 

— = Egress Route 

V 

J 


^OBJECTIVES: 


1: Clear Convoy Route 

2: Return to Blackhawk 

3: Move to Rally Point 

4: Secure General Martin 

5: Reach Extraction Point 
V 

J 


Mission Briefing 

Carlos Ontiveros has escaped with the football and taken refuge in the 
palace with his father, General Ontiveros. Since the loss of the nuclear 
launch codes, international tensions have increased, forcing the U.S. 
president to go to DEFCON 2. You must retrieve the football. 


1 : Clear Convoy Route 


Be prepared to gun down a pair 
of rebel troops shortly after 
setting down on the roof. 



U.S. armor units are beginning the push into Mexico City. However, 
rebel troops set up improvised roadblocks manned by anti-tank 
personnel. It’s your job to scout ahead and neutralize the threats at 
each roadblock before the tanks can roll through. A Blackhawk drops 
you off on a rooftop just west of the first roadblock. Hold at the drop 
zone and aim your weapon at the northeastern corner of the roof. Two 
tangos rush onto the roof and try to gun you down. Don’t let them 
surprise you. 



40 


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PRIMA OFFICIAL GAME GUIDE 


Neutralize the First Roadblock 



Don’t peek over the edge of the rooftop until you deploy some 
smoke. Otherwise you may get hit with an RPG round fired by the 
anti-tank gunner posted near the roadblock. 

The first roadblock is just a few yards away on the street below. 

Before taking a peek, toss a smoke grenade along the eastern edge of 
the roof. Wait for a smoke screen to form, then walk forward with your 
night vision activated. Glance down at the street below and scan for 
threats. Locate and neutralize the anti-tank gunner first, then deal 
with the rest of the rebel soldiers. When all of the threats are down, 
order the M 1 tank under your command to move forward and blast 
the truck near the roadblock. Leave the Ml near this cleared position 
and proceed to the next roadblock to the east. 

Neutralize the Second Roadblock 

Move slowly and utilize cover 
while moving to the second 
roadblock. The rebel snipers 
posted along the way can end 
your mission with one shot. 

To reach the second roadblock, 
you must advance across several 
rooftops while watching out for 
rebel troop patrols and several 

trigger-happy snipers. Begin by moving south, but stop short of 
moving to the next roof. There is a sniper positioned on a low roof to the 
south and two rebel soldiers hidden among the ductwork on the 
adjacent roof to the southeast. Once they’re down, advance east up a 
ramp, past a set of four white storage tanks, and then up a second, 
steeper ramp. 




None of the snipers are easy to spot, so take cover and watch for 
incoming tracer rounds. Once spotted, fire a few suppressing 
rounds before zooming in for the kill. 

At the top of the second ramp, immediately take cover behind the 
small structure to the east. Two snipers are posted ahead— one on a 
rooftop across the street to the northeast (near a satellite dish) and 
the other on another rooftop to the east. Eliminate both snipers, but 
watch for rebel troops moving up the ramp to the south. Move to the 
southern edge of the roof and drop prone to scan the next rooftop to 
the east while aiming down the ramp. The sun’s glare may make it 
difficult to spot the rebels on this roof, so try switching to night 
vision to make their heat signatures pop out. 


50 




Don’t let the sniper hunt distract 
you from the rebels patrolling the 
rooftops. You can easily hide 
from the stationary snipers, but 
the patrolling soldiers are much 
less predictable. 

While moving east you eventually 
spot an M60 mounted on a 
rooftop. The gun is unmanned so don’t worry about coming under fire. 
However, just below the gun, several rebel troops suddenly scramble 
into view. Stay behind cover and toss a grenade in their direction. Then 
mow down any survivors. On the next rooftop to the east, take cover 
behind the pallet of bricks to avoid getting hit by another sniper 
positioned on a balcony of the skyscraper to the east. Deal with the 
two rebels on the roof before taking out the sniper. 

The ductwork running along the 
rooftops are favorite hiding spots 
for rebels. Don’t let them get the 
jump on you. 

As the street below turns south 
and then east again, follow the 
rooftops toward the objective 
marker. Use the ductwork along 
the roofs for cover and peek out to spot and target rebels. Before 
moving to the second roadblock, look for another sniper on an 
adjacent rooftop to the southeast hiding behind a large duct. If you 
can’t get a good angle on his position without risking exposure, use a 
grenade to dislodge him. When the surrounding area is clear, creep 
toward the second roadblock, using smoke for cover. Peek over the 
roof and pick off the anti-tank gunner in the street below. Order the 
Ml forward while you eliminate the rest of the rebels. When the Ml 

arrives, order it to take out the 
truck in the street before moving 
on to the last roadblock. 

Use smoke to conceal yourself 
when attacking the second 
roadblock. Eliminate the anti- 
tank gunner first, before your 
smoke screen dissipates. 

Neutralize the Labt Roadblock 

This is the only sniper 
threatening the journey to the 
last roadblock. But deal with the 
nearby rebel soldier before 
gunning for the sniper. 

The winding path to the last 
roadblock is much less 
treacherous, but you still need to 
stay on your toes. Stay behind cover while advancing to the next 
eastern rooftop. It’s patrolled by a rebel soldier and watched by a sniper 
on a rooftop across the street to the northeast. As soon as these two 
threats are down, the path to the last roadblock is clear. You eventually 
spot a catwalk connecting two rooftops— don’t cross it! Instead, toss a 
smoke grenade toward it. Wait for the smoke to spread, then move to 
the northeast corner of the roof, next to the catwalk. Activate your night 
vision to see through the smoke, then zoom in on the objective marker 
area to the north. A few tangos pop into view. Set your sights on the 
anti-tank gunner and squeeze the trigger. Blast the remaining rebels 
guarding the final roadblock to complete the objective. 




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Deploy smoke near this catwalk, then zoom in on the objective 
marker to spot the rebels gathered around the last roadblock. 


S: Return to the Blackhawk 

Lay waste to the rebel vehicles in 
the street with the Blackhawk’s 
mini-gun. Even the rebel APC 
can’t sustain the damage dished 
out by this bad boy. 

When the last roadblock is clear of 
threats, a Blackhawk sets down on 
the rooftop to the north. Cross the 
catwalk and approach the chopper to board. It’s time fora quick gun run, 
so get ready to knock down some rebels with the mini-gun. Start by 
blasting the rebel troops on the top floors of a skyscraper. The Blackhawk 
then swoops down over the street, allowing you to target several 
vehicles including an APC, a couple 
of Pan hards, and a few trucks. 

The two anti-tank gunners on the 
rooftops can knock the 
Blackhawk out of the sky with 
their RPGs. Identify and 
eliminate them before they can 
get a shot off. 

Make sure the mini-gun is fully cooled as the chopper pulls to a hover 
near the rooftop M60 position you passed earlier. Several troops drop 
from a pair of rebel transport choppers onto the rooftops to the south. 
Open fire on the troops to the west first, then locate the anti-tank 
gunner on the nearby roof before he can fire an RPG. Next, watch for 
enemy movement around the M60. A second anti-tank gunner takes 
up a position on this rooftop. Even if you can’t spot the gunner, pepper 
the rooftop with fire before an RPG slams into the Blackhawk. Prevent 
any rebels from manning the M60 as it can also inflict serious damage. 
Finish off the gun run by mowing down the remaining rebel infantry 
scattered across the rooftops. The Blackhawk eventually flies east, 
setting down in the street near a gathering of U.S. military vehicles. 


CAUTION 


If an RPG round 
strikes the Blackhawk, 
you lose sonne health 
and suffer from 
temporary loss of 
hearing and blurred 
vision. Stay focused 
and keep firing to 
prevent a second and 
fatal hit. 






3: Move to the 

At the rally point, be sure to take 
along Jhon Hume. His Zeus MPAR 
comes in handy later. 

After exiting the Blackhawk, turn 
east and head for the rally point. 
This time you’re granted access to 
Jhon Hume, the team’s anti-tank 
gunner. Take him along, as well as 
a couple of riflemen in slots one 


and two. For your weapon, choose the standard MR-C, as you want a 
scope-equipped rifle for the next leg of the mission. 



Teammate 1 Teammate 2 Teammate 3 


Rifleman: Joe Ramirez Grenadier: Richard Allen Anti-Tank Gunner: Jhon Hume 

Grenadier: Derrick Parker Rifleman: Matt Beasley Gunner: KC Kirkland 

Rifleman: Paul Smith Grenadier: Bo Jenkins Gunner: Marcus Brown 

\ ) 

4: Secure General Mar'tin 

Make frequent use of corner 
positions while moving to the 
crash site. Your team can handle 
most of the rebels on their own 
as long as you move them to 
safe positions. 

Whatever task HQ had in store for 
your team is put on the back 
burner when General Martin’s 
Blackhawk is hit by anti-aircraft fire. Your new objective is to move 
west to the crash site. You can’t reach the downed Blackhawk from the 
main street, so cut through the narrow streets and alleyways to the 
south. Head south from the rally point and follow the path drawn on the 
map. Order the team to take corner positions on the western side of the 
street. Hold back as they engage rebels to the west. When it’s clear, 
move to the west and prepare to cut south. Watch for a Panhard 

patrolling to the far south and 
order your team to attack. One 
shot from Hume’s Zeus MPAR 
knocks it out. 

Jhon Hume’s Zeus MPAR makes 
quickworkofthetwo Panhards 
that your team encounters in the 
narrow southern streets. 







5 1 


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PRIMA OFFICIAL GAME GUIDE 






^ A ] 




□ 


DD 




After moving less than half a block south, prepare to move west at the 
next intersection. Peek around the corner first to spot another 
Panhard parked at the western end of the street. Order your team to 
attack it and watch as Hume tallies another vehicle kill with his Zeus. 
While moving west along the next narrow street, watch for enemies in 
the alleyways to the south— a well-concealed sniper sits on a rooftop 
corner. Keep pushing west, 
following the crooked alleyway. 

Don’t let this sniper ruin your 
day. He’s located on this rooftop 
corner in one of the southern 
alleys. You probably won’t be 
able to spot him unless you 
zoom in. 

A big decorative archway structure sits in a large courtyard on the 
eastern edge of the crash site. The area is filled with rebel troops, so 
stay to the east and let your team engage them from a corner position. 
If necessary, deploy smoke in front of your team and join the fight, 
using your night vision to pick off rebels through the smoke screen. 
After downing all visible rebels, slowly approach the courtyard while 
aiming to the southern side of the courtyard. A sniper is positioned on 
a rooftop to the south, just beyond the tree. Since he’s standing right in 
front of the sun, he’s very hard to 
spot. Activate your night vision to 
highlight his heat signature, then 
target him through your scope. 




Take care of this sniper before 
moving through the large 
courtyard with the decorative 
archway. 

After securing the courtyard, lead your team through the archway to 
the plaza where the Blackhawk went down. Before moving to General 
Martin at the objective marker, position your team to the eastern side 
of the newsstand southeast of the downed Blackhawk. All three team 
members have adequate cover in this position and can engage rebels 

approaching from the west. 

Prepare for the rebel counter- 
attack before moving to General 
Martin by placing your team 
behind this newsstand. It’s one 
of the few covered positions 
large enough for all three team 
members. 


Hold Position 

Take cover near General Martin’s 
position and engage the rebels 
attacking from the western side 
of the plaza. 




5S 



General Martin has survived the crash and is located in the 
northeastern corner of the plaza. Move to his position at the objective 
marker and wait for new orders. HQ dispatched a pair of Stryker units 
for extraction, but it will be a few minutes before they reach your 
position. In the meantime, take cover alongside the newsstand by 
General Martin and watch for rebels approaching from the west. Your 
team handles the bulk of the action during the first attack wave from 
their southern newsstand position. Hold near General Martin and gun 
down any visible threats. 

Stay with General Martin 
throughout the attack, even as 
he moves to the western side of 
the plaza. 

When it’s reported that the 
Blackhawk is about to explode. 

General Martin instinctively races 
to the western side of the plaza to 
take cover by another newsstand. Follow closely behind him and 
move along the northern side of the newsstand where he’s positioned. 
This puts you much closer to the action, but stay near General 
Martin— if he dies, the mission is over. Peek around the newsstand 
and open fire on the rebel troops moving in from the west and south. 
Keep your team positioned at the same spot, behind the newsstand 
on the southeastern side of the plaza. Together, the overlapping fields 
of fire make quick work of the 
rebel attackers. 

Expect close encounters with 
rebel troops when fighting from 
the western side of the plaza. 

Stay behind cover and prevent 
the tangos from establishing a 
line of sight on General Martin. 

5: Reach the Extraction Point 

As the rebel attack comes to an end, the Strykers arrive to the south. 
Order your team to lead the way to the extraction point while you 
follow behind with General Martin in tow. Move to the objective marker 
at the back of the lead Stryker to complete the mission. Now that 
General Martin is safe, you can 
resume putting an end to the 
Ontiveros-led coup. 

The Strykers conveniently arrive 
just after your team has laid 
waste to an onslaught of rebel 
troops at the crash site. Better 
late than never. 




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‘ 4 , 





i_CIL 





^LEGEND: ^ 

O = Insertion Point 
0 = Rally Point 
□ = Ammo Box 
A = Kit Container 
O = Fixed Weapon 

— = Ingress Route 

— = Egress Route 

V ) 

^OBJECTIVES: ^ 

1: Reach Jammed Area 
2: Neutralize the Jamming System 
3: Secure the Zone 
4: Protect General Martin 
5: Move to Rally Point 
6: Reach the Palacio Nationale 
7 \ Arrest General Ontiveros 
8: Move to Rally Point 
9: Reach APC 

V ) 


Mission Briefing 

The last rebel soldiers are gathered in the palace and their resistance 
is crumbling. You are part of the final assault sent in to the palace to 
secure the launch codes. 

1 : Reach Jammed Area 

Be careful not to walk into an 
ambush while proceeding to the 
jammed area. Eliminate the two 
rebels on the northwestern 
balcony, then deal with the rest 
of the rebels in the street. 


The end of General Ontiveros’s short-lived coup is in sight as U.S. 
forces move in on Zocalo Plaza. Your team’s job is to clear a path for 
the main assault force. Start by moving north toward the Zocalo Plaza 
objective marker. You’re then assigned a new objective marker to the 
west. Stop short of entering the intersection to the west and scan the 
building at the northwest corner for a pair of tangos positioned on a 
balcony. Take them out, then watch for more rebels in the street to the 
west. Flelp your team to dispatch the threats and move to the western 
objective marker. 




53 


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PRIMAGAMES . COM 











S: Neu'tralize the Jamming 
System 


* A 




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Use corner positions in the alley east of the first HUD scrambler to 
fight off the rebel guards. 

HO needs your team to eliminate a pair of HUD scramblers in the next 
zone. Head for the southern device first, moving along the nearby 
alley. Take corner positions at the alley intersection and prepare to 
engage multiple tangos to the west. While your team provides 
suppressing fire from the eastern corner, move to the western corner 
and help dislodge the tangos by tossing a couple of grenades. Keep 
up the fight until the western alley is clear. The HUD scrambler is 
located in a small cul-de-sac between two buildings. Destroy it with a 
few shots, then retrace your steps back through the alley, heading 
north to the next device. 



I 


Don’t fall victim to the two snipers positioned on this tall building to 
the west. Conceal yourself behind a smoke screen and zoom in on 
the rooftop to spot them. 

The last HUD scrambler is located in a building to the northwest. 
While moving north, stop short of the wide intersection. There is a 
pair of snipers positioned on the 
tall building at the end of the 
street. Zoom in to locate and 
neutralize them. 

Assault the last HUD scrambler 
from the northeast, using the 
alley and nearby van for cover. 



54 


Continue to the next scrambler by moving to the north edge of the 
map, then cut west through the narrow alley northeast of the 
objective marker. Before approaching the end of the alley, toss a 
smoke grenade ahead. From behind the smoke, peek out toward the 
objective marker and engage all visible rebels positioned behind the 
sandbags. While the smoke is still in place, order your team to move 
behind the van in the street to the west. From the alley, move to your 
team’s position at the van and then to the bus parked along the street 
just north of the objective marker— use more smoke to cover your 
advance if necessary. There is a pair of rebels located on the second 
floor of the building where the HUD scrambler is located. Take them 
out from the bus using gunfire or grenades. Before moving in to take 
out the HUD scrambler, circle around to the western side of the 
building to ensure both second- 
floor tangos are down. 

Watch for a pair of tangos on 
the second floor of this building. 

Engage them while taking 
cover along the side of the bus 
to the north. 

3: Secure the Zone 




You need to clear the street around the next objective marker 
before heading to the rooftop to call out targets for the Blackhawk. 

Following the destruction of the last HUD scrambler, HQ instructs your 
team to move to a rooftop to the south and help designate targets for 
a Blackhawk. Cautiously move through the nearby alley to the south, 
but be ready to engage several rebels positioned near the building at 
the objective marker. Before exiting the alley, deploy smoke to the 
south. Creep behind the smoke screen and aim southwest to engage 
several tangos near the objective marker, including a few behind the 
large bus in the street to the west. 



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Neutralize the Enemy Positions 

Drop to a crouch on the rooftop 
and relay targeting coordinates 
to the Blackhawk, starting with 
the rebel snipers and soldiers 
positioned along adjacent 
rooftops. 

At the objective marker, move into 
the building and climb the steps. 

Crouch down before reaching the 
rooftop. A low wall surrounds the perimeter of the rooftop, allowing 
you and your team to stay out of sight as long as you stay low. Move 
your team to the northeastern corner of the rooftop. Don’t get too 
concerned if they open fire on rebels positioned along the nearby 
rooftops. As long as they stay behind the low wall, they should be fine. 
Meanwhile, move to the northern edge of the roof and wait for the 
Blackhawk to fly in. Use your tactical map to call out targets for the 
Blackhawk. The primary targets are a few landed Mi-28 helicopters, 
but deal with the surrounding rebel infantry first to reduce the 
amount of incoming fire. Next, target the Mi-28s, starting with the two 
on the roof to the north. A third 
Mi-28 is located on a roof to the 
southeast. 

A few Mi-28 attack helicopters 
are parked on the surrounding 
rooftops. Order the Blackhawk to 
take them out with its mini-gun. 





4: Protect General Martin 

Eliminate the two snipers in 
Zocalo Plaza before they kill 
General Martin. Scan the 
cathedral and the roof of the 
palace to spot them. 

Now HO needs your team at the 
Majestic Hotel, located to the east. 
U.S. forces are moving in on 
Zocalo Plaza and General Martin is going to try to coax Ontiveros out of 
the Palacio Nationale. Your job is to cover the plaza from the hotel and 
engage any threats should General Ontiveros’s men put up a fight. The 
path to the hotel is clear of threats, so don’t worry about taking cover 
on your way to the objective marker. Ascend the staircase inside the 
hotel until you reach a large balcony overlooking Zocalo Plaza. As 
General Martin orders Ontiveros to surrender, the General comes 
under fire. Immediately locate the two snipers to the east. One is 
positioned in the northeastern tower of the cathedral and the other is 
located on the rooftop of the palace on the eastern side of the plaza. 
Zoom in and pick off both snipers, then engage any other threats on 
the ground below. While on the balcony, identify the three rebel tanks 
in the plaza to the east— you don’t need to destroy them now, but 
make a note of their positions. 



TIP 


If Jhon Hume is still with your team from the 
previous mission, he can eliminate all three rebel 
tanks from the hotel balcony using his Zeus MPAR. 


5: Move to the Rally Point 



The rally point is located just outside the hotel, in the street to 
the west. 


Neutralizing the two snipers triggers a new objective. Once you’re 
finished on the balcony, return to the hotel entrance and approach the 
rally point outside. For the next phase of the mission, go with two 
riflemen and one gunner. This provides the best mix of weaponry for the 
firefight inside the Palacio Nationale. For your own weapon, choose the 
MR-C unless you’re really accurate with the grenade launcher on the MR- 
C/AGL. The grenade launcher can be a great help in the final assault, but it 
can also present danger when used in the tight confines of the palace. 


r 

Rally Point;; 

Teammates 


Teammate 1 

Teammate 2 

Teammate 3 

Rifleman: Joe Ramirez 

Rifleman: Matt Beasley 

Gunner: Marcus Brown 

Grenadier: Derrick Parker Grenadier: Bo Jenkins 

Gunner: Annibale Cruz 

Rifleman: Paul Smith 

Grenadier: Richard Allen 

Gunner: KC Kirkland 



J 


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6: Reach the Palacio Nationale 

The Ml is safest engaging the 
rebel armor from its starting 
point in the alley. Hold back 
while the tanks slug it out. 

General Martin has survived the 
sniper attack, but he’s lost his 
patience with Ontiveros. Your new 
orders are to reach the palace 
entrance on the eastern side of Zocalo Plaza. To aid your advance, 
Martin has given you command of an M 1 tank. Head into the alley on 
the northern side of the hotel where the tank is waiting. Before rushing 
out into the plaza, order the M 1 to engage the rebel tanks to the east. 
Wait until the M 1 destroys both tanks, then rush out into the center of 
the plaza and take cover behind one of the sandbag barricades. Move 
the Ml to the southern side of the plaza and use it to engage several 
rebel troops gathered to the east along the southern side of the palace. 
Peek over the sandbags and help eliminate the rebel troops. 







55 


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PRIMA OFFICIAL GAME GUIDE 




. ^ A 


E_1 , 




Use the sandbags in the center 
of the plaza for cover while 
engaging the rebel troops 
outside the palace to the east. 

The rebel resistance isn’t over yet. 

There are still several men loyal to 
General Ontiveros inside the 
palace. As soon as you approach 
the front door, they storm out in a desperate attack. Get ready for this 
assault by moving the Ml forward so it’s just west of the palace door 
objective marker. Then move your team to the western side of the car 
parked in the street ahead. Finally, move to the sidewalk just south of 
the palace door and drop prone behind one of the planters. As the rebel 
troops pour out, call out targets for the M 1 and fire off a few rounds 
yourself. The rebels won’t stand a 
chance as they run headlong into 
the crossfire. 

Pre-position the Ml and your 
team to the west, then flank the 
rebels from this sidewalk to the 
south as they rush out of the 
palace. 

7: Arres'fc General On'fciveros 

The crates on the southern and 
northern sides of the palace 
atrium are the only pieces of 
cover large enough for your 
three-man team. Make sure 
they’re behind cover before the 
shooting starts. 

Finally, it’s time to storm the 
palace and take General Ontiveros into custody. Order your team to 
regroup, load a fresh magazine, and rush into the palace. The entrance 
leads into a large atrium, ringed by two upper-level walkways. There 
are no visible threats as you enter, but that won’t last for long. 
Immediately move to the northern side of the room and position your 
team behind the crates between the center pillars. Next, move to the 
southwest corner of the room and take cover behind the nearby pillar. 

Use the pillars on the western 
side of the room for cover while 
moving south. Stop at each pillar 
along the way to engage rebel 
troops on the walkways above. 

By now, several rebels appear on 
the second and third floor 
walkways. Open fire as they come 
into view. During the firefight, carefully inch south along the western 
side of the room, jumping from one pillar to the next. Stay behind 
cover at all times and peek around both sides of each pillar to spot 
new targets. When you reach the south side of the room, scan the 
walkways above your team’s position and those to the west. When all 
the rebels are down. General Ontiveros appears on the second-level 
walkway to the east— don’t shoot him! U.S. troops respond by rushing 
in along the walkway above to secure him. 




5G 


When all his men are dead, 
General Ontiveros shows up on 
the walkway to the west and 
surrenders. 




8: Move feo 'the Rally Point 

This is the last rally point in the 
campaign, so choose your team 
and weapons carefully. 

Following the intense firefight 
inside the palace, your guys could 
probably use some health and 
ammo. As if on cue, a supply truck 
arrives outside the palace and sets 
up a rally point. Gather your team and head outside to the truck. Go with 
riflemen in slots one and two and you have no choice other than Jhon 
Flume in slot three. You want a scope for the action ahead, so choose 
the MR-C as your weapon. 



r 

Rally Point; 

Teammates 


Teammate 1 

Teammate 2 

Teammate 3 

Rifleman: Joe Ramirez 

Rifleman: Matt Beasley 

Anti-Tank Gunner: Jhon Hume 

Grenadier: Derrick Parker 

Grenadier: Bo Jenkins 


Rifleman: Paul Smith 

Grenadier: Richard Allen 

— 



J 


8: Reach the APC 

Although General Ontiveros has surrendered, his son Carlos is still on 
the run with the football’s nuclear launch codes. Your battle isn’t over 
yet. Move to the Stryker and load 
up for extraction. It’s time to end 
this coup once and for all. 


This Stryker takes you to the 
next zone of the city, still 
controlled by Carlos Ontiveros 
and his loyal band of rebels. 




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NORAD on the Line 




^LEGEND: 


O = Insertion Point 


(> = Rally Point 


□ = Ammo Box 


A = Kit Container 


O = Fixed Weapon 


— = Ingress Route 


— = Egress Route 


V 

J 


^OBJECTIVES: 


1: Clear the Zone 


2: Return to APC 


3: Reach Angel Plaza 


4: Neutralize Carlos Ontiveros 


5: Reach Extraction Point 


V 

/ 


Mission Briefing 

The coup d’etat is over, but the football is still in Carlos Ontiveros’s 
possession. International tensions are critical. You have minutes left 
to stop Ontiveros. 


1 : Clear the Zone 



Carlos Ontiveros’s theft of the football’s nuclear launch codes put the 
U.S. and other governments on edge. It’s up to you and your team to 
hunt down Carlos and retrieve the codes. Your team comes under fire 
as soon as they step out of the Stryker at the insertion point. Quickly 
orderthem to move to the side of the adjacent building to the south. 
Follow behind them and wait for them to assume a corner position. 
Once they begin firing on the rebels to the south, dive behind the 
nearby van to the west. While taking cover on the northern side of the 
van, peek around the back and help your team eliminate the rebels to 
the south. This is a long firefight, so keep an eye on how much ammo 
you’re consuming. Keep up the fight until all visible hostiles are down. 



Get your team behind cover as soon as possible. They can return 
fire from the corner of this building while you take a position behind 
the nearby van. 


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5-7 


PRIMAGAMES . COM 




1 


- ^ 


■ ■ 

. J 



When attacking the rebel outpost, move your team to the corner of 
this building while you take cover behind the newsstand across the 
street to the west. 

Another group of rebels defends a small outpost in the intersection to 
the south. To avoid getting cut down by the two M60s, hit this position 
from the western street. Head southwest and order your team to a 
cover position at the building corner. As they fire on the rebels, dash 
across the street to the west and take cover behind the green, dented 
newsstand on the sidewalk. Peek around the side of the newsstand 
and engage the rebels positioned behind the sandbag barricades. As 
long as the rebels stay put, you should be able to kill most of them 
from this angle. If the incoming fire is too intense, drop a smoke 
grenade in front of your position 
and use your night vision to target 


^ their heat signatures. 

I 

I Moving toward the destroyed APC | 

triggers a rebel truck to drive In 
from the west. Make sure Jhon 
’ Hume has a clear shot with his 

i Zeus MPAR. 


I 




When the area around the objective marker looks clear, cautiously 
approach the destroyed APC in the street ahead. As you near the APC, 
a rebel truck pulls up in the street ahead on the western corner. Order 
your team to attack the truck— one shot from Hume’s Zeus takes it 
out. With your team in tow, carefully move toward the objective 
marker and scan the area for any survivors. Use the sandbags for 
cover and clear the area. 


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The streets are filled with the burnt-out remains 
of civilian and military vehicles. Because the 
vehicles are already destroyed, they won’t 
explode, making them ideal for cover. 


S: Return to the APC 

Chances are you need a fresh 
supply of ammo after those two 
long firefights. Use the ammo 
box at the rebel outpost before 
moving to the APC. 




After taking out the rebel outpost, 
you’re ordered to move back to 
the Stryker at the insertion point. 

Before moving out, use the ammo 

box at the outpost to replenish your magazines and health. Next, 
move north to the objective marker where the APC is waiting. As the 
you approach the Stryker, it’s destroyed by an Mi-28 attack helicopter 
. The good news is that HQ has tracked the chopper to Angel Plaza. 


58 



You can’t shoot down the chopper, so hold your fire and save your 
ammo for later. 



You can eliminate both snipers by peeking around the front and 
back of this bus In the western street. 


Since your ride is toast, you need to reach Angel Plaza on foot. Move 
along the western street leading directly to the plaza, but be prepared 
for a few stops along the way as you encounter hostiles. As you enter 
the red zone on the tactical map, look for a bus in the street ahead. 
Order your team to move to the nearby corner and let them engage 
the rebels in the street. While your team provides covering fire, move 
to the driver’s side of the bus. Peek around the front of the bus and 
scan the rooftop to the south for a sniper. Take him out, then creep to 
the back of the bus to locate and 
neutralize another sniper on the 
same roof. 

Order your team to attack the 
MI-IP as soon as It files Into 
view. If you don’t take It out 
quickly. Its door gunner may 
Inflict some serious damage. 


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Continue pushing toward Angel Plaza along the western street. After 
moving past the bus, look for a car parked on the western side of the 
street. Order your team to move to the north side of the car while you 
stay along the eastern sidewalk. While inching south, scan the skyline 
ahead to spot a patrolling Mi-12 transport helicopter. As the Mi-12 flies 
toward your position, order your team to attack it. Jhon Hume can 
shoot it down with one Zeus round. Alternately, you can make the 
chopper retreat by killing the door gunner. 


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Watch for a sniper positioned behind this billboard to the southeast. 
Zoom in and activate your night vision to fine-tune your shot. 

After the chopper goes down, watch for rebel troops to the south. Seek 
cover and engage the enemies as they come into view. When all 
visible threats are down, creep south toward another bus parked in 
the street. Peek around the bus to engage a few more threats. Some 
more rebels are positioned in the market area southeast of the bus. 
Move your team to the low wall on the eastern sidewalk to engage a 
few of the rebels on the ground. Meanwhile, turn to the billboard on 
the rooftop to the southeast and look for a sniper hiding behind it. If 
you can’t spot him, switch on your night vision to reveal his heat 
signature. Fire a few rounds in the crack between the roof and the 
billboard to take him down. Flelp your team finish off the remaining 
rebels in the market area, then push south toward the Angel Plaza 
objective marker. 


NOTE 


Does this part of the city look familiar? It’s the 
same area you cleared in the third mission. The 
APC and two trucks you destroyed at the 
beginning of that mission are still smoldering in 
the street to the east. 


4: Neutralize Carlos Ontiveros 



Deploy smoke in the street ahead to cover your team’s movement to 
the destroyed APC. Then use the smoke screen for concealment while 
engaging the rebels near the monument at the center of the plaza. 

Angel Plaza is heavily defended by Carlos’s men. Stop short of the 
street leading into the plaza and take cover along the overturned bus 
to the east— make sure your team also stays behind the bus. Next, 
toss two or three smoke grenades into the street between the bus and 
the destroyed APC parked along the opposite sidewalk. Once smoke 
covers the street, order your team to move behind the APC across the 
street. While your smoke screen is still in place, peek around the side 
of the bus and activate your night vision. There are five rebels in the 
street and near the monument at the center of the plaza. Zoom in and 
take them all out before your smoke screen disappears. 



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Use smoke and this compact car for cover while targeting the two 
rebels on the eastern side of the plaza. 

Move back behind the bus and watch for a couple of rebels on the 
western side of the plaza, not far from your team’s position at the APC. 
Eliminate the western tangos, then focus on a pair of rebels on the 
eastern side of the plaza. Toss another smoke grenade toward the 
compact car in the street ahead. Wait for the smoke cloud to grow, 
then run over to the compact car. Using your night vision, zero in on 
the rebels to the west and mow them down while you are still 
concealed by the smoke screen. 

Move your team behind this low 
wall on the monument across 
from the embassy before the final 
attack. This position provides 
excellent cover and a good angle 
on the action that follows. 

After taking out Carlos’s first line 
of defense, advance along the 
eastern side of the plaza toward the heavily damaged U.S. embassy— 
this is where Carlos makes his last stand. Take cover at the large 
monument across the street from the embassy, moving your team to 
the low wall in the northeastern corner. Set the ROE to recon to 
prevent them from engaging the rebels in the embassy until you’ve 
spotted them all. Side step to the low wall on the monument’s 
northwest side and scan the exposed interior of the embassy for 
hostiles. There are four rebels inside, spread among the top two floors. 
Take cover at the low wall and drop a smoke grenade at your feet. This 
causes the rebels in the embassy to open fire, making your team 
respond. Stay low and wait for the smoke screen to grow and then 
stand up, activate your night vision, and zoom in on the embassy to 
pick off all four rebels. 




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GO 


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The extraction point isn’t safe until all the rebel troops around the 
embassy are neutralized. 


Carlos’s death and subsequent fall from the embassy roof has 
apparently damaged the football, rendering the launch codes useless. 
HO shows their gratitude by dispatching a Blackhawk to the plaza for 
your immediate extraction. Before racing to the LZ, hold tight at the 
monument until the remaining rebels around the embassy are 
eliminated. When you can no longer hear any incoming gunfire, 
cautiously move to the western side of the plaza and board the 
Blackhawk to complete the mission. Now that the Mexican 
government is restored and an international incident averted, the 
Ghosts are free to go home. Good work, soldier! 


This Blackhawk Is your ticket out of here. It’s time to say goodbye to 
Mexico City. 


Conceal your position with smoke, then zoom In and engage the 
rebels In the embassy. 

Eliminating the rebels inside the embassy triggers a counter-attack by 
Carlos and the last of his men. Watch for rebels moving along the 
streets on the eastern and western sides of the embassy. Stay put at 
the monument and engage the rebels before they get too close to 
your position. When you hear a rocket slam into the street ahead, turn 
back to the embassy. Carlos is located on the roof of the embassy, 
firing RPG rounds at your position. Quickly zoom in and knock him off 
the roof before he can fire a second shot. 


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The hostile on the embassy roof Is Carlos Ontiveros. He’s armed 
with an RPG, so take him out quickly. 









^LEGEND: 

A 

O = Insertion Point 
0 = Supply Point 
O = Fixed Weapon 

— = Ingress Route 

— = Egress Route 

J 


OBJECTIVES: 


1: Rendezvous with Allied Force 

2 : Ambush Enemy Convoy 

3: Reach Ramirez’s Position 

4: Secure Tequila Eactory Area 

5: Move to LZ 2 for Extraction 
V / 


EQUIPMENT 

LOAD-OUT: 

\ 

Mitchell: 

Brown: 


• MRC 

• MRC 


• MK48 LMG 

• M9 Pistol 

• M95 Erag 


M96 Erag 


/ 


1 : Rendezvous wi'fch Allied Force 

The streets look deserted now, 
but stay on your toes. Several 
hostiles are patrolling the area. 

Move slow and utilize cover to 
maintain the element of surprise. 

Welcome to Mexico City. For your 
first op, you must rendezvous with 
Sgt. Ramirez. Ramirez has been 
conducting deep recon in the city 
to locate the wreckage of a Blackhawk that was carrying experimental 
equipment. Start by descending the freeway overpass— use the stairs 
to the south. In the adjacent street, advance along the western 
sidewalk and duck and crouch behind the two metal cubes. Watch for a 
tango walking out of an alley to the west. As long as you stay low and 
silent, he won’t see you. Wait until he turns north, then zoom in on his 
head and squeeze off a short burst to earn your first stealth kill. 




MRC have multiple fire 
modes. The default 
burst mode is great 
for conserving ammo, 
but can be a serious 
liability in close-quarter 
firefights. If you’re a 
disciplined shooter, 
switch your weapon to automatic mode for 
greater flexibility. 


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Always peek around corners to 
scan new areas for threats. 
You’re harder to see and hit while 
peeking. 


After downing the first enemy, 
continue north along the street 
and crouch behind the green 
dumpster at the corner. Peek 
around the dumpster to scan the 
street to the west. Another tango patrols in the distance. Use your 
scope and a quick auto-burst to eliminate him. From the dumpster, 
cross the street and enter the alley to the north— continuing along the 
street will put you in the sights of a machine gun nest! At the alley’s 
dead end, turn west and cautiously approach the street. You eventually 
spot the machine gunner to the southwest, but don’t worry, you’re 
behind him. Take him out with a head shot, then equip a grenade 
before turning down the street to the north. There is a cluster of three 
enemies standing near a truck. While crouched, move out of the alley 
and begin tossing grenades at the group before they notice you. One 
well-tossed grenade can kill all three tangos, but keep tossing more (at 
varying distances) to ensure that nobody walks away. 


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Grenades are the perfect 
weapons for eliminating tightly 
clustered groups of enemies, 
such as these unsuspecting 
tangos standing in the street. Try 
to make the first toss count 
because the enemies will scatter 
once they hear the grenade 
bounce toward them. 


Instead of heading northwest (toward Ramirez’s position), head down 
the adjacent alley to the east as shown on the map. Shortly after 
moving into the alley, Ramirez reports that he’s been spotted. This 
changes your initial objective marker, rerouting you to the Allied 
supply point to the northeast. While you move toward the Allied 
position, watch for more tangos moving along the streets. Stay low 


and peek around corners before moving out into the open. When you 


^ reach the street along the eastern edge of the map, face west and 


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move north, constantly scanning 
for new threats. 

Keep your eyes peeled for enemy 
patrols while you move to the 
northeastern supply point. Shoot 
them before they see you! 




You eventually hear the sound of a chopper— a Blackhawk picking up 
a couple of Marines at the Allied supply point. Rush to the supply point 
to meet up with Brown. Save the game at the supply point and stock 
up on health and ammo, then run through the on-screen tutorial to 
learn the basics of issuing orders. Once Brown’s ready to go, order him 
to man one of the two mounted machine guns on the crates facing 
west and make sure the ROE are set on assault. Before moving out, 
you’re instructed to launch a UAV to locate Ramirez. Follow the on- 
screen instructions to successfully launch the UAV, then take control 
of the other mounted machine gun. Apparently that Blackhawk drew 
some attention. Soon after the UAV spots Ramirez, the gates of the 
Allied supply point explode and multiple tangos attack from the west. 
Those mounted machine guns now come in handy. Open fire on the 
hostiles, and don’t worry about conserving ammo. 


The two mounted M60s at the 
supply point are essential to hold 
back the throngs of incoming 
tangos from the west. Just make 
sure Brown is on the other gun. 


S: Ambush Enemy Convoy 

In the northern street, head to 
this pickup truck and turn south 
to spot the machine gunner. He 
can’t rotate his gun in your 
direction, which gives you the 
clear advantage. 

After defeating the attack on the 
supply point, you’re given a new 
objective marker that leads you to 
Ramirez’s position. Take the street to the north to advance west, as 
this path is clear of enemies. While moving, set the ROE to recon. This 
way Brown can call out targets without engaging them, making for a 
much stealthier advance. At the first intersection, turn south and stay 
along the western side. Further down the street to the south, there is a 
tango manning an eastern-facing machine gun— if you chose the 
southern route, you’d be in his sights! Pick him off before he spots you. 
A couple of other tangos may respond from the adjacent alleys. 




This mounted machine gun Is 
perfectly positioned to ambush 
the enemy convoy. If you are 
controlling the gun, try to hit the 
gunner In the top of the vehicle 
first. Then unload on the car until 
It explodes. 

Once the tangos in this section 
are eliminated, FIQ informs you of 
an approaching enemy convoy. This is a secondary objective, but it’s 
easy to pull off if you put the available assets to work. Rush to the 
mounted machine gun where that tango once stood (number 2 on the 
map) and order Brown to man it. Keep the ROE on assault and Brown 
automatically opens fire on the lead armored car in the convoy as it 
approaches from the east. With the lead vehicle destroyed, the two 
trucks trailing behind stop. Order Brown to follow you and use 
grenades to destroy the two stalled trucks. 



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GS 




The trucks in the convoy stop 
outside of the machine gun’s line 
of sight, but a few grenades are 
enough to reduce them to 
flaming wrecks. 


3: Reach Ramirez’s Posi'fcian 




The building ahead is the best place to stage the final assault on 
the Tequila factory. Use the supply point on the first floor to stock 
up on health and ammo as well as save the game. 

Retrace your steps back to the machine gun (at number 2) and 
proceed west. There is another supply point located on the lower floor 
of a two-story structure. Use the supply point, then scurry up the 
nearby plank to the building’s second floor. Peer out the western 
window to spot multiple tangos on the ground and surrounding 
rooftops. Ramirez’s position (at a Tequila factory to the west) is being 
peppered with automatic fire and RPG rounds. It’s up to you and 
Brown to clear the area of hostiles. 


From the second floor of this 
building it’s possible to take out 
several tangos surrounding the 
Tequila factory. 




4: Secure Tequila Factory Area 

Leap from one wooden crate to 
the next while moving toward the 
Tequila factory. Watch for more 
tangos in elevated positions to 
the north. 



Stay in the building at number 3 
and pick off as many enemies as 
you can see. Start with the RPG- 
toting tango on the rooftop to the 
south. Next, zoom in to take out the two tangos on elevated positions 
to the west and southwest. But don’t neglect the enemies on the 
ground below, too. From the second-story window, lob grenades down 
on their heads until the ground is clear. Exit the building and 
cautiously advance west toward the railroad tracks, using the wooden 
crates for cover. Make sure Brown is in tow with the ROE set to 
assault. Eliminate more rooftop tangos to the north while advancing 
on the Tequila factory. Take up a position at the factory’s front gate 
and blast tangos to the south and north until the area is secure. 


The remaining tangos can be 
eliminated from the factory’s 
front gate. Make sure all visible 
threats are down before entering 
the factory grounds. 


for Extraction 



5: Move to 

Several tangos patrol the area 
around the wrecked convoy and 
LZ 2. Be wary, because a hasty 
advance could lead to disaster. 


Don’t pat yourself on the back yet. 

The U.S. president’s motorcade has 
been ambushed in Zocalo Plaza. 

Your new orders are to proceed to 
LZ 2 for immediate extraction. 

Return to the supply point (at number 3) and stock up and save, if 
necessary. Continue east to the ambush point. Several tangos 
surround the wreckage of the trucks you destroyed earlier. Zoom in 
and peek around the trucks from a distance, picking off tangos as 
they come into view. Stay on guard as you approach LZ 2 . A couple 
more tangos may stand guard in this area. Use this opportunity to 
score some additional stealth kills. Upon reaching LZ 2, a Blackhawk 
will fly in from the west and descend. Just make sure it doesn’t land 
on your head. 


Stay clear of the Blackhawk while 
it lands. Wait until it touches 
down, then move toward it to 
complete the mission. 



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PRIMAGAMES . COM 



PRIMA OFFICIAL GAME GUIDE 




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^LEGEND: ^ 

O = Insertion Point 
^ = Supply Point 
O = Fixed Weapon 

— = Ingress Route 

— = Egress Route 

^OBJECTIVES: ^ 

1: Assist Bravo Team 
2: Reach President’s Last 
Known Position 
3: Create a Diversion 
4: Regroup at Parking Garage 
5: Escort President to 
Extraction Point 
6: Move to Extraction Point 

V J 


EQUIPMENT 

LOAD-OUT: 


Mitchell: Ramirez: 


• SCAR-H • SCAR-H 


•A550 -MgSErag 


• M9 Pistol 


M96 Erag 

/ 


1 


G4 


1 : Assist Bravo Team 



The tangos in the streets can use cars and planters for cover. If you 
can’t hit them with gunfire, try a grenade. 


In this mission, your primary objective is to investigate the last known 
position of the president’s motorcade. Flowever, Bravo team is pinned 
to the southwest and could use some back-up. Although this is a 
secondary objective, the remaining tasks are easier if you give Bravo 
a hand now. Carefully descend from the rooftop using the two ladders 
and make your way to the street below with Ramirez in tow. In the 
adjoining alley, note the supply point in the corner, as you may need 
to come back here for health and ammo. Move into the street and 
watch for two or three tangos to the west. 



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TIP 


These tangos are so focused on 
pinning down Bravo that they 
won’t notice you flanking them 
from the east. 

Follow the path plotted on the 
map, heading south along the 
street to Bravo’s position. Use cars 
and planters for cover while 
moving along the southern street 
and keep your eyes peeled for tangos on the rooftops. Your FlUD and 
communications may flicker a bit while moving through this part of 
the city due to enemy jamming. Bravo is pinned down by a number of 
hostiles positioned behind a concrete barricade as well as a machine 
gun nest. Flank the enemies hiding behind the barrier first by hitting 
them from the east. When they’re all down, approach the concrete 
barrier and turn north to take out the rooftop machine gunner— this is 
a good opportunity to use your sniper rifle. Once you have eliminated 
the hostiles, Bravo can proceed with their mission of eliminating the 
enemy’s jamming gear. 





Finish off the enemy machine gunner with one well-placed round 
from your sniper rifle. 

S: Reach Presiden't’s Las't 
Known Position 

Order Ramirez to hold on the 
western side of the plaza while 
you take to the nearby rooftop 
with your sniper rifle. 

Now head north to the plaza using 
the alleys shown on the map. The 
wrecked vehicles of the 
president’s motorcade are all that 
populate the plaza now. You’re 
given orders to hold the plaza until a new plan can be devised. In the 
meantime, several enemies are moving in from the west. Order 
Ramirez to move and cover from behind one of the planters on the 
eastern side of the plaza. Then you can move to the rooftop position to 
the south using the ladder in the nearby alley. This elevated vantage 
point is an excellent sniping position. 




If you chose to help Bravo out, they take up 
positions on the western rooftops overlooking the 
plaza, catching the enemy attackers in a 
crossfire. 


The first wave of attackers approaches from the southwest corner of 
the plaza. Equip your sniper rifle and zoom in on this corner, picking 
off tangos as they run into view. Most importantly, watch for the 
incoming armored car and take out its gunner. When the first wave 
dies down, turn to the northwestern corner of the plaza and open fire 
on the attackers. A second armored car approaches from this direction 
too, so be ready to draw a bead on 
its gunner before he can target 
you or Ramirez. Finish clearing 
out the plaza before returning to 
ground level. 

The gunners in the armored cars 
pose the biggest threat, so pick 
them off as soon as they drive 
into view. 


3: Create a Civeraion 

The Street leading to the parking 
garage is covered by a couple of 
tangos on balconies. Use objects 
like this car for cover while 
engaging these enemies. 

Once the plaza is secure, FIQ 
orders you to move to a parking 
garage to the northeast. Use the 
street shown on the map to 
advance toward the garage, but watch for a couple of tangos 
positioned on balconies along the way. When you’re about a block 
away from the parking garage, you’re ordered to head south and 
create a diversion to attempt to draw enemy forces away from the 
rally point. Cut south through the nearby alley. There are a few tangos 
in the alley, including one on an elevated walkway. Eliminate them 
and continue on to the new objective marker. 

The area around the tanker truck 
is defended by multiple tangos, 
including this machine gunner to 
the far south. 

Take the side alley that branches 
off to the west, but don’t rush to the 
objective marker yet. Exit the alley 
and take cover behind the nearby 
planter while scanning the area to 
the southwest for enemies. While Ramirez opens fire, equip your sniper 
rifle and start picking off tangos. As the action dies down, step out into 
the street and aim south to engage a rooftop machine gunner. 





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PRIMA OFFICIAL GAME GUIDE 



Make sure Ramirez is in position behind the machine gun before 
you destroy the tanker truck. A counter-attack will occur almost 
immediately after it explodes. 


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Destroying the tanker truck in the adjoining courtyard is a sufficient 
diversion, but it’s best to set up your defenses before setting off the 
fireworks. With Ramirez in tow, head to the southern end of the 
courtyard and climb to the rooftop where the machine gun in 
positioned. Order Ramirez to take control of the machine gun while 
you lob grenades at the tanker truck until it explodes. This gets the 
attention of the enemy troops at the parking garage, who immediately 
flood the area from the streets to the northwest and northeast. 
Ramirez engages all attackers with the mounted machine gun. Help 
him out by picking off targets with your sniper rifle, particularly the 
gunner in the armored car approaching from the northwest. Once the 
attack subsides, you can head for the parking garage to the north. 
Before moving out, stop at the supply point to the west to save your 
game and restock on health and ammo— by now you definitely need 
more sniper rounds! 



Help Ramirez hold off the enemy counter-attack by blasting 
incoming troops with your sniper rifle. 


6G 



4: Regroup a'fc Parking Garage 

Move to the western side of the 
parking garage to draw a bead on 
the tangos firing RPGs. Once again 
the sniper rifle comes in handy. 

The parking garage is a busy place, 
which requires you to complete a 
series of time-sensitive mini- 
objectives. At the moment, Bravo is 
pinned down at the garage, 
protecting the Mexican president. You need to alleviate some of the 
pressure before a Blackhawk can land for their extraction. To start, clear 
the south side of the garage by engaging the tangos at street level. 

Shortly after this, Bravo reports that they’re under fire by RPGs. There are 
three RPG-toting tangos surrounding the parking garage, firing their 
rockets from rooftops. You can spot all three from the western side of the 
garage. There are two on the south side of the garage and one to the west. 
You can eliminate the two to the south with your sniper rifle. But the one 
on the western rooftop is harder to hit directly. Consider tossing a grenade 
on the rooftop to take him out. Once you have dealt with the RPG threat, a 
Humvee attempts to leave the parking garage. Move to the southwest 
corner of the garage and cover the Humvee while it escapes. Engage the 
tangos to the east to divert their attention away from the Humvee. 


Clear the street in front of the building slated for demolition prior to 
placing explosives. If you don’t, the tangos gun you down while you 
attempt to plant the charge. 





Soon after the Humvee gets away, HQ relays info about two tanks 
moving in on the parking garage. You’re instructed to demolish a 
building to the east to block the connecting streets with rubble. 
Quickly move to the eastern side of the parking garage and order 
Ramirez to cover the street running north. Move along the western 
side of the street and take cover behind the green car. Turn east to 
pick off two tangos in the street near the objective marker. When 
they’re neutralized, rush to the objective marker and place a charge. 
The explosives are automatically set to detonate in 25 seconds. Run 
back to Ramirez’s position and take cover along the southern side of 
the parking garage until the demolition is complete. 



A trio of snipers must be 
neutralized before the 
Blackhawk can approach for 
Bravo’s extraction. Put your own 
sniper skills to work to eliminate 
these threats. 

Now that the tanks are stopped, 
Bravo is just waiting for the 
Blackhawk to arrive. While waiting, 
HQ marks three snipers surrounding the parking garage that must be 
eliminated. The two to the west and one to the east can all be eliminated 
with your sniper rifle. The Blackhawk finally arrives, but it is hit by an 
RPG as it hovers over the parking garage. It’s up to you and Bravo to get 
the Mexican president to an alternate extraction point to the southeast. 


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B7 


5: Escort President to 
Extraction Point 


.. "D . 
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Finally! This Humvee is your ticket out of here! 


6: Move to Extraction Point 

Now it’s time for you to get out of here. As soon as the Humvee 
carrying the president escapes, begin moving south and scurry 
across the rooftops to your own extraction point. Don’t worry about 
fighting off the tangos at the president’s extraction point— they won’t 
follow. You eventually come to an alley where a Humvee is waiting. 
Descend the ladder to ground level and approach the Humvee at the 
end of the alley to complete the mission. 


While advancing to the extraction point, watch the ground as well 
as the rooftops. The tangos on the ground pose a direct threat to 
Bravo and the Mexican president. 


Following the Blackhawk crash, a gate to the east opens, providing 
access into an alleyway. Order Ramirez to cover you while you enter 
the alley. In the alley, take cover behind the crate just in front of the 
ladder. Order Ramirez to catch up and make sure he’s in position to 
cover you before you climb the ladder. Bravo will escort the president 
at ground level while Alpha (your team) moves along the rooftops. 
Once you make it up the ladder, order Ramirez to follow and begin 
pressing south toward the extraction point. Scan the rooftops and the 
alley below for threats and eliminate them before they can target 
Bravo. Use the crates and other objects for cover while moving 
forward. As you clear a path, you must give Bravo go commands to 
keep up with your advance. If Bravo reports being pinned, identify 
their attackers (usually at ground level) and blast them before they 
assassinate the Mexican president. Pause at the rooftop just above 
the extraction point and hold off the tangos to the north and east 
while the president is loaded into 
a Humvee. The enemy attack here 
in unrelenting. Just keep firing 
and tossing grenades until the 
Humvee can escape. 


Cover the Mexican president while 
he makes his getaway. Watch for 
tangos to the north and east. 


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1 : Ambush Rebel Convoy 

Take cover in the street to the 
south to evade the incoming 
helicopter attack. 


The chaos erupting in Mexico City is the result of a military coup. In this 
mission, you’re tasked with disrupting rebel logistics, beginning with 
the destruction of a convoy heading for the embassy. As soon as your 
team is dropped off, an enemy attack helicopter rakes the street to the 
west with automatic fire. Immediately move south to evade the aerial 
attack. Eliminate any tangos in the alley to the west, but keep pressing 
south using the dumpster on the eastern side of the road for cover. 



68 


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The street to the south is crawling with tangos, including one 
positioned behind a machine gun. Break out your sniper rifle and go 
to work. 

Several tangos patrol the street to the south. Use your sniper rifle to 
pick them off one by one. While you engage enemies to the south, 
make sure Ramirez is behind you to pick off any enemies approaching 
from the western alley that might attempt to flank you. But keep the 
ROE set to recon to prevent him from moving ahead of your position. 
When the street looks clear, cautiously move south to the next 
intersection. Leapfrog across the intersection, using the parked cars 
for cover. Continue south toward the next intersection and watch for 
two tangos patrolling from the western street. Quickly target them 
with your sniper rifle before they can seek cover. At the intersection, 
peek around the corner to the west to scan the street. Two more 
tangos can be spotted and eliminated from this position. 

Keep the ROE set to recon while 
advancing toward the ambush 
point. Order Ramirez to move and 
scout ahead while you hold back 
with the sniper rifle. 

As soon as the street to the west 
is clear, begin preparing for the 
ambush. Although the convoy 
starts its journey to the south, the 
vehicles eventually travel along this street, approaching from the 
west. Locate the red newsstand on the southern side of the street. 
There is a telephone pole just west of the newsstand. Place a C4 
charge in the middle of the road so it’s in line with the telephone pole. 
This telephone pole is easy to spot from a distance, so you can easily 
gauge where the convoy is in relation to your explosives. With the C4 
in place, move into the nearby alley to the south. Approach the ladder 
on the north side of the alley, but don’t climb it yet. Equip your 
grenade launcher and turn to the southwest. Two tangos are standing 
on a balcony in the adjacent street to the south. One grenade fired 
between the two enemies should 
be sufficient to take them out. 

Plant C4 in the road along the 
convoy’s route. Make note of 
nearby landmarks so you can 
remember where the charge 
is placed. 





By now Bravo should indicate that the convoy is on the move. Climb 
the ladder to reach a rooftop position overlooking your ambush zone. 
There’s a mounted machine gun on the roof, but you won’t need it. 
Instead, stay on the rooftop and wait for the convoy to approach. 

Make sure the ROE is still set to recon to prevent Ramirez from 
opening fire and giving away your position. EIQ has allocated artillery 
for this objective, but you begin the attack with your C4. The three- 
vehicle convoy is led by an armored car. As the convoy moves west 
along the street, equip your C4 detonator. Wait until the car is just 
past the telephone pole and then detonate the explosives. This 
destroys the armored car and possibly the truck behind it. 

Immediately call in artillery on the truck at the rear of the convoy. 
While you wait for artillery to fall, saturate the area around the trucks 
with grenades to prevent the rebels from seeking cover. The artillery 
should finish off the trucks, but if 
it doesn’t, use grenades to finish 
the job. 

This rooftop position is perfectly 
suited for the ambush. Use 
the C4 to destroy the lead 
vehicle, then use artillery and 
grenades to demolish the trucks 
trailing behind. 

S: Destroy Enemy 
Helo/Fuel Depot 

With the rebel convoy reduced to smoldering rubble, return to the 
street below and move northwest, ducking into the alley with the 
supply point. EIQ wants you to destroy an enemy helicopter as well as 
a fuel depot. Eortunately they’re located next to each other. Once you 
are fully healed and supplied, continue moving north through the alley 
until you reach the next street. Turn west at the corner and pick off a 
tango standing next to a green hatchback. Once he’s down, rush to the 
southern side of the parked car and scan the street to the north for 
more tangos. Use your sniper rifle to pick off hostiles to the north 
while Ramirez covers the street to the east. Watch for more enemy 

movement to the north and east 
before proceeding toward the next 
objective marker. 

While en route to the next 
objective, eliminate the tango 
standing next to this car. Then 
use the car for cover while you 
engage more threats. 

Move north along the street and watch for an alley to the west— you 
should hear the helicopter now. In this alley, climb the westernmost 
ladder to access a rooftop overlooking the helipad. Use the mounted 
machine gun on the rooftop to destroy the helicopter. Next, call in an 
artillery strike on the fuel depot just beyond the scorched remnants of 
the helicopter. This completes 
your objectives in this area of the 
city. It’s time to get out! 

Don’t waste your last artillery 
strike on the helicopter! Instead, 
blast it with the mounted 
machine gun and have the 
artillery take out the fuel depot. 









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PRIMAGAMES . COM 






3: Rendezvous with ARC for 
Extraction 

Your extraction point is on the opposite side of the map, to the east. 
Exit the alley and turn north, moving along the street. As the street 
turns east, take cover behind the car at the intersection and scan for 
threats. Keep the ROE set on recon to avoid starting any unnecessary 
firefights. If the street is clear, cautiously move west. When you pass 
the plaza to the south, watch for more tangos but avoid engaging 
them unless they see you. Keep moving west and, if necessary, stop 
at the supply point. Eollow the street as it turns south, then move 
through the alley to the east to reach the extraction point. 


Even after completing your 
objectives, the city is still 
crawling with rebel troops. 
Quietly make your way to the 
extraction point, utilizing cover 
along the way. 


Phase S 


1 : 


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The Mexican president made it to the embassy and is awaiting extraction 
by helo. Alpha and Bravo must move to the embassy and cover the 
extraction. Elowever, Bravo has come under heavy fire to the south of 
your position. Before moving on to the embassy, give Bravo a hand. 
Immediately head east, using the nearby alley as a short cut. After you 
exit the alley, watch for a lone tango in the street to the east. Eliminate 
the rebel soldier and continue on to Bravo’s position to the southeast. 
Move south down the adjacent street, then cut through the alley to the 
east. Here you find a ladder leading to a rooftop. This puts you just above 
Bravo’s position, giving you a perfect view of their attackers. Immediately 
equip your grenade launcher and blast the rebel forces to the north, 
starting with the armored car. Keep firing until all hostiles are eliminated. 


Rescue Bravo Team 


While moving to Bravo’s position, 
watch out for rebel soldiers in 
the streets, like this one near the 
eastern supply point. 


^EQUIPMENT 

LOAD-OUT: 


Mitchell: 

Ramirez: 


• M8/GL 

• M8 


• M95 

• M96 Erag 


•C4 



V 


/ 


^LEGEND: 


O = Insertion Point 
^ = Supply Point 
O = Eixed Weapon 

— = Ingress Route 

— = Egress Route 

V 

y 


^OBJECTIVES: ^ 

1: Rescue Bravo Team 
2: Reinforce/Defend the Embassy 
3: Reach Extraction Point 

V ) 


70 









Take to the roof just above Bravo’s position and rain down grenades 
on the enemies to the north. 


Reinforce/Defend 
the Embassy 

The path to the embassy is 
covered by three enemy snipers. 
Move slowly and utilize cover 
until you can identify and 



eliminate all three. 


Now that Bravo’s back in action, 
you can proceed to the embassy. 
Retrace your steps back to the 
north and stop by the supply point 


(near the alley) to restock your ammo. Once refreshed, head east, but 
stop before running around the corner. A sniper is located on a 
balcony to the far north. Equip your sniper rifle and pick him off before 
he spots you. Two more snipers are waiting at the next intersection. 
One is on a balcony to the far west and the other is on a rooftop at the 
southwest corner of the intersection. Don’t move to the embassy until 
both of these threats are neutralized. 


^-4 


4^ 


ig 


Don’t wait for the dust to settle! 
Move to this guard tower on the 
embassy’s eastern flank and 
hold off the rebel attackers while 
Ramirez mans one of the four 
machine guns in the street. 


Hold at the corner across the street 
from the embassy until you hear 
from Bravo. Shortly after Bravo 


reports they’ve arrived at the embassy, a massive explosion collapses 
the southeastern corner of the building. Apparently, the embassy still 
isn’t safe. Rush through the massive smoke and dust cloud to the east 
and locate the guard tower near the makeshift roadblock in the street. 
Order Ramirez to man the machine gun next to the guard tower and 
make sure the ROE is set to assault. Meanwhile, climb into the guard 
tower and equip your sniper rifle. Ramirez automatically opens fire on 
the incoming rebel troops approaching from the northeast. Help him out 
by targeting hostiles with the sniper rifle, including the gunner of an 
armored car advancing from the east. 


take out the first tank. However, due to the confusing situation on the 
ground, the chopper pilot requires you to target the next two tanks. As 
more attackers approach from the southeast, order Ramirez to man 
one of the machine guns on the southern side of the street. Bravo 
takes up firing positions within the embassy rubble to the north, 
further strengthening your defensive line. Continue picking off targets 
with your sniper rifle. When the next M 1 arrives from the southwest, 
quickly target it for the Apache, then return to engaging the rebel 
infantry. If the rebels get too close for comfort (or if you run out of 
sniper ammo), break out the grenade launcher and blast the 
attackers. The final Ml advances from the east. Relay the targeting 
information to the Apache to complete this objective. 



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As the rebel tanks move into view, target them for the Apache 
helicopter. 


3: Reach Extraction Point 

As soon as all three rebel Ml tanks are destroyed, a Blackhawk flies 
in from the east and lands in the street, just south of the embassy. 
Before moving to the Blackhawk, blast any nearby rebels with the 
grenade launcher. Einally, order 


Ramirez to regroup and rush 
toward the Blackhawk for 
extraction. 


Eliminate all nearby tangos to 
the east before rushing to the 
Blackhawk— you don’t want to 
get shot in the back when you’re 
this close to the end! 



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PRIMAGAMES . COM 





^EQUIPMENT 

LOAD-OUT: 


Mitchell: Ramirez: 

• MRC • MRC 

•AR-110 -MgBFrag 

• M9 Pistol 

• M96 Frag 

V J 


^LEGEND: 

\ 

O = Insertion Point 
^ = Supply Point 
O = Eixed Weapon 

— = Ingress Route 

— = Egress Route 

J 


^OBJECTIVES: ^ 

1: Destroy DCAs 
2: Destroy Jamming Station 
3: Clear Roadblock with Support 
4: Destroy Two Rebel Artillery Guns 
5: Secure Extraction Zone 

V J 


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1 : Destroy DCAs 

The darkness makes you harder 
to see, but still use cover 
while advancing along these 
narrow roads. 

Several rebel-controlled artillery 
pieces positioned in the Santa Fe 
hills cover the main highway 
leading into the city. In this 
mission, it’s your job to take out 
the enemy guns, beginning with two self-propelled AA guns to the 
east. Before moving out, activate your night vision. Flead east from 
the insertion point, as shown on the map. Keep the ROE set to recon 
and use shadows and objects for concealment while advancing along 
the narrow road. Pick off rebels that come into view at long range with 
your MRC or order Ramirez to take the shot— save your sniper rounds 
for later. 




Several rebels defending the first DCA have pinned down Bravo. 
Bring out your sniper rifle to give Bravo a helping hand. 


You eventually receive communications from Bravo team. They’re having 
trouble taking out the DCA because of heavy enemy resistance. Continue 
east to assist Bravo, but watch out for multiple tangos in the area where 
the road widens. Stealthily proceed toward Bravo and assume a position 
on the road just above their position. Equip your sniper rifle and quickly 
pick off the rebels suppressing Bravo. Once the hostiles are down, give 
Bravo a go command to proceed with the DCAs demolition. 


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''ii 












Instead of taking the shots yourself, call out targets for Charlie 
team. This allows you to remain concealed while advancing toward 
the second DCA. 


The next DCA is located to the south. Take the southwestern route to 
its location, and stay alert for enemy activity along the road. Be sure 
to stop at the resupply point just west of the DCA. While you move 
east toward the target, Charlie team informs you that they are in the 
area and offers their assistance. Creep toward the DCA with your 
sniper rifle at the ready. As enemies come into view, zoom in on them 
and either take the shot yourself or give Charlie the kill order. Either 
way, the hostiles won’t know what hit them. By engaging the multiple 
tangos at long range, you can heighten their confusion and avoid a 
dangerous firefight. Continue toward the target and watch for snipers 
posted on the hill just east of the 
DCA— Charlie has no problem 
dropping these distant threats. 

When the area around the DCA is 
clear, move in, place a C4 charge, 
and move away before it 
detonates. 


Use C4 to knock out the second 
DCA, clearing a path for air 
support. 


S: □es'fcroy Jamming Station 

At the jamming station, call out 
targets for the Apache and watch 
as it peppers the unsuspecting 
rebels with rapid chain gun fire. 

Now that the DCA threat has been 
eliminated, you’ve cleared the 
path for air support in the next 
phase of the mission and the 
secondary objective of destroying 
the jamming station. After destroying the DCA, hold behind cover for a 
few seconds and watch for a patrol of rebel troops moving along the 
road from the west. Use your sniper rifle (and Charlie’s assistance) to 
repel this counterattack, then move west toward the supply point. 
After resupplying, continue west toward the jamming station and take 
up a position behind the truck at the southern gate. Upon your arrival, 
an Apache flies in from the west to assist in destroying the roadblock, 
your next primary objective. But while it’s in the area, put the Apache 
to work clearing the area around the jamming station. While you’re 
behind the truck, relay targeting info to the Apache and watch its 
chain gun cut through the rebel troops. But be prepared to engage a 
few hostiles yourself. Use the MRC for this firefight, reserving your 
sniper rounds for the final assault. 


3: Clear Roadblock 
with Support 

Order the Apache to take out the 
gate as well as the two nearby 
Ml tanks. Due to their close 
proximity to one another, one air 
strike is sufficient to destroy 
both tanks. 

Now it’s time for that Apache crew 
to earn their pay. Advance north 
from the jamming station, but 
stay behind cover along the western side of the road. When you have 
a clear view of the gate ahead, order the Apache to take it out. Soon 
after the gate is destroyed, several rebel troops approach from the 
south to investigate. Stay behind cover and engage them with your 
MRC. The Apache can also assist with its chain gun. Once the threat 
subsides, leave Ramirez behind cover and creep south toward the 
demolished gate. Two rebel-operated MlAl tanks sit at the base of the 
hill just beyond the gate. Relay the info to the Apache to knock them 
out of action. 


There are two rebels inside the western building. Make sure they’re 
both dead before moving in to demolish the jamming equipment. 

Once the grounds around the jamming station look clear, cautiously 
move through the southern gate and focus on the building to the 
west. Keep your sights trained on the building’s eastern doorway— 
there are two tangos inside. Order Ramirez to cover (from behind one 
of the crates near the gate) while you move toward the building. 
Pepper the tangos inside with automatic fire (or toss a grenade 
through the doorway), then move in and set C4 to take out the 
jamming gear. Return to 
Ramirez’s position outside and 
wait for the explosives to 
detonate before moving on to 
your next primary objective. 


This console inside the western 
building is the source of the 
jamming signal. Use C4 to render 
it inoperable. 


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■73 


PRIMAGAMES . COM 





RECQlM 

imiictt uuittPiEiiuJi 


4: □es'troy Two Rebel 
Artillery Guns 

The rebel artillery guns are located in a large compound to the south, 
surrounded by tall concrete reinforced walls. Although it’s possible to 
blast your way in with C4 at the main gate, it’s better to use stealth. 
The interior of the compound is crawling with rebel troops and the last 
thing you want is to set off a toe-to-toe firefight. With your sniper rifle 
in hand, advance toward the fortress’s western wall. Along the way, 
Bravo reports that they’re ready to cut the power to the compound. 
Give Bravo a go command to make the compound go dark. While 
moving southwest, identify and eliminate the guards patrolling along 
the compound walls. Outside the western wall is a small bunker. 
Inside is a ladder leading down into a tunnel, providing access 
beneath the perimeter wall— this is your way in. 


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There’s a tunnel running beneath the compound’s western wall. 
Access it with this ladder inside a bunker to the west. 

As you emerge inside the compound, slowly and silently move south 
toward the first artillery gun. Once again, keep the ROE set to recon to 
avoid setting off large-scale firefights. While creeping about, Bravo 
requires another go command to eliminate an enemy barracks. Give 
them the order and continue with your mission. As enemies come into 
view, zoom in with your sniper rifle and neutralize them with a clean 
head shot. In particular, watch for more rebel troops positioned along 
the walls. The first artillery gun is 
located in the compound’s 
southwest corner. Order Ramirez 
to cover you while you move in to 
plant the explosives. 

Clear the area around the 
artillery guns from a distance, 
then move in to plant the 
explosives. 



With the first gun reduced to a charred pile of twisted metal, move to 
the second gun, located in the northeast corner of the compound. 
Instead of moving through the middle of the compound, advance along 
the northern wall to avoid the bulk of the enemy patrols. As the second 
gun comes into view, take a moment to eliminate the nearby tangos, 
including any from the middle of the compound that may attempt a 
counterattack. Destroy the second gun with another C4 charge, but 
watch for more incoming rebel troops from the compound’s interior. 


r 


5: Secure Extraction Zone 



Blow the compound’s eastern gate to facilitate a quick escape. 


The highway is now open for reinforcements— it’s time to get out of 
here! Instead of backtracking to the tunnel to the west, simply blow 
the eastern gate open with C4. Advance across the desert toward the 
extraction point. Just before reaching the LZ, scan the area for 
threats. A few tangos patrol the area around the extraction point. Pick 
them off with your sniper rifle, then turn east to scan for more rebel 
troops. Once the LZ is clear, a Blackhawk approaches from the east 
and sets down for immediate extraction. Rush to the chopper to 
complete the mission. 



Stay on guard while moving toward the LZ. Even if the pilot says it’s 
clear, there may still be some tangos in the area. 



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^LEGEND: 


O = Insertion Point 


<) = Supply Point 


O = Fixed Weapon 


— = Ingress Route 


— = Egress Route 



V J 


^OBJECTIVES: ^ 

1: Ambush Enemy Armor 
2: Destroy Air Defense Artillery Gun 
3: Find and Destroy Jamming Signal 
4: Destroy Air Defense Artillery Guns 
5: Infiltrate Chapultepec Palace 
6: Destroy Enemy Artillery Guns 
2: Defend Position, Wait for 
Extraction 

V ) 


^E(3iUIPMENT 

LOAD-OUT: 


Mitchell: 


• SCAR-L 


• M109 


•M18 Chaff 


• M96 Frag 


V 

) 


1 : Ambush Enemy Armor 

Clear the area around the 
insertion point before moving 
toward either the primary or 
secondary objectives. Zoom in to 
initiate the firefights at long range. 

Before the U.S. president can be 
evacuated from the airport, the 
self-propelled anti-aircraft units in 
Chapultepec Park must be 
destroyed. They’ve already shot down a Chinook. Because Bravo is 
securing the Chinook crash site, you’re operating solo on this mission. 
Fortunately, the cover of darkness gives you a significant advantage 
over the rebel troops patrolling the park. From your rooftop insertion 
point, eliminate the pair of tangos patrolling to the west, then descend 
to the ground. Watch for more rebel troops on the hill to the north and 
along the path to the northwest. Locate cover before engaging these 
threats and don’t let them get too close. 



This armored car approaching from the east can be eliminated with 
one shot from the powerful M109. 


Soon after this engagement, EIQ informs you of enemy armor moving 
in from the east. Although this is a secondary objective, it’s an easy 
one to achieve, so go ahead and take it on now. Climb the hill to the 
north and turn east, scanning for the incoming armored car. Equip the 
M 109 sniper rifle and wait for the car to come into view. The M 109 
fires an explosive round capable of destroying light armored vehicles. 
One shot can destroy the incoming vehicle. 




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PRIMAGAMES . COM 








PRIMA OFFICIAL GAME GUIDE 


RECQlM 

UUittPIEiiUJ 


□es'troy Air Defense 
Artillery Gun 


Before advancing to the bridge, use the M109 to neutralize the 
machine gunner and tango in the bunker. You can also pick off the 
rebel in the guard tower near the motor pool’s southern entrance 
with the M109. 

Now it’s time to head for the first AA gun, located in the rebel motor 
pool to the west. Move along the footpath, but be sure to use the trees 
and other objects for cover. Two tangos cover the footbridge to the 
west— one with a machine gun and the other in a bunker. Because it’s 
hard to sneak up on these tangos from this direction, surprise them 
with a pair of well-placed rounds from your M109. Cautiously approach 
the bridge and shoot the guard in the tower near the motor pool’s 
southern gate before he spots you. 

The motor pool is swarming with 
enemy troops, so try to stay out 
of sight. However, be ready for a 
firefight. 

The AA gun is located on the 
northern side of the motor pool, 
but you can spot it from just 
inside the southern gate. While 
crouched, creep inside the 
southern entrance. Keep an eye open for enemy guards. If any of 
them spot you, immediately seek cover and return fire. If you’re 
careful, you can sneak inside, locate the AA gun, and destroy it with a 
shot from the M109 without anyone seeing you. As soon as the AA 
gun is toast, quickly escape 
through the southern gate and 
head west. 

Creep around the southern side 
of the motor pool until you have a 
clear shot at the first AA Gun. Use 
the M109to take it out. 






3: Find and Gesferoy 
Jamming Signal 

Eliminate the patrols to the west 
before moving in on the jamming 
signal’s source. 

There are two more AA guns located 
to the west, but a jamming signal 
masks their exact locations. 

Eliminating this jamming signal is 
another secondary objective, but it’s 
relatively easy to achieve, plus it 
makes finding the guns much easier. The signal originates from the building 
on the hill to the west. Move toward this area, but keep your eyes peeled for 
enemy patrols. Remember, the Warfighter system does not highlight 
hostiles while within the jamming radius. So utilize night vision to pick off 
rebel troops before they wander too close to your position— you want to 
stay outside their hand grenade range! Clear the area around the hilltop 
structure, then climb to its roof using the ladder on the northern side. The 
circular piece of equipment on the roof emits the jamming signal. Place a C4 
charge next to it and race down the ladder before the C4 explodes. 


Plant explosives on the roof of this building to knockout the 
jamming signal. 

4: □es'fcroy Air Defense 
Artillery Guns 

Engage the remaining AA guns 
from long range with the M109. 
You can spot and destroy both 
guns from the western hilltop. 

With the jamming signal eliminated, 
you can see the locations of the two 
remaining AA guns on your HUD and 
on the tactical map. Stay on the 
hilltop to engage both vehicles with 
the M109. One of the vehicles is moving, starting to the south and heading 
north along the nearby path. The second vehicle is hidden behind a 
camouflage net to the north. Both guns are guarded by a few rebel troops. 
Destroy the guns, then pick off these guards with the remaining rounds in 
your M 109. Don’t worry about using up all of your ammo. There is a supply 
point near the boat docks to the north. Make sure you stock up there 
before proceeding to the next phase of the mission. 


Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 


■7B 












Stock up on ammo at this supply 
point on the boat dock to the 
north. If necessary, backtrack 
here after clearing out the motor 
pool. You want your M109 fully 
stocked before hitting the palace. 


Blast these tangos on the western rooftop with the M109 before you 
rush to the Humvee for extraction. 


5: Infiltra'fce Chapultepec Palace 

Moving through the motor pool is 
the quickest way to reach the 
palace gate, but it’s also quite 
dangerous if you’re spotted. Call 
out targets for the Apache and let 
its chain gun clear a path for you. 

Chapultepec Palace is located to 
the north, protected by a large 
steel gate. You must gain entry 
into the palace where the rebels have positioned two self-propelled 
artillery guns. From the western supply point, the quickest way to the 
palace is through the motor pool, entering through its western gate. 
Flowever, moving through the motor pool’s interior is dangerous, 
because several rebels patrol it. Still, you can make quick work of them 
if you move slowly and pick them off one at a time. Exit the motor pool 
through the northern gate and cautiously approach the palace 
entrance. By now an Apache is in place to help you gain entry. Before 
you order the Apache to blow up the gate, use its firepower to help clear 
out the rebel guards posted around the palace entrance, especially the 
one behind the machine gun. After giving the Apache’s chain gun a 

good workout, have its missiles 
tear down the palace gate. 


After clearing out the nearby 
guards, order the Apache to take 
down the palace gate. Once the 
gate is down, the Apache flies 
away, so make good use of it 
while it’s around. 


Your path to the artillery guns is 
now open, but far from clear. 

Ascend the first flight of steps, but 
be prepared for the three tangos 
that patrol the path at the top. Use 
the nearby concrete barrier for 
cover while engaging these rebel troops. Continue advancing up the 
twisting path toward the palace, engaging a few more rebels along the 
way. Use hand grenades to dislodge enemy troops from their covered 
firing positions. Avoid using the M109, because you’ll probably need 
its ammo a little later. At the top of the hill, clear out another round of 
four rebel troops. Then advance on the artillery guns inside the palace 
walls. Instead of destroying the guns with the M 109, plant C4 charges 
at each gun to conserve ammo. 


6: □esferoy Enemy 

Concrete barriers like this 
provide perfect cover during your 
advance along the twisting path 
to the palace. 


Artillery 




> 


7 } 


Destroy the artillery guns 
with C4 charges to conserve 
your M109 rounds for the 
mission’s finale. 


7: Defend Position, Wait for 
Extraction 

The two machine guns in the 
palace courtyard are essential to 
hold back the rebel onslaught. 

Fire in short, controlled bursts to 
prevent overheating and open 
fire on the helicopters as soon 
as they fly into sight. 


The destruction of these artillery 
pieces has not gone unnoticed by 
the rebels, and they’re coming to deal with you. Take a moment to 
make sure your weapons are fully loaded. Move to the machine gun 
on the western side of the palace courtyard and immediately open fire 
on the advancing hostiles to the south. Focus your fire on the narrow 
passage and prevent any rebels from entering the palace and flanking 
you. Listen for incoming helicopters. The first chopper approaches 
from the southeast. As soon as it flies into view, pepper it with 
automatic fire until it crashes. If it survives, it drops enemy troops 
inside the palace. As soon as the first chopper is down, rush to the 
machine gun on the eastern side of the courtyard and open fire on a 
second helicopter flying in from the southwest. Shoot down the 
second chopper, then resume fire on the southern passage. If rebel 
troops infiltrate the palace, fall back behind cover to the north and 
engage them with your weapons. Save the M 109 rounds for the rebel 
troops on the rooftop to the west and the balcony to the east. If 
possible, make your way back to one of the machine guns and hold 
off the remaining attackers until backup arrives. Make sure the 
surrounding area is clear before rushing to the Flumvee for extraction. 


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To conserve ammo and avoid 
setting off a full-scale firefight, 
call out targets for Ramirez when 
clearing the area just north of 
the insertion point. 


To bolster the U.S. presence on the ground, HQ has ordered Alpha and 
Bravo to secure a pair of M 1 tanks, which are under guard at a rebel 
barracks. From the insertion point, creep north and eliminate a few 
tangos patrolling nearby— watch out for the sniper in the guard tower. 
To avoid lengthy firefights, use the sniper rifle to deliver head shots or 
order Ramirez to down the tangos. Be sure to take out the machine 
gunner in the bunker on the small hill to the north before he spots you. 


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^OBJECTIVES: ^ 

1: Infiltrate Rebel Barracks 
2: Free the Tank Pilots/Protect 
Unarmed Tanks 
3: Escort Tanks to Armory 
4: Defend Position While Tanks Rearm 
5: Escort Tanks/Destroy Bridge With 
Air Support 
6: Extract Erom Area 
V ) 


^LEGEND: 

\ 

O = Insertion Point 
4 = Supply Point 
O = Eixed Weapon 

— = Ingress Route 

— = Egress Route 

J 


^EQUIPMENT 

LOAD-OUT: 

\ 

Mitchell: 

Ramirez: 


• MRC/GL 

• SCAR-H 


•A550 

• M96 Erag 


• M9 Pistol 



V 


/ 















By now, the Ml tanks are ready to 
roll, but they have no ammo. You 
must escort the tanks to the 
armory, located to the southwest. 

Order Ramirez to fall in and set the 
ROE to recon while moving west. The path to the armory is relatively 
quiet because you already took out the three light tanks and two 
armored cars guarding it. However, watch for a few rebel troops. Stay 
ahead of the tanks and deal with rebels as they come into view. 

During the journey, Bravo requests permission to blow up a roadblock 
on the path ahead. Give them the go-ahead and keep moving. You 
eventually encounter a second roadblock just north of the armory. You 
need to destroy this one with a C4 charge. As the Ml tanks roll into 
the armory’s garage, circle behind the building to use the supply point. 


Three more rebel vehicles guard the western path. Destroy them with 
the grenade launcher now to make the Ml escort objective easier. 


Continue moving north, rushing across the nearby footbridge and past 
the machine gun bunker you silenced earlier. Stay on the hill that runs 
between the two paths heading north. Along the way you spot another 
enemy tank and two armored cars to the northwest. Fire off more 
grenades until all three vehicles are destroyed. Drop to the eastern 
side of the hill and carefully move north toward the barracks. Equip 
your sniper rifle and pick off the rebel troops in the guard towers. 
Continue creeping toward the barracks objective marker and eliminate 
tangos as soon as they come into view. Watch for reinforcements 
approaching from the east and 
make sure they don’t man one of 
the machine guns. 


Hold near the barracks’ southern 
perimeter and engage all visible 
threats, starting with the snipers 
in the guard towers. 


S: Free 'the Tank Pilota/Protecfc 
Unarmed Tanka 

Soon after approaching the barracks, HQ orders Alpha to head to the 
building to the east where the M 1 tanks and their instructor pilots are 
being held. Continue clearing the area of hostiles, then move toward 
the building with Ramirez in tow. When you reach the building, order 
Ramirez to hold outside near one of the machine guns mounted on 
the sandbag barricades. Follow the objective marker up the nearby 
steps and into the building until you spot a large console. This 
controls the cells holding the tank pilots. Slap a C4 charge on the 
console and race outside to wait for it to detonate. Now that the pilots 
are free, they need a few minutes to get their Ml tanks fired up. 


This console controls the locks 
on pilots’ cell doors. Set the 
pilots free with a C4 charge. 


3: Escort Tanks to Armory 

While you escort the tanks, ^ 

watch for incoming requests 
from Bravo. The more obstacles 
they demolish, the quicker you 
can advance. 


You’ll thank yourself later for 
destroying the two light tanks 
near the armory before 
proceeding to the barracks. 

Before heading to the rebel 
barracks, branch off to the west 
and pass beneath the stone 
footbridge. If you haven’t already, 
pick off the rebel patrolling the 
area around the bridge. On the western side of the bridge you 
eventually spot a couple of light tanks. The tanks guard the nearby 
armory, a site you visit later. It’s best to take them out now rather than 
later. Keep your distance and use the grenade launcher to destroy 
each tank— it takes approximately four direct hits per tank. Once both 
tanks are destroyed, access the supply point behind the nearby 
building to restock ammo. 


Unfortunately, your rescue 
attempt has not gone unnoticed- 
two transport choppers filled with 
rebel troops are en route to stage 
a counterattack. Order Ramirez to 
man the machine gun to the south 
while you take control of the one to the north. The rebel Mi-8 transport 
helicopters fly in from the west. Greet them with a barrage of 
sustained automatic fire. Deal 
with the helicopters quickly before 
the rebel troops inside can rappel 
to the ground. 

Incoming helicopters? No 
problem. Blast them out of the 
sky with one of the mounted 
machine guns, preferably before 
they unload their cargo. 


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PRIMAGAMES . COM 



PRIMA OFFICIAL GAME GUIDE 


GHOST 

RECQlM 

WittPIEiiUJ 




CAUTION 


You must now escort the tanks over the large bridge to the east. But 
before you can move out, Bravo reports a pair of rebel attack helicopters 


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Don't get run over by 
the advancing tanks! 
Give Ramirez periodic 
cover orders along the 
sides of the path to 
prevent him from 
getting flattened by a 
tank tread. 


4: □efend Position Whiie 
Tanks Rearm 

The transport helicopter attacking 
the armory hovers just above the 
machine gun position near the 
footbridge. Aim high to engage it 
before it can drop infantry. 

As the tanks load up on ammo, HQ 
reports more incoming hostiles. 
Move to the east of the armory 
and man the machine gun on the 
elevated path near the footbridge. Order Ramirez to hold nearby, but 
keep the ROE set to recon— Bravo is positioned on the roof of the 
armory. Listen for another Mi-8 transport helicopter approaching from 
the east. Aim the machine gun straight up and pepper the underside 
of the chopper as it pulls to a hover. Shoot it down before the rebel 
troops inside drop to the ground. Next, aim the machine gun to the 
northwest and engage an armored car. Remember to pick off the 
gunner first, then continue pumping rounds into the vehicle until it 
explodes. When you have destroyed the armored car, pull away from 
the machine gun and turn to the southwest, scanning the wooded 
area behind the armory for an advancing light tank. Stay on the hill 




moving in on your position. Once again, man the machine gun near the 
footbridge and swing it to the west. Give Ramirez a cover order away from 
your position— you don’t want him getting injured or killed if you draw fire 
from the gunships. Watch the horizon to the west and open fire on the 
first approaching attack helicopter. Unlike the transport helicopters, these 
choppers are armed with rockets and an auto-cannon. Their primary 
targets are the two M 1 tanks, but your machine gun will probably get their 
attention, so make quick work of them. The second helicopter is quicker to 
attack you. Make sure you engage it early and accurately. 



The Mis handle the enemy tanks 
on the opposite side of the river. 
It’s your job to take out the rebel 
troops. 

With the air threat eliminated, it’s 
time to move out. Order Ramirez to 
regroup and fall in behind the 
advancing tanks. The tanks have 
ammo this time, so don’t worry 
about taking the lead. The path to the bridge is clear, but the M Is engage a 
few targets on the eastern bank. Help out during this brief engagement by 
using the sniper rifle to pick off a few rebel troops. Once both tanks are 
across the bridge, you’re ordered to provide an F-15 with the bridge’s 
targeting coordinates. Destroying the 
bridge makes it more difficult for the 
rebels to pursue the M Is. Center the 
bridge in your sights and give the F- 
15 the bombing order— just make 
sure you’re at a safe distance 
before the fireworks show begins. 

Call in the F-15 air strike on the 
bridge and move away before the 
bombs fall. 



near the machine gun and equip your grenade launcher. As soon as 
the enemy tank rolls into view, destroy it with a barrage of grenades. 
Hold near the footbridge overlooking the armory while Bravo is 
extracted in a Blackhawk and the armed Ml tanks roll into view. If 
necessary, visit the nearby supply 
point during this lull. 

Carefully aim through this small 
gap to engage the rebel light 
tank behind the armory. If this 
tank isn’t destroyed quickly it 
may destroy the Blackhawk or 
one of the Ml tanks, resulting in 
a mission failure. 

5: Escort Tanks/Destroy 
Bridge With Air Support 

Don’t toy around with the attack 
helicopters. Shoot them down 
before they kill you or destroy 
one of the Ml tanks. 


6: Extract From Area 

The destruction of the bridge marks the end of your mission as a 
Humvee pulls up outside the gate to the north for extraction. Before 
rushing to the Humvee, make sure the surrounding area is clear of 
threats. Use the M Is for cover and scan the barricades along the large 
building to the west. There may be a few more tangos hiding behind 
sandbags. Once it’s clear, rush to the Humvee for immediate extraction. 



A few tangos may try to take shots at you as you rush to the 
Humvee. Take the time to clear the area before moving to the 
extraction point. You’ve come too far to die now. 




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80 




^OBJECTIVES: ^ 

1: Reach Salvatore’s Position 
2: Provide Cover for Bravo Team 
3: Find and Secure President 
4: Recover Football/Destroy Enemy 
Air Support 
5: Extract Erom Area 

V ) 

^EQUIPMENT ^ 

LOAD-OUT: 

Mitchell: Ramirez: 

•M8SMR -MRCCQC 

• Zeus M PAR • Zeus M PAR 

• M9 Pistol • M96 Erag 

• M96 Erag 

V ) 


1 : Reach Salva'fcore*s Poaition 


Seek cover near the insertion 
point and call out targets for the 
Ml tank. The rebel armored cars 
don’t stand a chance! 


4 ^ 


The search for VIP 1 (the U.S. president) continues with Captain 
Salvatore reporting a build-up of rebel activity in the vicinity of a 
shanty town on the outskirts of the city. Alpha must reach Salvatore’s 
position and then locate VIP 1. The area just north of the insertion 
point is crawling with rebels, including several armored cars. 
Eortunately, you start the mission with the support of an M 1 tank. 
Stay low while creeping north and engage infantry as they come into 
view. Take cover among the shacks scattered around the insertion 
point and call out targets for the M 1, starting with the armored cars. 
When all the enemy vehicles are destroyed, peek out from your cover 
and mop up the surviving rebel troops. 


^LEGEND: 


O = Insertion Point 
0 = Supply Point 
O = Eixed Weapon 

— = Ingress Route 

— = Egress Route 

J 


Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 









While traversing the narrow streets of the shanty town, be prepared 
for close encounters with enemy troops. Consider setting your 
weapon to automatic and keep a fresh magazine loaded at all times. 

Captain Salvatore is holed up in a shack to the west. To reach him you 
must maneuver through the narrow shanty town streets, as shown on the 
map. Take it slow and try to spot and engage rebel troops at long range, 
keeping them in front of you at all times. Carefully lean around corners 
and scan every potential hiding spot for enemies. As you get closer. 
Captain Salvatore reports coming under heavy fire. Don’t worry about 
rushing to his position— the outcome is scripted. You eventually find 
Salvatore on the floor of a shack, 
apparently wounded from rebel 
attacks. While you await new orders, 
use the supply point the adjoining 
courtyard to stock up on ammo. 

No matter how quickly you rush 
to Salvatore’s position, you 
always find him sprawled out on 
the floor of this shack. 


S: Provide Cover for 
Bravo Team 

Having found Captain Salvatore, you’re now clear to move south to 
VIP I’s reported position. However, Bravo needs help silencing the 
artillery to the southeast, even if it hasn’t been announced. This is an 
optional secondary objective, but 
helping Bravo destroy the rebel 
artillery now will prove useful 
later. Head southwest until Bravo 
requests assistance, then head 
for their objective marker. 

Bravo is pinned In this valley to 
the east. Give them a hand by 
wiping out their attackers. 


3: Find and Secure Presiden't 

Before proceeding any further, 
drop smoke to the south to 
hinder the visibility of the rebel 
troops guarding VIP 1. 

Now it’s time to rescue the 
president. Set the ROE back to 
recon and move along the 
adjacent path heading south. 

Once again, watch for rebel patrols 
along the way. When you pass through an open gate leading into an 
open area, HQ reports multiple snipers to the south— don’t take 
another step! To aid your advance, HQ has provided smoke artillery 
upon request. Call in the smoke artillery strike to the south, among 
the numerous enemy contacts. As long as you aim to the south, the 
smoke is dropped on the same position every time. 




Activate your thermal vision to get a better view of the rebels in the 
smoke screen. But let Charlie do the heavy lifting. There’s no need 
to alert the rebels to your presence. 


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Bravo is located in a valley on the western edge of the shanty town, 
pinned by several rebel troops and an armored car. Fight your way 
toward their position until you can flank the rebels from the rear. 
Start your attack with a big bang, knocking out the armored car with 
your Zeus MPAR. As soon as the armored car is destroyed, join 
Ramirez in thinning out the rebel infantry below. Hold at your lookout 
position as Bravo moves east to spot the rebel artillery guns. The 
location of the enemy guns is then relayed to your HUD and map. HQ 
immediately allocates artillery to destroy the enemy guns. Although 
you don’t have line of sight, you can 
still call in artillery on the rebel 
gun position by lining up the 
artillery reticle with the red 
enemy icon on the HUD. 


Although the enemy guns are on 
the other side of this hill, you 
can still call in an artillery strike 
on them. 




C7 


Charlie team reports in shortly after the smoke is dropped, offering to 
help clear a path to the president. Move to one of the slight hills 
overlooking the heavy concentration of enemy troops and take Charlie 
up on their offer. As long as you keep your distance (and your guns 
silent) the rebel troops caught in the smoke never fire on you. Call out 
targets for Charlie until there are no hostiles around VIP I’s position. 
While you’re at it, use Charlie to clear out the area to the west, too— 
once you rescue the president, 

Charlie won’t be available. Finally, 
make your way to the president’s 
position and hold until a 
Blackhawk arrives to pick him up. 

At last, the U.S. president is safe! 

Provide security until a 
Blackhawk arrives for extraction. 

4: Recover Football/Destroy 
Enemy Air Support 




t 




■ tmi 

^ J 



Make a pit stop at this supply point near the map’s center on your 
way to the football’s position. 

Although VIP 1 is safe, the rebels still posses the nuclear football, 
stolen when the president was abducted. FIQ has been tracking the 
football, and now it’s your job to recover it. Soon after the short briefing 
from FIO, the football shows up on your map and FlUD as an objective 
marker, moving from east to west— apparently it’s in a helicopter. Move 
out, heading north as plotted on the map. Along the way, stop at the 
supply point in the center of the 
map and make sure you have 
ammo for your Zeus MPAR. 

Assault the refinery from three 
different directions. Take the 
high ground on this hill in the 
southeast corner and order 
Ramirez up the middle while 
Charlie provides covering fire 
from the east. 



The football eventually comes to a halt in the northwest corner of the 
map at a refinery. Creep up to the refinery’s open gate until a few rebel 
troops come into view. Give Ramirez the order to take out one of the 
hostiles. Meanwhile, race up the nearby hill and fire down on the 
rebels to the north. Charlie team covers the refinery from the east and 
automatically joins the firefight. Keep up the pressure and push north. 
Watch for a few more tangos hiding among the buildings on the north 
side of the facility, including three on the main refinery structure. 

Crouch behind the sandbag 
barricades while you exchange 
fire with the last few rebels. 

Order Ramirez to fire on one of 
the attack choppers, then set the 
sights of your Zeus MPAR on the 
other one. Don’t fire until you 
have a lock! 


During the confusion of the firefight, the helicopter carrying the 
suitcase escapes. But your fight isn’t over yet as two enemy attack 
choppers close in from the north. If you hope to survive this attack 
you must act quickly. As soon as the first chopper flies into view, 
order Ramirez to attack it. Fle’s also equipped with a Zeus MPAR and 
fires it at the chopper as soon as he attains a lock. While Ramirez 
attacks the first chopper, center your MPAR’s sights on the second 
one. Field the aiming brackets steady over the chopper until the 
missile locks on. You have a lock when the aiming brackets turn to a 
rectangle and the beeping sound becomes a solid tone. After firing the 
missile, move to avoid getting peppered by the chopper’s chain gun— 
your missile continues its flight path into the chopper. If all goes well, 
you can eliminate both choppers within a few seconds. 



CAUTION 



If the perimeter of 
your HUD flashes red, 
it means the attack 
choppers are trying to 
lock a missile onto you! 
Move quickly and seek 
cover in an attempt to 
break the lock. 


5: Extract From Area 

Although the football remains in enemy hands, at least you’re still 
alive to continue the pursuit. Once 
both rebel attack helicopters are 
destroyed, a Blackhawk flies in 
and sets down near the refinery 
for extraction. Rush to the chopper 
to complete the mission. 

Don’t shoot at this incoming 
helicopter— it’s your ride out 
of here! 



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PRIMAGAMES . COM 






^LEGEND: 

O = Insertion Point 
^ = Supply Point 
O = Fixed Weapon 

— = Ingress Route 

— = Egress Route 




^OBJECTIVES: 



1: Infiltrate Train Yard 
2: Secure the Football 
3: Destroy Guardrail IX Scrambler 
4: Flold Position for Extraction 
5: Extract From Area 

V J 


^EQUIPMENT 

LOAD-OUT: 

\ 

Mitchell: 


•M8CQC 


• M109 


•C4 


• M96 Frag 


V 

) 



1 : Infiltra'fce Train Yard 



Stay alert for an armored car patrolling near the insertion point. 

Find some cover and take it out with one shot from your M109. 

FIO has traced the football to the train yard in this industrial district. You’re 
moving in solo on this mission, so keep your eyes peeled for threats and 
neutralize them at long range whenever possible. Start by moving south 
along the street near the insertion point. Stick to the eastern sidewalk using 
various objects for cover while identifying and eliminating the patrolling 
rebel troops. Stay behind cover until an armored car passes your position. 
Equip your M 109 and destroy the vehicle before its gunner spots you. 


The MS CQC isn’t the most accurate assault rifle, 
particularly when engaging targets at long range. To 
maximize accuracy, switch the weapon to the single- 
shot mode and manually fire 2-3 round bursts, 
allowing the weapon to recover from recoil before 
firing a follow-up shot. Even then, scoring head shots 
can be tough at great distances. Instead, deliver a 
few upper torso shots to ensure a quick kill. 



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84 







Continue pushing to the train yard, following the street west. Don’t try 
to sneak past the rebel troops to the north— if you don’t kill them now, 
they may flank you later. Use parked cars and other objects for cover 
while you engage the rebels— don’t miss the one on the roof just 
north of the train yard. If they get too close for comfort, fall back to 
stay outside their hand grenade range. 



Don’t wait for the enemy to initiate contact. Kill targets as soon as 
they come into view. 

The entrance to the train yard is guarded by several rebels. Consider 
using a couple of explosive M 109 rounds to pick off a few and then wipe 
out the survivors with your M8 CQC. As you approach the gate leading 
into the train yard, HQ reports rebel reinforcements closing in on your 
position. Turn west and scan the street ahead for an incoming truck— 
it’s carrying rebel troops. Immediately pump two M 109 rounds into the 
truck before the troops inside can 
disembark. Scan the wreckage for 
survivors, then proceed through 
the train yard’s gate. 

The truck approaching the train 
yard Is filled with rebel 
reinforcements. Destroy It before 
the rebel troops unload. It takes 
two M109 rounds to stop It. 

8: Secure the Football 

At the train yard objective marker, move along the western side of the 
semi truck while awaiting new orders. HQ has tracked the football to 
an area just south of your position. But to reach its location, you must 
first move through the warehouse to the east. Instead of rushing 

through the large warehouse door, 
move to the southern side of the 
structure and climb the stairs 
leading to an upper-level entrance. 

The warehouse Is packed with 
bad guys. KIM as many as 
possible from this upper-level 
doorway on the south side of the 
structure. 




The warehouse is packed with rebels and there’s no way to sneak past 
them, so load a fresh magazine and prepare to go to work. Lean into 
the doorway at the top of the stairs and pick off the tangos on the 
upper level. Next, hit the troops on the ground, but don’t step into the 
warehouse yet. The firefight draws more rebels into your sight, so you 
can take them out from the doorway. If you can’t get a good line of 
sight, use hand grenades to flush the tangos out into the open. When 
you cannot see any more rebels from the doorway, enter the 
warehouse and creep east along the catwalk. Expect a few more 
tangos on the eastern floor of the warehouse and feel free to use the 
M109 to take them out— don’t worry, there’s a supply point outside. 
Hold your position on the catwalk and keep killing rebels until HQ 
reports no more enemies in the area. Descend the ladder to the 
warehouse floor and head east toward the supply point outside. Take 
care not to draw any attention to 
yourself, as there’s more tangos to 
the south and west. 


Instead of conserving M109 
ammo, put the rifle to use against 
the rebels In the warehouse. You 
can get more ammo at the supply 
point to the east. 


5 



3: □es'fcroy Guardrail IX 
Scrambler 

After killing a tango, hold your 
position and wait for more to 
Investigate. 

Shortly after you exit the 
warehouse, HQ reports a change 
in objectives. The Guardrail IX 
scrambler has been located to the 
west of your position. It’s your 
task to destroy it. There are 
several possible paths to Guardrail IX, and all of them are dangerous. 
Rebel troops patrol the entire train yard, so move slowly (preferably 
while crouched) and always peek around corners. Start off by moving 
through the alley south of the warehouse, clearing a path as you go. 

Clear the train yard from this 
rooftop south of the warehouse. 
Watch for reinforcements 
approaching from the shed to the 
west. 

On the eastern end of the alley is 
a set of stairs leading to a narrow 
footbridge crossing over the 
railroad tracks. Before crossing 
the footbridge, turn south and eliminate a guard standing behind a 
rooftop-mounted machine gun on the opposite side of the tracks. 

Next, turn west and pick off several rebels guarding the rails below. 
Once again, feel free to use the M109 to deal with these troops. When 
it’s clear, cross to the southern side of the tracks and then move west 
through the large railway shed. While passing through the shed, your 
HUD flickers, indicating you’re getting close to Guardrail IX. Scan your 
map one last time and make a mental note of your position in relation 
to the objective marker— you must head northwest. Before advancing 
on Guardrail IX, visit the supply point just west of the railway shed. It 
won’t show up on your HUD or map due to jamming. 



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PRIMAGAMES . COM 




RECQlM 

UUittPIEiiUJI 


Guardrail IX jams your HUD and 
communications. Until it’s 
destroyed, enemies will not be 
marked on your HUD or map. 


X J 




From the supply point, there are 
two general directions you can go 
to reach Guardrail IX. The path to 
the south is a maze of boxcars, 
increasing the likelihood of point- 
blank encounters with rebel patrols. The northern route isn’t much 
safer, but it allows for longer-range engagements, giving you the 
definite upper hand. Take the northern route. Remember, threats won’t 
show up on your FlUD, so move slowly and peek through your scope 
frequently to scan ahead for hostiles. Just east of the objective 
marker is a checkpoint-like defensive line, guarded by several rebels. 
Find some cover and light up the checkpoint with your M8 CQC. Flold 
your position while firing, but watch for tangos attempting to flank 
you from the north. As the activity dies down, cautiously advance 
northwest toward the open shed. 


r. 


/I 


Use the M109’s powerful scope to recon the area around the 
Guardrail IX. Initiate the attack by neutralizing the guards near the 
two eastern machine guns. 

Guardrail IX sits on the rooftop of the central building to the west. As 
expected, it’s under heavy guard, so thin out the defenders before 
moving in. Move to the northern opening leading into this area and 
scan the surroundings for threats. Two machine guns are positioned 
along the eastern side of the building. Start off by taking out any 
guards near these guns with the M 109. Be prepared for a 
counterattack from other rebels, but keep your distance and fall back 
toward the checkpoint area if necessary. Draw as many rebels out 
into the open before approaching the building. When the eastern side 
of the structure looks clear, circle around to the northern side and be 
prepared to drop another guard near a machine gun. Climb the nearby 
staircase to reach the rooftop and 
approach Guardrail IX— you know 
you’re close when your FlUD goes 
dead. Plant a C4 charge at the 
base of the console and back off 
before it explodes. 

Meet Guardrail IX. Destroy this 
unassuming piece of equipment 
with a C4 charge. 


TIP 


Before destroying 
Guardrail IX, plant a 
C4 charge in the 
choke point to the 
southeast. This is 
where the rebel 
counterattack will be 
concentrated. A well- 
timed detonation here 


can take out three or four tangos at once. 


Extraction 


4: Hold Position for 

Stay on the rooftop near the 
smoldering remains of Guardrail 
IX to hold off the rebel 
counterattack. Toss grenades 
and fire M109 rounds to repel the 
onslaught. 

Knocking out Guardrail IX restores 
your FlUD and communications with 
FID. You’re ordered to stay put until 
extraction can be arranged. In the meantime, multiple rebels are moving 
in on your position. Instead of manning one of the eastern-facing 
machine guns, make your stand on the rooftop and use the piece of 
sheet metal for cover. Rebel troops attack mostly from the southeast, but 
keep an eye on the northeast as well. The rooftop’s height advantage 
pays off— you can spot and engage incoming troops at greater 
distances. Watch for tight clusters of tangos and use the M1D9 to knock 
them down with one shot. Keep up the fight until all enemies are down. 


Extract From Area 

Get around this closed gate by 
climbing the ladder onto the 
shipping container to the south. 
This shortcut guarantees a 
quick egress. 




Following your impressive display 
of defensive firepower, FIQ reports 
in with details on extraction. A 
Blackhawk sets down to the east, 
on the opposite side of the train yard. Move east through the 
checkpoint, then into the adjoining alley as shown on the map. At the 
closed gate, turn south and climb the ladder on the shipping container 
to bypass this obstacle. Drop to the ground on the other side and keep 
pushing east. As you approach the southern side of the warehouse, 
watch for three more tangos attempting to halt your escape. Dnce 
they appear, find some cover and finish them off. When the threats 
are down, continue east past the 
supply point and toward the LZ for 
extraction. 

If the tangos near the warehouse 
hide behind cover, toss grenades 
to kill them or draw them out of 
their hiding places. 



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86 





1 : □es'fcroy Enemy Roadblocks 



At the first roadblock, locate the 
sniper on the rooftop to the 
southwest and pick him off 
before he spots you. 


This level’s supply point can only be accessed by 
descending the ladder near the insertion point. 
As a result, it won’t be much use as you move 
further away. Therefore, go easy on the ammo 
for your sniper rifle and grenade launcher. 




r 


ST 


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PRIMAGAMES . COM 



PRIMA OFFICIAL GAME GUIDE 


RECQlM 

tH»llC{t UUittPIEiiUJI 


The U.S. intervention in this rebellion isn’t going well and HQ needs the 
Ghosts to clear a path into the city before armor and air assets move 
in. During this mission, Alpha traverses a series of rooftops and 
provides cover while Bravo demolishes a number of obstacles and 
threats on the streets below. The first obstruction is a roadblock 
located southwest of the insertion point. While you move toward the 
objective marker, watch for rebel troops patrolling the rooftops, 
including one overlooking the first roadblock. A number of rebels 
guard the roadblock on the street below. Clear them out with 
Ramirez’s assistance, but watch for a sniper on the rooftop across the 
street to the southwest. Use the M95 to pick off the sniper, then scan 
the street to the west for more tangos gathered around the second 
roadblock. When the street is clear, give Bravo the go-ahead to 
destroy the first roadblock. While Bravo sets their explosive, advance 
west toward the second roadblock. Expect to encounter a few more 
tangos on the rooftops along the way. Move to the rooftop overlooking 
the second roadblock and clear the street below. Bravo reports in 
when it looks clear. Order Bravo to 
knock out the second roadblock 
and reload your weapons while 
you await new orders from HQ. 


Make sure the streets and 
surrounding rooftops are clear of 
threats before ordering Bravo to 
plant their demo charges on the 
roadblocks. 


'2k' f 


□es'troy Enemy An'ti-Tank 
Batteries 

The grenade launcher is the best 
way to eliminate the rebels 
clustered around the anti-tank 
guns. Take the shot before they 
spot you and spread out. 

Next, the Ghosts are ordered to 
destroy a pair of self-propelled 
anti-tank guns parked on the 
street to the west. Like the 
roadblocks. Alpha must move ahead of Bravo and eliminate the 
guards surrounding each gun. With Ramirez in tow, move northwest 
toward the first gun. Just before reaching the overlook position, equip 
your grenade launcher and drop to a crouch. At the roof’s edge, stand 
up and launch a volley of grenades at the unsuspecting rebels below. 
When all the guards are down, give Bravo permission to destroy the 


88 


first gun, then proceed along the rooftops to the north. Scan the large 
courtyard in the center of the map for tangos while you move toward 
the second gun. With Ramirez’s help, gun down any threats below. 
Also, watch the rooftops to the north for snipers and deal with them as 
they come into view. Continue to the second anti-tank gun and take 
out the lone rebel patrolling the rooftop to the north. Once again, use 
the grenade launcher to quickly 
eliminate the guards surrounding 
the second gun, then call in Bravo 
for another demolition job. 

Don’t neglect the courtyard in 
the center of the map. Engage 
the tangos below as soon as you 
spot them. 



r 


3: □es'troy Enemy AAA 
Batteries 



Don’t wander far from the second anti-tank gun. Assume a sniping 
position on the western rooftops. Eliminate the snipers on the 
northern rooftops, then engage the guards around the AA gun. 


Before air assets can move in, a couple of anti-aircraft guns need to 
be destroyed. The first gun is located in the northeast corner of the 
courtyard. Instead of rushing toward the gun, hold at your 
northwestern position and scan the adjoining rooftops to the east for 
more tangos and snipers. Equip your M95 and deal with the snipers 
first. Once the rooftops to the east are clear, focus on the guards 
surrounding the gun in the courtyard below. By now Bravo is probably 
engaging them. Elelp them out with some accurate long-range sniping. 
Once the courtyard is clear, move along the northern rooftops and 
ensure all hostiles are down. Einally, clear Bravo to move in and blow 
the AA gun. 


4: Assist Bravo Team 

You must move to this 
northeastern rooftop to complete 
the secondary objective of 
assisting Bravo. This puts you 
within dangerous range of the 
tangos on the corner below, so 
exercise caution. 

HO orders your teams to split for 
the next objective, instructing 
Bravo to take out the second AA gun (to the north) and Alpha to cover 
the attack zone to the west. The Ml tanks advancing along the 
western street can mange things on their own for the time being, but 
Bravo runs into more trouble on the northern street. Therefore, move 
along the northern rooftops and pick off rebel troops in the street 
below. Advance all the way to the objective marker on the 
northeastern rooftop and quickly wipe out the cluster of tangos down 
on the street corner. As soon as the northern street is clear, order 
Bravo to advance on the second AA gun. 



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5: Clear Zone 

r 


6: Extract From Area 



Use the enemy infantry icons on your HUD to relay attack orders to 
the Apache. 

Now that both AA guns are down, an Apache joins the fight in the 
street to the west. Instead of moving all the way to the northwestern 
rooftops, hold your current position to the northeast and relay 
targeting information to the Apache. Even if you have no line of sight, 
there should be several enemy infantry icons on your HUD. Give the 
go-ahead for the Apache to take out these targets with its chain gun. 
When all enemy units in this sector are down, you’re clear to move out 
for extraction. 


The path to the extraction point 
isn’t clear of rebels, so keep your 
eyes peeled for enemies on the 
eastern rooftops. 

A Humvee waits for you at ground 
level on the eastern side of the 
map. Keep the ROE set to assault 
while moving toward the extraction 
point, as you encounter a couple of 
tangos on the eastern rooftops. Climb the ladder down the ground and 
approach the Humvee to complete this phase of the mission. 




L 


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Phase S 




^LEGEND: 


O = Insertion Point 
♦ = Supply Point 


O = Eixed 

Weapon 


— = Ingress Route 

— = Egress Route 

j 


'^OBJECTIVES: 

1: Reach General Martin’s Position 
2: Protect General Martin 
3: Extract Erom Area 


EC3UIPMENT 

LOAD-OUT: 


Mitchell: Ramirez: 

• MRC/GL • M8 

• M95 'ZeusMPAR 

• M9 Pistol • M96 Erag 





83 


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PRIMAGAMES . COM 





PRIMA OFFICIAL GAME GUIDE 


RECQlM 

Mk»llC{t UUittPIEiiUJI 


1 : Reach General Martin’s 
Position 

Set up camp behind this Humvee 
and hold off the rebel attackers 
closing in from the north and 
east. Don’t worry about using up 
grenade and sniper rounds— the 
nearby supply point will keep 
you in business. 

As the next phase of the mission 
begins, you’re caught in an intense 
ambush. Take cover behind the Humvee and order Ramirez to move behind 
the nearby dumpster to the south. Keep the ROE set to recon and equip 
your grenade launcher to thin out the ranks ofthe attacking rebels to the 
north and east. During the chaos, listen for Bravo to offer assistance. Take 
them up on their offer and watch them take positions on a rooftop to the 


□ 

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north. Hold at the Humvee until all 
hostiles surrounding the insertion 
point are eliminated. Before moving 
out, restock on ammo at the nearby 
supply point. 

Although you must reach General 
Martin in a timely fashion, clear a 
path as you go to avoid walking 
into an ambush. 


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Stay on guard while moving along the street to the east. Watch for tangos 
positioned along rooftops and balconies on the north side ofthe street. 
While you move along this street. General Martin reports his Blackhawk 
is underfire. HQ confirms this report, instructing Alpha to immediately 
proceed to the crash site. Cautiously, but quickly, move to the eastern 
intersection and peek around the corner to the north. Engage all visible 
tangos down this street. Don’t worry about the tank— Bravo will take it 
out. Once the street is relatively clear, cross to the east and rush into the 
adjoining alley. Eollowthe objective marker to the General’s position. He’s 
injured, but alive, taking cover behind a stone railing. 




so 


CAUTION 





When General Martin’s 
Blackhawk is shot 
down, you only have a 
few minutes to reach 
his position before the 
rebels find and kill him. 
Get there first to avoid 
a mission failure. 



Get Ramirez behind the machine gun while you snipe from behind 
the Blackhawk wreckage to the east. 


The downing of General Martin’s helicopter has drawn a large force of 
rebels moving in from the north. It’s your job to hold them back. Right 
after you reach the General, order Ramirez to man the machine gun to 
the north. While Ramirez opens fire on the incoming rebels, equip your 
sniper rifle and move to the tail ofthe Blackhawk, along the eastern 
edge ofthe plaza. Crouch behind the Blackhawk wreckage and put your 
sniping skills to use, preventing the rebels from flanking Ramirez. With 
Bravo on a rooftop to the east, 

Ramirez on the machine gun in the 
center, and you sniping to the 
west, you create a solid defensive 
line in front ofthe General. 

Make sure Ramirez Is well 
concealed In the north side of 
the plaza before the tanks arrive. 

When the infantry attacks die down, prepare for the next attack wave 
consisting of two M 1 tanks approaching from the northwest. With no 
anti-tank capability of your own, you must rely on Ramirez and Bravo to 
deal with these threats. Set the ROE to recon and order Ramirez to move 
behind cover along the northwestern side ofthe plaza. Eind some cover 
for yourself and watch for the incoming tanks. As soon as the first tank 
rolls into view, order Ramirez to attack— he’ll probably have to maneuver 
for a clear shot before firing a Zeus MPAR round. Bravo automatically 
attacks the lead tank too, destroying it within a few seconds. 
Immediately focus Ramirez on the second tank and hold back while he 

fires another missile. With Bravo 
and Ramirez nailing the tanks from 
both sides, this armor assault 
shouldn’t last long. 

Stay out of sight and spot the 
Incoming tanks for Ramirez. His 
Zeus MPAR Is the only weapon 
Alpha team has that Is capable of 
stopping tanks. 




3: Extract From Area 

Now that General Martin is safe, the Ghosts are cleared for extraction. 
A Humvee pulls into the north side ofthe plaza, waiting for you to hop 
in. Instead of running to the Humvee, move through the plaza 
cautiously and watch for more tangos in the street to the northwest. 

Pick them off at long range with 
your sniper rifle, then move 
toward the Humvee for extraction. 

Make sure the extraction zone Is 
clear of enemies before rushing 
to the Humvee. There may be a 
few enemy troops hiding along 
the street to the west. 



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TIP 


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Phase 1 


1 : Reach Zocalo Plaza 

Use the two cars near the 
extraction point for cover while 
engaging the first round of tangos. 

Your efforts are finally yielding 
some results as the U.S. forces 
squeeze in on the rebels at Zocalo 
Plaza. But the battle is far from 
over. You begin this mission 
several blocks west of the plaza. Start by moving east, toward the 
small plaza marked on the map. As usual, take your time and use 
cover as much as possible. The streets are still filled with rebel troops, 
including several patrolling just east of the insertion point. There are 
also a couple of tangos posted on rooftops in this area. 


Don’t shy away from 
using the M109 to 
blast rebel troops, 
especially if they’re 
grouped in tight 
clusters. There are 
plenty of supply points 
on this map to keep 
you stocked on ammo. 


^OBJECTIVES: 


1: Reach Zocalo Plaza 


2: Locate and Destroy the Two 


Jamming Signals 


3: Move to Extraction Point 


V 

/ 


^EQUIPMENT ^ 

LOAD-OUT: 

Mitchell: 

Ramirez: 

• MRCCQC 

• M8AR 

• M109 

• Zeus MPAR 

• M9 Pistol 

• M96 Frag 

• M96 Frag 


V 

J 


TeGEND: 


O = Insertion Point 
0 = Supply Point 
O = Fixed Weapon 

— = Ingress Route 

— = Egress Route 

J 





PRIMA OFFICIAL GAME GUIDE 



While moving east, you eventually come to a cramped alley. This is 
the ideal enemy ambush, so stay on your toes. As you enter, watch 
for a tango patrolling to the east. There’s also a rebel waiting in the 
adjoining alley to the north. Once you’ve dealt with the ground 
threats, watch for a couple of tangos on the rooftops to the south. If 
you can’t get a clear shot on these rooftop-based tangos, toss a few 
grenades in their direction. Finally, be prepared to engage a couple 
more rebels patrolling the nearby street when you exit the alley. The 
small plaza to the east is clear of threats. Use the supply point while 
FIO relays new orders. 

The rebels overlooking the alley 
from the rooftops are serious 
threats. Instead of engaging 
them directly with firearms, use 
grenades to knock them off 
their feet. 


^ 8: Loca'fce and □ea'fcroy 'the Two 

Jamming Signala 



With the ROE set to recon, use Ramirez to scan new streets and 
alleys for threats. He peeks around the corners and relays enemy 
positions to your HUD and tactical map. 


A pair of jamming signals has been spotted near your present 
position. Before advancing on Zocalo, FIO needs you to eliminate both 
signals. The signals can be destroyed in either order, but start out with 
the one to the southwest. Follow the path drawn out on the map, 
taking the back alley running along the north side of the jamming 
device. Before entering the alley, you face several tangos in the 
street. Finish them all off, then 
enterthe alley. 

Keep track of Ramirez’s position 
while clearing the area around 
the jamming device. Due to the 
HUD scrambling effect and the 
use of night vision, you might 
mistake him for an enemy. 



You eventually reach a street running west ofthe jamming device. Use 
the nearby supply point and cautiously approach the courtyard where 
the jamming device is positioned. With Ramirez’s help, clear the 
courtyard of threats, including a few tangos positioned on the balcony of 
the northern building. Before destroying the jamming device, order 
Ramirez to move onto the rooftop to the south— the one with the 
eastern-facing machine gun. Instead of ordering Ramirez to man the 
machine gun, make sure he’s facing the western edge ofthe roof. Shortly 
after destroying the jamming device, several rebel troops counter-attack 
from the west. Pre-positioning Ramirez in this spot allows him to engage 
the attackers as they move into view. Once Ramirez is in position, 
destroy the jamming device, using either C4 or a shot from the M 109. 
Next, help Ramirez halt the counter-attack to the west. Then, use the 
supply point before heading to the second jamming device. 

Stage a mlnl-ambush at this 
street corner. Move toward the 
second jamming device to get 
the rebels’ attention, then race 
back to this corner and gun them 
down as they run after you. 

Retrace your steps through the 
alley on your way to the next 
objective, but expect to encounter a couple of tangos en route. From 
the alley, head west along the street shown on the map. There are 
several tangos positioned along this street, including a couple in an 
alley to the south. Take your time and stay behind cover as much as 
possible. Order Ramirez to take long-range shots with his M8 AR or 
take the rebels down yourself with a devastating shot from your 
M109. At the next intersection, order Ramirez to hold at the 
northwestern corner. Meanwhile, creep northeast toward the jamming 
device. As soon as you spot some tangos, fire a few shots at them to 
get their attention, then race back to Ramirez’s location at the street 
corner. The tangos guarding the jamming device give chase, allowing 
Ramirez to gun them down as they approach. Flold at the street corner 
and help Ramirez eliminate the rebels. When it’s clear, move north and 

scan the adjoining street to the 
west, leading to the jamming 
device. Instead of moving to the 
jamming device, equip your M109 
and take it out at long range. 

Use an explosive M1D9 round 
to destroy the second 
jamming device. 




3: Move to Extraction Point 

Immediately after destroying the last jamming device, run toward the 
extraction point in the small plaza to the north. Like the last time, the 
destruction ofthe jamming device triggers a rebel counter-attack 
moving in from the south. The enemy reinforcements initially move 
toward the remains ofthe jamming device, but if they spot you, they 
give chase. While moving, make sure Ramirez follows closely behind by 
setting the ROE to recon and issuing frequent regroup orders. Approach 
the Flumvee waiting for you at the 
extraction point to complete this 
phase ofthe mission. 

Instead of sticking around for the 
counter-attack at the second 
jamming device, run to the 
Humvee at the extraction point. 



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as 










r 

Phase S 



^LEGEND: 


O = Insertion Point 


♦ = Supply Point 


O = Eixed Weapon 


— = Ingress Route 


— = Egress Route 



y 




^OBJECTIVES: 

\ 


1: Reach Zocalo Plaza 

2: Destroy Enemy Tanks 

3: Destroy Roadblock 

4: Clear Zocalo Plaza 

5: Infiltrate the Palace 

6: Secure General Ontiveros 

?\ Rendezvous with APC for Extraction 

V J 



^EQUIPMENT ^ 

LOAD-OUT: 

Mitchell: 

Ramirez: 

• MRCCQC 

• M8AR 

•A550 

• Zeus MPAR 

• M96 Erag 

• M96 Erag 

•C4 

V 

J 


r 

> 

N 

> 


1 : Reach Zocalo Plaza 



The Street west of the insertion point is crawling with rebel troops. 
Stick to covered positions on the sides of the street and lean out to 
engage the threats ahead. 


General Ontiveros has barricaded himself inside the palace at Zocalo 
Plaza. You need to reach the plaza and assist U.S. forces as they make 
the final push to end the coup. Start by moving west along the street, 
but watch for several tangos along the way, including one on a rooftop 
to the south. Try to identify the targets at long range and give Ramirez 
the kill order. Race across the intersection ahead, continuing west 
along the southern street. If you move north at the intersection, you 
come face to face with a rebel M 1 tank— it’s best to find another way 
around. As the street turns north, watch for more rebels on the 
rooftops ahead. Take cover and use your sniper rifle to silence them. 



Sneak up behind the rebel tank from the alley to the west and slap a 
C4 charge on it before its turret can rotate and blast you. 


Eollow the street as it turns north, then enter the alley to the east. 
Order Ramirez to hold in the alley near the supply point while you rush 
ahead and plant a C4 charge on the rear of the tank in the street to 
the east. Quickly duck back into the alley near the supply point and 
detonate the charge to knock out the tank. Use the supply point to 
restock on ammo, then move out into the eastern street and 
cautiously approach the building at the objective marker. Engage any 
rebels loitering around the building before dashing up the steps. 


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PRIMA OFFICIAL GAME GUIDE 






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S: □es'troy Enemy Tanks 


4: Clear Zocalo Plaza 

The machine gun on the balcony 
is a quick way to clear the plaza 
of rebel troops. Order Ramirez to 
man the gun while you provide 
support with your sniper rifle. 


Once the roadblock is destroyed, 

General Martin and his tanks 
move into the plaza from the 
west. Assist his advance across the plaza by engaging the rebel 
troops on the ground below. Move Ramirez behind the machine gun at 
the balcony’s center. Use your A550 rifle to help him out, but don’t 
expend all your sniper ammo— leave at least a full magazine. 


3: □es'fcroy Roadblock 

Hold in the northwestern tower following the destruction of the last 
tank. Before General Martin and his convoy can push into the plaza, 
they need you to target a roadblock to the west. Select the F-15 on your 
cross-corn and order it to bomb the roadblock. Even if you can’t see the 
roadblock at this range you can still call in the air strike by targeting 
the red objective marker on your HUD. Stay in the tower while the F-15’s 
incoming munitions pummel the western edge of the plaza. 




Protect General Martin 

Move down to the plaza to 
engage the snipers in the palace. 

They’re easier to hit from this 
angle than they are from the 
southern balcony. 


As General Martin’s tanks 
approach the middle of the plaza, 
make your way to the ground via a 
pair of ladders to the west and north. Move toward the friendly tanks 
and take cover near one of the large crates on the eastern side of the 
plaza, just across the street from the palace. When General Martin 
tries to persuade Ontiveros to surrender, he’s fired on by rebel snipers 
inside the palace. Immediately zoom in on the snipers in the windows 
to the east and pick them off one by one. During the exchange, lean 
around your cover to avoid exposing your whole body to sniper fire. 


5: Infilfera'te 'the Palace 

Use the Ml to blast open the 
palace doors, then hold back and 
snipe the rebels inside before 
rushing in to arrest General 
Ontiveros. 

Before storming the palace, you 
must first secure an entry point. 
HO has placed an Ml tank under 
your command for that sole purpose. Order the M 1 to target the front 
door of the palace. While the Ml moves into position, rush to the 
supply point at the northeastern corner of the palace’s exterior to 
stock up on ammo. Return to the front of the palace and position 
Ramirez behind one of the large crates northwest of the front door. 
Then move toward the Ml as it drives directly in front of the palace 
door. Wait for the M 1 to blast open the front doors, then use your 
sniper rifle to pick off all visible rebels inside the palace. As Ramirez 
joins in, the rebels are cut to shreds in your crossfire. Hold near the 
M 1 and order Ramirez to the northern side of the front door. This may 
trigger more rebels to appear inside the palace. Open fire with the 
A550 until no more rebels can be seen through the doorway. 


Cover Ramirez as he fires on the two easternmost tanks with his Zeus 
MPAR. Watch for crossfire originating from the tower to the west. 


Ascend the series of stairs inside the building to reach a large balcony 
overlooking Zocalo Plaza— watch for the two rebels at the top of the 
steps. Stop short of stepping out on the balcony. Instead, turn west 
and scan the tower of the adjacent building for rebel troops. Hold on 
the northeastern side of the balcony and use your sniper rifle to deal 
with them. When it’s clear, creep out toward the balcony and peer over 
the edge to the north to spot three rebel tanks in the distance. HQ has 
allocated artillery to deal with the rebel armor, but you need to use the 
limited amount of strikes sparingly. Order Ramirez to destroy the 
easternmost rebel tank with his Zeus MPAR. Next, carefully move west 
along the balcony while watching for rebels in the adjacent tower and 
the street below. Move out onto the walkway on the western side of 
the building and order Ramirez to engage the tank in the center of the 
plaza. Cover Ramirez while he fires a couple of Zeus rockets to destroy 
the second tank. Retreat into the ■ 
northwestern tower and peer out 
the western window to target the 
last tank with an artillery strike. 


It takes two artillery strikes to 
knock out one tank, so reserve the 
artillery for the one to the west. 


34 










6: Secure General Ontiveros 


Rendezvous with APC for 
Extraction 

An extraction point is set up to the west following General Ontiveros’s 
capture. While this puts an end to the coup, the General is not in 
possession of the football. HQ believes the General’s son, Carlos, has 
the football— your job isn’t over yet. Proceed to the extraction point by 
retracing your steps through the palace. Keep pushing west across 
the plaza until you reach the Humvee at the objective marker. It’s time 
to hunt down Carlos and retrieve the nuclear launch codes. 


The firefight inside the palace is one of the most intense you’ve 
faced yet. Use the pillars for cover while advancing to the northern 
staircase. 

General Ontiveros is located somewhere inside the plaza. Your job is to 
flush him out while Bravo team covers the palace’s northern exit. 
Slowly move inside the palace and take cover among the pillars lining 
the square atrium. Watch for rebels attacking from the north and 
south. Carefully advance to the staircase on the northern side of the 
room and ascend the steps to the upper-level walkway. Use the 
sandbags positioned along the upper-level railing for cover while 
engaging more rebel troops to the east. Circle around the top walkway 
to target rebels on the ground below before exiting through the 
eastern passage. This leads out onto a balcony overlooking a 
courtyard. Pick off all visible threats to the east, then climb down the 
nearby ladder to reach the ground. Carefully move to the northern side 
of the courtyard, then through the narrow passage leading west, as 
shown on the map. Eliminate the rebels along the way and proceed to 
the objective marker to the north. 

When you reach a closed gate, 

Bravo reports taking General 
Ontiveros into custody. 

This is the end of the road for 
General Ontiveros. By moving to 
this gate, you’ve forced him to 
flee the palace, right into the 
hands of Bravo team. 


The extraction point is located on the western side of Zocalo Plaza. 
Your journey to the Humvee should be clear of threats, but keep an 
eye open for any stragglers in the palace and plaza. 



r 

35 


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PRIMAGAMES . COM 










wn 




LU 

□ 

□ 

0 


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0 

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0 

LL 

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^LEGEND: 


O = Insertion Point 
^ = Supply Point 
O = Fixed Weapon 

— = Ingress Route 

— = Egress Route 

J 


^OBJECTIVES: 

\ 

1: Secure Bravo’s Crash Site 


2: Take Down Carlos 


3: Extract from Area 


V 

/ 


^EQUIPMENT 

LOAD-OUT: 


Mitchell: 

Ramirez: 


• MRC 

• MRC 



• M96 Erag 


V 


/ 


*\ : Secure Bravo’s Crash Site 

Don’t Stand around in the street 
and let Carlos make another 
pass at your position. Take cover 
on the southern side of the 
street until Carlos is distracted 
by Bravo team’s arrival. 


Carlos Ontiveros has commandeered an Apache attack helicopter and is using 
it to attack U.S. ground forces. Your Humvee has just been hit at the start of 
this mission, so take cover on the south side of the street to avoid getting hit 
in Carlos’s follow-up strafing runs. The overhanging roof to the south allows 
you to stay out of Carlos’s sights. While taking cover, engage the rebels in the 
street to the east. Bravo team eventually radios in, reporting that they’re 
landing nearby to assist you. But Carlos gets to them first, shooting down 
their Blackhawk in the plaza to the southwest. You need to reach Bravo’s 
position before Carlos’s men do. 



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S: Take Down Carlos 

Head south at the Y-intersection 
to avoid a toe-to-toe stand off 
with Carlos’s Apache. 

Shortly after reaching the plaza, 
Carlos peels away and flies his 
chopper west at the end of the 
street. HQ needs you to shoot 
down Carlos before he can inflict 
any more damage on U.S. forces. 
There are three machine guns at the end of the street that you can 
use to shoot down the Apache. Instead of heading west— directly at 
Carlos— move southwest at the Y-intersection ahead and move along 
the southern street to reach your primary objective. There are more 
rebel elites in the southern street, so utilize cover along the way. 
Before reaching the end of the street, move into the alley to the north 
and use the supply point. From this same alley you can also engage 
several rebels in the adjoining street to the north. 


This Humvee arrives in the street to the east, waiting to drive you to 
the next zone of the city. Make sure to eliminate all surrounding 
hostiles before rushing to the extraction point. 


Rebels keep appearing at the end 
of this street to the south. Hold 
on the north end near the bus 
and engage them at long range. 
But keep an eye on Carlos’s 
chopper as well, to prevent 
getting shot in the back. 


As Carlos goes after Bravo, take the 
opportunity to duck into the nearby 
street to the south. This street is filled with members of Carlos’s elite Aguila 
7 paramilitary group. Use the bus for cover while firing on the rebels at the 
end of the street to the south. While advancing south, move along the 
western sidewalk to stay out of Carlos’s sights once he flies back to the 
north. Carefully maneuver into the adjacent street heading west and duck 
into the nearby alley to use the supply point before pushing on to the crash 
site, as shown on the map. By the time you reach the downed Blackhawk, 
Bravo team is missing. It appears 
Carlos’s men have captured them. 


A few rebels patrol the area 
around the plaza where Bravo 
team’s Blackhawk was shot 
down. Locate and neutralize 
them before investigating the 
crash site. 


This southern machine gun is the 
easiest to reach and provides the 
best cover. Continue firing on 
Carlos’s Apache until it begins 
trailing smoke. No matter how 
quick or accurate you are, you 
can’t shoot him down. 


3: Extract from Area 

FIO needs you to keep up the pressure on Carlos and secure the 
football. A Flumvee arrives in the street to the east to transport you to 
the next zone. Climb down from the damaged building and advance 
toward the objective marker. There may still be some rebel troops in 
the street, so keep your eyes peeled and don’t stray too far from 
cover. You’re safe once you reach the Flumvee. 


Use this supply point in the alley 
off the southern street. Afterward, 
peek past the rubble at the end of 
the alley to engage a few tangos 
in the street to the north. 

Return to the southern street and 
cautiously approach the next 
corner, peeking out to the north. 
Engage all visible rebels from this 
street corner before making a move to the nearby machine gun. When 
it’s clear, climb up the pile of rubble in the street ahead to access the 
nearby machine gun on the second floor of the damaged building 
south of Carlos’s helicopter. Don’t move to the machine gun just yet. 
Take a few moments to engage more rebels in the street below while 
staying out of Carlos’s line of sight. Wait until Carlos’s Apache is facing 
away from your position, then rush to the machine gun and open fire. 
Carlos won’t stick around long enough for you to shoot him down, but 
damaging his helicopter causes him to retreat. 




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PRIMAGAMES . COM 







Phase S 


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S: Destroy Enemy DCAs 

Use the cover on the north side 
of the plaza while engaging the 
rebels around the first DCA in the 
northwest corner of the map. 

The rebels have anti-air defenses 
in this sector of the city, 
preventing U.S. air units from 
shooting down the Mi-28s. It’s up 
to you to take out a pair of DCAs to 
the northwest so U.S. air superiority can be established in this sector. 
HO has dropped smoke artillery in the city near your position, allowing 
you to move west without being spotted by the rebel choppers. Follow 
the path shown on the map to reach the northwestern DCA. Cautiously 
enter the plaza from the northeastern side and engage all visible 
hostiles. Creep along the northern side of the plaza while aiming 
south to clear the area around the DCA. As you near the DCA, watch for 
more tangos appearing in the alley to the south. Position Ramirez 
behind cover to the west while 
you stick C4 to the side of the 
DCA, then move to a safe distance 
before the charge detonates. 


A MI-28 hovers south of the last 
DCA. Destroying the antl-air 
threats allows friendly fighters 
to shoot down the rebel 
choppers. 






* 1 : Rendezvous with U.S 
Support 

Move to this Ml and use It to 
engage the rebel tanks. It can 
also fire on rebel troops. Try 
targeting tight clusters of 
Infantry to maximize the damage. 


Tank 


•i 


Carlos’s possession of the football 
has created an international crisis. 

You must track down Carlos and 
retrieve the football before things 
spiral out of control. A pair of friendly M 1 tanks is located to the 
northwest. However, a rebel tank sits around the corner to the north. 
Since you have no anti-tank capability, run past the tank and head 
toward the objective marker. When the objective marker is within 
sight, move to the nearby M 1 and take control of it through the cross- 
corn. Use the Ml to engage the rebel tanks approaching from the 
north and the one chasing you to the east. Move away from the M 1 
during the tank battle and scan the area to the north for incoming 
rebels troops. Once the enemy tanks are destroyed, move back to 
your Ml and use it for cover while engaging the rest of the attacking 
rebels. As the rebel attack dwindles, HQ reports a pair of Mi-28 attack 
helicopters moving in on your position. Move north when you hear this 
report and stay clear of the explosions as the rebel helicopters 
destroy the Mis. 


^LEGEND: 

\ 

O = Insertion Point 
^ = Supply Point 
O = Fixed Weapon 

— = Ingress Route 

— = Egress Route 

J 


^EQUIPMENT 

LOAD-OUT: 

\ 

Mitchell: Ramirez: 


• MRC • MRC 


• M96 Frag 


V 

/ 


^OBJECTIVES: ^ 

1: Rendezvous with U.S. Tank 
Support 

2: Destroy Enemy DCAs 

3: Retrieve the Football 

4: Reach the APC for Extraction 
V / 








Another DCA is located in a small plaza to the south. Advance through 
the nearby alley, but stop short of entering the next plaza. Hold at the 
alley corner and scan for threats to the east and west. Eliminate all 
visible hostiles from the alley. Then, inch out along the northern side of 
the adjacent plaza to engage a few more rebels gathered around the 
second DCA. When it’s clear, rush over to the last DCA and destroy it with 
another C4 charge. Shortly after knocking out the last gun, the Mi-28s 
are shot down, allowing you to proceed with your primary objective. 

3: Retrieve the Football 

Rush through the embassy 
entrance with guns blazing to 
gain entry into the courtyard. 

Otherwise, you may get pinned 
outside. 



HO has tracked the football to the 
embassy southeast of your 
position. Before rushing to the 
embassy, move south into the 
adjacent plaza and use the supply point— watch out for a couple of 
rebels patrolling nearby. Once you have a fresh supply of ammo, 
advance along the pathway leading east toward the embassy 
entrance. Aggressively and quickly fight your way into the embassy 
courtyard before the rebels can establish a defensive line at the 
entrance. Take cover along the planter on the west side of the 
courtyard and engage the rebel troops, including a couple on the 
balconies to the south and east. 



Carlos has ditched the football, but left a few of his men to guard it 
and secure his escape. Eliminate the rebels, secure the football, 
and race after Carlos before he gets away. 

After clearing the embassy courtyard, carefully enter a doorway in the 
southwest corner to access a tunnel system. Peek around each corner 
as you move inside the subterranean passage and consider setting 
your MRC to full automatic mode. As you near the objective marker, 
you eventually spot several rebels. Open fire and clear the area 
thoroughly before approaching 
the football sitting on a table at 
the back of the room. 

Carlos isn’t easy to kill. You must 
hit him several times while 
evading his erratic automatic 
fire. When he stops, zoom in and 
make each shot count. 


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You’re cleared for extraction once you recover the football, but if you 
want to hunt down Carlos, move through the adjacent passage to the 
left. Carlos is fleeing through a tunnel system beneath the embassy, 
lecturing you as he goes. You must run through the tunnel corridors to 
catch up with him. As you get closer, Carlos stops and fires at you 
briefly, then continues running away. When Carlos fires at you, try to 
seek cover behind an object in the tunnel or by leaning around a 
corner. In all cases, try to return fire each time Carlos is visible— it 
takes multiple hits to kill him. 

Keep up the chase until Carlos is 
dead. If you’re not quick enough, 
he escapes through a manhole at 
the end of the tunnel. 

Gun down Carlos before he can 
reach the ladder at the end of 
the tunnel. 


Reach the ARC for Extraction 

Before rushing to the extraction 
point, rescue Bravo team in the 
underground passage on the 
other side of the embassy. This 
console controls the lock on their 
cell door. 

Whether Carlos gets away or not, 
you must find Bravo team next. 
Retrace your steps back through 
the tunnel and return to the embassy courtyard. If you didn’t clear the 
courtyard completely before, watch for rebels loitering about, 
particularly on the balconies— you’ve come too far to get shot in the 
back now. Move down into the tunnel in the southwest corner of the 
courtyard and prepare to mow down a few more rebels inside. Bravo 
team is held in a cell in this passage. Rescue them by destroying the 
nearby console with a C4 charge. 

Now that the football is secure, Carlos is dead, and Bravo team is safe, 
you can proceed to the extraction point. Advance through the nearby 
plazas to reach the Humvee to the 


north. Now that the coup is over 
and the football is secure, your 
work in Mexico City is finally over. 

Stay on guard while moving to 
the Humvee. There may still be a 
few rebel troops wandering 
around, particularly around the 
embassy. 




NOTE 


There are three game endings based on how 
many final objectives you complete. At the very 
least, you must recover the football for a 
successful mission. Maximize your success by 
killing Carlos and saving Bravo team. 


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PRIMAGAMES . COM 





Prepare to Go In-Country 

Lock and load, soldier, you’re about to enter a war zone. Ghost Recon 
Advanced Warfighter includes a complete multiplayer mode, with 12 
maps based on locations from the single-player campaign and a 
plethora of game types that will satisfy all players, from Sharpshooter 
deathmatches to Siege, which is literally a battle of inches. 

Even though battle conditions change rapidly once feet are on 
the ground, pre-action intelligence is almost as valuable to a soldier 
as his or her sidearm. Before wading into a match, study up on all of 
the different maps. Learn where the best sniper perches are and find 
the most efficient routes for getting deep into enemy territory. The 
more you know going into a battle, the better your chance for coming 
out of it on two feet and not a stretcher. 


To play Ghost Recon Advanced Warfighter online, you must 
have an active Xbox Live account. Please see the Xbox 
manual for instructions on how to set up and maintain your 
Xbox Live account or visit www.xbox.com/connect for more 
information. 

Multiplayer games are not limited to Xbox Live 
subscribers. All game modes can be played via split-screen 
game play (players share a screen divided into two or four 
portions] or System Link. System Link requires one Xbox 
system and television per player. An Ethernet cable or 
home network connection (such as a router] is required to 
link the consoles. 

Game Options 

Select what kind of multiplayer game to play— Xbox Live, split-screen, 
or System Link. If you are joining Xbox Live, you have the option to 
either find a game to join, or host your own match. 


Map Rotation: Off/In Order/Shuffle. If you select “In Order,’’ the 
game moves on to the next map at the conclusion of a match. 
“Shuffle” randomly selects a map for the next match. 

Map Repeats: Off/1-10. If “Off” is selected, the game will not 
repeat a map during the rotation. You can also choose how many 
times a map can be repeated during a game session. 

Random Squads: On/Off. If “On” is selected, players are randomly split 
into two factions whenever a team-based game type is selected. 

Time Limit: Selects the amount of time each match lasts. The 
matches can be 2, 5, 10, 15, or 20 minutes long. The time limit can 
also be disabled for an “endless” match, or a match that ends only 
when a specific Kill Limit has been reached. 

Intel Settings: None/Full Intels/Friendlies Only. If “None” is selected, 
every player must rely on their own eyes and ears for on-the-fly 
intel about the enemy. If “Full Intels” is selected, players can access 
information about both teammates and enemy players. If “Friendlies 
Only” is selected, players only receive information about teammates 
during a match (if a team-based game type is selected). 

Allow Grenades: Yes/No. If “Yes” is selected, players can use 
grenades during the match. 

Allow Explosives: Yes/No. If “Yes” is selected, players can use 
explosives during the match. 

Allow Voice: Yes/No. If “Yes” is selected, players can use headsets 
to speak to each other during the match. 

Kill Limit: Selects the number of kills required for victory. The 
available amounts are: 5, 10, 20, 50, and 100. Kill Limit can be set 
to “off,” in which the match ends when time runs out. 


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Should you choose to host a match, you have a variety of 
options to change that affect your game experience. From choosing 
match types to selecting available weapons, the choices you make 
before hosting a match are final. If you want to make major 
adjustments, you must back out of the game to make changes. 

GAME PARAMETERS 

Game Type: Select the game type you wish to create from the 
available options of Sharpshooter, Team Sharpshooter, Last Man 
Standing, Last Team Standing, Strike Command, Solo Strike 
Command, Bounty Flunt, Surveillance Strike, Siege, and 
Assassination. 

Weapons Package: Select the available weapons package for all 
players joining the game. 


WEAPON PACKS 

Advanced warfighters have access to the latest tech and weaponry, 
but not all of it is available in multiplayer matches. The host selects a 
Weapon Pack before the game begins, then players select from the 
available designated hardware before the match begins. There are a 
total of 15 Weapon Packs, which include everything from the 
firepower-heavy M8 Pack to the tricky Guerilla Pack, which only allows 
access to the AK-42 as the lone projectile weapon. 

Additional weapons can be taken from fallen soldiers in the field, 
but there are no weapon spawns on the maps that generate an endless 
supply of guns. You need to make smart decisions before entering the 
field and conserve ammunition between visits to supply points, which 
grant complete restocks of your expended rounds. Surviving in a match 
fora lengthy stretch is certainly commendable, but if you have done so 
at the expense of your ammo stocks, you may find yourself cornered 
too far from a supply point with no way to defend yourself. 


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Weapons don’t always make the warrior. Just because a 
warfighter struts onto the scene with the biggest gun of all 
players doesn’t mean that he or she is invincible. Much like 
the story of David and Goliath, a soldier swinging a rocket 
launcher around the map can be taken down with a pistol — 
if the pistol-packing soldier takes the time to become 
proficient with the weapon. 

The biggest mistake a soldier can make in the field is to 
underestimate the enemy. To avoid this, understand that every 
weapon has stopping power. Learn the advantages of every 
weapon, because when you join a game, you may not have any 
input over the selected Weapon Pack. Having undeniable 
expertise with the M60 doesn’t do any good in a match that 
employs a Weapon Pack that excludes the weapon. 


SQUADS 

Ghost Recon Advanced Warfighter supports squads, which allow 
players that know each other to establish a unit that acts as a team in 
team-based games. Squads can challenge other squads to matches, 
such as Siege and Strike Command. Players can create and manage 
squads from the Xbox Live menu within the Multiplayer menu. 

Players can only belong to one squad at a time. If you want to 
start a new squad, you must leave your current squad. You can then 
establish your new squad, name it, and send out invites to your 
friends to join in. From the My Squad menu, players can manage the 
squad by recruiting new members or removing (sometimes called 
“kicking”) members. 

Squads are a great way to play with like-minded gamers. Playing 
with friends means you have an established repertoire, which can 
often make it easier to communicate— especially in a game where 
shared intel is so important for success. Squads also have a tendency 
to keep players “honest,” as you don’t want to behave in any way that 
may jeopardize your membership in a squad you like. 


NOTE 


Players that do not belong to a squad cannot join 
a ganne in progress between two competing 
squads, even if the maximum number of players 
has not been filled. 



HUD 

The Fleads-Up Display (FlUD) in the 
Xbox multiplayer game is 
essentially the same as the 
single-player campaign, except for 
the removal of the mission 
objective window in the upper-left 
corner of the helmet display. 

Flowever, everything you counted 
on for intel, such as selected weapon and time remaining, is in the 
exact same place. 

Game Types 

There are 10 available game types in Xbox multiplayer that test your 
mettle as an advanced warfighter. All your skills, honed by playing the 
single-player campaign, are put to the test in these contests for 
survival. All game types can be played on the available maps, which 
often drastically change your strategy and approach to an arena. The 
sniper perch you used to gun down traffic in Sharpshooter on a 
particular map may be too far away from the central action in team- 
based Strike Command on the same battlefield. 

SHARPSHDDTER 





Sharpshooter matches unfold not 
unlike established deathmatch 
games, where every player is on 
their own in an all-out battle for 
survival. Soldiers spawn into the 
map and use different tactics 
(from stealth to brazen warrior) to 
hunt down their quarry— other 
players. The soldier with the most 
kills by the end of the match is declared the winner. 

No two Sharpshooter matches unfold the same, as every soldier 
brings their own style of play to the table. A player that prefers to 
camp in a sniper spot may reign supreme in one match, only to end 
up pitted against an accomplished hunter in the next round. That 
makes it a top priority to prevent snipers from digging in. 

TEAM SHARPSHOOTER 

Team Sharpshooter introduces a 
need for communication and 
teamwork, as the goal is no longer 
to shoot anything that moves. 
Soldiers must work together to flush 
out their prey, sweeping the map as 
they push into enemy territory to 
score more points than the other 
team before time runs out. 

Sharing intel is the key to winning Team Sharpshooter matches, 
especially if you discover you’re facing an enemy squad that isn’t playing 
fast and loose. Keeping your fellow players abreast of your location and 
relaying any sign of enemy presence allows you to make the most of 
sniper perches and choke points. Once you take a lead over the enemy, 
you must continue to squeeze— the soldier that cools his heels at the 
first sight of victory often watches it slip through his fingers. 




non 


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PRIMAGAMES . COM 





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The name of the game says it all— to win one of these frenzied 
matches, you must be the last soldier alive in the field. In Last Man 
Standing matches, you only have one life— one chance to clear the 
field of enemies. If you are shot, you have to sit the rest of the match 
out. However, being a spectator at a Last Man Standing match is 
always a good way to spot the plans and preparation of your foes for 
future matches. 

Tactics in these games vary wildly, depending on player 
preference. You will encounter players that prefer to act like wrecking 
balls, hoping their strong-arm tactics will force other players to make 
mistakes as they flee for higher ground. There are also soldiers that 
try to stay calm and collected, searching out sniper perches where 
they can survey a sizeable chunk of real state and pick off their 
opponents one by one. And then there are campers— players that find 
hiding places and burrow into them, hoping that by avoiding firefights 
for as long as possible, they can let the herd thin itself before wading 
into the fray. 

LAST TEAM STANDING 

Last Team Standing strips away 
the free-for-all element of the 
match, as squads of players must 
now work together to ensure 
survival of at least one team 
member to declare victory. The 
match ends as soon as all 
opponents have been taken out. 

In these matches, open lines of communication are especially 
important. You win as long as one member of your team is alive, so if 
you spot an enemy creeping up on one of your comrades, you have to 
act by not only taking the shot, but by alerting your team members to 
the threat’s location. You may end up getting killed in the resulting 
fracas, but ensuring the survival of a teammate is tantamount. At the 
end of the day, all that matters is that your team is on the board. 




STRIKE COMMAND 

Strike Command introduces a new 
wrinkle into team play— the need 
to control territory on the map as 
well as hunt down opponents. The 
supply points act as uplink 
terminals that give you access to 
ancillary weapons, such as deadly 
air strikes and mortar attacks. 

Once you control a terminal and log in, you can launch attacks that 
the other team will have great difficulty recovering from. 

The terminals do more than allow air strikes, though. Each team 
enters the match with a specific number of points. Controlling an 
uplink terminal causes the enemy team’s point count to gradually 
shrink— the more terminals you control, the faster those points 
vanish. So, in addition to watching your own back, you have to set up 
protection for controlled terminals to keep pressure on the enemy. As 
soon as you start gaining control over terminals, you can expect the 
enemy to do whatever is necessary to wrest the terminal back to halt 
the loss of points. The match ends when one team completely runs 
out of points. 

SDLD STRIKE CDMMAND 

Solo Strike Command combines 
the thrill of Sharpshooter with the 
access to air strikes from normal 
Strike Command play. Every player 
watches their own backs and uses 
their weapon sets to take out 
enemies the old-fashioned way, 
but crafty soldiers will make 
attempts on the uplink terminals to call down the proverbial thunder. 

Uplink terminals make attractive targets for sneaky soldiers. 
Setting up a sniper position that overlooks an uplink terminal is a 
good way to take advantage of increased traffic— let them come to 
you! Always be aware that anytime you approach a terminal, there is 
a good chance you are being watched. 



A good tactic is to seek out the uplink ternninal 
on the furthest reaches of the map. The action is 
likely to coalesce around the terminals closest to 
the center of the map. 


BDDNTY HDNT 

In Sharpshooter, you score points 
simply for making the kill— but 
Bounty Hunt makes you really 
work for your pay. To earn points, 
you must recover the dog tags of 
your fallen foes and then take 
them to one of the supply points 
to get credit for the kill. You can 
carry more than one dog tag at a 
time, and many soldiers try to pick up a few before risking a run to the 
supply point. 



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n os 




Soldiers need to watch their back around the supply points, as 
everybody knows that the repositories are going to be heavily visited 
over the course of a match. Nothing is more frustrating than 
triumphantly snatching three or four dog tags from expertly 
eliminated opponents, only to be cut down mere feet from the supply 
point. However, there is little that is more sneakily satisfying than 
snagging the credit for somebody else’s kills by dropping them en 
route to the supply point. After all, the closer you kill somebody to the 
supply point, the less territory you have to negotiate before earning 
your credit. 


SURUEILLANCE STRIKE 



Surveillance Strike divides the 
players into two teams, like Team 
Sharpshooters, but then charges 
the players to seek out the 
opposing team’s scrambler and 
destroy it instead of only 
eliminating other players. The first 
team that manages to destroy the 
other team’s scrambler wins. 


Teams must now work both offensively and defensively as a 
cohesive unit to succeed in Surveillance Strike. Communication is 
required as the team splits into two internal forces— one that pushes 
forward to wreak havoc on enemy positions and destroy their 
scrambler and another that defends their own scrambler against 
encroachers. For example, should the team working its way toward 
the enemy scrambler spot an enemy that has somehow slipped 
through, they need to relay that information to all team members so 
the problem can be dealt with swiftly. 

SIEGE 

Soldiers are divided into two 
teams in Siege matches. One team 
is assigned the task of defending 
a particular zone or real estate on 
a map while another team does 
everything in its power to infiltrate 
the defense point and eradicate 
the opposition. Siege eliminates 
the need to balance offense and 
defense, as the roles of the two teams are clearly defined. 

Communication is king, especially for the defending team. As the 
defense point often has limited access, defenders must alert their 
teammates every time an enemy is spotted en route to their position. 
Offensive players have a slightly easier task, as they simply have to 
pillage and destroy in an attempt to wrangle control of the defense 
point from the opposition. It won’t be easy, but with a solid game plan 
(such as concentrating fire on one access point to distract the 
defenders), the team can succeed. 

ASSASSINATION 

Imagine taking the scrambler from 
the Surveillance Strike, and 
making it mobile— that’s the crux 
of the Assassination match. 

Instead of a Scrambler, the game 
automatically picks a random 
player on one team as the VIP. The 
VIP then becomes the sole target 
for the opposing team. Dispatching 
the VIP leads to victory, as does successfully defending the VIP until 
time runs out. 




Strategies for Assassination vary depending on the team 
dynamics and the will of the selected VIP. Some teams attempt to keep 
the VIP hidden and protect the position with brute force. Some VIPs try 
to keep moving under the assumption that a mobile target is infinitely 
harder to hit than a stationary one— especially one that has been 
effectively cornered. The VIP has to work in tandem with teammates to 
survive— going rogue is a good way to become isolated. And if the 
attacking team gets a whiff of that, the hunt goes into overdrive. 


Map Intel 

Each strategy section for the 12 Xbox multiplayer maps includes 
detailed information regarding the battlefield’s sights and sounds, as 
well as pivotal points of interest that affect gameplay. Each map 
shows callouts for map features (such as supply points), gameplay 
features (such as sniper perches and choke points), and game- 
specific features (such as the defense point for Siege matches). 


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SUPPLY POINTS 

Supply points serve multiple 
purposes, depending on the 
selected game type. These mobile 
carts primarily provide fresh 
ammo stocks of all types, but in 
Strike Command or Solo Strike 
Command, supply points also 
double as access terminals for 
calling down air strikes, mortar 
attacks, and UAV support. In Bounty Hunt matches, supply points 
serve as the repository for collected dog tags. 

Supply points show up as green diamonds on the map, and green 
arrows point out the direction to the supply points on the main HUD. 
When you roll your target reticule over the green icon fora supply 
point, your visor informs you of the distance to the supply point. 


SCRAMBLER 



Scramblers appear in team-based games and serve to counter any 
enemy intel-gathering pursuits. If you know that the enemy had 
collected any Intel on you (such as the ability to see your location on 
the map), stepping near a scrambler erases the Intel. You then vanish 
from the radar until you have been spotted again. 

If the scrambler is a mission objective, such as in Surveillance 
Strike, the scrambler is noted on-screen by a blue arrow. 



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: XBOX MULTIPLAYER 









M: 


Sniper perches are locations that offer sweeping views of the map- 
perfect spots for a sniper to dig in and attempt to pick off enemy 
soldiers on the ground below. Sniper perches, once well-known, lose 
some of their effectiveness, because active (read: non-camping) 
warriors will try to keep the access routes to the perches covered. 

If you do manage to access a sniper perch, make the most out of 
it by not attracting too much attention to yourself. Only squeeze off 
rounds when you are positive you have a kill shot. If you miss, there’s 
a good chance your target will figure out where the bullet came from. 
In a team-based game, you can be assured that not only does your 
quarry know your location, but so do all of his or her friends. 


Choke points are positions on the map where passages get narrow 
(forcing team members to stick uncomfortably close to each other) or 
are easy to cover. If you have a solid perimeter of fire set up at a 
choke point, you can pin down an enemy squad and chew them up. 

AMBUSH ZONE 


Ambush zones are areas on the map surrounded by plentiful cover 
opportunities. If a team can spare the manpower, positioning a few 
soldiers in the bushes or behind debris is the perfect set-up for an 
ambush. When an enemy soldier walks through the area between or 
near the hidden players, the ambushers can stand up or step out and 
pepper their prey with lead before they can get their bearings. 

There are a couple catches with ambush zones. If the opposing 
team spots you creeping into position, they can either avoid the area 
altogether (and perhaps take advantage of your displaced manpower) 
or sneak up from behind while your attention to focused on the 
interior ambush zone. 


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SNIPER PERCH 


In Siege matches, you must either 
attack or defend a small piece of 
land on the map. This real estate is 
noted with a blue icon on the mini- 
map, as a blue arrow appears on 
your visor to point you toward the 
contested land. Siege points are 
also noted by the large Ghost Recon 
insignia painted on the ground. 


CHOKE POINT 


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n 04 








Adversarial 

ELIMINATION MATCHES (SHARPSHOOTER, LAST MAN 
STANOING, DOONTY HONTER, ASSASSINATION) 

Elimination-Style matches that erupt in Rust tend to be quick and dirty 
due to the small size of the map. There are only two main areas— the 
train yard and the shipping grounds. There are plenty of objects on the 
map to use for cover, from parked boxcars to old cargo containers. 


CAUTION 


Snipers can get a lot of mileage out of the 
perches, especially the western one, but climbing 
the tall ladder is always a risk. 


Snipers can sit on the second 
floor catwalk that wraps around 
the train yard and target shooters 
that attempt to infiltrate the 
building from the east. The bay 
doors at the end are huge and 
provide ample visual warning of 
incoming enemies. 




Before visiting a supply point, 
verify that either nobody is 
around or that your teammates 
have the area covered. The Rust 
map is small, and it’s easy to get 
caught restocking ammunition. 



Several teammates can gather 
inside one of the small shipping 
depots and stage an assault, 
choking off an entire route on 
the map. 


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A sniper on top of the cargo containers to the east of the yard doors 
effectively controls traffic in and out of the warehouse. On team 
games, this stops the advancement of the Alpha team cold. 



Clamber on top of the cargo 
containers just outside the train 
yard to get a long look at the 
shipping lane between the Bravo 
base and the entrance of the 
large warehouse. 


STRIKE COMMAND (TEAM/SOLO) 

There are three uplink terminals on the Rust map, two of which are 
affected by scramblers. If you push all the way into enemy territory 
(on a team game) and access their terminal, you win the match. Use 
the other terminals to gather points and launch strikes. 

The Alpha team’s uplink terminal 
and scrambler are on the second 
floor of the train yard warehouse. 
The scrambler’s reach is 
extensive and starts tweaking 
with your cross-corn and 
weapons systems when you 
enter the hallway that leads 
upstairs to it. 



In team games, set up defenses 
at the entrances to your bases. 
Inside the train yard, snipers on 
the catwalks control the influx of 
enemy troopers trying to push 
their way into the building. 
Snipers on top of the building 
next to Bravo rain down 
destruction on soldiers 
attempting to infiltrate that base. 



SURUEILLANCE STRIKE 

The two scramblers aren’t that far from each other and the west side 
of the U-shaped map, so you enjoy most of the map without your HUD 
going haywire. 



When you see your HUD start to 
wiggle and flicker, you’re getting 
close to the scrambler. 


It doesn’t take much to destroy a 
scrambler, but a little overkill 
won’t hurt in this situation. You 
may only get one shot at it 
before defenders take you down, 
so something with a little extra 
kick is helpful. 


TIP 


Roll your firing cursor on your HUD over the 
enemy scrambler to see how far away it is. 

When it is approximately 30 meters away, start 
treading a little more carefully because its effects 
soon kick in. 



SIEGE 


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If you get to the uplink terminals 
around the field, you can call 
down strikes on your opponents. 
However, the map isn’t very 
large, so make sure your 
teammates are at a safe 
distance before bringing in the 
thunder. 



Laying siege on Rust is tricky, because there is only one way into the 
area with the siege point. Defenders have no shortage of warning for 
your approach if they install a sniper on the rooftop next to the siege 
point. It takes a fast, vicious strike to dislodge the defense and lay 
claim to the siege point. 

The siege point on Rust is tucked 
back behind Bravo team’s base. 
Sending a squad all the way from 
the train yard and through the 
shipping yard requires 
communication and 
concentrated force. The 
scrambler zeroes out any 
gathered Intel, so make sure 
everybody is on the same page before mounting the assault on the 
siege point. 



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n OB 







Defenders can position a sniper 
on the rooftop above the siege 
point to pin down and pick off 
incoming troops. Keep an eye on 
head movements on the ground. 
If you see a face swivel to look 
up at you, back off from the edge. 
You may soon see a frag grenade 
lobbed up on your perch. 



While you wait for the other player 
to take down the first rebel on the 
catwalk, point your rifle through 
the broken windows on the 
second floor and draw a bead on a 
target. Take the shot as soon as 
you hear the first rebel go down, 
because the rebels on the ground 
will scatter. Some may try to throw 
a frag grenade up at you, but chances are that the effort will be futile. 





Co-op 

BATTLE 

Teaming up with another player against the rebel army on Rust 
requires quick reaction rather than patience. The map is small and the 
rebels group in two places: inside the train yard and the western 
choke point. When you engage each group, be ready for a swift 
counter-attack. 


As soon as you leave the safety of the spawn point at Alpha base, look 
for a lone rebel on the catwalk facing away from you. Make this shot 
count and get others in position looking down into the train yard. As 
soon as the shot rings out, the other rebels in the yard immediately 
turn and fire. 


Eliminate all of the rebels and slowly exit the train yard, stopping at 
the supply point if necessary. Raise your guard as you turn back to 
the west in the shipping yard. There are more rebels in the choke 
points ahead. 

As soon as you take down the 
rebel in the western depot, a small 
handful of nearby guards mobilize 
and descend on your position. Fall 
back a little, but not too much. The 
rebel patrol isn’t too numerous 
and you should be able to use 
machine guns to tear through 
them and press on to the end of 
the map. 


Take down the first rebel, and 
then swing around and pick off 
rebels on the ground level. 



* 107 


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PRIMAGAMES . COM 









The outskirts of the city reveal extreme poverty close to great wealth, evidenced by a ramshackle shanty community. The haphazard structures 
provide great cover as soldiers weave through angled streets. Tin roofs offer enough support for shooters to get off the street and cross the map 
from above, keeping low to surprise garrisons without the wisdom to occasionally look up. 


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Adversarial 

ELIMINATION MATCHES (SHARPSHOOTER, LAST MAN 
STANOING, BOONTY HONTER, ASSASSINATION) 

The shantytown is full of debris and broken fences that can be used 
for cover when stalking prey. Sticking to the streets can be hazardous 
to your health, so consider two alternate routes through the map: the 
rooftops and the central trench that connects the north and south 
ends of the map. Just beware of getting spotted in the trench, as the 
walls are sometimes too steep to quickly evacuate. 


Controlling the area around supply 
points generates a few solid kills 
before the other players get wise 
to your tactics. Try to guard supply 
points from the rooftops, as you 
can usually spot players coming 
from farther away. 



n 08 


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Look for cover, such as fences 
that you can blend into. A soldier 
running by this fence may only 
see a swatch of brown and gray, 
completely missing the lethal 
killing machine behind it. 


STRIKE COMMAND (TEAM/SOLO) 


The uplink terminals are rolled out across the map, providing players 
with the means of attacking from above. Snipers provide intel so that 
players know when is the best time to send out hellfire from an air 
strike or mortar assault. 


Always install a sniper over your scrambler. Make sure the sniper is 
up on one of the noted perches, as they provide the best view of the 
access routes to your scrambler. 


The rooftops are good sniper 
points. Crouch down to minimize 
your visibility to the ground- 
based players. Your dark outline 
sticks out against the dusky sky. 


There is a tall building in the 
southwest corner of the map- 
two stories of terror. If you reach 
the top without being shot off the 
ladder, you have an incredible 
view of the entire map. 


In a team game, make sure to 
assign at least one guard to your 
uplinkterminal. This player can 
defend both the terminal and 
scrambler from an enemy attack. 
There are sniper perches above 
each team’s terminal. 


If you destroy your opponent’s 
scrambler, you can run through 
the area around their terminal 
without losing your HUD or 
communications with the 
other team. 


SURUEILLANCE STRIKE 

With conditions clear enough to see without the aid of night vision, the 
need for the HUD and all of its communication tools is slightly 
lessened. However, there’s nothing worse than losing your HUD— and 
also the knowledge that your current clip is about to run dry in the 
face of three enemies. 


Many of the shanty-lined 
avenues are also littered with 
debris and sandbag bunkers. Use 
these bunkers to control traffic 
around them in team games, but 
always make sure you have 
somebody watching your back so 
an enemy doesn’t sneak up on 
you from behind. 


A long trench cuts through the 
center of the map. There are two 
bridges that cross it, but there 
are also a few shallow inclines 
that you use to clamber out of 
the trench. Drop down into it 
from time to time and hide 
behind the debris— sometimes 
you catch other players hoping 
to use the trench to get around the map without being obvious. 


If you have players in the field that successfully relay the 
coordinates of opponents, access your own uplink terminal and 
send a devastating air strike. 

While accessing a terminal, you 
are completely vulnerable to 
enemy attack. If you are using 
the “neutral” terminal in the 
center of the map, make sure 
somebody has your back— or 
you’ve killed every player in a 
20-meter radius. 


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While one player engages the enemy coming around the corner, the 
other can use the nearby ladder to snipe the rebels from the rooftop 
or fall back to the sniper perch right above the corner where the 
first rebel appeared. 


Running up on the other team’s 
scrambler is suicide— there is 
always one defender that can 
pick you off before you get too 
close. However, if you station 
and protect a sniper some 
distance from the scrambler, you 
can nail the target from a 
distance and avoid any messy 
close-quarters combat. 


Co-op 

BATTLE 

The battle for the shantytown starts in the northwest corner of the 
map and advances all the way into the area labeled Bravo. Along the 
way, you encounter pockets of rebels armed with machine guns and 
frag grenades (which they use quite liberally). These forces are smart 
enough to use cover effectively, so keep an eye out for any bunkers or 
fences that might harbor rebels. Use the rooftops to your advantage, 
as they allow you to scan the horizon for any activity. 


cover opportunities. If 
you see sonnething 
that you would use as 
a defense point, like 
these sandbags, 
assunne the rebels 
would use it, too. 


Players should always stick 
close together to watch each 
other’s backs, but try to split the 
action between a rooftop sniper 
and a ground-based fighter. 


SIEGE 


The siege point is tucked near the Bravo stronghold, directly below the 
tallest building on the map. Expect heavy resistance at the site, as the 
defenders have a superlative sniper perch as well as several corners 
and cover opportunities to hide behind in anticipation of an assault. 


Making a break for the enemy 
stronghold at the onset of the 
match is a good strategy— you 
don’t want to let them control too 
much of the area around the 
siege point. However, slow up as 
you get close and start taking 
calculated moves to sniff out 
first-defense forces. 


You know you’re close when your 
HUD starts breaking up. If you 
have the siege point in sight, 
communicate with your 
teammates. Assign players to 
search out defenders (such as a 
sniper up on the two-story roof) 
when others target the scrambler 
and try to infiltrate the siege point. 


Defending the siege point? 
Always install a sniper on the 
rooftop above it. The only tactic 
you must worry about is thrown 
frag grenades, but hopefully 
another teammate will call out 
any sign of an attacker 
attempting such a bold 
maneuver. 


The battle starts near the Alpha 
stronghold. The first patrol of 
rebels is just on the other side of 
the building. Dne curious rebel 
comes around the corner and 
starts the engagement. The 
sound of gunfire brings others to 
the scene. 


The rooftop player should always call out any sighted enemies to 
the other player. Do not take the shot and start an engagement 
without alerting the other player that trouble will soon break out. 


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n n O 









The city shopping center is hosting a red tag sale— on carnage. The massive commerce complex hosts several tall buildings and a monster parking 
structure, all of which can be used as expert sniper points to watch over the majority of the map. Troops on terra firma are not without strengths, 
though. There is ample cover from snipers, courtesy of abandoned cars, boarded-up newsstands, and a gasoline station where prices are rising as 
fast as the body count. 



Adversarial 

ELIMINATION MATCHES (SHARPSHOOTER, LAST MAN 
STANOING, DOONTY HONTER, ASSASSINATION) 

Elimination matches in Duel mode divide the players into two types: 
shooters and snipers. With so many rooftops, many players gravitate 
to high ground in the hopes of getting the advantage of surprise and 
better visibility of the streets. Shooters that remain on the ground, 
however, can try to corner snipers and choke them off from the rest of 
the map, forcing them to make mistakes. 

Use the top of the parking structure at the north end of the map to 
snipe players along the avenues heading toward and away from the 
Alpha stronghold. 



The giant parking structure is 
connected to the other central 
building rooftops by a system of 
wooden planks. The only way 
down from the structure is via 
the large ramp, but it creates 
some nasty blind spots as you 
follow it down and around. 





Use cover when peering down 
the long streets that flank the 
central shopping buildings. A 
good sniper can almost see from 
one side of the map to the other. 

When using the ramp to exit the 
parking structure, walk backward 
so you see both the next floor 
and the one you were just on. 
Players can come across the 
planks that connect the 
structure to the central buildings 
and surprise you from behind if 
you are not careful. 



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Snipers have a tactical 
advantage fronn the 
rooftops, but they can 
run out of ammunition 
if they never come 
down — the only supply 
points on the map are 
on street-level. 



The gas pumps at the station on 
the south end of town are 
mercifully empty. Duck and 
dodge around the entire gas 
station, engaging the enemy in 
firefights. 




Use the barbed wire-topped 
concrete bunkers as cover. Other 
players might not see you 
though the barbed wire, but your 
bullets easily pass through. 


Tall ladders grant access to 
several of the sniper perches, 
but verify that no enemies are 
bearing down on your position 
before ascension. You can be 
easily shot off a ladder. 


As the sun sets over the map, it 
causes a blinding glare for 
soldiers scanning the rooftops 
for snipers. It is possible for 
snipers to hide in the glare. 


STRIKE COMMAND (TEAM/SOLO) 



The three uplink terminals can send destruction on your enemies, but 
be aware that each team has cover opportunities they can use to 
avoid air strikes. Alpha team players can duck into the parking garage 
and Bravo team players can seek cover beneath the gas station roof. 


n ns 



Be careful when walking across 
the wooden planks that connect 
the rooftops. You are exposed to 
shooters on the ground on both 
sides. Should you fall off the 
planks, the distance to the 
ground is too great to survive. 



Capture the central uplink terminal not only for points, but also to 
launch pivotal strikes on the opposing team. 


The fire escape directly across 
from the Bravo base looks like 
a good place to stage an 
attack on the stronghold, but 
all the switchbacks on the 
steps make you easy prey for 
a defending sniper. 


Try to snipe the other team’s 
scrambler whenever possible so 
you can relay any Intel gathered 
at the base back to all other 
teammates. 


SURVEILLANCE STRIKE 

The scrambler is a small target on this large map. Teams need to 
coordinate between ground shooters and snipers to keep enemies off 
their half of the map, while forcibly pushing into enemy territory to go 
for the objective. 


Always position a sniper over 
your scrambler to ward off 
incoming opponents. 




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Bravo team: Beware of enemies 
using the planters directly 
across from the gas station as 
cover. They can shoot through 
the leaves, but you may have a 
difficult time spotting them on 
the other side. 


When attacking bases, such as 
the Bravo stronghold, use cover 
to inch up and get in position to 
strike. Sending all teammates 
into the stronghold in an attempt 
to crush the defender may work 
sometimes, but it leaves your 
scrambler woefully unprotected 
if your efforts fail. 




SIEGE 

The siege point is located in the Bravo stronghold. It is against the far 
wall, but can be seen from a tremendous distance. Attackers must 
watch for snipers around the siege point. Deploy your own snipers as 
countermeasures. 

Defenders: Assign a sniper to 
ascend the perch directly over 
the siege point. Players can try 
to sneak under the gas station 
roof to infiltrate the point and 
avoid detection, but they always 
have to step into the open to 
make the final push. 



Co-op 


BATTLE 

The battle begins near the Bravo stronghold. At the beginning of the 
match, the two players should split up— one sticks to the ground 
while the other scrambles to the rooftops and performs sniping 
duties. Together, clear out rebel patrols efficiently. 



The ground-based soldier should 
creep up and get in position to 
start sweeping the streets, but 
wait until the rooftop sniper has 
picked off the first few rebels. 



You see the first rebel off to the 
right, a little farther up from the 
gas station. Pick him off as he 
walks away— if you miss, he still 
has difficulty figuring out where 
the shot came from. 



As soon as you snipe the first 
rebel, reinforcements push up 
between the two central 
buildings. Keep your eye on the 
base of the fire escape for the 
first sign of the new troops. 




Keep sniping reinforcements as 
they move up. While they have 
their eyes on the sky, the ground 
soldier can lean out and try to 
drop a few with his rifle or 
machine gun. 


As soon as the first part of the map is clear, start moving along the 
streets leading down toward the Alpha stronghold. Look for enemies 
on patrol in the streets. Do not fire immediately unless you see 
them looking straight at you. If their attention is elsewhere, take an 
extra second to set up a perfect first shot. 



The rebel army is wise to the advantages of using snipers to control 
traffic. Whenever you see an accessible rooftop or second story 
level (such as the parking garage), scan it for sniper activity before 
stepping out of cover. 



The ground-based teammate can 
cut through advancing rebels 
with a heavy-duty machine gun, 
such as the M60. It burns 
through a lot of ammunition, but 
it has the kind of stopping power 
needed to drop a surprise patrol. 


The player assigned to sniping 
duties encounters rebel snipers 
on the rooftops. Even on 
rooftops, move from cover to 
cover and scan the horizon for 
other snipers in position to shoot 
your teammate on the ground. 




I 113 


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□own'town 

The downtown area is quiet tonight, as most commuters and businesspeople have long since evacuated. Tonight, these downtown city streets do 
double duty as black canyons beneath a pale moon, where soldiers explore a concrete jungle for signs of their prey. 


Adversarial 


ELIMINATION MATCHES (SHARPSHOOTER, LAST MAN 
STANOING, DOONTY HONTER, ASSASSINATION) 

Use the cover of night to creep through the alleys and side streets 
while hunting your quarry. The Downtown map provides several 
places where a team can gather and stage an ambush from several 
hidden spots, such as behind newspaper stands and planters. 


LEGEND: 


= Alpha Team Start Point 
= Ambush Point 
= Bravo Team Start Point 
= Base 

= Choke Point 
= Scrambler 
= Siege Point 
= Sniper Perch 
= Supply Point 


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MP-Map: Donmtown 


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Snipers can do a lot of damage on this map. Not only are there 
several accessible rooftops, but even night vision is inadequate for 
spotting most crouching snipers behind guardrails. If you do manage to 
see a sniper— usually only because they missed you on the first shot- 
try to locate the ladder they used to reach their perch. Either clamber up 
it to challenge them directly, or hold them up there until they run out of 
ammunition. There are no supply points on the rooftops. 


The streets are incredibly dark— night vision really pushes out your 
field of vision. While you lose some detail, you can always make out 
the white outline of enemy agents in the field, silently moving 
under the cover of nightfall. 



Although it may be difficult to 
see through the potted plants 
that line the main avenue, if you 
have advanced intel gathered by 
other players, you see the tell- 
tale red diamonds on the other 
side. Bullets effortlessly pass 
through foliage, so if you have 
the shot, take it. 




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I- 


Drop down behind planters or 
closed newspaper booths and 
keep watch on intersections. 
There is plenty of traffic on each 
side of the long, central avenue. 


The pile of cars in the middle of the main street is a prime choke 
point. With narrow passageways, surround players moving as a 
patrol and put the squeeze on them. 


With so many tall buildings downtown, there is an excess of sniper 
perches. If you have the proper hardware, make some pretty 
spectacular head shots from the roofs of the skyscrapers. 


The ladders to the rooftops are 
long hauls and leave you 
incredibly vulnerable to attack 
from the ground. 


While you cannot 
shoot while clinnbing a 
ladder, glance off to 
each side and at least 
keep watch for any 
inconning enennies. 












ri 




Parked cars are like unexploded 
bombs. If you spy an enemy 
agent sliding up to one, throw a 
frag next to the car and let the 
explosion take them out. 


STRIKE COMMAND (TEAM/SOLO) 

Strike Command in the downtown area can be difficult unless you 
successfully control the half of the map that contains the central 
uplink terminal. Make good use of your scrambler. If you ever get shot 
at but are lucky enough to survive, fall back to the scrambler and 
disappear off your enemies’ HUDs. 

The neutral uplink terminal is 
positioned next to the wreckage 
in the center of the map. The first 
team to reach the uplink terminal 
is off to a good start, but 
because the terminal is 
surrounded by sniper perches, it 
can easily change hands a few 
times during the match. 


Because you cannot see the 
opponent’s scrambler on your 
HUD, you can always sense it by 
the first signs of HUD 
malfunction. 


Use side alleys to sneak around 
the map. There is always more 
than one route to the other 
team’s uplink terminal, so stay 
off the main thoroughfare as 
much as possible. 


SURVEILLANCE STRIKE 


The scrambler is a small target, so consider using means other than 
gunfire to get rid of it. Frag grenades are excellent solutions— once 
thrown, enemies cannot pick them up and hurl them back. The splash 
damage from a frag grenade is usually enough to disrupt a scrambler. 

Side alleys and back routes are 
always the best way to sneak up 
on your enemy’s defenses, as 
they usually have at least one 
spotter keeping watch on the 
main street. If you come around 
the back side of the scrambler 
rather than taking it head-on, 
you employ the element of 
surprise. 


rm 


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Consider distracting your 
opponent with a decoy on the 
main street. Because your 
enemy likely expects the back 
alleys to be used, ruffle some 
feathers and divert resources by 
making it look like you are 
heading straight for the 
scrambler via the front door. 




if they manage to take you out 


There is always a sniper perch 
above the scrambler. Destroying 
the scrambler usually takes at 
least two shots. After the first 
one, everybody knows you’re in 
the area. However, if you simply 
drop a frag grenade over the 
side, there’s nothing the 
opponent can do about it— even 
ore it detonates. 


SIEGE 

The siege point is located in the Bravo stronghold, just around the 
bend, so players on the main street cannot see it. There is a sniper 
perch above that should be a priority for the defending team. If the 
attackers wrest control of it, they can keep back defenders while 
teammates pour into the siege point. 





The siege point is always the 
priority, but if you eliminate the 
scrambler, you can share Intel 
with other players on your team. 
In such a heavily contested area 
with multiple access routes and 
a sniper perch, you need all the 
information you can get. 


The siege point sits beneath one 
of the taller rooftops, so a sniper 
can not only provide protection 
for the defenders, but also help 
clear the way for attackers— 
depending on who gets there first. 




If you do manage to take the siege point, don’t celebrate right away. 
You still have to hold it for five seconds, and that is more than 
enough time for the opposition to blast you clean out of it. Guard 
the two main approach angles while the clock ticks down. 


Co-op 

BATTLE 

There are three main hot spots on the Downtown map that you must 
worry about: the parking lot near Alpha, the central choke point (which 
is typically crawling with rebels), and the alleys near Bravo. Players 
should split up into snipers and ground support, relaying intel back 
and forth so there are no surprises. 




The sniper should ascend to the nearest rooftop and look for the 
first rebel guard, located in the parking lot below. Shoot the rebel, 
but then look to the alleys in the corner for one or two more rebels 
to investigate. 


While the sniper drops rebels in 
the lot, start slowly moving up to 
the corner that turns down the 
main street. Don’t step out just 
yet, but get in position. 

The rebels sometimes walk 
different paths. The parked car at 
the first major corner may be 
clear in one match, but serve as 
a hiding spot for a rebel in the 
next one. If you see a rebel, 
crouch down and take the shot. 
Shoot out the car windows if the 
rebel refuses to peek out from 
behind the auto. 



As soon as the sniper starts to 
attack the central group, lay 
down heavy fire from the end of 
the street. Seek cover— but be 
careful about holing up behind 
parked cars. If enough bullets— or 
a single frag grenade— hit the car 
the whole thing will go up, and so 
will your chances of victory. 



The biggest group of rebels is in 
the center of the map. Let the 
ground shooter verify their 
presence and send the intel to 
the sniper, who can then 
advance and get in position to 
take the first shot. 



Continue pressing through the map when the big group of rebels is down. The 
sniper can keep scanning the streets and alleys while the shooter continues 
pushing up to the Bravo stronghold, where you find the last few rebels. 


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Chapultepec Park 

The Chapultepec Park is a lush city luxury, a giant natural area full of tall trees and gentle meadows that rustle listlessly in the summer breeze. The 
centerpiece of the park is a crumbling arc of columns that run behind a once-glorious statue. Since the rebel incursion, though, the park no longer 
hosts locals— picnic areas are now military outposts. 


Adversarial 

ELIMINATION MATCHES (SHARPSHOOTER, LAST MAN 
STANOING, DOONTY HONTER, ASSASSINATION) 

The park provides solid hunting grounds for players that are willing to 
patiently stake out their enemies. Use the long roads to snipe other 
players from great distances or use choke points to bottleneck enemy 
players and attack from all angles. Crouching down in the tall grass or 
ducking behind concrete barriers are great ways to get the upper 
hand on more aggressive run-and-gun players. 


The central focus of the map is 
the marble plaza, which has 
certainly seen better days. Two 
of the columns no longer pierce 
the sky and the statue has fallen 
into disrepair. 


The raised marble platform at the 
plaza acts as a low-lying sniper 
perch in a map that is devoid of 
any building taller than one 
story. You have a full view of a 
few roads that wind through the 
park from the plaza. 


Use the concrete barriers and 
fallen columns around the plaza 
as cover when engaging enemies 
that come stomping through the 
dirt paths or along the streets. 


The rebels have installed many 
concrete barriers laced with 
barbed wire. The wire can be 
used to obscure your profile as 
you draw a bead on a target. 
However, if you are spotted, 
remember that bullets pass 
through the barbed wire. 


There are three supply points on 
the map. Snipers that use the 
long roads to pick off incoming 
enemies or cross traffic will need 
to keep visiting these sites for 
additional ammunition. 




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The campsites are full of tents 
that can be used for cover. 
Firefights often erupt in these 
sites, with players ducking 
around the tents and diving 
behind barriers. 



The administration building was 
built over one of the park’s many 
water features. With only one 
way onto the platform, it is easy 
to trap players. Snipers can also 
attack the administration 
building from several angles. 



The park is surprisingly devoid of 
litter— but then again, there is no 
shortage of giant garbage bins. 
Use these massive bins as cover 
when advancing on an enemy. 




Assign one player to run out into 
the open and throw a frag 
grenade at the scrambler. Even if 
the player is shot, as long as the 
frag is in the air before he is 
eliminated, it will destroy the 
scrambler. 



Sneaking up on the 
administration building is 
difficult, because the view from 
the roof is so vast. If you survive 
the initial approach, use the 
concrete barriers and garbage 
bins as cover while moving in. 



Defenders can fall back and use 
the administration building when 
repelling encroachers. A sniper 
can use the roof to fire at 
incoming players, while shooters 
use the pillars that support the 
roof to identify potential targets. 


STRIKE COMMAND (TEAM/SOLO) 


SURVEILLANCE STRIKE 


Scramblers wreak havoc with enemy HUDs, so try to set up defensive 
perimeters that funnel the opposition toward them. In solo games, 
identify one uplink terminal you want to secure (such as the one on 
the marble plaza) and move up on it. If the terminal has already been 
secured, chances are that other players are already on the way. Hang 
back for a few seconds and watch how the battle unfolds before 
making your move. If three people are fighting over one terminal, wait 
for two of them to fall before moving in on the survivor. 


The scramblers are typically 
placed a little further up from the 
uplink terminals, so enemies 
experience HUD malfunctions in 
advance of acquiring the terminal. 


The neutral uplink terminal is 
located on the marble plaza in 
front of the statue. 


Dnce you take the neutral 
terminal, you can defend it at 
almost every angle from the 
plaza’s defenses. Hide behind 
fallen columns and duck below 
concrete barriers to repel 
enemies that attempt to secure 
the uplinkterminal. 

Protected by copyright. Unauthorized or unlawful copying or 





Snipers and frag grenades are the best weapons to use against the 
scramblers in these matches. Running up on the scramblers to shoot 
them is difficult, because each stronghold has a great view of all 
access points. 


Expect enemy players to be 
positioned near the scrambler, 
waiting to neutralize you while 
you are experiencing distracting 
HUD malfunctions. 




Several bridges cross the 
waterways that run around the 
outside perimeter of the park. 
Duck down along the side of the 
bridge, watch for incoming 
enemies, and relay that Intel 
back to other players. 



Snipers can peer all the way into the Bravo stronghold from across 
the water. Players at the base defending their scrambler need to 
watch for snipers that try to shoot the target from the waterfront. 
Counter with a rooftop sniper. 

downloading expressly prohibited. 











SIEGE 


After shooting the first rebel 
along the northern street, look 
for a second rebel investigating 
the commotion. You may have to 
creep to the right to look around 
the trees. 


Laying siege to the administration building can prove tricky, because 
a rooftop sniper has a complete view of the entire area around the 
siege point. Attackers must slowly creep up to the outskirts of the site 
and try to neutralize the rooftop sniper before making a play for the 
siege point. 




The siege point is located 
directly in front of the 
administration building. 


There are two roads that lead to 
the entrance of the 
administration area. If the road 
that runs along the water is too 
perilous, try leaving a distraction 
to hold the defenders’ interest 
and reposition forces to come in 
from the opposite side. 


While the sniper takes out the 
first patrol, the other player 
deals with a more immediate 
threat. There is a rebel crouching 
in the grass on the other side of 
the first set of concrete barriers. 
Throw a frag grenade over the 
barrier (toward the bridge) to 
eliminate the rebel. 


As soon as the rebel by the 
bridge is down, the shooter 
needs to watch for 
reinforcements and relay back 
any Intel. 


Defenders should always install 
a sniper on the roof of the 
administration building to pick 
off players that manage to press 
their way into the siege point. 


Siege point defenders should use 
forward shooters at the 
crossroads near the waterfront 
as a first warning system. 

Enemy Intel can be relayed back 
to other teammates before 
engaging the enemy. 


Co-op 


BATTLE 


The battle for Chapultepec Park can be long and drawn out, thanks to 
the large amount of real estate. Players need to work together to 
scout out enemy patrols along the streets, as well as surround enemy 
strongholds, such as the marble plaza and military campsite. 


The lengthy park avenues 
provide excellent views for 
snipers to start picking off early 
patrols before leaving the 
starting point near Alpha. Look 
for the first target across the 
river to the north. You can see all 
the way up to the administration 
building, where there Is also at 
least one rebel on patrol. 


Use frag grenades to take out patrols on the other side of dirt 
mounds or small hill crests. At the military campsite, you count on 
another patrol. Before moving into the area, lob a frag grenade over 
the crest to kill at least one rebel on patrol and send the others Into 
a panic that has them looking in all directions. 


The shooter and sniper need to 
keep moving up in tandem, 
spotting enemies, sharing Intel, 
and taking shots whenever 
appropriate. Going solo and 
making risky moves can get the 
group killed. 


e sniper can watch a dirt pass 
from the bridge where you threw 
the frag grenade for several 
reinforcements who cross into 
the area from other parts of the 
park. Use the choke point to pick 
them off. 


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City Heat 

Don’t let the sweat on the back of your neck distract you from the task at hand— flushing out enemies burrowed into the sweeping cityscape. 
Construction work is underway on a skyscraper that will tower over the other, older buildings. 



Alpha Team Start Point 
Ambush Point 
Bravo Team Start Point 
Base 

Choke Point 
Scrambler 
Siege Point 
Sniper Perch 
Supply Point 


MP Map: City Heat 








Adversarial 

ELIMINATION MATCHES (SHARPSHOOTER, LAST MAN 
STANOING, OOONTY HONTER, ASSASSINATION) 

The City Heat map plays to the strength of street warriors as well as 
snipers. There are multiple sniper perches that look down on heavy 
traffic routes and corners, as well as choke points and ambush areas 
for ground troops to use to their advantage. 


The southern half of the map is 
dominated by a long avenue that 
eventually feeds into the 
northern plaza. The street is 
lined with crates and corners 
that can be used for cover. 



n so 


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Shooting through the fences is 
not advised. However, you can 
use them to obscure your profile 
to other players while gathering 
helpful Intel and radioing it back 
to the rest of the team. 




The skyscraper is still months from completion, but the crew left 
behind a ladder that can take you up to the second level, which 
provides a solid sniper perch overlooking the southern avenue and 
a side alley between the site and the major bend in the street. 



The avenue bends to the north 
before leading into the plaza. Use 
the crates as cover when 
advancing up to the plaza. 
Grenades are a good way to clear 
a path if enemy activity is thick. 


If advancing on the plaza (or 
trying to defend yourself from 
players coming from that area), 
use a sniper to create an 
ambush. Position players behind 
the crates, and as soon as the 
sniper sees activity, all players 
can pour out from behind the 
boxes and launch an attack. 




The northern plaza is comprised 
of a few smaller streets with 
plenty of places to hide, as well 
as sniper perches that also cover 
the bend in the main avenue. 




c%. " 






A sniper can look down almost the entire length of the southern 
avenue. In a team game, Bravo must install a sniper up here as 
soon as possible to control traffic. 



Use cover at all times. Every 
street is lined with piles of crates, 
shallow corners, and trees that 
can be used to hide behind and 
monitor enemy activity. 


STRIKE COMMAND (TEAM/SOLO) 



Using the main streets to reach the uplink terminals is almost 
suicidal, because sniper perches have almost every major route 
covered. Instead, use the system of back alleys around the map to 
move between the two main sections of town. 


Avoid the main avenues 
whenever possible— there are 
several alleys you can use to 
move up on your opponent’s 
uplink terminal, as well as get 
close to the neutral one. 




There is a small side passage 
that leads directly to the uplink 
terminal at Bravo. If caught in the 
passage, however, there is little 
you can do to escape. 


The neutral uplinkterminal (in 
team games) is located in a 
small area just west of the bend 
in the road that feeds into the 
northern plaza. Watch out, 
though. Quarters are tight and 
the enemy team may be waiting 
with an ambush or have a sniper 
already installed above the site. 


The stacks of crates are high 
enough to almost block the entire 
profile of a standing soldier. Use 
the crates to watch traffic. 




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SURUEILLANCE STRIKE 



Watch traffic at the bend in the street. A sniper can stand safely 
behind stacks of crates and monitor the entire street and the bend. 


There are two ways to approach 
the Bravo scrambler— from the 
front or side alley to the south. If 
you run players through each 
approach, you should be able to 
get the target. 



SIEGE 


The siege point is located near the Bravo stronghold, and is easily 
guarded by at least one sniper. Frag grenades are a good way to push 
back any ground defenders, but you must do something about those 
snipers before taking the siege point. 



Use the HUD to judge the 
distance to the siege point. The 
closer you get, the more 
resistance you can expect. 


There are two approaches to the 
siege point. The direct approach 
puts you beneath the defending 
team’s sniper. 





The side passage feeds directly 
into the siege point. If you are 
stealthy enough, send a shooter 
up the ladder to take out a 
defending sniper. 


Co-op 

BATTLE 

The battle for City Float is fairly straightforward. Snipers need to 
always scramble up to rooftops and scout ahead and take out any 
lone rebels they see in advance. If any large patrols are spotted, the 
ground shooters can move into position (always behind cover) and 
work with the snipers to cut down patrols. 



There is always at least one 
rebel patrolling the base of the 
construction site. If there are 
two, the other is further to the 
right and may not respond to you 
shooting the first visible rebel. 


Use the ladder in the first alley to 
the left of the starting point to 
access a sniper point 
overlooking both the second 
floor of the construction site and 
the end of the main avenue 
before it bends to the north. 



Move up to take out the second 
rebel guard on the ground level 
of the construction site. Hide 
behind a support column and 
shoot him as he investigates the 
bend in the avenue. 


Never just completely run past a 
blind corner. The rebel patrols 
can be in almost any alley, so 
always scout ahead before 
making a move across an 
opening. 



Look for a sniper waiting on the 
second story of the construction 
site. Snipe him from the first 
perch. If you try to go up the 
ladder, he can see you coming. 





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SS 










Use the crates as cover as you 
advance up to the bend in the 
main road. Remain standing to 
peek over the top, as the rebels 
are unlikely to spot you. 




Even if you don’t see anybody in 
the plaza, beware of rebels 
hiding around corners. They wait 
until they hear you coming and 
then step out to fire. 




Once you move up to the corner, 
snipe right into the northern 
plaza. There are at least four 
rebels walking around. You have 
enough time to get two or three 
shots off before panic subsides 
and they start hunting you. 



Te-Kill-Ya Factory 

The tour through the largest Tequila factory in the city is about to start. But there is no time to sample the wares, as the scene has erupted into 
violence. The train yard beyond the factory is a perfect place to stage ambushes— the cars are packed together tightly, creating dozens of blind 
corners. Can you survive long enough to eat the worm? 



Alpha Team Start Point 
Ambush Point 
Bravo Team Start Point 
Base 

Choke Point 
Scrambler 
Siege Point 
Sniper Perch 
Supply Point 









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Adversarial 

ELIMINATION MATCHES (SHARPSHOOTER, LAST MAN 
STANOING, BOONTY HONTER, ASSASSINATION) 

The train yards are the most exciting areas on the map for 
deathmatch antics. Snipers pick off players as they run between the 
train cars, while crossfire zones can choke enemy patrols trying to 
move into the area. The high visibility guarantees snipers an excellent 
view of the train yard, but the building between the yard and factory is 
too tall to peek over to see the loading docks. 


The loading docks next to the 
Tequila factory can be used for 
cover. Duck and slide down the 
ramps while keeping your eyes 
to the east, where players from 
the train yard funnel in from. 




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Use the large trucks pulled up to 
the loading dock for cover. 
Players may round this blind 
corner without even seeing you 
sandwiched between the wall 
and the truck. 


There are ladders leading to the 
top of the cargo containers that 
are useful sniper perches. Hide 
behind the crates on top of the 
containers or duck down to 
minimize exposure. 




The train yard on the other side of 
the wall from the factory Is full of 
opportunities for teams to gather 
and put the squeeze on 
opponents. Set up crossfire to 
catch players moving between 
the cars, or hide In wait for an 
entire patrol to enter the area and 
then lunge from behind cover. 


The dark Interiors of the shipping 
depots are good places to stalk 
prey. Hide behind cargo containers 
at the far end of the building to see 
the entirety of the depot. 




From the top of the cargo containers, a sniper can monitor the 
majority of the train yard. If advance Intel Indicates a sniper on the 
cargo containers, set up cover fire when moving along the cars. 


Always check the corridor 
running along the wall and depot 
that divides the train yard from 
the main factory. You have an 
unfettered view all the way to the 
other side of the map. 



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STRIKE COMMAND (TEAM/SOLO) 

The two uplink terminals in team games are situated in areas that are 
easy to defend and difficult to infiltrate. The train yard offers Alpha 
lots of opportunities to set up fire and direct traffic away from the 
terminal while snipers on the cargo containers keep players out of the 
area in the first place. 

The Bravo players can set up a perimeter around the loading docks. 
The only way into the factory area is through the passage on the 
south end of the map, nearthe shipping depots, where the third uplink 
terminal is located. 


If you are on Alpha team, try to 
control the train yard to keep 
players from creeping up on your 
uplink terminal. Use crossfire to 
control traffic. 



The neutral uplink terminal Is 
located In the shipping depot to 
the south, where the train yard 
and factory areas meet. 




The Interior of the factory Is full 
of boxes to use for cover when 
moving on the uplink terminal. 


There Is a catwalk that extends 
along the length of the factory 
floor and can be used to expertly 
snipe players attempting to 
Infiltrate the building and launch 
an attack on the uplink terminal. 


SURVEILLANCE STRIKE 



Getting close to the scramblers to take a shot at them proves extremely 
difficult, because each team’s stronghold offers so many defensive 
positions. The best method for destroying the scrambler is to push as 
deep into enemy territory as possible, but use a frag grenade to get the 
extra distance. The location of the enemy scrambler won’t show up on 
the HUD, so use the map to judge your trajectory. 


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so keep 
through 


Defenders: Use the trucks as 
cover to cut down attackers that 
attempt to pour into the siege 
area and overwhelm your 
defenses. For example, there is 
no way for an attack to spot you 
behind this truck. However, they 
can throw a frag grenade back 
there for preventive measures, 
an eye out for the small, black outline of a frag flying 
the air. 


At the start of the game, players 
need to divide into ground forces 
and snipers. Snipers carry the 
first part of the workload, 
scrambling to the top of cargo 
containers and clearing out the 
train yard. 


Controlling the train yard is the 
best way for Alpha to prevent the 
other team from getting close to 
their scrambler. Setting up fire 
lines keeps opponents on their 
toes as they try to infiltrate the 
train yard. 


Defenders at Bravo use the 
trucks at the loading dock for 
cover, so carefully move up on 
each one, looking for feet 
beneath the wheels or signs of 
an arm or leg behind the trailer. 


Sniper Patrol 

The rebel patrols in the train yard 
start at the east end of the 
tracks and slowly work their way 
into the area. Quick action from 
snipers can take out two or three 
rebels right away, tipping the 
odds of successfully clearing the 
train yard in your favor. 


As you creep up on the loading 
dock to infiltrate the Bravo base, 
use the crates and boxes for 
cover before finally rushing 
inside and tossing a frag grenade 
near the scrambler. 


SIEGE 

The siege point is in front of the Tequila factory, next to the loading 
dock. Defenders use the crates on the dock and the cover provided by 
the trucks and ramps to launch counterstrikes against incoming 
players. The best plan of attack is to use the shipping depot to snipe 
any enemies you see and then press forward with shooters. 


The supply point is next to the 
siege point. The location is 
convenient, because defenders 
that run low on ammo can 
restock while protected by 
teammates. 


Co-op 

BATTLE 

The battle at the Tequila factory begins in the crowded train yard, 
where snipers can thin out the first rebel patrol without much worry of 
repercussions. However, as the battle twists its way to the actual 
factory and loading docks to the south, the rebels stage a last-ditch 
counterattack, aimed at pushing the Ghosts back into the yard. 


After the snipers dearths yard, 
shooters need to move up to the 
shipping depots to the south and 
make sure the coast is clear 
before making a final push on the 
factory. 


From the supply depot, shooters 
can launch attacks on the rebel 
patrols of the factory grounds. 
The more noise you make 
outside, the fewer rebels stick to 
the factory interior. It’s better to 
fight outside where you have 
plentiful cover and a direct 
fallback route than getting 
caught up around the trucks at the loading dock. 


Use the long docks that hold the cargo containers as sniping alleys 
to catch rebels off-guard at the other end. They use crates as cover 
if you alert them to your presence, so make each shot count. 


Dnce the rebels at the east end 
of the train yard have been 
dispatched, climb on top of the 
cargo containers and clear out 
the handful of rebels patrolling 
the area between the cars. 


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Gravel Pit 

The gravel pit moves more than rock and dirt— the site is doing a healthy business in bodies, too. As darkness settles over the quarry, night 
vision goggles became almost as essential as a full clip. In the dimmest corners of the map, it can be hard to spot a lurking enemy, so even the 
score with superior equipment. The two halves of the gravel pit are connected by a system of underground tunnels, which play host to some 
frenzied firefights. 


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Adversarial 

ELIMINATION MATCHES (SHARPSHOOTER, LAST MAN 
STANOING, BOONTY HONTER, ASSASSINATION) 

The tunnel that stretches beneath the map will always be a hot spot, 
thanks to the close quarters and extra cover opportunities. The 
problem with the tunnels is that getting out is tricky. Coming up the 
ladders on the west side of the map leaves you completely vulnerable, 
and the eastern access doorway can be easily covered. 


The entrances to the 
underground tunnel on the east 
side of the map are ladders 
leading straight down. Watch out 
when coming back up, lest 
another player be standing guard 
over the hole. 


The gravel pit is fairly dark in 
places, such as inside buildings 
and under overhangs away from 
lamps, so use night vision to 
explore your surroundings and 
watch for enemy activity. 




You’re helpless when traveling 
down the long ladders leading 
into the tunnels. If a player spots 
you coming down or heading up, 
they can effortlessly pick you off. 




The interiors of the tunnel are well-lit and stuffed with crates and 
boxes that can be used for cover as you cross between the two 
sides of the map. 


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The ledge just outside the circle 
of shacks offers a view of the 
entire west side of the map, but 
little cover. A sniper may choose 
to creep out, take their shot, and 
then fall back to the shacks to 
wait for the heat to die down. 


Supply points can be 
rigged as traps. If you 
have C4, drop it behind 
the supply point where 
another player might 
not see it when 
approaching to restock 
ammo. While they are 
collecting additional rounds, detonate the C4 
(from a safe distance) and enjoy the fireworks. 


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There are extra drainage duct 
tubes sitting around the east 
side of the gravel pit. Duck into 
one of the tubes and watch for 
players coming in from the west. 


STRIKE COMMAND (TEAM/SOLO) 

Again, the tunnels play an important role in trying to take control of 
the uplink terminals. Use the tunnels as a diversion— lead enemy 
players into them as a trap while a ground force simply walks the 
distance between the two strongholds to hack the terminals. 


Alpha team’s scrambler is a little 
easier to defend than Bravo’s. As 
long as shooters are positioned 
behind the sandbags, watch for 
opponents making a direct 
approach, and monitor tunnel 
access, it is difficult to penetrate 
the area. 


There is another uplink terminal 
at the circle of shacks between 
the two sides of the map. This is 
a pivotal location to hold, and not 
just because of the uplink 
terminal. The shacks are just 
behind the sniper perches that 
overlook the entire western half 
of the map. 


SURUEILLANCE STRIKE 


Zeroing in on the small scramblers is a tough task on such a sizeable 
map. Sniping the targets is often the best bet, because getting close 
can be brutally difficult. If you manage to breakthrough defenses, 
nothing works better than a frag grenade. 


Use night vision when protecting 
your scrambler. You need the 
added ability to spot incoming 
targets that you might otherwise 
miss in the darkness. 


There is no shortage of sandbag 
bunkers around the gravel site 
that you can duck behind to scan 
the horizon for targets. Snipers 
must use this cover when 
scoping out enemies, because 
there are few rooftops to use for 
sniper perches. 


The sides of the gravel piles are 
shallow enough to climb. 
However, with no cover on top the 
piles, you are completely out in 
the open. Take your shot, and 
then immediately relocate before 
other players trace your position. 


There is a small collection of shacks near the center of the map. 
Use the stacks of crates inside this area as cover and watch the 
entrance to the circle for curious players. 


If Bravo can get a shooter up on 
the sniper perch by the shacks, 
that shooter can pick off any 
players making an attempt on it. 
Should Alpha grab the perch, they 
can keep defenders away from 
the terminal long enough for 
allies to get in there and hack it. 


The tunnel access point on the 
east side of the map feeds 
directly out on the ground— there 
is no need to worry about 
ladders. Defenders can watch 
this access point and pick off 
shooters that try to push their 
way into the eastern half of the 
map via the tunnel. 


PRIMAGAMES . COM 











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The tunnels beneath the map are 
heavily contested, because they 
provide shortcuts between the 
two scramblers. Make sure you 
have defenders monitoring the 
access points on your side of the 
map so you are not surprised by 
somebody coming through the 
tunnels. 



When you walk through the tunnel 
access point on the west side of 
the map, you are completely 
exposed to at least six shooter 
angles. They could be hiding 
behind buildings, sandbags, or 
tubes— so either rush the tunnels 
with a huge force or consider 
going the long route. 


Snipers can take out the scramblers with one or two shots, 
depending on how solid their aim is. Look for the telltale red flashing 
light on top of the scrambler to reveal its location in the dark. 






If all else fails, equip a frag 
grenade and go on a suicide run 
directly for the scrambler. As 
long as the frag leaves your hand 
before you’re shot down, there is 
nothing the enemy can do about 
it except hope you missed. 


SIEGE 


The siege point is located near the Bravo stronghold, directly across 
from the eastern tunnel access point. Snipers can survey the area at 
the circle of shacks, so defenders may want to position a shooter up 
there to monitor traffic from the west side of the map and relay Intel 
to all teammates. 


Attackers may wish to split their 
efforts between the tunnel and 
the southern route. The 
defenders may mistakenly 
concentrate their efforts on the 
first group they see and 
accidentally let your second 
party slip through. 




The defending team can use frag 
grenades to keep attackers from 
getting inside the siege point, 
which is located near the Bravo 
stronghold. 


If you do manage to take control 
of the siege point, keep an eye 
on all angles until the clock runs 
out. There’s nothing worse than 
getting shot with only one 
second to go. 



Co-op 

BATTLE 


The battle at the gravel pit begins near the western half of the map 
and the Bravo stronghold. As you push your way east, you need 
snipers to keep track of any rebels across the quarry while shooters 
deal with the enemies in the immediate vicinity. 



When the mission begins, 
identify your first shot all the 
way across the gravel quarry by 
the circle of shacks. There 
should be only one rebel up 
there, but because he can act as 
an early warning, take him down 
immediately. 



As you ease up on where the 
Bravo stronghold is, two rebels 
round the corner of the building 
next to the gravel pile and 
supply point. 


Keep moving up from building to 
building, nearing the tunnel 
entrance. You see at least one 
rebel every time you move up a 
building. 



As you move up to the tunnel, 
keep a watch on the gravel 
quarry to the right. There may be 
one or two rebels patrolling the 
area. You cannot afford to miss 
them or they may fall in behind 
you as you enter the tunnel. 



Use the gravel pile as cover when 
trying to clear out the rebels 
guarding the tunnel entrance. A 
sniper rifle should be able to 
easily cut down the rebels. 



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Move through the tunnel slowly— 
you have time. There may be a 
guard walking around some 
crates and shelves in one of the 
small rooms. 




Carefully come up the eastern 
ladder to avoid detection. 




As soon as you are top-side 
again, turn around and face into 
the Alpha stronghold. There is a 
final patrol of rebels up here to 
pick off from cover. 




Radio Gringo 

Tonight, Radio Gringo broadcasts a block of commercial-free mayhem. Perched on top of a hill, the radio station looks down on the countryside. The 
sides of the hill are carved with paths that lead from the base to the crest, allowing players to scale under the cover of trees, rocks, and darkness. 
Do you have the skills to knock your enemies off the air for good? 



Alpha Team Start Point 
Ambush Point 
Bravo Team Start Point 
Base 

Choke Point 
Scrambler 
Siege Point 
Sniper Perch 
Supply Point 


MP Map: Radio Grinoo 



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REC0IMI 




Adversarial 

ELIMINATION MATCHES (SHARPSHOOTER, LAST MAN 
STANOING, BOONTY HONTER, ASSASSINATION) 


The hillside presents a challenge for players fighting their way to the 
top. It’s not impossible to scale the side of the hill, but the benefit is 
definitely on the side of the snipers and shooters, who can look down 
the sides of the hill and throw frag grenades or take pot shots at the 
ascenders. 



Heading up the sides of the hill is 
precarious, with several boulders 
and blind corners where 
shooters can hide. 




Snipers on top near the station 
building have free range on 
players trying to traverse the 
switchbacks that lead up the 
face of the hill. 



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When you do have the high 
ground, don’t waste it by 
standing in the open— it is just 
as hard to recover it as it is for 
the players you were shooting 
down at. Use buildings and rocks 
as cover. 






There are small areas along the 
two main routes on the sides of the 
hill where players can snipe 
trekkers attempting the dangerous 
switchbacks in the center. 



There are several buildings along 
the edges of the map that can be 
used as sniper points targeting 
the other structures that flank 
the bottom of the hill. 




If you do spawn at the bottom of 
the hill, hold your ground and try 
to force players to come down to 
you. There are several structures 
to use for cover, such as the tin 
roof shacks on the southwest 
corner of the map. 


STRIKE COMMAND (TEAM/SOLO) 

Snipers on rooftops and shooters hidden behind fences and trees can 
easily defend the uplink terminals at the top and bottom of the hill. 
The uplink terminal on the west side of the map is the one that will 
likely change hands a few times because it is almost equidistant from 
each team’s stronghold. 


Position snipers on the perches 
above each uplink terminal. 

Alpha team must beware of 
snipers on the other perches that 

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flank it, because the enemy 



snipers can monitor activity at 

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their stronghold. 


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If you run up the direct path to the radio station, don’t go it alone. 
You need extra firepower to push back the snipers and shooters 
raining bullets down on you. 


SURUEILLANCE STRIKE 

Lining up shots on the scramblers can be difficult when entering 
easily defended areas, so consider falling back on the frag grenade 
strategy, which counts on splash damage making up for a lack of 
absolute accuracy. 


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When defending the scrambler at 
Alpha, position a shooter behind 
the barbed wire. The wire makes 
it harder to spot the defender, 
but bullets pass through the 
barbed wire uninhibited. 


The switchbacks leading up to 
the top are dangerous— you 
have to run almost twice as far 
as the routes on each side. This 
gives shooters at the top almost 
twice as much time and space to 
shoot you down before you reach 
the summit. 


If you are defending the Bravo 
scrambler, watch for snipers 
from each side of switchback 
route. They may try to pick off 
the scrambler with a scoped shot 
or toss a frag grenade at it 
before falling back down the hill 
to avoid the splash damage. 


SIEGE 


The siege point is located at the top of the hill, in front of the radio 
station. The defenders have the greatest advantage in this scenario, 
as they can peer down every single access route leading to the top. It 
will take shared Intel and teamwork to get around the defenses. 

The blue marker points out the 
location of the siege point, but 
all paths up the mountain lead 
straight to it. You really only 
need to use the HUD marker to 
see how much distance is left 
and if you are close enough to 
throw a frag grenade up to clear 
out the area. 


If you manage to make it up one 
of the side routes, you still have 
to shoot your way to the center 
of the clearing to reach the 
siege point. 


If you clear out the interior of the 
building without being spotted 
and put on the defenders’ HUD, 
step right out to the siege point. 
Df course, because this doorway 
looks straight out on to the siege 
point, expect at least one 
defender to be holed up inside 
the station building. 


If you manage to penetrate the 
defenses and make it to the 
siege point, keep your eyes open 
for defenders to spawn right 
back into the immediate area. | 


Co-op 

BATTLE 

The battle at Radio Gringo starts at the bottom of the hill and requires 
Ghosts to fight tooth and nail to reach the summit and reclaim the 
radio station. The key is to slowly take the summit, using cover along 
the way to spy rebels ahead and taking decisive action when patrols 
are spotted. 

Because the ultimate goal is above you, you are almost always at a 
disadvantage. The rebels have a tendency to glance down the sides of 
the hill. If they catch you in the open, they will raise the alarm. 


When the match begins, send 
somebody up to the first rooftop 
and scout ahead for rebels. 

Relay all Intel back to other 
players before taking any action. 




The rooftops don’t reveal any movement at the top of the hill, but 
look out across the hill and see rebels on roughly the same level 
that you are. Try to snipe them early so ground shooters don’t have 
to deal with them later in the mission. 


Dnce you complete a thorough 
sweep of the base of the hill, it’s 
time to start pressing up to the 
summit. Use the western routes 
so you can stop at corners and 
peek ahead. The switchback 
route in the center is ill-advised. 




As the route turns back to the 
east, look for another small 
patrol around the buildings in the 
northwest corner of the map. 
Duck behind the rocks and take 
carefully planned shots. The 
more you miss, the more rebels 
will be attracted to the area. 




13 1 


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As you start to make the second half of the trip to the top, look for 
some rebel snipers on top of the last building before the hill 
summit. Hide behind the corrugated steel fences and zoom in to 
take your shot. 


If your team is comfortable with 
splitting up, ascend the hill on 
both sides and relay gathered 
Intel back and forth whenever a 
patrol is spotted. 

The rebel patrol on the summit is 
small, but make sure you have a 
full clip before taking to the crest. 

Lob up a few frag grenades to clear out any rebels that might be 
around the perimeter of the clearing in front of the radio building. 



Palacio Nacionale 

The sumptuous Palacio Nacionale is a breathtaking exercise in architecture— an historic building flanked by beautiful gardens and fountains. The 
interior of the palace is open for action, with three entries that lead into a two-story courtyard that will host numerous firefights. 



Alpha Team Start Point 
Ambush Point 
Bravo Team Start Point 
Base 

Choke Point 
Scrambler 
Siege Point 
Sniper Perch 
Supply Point 


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Adversarial 

ELIMINATION MATCHES (SHARPSHOOTER, LAST MAN 
STANOING, BOONTY HONTER, ASSASSINATION) 

The map is split into two distinct areas: the gardens and the palace 
interior. The exterior allows for more free-form firefights, while the 
interior offers opportunities for close-quarters combat. Naturally, the 
mammoth courtyard inside the palace is going to be the scene for 
some serious deathmatch action— especially when a few players 
make their way to the second floor. 


There are three entrances in the 
almost sheer face of palace. Park 
a gunner along the side of the 
palace and drop anybody that 
steps through any of the 
doorways. 



n 3S 


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The west side of the gardens is full of trees that offer ample cover 
to players who weave around them while engaging enemies. Few of 
the sidewalks are extended straight lines and players cannot step 
out onto the grass. 


NOTE 


Although the central 
entrance of the palace 
is wide, the western 
doors are narrow, 
making them ideal 
spots to watch for 
traffic. 




Use the deep shadows cast by 
the midday sun to hide from 
players patrolling the perimeter 
of the garden or taking a peek 
from the palace entrances. 

The palace courtyard inside the 
main entrance is two-storied, 
with two staircases on the west 
and east sides that connect the 
floors. The stairwells are open 
and it’s easy for players with a 
full clip on either floor to control 
traffic on them. 







There is a supply point near the 
balcony that overlooks the 
exterior garden. The balcony has 
three windows that afford 
excellent views of almost the 
entire garden. 


If there is a sniper on the 
balcony, use the trees on the 
west side of the garden as cover. 
Bullets can certainly pass 
through the leaves, but the 
sniper still cannot shoot what he 
cannot see. 




A walkway rings the entire 
second story level of the 
courtyard. The only cover 
afforded on this ring is the 
arches that support the third 
floor and the colossal statue in 
the center of the courtyard. 


CAUTION 



Watch out for glare from the bright sun. If you 
are looking up at rooftops to locate snipers, the 
glare could possibly block your view. 


STRIKE COMMAND (TEAM/SOLO) 

Hunt along the back avenues of 
the garden on the opposite side 
of the palace. The Alpha uplink 
terminal is located in the 
southeast corner. A shooter that 
deftly avoids detection behind 
the pillars and support columns 
can sneak up on it. 




The gardens provide ample cover 
for players spawning in the 
corner and needing to infiltrate 
the palace. Stay out of sight of 
the balcony so the enemy cannot 
relay Intel back to the defenders 
inside the palace. 


Unfortunately, the central uplink 
terminal is located directly in 
front of the palace balcony 
where a sniper can keep people 
away from it. 





> 1 33 


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Creep through the interior, 
shooting anyone that may be 
stationed on the east side of the 
palace. 


Come around the back of the 
palace courtyard, but don’t tread 
too far east or you will step in the 
range of the scrambler. From this 
view, there are two staircases— 
one on the left and one on the 
right of the courtyard— to the 
second story (where snipers 
should be positioned). 


Defenders need to secure the 
second story of the palace so 
they can repel attackers pouring 
through the front door or the side 
passages. 


When you slip into the palace, 
watch for the effects of the Bravo 
scrambler, which is off to the 
west. You can see its effects as 
far away as the west side of the 
courtyard. 


Snipers on the garden rooftops 
can cause trouble for the team at 
Alpha. The ladder to reach the 
building directly over the uplink 
terminal is across from the 
eastern door of the palace. 


If attacking Bravo, it is better to 
head through the interior of the 
palace. Even though it is a greater 
distance with a few more blind 
corners, you can get a better 
approach on the scrambler. 


To protect the Bravo scrambler, a 
sniper needs to be stationed on 
the balcony. From here, the 
sniper can watch the Alpha team 
move and relay Intel back to the 
rest of the team. 


SIEGE 


The siege point is located in the central courtyard, behind the central 
statue if you enter from the gardens. 


Attackers should approach the 
siege point from the side, even 
though it is in the center of the 
courtyard. Stay out of view of the 
balcony and work your way into 
the palace grounds from the east 
to avoid the scrambler. 


Co-op 

BATTLE 

There are more rebels to deal with in the gardens than the interior of 
the palace, but make the job easier by luring patrols out of the 
interiors (and the many blind corners) and into the open. If you do not 
see any action, fire a shot to raise the rebels’ suspicions. 

The battle begins in the Alpha stronghold and weaves through the 
gardens, but always watch the palace to make sure a balcony sniper 
doesn’t spot your approach. Ground troops have a tough time working 
against snipers, so assign at least one sniper to park on the rooftops 
outside and keep watch for enemies on the second story who 
occasionally peer outside. 


The first rebel you see is on the 
western side of the outer 
gardens, walking away from your 
position. Shoot him before he can 
turn around. 


SURUEILLANCE STRIKE 


Check the map when zeroing in on the opposition’s scrambler. The tiny 
target is not in an easy place to spot, even with the red flashing light 
giving it away. 


The Alpha stronghold is on the 
other side of the garden from 
Bravo, giving Alpha plenty of time 
to set up defenses surrounding 
their scrambler. Install a sniper 
on the building over the 
scrambler and get a player near 
the eastern palace entrance to 
cut off traffic. 


When getting ready to assault 
Bravo, be wary of trying to pour 
through the western palace door. 
The narrow opening is a natural 
bottleneck, and as soon as you 
get close, you see the effects of 
the scrambler on your HUD. 


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34 











Snipers on the building can look for the rest of the garden rebel 
patrol and keep an eye on the balcony above the main palace 
entrance. 


i' ■ 

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If you are on top of 
either sniper perch in 
front of the building 
and know there is an 
entire patrol beneath 
you, throw a frag 
grenade over the side 
to clear them out. 


Continue pressing through the interior of the palace, clearing out 
rebels as they move around the bottom floor. 


Carefully tread to the front of the palace and look to the west for a 
few rebels on patrol on the other side of the gardens. Shoot one or 
two of them from the ground, and then let snipers take out the rest 
from above. 


If there are still rebels in the 
garden, share intel with all 
players and then close the rebels 
out in the corner, in front of the 
west entrance to the palace. 


Snipe any rebels that run out of 
the palace. The more rebels you 
draw out into the open, the 
easier time you have inside the 
palace. 


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PRIMAGAMES . COM 







The Armory 

Although the stage is set for action at an armory, these battles are settled only by the hardware you bring. The map is thick with rooftop perches 
for snipers, who can direct ground traffic by raining down destruction. 


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Adversarial 

ELIMINATION MATCHES (SHARPSHOOTER, LAST MAN 
STANOING, BOONTY HONTER, ASSASSINATION) 

Controlling the rooftops is the goal of this map. Snipers have complete 
run of the area, with very few corners that cannot be spied upon by 
rooftop shooters. However, the rooftops are all roughly on the same 
level, so snipers need to keep an eye not only on the street, but also 
on the other buildings. 


The area directly around the 
armory is completely open, 
leading up to this system of 
arches that houses a supply 
point. With so many sniper 
points overlooking the streets, 
minimize the amount of time you 
spend in the open. 



n 3B 


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The sniper perches on the 
rooftops offer great views of the 
streets, but there is some safety 
for players sneaking along the 
wall just below the sniper. 


Use the ladder directly behind 
the arches to access the 
rooftops— it grants a view of 
players trying to approach the 
supply point. 


The streets around the armory 
are long and provide excellent 
visibility for shooters who want 
to scope out their destination 
before making a run for it. If you 
are playing a team game and 
spot an enemy player, be sure to 
broadcast it to your fellow 
soldiers. 


Several of the rooftops can be 
accessed only by extremely tall 
ladders. Check your 
surroundings before making the 
big climb, as you cannot shoot 
while on the ladders. 


Try to occupy the sniper perches that look out and across to other 
sniper perches. A lot of snipers have their eyes on the streets 
below, and you can pop one while they aren’t looking. 


Several of the rooftops are 
connected, so you can travel 
around the map without setting 
foot on the street. 


STRIKE COMMAND (TEAM/SOLO) 

Watch the central uplink terminal 
from a sniper perch to keep 
enemy players away from it and 
guard your own while they 
access the terminal for points 
and to call down air strikes. 









The Bravo scrambler is not 
located on the street like Alpha’s. 
It is hidden on the roof of the 
building near the Bravo uplink 
terminal, between two walls. 


Use the weapon crates in the 
armory courtyard for cover— 
they do not explode if shot. 


r ^ ^ 



SURVEILLANCE STRIKE 


Alpha team can protect its 
scrambler by positioning a 
sniper to watch the main 
entrance of their stronghold. 
However, there are side alleys 
that ground forces must protect. 




The easiest way to dispatch the 
Bravo scrambler is to rush up to it 
and throw a frag grenade on top 
of the roof. The walls contain the 
splash damage, concentrating it 
on the scrambler. 


SIEGE 



A sniper can watch over the siege 
point to ensure few enemy 
players last more than a second 
inside its boundaries. 




The siege point is out in the 
middle of a courtyard with 
multiple access points, so 
attempt taking it with a team of 
soldiers that can desperately 
watch all access points while the 
clock ticks down. 


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25 : XBOX MULTIPLAYER 








Continue moving along the rooftops, searching the skyline for rebel 
snipers that are doing the same. If you identify one, immediately 
seek cover and get into position to take your shot. If you act too 
hastily, you may miss and alert other rebels in the area to look up 
to the skyline for you. 


Make sure there are no other snipers on the nearby rooftops that 
can shoot you, and then turn your attention to the streets below. 
One or two rebels walk along the sidewalks looking for ground 
forces. Surprise them from above. 

r 


Always take a moment to peer 
down the long avenues. Although 
you may not see any movement 
initially, your HUD identifies 
potential targets for you. 




Co-op 

BATTLE 


This battle in the armory will be decided by snipers. As soon the 
match begins, seek higher ground. The vantage from the perches lets 
you look down on the streets for rebel patrols, as well as pick off rebel 
snipers positioned in the other buildings. 


At the start of the battle, take the closest ladder up to the roof. As 
soon as you reach the top, drop to a crouch and start scanning the 
surrounding rooftops. 


Roll your firing cursor over the other rooftops to get a positive ID on 
snipers. The shooters show up on your HUD. Zoom in with your rifle 
and take the shot. 


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Shipping and Receiving 

No corner of the city is safe from fighting, including the industrial district. One building in particular is under fire: a shipping warehouse. The 
warehouse is much longer than it is wide, with a great distance between the tow truck depots that flank each end. Several catwalks span the width 
of the warehouse and provide excellent vantage points for snipers controlling traffic inside the warehouse. 



LEGEND: 


ELIMINATION MATCHES (SHARPSHOOTER, LAST MAN 
STANOING, DOONTY HONTER, ASSASSINATION) 


I = Alpha Team Start Point 
9 = Ambush Point 
E = Bravo Team Start Point 
Q = Base 

[ 9 = Choke Point 
9 = Scrambler 
9 = Siege Point 
9 = Sniper Perch 
H = Supply Point 

Adversarial 


Shootouts in the warehouse can be fun, frantic affairs. With almost 
endless cover opportunities, thanks to the littered warehouse floor, 
and a system of catwalks that give snipers an unlimited run of the 
place, point totals are sure to skyrocket. 


The inside of the warehouse is incredibly crowded, full of boxes and 
shelves that players can use for cover. The shelves are 
advantageous for skilled shooters, because they can shoot between 
the shelves and then quickly duck down to avoid return fire. 



The tunnel on the east side of the 
warehouse stops inside a room 
before feeding into the interior of 
the warehouse. The close- 
quarters room hosts a few 
firefights. 


There is a tunnel on the exterior of 
each side of the warehouse. 
Players can use it to pop up inside 
without trying to push their way 
through the two giant doors. 


The tunnels lead up into the 
warehouse interior via ramps, 
but beware of enemies scoping 
out the ramps for any signs of 
players trying to sneak inside. 




A system of catwalks stretches across the warehouse and provides 
almost a complete view of the entire building— as well as the 
immediate area in front of each doorway. Use ladders to access the 
catwalks. 


There are several trucks parked 
on each side of the warehouse, 
just outside the main doors. Use 
the trucks for cover. Snipers can 
even step back far enough to a 
set of metal gates for cover when 
other players move all the way to 
the middle of the warehouse. 


STRIKE COMMAND (TEAM/SOLO) 

Strike Command matches are troublesome endeavors in the 
warehouse level because of the extreme length of the map. The two 
outer terminals are easier to defend than the interior one, which is 
likely to rapidly change hands. 



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In team games, each side begins 
outside the warehouse. Uplink 
terminals are placed well away 
from the warehouse doors, so 
attackers have to storm through 
a near-impossible gauntlet to 
reach them. 




There is an uplink terminal in the 
center of the warehouse, tucked 
behind some crates. 



The best way to reach the terminals outside the warehouse is via 
the tunnels. If you sneak into the tunnels from the interior of the 
warehouse, you can pop up away from the garishly large warehouse 
doors. However, expect some resistance, as teams likely post a 
guard to watch over the tunnel entrances. 


SURVEILLANCE STRIKE 



Use the catwalks that stretch 
across the warehouse to stage 
distractions to help one of your 
teammates move though the 
tunnels without being noticed. 



Use the tunnels inside the 
warehouse to sneak into the 
other team’s stronghold. Cause a 
distraction at the main doors in 
the hopes of diverting attention. 



With the scramblers behind the 
outer walls and difficult to reach 
on-foot due to the defenders, a 
frag grenade is a solid solution— 
as long as one player is willing to 
sacrifice themselves to get close 
enough to throw it. 



SIEGE 

The siege point requires a calculated push from one side of the map to 
the other. Siege defenders may concentrate their forces on the 
immediate area around the siege point, but some aggressive 
defenders push forward and try to own part of the warehouse, too. 


The siege point is located just beyond the warehouse doors leading 
into Bravo’s stronghold. 


If you survive the tunnel and make 
it out alive near the Bravo 
stronghold, you still have to get 
around a truck and in front of some 
giant stacks of crates— popular 
places for defenders to hide. 


If you are defending the siege 
point, it’s okay to fall back a little 
and enjoy a wider view of the 
landscape. Just be sure you 
don’t stand out in the open too 
much and get picked off by a 
sniper on one of the catwalks 
inside the warehouse. 




Co-op 

BATTLE 

Battling through the warehouse requires a complete push from one 
side of the map to the other. Watch out constantly for rebels. If they do 
not detect your presence, most of them foolishly stand in the open. 

At the beginning of the mission, 
you see an entire patrol of rebels 
milling around the grounds 
outside of the warehouse as well 
as a few on the interior. Quickly 
gather Intel, and then step to the 
side to mount your first attack. 



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n 40 









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Instead of running directly into the 
warehouse through the front door, 
use the tunnel to sneak into the 
interior. Be on the lookout for one 
guard stationed in the room between 
the two tunnel access points. 


Use a sniper rifle to carefully pick off the rebels. Start with the 
closest rebel and work your way back. The further away your 
targets, the less accurate their retaliatory gunfire will be. 


Watch for rebels patrolling the 
catwalks above the warehouse. 


When you climb up inside the warehouse, immediately watch out for 
rebels on patrol in the center of the building. Look for another patrol 
near the far end of the building, but they are easy to take out from 
behind the multitude of cover opportunities inside the warehouse. 


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PRIMAGAMES . COM 




XBOX 3BD MULTIPLAYER 


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Nex't-Generafeion Warfare 

Tom Clancy’s Ghost Recon Advanced Warfighter for the Xbox 360 offers 
complete multiplayer gameplay both online (via Xbox Live) and offline, 
in which gamers share the same screen or connect multiple Xbox 360 
consoles together via System Link. Whether you’re wading online and 
clashing against next-gen soldiers from around the world, or you’re 
battling the buddy on the couch next to you, you will find a host of 
different game types. Deathmatch purists can always lean toward 
Sharpshooter matches. Feeling less than adversarial? Try out co-op 
missions, where you work together to ward off Al-controlled terrorists. 

The Xbox 360 multiplayer game offers a variety of different 
elements and enhancements not found in any of the other editions of 
Advanced Warfighter. Not every soldier enters the fray on the same 
footing. Players can choose between different soldier classes to suit 
their gameplay style. Expert snipers may gravitate toward the 
Marksman class, while players more inclined to blow things up may 
select Grenadier. You can alter the appearance of your soldier so you 
stand out against other players on the battlefield. 

As with any war zone, advance intelligence is a key element to 
success. Study the included map to get pre-op know-how, like the most 
effective sniper points and the best routes for getting unarmed officers to 
safety in Escort missions. Eamiliarity with both the lay of the land and the 
firepower you must use to wrest control of the territory from the enemy 
goes a long way when trying to increase your TrueSkill ranking online. 

To play Tom Clancy’s Ghost Recon Advanced Warfighter 
online, you must have an active Xbox Live account. Please 
see the Xbox 360 manual for instructions on how to set up 
and maintain your Xbox Live account or visit 
www.xbox.com/connect for more information. 

Multiplayer games are not limited to Xbox Live subscribers. 

All game modes can be played via split-screen gameplay (players 
share a screen divided into two, three or four portions] or System 
Link. System Link requires one Xbox 360 system and television per 
player. An Ethernet cable or home network connection (such as a 
router] is required to link the consoles. 


n 4S 


Identity 

While all soldiers fight for the same cause— victory— each player is 
able to set up an individual identity so they look different from the 
other soldiers in the field. Identity comprises three different factors: 
Class, Flead Gear, and Face. The Flead Gear and Face categories are 
only cosmetic alterations, but your selected class can have serious 
bearings on your performance on the battlefield. 

Classes 

There are four different soldier classes, each with their own individual 
strengths. Benefits include additional ammunition and faster reload 
rates for certain weapons— which are listed with each class— as well 
as higher accuracy with preferred weapons in specific situations. 




You can change your class as often as you like before going into 
battle. You can also select a default class you always occupy unless 
you specifically make a class change. 

RIFLEMAN 

The Rifleman class enjoys 
accuracy bonuses while standing 
or moving, greater accuracy, 
quicker reload times, and 
additional ammunition from 
Rifleman weapons. 

Rifleman Weapons: SCAR-L Carbine, 

MR-C,AK-4?,A4 Rifle, M468-SD, 

T-95, 36K Carbine, M8 Carbine, MP5SD, SA-80, SCAR-H, SCAR-LCQC 

GRENADIER 

The benefits of the Grenadier class 
include bonus accuracy, quicker 
reload times, and additional ammo 
stocks with Grenadier weapons, 
rocket launchers, and launched 
grenades. 

Grenadier Weapons: M8/M320, 

SCAR-H/EGLM, SCAR-LCQC/EGLM, 

MR-C/AGL, A4 Rifle/M320, M468-SD/M320, SA80/M320, T-95/M320, 
ZEUSMPAR. 

AUTOMATIC RIFLEMAN 

Automatic Rifleman players receive 
extra accuracy bonuses when 
using weapons with full-auto fire 
and when firing from the crouched 
or prone positions. This class 
enjoys greater accuracy, quicker 
reload times, and extra ammunition 
when using light machine guns. 

Automatic Rifleman Weapons: M60, T-95 LMG, MG21, MK48 LMG 

MARKSMAN 

The Marksman class excels at 
single-shot firing and firing while 
in the prone position. Marksmen 
benefit when using sniper rifles 
by receiving greater accuracy, 
quicker reload times, and more 
ammo stocks. 

Marksman Weapons: SR AS50, 

KJY-88 Sniper, M102 Sniper, PSG-1, SR 25 Sniper 




Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 






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Appearances 

Before going into a multiplayer game, you can change your soldier’s face 
and head gear. None of these options affect your soldier’s skills— they 
are purely cosmetic ways of customizing your soldier’s appearance. 

HEAD GEAR 



Bandana 1: OD Bandana with Bandana 2 : OD Bandana with TCI 
Oakley M Frame Eyewear. Tactical Assault Communication 

Headset. 



Boonie Hat 1: Crye Precision Boonie Hat 2: Crye Precision 

Boonie Hat. Boonie Hat with TCI Tactical 

Assault Communication Headset. 




Boonie Hat 3: Crye Precision Field Cap 1: Crye Precision Field 
Boonie Hat with Tactical Eyewear. Cap with TCI Liberator II Tactical 

Headset. 



Field Cap 2: Crye Precision Field Eagle Cap: Eagle Industries Cap 
Cap with Oakley M Frame with TCI Tactical Assault 

Eyewear and TCI Patrol II Communication Headset. 

Tactical Headset. 



Liberator: TCI Liberator II ACH Helmet 1: ACH Helmet. 

Tactical Headset. 



ACH Helmet 2: ACH Helmet with 
Oakley Tactical A Frame Goggles 
and TCI Liberator II Tactical 
Headset. 



ACH Helmet 4: ACH Helmet with 
SWO Goggles and TCI Tactical 
Assault Communication 
Headset. 



ACH Covered 1: ACH Helmet with 
Crye Precision Cover. 



ACH Covered 3: ACH Helmet with 
Crye Precision Cover and Oakley 
Tactical 0 Frame Goggles. 



Oakley Cap: Oakley Cap with 
Oakley M Frame Eyewear. 



Paraclete Helmet 2: Paraclete 
Attack Helmet with Oakley 
Tactical A Frame Goggles. 



ACH Helmet 3: ACH Helmet with 
BlackHawk Special Operations 
Tactical Goggles and TCI Patrol II 
Tactical Headset. 



ACH Helmet 5: ACH Helmet with 
Tactical Eyewear. 



ACH Covered 2: ACH Helmet with 
Crye Precision Cover, Hatch 
B.O.S.S. 6000 Tactical Eye 
Protection, and TCI Liberator II 
Tactical Headset. 



ACH Covered 4: ACH Helmet with 
Crye Precision Cover and TCI 
Patrol II Tactical Headset. 



Paraclete Helmet 1: Paraclete 
Attack Helmet. 



Paraclete Helmet 3: Paraclete 
Attack Helmet with Hatch 
B.O.S.S. 6000 Tactical Eye 
Protection. 


Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 



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PRIMAGAMES . COM 



























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Paraclete Helmet 4: Paraclete 
Attack Helmet with Oakley 
M Frame Eyewear. 


Paraclete Helmet 5: Paraclete 
Attack Helmet with Tactical 
Eyewear. 




Paraclete Cap: Paraclete Cap 
with Tactical Eyewear. 


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Patrol Cap 1: Patrol Cap. 


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Patrol Cap 2: Patrol Cap with 
Oakley M Frame Eyewear. 


Safariland Cap: Safariland Cap 
with TCI Tactical Assault 
Communication Headset. 




MICH 2001 Helmet 1: MICH 2001 
Helmet with TCI Liberator 
Tactical Headset. 


MICH 2001 Helmet 2: MICH 2001 
Helmet with SWD Goggles and 
TCI Tactical Assault 
Communication Headset. 




MICH 2001 Helmet 3: MICH 2001 
Helmet with Tactical Eyewear 
and TCI Tactical Assault 
Communication Headset. 


HeatGear Hood 1: Under Armour 
Tactical HeatGear Hood. 



HeatGear Hood 2: Under Armour 
Tactical HeatGear Hood with 
Oakley Tactical A Frame Goggles. 


n 44 


BlackHawkWatchCap 1: 
BlackHawk Hell Storm Low 
Profile Fleece WatchCap. 

FACE SELECTION 


BlackHawkWatchCap 2: 
BlackHawk Hell Storm Low Profile 
Fleece WatchCap with TCI Tactical 
Assault Communication Headset. 



Face 1 


Face 2 


Face 3 



Face 4 


Face 5 


Face 6 






Face 7 


Face 8 


Face 9 



Face 10 

Achievements 

Achievements are recognitions earned by completing in-game 
requirements and are visible to other players from your gamer profile. 
The more Achievements you earn, the higher your overall gamerscore, 
which many players wear as a badge of honor. Tom Clancy’s Ghost 
Recon Advanced Warfighter has 38 Achievements that are awarded by 
completing goals, such as a specific number of headshots. How many 
of these Achievements can you earn, soldier? 


Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 






















Mult;iplayer Achievements 


Campaign Mode 


Achievement 

Requirement 

Gamer Score Points 

Heavyweight 

Over 10,000 kills 
in multiplayer 

24 

Deadly 

Get 4 kills in less than 
4 seconds 

20 

World Champion 

Rank #1 on universal 
leaderboard 

40 

Solo Champion 

Rank #1 on solo 
leaderboard 

32 

Squad Champion 

Rank #1 on squad 
leaderboard 

32 

Falcon 

Shoot down 100 
helicopoters 

16 

Unyielding 

Obtain 30 kills 
before dying 

32 

Sniper 

Amass 500 headshots 

36 

Committed 

Played 8 straight hours 
of multiplayer 

28 

1 Master of Ceremonies Host 1000 matches 

24 

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Co-op Achievement;s 

Achievement 

Requirement 

Gamer Score Points 

Co-op 1-1 

Complete chapter 1, mission 1 
in Co-op campaign 

8 

Co-op 1-2 

Complete chapter 1, mission 2 
in Co-op campaign 

8 

Co-op 1-3 

Complete chapter 1, mission 3 
in Co-op campaign 

8 

Co-op 1-4 

Complete chapter 1, mission 4 
in Co-op campaign 

8 

Perfect Chapter 1 

Complete all primary and 
secondary objectives in 
chapter 1 

40 


Game Modes and Types 

Tom Clancy’s Ghost Recon Advanced Warfighter includes an 
abundance of game modes and match types, from team-based 
contests over real estate to cooperative missions that force players to 
work in an alliance to overcome a sophisticated, Al-controlled enemy. 
Of course, if it’s deathmatch gaming you want, there is a Sharpshooter 
mode that embodies the “every man for himself” mantra. 

There are three game modes: 

• Co-op: All players must work together to defeat Al-controlled 
enemies. 

• Team: Players are split into two teams and must complete match 
objectives to achieve victory. 

• Solo: Every soldier for himself or herself! 

There are a few game types within each game mode, such as 
Elimination or Territory. Once you select the game mode and type, you 
can then select the specific match type, which details the specific 
parameters of action and the necessary requirements for victory. If 
you want to test your skills in more than the included game types, 
there are multiple customization tools within each game mode that let 
you decide the factors for a successful match. 




In Campaign mode, all players 
square off against Al-controlled 
forces. The goal is to complete a 
series of mission objectives before 
the time is up. The only match 
type in Campaign mode is Mission, 
which places soldiers in a direct 
combat situation with a litany of 
primary and secondary objectives 
(such as heading off enemy reinforcements or gathering intel on 
enemy activities). 

Campaign players must not only make mission objectives a 
priority, but must also work together and constantly communicate to 
keep each other alive. With default settings, there are no respawns in 
this mode— once you have been neutralized, you must watch the rest 
of the battle from the sidelines. Elowever, respawns may be enabled 
by customizing the gametype. If you are playing online, keep chatter 
limited to mission-specific intel. With so much happening at once, a 
solid chain-of-command is a good idea, so all orders are routed 
through a single player. 

Available Maps: Old Town, Wharf, Temple, Treasury 

Co-op Elimination Mode 

Co-op Elimination mode mobilizes ^ 

all players into a single tactical 
unit and charges them with 
flushing out and neutralizing 
enemies spread around the map. 

With the singular focus of 
dispatching enemy threats, 
players are able to take greater 
liberties with their in-game tactics. 

Still, communication always trumps bravado when victory is on the 
line. Whenever an enemy is spotted, players should alert all other 
players of the enemy’s location. If there are too many targets for one 
player to handle, back-up must be requested. 

There is only one match type in Co-op Elimination mode: 
Eirefight. The enemy density on the map is considered medium, with 
some pockets of safety between various hot zones. Each player must 
check their aggressions, because they are limited to three respawns. 
Once you have been eliminated for the fourth time, you are relegated 
to the role of spectator. Hosts can customize this match type to grant 
respawns and alter the number of enemies present in the match. 

Available Maps: Desert Gulch, Rocky Cove, Boneyard, Old Town, Wharf, 
Temple, Treasury, Eishing Village, Nowhere, Dry Dock 

Co-op Territory Mode 

Co-op Territory mode gathers all 
players into a single force to stop 
Al-controlled enemies from 
entering various zones on the 
map. The zones are noted on the 
charts for each available map. 

With multiple enemies making 
their efforts in tandem, teamwork 
is imperative. While it may sound 
easy to muster all available soldiers and squeeze each squad one by 
one, you can ill-afford to let even one enemy in. 



n 45 


Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 


PRIMAGAMES . COM 



PRIMA OFFICIAL GAME GUIDE 


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The only match type for this mode is Defend. The value of life is 
at a premium, with absolutely no respawns available to players. Once 
you are out, you must spectate for the rest of the match. Players win 
by neutralizing all enemies, and having at least one soldier survive 
the end of the match. Hosts can customize this match type to grant 
respawns, alter the number of enemies present in the match, and 
alter the number of zones that need to be protected. 

Available Maps: Desert Gulch, Rocky Cove, Boneyard, Old Town, Wharf, 
Temple, Treasury, Fishing Village, Nowhere, Dry Dock 

Co-op Objective Mooe 

Co-op Objective mode enlists all 
players for duty on a single team. 

Unlike Territory, the goal is not to 
stop terrorists from permeating 
specific zones on the map, but to 
infiltrate those zones yourself and 
avoid enemy detection. 

The only match type in this 
mode is Recon, which tasks players with entering five different zones on the 
map while the enemy sends out regular patrols. Firefights are not advised, as 
they raise alarm and attract reinforcements. Since players cannot respawn 
after being killed, stealth is priority one. Hosts can customize this match type 
to grant respawns, alter the number of enemies present in the match, alter 
the number of zones that players must recon, and whether or not being 
detected by enemies ends the match in failure. 

Available Maps: Desert Gulch, Rocky Cove, Boneyard, Old Town, Wharf, 
Temple, Treasury, Fishing Village, Nowhere, Dry Dock 

Team Elimination 

Team Elimination mode splits the 
players into two warring factions 
with only one goal— complete 
elimination of the opposition. 

Soldiers must exercise teamwork 
if they are to successfully corner 
and neutralize the enemy team. 

Every kill equals a point, and the 
team with the most points at the 
end of the mode is the winner. 

There are two game types in Team Elimination: Sharpshooter and 
Last Man Standing. Sharpshooter matches end with the first team to 
reach 50 kills. All players have unlimited respawns. Last Man Standing 
matches, however, allow no respawns— the game ends when one 
team is completely wiped out. Hosts can customize Team Elimination 
matches by altering the number of required kills for victory, how 
many respawns there are, and the amount of time the game lasts. 

Available Maps: Desert Gulch, Rocky Cove, Boneyard, Old Town, Wharf, 
Temple, Treasury, Eishing Village, Nowhere, Dry Dock 



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Team Territory Mode 

Team Territory mode divides 
players into two groups and 
charges them with controlling 
specific zones on the available 
maps. The contested real estate 
sites are not terribly large, as 
pointed out on the individual 
maps. Ownership of the zones is 
staked out by initial physical 
presence, which can later flip-flop between factions as the match 
progresses. 

Team Territory offers three pre-fab match types: Domination, 
Hamburger Hill, and Siege. There is also a customization tool for 
drawing up host-preferred match parameters. 

Domination: There are five zones to be captured and points are 
continuously awarded as long as a team holds a territory. The team 
with the most points when time expires wins. There are unlimited 
respawns, and helicopters do not factor into gameplay. 

Hamburger Hill: Teams contest a central zone in the map. The 
longer a team occupies the zone, the more points they receive. The 
team that occupies the zone benefits from additional support from 
a helicopter that flies above the map and attacks the team not 
currently in control of the zone. Players have infinite respawns and 
the team with the most points at the end of the match wins. 

Siege:The team’s base is selected as the territory to control. Teams 
must find the base and control it while the other team attacks. 
There are infinite respawns and no helicopter support. The team 
with the most points when time is up is declared the winner. 

Custom: The host can decide the number of times each player can 
spawn, the number of zones or bases that must be controlled, 
which zones must be defended (team bases, central zone, etc.), 
and if points are earned by controlling zones or if just having 
control of all contested zones ends the game in victory. The host 
decides whether or not helicopters will support defenders, and 
whether or not a specific point total ends the match or the 
expiration of time. If the host chooses more than one zone, he or 
she can also dictate whether players must simply "take" the zone 
by an initial presence, or must occupy the zone with at least one 
tern member to accumulate points. 

Available Maps: Desert Gulch, Rocky Cove, Boneyard, Old Town, Wharf, 
Temple, Treasury, Eishing Village, Nowhere, Dry Dock 

Team Objective Mode 

Team Objective mode also splits 
the players into two opposing 
parties, but it then sends them 
out into the field to capture a flag 
or officer on the map. This is 
another mode that requires deft 
teamwork and solid 
communication, as the objects in 
question are not plentiful. All 
players are alerted when somebody makes a move on the objective, 
which is likely to bring down the wrath of multiple players. 


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Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 







There are three ready-made match types for Team Objective, 
including the traditional Capture the Flag. Flosts can also customize 
their own match to their personal liking. 

Capture the Flag: Players try to steal the opposing team’s flag and 
return it to their base while defending their own flag from 
encroachers. Players benefit from infinite respawns. The match 
ends when the first team reaches 10 points. 

Recovery: There is a single flag in the center of the map, which 
both teams must fight over. Points are awarded when the flag is 
taken back to the team base. Players have infinite respawns and 
the game ends when the first team reaches 10 points. 

Search and Rescue: There are multiple unarmed officers located in 
the map that must be escorted back to each team’s base. Teams 
earn points for every second an officer survives in their custody. 
The team with the most points when time runs out wins. 

Custom: Flosts dictate the number of available respawns per player 
and the victory requirements, such as points or a specific time 
limit. The host chooses the objective of the game— flag, unarmed 
officer, or armed officer. (Armed officers shoot at their escort’s 
enemies.) Flosts can also choose to place all objectives in the 
middle of the map, at bases, at three zones in the field, or have the 
contested zone picked at random every time a player scores. 

Available Maps: Desert Gulch, Rocky Cove, Boneyard, Old Town, Wharf, 
Temple, Treasury, Fishing Village, Nowhere, Dry Dock 

Solo Elimination Mooe 

Solo Elimination mode includes 
traditional deathmatch-style 
gameplay, as well as a few other 
match types that add wrinkles to 
the familiar formula. All games in 
this mode, though, are free-for-all 
firefights with all players looking 
out for themselves. Soldiers 
spawn into the map at random 
points, then seek out targets to earn points. 

There are several match types for Solo Elimination, including 
Last Man Standing and Sharpshooter. There is also a customization 
tool for game hosts to set up matches of their own design. 

Bounty Hunter: Players have infinite spawns, so carnage is high. 
Players are assigned a "target" opponent at the beginning of the 
match and receive bonus points for consecutive kills. If the player 
is shot, there point accruement start over after respawning. Player 
with most points when time is up wins. 

Last Man Standing: Players cannot respawn in this heated match. 
The last player to survive the firefight wins. 

Seek and Destroy: When a player achieves the first kill, that player 
becomes the target. If another player manages to shoot the target, 
they become the target. Points are only awarded for shooting the 
target, not for eliminating other players. The target can earn points 
by shooting players. Players have unlimited respawns. 

Sharpshooter: This traditional deathmatch-style game ends with 
the first player to achieve 10 kills. There are no bonus points for 
consecutive kills. 

Thief: Players must shoot each other. The player with the highest 
score becomes the “thief,” and is hunted by the other players. 
Players receive two points for killing the thief and one point for 
shooting other players. Each player has only five respawns. 




Custom: The host can choose how many spawns the players receive, 
whether the objective is the flag (either one that remains stationary 
when dropped or respawns to center) or either an armed or unarmed 
officer, and the requirements for victory (points or time). 

Available Maps: Desert Gulch, Rocky Cove, Boneyard, Old Town, Wharf, 
Temple, Treasury, Eishing Village, Nowhere, Dry Dock 

Solo Territory Mode 

Solo Territory is another free-for-all 
mode where soldiers compete not 
for kills, but for square footage. 

Players are certainly encouraged 
to hunt each other down, but 
players only win by occupying 
specific zones on the map to earn 
points. These games can be 
frenzied, especially if you are the 
soldier that occupies the sole contested piece of land. 

Flamburger Flill is the only ready-made match type for Solo 
Territory, but hosts can use a customization tool to create unique 
matches. 

Hamburger Hill: Players fight over the central zone in the map. 
Occupying the zone earns points, and the first player to reach 150 
points wins. Flowever, helicopters will circle the map and attack 
soldiers in the central zone. Players have infinite respawns. 

Custom: The host can decide how many respawns players receive, 
which area of the map is considered contested territory, how long the 
game lasts, and whether or not helicopters will assist the attackers. 

Available Maps: Desert Gulch, Rocky Cove, Boneyard, Old Town, Wharf, 
Temple, Treasury, Eishing Village, Nowhere, Dry Dock 

Solo Objective Mooe 

Solo Objective mode games strip away teamwork and force players to 
look out for number one. The goal 
in these games is to seek out an 
objective (flag, officer) and hold 
on to it for points while the other 
players hunt either him or her 
down without mercy. Players that 
manage to successfully acquire 
objects of interest are encouraged 
to make themselves scarce, as all 
players in the match are made aware of a met objective. 

There are two pre-determined match types for Solo Objective, as 
well as a customization tool. 

Escort: Players must seek out an armed officer. The armed officer 
shoots at all other players while in custody. The longer you hold on 
to the officer, the more points you receive. The first player to reach 
50 points wins. 

Flag Carry: Players make a mad dash for a single flag in the center 
of the map. Points are accrued as long as you hold the flag, but if 
you are shot, you drop the flag. The player with the most points 
when time is up wins. 

Custom: The host can choose how many respawns the players 
receive, whether the objective is the flag or an officer, and the 
requirements for victory (points or time). 

Available Maps: Desert Gulch, Rocky Cove, Boneyard, Old Town, Wharf, 
Temple, Treasury, Fishing Village, Nowhere, Dry Dock 







Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited. 



XBOX 3BD MULTIPLAYER 


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Map Rotation: Allows host the determine which order the maps are 
played in. 

Map Plays: Determines the number of times a map will be used 
before moving on to the next map. 

Voice Channel: Determines which players can use voice chat. Host 
can deicde if all players can communicate, if only "alive" players 
can communicate, or if there is complete radio silence. 

Allow Night Vision: Toggles the ability for players to use night 
vision during the game. 

In addition to these game settings, players can also make 
adjustments to their own personal settings, such as inverting the Y- 
axis or turning blood on or off. 



n 48 


Custom: The host can dictate which weapons cannot be used on a 
case-by-case basis from the entire list of in-game weaponry. 

Camo: Select the kind of camouflage each team will wear during the 
match. 

Game Start Timer: Add a timer that freezes the action for a 
specified amount of time (10/20/30 seconds) after the map loads, 
giving players chance to select weapons before all players can 
start moving and shooting. 

Force Respawn Timer: Forces players to automatically respawns 
when an on-screen timer is up ( 10/30/60 seconds). 

Respawn Wait Timer: Players must want for a specific amount of 
time (5/10/30 seconds) before they can respawn. 

Respawn Invulnerability: Players will be invulnerable for five 
seconds after the respawns into the map. 

Force Camera: Whether or not players are allowed to select which 
perspective (first-person versus third-person) they view the 
action from. 

Kill Camera: When this option is turned on, players will see the 
location of the player that just eliminated them. 

Drones: Determines whether or not drones can be used and how 
quickly they respawns if destroyed (30/60/120 seconds). 

ID Friendly/Foe: Determines who appears on the HUD— friendlies 
and enemies, friendlies only, or nobody. 

Lock Room: Prevents players from joining a hosted game. 

Class Modifiers: Determines whether or not the benefits of each 
class are available. 

Show Enemies on Intel Map: If this is turned on, enemies picked up 
in line-of-sight will be noted on the Intel map. 



One of the unique features of the Xbox 360 edition of Ghost Recon 
Advance Warfighter is the drone, an automated recon vessel that is 
able to silently hover above the map and scan the horizon for enemy 
activity, then relay the position of enemies back to the Ghosts as long 
as the target remains in the sight of the drone’s cameras. When a 
drone spots an enemy, it paints a red diamond on the target and all 
Ghosts can then see the target on their HUD. However, the red 
diamond only indicates the position of the target on the HUD, not the 
distance from the Ghost. 

Ghosts can direct the movement of the drone from the ground. 
Pressing up on the D-pad activates “Drone Order,” which commands the 
drone to move in the direction the Ghost issuing the order is looking. If 
the Ghost needs to recall the drone to gather Intel on his current 
position, pressing down on the D-pad issues the “Call Drone” command. 

The drone is one of the most 
useful tools the Ghosts have in 
war games and campaigns. As 
such, it becomes a target to the 
opposition. The drone can be 
sniped out of the sky, instantly 
removing all gathered Intel from 
the Ghost HUD. However, the 
drone is a small target because it 
hovers so high in the sky. It is advised to only shoot at it when you 
have a clear shot, because while looking up at it, you may not detect 
an enemy creeping up from behind you. 


NOTE 



Drones only show up in Teano and Co-op Games. 


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m 


O d Town 


Map : 


Old Town 


Modern times are slowly creeping into Old Town, as evidenced by the construction on the north side of the map that is slowly enveloping the parks 
and cobblestone streets that once hosted thriving businesses. Now, the Old Town area is more of a tourist zone, full of outdoor dining and lovely 
plazas. But because of the rebellion uprising, the streets of Old Town are now empty of civilians and host only Ghosts and rebels, locked in struggle. 


Co-op Mooe 


ELIMINATION: FIREFIGHT 


Your team begins the battle at Base 1, on the plaza above the parking 
lot. From here, it is a push into enemy territory, as swarms of rebels 
pour into the area from the east. The battle zone looks empty for the 
first minute, but don’t let the initial lull fool you— there is indeed a 
storm coming. The goal is to eliminate all rebels, but with them taking 
refuge in every pocket as well as taking to the streets, you may have 
to make multiple sweeps up and down the map to catch them all. 


Cars are essentially parked 
bombs— use them to your 
advantage. If you spot an enemy 
or two walking near one, blast 
the car with a grenade (or 
grenade launcher) to score 
multiple kills. 


rebels have to hoof it a long 
way to reach your base, but 
you’re in serious trouble if they 
close in. If necessary, spawn 
behind the base and try to catch 
one of the encroachers by 
surprise by coming around one 
of the sides. 


TIP 


Always have a few snipers in your midst- 
are great for spotting far away threats, 
sometimes even before your drone can. 


-they 


n 43 


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PRIMAGAMES . COM 





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CAUTION 


Before the onslaught is underway, creep up to the half-wall on the 
balcony overlooking the parking lot— directly in front of your base. 
From here, you can launch a first-strike grenade attack (or use a 
grenade launcher, if one is available) to score a few early kills before 
backing off and defending the base. 

The scene is still quiet for a good 20-30 seconds after the 
match begins. The rebels come from two directions: straight up the 
central avenue and around the building to the right of the lot. The 
rebels in the middle don’t stream in a single-file line like the ones that 
come from the right, so focus your attention on the center for now. 
Wait until you hear the rebels’ chatter or see the red diamonds spotted 
by the drone. Flurl the grenade at the rebels just as they march 
around the corner. If you time the attack just right, you can get at 
least three or four of them— just don’t stick around to check, because 
they start shooting in the direction that the grenade came from. Back 
off to the base, or get into your position, if you have been assigned 
the street in front of the base. 


All soldiers start at the base located at the top of the Old Town plaza. 
The area under attack is just behind the pillars. You can expect the 
attack to come from directly ahead. Depending on how many troops 
are on the team, some can be placed in front of the base to take on 
the first wave of rebels and others can be placed to the sides of the 
base— along the street— to watch for any incoming rebels that slip 
past the first line of defense. Depending on how many players are in 
the game, a soldier can be left at the base as a last-ditch defense, 
should any attackers make it through all of your defenses. 


Because the rebel patrols walk different paths each time you play 
Recon, you can never stick to the same order of areas you need to 
infiltrate. Success is guaranteed not by habit, but by fast thinking and 
smart use of the drone, which can spy patrols ahead of your position. 


When you first start out, you 
can see all five of the objectives on 
the map. Slowly work your way down 
to the main level from the base and 
pick your first target. Target A is 
always a likely first candidate, but 
make sure you check those patrols 
before going into the vicinity. 


Zone A: The street that runs 
between B and D is a major 
patrol route. The drone can pick 
up a lot of activity, so duck 
behind one of the parked cars 
on the west side of the street 
and watch for a break before 
moving ahead. 

Zone A: The recon area is located 
in the center of the map, just to 
the left of where the street that 
eventually rounds by D quickly 
bends. Come at it from the side 
alley, just behind the stone wall. 
From up here, you can peek over 
and verify that the coast is clear. 


Remember that the 
flares that mark the 
recon zones show up 
on thermal vision. 
Make sure you don’t 
pop off a round at a 
harmless flare, thus 
calling down the wrath 
of any nearby patrols. 


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Soldiers positioned on the side of 
the base need to be far enough 
back so that if attackers make it 
through the first line, the rebels 
still only march on the base. You 
can pick off the attackers a lot 
easier if they are unaware of 
your presence. 




If you have enough soldiers to 
leave one at the base, make sure 
the soldier left behind is carrying 
a weapon with a high rate of fire 
and a large clip, such as the M60. 
The soldier must be able to cut 
somebody down the moment 
they step inside the base. 


Zone B: As you approach B, which 
is just beneath the canopy 
leading out to the park, crouch 
down and verify that there is no 
activity inside. If there is a large 
gathering, you should wait it out 
behind the parked car. If you’ve 
been spotted, use a weapon that 
can clear out more than one rebel 
at a time, like the M320. 




Zone B: When the area looks 
empty, rush in and take the recon 
spot. Don’t celebrate while doing 
so, though. Keep down and scan 
the horizon for any more patrols. 


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TIP 


Go prone inside the 
dining area if a patrol 
moves in on your 
position. If you can 
wedge yourself behind 
a fence or between 
two objects, you can 
stay out of view until 
the patrol passes. Call 
the drone into the area just to make sure. 






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Zone C: If the rebels are nowhere 
to be found on the street, head 
straight Into C. If you have any 
Inkling of activity In the area, try 
continuing south from the 
construction site and sneaking 
Into C from the rear. 


Zone D: Look for D near the two 
outdoor dining areas, both of 
which provide ample cover 
opportunities. However, the 
street that goes between the 
dining areas (and passes by D) 

Is a heavily used patrol route. By 
creeping Into D from the rear, you 
can peek out around the parked 
cars In the lot and verify that nobody Is around. 


Zone E: This Is one of the 
trickiest spots to reach, as the 
main entrance Is In full view of 
the rebel patrols at both B and 
the street between B and D. 
Creep along the fences to the 
north and use cover whenever 
possible. Duck down behind this 
parked car In the corner of the park and watch for patrol activity. 
Patience Is best here— If you have extra time, use It and wait until 
both the drone and your eyes agree that nobody Is around. 


Zone E: Once the patrols have 
died down or gone elsewhere 
(maybe to go after a teammate’s 
distraction), rush from the 
parked car Into the alley that 
leads straight Into E. 


Team Mode 

ELIMINATION: SHARPSHOOTER/LAST TEAM STANDING 

Sharpshooter and Last Man Standing matches split players into two 
teams and put them on opposite ends of the map. In a long map like 
Old Town, a lot of action takes place in or around the center, as each 
player has a long way to hike after respawning. Staying put near your 
base likely gives you less kills, but because you need to keep the 
opposition from camping near 
your base— spawn-killers are hard 
to root out once dug in— having 
one base guard is not a bad idea. 

The construction site Is full of 
parked cars— perfect bombs to 
use against Inattentive enemies. 


Use Irregular-shaped objects like 
tables and chairs to hunt your 
quarry. Ducking down behind a 
table might obscure your profile 
just enough for an enemy to 
mistakenly pass you by or not 
see you right away when 
entering an area. 


Zone C: This point Is located on the southern edge of the map, along 
the street that leads from D to the construction site. The easiest 
approach Is the longest one. Sneak all the way around the east end 
of the map, near the construction site, and come at C by heading 
west. You have a view of the entire street, so you can watch all 
patrol activity. 




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Plants are good places to take 
cover, since the edges of the 
leaves are hardly uniform. 
However, If your opponents fire 
up night vision or sense any 
movement, bullets will cut 
straight through the leaves. 


TERRITORY: DOMINATION 


Domination requires you to take and hold as many of the five hot 
zones on the map as you can until time expires. Each base has a zone 
or two fairly close to it, and those should always be taken first. It’s the 
zones toward the center, such as A or B, that become more hotly 
contested as the match draws to a close. 






15 1 


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XBOX 3BD MULTIPLAYER 


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At the onset of the match, rush 
for your closest zone. There is no 
need to leave players behind at 
the base at first, as the other 
team is too busy taking their own 
zones. Spawn-camping is not 
likely going to be a problem in 
this kind of match. 


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NOTE 


Remember, you don’t have to be present to earn 
points on a “held” zone. There isn’t much reason 
to leave a guard at the zones closest to your base 
right away, because the Old Town map is so wide. 



After taking control of a couple 
zones, set up a sniper outside 
one that has yet to be taken. 
Patience pays off when an 
opponent tries to get in and take 
a zone, such as this soon-to-be- 
deceased player trying to take 
control of B. 


Most zones can be guarded by snipers, so make 
sure you have at least one or two Marksmen in 
your party. 


TERRITORY: HAMBURGER HILL 

The center of the map is always a hard one to hold, but in the case of 
Old Town, snipers are of little use within the center. The area is small 
and enclosed with only a few narrow entrances. Better to get a brute 
or two in there to hold the territory. The zone is a rectangle 
surrounded by carts and tables that offer ample cover— too bad they 
don’t help your score. The moment you step outside the flares that 
designate the zone to seek cover, you give up control. But sometimes 
giving up control for just a moment to set up a trap or surprise an 
incoming enemy is the best strategy. 

It doesn’t always pay to be the 
first person to the center of the 
map to take the zone. Because 
this zone is almost equidistant 
from both bases, the first soldier 
there may very well be the first 
to get picked off when the other 
team arrives. 


CAUTION 



The contested zone may be surrounded by 
buildings, but that doesn’t mean that the helo 
overhead can’t get in a good shot. 


Don’t just stand blindly in the 
middle of the zone. Your 
opponent may have tucked a 
shooter off to the side behind a 
canvas sheet or table that isn’t 
easy to see. 



n 5S 


Shooting down helicopters is always helpful to 
your team. Remember that you can score an 
Achievement for blasting enough of them. 


TERRITORY: SIEGE 

The ultimate goal in Siege is to overrun the enemy base— or defend it 
with your life. Base 1 is the object of contention in this match, and its 
position above the rest of the playing field gives a nice advantage to 
the defenders. ..at first. The defenders will likely try to fan out a little 
on top and establish a forward defense to cut off any early attacks. 
Snipers on the attacking team might be able to pick off a few early 
warning troops before the defenders coalesce into a singular unit 
around the base. 

Grenadiers prove to be an interesting addition to this match. 
Heavy explosives, such as a rocket launcher or a well-placed grenade, 
can really shatter defenses. If the defenders discover that there are a 
lot of Grenadiers (or other classes using a rocket launcher and the 
like), they should not make themselves easy targets for multiple kills. 
Spread out to minimize the effects of a rocket— and don’t get backed 
into a corner. Grenadiers will seize upon that ripe opportunity with 
their superior boom-boom. 


Get some forward snipers into 
position— you have ample time to 
prepare a solid defense while the 
other team runs all the way from 
the construction site to the 
upper plaza. 



If you find yourself on the losing 
team as soldier after fellow 
soldier has been eliminated by a 
rapidly advancing enemy, fall 
back to the interior of the base 
and use the pillars as cover. You 
may survive long enough to pick 
off any remaining enemy that 
thinks the match has turned into 
a cakewalk. 



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If the defenders fall back into the base, flush 
thenn out with frag grenades. The ensuing panic 
of seeing a grenade hit the ground will cause 
enough commotion for shooters to pick off any 
remaining defenders. 

OBJECTIUE: CAPTURE THE FLAG 

Stretching a CTF match across the expanse of Old Town makes it 
incredibly difficult to score points— there is just so much real estate to 
cover en route to your own base once you’ve lifted the enemy flag. Also, 
every inch of the ground is another chance to die in a heated CTF match, 
especially when you now have an entire team bearing down on you. 

With so much space between the two flag bays, defense takes a 
back seat to offense. You shouldn’t entirely abandon the art of good 
defense— leave a flag defender behind to take care of opponents that 
slip through— but with so much opportunity to tag a flag carrier before 
he or she returns home, the better strategy is to spread into the field 
and cover all of the main routes. 


Learn the alleys in Old Town if you want to be a 
CTF champion on this map. There are hundreds of 
nooks and crannies to hide behind (tables, crates, 
barrels, washing machines] as you slip through the 
alleys. The only catch? All the twists and turns 
slow you down — especially those blind corners. 



It is tempting to leave a flag defender right on top of your flag, but it 
is not wise to get caught in a corner. Any player that’s good with 
aiming grenades can take a defender out, if spotted. 


Sometimes standing off to the 
side and giving the opponent a 
false sense of security is better 
than being on top of the flag— 
especially if the drone is busy 
elsewhere on the map. 




The good thing about standing on top of the flag is that you have full 
views of every approach angle. For example, if a defender on base 2 
moves off to the side, the defender might catch somebody coming 
through. But if the player making a move on the flag has advance 
Intel on the defender’s position, that player can take the defender 
out before making a move on the flag. 


OBJECTIUE: RECOUERY 

Recovery places the single flag right in the central zone, and players 
must weave through alleys to reach it. The area is easy to contest, with 
several angles for snipers and shooters to dig in— not necessarily to go 
for the flag, but to prevent the other team from doing so themselves. 
(Sometimes the best defense is indeed the best offense.) 

Scoring should be a little higher in Recovery than regular CTF, as 
flag carriers only have half of the space to traverse to get a point. But 
it’s getting to the bases themselves that can cause trouble, as neither 
of the bases is a straight shot from the single flag bay. Base 1 is up 
some stairs or around some lengthy, open, side streets, whereas base 
2 is on the other side of a dense construction site full of machinery 
and debris. 

If there is too much attention paid to grabbing the flag, one team 
might miss the other team installing a spoiler or two between their 
base and the flag bay. An opponent could take the long way around to 
the other team’s base and find a corner to hide in. Then, all they have 
to do is wait for the flag to be taken and pounce on the carrier en route 
to their base. 

If you reach the flag bay first and 
are alone, consider not jumping 
on the flag right away. Instead, 
take up a position off to the side 
behind a cart and wait for the 
enemy to make an attempt. 

Shoot them and then, with one 
less opponent to worry about, 
grab the flag and start hoofing it 
back to base. 






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While the other players busy 
themselves with the flag, creep 
into enemy territory. Find a quiet 
spot somewhere near a main 
avenue and drop prone. If you can 
position yourself along one of the 
quickest routes between the bay 
and your opponent’s base, you 
could catch a runner off guard. 









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n 54 


a 


Elimination games in Old Town can be lengthy affairs, with so much 
map to cover and an excess of hiding spots. If you are playing Thief or 
Search and Destroy, this works to your advantage— especially if you 
are the target of the attention. Finding dead-end alleys where you can 
monitor the only way in and out can be useful, but if the other players 
all descend on your position and start throwing all sorts of projectiles 
and ordnance on your position, just ducking behind some boxes isn’t 
going to help. 


Solo Mode 

All Solo Elimination matches have the same goal— eliminate all other 
players— and are thus grouped together. 


ELIMINATION MATCHES 


underestimate the use of a parked car as a bomb. They are 
usually stationed strategically along streets or crowded together in 
lots. Many snipers and shooters use them as cover. If you can get 
the drop on a crouching sniper, a well-thrown grenade lands quietly 
enough not to arouse suspicion. The resulting explosion should 
detonate the car, killing the shooter. 


Even though the officer cannot 
be killed, be sure it is the 
opponent and not the officer in 
your sights when trying to poach 
an officer. 


Going into the base to steal back 
an officer is an extremely tricky 
proposition— but it’s not 
impossible. Since the officer is 
invulnerable, pepper the base 
with grenades and try to cover all 
defense points before rushing in 
and grabbing the contested 
officer. 


If you are making a run for your base with the flag, always have an 
escort or somebody nearby to cover you. Because you’re lit up for 
the entire map to see, always keep down. At these stairs leading to 
base 1, staying down keeps you from getting sniped while you 
slowly move up the stairs. 


OBJECTIVE: SEARCH AND RESCUE 


Search and Rescue operations are a tug-of-war on Old Town, with each 
team trying to pull as many of the three officers as possible to their 
base. Once there, due to the size of the map, it’s not too difficult to 
keep them there with adequate base protection. It’s getting them 
there that’s the hard part. Officers don’t keep up with you very well in 
a full run and tend to drag behind, making them easy prey for 
poachers. Using a teammate to assist with the “rescue” is useful, as 
they can keep watch for any poachers trying to snag your officer 
before you reach the base. 

The officer at zone B is a quick 
grab for the team at base 1. Run 
down the north side of the map 
and grab him right away, before 
the opposition has a chance to 
mobilize. Snipers on the stairs 
can guard the runner escorting 
the officer back to the base. 


With the long streets that criss-cross the level, snipers are going 
to have solid run on the map. From the plaza at base 1 to the breadth 
of the construction site at base 2, there are many “open” spaces to 
take advantage of. Just don’t spend the entire match with your face in 
the scope, because you’ll never see the enemy coming from the sides 
due to the lack of peripheral vision. 


Snipers need to always be on the 
lookout for areas where they can 
hunker down and survey a wide 
expanse, such as the parking lot 
beneath base 1. 


There are a variety of spawn 
points all over the map, but try to 
keep an eye open for spawn 
campers that linger at the 
obvious places, like the stairwell 
in the alley. 






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* ^ 



Keep moving. There is a lot of space on this map. If 
you camp in one place for a long time, you are likely 
to see less action — and end up with a smaller 
score — ^than a player who gets in the thick of it. 





3 



Keep your opponents on their 
toes by picking up weapons you 
don’t normally use. If you’ve 
been blowing things up as a 
Grenadier during most of the 
game, try grabbing a sniper rifle 
from a fallen enemy. 



It may seem like snipers have the run of the map with the ability to 
stake out entire swaths of land, such as the park. However, if you 
spot a sniper staring intently in one direction, move to the side. If 
they are looking through the scope for targets, they lack the 
peripheral vision needed to pick up incoming players. 

TERRITORY: HAMBURGER HILL 

The central zone is again the object of fierce rivalry in Hamburger Hill. 
Expect the bullets to fly when multiple players descend on the zone at 
the same time. There is no reward for killing the other players, but it 
does bounce them all the way back to a spawn point away from the 
hot zone. No player will be able to maintain ownership of the zone for 
the entire match— it will trade hands repeatedly. 

The moment you step inside the 
zone, it changes color and alerts 
the other players that you are 
there. Try a “step in/step out’’ 
method to get a few quick points. 
Then drop down behind the carts 
surrounding the zone and shoot 
any players making an attempt 
on the zone. 



There are only a few access 
points to the zone. Before 
making a run for it, find a spot to 
hide and scan for anybody 
currently in the zone or getting 
ready to run for it. Clearing out 
one or two enemies before going 
for the hot zone should give you 
an extra second or two. 

OBJECTIUE: ESCORT 

The objective in this match is a moving target— an officer that follows 
whomever “rescues” him by coming into contact with him. The officer is 
invincible, but not helpless. He will fire at players trying to make an attempt 
on his escort. Eliminate the escort, though, and the officer becomes fair game. 
In Old Town’s great expanses, there are lots of places to run, but once you are 
on the map when you pick up the officer, there are few places to hide. 







¥_ 


The officer’s pot shots aren’t 
terribly strong, but if he does nail 
you a few times, you lose 
significant health— enough that 
just a little splash damage from 
a grenade or a leg shot might 
finish you off. 


Lurk around the central zone 
where the officer is found. If you 
can, pop off a few rounds at 
players trying to make a run on 
the officer before you rush in and 
take him yourself. Points 
accumulate quickly, though, so if 
you miss and another player 
grabs the officer, you need to chase them down as fast as you can 
to stop the score. 

OBJECTIUE: FLAG CARRY 

Elag Carry on Old Town is a great battle for survival. When you have 
the flag, death can come from any angle, because the map is full of 
sniper perches, alleys, and objects to hide behind. Grabbing the flag 
from the central zone is tricky unless you happen to spawn pretty 
close to it. 

Once you have the flag, you have to keep moving. Everybody in 
the match can see where you are and will come crashing down on 
you. Will you hold the flag for the entire match? Doubtful. But if you 
can zig-zag around obstacles (except cars!) and make yourself a 
harder target, you may gather enough points to win. 




When you have the flag, you 
appear on everybody’s screen. 
There is no way to drop the flag 
and seek cover when the heat is 
on, so have a clear plan of action 
when you make your play. Stay off 
the main streets and look for 
alleys you can duck into, and make 
yourself as scarce as possible. 


The great hiding places you can 
use in other matches are 
ineffective in Flag Carry. There is 
a massive target on your back 
when you have the flag, and it’s 
just too easy for your opponents 
to salt the earth around you with 
grenades while you hide. 



CAUTION 


A sniper rifle isn’t nnuch use when you’re the flag 
carrier — you have little time to hunker down and 
line up a shot and the sniper rifle has terrible 
“from the hip” accuracy. 


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' Welcome to Nicaragua. While the rest of the Ghosts are busy in Mexico City, you must help preserve a command center important to the operation. 

Rebel resistance in the area is strong, and reinforcements are confirmed to be on the way. Your orders are simple: Eliminate every single rebel in 
i the area and don’t let the command center be overrun. 


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OBJECTIVES: 


1. Secure the Command 
Center. 

2. Clear out enemy 
reinforcements in the park. 

3. Stop the remaining enemy 
soldiers from reaching the 
command center. 


Secondary Objective: Assist 
pinned-down allied troops. 


LEGEND 


^ Insertion 
9 Objective 


MISSION STRATEGY 

The main thrust of the mission is to push across the map northward, 
clearing out every single rebel patrol you can locate. At times, the 
rebellion pushes back— and pushes back hard. At other times, you and 
your fellow soldiers try to track down one or two sneaky rebels hiding 
in a corner, just waiting for you to let your guard down for one second. 
That’s all it takes, so never give them the chance. 

The first objective is to secure the 
command center. Everybody is in a 
panic because a support helicopter 
has just been shot down by rebels. 

It’s the first sign that a large patrol is 
en route, so you have to get in place 
to repel them when they arrive. As 
soon as the mission begins, rush 
forward. There are two mounted 
guns on the street parallel to the command center, but you have 
approximately 30-45 seconds before the first units make an attempt on 
the command center. Creep up to the wall overlooking the parking lot [3] 
and snipe a few rebel soldiers while they prepare to attack. 



After 30 seconds, make sure 
those mounted guns are pointed 
down each side of the street. An 
armored vehicle comes up one 
side while three rebels on foot 
come up the other. They never 
travel on the same side, so if you 
see the truck, your friend on the 
other gun sees the foot soldiers. 
Once the vehicle and rebels are down, return to the wall and start 
picking off rebels below. 

There is another armored vehicle 
in the parking lot. Snipe the rebel 
behind the mounted weapon as 
soon as possible. Beware of rebels 
heading up the streets around the 
sides of the parking lot to attack 
the command center. Also, look for 
1-3 rebels to snake up the stairs. 

Your Al-controlled soldiers may take them out, but never count on the 
assist. Keep an eye on those stairs. 




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n 5B 







You cannot fulfill the first 
objective until the armored 
vehicle in the parking lot has 
been destroyed. Use a frag 
grenade to blast it. If it starts 
moving again, chase it down. 

Once the first objective has been 
cleared, your commander alerts 
you of activity in the park [4]. Start making your way over there. Stick 
to the west side of the map while en route to the park, because there 
are a few straggler rebels on the street that runs between [4] and [6]. 


As you head around to the west, make sure one soldier covers the 
street while the others move. As soon as all teammates are on the 
north side of the street, make sure somebody covers the last soldier 
who moves across the intersection and joins the group. 

As your squad approaches the park, you need to split up. There are 
rebels in place at the northwest corner of the park near a parked 
pickup truck. They shoot anybody who attempts to walk directly for 
the park. 

While one or two soldiers follow 
the street as it curves to the north, 
the rest of the Ghosts can turn 
their attentions due north and look 
down the length of the park’s 
eastern side. There is a parked car 
and a corner that can be used as 
cover. A sniper can peer all the way 
into the park and start picking off 

rebels, starting with the one standing at the mounted machine gun. 

When the team headed for the 
pickup is in place, the other team 
can really turn up the heat on the 
rebels out in the park. Shooting 
the rebel at the mounted gun 
draws attention, but because you 
are so far away, there is some 
minor chaos as the rebels try to 
get their bearings. Take full 
advantage of it, shooting the rebels as they run around. The other team 
can then start taking out the rebels at the pickup truck. There should 
be three of them, so even if only two appear in the open, always 
assume there is one hiding behind the pickup truck to the north. 








i 




As soon as the pickup truck is clear, that team can start moving up. 
Follow the guardrail on the west side of the park, keeping an eye out 
for another armored vehicle. If that team stays low, they can sneak up 
and take out the gunner before he knows what is happening. The 
other team can keep squeezing the rebels in the park, taking as many 
out as possible. 


The armored vehicle must be destroyed to complete the objective, so 
the team that took out the gunner must advance to the wooden fence to 
the east of the guardrail. The vehicle is located directly to the south, just 
inside the park. The other team must keep clearing out any remaining 
rebels. The commander tells you when the park is empty, so until you 
hear otherwise, always be on the lookout for the one last rebel that is 
especially good at hiding. Fie could be crouching behind the fence, 
beneath the canopy, or next to the pickup truck inside the park. 


NOTE 


While clearing out the park, you get word that a 
group of your soldiers is pinned down to the east 
at [6]. This is an optional objective. If you want to 
engage the enenny and save the soldiers, you can 
break away now before pressing on to [5]. 


If you want to go for the secondary objective, start making your way 
south. The soldiers are pinned down just beyond where the street 
quickly bends near [6] on the map. There is a small patrol on the 
street and a few rebels in the outdoor dining areas near the spot. 


n 5T 


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There are two angles you can attack the construction site from— an 
alley that looks southward into the site or the corner that looks to the 
east. Split up and start moving into position. You have to deal with at 
least fifteen rebels and two armored vehicles, each with a mounted 
gun. Taking out those guns is a top priority, but if you see a rebel 
moving too close to your position, take him out first. 

The team looking at the site from the west should try to snipe any 
rebels at the northeast corner of the site. There may be a rebel or two 
right along the edge of the site or situated inside just a little further. 
They may use some of the construction equipment as cover. Look for 
any movement in the site because all of the equipment and materials 
are still— none of the machinery is currently operational. 


Once the area seems quiet, you can move in and destroy the two 
vehicles with grenades or rockets. As soon as the vehicles have been 
disabled and all of the rebels are confirmed dead, the commander 
radios your team and the mission ends in success. 


One team of soldiers needs to look 
out for the rebels on the street, 
while the other picks off the 
rebels near the soldiers. All of your 
soldiers appear with a blue 
outline, so be careful not to shoot 
one by accident. (Calling over the 
drone paints the rebels in red, 
which makes things a bit easier 
should the firefight get difficult.) There are at least two rebels in the 
street and two rebels near the pinned soldiers. Fortunately, your 
arrival emboldens the pinned soldiers. They open fire on the rebels, 
possibly dropping one. 

Once the secondary objective is complete (or is ignored), you must 
press further east to the final objective: stopping reinforcements at 
the construction site. The area is thick with rebels, all crack shots. 
Proceed with great caution. 

From the northern end of the park, 
continue through the streets. If 
you move immediately after 
clearing out the objective at the 
park, the area will be clear. Wait 
too long, and you may find one or 
two brave rebels pushing on 
ahead. Be sure to communicate 

with your fellow soldiers and make sure every movement is 
completely covered. 


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After taking out any rebels that you 
see right away, turn your attention 
to the first mounted gun as the 
other team slides into position in 
the alley. As soon as you hit the 
gun, back off. There is not only the 
other vehicle to deal with, but there 
are several rebels near the gravel 
piles by the vehicle you just 
attacked. They will try to figure out where the shot came from, and you 
do not want to be seen while they are looking around. 

With the first vehicle down, it’s 
time to create confusion via 
crossfire. If both teams fire up 
their rifles and start tagging 
rebels, the scene erupts in 
pandemonium. The rebels are 
sloppy shots for a little while, 
which is to your benefit. Take out 
a few each, then back up before 
the rebels get wise to your ruse. 


The second vehicle is to the west 
of the first and is flanked by 
several rebels. Take out the 
gunner and the remaining rebels. 
Use the drone to spot activity. 


DC 

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n 58 








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Co-op Mooe 


ELIMINATION: FIREFIGHT 


Firefight begins in base 1 with no enemies in sight— however, they are 
indeed on the march. The first stream of rebels approaches from the 
beach, just around the bend from your starting location. The best plan 
is to intercept that group (or snipe them to death from the base), then 
start moving through the wharf mopping up small patrols. You may 
wish to split into two teams. One team can take the beach while the 
other sweeps the pier. Each team enjoys ample cover opportunities, 
thanks to the proliferation of crates and rocks. 


The Wharf is extremely dark, even under the pale moonlight. It can be 
difficult to spot enemies in the distance without the aid of thermal 
vision. When you begin the match at base 1, creep forward along the 
wall directly ahead en route to the beach. There, you can use thermal 
vision to start spotting enemies coalescing in the distance. 


Map 


Wharf 






Wharf 

The Wharf looks like the gnarled hand of an old fisherman, with each pier stretching out over the ocean like a bony finger pointing to the one that 
got away. Situated below a hilltop forest, a crumbling old fort still stands watch over the sleepy village below. But there is no time for slumber 
tonight. Whether it is flushing out rebel patrols or challenging fellow soldiers to intense war games, the sound of gunfire will echo off the trees and 
shanties until somebody holds a hard-won victory in their hands. 


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PRIMAGAMES . COM 











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If you are a sniper or a skilled 
shooter, attack from directly 
ahead. The rebels are usually 
grouped together, and you can 
pick a few off before retreating 
back to the base to regroup. In 
fact, you may even lead one or 
two rebels to the beach, which 
makes them easy prey from the base. 



The oceanfront is another good staging area, because the wooden 
pier supports and rocks make excellent places to hide. The chance 
of an enemy patrol coming from behind (the direction of your base) 
is slim, although you should always have at least one teammate 
watching the rear. 


Snipers are needed on this 
mission, as they can pick off an 
enemy from far away. Sometimes 
this thins the ranks enough so 
that when your team finally 
meets the patrol head-on, it is 
small enough to easily dispatch. 


Frag grenades put out a lot of 
heat. Look out for the enemy to 
use them not only as offensive 
weapons, but also as a defensive 
measure. A big heat plume can 
disguise enemy movement. 




CAUTION 


Enemies don’t use thermal vision — trying to catch 
them off-guard with the heat signature from a 
frag grenade doesn’t work. 


Never underestimate the use of smoke grenades. 
If you ever need to get from point A to point B 
without being detected, they are worth their 
weight in gold. Please note: this technique should 
not be used in Co-op play. 


Use a grenade launcher when you see a patrol advancing. If you 
have a few rebels all in one place, alert the Grenadier and watch 
the fireworks. 

TERRITORY: DEFEND 

The base is about to be overrun by incoming rebels, but you have the 
advantage of higher ground. They must hoof it up the beach and 
through the little village to reach their objective. The wide expanse of 
beach before the base gives you an excellent opening chance to 
knock down the first wave of rebels before pushing forward. 



At first, don’t be afraid to fall back. The initial stream of rebels must 
walk up the hill from the beach. Snipers, Riflemen, even Grenadiers 
on single-shot can make mincemeat of the first wave. Just don’t go 
overboard and waste too much ammunition— after all, this is the 
first fight of the night. 


Use the drone to scout ahead once the first wave 
of rebels is down. It can give you a good idea of 
what’s next. 



Thermal vision is a great way to 
spot enemies in the distance, 
but don’t be too reliant on it. Heat 
signatures don’t always match 
up with the exact location of an 
enemy if they are moving, and 
you could miss if you’re trying to 
snipe a thermal silhouette. 

The Grenadier’s grenade 
launchers and thrown frag 
grenades are good for sweeping 
aside patrols. If you see a group 
of three or four rebels together, 
call in a player with a grenade 
launcher. A well-placed round 
from the M203 (or its equivalent) 
should cause enough direct and 


splash damage to wipe out an entire patrol. 


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n GO 
















OBJECTIVE: RECON 



Zone A: Tucked beneath the 
center of the pier, A is one of the 
hardest points to recon. Rebel 
patrols pass through here a lot. 
So you may wish to leave this for 
a little while— thin out some 
enemies first. 


Zone A: If you can sneak in on 
your stomach, you can take A 
without too much bloodshed. But 
be sure you have a fresh clip 
ready to go before making a run 
on any recon point. 




Zone B: This zone is another 
popular one, but is difficult to 
attempt first (or even second) 
since it requires stealthy 
infiltration of the pier. As you 
approach it from a distance, keep 
checking to the south for patrols. 
Use thermal vision to make sure. 


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Zone B: After the patrol has left 
the area, rush up to B and hide 
behind one of the boxes. If seen, 
you’re cornered. However, you 
have a great view of the rest of 
the pier and can defend yourself 
while other teammates try to 
help out. 


CAUTION 


A Marksman has the 
added accuracy boost 
to mow down an entire 
patrol with a single 
clip — as long as the 
patrol is walking 
toward or away in a 
roughly single-file line. 





Zone C: The beach near your 
starting point hosts C, which is 
typically the first (and easiest) 
recon point to make an attempt 
on. At the beginning of the 
match, there is always a large 
patrol at C. You can either wait 
for it to leave, or decimate it with 
a grenade and fall back until any 
potential reinforcements lose interest 



Zone C: When the coast is clear, 
rush into C and use the convenient 
nearby boulders as cover. 




The more rebels you 
can kill near the 
beginning of the 
match, the easier it is 
to take the recon 
points. You can try to 
blast entire patrols 
with grenade 
launchers, or lure rebels into bottlenecks (like 
this opening in the rocks] by firing off a few 
rounds. Machine gun them as they step through. 



Zone D: D is located beneath the 
northern pier, and is actually 
submerged in knee-deep water. 
You will not be able to see the 
flares marking the area with 
thermal vision. 


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Zone D: Sweep the area visually 
before taking D. There are a few 
wide open spaces you can 
monitor while one of the team 
stands in place. 


Traveling beneath the pier is 
often safer than walking topside, 
as the beach is littered with 
boulders you can use as cover. 







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Zone E: The best way to reach E is 
to backtrack into the forest and 
walk south. There is a gap between 
the rocks you can slip through near 
the middle of the map. Monitor E 
until the time is right. 


Zone E: The beach position of E 
leaves you wide open for attack 
from both the pier and just below 
it. Set up a perimeter to watch for 
trouble. 


Team Mode 

ELIMINATION: SHARPSHOOTER/LAST TEAM STANDING 

The Team Elimination match primarily unfolds around the pier and 
village since the two bases are situated at opposite ends of the wharf. 
The pier is stocked with crates to use as hiding spots, offering plenty 
of blind corners. With nightfall shrouding everything in a protective 
layer of darkness, thermal vision is almost as essential as a full clip. 

Guarding the bases Is both 
Important, and In the case of 
base 1, easy. A shooter 
positioned at the corner wall 
beneath the base leading out to 
the ocean can see a wide 
expanse of the beach and pier, 
making It easy to catch 
somebody trying to cross over. 


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Base 2 needs to be mindful of 
the sniper perch at the fort to the 
west. A sniper standing at the 
cannon In the fort has a crystal 
clear view of the pier. 



The rocks on the beach beneath 
the pier are tricky hunting 
grounds, full of boulders and 
support columns to hide behind. 
Use thermal vision down here for 
an advantage. 


TERRITORY: DOMINATION 



The five recon points on the Domination map keep the majority of the 
action strictly on the pier— and beneath it. Use the beach beneath the 
pier to travel (hopefully undetected) between recon points, but never 
just walk blindly up a ramp, because there is no shortage of sniper 
perches and blind corners where a shooter can get a drop on you. 


Each team has one spot 
especially close to their base. 
Base 1 can make an Immediate 
rush for C, while base 2 can drop 
down and take A. 


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D, out In the water. Is fairly 
equidistant to the two bases. 
Use thermal vision to slip 
beneath the pier and try to take 
It for your team. 


B hangs out over the water on a 
pier that Is easy to get trapped 
on. Be sure to scan the 
surroundings for the heat 
signature off a sniper before 
moving In on B, as there are 
several angles a shooter can 
cover the recon point from. 


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team Is likely to have the pivotal 


The fort can end up being a hotly 
contested area on this map, as It 
not only provides a brilliant 
sniper point over base 2, but It 
also looks down on the back 
route from base 1 to base 2. 
Crafty players moving from base 
1 to base 2 through the woods 
need to beware, as the base 2 
rea covered. 


NOTE 


Even though the two bases are positioned next to 
the pier and village, don’t neglect the other half 
of the nnap. The woods and camp sites make 
great places to stalk prey. 


While you score no points for 

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eliminating other players, never 


pass up the opportunity to drop 

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an opponent. The fewer enemies 


on the map, the easier It will be 


for you to stake out or reclaim 

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recon points. 

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TERRITORY: HAMBURGER HILL 



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Watch out for the helicopter as soon as the other team takes 
control of the central zone. Stay beneath walkways or duck under 
the pier as soon as possible, because the gunner in the helo rarely 
misses his targets. 


If you can drop the 
helicopter with a rocket 
launcher, you can move 
around the map a little 
more safely. 





Use thermal vision beneath the 
pier to detect the presence of the 
opposition. It’s just too dark 
down there sometimes to trust 
your eyes. 


CAUTION 


The flares that mark the zones put off heat, so 
be sure you aren’t unloading a full clip into 
harmless sparks while an enemy creeps up on 
your position. 


TERRITORY: SIEGE 

Base 1 is the contested zone in Siege on the wharf. There are two 
main routes for accessing the base 1— via the beach and pier, or by 
hiking all the way around the back of the map (through the camp 
sites). Defenders will need to put point men on each route to prevent 
a successful infiltration. 


Thermal vision is a good way to 
catch players attempting to rush 
the base from the beach. 
Because it’s so dark, you may 
need the extra help to pinpoint 
their exact location. 



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Defenders: Always position one 
player in the rear of the base to 
overlook the path leading in from 
the camp sites. Since coming up 
the beach is obvious, many 
opponents may try to rush you 
from this direction. 


OBJECTIUE: CAPTURE THE FLAG 

With the flag bays stationed on the north-south axis of the map, there 
are two main flag routes— the camp sites to the west or around the pier 
to the east. Base 2 has an easier time protecting their flag in this match, 
because their bay is on the second story of a building. Base I’s flag is 
sitting on an incline which makes it hard to approach, but at least there 
are no stairs to worry about negotiating when trying to escape. 

Attackers attempting to steal the 
flag from base 1 will be on the 
lookout for an entrenched flag 
defender. Deny them the obvious 
by standing off to the side 
behind some trees, so when they 
scan the scene with thermal 
vision, they miss your signature. 


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When running the flag from base 1 
to base 2, try taking the back 
route. Use the camp fires as cover 

so any 

pursuer using thermal 

vision is occasionally thrown off 


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by the giant bright spots. 


Before trying to steal the flag 
from base 2, install a sniper next 
to the cannon at the fort. The 
sniper can pick off any base 
defenders from afar. 


OBJECTIUE: RECOUERY 

Recovery places the flag in the center of the map, tucked beneath the 
pier. The contest for holding on to the flag long enough to return to 
base will be difficult, as the use of thermal vision will make any carrier 
stand out more than the on-screen alert does already. Keeping behind 
rocks and trees may block out a heat signature, but there is no 
shaking the big red diamond that follows you around the map. 

Using the back route through the campsites can be difficult when trying 
to get a flag back to base, but the western half of the map should not be 
ignored. A sniper at the fort can pick off any flag carrier about to score at 
base 2, while base 1 defenders need to worry about somebody coming 
over the crest to pop a carrier before reaching home. 



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OBJECTIVE: SEARCH AND RESCUE 


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Search and Rescue on the Wharf boils down to the battle of the pier. 
Controlling the top and/or the bottom will severely limit your 
opponents’ movement options, and allow you a chance to swoop in and 
lift both the officer closest to your base (A or C) and the central officer 
at B. It may look like base 2 will have an easier time stealing the officer 
at B, but there is no direct route between the base and the officer. 


Plus, base 2 is subject to a sniper perch from the fort, which can make 
bringing an officer home a real chore. Even if the officer is three inches 
from the boundaries of the base, if his escort has been neutralized, the 
officer immediately starts heading back to his original post. 


Immediately go for the officer 
nearest your base and start 
earning points. The fight over the 
third officer and the tug-of-war 
over the one at base 1 will slow 
your score later in the match. 



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It is easier to steal back an 
officer from base 1 than from 
base 2, since the team at base 1 
must sacrifice more soldiers to 
defense duty in order to prevent 
encroachers from rushing in and 
pilfering the quarry. 


Both the officer and his escort 
put off a heat signature, so make 
sure you are aiming at the 
correct body before squeezing 
the trigger. A missed shot is 
enough for others on the map to 
figure out where you are hiding. 




If you spot an enemy making a 
move on the officer at the long 
pier B, drop down and snipe him. If 
he’s already collected the officer, 
the officer will just return to his 
post and await a new escort. 


Solo Mooe 

All Solo Elimination matches have the same goal— eliminate all other 
players— and are thusly grouped together. 


ELIMINATION MATCHES 


The action in Elimination matches doesn’t need to be strictly limited 
to the pier and village areas— there is a lot of real estate on the west 
side of the map that offers excellent places to hide and hunt. The 
camp fires provide great cover from players hooked on thermal vision, 
and the fort is a compact arena within an arena where several players 
can really mix it up. 



The night offers natural cover to 
soldiers, so try to stay out of the 
pools of light cast by the lamps 
on the pier. 


The fort provides two great sniper 
perches for shooters to look 
down on the pier and eliminate 
opponents. Just be aware that 
you’ll likely only get one or two 
kills from up here before the rest 
of the players figure out where 
the shots came from. 


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If you don’t sit on a sniper perch, 
try not to focus all of your 
attention on the pier. There are 
no effective countermeasures 
for a sniper to use against 
players sneaking up on them. Be 
sure to take a look around and 
verify that nobody is about to 
compromise your position. 


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The circular fort is a fun area to 
stake out. You could even have 
matches with a make-shift rule 
that all players have to stick to 
the fort. It definitely keeps the 
scores high. 


TERRITORY: HAMBURGER HILL 

The contested zone is situated underneath the pier, with multiple 
access routes that weave in between boulders. Use the rocks and 
support columns as cover when making a move on the zone. You 
won’t last long inside, but every point you can acquire helps. 



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Players that manage to reach the 


zone should use thermal vision 

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them in the extreme dark. 

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Follow the mark on the HUD to 
locate the central zone, but use 
thermal vision to ID the exact 
location of the player (or 
players) standing in the center. 


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n G4 














Use a grenade launcher to blast opponents out of 
the zone as you approach — but be sure to reload 
the weapon (or switch to your rifle] as soon as 
possible. 


OBJECTIUE: ESCORT 

The armed officer is located in the central zone, beneath the pier. If 
you can lasso the officer, try to escape the mess of boulders and 
support columns quickly. There are far better cover spots topside. If 
you can survive long enough to escape to the encampments on the 
west side of the map, you can use the trees and camp fires to obscure 
your heat signature. 

OBJECTIUE: FLAG CARRY 

The lone flag in the Flag Carry match is positioned in the central zone 
beneath the pier. Your heat signature already gives away your 
position, but the moment you grab the flag, the other players have 
another way to track your movement. Try to get out of the middle of 
the map and work the edges on the west side where you have more 
room to run. 



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Your heat signature is your own worst enemy beneath the pier. Even 
if you try to run for the water, your trace always gives away your 
position. 


Campaign 



LEGEND 


^ Insertion 
9 Objective 


OBJECTIVES: 


1. Clear out enemy 
encampments. 

2 . Gather intel on incoming 
shipments. 

3. Demo all supply points in 
village. 

4. Extract. 


Secondary: Secure cargo 
manifests. 


MISSION STRATEGY 

The mission at the Wharf requires a mastery of stealth, as the rebels guarding the pier and village are expert shooters and have a complete run of 
the place. They know all the routes and blind corners— you don’t. To succeed at this mission, the team must be in complete understanding about 
one key point: patience is more valuable than bravery. The first few times you attempt this mission, crank the game time up to 60 minutes so you 
can take your time and scout out all enemy placements. 

You begin the mission in the forest to the north of the wharf. The trees are dense, and there is an abundance of boulders dotting the landscape. 
Your first objective is to clear out three enemy encampments to the northeast— the quickest route is to the left of your insertion point. Avoid fort 5 
for now, although it does offer another way to get into the encampment area. 



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You need to have snipers on this nnission. 
Completing the mission is possible without them, 
but having soldiers that can take out rebels from 
such incredible range is invaluable. 


CAUTION 


The three camp fires can play tricks with your 
thermal vision, so use it sparingly in the 
campsite area. 




Creep up to the narrow slit 
between the rocks looking out 
into the campsite. Stay back so 
you are not seen by the rebels at 
the tents directly to the left of the 
opening. You will see the rebels in 
one of two positions. They may be 
warming their hands by the fire, or 
on patrol en route to their tent. If 
you don’t see them next to the flames, immediately scan to the left of 
the tent. 

Taking out the two rebels at the first encampment has a strong 
possibility of raising suspicion from the other rebels in the area. Oddly 
enough, the biggest threat after eliminating the first two rebels is not 
the two rebels stationed at the tents to the left, but from the third 
encampment further to the east. 

Creep up to the edge of the 
opening and get an idea of what’s 
happening. Stay far enough back 
that you can peek out without 
being immediately seen. If the 
drone hasn’t picked up their 
presence, try to get a visual on a 
rebel patrol (usually three-deep) 
headed along the rock wall. If you 
spot them, fall back and get ready to shoot. The noise from this attack 
will likely get the rebels at the tents to the left involved. Crouch down 
and shoot the rebels as they investigate the opening in the rocks. 



If you have the extra manpower, sending a 
shooter up near the fort can help stave off the 
rebel patrol. Just make sure the shooter is the 
most accurate sniper in your party. 


Look out for rebels 
hiding behind the 
bodies of the fallen 
comrades. Unless you 
see kill confirmations 
at the top of the 
screen, don’t let up. 



If the rebel patrol fails to show, you 
can now sneak up and neutralize 
the two rebels at the tents directly 
to the left. You are likely to find one 
between the two tents and the 
other to the left of them. Creep up 
and take out the two rebels, then 
duck between the tents for visual 
cover from the final encampment. 





From between the two tents, stand 
up and throw a frag grenade at the 
third encampment. Try to aim near 
the campfire, and throw at full 
force. If the rebel party is still there, 
you can kill two or three of them 
with just one throw. If you miss, 
don’t try again, as the grenade 
likely caused them to scatter. 


You receive radio confirmation 
when rebels the are 

down, so come after 

killing a few with the grenade 
attack, drop down to a 
and ready to off the 
the from 

the tents. You may see a head or 
hand sticking out from behind a 

crate at the camp site. Nail the rebel and then go back behind the tents. 


The drone is a good way to find 
out where the last enemy is 
hiding. Send it ahead, and creep 
up on the site and look for the last 
rebel. Fie may be hiding behind 
the tent, to the south. Use a sniper 
to take him out. 



There is a supply 
depot between the two 
tents near the opening 
in the rocks. Use it 
before heading off to 
the fort. 



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Now it is time to storm the fort at 
the top of the hill overlooking the 
wharf. The fort is a much-needed 
tactical position, so even though it 
is not necessary to visit, taking 
the time to clear all of the rebels 
out of it (and those that try to 
wrest control of it back) provides 
two excellent sniper perches over the wharf. Head back through the 
encampment and south of the fort. 



There are two rebels inside the 
fort, but their attentions are 
squarely on the wharf. A Rifleman 
can quickly mow down these two 
rebels, while a sniper might be 
better off either lobbing a frag 
grenade at them or temporarily 
borrowing a machinegun from the 
dead rebels back at camp. 



Once the two rebels have been 
eliminated, stake out the perch 
next to the old cannon. You can 
look down on the wharf from up 
here and see the second objective 
3. There are between three and 
five rebels visible from this area. If 
you have a sniper, take out all of 
them. While the sniper is clearing 
off the visible part of the wharf, the rest of the team needs to provide 
cover, as the noise of shooting attracts a patrol from the beach below. 



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If the enemies are going to come 
up right away, they will pour 
through the stone arch on the 
north side of the fort. Guard the 
corner while a sniper takes out 
rebels on the wharf. 



You can also head down some stairs just to the right of the fort’s 
entrance. There is another great sniper perch up here that reveals a 
sliver of the wharf, but it covers a busy intersection. Take your time 
here. You will see a few rebels on patrol at first, walking along the 
main level. But after taking out one or two of them, activity will 
increase. You may see rebels come from behind crates and try to head 
down the ramp. Shoot those rebels, as this will thin out the beach 
patrol that stands between you and access to the pier for the next 
objective. 


J: 



While the sniper is carefully 
picking off targets on the wharf, a 
shooter can hunker down behind 
some old stone bricks and wait for 
reinforcements to pour down the 
steps. The drone may identify 
them, and if it does, you can 
monitor their approach. The red 
diamonds will zig-zag down the steps, from left to right and back 
again. The first rebel will burst into the room valiantly, so put him 
down. This may give the others pause, but give them time, and they 
come all the way to the bottom to sneak a peek. There will likely be 
three rebels in the patrol. 


NOTE 


If the rebel reinforcements do not come down the 
stairs, they may be up at the fort. If nobody is up 
there, fire off a couple rounds to get their 
attention. They should then start heading down 
the stairs. 


Once you have sniped everybody 
you can see and cleared out the 
reinforcements, it’s time to make 
your way down to the beach. 

There is a path directly across 
from the stone arch at the fort 
that leads down to the sand, but it 
I twists and turns. At the bottom of 
the path, there are several large 
boulders, which can be used for cover if you are spotted by any 
surviving rebels on patrol on the beach. (The more you sniped on the 
ramp, the fewer you see on the beach.) 



Thermal vision works 
exceptionally well down here, as 
there are no running engines or 
campfires to cast false-positive 
heat impressions. Creep up on the 
right side of the thin rock that 
splits the passage leading to the 
beach. You need to make your way 
west, and look for a ramp heading 



up to the pier. The second objective is near the ramp. 



After verifying that there are no rebels on the boardwalk above the 
ramp, slowly move up. The objective is one more level above you, but 
use the building as cover to peer out to the left and snipe any rebels 
you can see. Once the area has been cleared, head up the stairs. 


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Approach the computer at the top 
to satisfy the second objective: 
Gather intel on incoming 
shipments. 



There is another 
supply point just below 
the connputer. Use it 
before moving on to 
the next objective. 



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Thermal vision is integral to success. The pier ahead is swarming with 
rebels, and there are so many obstacles between you and them that it 
can be difficult to spot them. Use their heat signatures to spot them. 
When all available targets have been eliminated, you need to move 
up further. 


You are now tasked with destroying 
two supply points on the wharf. To 
access them, you must go back 
down to the main level of the pier. 
Use boxes and corners as cover, 
and start to creep up toward the 
next objective. 



The sniper in your group should be stationed here to eliminate 
targets from a distance. Once a target has been spotted, zoom in 
and take the shot. You should be able to make out the head without 
a problem, but if it is obscured by boards or debris, aim for the 
chest. An arm or leg shot will not eliminate the target— it only raises 
an alarm amongst any nearby rebels. 


CAUTION 


If your sniper fires too 
many shots in a row, 
you can attract 
unwanted attention. 

Make sure a shooter 
keeps watch on the 
boardwalk leading to 
your area of the pier 
and can take out any rebels that decide to 
investigate. The sooner they are shot, the better 
the chance of them not calling for help. 




NOTE 


From the barrels, a 
sniper can fire at the 
first demo point. 

However, it will take 
several shots to 
destroy each crate 
(there are three at 
each demo point], and 
doing so will attract attention 



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n 68 


Make for the barrels ahead, 
stationed in the corner of the pier 
area you are currently on. Crouch 
behind the barrels and use 
thermal vision again to scan for 
rebel activity. Now that you are 
closer to the demo points, you will 
see more heat signatures. 


After shooting as many targets as 
you can see to the closest supply 
point to the west (and any 
advancing from the south], 
continue creeping eastward along 
the pier, using crates as cover. 




Switch to thermal vision every few 
steps. Enemies that were outside 
the range of your thermal vision 
may be just close enough to 
register, and then you can pick 
them off with a sniper. 



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Make your way to the supply point to the south first. The crates are 
sitting on a pier stretching out over the water. If you have frag 
grenades available, lob one at the crates. One should be enough to 
blast the boxes, but if not, use a second one— but not until you’ve 
taken cover and verified that nobody was alerted by the first one. 
Once you’ve finished off the south supply point, take care of the one 
to the south. 


Finally, with both supply points successfully destroyed, it’s time to 
get out of the area via the extraction point. Unfortunately, word comes 
over the radio that the landing zone (LZ) is too hot for extraction. You 
have to clear out any remaining rebels and get across the rest of the 
pier without being shot. If you’ve been carefully sniping rebels as you 
see them, you’ve already done a good deal of the legwork involved. 




As you move north to the LZ, use buildings for sniper perches and 
peek ahead at available targets. The more rebels you can shoot from 
the pier, the better off you will be. 



^15 I 


The secondary objective is also to the north, just before the LZ. It’s 
a computer terminal, just like the objective at 3. Snipe the rebel 
guarding the terminal and advance on it to satisfy the objective. 


Finally, weave around the boxes 
and crates on the pier and head 
for the LZ to be successfully 
extracted and end the mission. 



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PRIMAGAMES . COM 





Treasury 

An overcast day has cast the governmental district in a dull gray, but the threat of rain has hardly dampened the potential for action. The enormous 
district— which encompasses everything from a bus terminal to an open air marketplace to an amphitheater— is full of sniper perches and hiding 
spots for soldiers and rebels to play hide-and-seek-and-kill. Firmly divided into three zones, the action can quickly go from furious to sparse, as 
combatants come together and push apart, seeking refuge behind trees and in small alleys. The best seat in the house, though, is the central bridge 
between the park and bus terminal, where you can see all the carnage happen. From such great heights, you can bring so many to their knees. 


-Map: 


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Co-op Mooe 

ELIMINATION: FIREFIGHT 

The firefight for the Treasury begins back at the first insertion point, in 
a parking lot behind the actual treasury building. The scene is eerily 
silent, as the rebel patrols are in the park, slowly marching in your 
direction. This gives you a merciful opportunity to set up some 
defenses, as well as move up so that if you start to become 
overwhelmed, you have extra ground you can give up without being 
absolutely cornered. 

There are several balconies 
around the plaza in front of the 
treasury building. Install a 
shooter on one of them that can 
observe the entire area while 
other players move up. 



If the rebels are slow— and in some matches, they will be— you can 
almost move all the way to the outdoor amphitheater in the park 
beyond the plaza. However, don’t get too greedy, because there are 
always rebels tucked in the plants up ahead. 



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n TO 









If you stir up the rebels in the 
park, they move into the plaza a 
lot faster. Use the drone to seek 
them out and get your shooters 
in position. 



NOTE 


The rebels employ 
smoke grenades to 
hide their movements, 
but the drone helps 
you find targets 
through the smoke 
screen. 




The wall that divides the two 
halves of the map offers a 
superlative bridge. A player up 
here can monitor all activity in 
the park and around the bus 
station. 



Grenadiers can clear out small 
patrols with their grenade 
launchers. If you spot three or 
more rebels moving together, 
make sure to alert the Grenadier. 



There are some stragglers in the 
alleys behind the bus station 
and they are slow to come out. 
You may need to send a shooter 
into the area to flush them out. 


TERRITORY: DEFEND 

The action starts in the treasury building parking lot. Rebels are on the 
march, moving quickly and fanning out through the plaza to take the 
base from multiple angles. Defenders must stake out territory around 
the base so they are not trapped in the back corner when the rebels 
really start turning the screws and flooding the area. 

If you are pushed into the base, chances are you will be overwhelmed. 
Try to take refuge behind cars and pick off rebels whenever you spot 
them, but be careful not to accidentally detonate the vehicles if fellow 
soldiers are standing close to them. 





You can attempt to engage the rebels if spotted. In fact, you can 
actually complete the mission by killing all of the rebels even if you 
have not visited all five zones. However, the rebels are numerous and 
have the innate ability to corner you if riled. 


Use a spotter on one of the plaza 
balconies to look for rebels 
storming the area. They can radio 
the information back to the other 
soldiers, alerting them as to 
where to fortify defenses. 


Use parked cars as remote 
bombs when you spot rebels 
coming up the alley between the 
base and the treasury. You can 
wipe out entire patrols with the 
splash damage. 


Watch out for rebels trying to 
squeeze into the base from the 
west. They file through the 
narrow alley. This makes them 
easy to shoot as they come 
through, but their numbers are 
great, so make sure you have 
two shooters working the alley 
so there is never a dry clip. 


DBJECTIUE: RECDN 


There are several rebel patrols that cover the large expanse of the map. 
The five recon zones are spread over the entirety of the map, so you 
must exercise patience and wait for patrols to move a considerable 
distance from the recon zones before moving in. These enemies are 
brutal, and if even one of them happens to catch a glance of you 
moving in on a zone, they let out a holler to alert all nearby patrols. 






' 17 1 


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PRIMAGAMES . COM 







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zone is located in 
ter of the map, on 
nt bridge that spans 
the park and marketplace in the 
central “tier” of the area. Each 
ramp leading up to the zone has 
two blind corners, so use the 
drone to identify any hazards 













Zone A: If you reach the top of the 
bridge, fall flat on your stomach 
and inch into the zone. You are 
completely exposed on the 
bridge, and if spotted, the rebels 
will try to squeeze you from both 
access points. 


Zone D: When you take D, look out 
toward B through the arches. There 
is always a patrol at either D or B, 
and if the coast is clear at one 
zone, the rebels are at the other. 



Zone E: Rebel activity around this 
zone is a rare occurrence, but in 
order to get there, you have to 
walk by B and under the bridge at 
A— the rebels have plenty of 
opportunities to spot you. 

Team Mode 




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Zone B: This zone is located in 
the heart of the amphitheater in 
the park. You can use the cover 
of the plaza and the plants to 
scan for any sign of a patrol. 




Zone B: Once inside the zone, 
make sure to keep your eyes 
peeled for a patrol possibly 
moving to you from D or C. If the 
drone is busy elsewhere, you 
may get a surprise from the 
other side of the bleachers. 

Zone C: The zone is tucked 
between all the colorful canopies 
in the marketplace. It can be 
easy to miss enemy movement 
between all the tables, chairs, 
and awning posts, so take your 
time and carefully reconnoiter 
the area before moving in. 


Zone C: When you slip into C, keep 
your eyes glued toward A. If a 
patrol is in the area, it is likely to 
be moving around the bridge area. 




Zone D: This is usually the first 
zone you take, since it is the 
closest to the insertion point. 
The zone is right near the 
rotunda in the plaza. 


ELIMINATION: SHARPSHOOTER/LAST TEAM STANDING 

The size of the Treasury map means players will have a bit of a wait 
before they catch sight of the other team. With the two insertion 
points so far apart, this gives each team time to dig in and find sniper 
perches and camping sites. When you start taking a stab into enemy 
territory, always be mindful of danger zones and standing in the open. 



Snipers on the bridge in the 
middle of the map can pick off 
players in both the park and the 
marketplace near the bus 
station. However, it’s an 
“obvious” place, and players will 
always be cautious around it. 


The buses at the station are like 
giant bombs. Use the buses as 
cover if necessary, but just 
remember that you’re ducking 
down behind five tons of shrapnel 
with a 100 gallon gas tank. 


Watch for snipers occupying the 
balconies that surround the 
treasury plaza, as they have 
general control over the area. 


When engaging in firefights in 
the park near the amphitheater, 
use the trees and bushes as 
cover. Sometimes thermal vision 
helps flush out a foe. 



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TERRITORY: DOMINATION 

Each team should have no difficulty snaring the two zones on their 
respective halves of the map. The big contest is for the central zone, A, 
on top of the bridge. Each insertion point is roughly equidistant from 
the bridge, so it’s more a matter of who gets there first. 

Because you have the time and space to claim the two zones on your 
half of the map, make A the first priority, and once it has been 
secured, take the other zone. But don’t wait too long, because you 
want to start generating those points as soon as possible. 

TERRITORY: HAMBORGER HILL 

The “hill” is the central zone. A, on top of the bridge. The first team to 
take control of the zone has the advantage for the remainder of the 
match, but a concentrated effort can wrench control of it away. 


Snipers on the bridge can easily 
pick off incoming players and the 
guard rail makes it difficult to 
return fire. Try lobbing grenades 
up on top to cause a panic. 




If you make it to the central zone, 
drop prone and watch the two 
access ramps. From the ground, 
other players cannot see you 
when they decide to make a run 
for it— and only catch sight of 
you once it’s too late. 


NOTE 


Due to the low clouds, it 
can be difficult to spot 
the helicopter flying 
overhead. However, this 
works both ways, as 
the helicopter has 
worse aim on this map 
than others. 



TERRITORY: SIEGE 

The siege point is behind the treasury building. The attackers have to 
hoof it for some distance before reaching the plaza, giving the 
defenders ample time to set up a solid ring of snipers and shooters to 
repel invaders. 

If you are trying to penetrate the 
base, tenderize the area first 
with frag grenades thrown from 
the front of the treasury building. 

There are several parked cars up 
there, and if you can lob a frag 
right on top of one, you can 
cause enormous splash damage. 




Watch for encroachers trying to 
enter the base from the small 
alley to the west. It’s a bottleneck, 
but don’t completely write it off, as 
attackers may bank on your 
assumption that they wouldn’t 
even try it. 


The third access point to the base 
is from behind the treasury 
building. There is a row of 
columns back there attackers can 
use for cover, moving up column 
by column until they can strike. 


OBJECTIUE: CAPTORE THE FLAG 




All flag carriers have to run either over or under the central bridge to 
bring their prize back to home base, so getting a sniper or two on the 
bridge is a priority. Before even making an attempt on the other 
team’s flag, install shooters in the center and control traffic. 





Defense is just as important as 
offense in CTF matches. Make 
sure to solidify your defensive 
perimeter before striking out for 
the enemy flag. 


Before making an attempt on the 
enemy flag, station a sniper on 
the bridge. Since all paths must 
go by the bridge, you have a 
good chance at butting down a 
flag carrier. 


OBJECTIUE: RECOUERY 

Recovery is very similar to the start of a Elamburger Hill match. The 
flag is located in the center of the map at the bridge. It behooves each 
team to make a run for it as soon as the match begins, but they must 
also set up a few defenses so that if they manage to snag the flag 
first, they can protect the flag carrier en route to home base. 


Leave a sniper on the bridge to take out players 
trying to cross the center area and pursue your 
flag carrier in your side of the nnap. 

OBJECTIUE: SEARCH AND RESCUE 

The three officers are located along the central strip of the map in 
Zones A, B, and C. With the bases dug in so deep behind several 
possible lines of defense, the key to success is securing the officer at 
A right away and getting him back to base. Once he starts generating 
points for the team, you can go after the officer closest to your base. 


I -.'-L ^ y 








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PRIMAGAMES . COM 







While it seems natural to 
immediately go for the officer 
closest to your base, the central 
bridge is a tactical spot that 
should be secured first. Not only 
is there an officer up there, but a 
sniper on the bridge can control 
traffic on the map. 



Solo Mooe 

ELIMINATION MATCHES 



Going after the officer at B? Keep 
an eye on the bridge, because a 
sniper can look all the way into 
the amphitheater. 


There is a balcony over the 
awning in the marketplace. 
Beware of players hiding beneath 
the awnings that swoop down 
from the second level. 


TERRITORY: HAMBURGER HILL 



Because the zone occupant has 
likely gone prone, lob a frag 
grenade on top of the bridge 
before going all the way up the 
ramp to take the zone for 
yourself. 



Always drop to a crouch or go 
prone when you take the bridge. 
A shooter on the ground can 
target a standing player if they 
are close enough to the edges. 



Depending on how many players are in an Elimination match, it can be 
a wild firefight or a calculated game of chess, with soldiers trying to 
anticipate each others’ moves. Is there a sniper on the central bridge? 
Is it worth the risk to follow that player back into the graveyard? Will 
this balcony provide me with enough targets to win the game? 


The sheer size of the Treasury map offers hundreds of places to run or 
hide, to engage the enemy directly or snipe from a distant ledge. With 
players randomly spawning anywhere in the map, no place can be 
considered truly safe. You may think you have the entire marketplace 
covered from a rooftop, but then a player spawning into the match on 
the avenue behind you might have different plans. 


With so many hiding spots, the 
best way to find targets is to look 
for just the slightest bit of 
movement. A soldier shifting to 
look down another path must 
move, and if you see just a slight 
rustle behind some leaves or 
under an awning, you can zoom 
in to verify the target. 




Only use cover that’s actually big 
enough to hide your entire 
frame— a sniper can zoom in and 
target specific body parts. Getting 
shot in the hand may cause a 
slight loss of health, but a shot in 
the shoulder that goes straight 
through the torso is a killer. 


If sniping from a rooftop or 
balcony, try to stand back 
enough so that a player directly 
beneath you (and out of your 
sightline) cannot look up and put 
one in your head. 


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OBJECTIUE: ESCORT 




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You may be able to duck down, 
but it’s impossible to hide that 
giant skull over your head. Don’t 
stay in one place— keep moving. 


The armed officer cannot be 
killed, so don’t worry about 
peppering the ground around him 
with grenades or trying to drop 
his escort. The grizzled officer 
can even survive an exploding 
car— which is a great way to keep 
other players away from him. 


OBJECTIUE: FLAG CARRY 


Consider letting an ambitious player do the hard work for you— allow 
them to take the flag first and bring it to the bridge. Ambition has a 
funny way of not paying off in the end, and you can drop the flag 
carrier as soon as they are back on the ground. Now, you can pick up 
the flag, start earning points, and try to employ any of the hundreds 
of hiding spots and back alleys all over the map. 


Having a grenade launcher is extremely helpful in 
this match, as sometimes you cannot afford the 
luxury of pinpoint precision. The splash damage 
from a shell can clear out an enemy you suddenly 
spot coming at you, or drop a flag carrier that is 
about to escape down an alley. 


downloading expressly prohibited. 







Campaign 



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1. Move and secure treasury. 

2. Destroy enemy SAM units. 

3. Defend treasury while allies 
extract employees. 

Secondary: Stop enemy from 
looting the treasury building. 


^ Insertion 
0 Objective 




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MISSION STRATEGY 

It's confirmed— the rebels have completely overrun the Treasury on 
the south end of the city. The Ghosts are now tasked with retaking the 
building and saving the innocents in the area. The Ghosts are now 
tasked with retaking the building, saving the innocents in the area, 
and neutralizing the official before he can escape to an undisclosed 
location. However, as the Ghosts push through the city, they must be 
on the lookout for targets of opportunity that could help the operation 
go smoother. 

You begin the mission on the 
opposite end of town from the 
treasury building. You must make 
your way through a series of side 
streets, clearing out the small 
rebel patrols in the area. Because 
this is the furthest point from the 
treasury building, the patrols are 
small at this point— just two-man 
teams. There are at least three of 
them in the immediate area, 
starting with the graveyard. 

After dispatching the two rebels in 
the graveyard, look out for 
another patrol on the street below 
the starting level, near an outdoor 
patio. A sniper can peer down the 
alleys and pick off patrols without getting too close. The goal right now 
is to access a rooftop directly across from the outdoor marketplace to 
the east of the bus station. As you move ahead, make sure to scout 
down each street and alley until you have eliminated three patrols. 



CAUTION 


You cannot take too much time. Your commander 
informs you that reinforcements are currently en 
route, so steadily press forward. 


There is a staircase that leads directly into the bus station, but there 
are too many hostiles in the area. However, if you pursue the rooftop, 
you have an excellent sniper position over the marketplace. 

Step through the hole in the fence 
near 3c and immediately hide 
behind the rooftop A/C unit. Your 
commander radios in— there are 
three SAM (Surface -to -Air Missile) 
units in the area. You must take 
them out before heading up to the 
treasury building. The three SAMs 
are located in a straight line, from 
west to east in the center “tier” of the map. 







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TIP 


Come down from the bridge and 
check for any rebels along the 
path near the arches. Drop any 
targets, then move to the north 
side of the park. Use the planters 
as cover to avoid detection from 
rebels patrolling the east end of 
the area, including a balcony 
sniper that can end the mission if not spotted soon enough. 


Accessing the bridge is complicated by a ground patrol, as well as 
snipers on the bridge itself. Some players should press forward and 
attack the rebels near the ramp that leads up to the bridge, while a 
sniper keeps his distance and picks off the gunners on the bridge. 


There is a supply station on top of the roof. Use 
it to refill sniper clips and spent grenades. 


Drop prone when you step out on the roof. There is a shooter on the 
balcony over the marketplace. He may be hard to spot amongst the 
harlequin awnings. Crouch and shoot the shooter before turning your 
attention to the first SAM. 


There are two rebels on the ground 
directly in front of the rooftop. 

They linger near the SAM. You can 
move up to the edge of the roof 
and pick them off from a crouching 
position, but be careful. They try to 
hide behind the SAM and between 
the two rows of plants. It’s hard to 
spot them through the foliage, but 
they have no trouble seeing you. You can either dispatch them now or 
use a mounted gun on the rooftop to do so. 


SAM units can be destroyed with 
grenades, rocket launchers, .50 
caliber sniper rifles, and heavy 
machine guns, and there is one 
on the rooftop, directly in front of 
the missile launcher. Tear into the 
SAM until it explodes, then back 
away and turn your attention to 
the bus station. 


Attacking the bridge snipers 
attracts the attention of rebels on 
the other half of the map. They 
walk up a ramp on the other side 
of the bridge to investigate. 
Snipers and shooters can use the 
drone to monitor their activity and 
pick them off while other soldiers 
head up to the top of the bridge. 


Ease up to the east edge of the bridge and target rebels down in the 
park directly below the mounted gun, as well as near the archways to 
the south. Reinforcement pours into the area from here as soon as the 
second SAM is destroyed, so covering the archways is of paramount 
importance. 


Once the bridge appears clear, 
use the mounted gun to blow up 
the second SAM. 


After destroying the SAM and 
dropping the rebels, soldiers can 
move up along the buses. The 
next stop is the bridge that spans 
the middle of the map— there is 
another mounted gun up there 
you can use to disable the 
second SAM. 


The explosion attracts the 
attention of a couple of rebels. 
They start making their way 
toward the scene from the buses. 
A grenade launcher can cut them 
down just as easy as a sniper. You 
can even use the buses and cars 
as bombs, blowing them up to kill 
the rebels with splash damage. 


Carefully ease up the ramp to 
access the top of the bridge. There 
may be an unseen shooter up 
here, possibly even sitting behind 
one of the mounted guns. But 
don’t go for the mounted gun just 
yet, because there are more 
rebels in the park on the other 
side of the bridge that will fire on 
you if you try to blow the SAM. 


Share the supply 
station in the park with 
other players — 
communicate to see 
who is running low 
on what. 


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n TB 










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ITT 


Creep through the eastern arch and along the east side of the plaza in 
front of the treasury building. There is another two-man rebel patrol 
along the avenue that runs between the archways and the treasury 
building parking lot. The rebels also guard a building with a balcony 
that overlooks the entire plaza, so as soon as the targets are down, 
send one or two soldiers ahead to go up on the balcony. 


There may be a rebel manning 
the mounted gun, so take him 
out as you round the corner. 


Take down the sniper on the eastern balcony that overlooks the third 
SAM. There is only one shooter up there, so as soon as he’s taken out, 
send a soldier to take his place and use the nearby mounted gun to 
destroy the final SAM. Now it’s time to cross through the dangerous 
archways and make a push for the treasury building. 


As soon as the coast is clear, it's time to make a final push on the 
treasury building to clean up the few remaining rebels and eliminate 
the lieutenant. As soon as the threat has been completely neutralized, 
the mission ends in success. 




The destruction of the vehicle causes rebels to pile out of the treasury. 
The secondary objective now comes into play. The mounted gunner 
and the ground troops need to cut down all of the rebels on the 
treasury stairs, but everybody must be on the lookout for a car to pull 
out from behind the building. These are the looters. The gunner can 
take out the fleeing looters. 


When your team takes command 
of the gun, action starts to erupt 
in the plaza. An armored vehicle 
squeals up to the front of the 
treasury. The mounted gun needs 
to take it out so the ground-based 
Ghosts aren’t chewed up as they 
advance on the treasury building. 









mpl 


Temple 

The jungle air is almost thick enough to taste. The dense vegetation has grown over ancient ruins, toppling temple walls and flattening once 
towering columns. The uneven terrain is littered with boulders and thick tree trunks that make perfect cover points when stalking prey in this 
primordial forest. 


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ELIMINATION: FIREFIGHT 

Firefight at the Temple unfolds at the ruins in the northwest corner of 
the map. Surrounded by jungle, rebels approach from all angles. The 
attacks will come from the trees, from the road, and from the large 
temple at the northwest corner of the map. 


When the match begins, the scene 
is quiet— save for some ambient 
jungle noise. Use this time to set 
up some defenses. Since the 
insertion point is surrounded by 
three walls, it’s easy to get 
cornered unless you strike out 
first and try to assert control over 
the road and jungle just beyond 
the ruins. 



The first wave of rebels will pour 
out of the trees directly ahead of 
you. Because of the incline and 
the thick trees, it is difficult to 
spot their heads poking up over 
the crest of the mound. Use the 
drone to scan for signs of life, 
and then tear into the rebels as 
soon you see them. 



Watch the road to the south for 
more rebel activity. The menace 
won’t come marching up the road 
itself, but will appear from 
behind the trees that line it. 



n TB 


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TERRITORY: DEFEND 

You must defend your insertion point from a parade of rebels hiding 
out in the jungle. They are more than eager to take the fight to your 
doorstep and will attempt to overtake you not with superior 
marksmanship, but with sheer numbers. 

As soon as the game begins, you 
must designate roles. Some 
players need to remain in or 
around the base and act as a last 
defense, while others should push 
out a little farther and act as an 
early warning system. Don’t get 
too far ahead, though, because if 
too many rebels slip through, your 
firepower will be needed back at the base. 



The temple is the biggest site of activity. Send a team to infiltrate 
the temple from the rear. 


Use the top of the temple to rain 
death down on the rebels below. 
Be ready for a counter-attack 
when you open fire, though, as 
the scattered rebels are quick to 
coalesce back into a unit and 
charge the temple. 



Shooters on the stairs can watch 
for rebel reinforcements that are 
soon to come. This is where the 
body count will be the highest for 
the entire firefight. 




The narrow passages amongst 
the ruins sometimes cause 
rebels to stick close together. 
Grenadiers can cause major 
damage on the temple patrols 
with a grenade launcher. 


TIP 



When the action 
starts to slow, it 
means you’re winning. 

However, the battle is 
far from over — it just 
means you have to 
risk going into the 
trees to find the 
remaining rebels. Use the drone to take out 



When the march slows, it means 
you’ve made it through the worst. 
Use the map and the drone 
together to find the last few 
survivors hiding out in the trees. 


Defending the base begins much 
like the Firefight, with a few 
rebels slowly making their way 
through the trees ahead. 


However, as soon as the 
onslaught begins, the rebels go 
into overdrive and start to flood 
the site. The drone starts picking 
up targets, painting the horizon 
with red diamonds. 



OBJECTIUE: RECON 

Although the rebels can walk almost any route they wish, you can 
always count on them grouping up near the recon zones— especially 
the one you were just about to make a move on. The five zones are 
not spread too far apart, especially A, D, and E, which are all located at 
the northern temple ruins. 




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n BO 


The dense trees offer considerable hiding spots for you to monitor the 
zones, but even the best hiding spots are sometimes found out. If 
spotted, you can fall back, but engaging the enemy isn’t always a bad 
idea— as long as the patrol is small. (Taking shots at a ten-person 
patrol is like poking a hornet’s nest with a stick.) After taking down the 
rebels that spotted you, flee for a quiet corner of the map and wait for 
the heat to die down before resuming your recon work. 


Zone A: After taking D, head up 
the first flight of stairs to access 
the temple rooftop. 


Zone A: If the drone is busy 
elsewhere, you might miss intel 
on a rebel patrol holding court on 
top of the temple. Making noise 
on top of the temple is a bad 
move, because you’re stuck 
trying to take a zone while 
reinforcements are running up 
the stairs. 


Zone A: The zone is on the 
southern end of the temple roof. 
Crouch down to avoid detection 
while taking the zone. 


Zone B: This zone is close to your 
insertion point. The actual zone 
is located inside the excavation 
site and is often guarded by a 
small patrol. You can crouch 
down and creep along the rock 
wall until you see the site. 


Zone B: Drop down into the 
excavation site and crouch while 
taking the zone to minimize your 
exposure. 


Zone C: This zone is located 
inside another set of ruins on the 
opposite side of the map from 
the excavation site. It’s easiest 
to take after scoring B. Just 
follow the rock wall, running from 
tree to tree. 


Zone C: This zone is huge, taking 
up the entire center of the 
stadium-like ruins. Run into the 
zone and take up position behind 
the altar so rebel patrols cannot 
see you. 


Zone D: This zone is at the 
northern temple site, closest to 
your insertion point. The site is 
along a major parade route, so 
hold back until you no longer see 
any activity. 


Zone D: Slip through the holes in 
the temple walls to take the zone. 
Keep an eye on the main temple 
structure, as there is sometimes 
a large patrol in the area. 


Zone E: This recon zone is on the 
far side of the temple from the 
insertion point. It’s easier to 
access the site after going 
through B and C, as it takes you 
away from the temple— the 
nexus of activity. 


Team Mode 

ELIMINATION: SHARPSHOOTER/LAST TEAM STANDING 

The jungle map mainly consists of pockets of ruins between thick 
patches of trees and boulders. The majestic trees have trunks big 
enough to hide behind, so players can engage is spirited duck-and- 
shoot matches out in the wilderness. The main temple in the center of 
the map sees a lot of action, as it is between the two insertion points. 


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TERRITORY: HAMBURGER HILL 


The temple ruins host plenty of 
frantic firefights, thanks to its 
system of stairs and walls that 
offer plentiful cover. 


Hamburger Hill is indeed the highest point on the entire map— the roof 
of the main temple building. In order to take the zone, you must fight 
your way to the top of the building (the stairs can hide many 
enemies), but remember to duck to avoid shots from players on the 
ground. The player that gets there first is not likely to last very long, 
but every point counts in this contest. 


The temple roof is the best sniper perch on the entire map. A 
crouched sniper looking to the south can see a huge expanse of the 
map. The thick jungle air cuts down on visibility, though. 


The altar on the east side of the 
map offers a wide open space for 
firefights, provided a sniper 
doesn’t cut players down as they 
try to enter. 


As tempting as it is to peer over the edge of the zone and snipe 
incoming enemies, watch out for shooters that can lob a grenade in 
the zone and let splash damage do the rest. 



Drop down into the excavation 
site and press yourself up 
against one of the dirt walls to 
hide your profile. Players running 
through the area trying to escape 
detection may not see you until 
it’s too late. 


TERRITORY: DOMINATION 

At the start of a Domination match, players will be quick to take the 
zones closest to their insertion points. Zones D and E are tough to 
hold, though, because they are so close together, divided only by a 
few temple walls and Zone A. While trying to take either D or E, aim 
your weapons toward the top of the temple and fire upon any 
enterprising player trying to capture A. 


CAUTION 


A sniper in either D or 
E can crouch or go 
prone and shoot an 
opponent trying to 
take control of the 
other zone. 



Duck down when you reach the 
zone. The temple roof is narrow 
and ground snipers have several 
vantages to try and pick off any 
“hamburger hill’’ occupants. 


TIP 


If the other team has 


control over the zone 


and an uncanny ability 


to spot you coming, 


shoot down their drone 


and eliminate their 


intel advantage. 

- 




T 


TERRITORY: SIEGE 

The western insertion point is the contested zone in a Siege match. 

The zone is surrounded by walls on three sides, so defenders have to 
be conscientious about not getting pinned down against the far wall, 
away from the siege point. But they cannot push too far ahead, 
because the attackers— once they cross the temple grounds— have so 
many trees, rocks, and walls to hide behind before mounting one 
major assault. 




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PRIMAGAMES . COM 






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There are too many obstacles 
between the base and the temple 
for a sniper to make clean shots, 
but if you move up and use the 
trees as cover, you can pick off a 
few base defenders to make the 
job of the attackers easier. 


There are stairs behind the 
contested siege zone where a 
Grenadier can hide. If an 
opponent manages to infiltrate 
the base, a quick grenade attack 
will knock them out. 


OBJECTIUE: CAPTURE THE FLAG 

There is no such thing in the jungle as a straight path— getting from 
one end of the map to the other requires deftly avoiding rocks and 
trees, and not stepping in recessed ruins that stop you cold. This is 
hard enough in just regular firefight, but when you’ve stolen the flag 
and the entire map can see you, every step counts. 


Make sure you leave one sniper 
at the flag bay to guard against 
poachers coming through the 
center of the map. Let a 
teammate outside the base use 
the drone to spot enemies so the 
sniper can then settle into 
position. 

Try to install one or two shooters 
near the center of the map, near 
the temple and the southern 
road. Should your flag be stolen, 
these shooters can take down 
the culprit as they make the long 
trek back home. 



OBJECTIUE: RECOUERY 


Make sure one of your 
teammates heads straight for 
the officer closest to your base 
so you can start generating 
points. If you put too much initial 
emphasis on the central officer, 
you can find yourself at a deficit 
you can never make up. 




Capturing the officer on the temple 
rooftop is a tough gig because the 
enemy can practically cover every 
route down. If you’re shot, the 
enemies can then swoop in and 
steal the officer. 


Solo Mode 

ELIMINATION MATCHES 

Elimination matches in the jungle tend to involve long solitudes with 
players moving into hiding spots interrupted by quick bursts of action 
as they invariably go for the same hiding spot or run by each other en 
route to a camp site. 




I - VI 


The temple contains several 
blind corners where players can 
hide and wait for an opponent to 
come running by without even 
noticing the gun pointed straight 
at them. 


This is a dirty trick— but it works. 
Fall prone to the ground next to a 
tree or rock. You’ll obscure some 
of your body and to a player just 
running through, you look like a 
corpse. 



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The Recovery flag is perched on top of the central temple where 
everybody can see it. Actually getting to the flag, though, is the hard 
part. Snipers can pick off players trying to make the grab, but they 
may actually want to let an opponent bring it down to the bottom. It’s 
much easier to shoot a flag carrier and steal the flag on the ground 
than it is to run the gauntlet and make the grab in front of a massive 
audience. 

OBJECTIUE: SEARCH AND RESCUE 

The three officers on Temple are located at A, B, and C— two very close 
to the team bases while the other is waiting patiently for an escort on 
top of the temple. 


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Seek out the largest tree trunks 
on the map and use them to hide. 
If you are being pursued, 
sometimes just slamming your 
body against a tree is enough to 
lose your tail. 


As much fun as it is to duck 
around temple walls, don’t let the 
southern half of the map go 
unused. There are some prime 
hiding spots along the southern 
rock wall, but sometimes you 
need to fire off a shot or two to 
lure in some prey. 



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It’s a tough slog to the top of the 
temple. You’re always more likely 
to be shot In the back than the 
front as players claw their way to 
the summit. 


TIP 


Campaign 


Sources have confirmed that an enemy lieutenant is currently stationed in the jungle, somewhere in the crumbling temple ruins to the north. The 
Ghosts must fight their way through several rebel patrols before even getting close to the lieutenant’s stronghold, a task made difficult by the thick 
jungle trees and uneven terrain that seems to give the rebels the advantage far more than the Ghosts. They’ll have to act fast so this mission doesn’t 
turn into a bungle in the jungle. 



\\ 

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TERRITORY: HAMBURGER HILL OBJECTIUE: ESCORT 


There will certainly be hamburger on this hill, as every player opens 
fire while making a dash for the top of the temple. If you manage to 
take control of the top, you have to keep the other players out 
because the moment they step 
inside the boundary of the zone, 
you no longer earn points. 


The armed officer is just waiting for his escort on the top of the 
temple. As soon as you grab the officer, try to get down from the 
temple or vanish into the jungle. That will be exceedingly difficult 
since you have a major target now over your head, but your chances 
are better in the wilderness than on the temple mount. 


Players can still track you on their 
HUDs in the jungle, but they have 
no idea how far away you are- 
only what direction to run in. 


OBJECTIUE: FLAG CARRY 


Reaching the temple rooftop is 
never easy, especially when you 
have every single player in the 
match trying to take the same stairs. You’re bound to see a few 
exchanges on the rooftop as players try not to let each other possess 
the flag, even for a second. You can always try to stand off to the side 
of the temple and liberally pepper the roof with grenades from a 
launcher. If you can quickly kill one or two players, that’s one or two 
players less to punch through when trying to go for the flag. While 
they’re busy respawning, you’re running down the side of the temple 
in the hopes of melting into the jungle. 


OBJECTIVES: 


1. Eliminate Lieutenant in the 
enemy stronghold. 

2. Get to the extraction zone. 


Secondary: Destroy all 
weapons caches. 


LEGEND 


♦ 


Insertion 
Objective 
Zones A- 


o 


MISSION STRATEGY 


Thermal vision is a 
good way to spot 
players running 
amongst the ruins or 
trying to tell the 
difference between a 
bush rustling from the 
wind or an enemy 
shooter getting ready 
to fire. 


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XBOX 3BD MULTIPLAYER 








You can hear the vehicle coming before you see it. Hide behind the 
walls, because the gunner on the vehicle is swinging his gun from 
side to side, looking for targets. If he sees you, it only takes one shot 
from that cannon to end your involvement in the mission. Try to snipe 
the gunner, or at least blow up the vehicle with a grenade launcher. 


You need to push up until you reach the proper worship grounds, which 
are much more complex than the simple half-walls you spotted several 
meters back. There is typically another rebel patrol in the area, but if 
you don’t see anybody (use your drone to confirm), they are likely 
moving up the road under the protection of an armored vehicle. 


You will find the find weapon cache at 6, just on the southern side of 
the large rock wall. There will be two rebels guarding the cache, but 
shooting them could raise the alarm with rebels on the other side of 
the wall, which you can see through an archway. 


After destroying the cache, use thermal vision to make sure there is nobody 
waiting for you in the trees beyond the archway (shoot any outline you 
see). Youthen can walkthrough into the northern half of the map. At this 
point, you have a couple options. You can either continue seeking out the 
weapon caches or go directly for the lieutenant at the temple. 

If you decide to go for the 
remaining two caches, continue 
moving north. There’s an 
excavation site dug into the 
ground with at least two rebel 
guards. Use the trees as cover 
when moving up on the site. Try 
to shoot the rebels from the 
trees to minimize your exposure. 

After emptying the excavation site, continue north to 5. 


Keep following the road to the 
west. Command comes over the 
radio. There are three targets of 
opportunity in the area: weapon 
caches. You don’t have to destroy 
them to complete the mission, but 
they appears on your HUD as soon 
as you hear about them. 

If you decide to seek out the 
weapon caches, continue moving 
west until you’re forced to start 
turning north. Keep the drone busy 
scouting for enemies and scan the 
jungle for any sign of rebels. 


At the start of the mission, you 
must push forward and intercept 
a rebel patrol near the worship 
grounds. The rebels in the area are 
few and usually work in pairs, but 
they know several good hiding 
places— and are about to benefit 
from reinforcements. Start by 
walking along the waterfront. You 
should have a pretty uneventful walk until you reach the dock, which 
is when you need to start scouting for rebel activity. 


The first pair of rebels is likely walking 
along the road— although they may 
be poking around the ruins by the 
time you get there. Shoot the first pair 
of rebels and then move back to the 
waterfront and slowly move up to the 
ruined walls. 


There is a supply point 
annongst the ruins. 

This map is mercifully 
full of them. 


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n 84 














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The weapon cache is hidden in the middle of some military-style 
tents to the east of some ancient ruins. Again, watch for rebels— 
but you will likely not see them until you have destroyed the cache. 
The rebels will then start crawling around the site. After dropping 
them, you can either start making your way to the east to take out 
the third weapon cache at P, or drop back to the southern half of 
the map. 


If you stick to the northern half of the map, you will start seeing 
more rebel patrols around 3, which is the start of the main temple 
ruins. There is a supply point underneath the ruins to the north, but 
make sure the coast is clear before attempting to access it. 


It is much easier to fall back into the southern half of map and head 
east. There is an archway that leads back into the northern half 
near 8, which later serves as the extraction site. When you near the 
site, you can peek inside and pick off one or two rebel guards 
patrolling the area. If you don’t spot them at first, back out of the 
ruins and call for the drone. Just poking your head around is a good 
way to get it shot off. 


Continue north to P. There is another pair of rebels at the camp site, 
but you can pick them off from afar. Or just use a grenade launcher 
to clean the camp site and destroy the weapons from a safer 
distance. 


After eliminating all three weapon caches, it’s time to make the big 
push on 2, where the lieutenant is stationed. As you approach the 
temple, you see increased rebel activity. Several patrols walk the 
perimeter of the ruins, so keep circling around the site, picking 
them off when spotted by either the drone or other Ghosts. 


Make your way up the stairs to the top of the temple. The lieutenant 
is up there— alone. He won’t go quietly, so shoot him on sight. 
Unfortunately, this raises the ire of the remaining rebels on the map 
and they start honing in on your current position. There is no time 
to lose. Drop back down to the ground and make your way to the 
extraction site at 8. 





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,Map: Bon 


rd 


Boneyard 

The Boneyard— where the machines of war go to die. This arena is full of abandoned airplane wreckage and ruined armored vehicles, equipment 
that now only rusts between saltwater showers and baking hot tropical days. Tonight, though, these once proud machines serve a new purpose, to 
provide cover to rebel patrols seeking to strike out at the Ghosts or host war games between rival Ghost squadrons seeking to hone their combat 
skills before heading out for a tour of duty. 


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ELIMINATION: FIREFIGHT 

The Boneyard can host a ferocious firefight since there isn’t too much 
real estate to contest. The moment the match begins, patrols on the 
opposite side of the area from the insertion point will start their slow 
march, but you can ill-afford to wait for them to advance on your 
position. Take the initiative on this map and bring the fight to them. 

Snipers are not as useful in the Boneyard as they are in the Old 
Town or on the Wharf. Grenadiers, with their extra grenade rounds, 
serve as the backbone here. The splash damage from a grenade can 
drop a small patrol of rebels squeezed into the tight spaces between 
the ruined machinery and shipping boxes. 


The Boneyard isn’t a very large 
piece of territory, but it offers a 
lot of places for rebel swarms to 
hide, then close in on your 
insertion point, such as behind 
the wreckage to the west. 




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/ 



Send your Grenadier or Automatic Rifleman after the closest patrol, 
which is immediately to the north of the insertion point. Arm the 
grenade launcher right away and take aim at the dead center of the 
group. You have to act fast or else the rebel patrol will start to spread 
out, and then they are harder to manage. While survivors recover 
from the initial blast, duck behind debris and reload, or have an 
accompanying Automatic Rifleman mop up the remaining forces. 


The Boneyard is dark and the 
horizon doesn’t stretch out very 
far— ideal conditions to get the 
most out of thermal vision. Use 
thermal from time to time to 
detect movement and identify 
groups of rebels versus loners. 








If a teammate successfully 
identifies a group of rebels— 
three or more— alert a nearby 
Grenadier. If no grenade 
launcher-carrying soldier is at 
hand, make sure your rifle is on 
auto-fire, crouch down, and try to 
drop as many as possible before 
seeking cover. 


A skilled Marksman with a full clip can cut 
through several rebels in a patrol if they are 
moving in a single-file line. The quicker they pull 
the trigger, the lower the accuracy — but chances 
are the rebels will be too panicky to make any 
decisive maneuvers right away. 


The Boneyard rebels have real 
skill with frag grenades, so don’t 
give them an opportunity to 
show off their talents. If you get 
cornered behind some boxes or 
pressed up against a wall, they 
let fly with one or two frags and 
wipe you out. 





If rebels start pressing in close, 
switch to single shot and hold 
your ground. One or two shots 
right to the chest can drop a 
rebel, and leave you with a pretty 
full clip to use on the next one. A 
full spray up close isn’t as 
accurate, and you risk getting 
overrun while reloading. 




Put the drone to use when the 
field starts clearing out. Order it 
to scout ahead and paint your 
remaining targets in red. 


The last few rebels may actually 
hide from you. Carefully move up 
on their locations— as noted by 
the drone— and slowly peek 
around corners to verify your 
target. The stragglers will try to 
hide in corners or inside small 
areas, like this bombed-out 
fuselage. 


TERRITORY: DEFEND 


The relative smallness of the Boneyard makes the danger of rebels 
overrunning the Base seem more immediate than it really is. A smart 
squad with good Grenadiers working in tandem with skilled shooters 
can keep the incursion at bay— as long as everybody remembers to 
communicate. The more players in the game, the more eyes are on the 
map, scouting out trouble as it closes in from every corner of the map. 



The Base is in the exact same spot as the insertion point, behind 
the large building to the east. There are two ways into the base, 
from the north and the south. Each entrance is fairly wide, but 
fortunately, no patrol begins directly opposite of either Base 
entrance on the march straight for the goal. 


1 










You can sneak up on a patrol to 
the south of the Base. The small 
patrol (around five rebels) is 
starting its journey to the west. 
As they walk away, a grenadier 
can slip behind them and take 
out the entire patrol with a single 
grenade. 


Always keep a Grenadier close to 
the base. If rebels manage to 
infiltrate the base and start 
going to work, a single shell from 
an M320 (or a similar device) 
can clear the entire area. 




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XBOX 3BD MULTIPLAYER 


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CAUTION 


Splash damage doesn’t discriminate between 
targets. If you fire too close to a teammate, you 
accidentally kill them — and friendly fire always 
ends the mission in disgrace. 




You will see patrols start their 
march toward the base, but 
watch out for lone shooters to 
the west peeking out from behind 
debris. None of them are 
accomplished snipers, but they 
can get lucky shots off from time 
to time. 


Be careful not to get caught on 
debris while running to or from 
danger. You have to always be 
aware of what’s around your 
feet, or you can get stuck just 
long enough for a rebel to draw a 
bead on you. 


There is a sniper platform on top 
of the building above the Base. 

As the match begins, send a 
sniper to the roof to work on 
clearing out enemies to the east. 

Make sure snipers don’t get 
distracted by targets to the north 
and south that base defenders 
can take care of themselves at the expense of distant targets. 


OBJECTIUE: RECON 


The four outer recon zones in the Boneyard are tucked in the corners 
of the map, usually behind debris piles or on the far side of junked 
machines, such as the airplane wreckage that rots near B. There are 
rebel patrols that walk from each zone to the next, so the key to 
victory is to use the drone and scouts to monitor all enemy 
movement. When you see a patrol evacuate one zone, quickly move in 
and capture it. But don’t stick around and gloat— because chances are 
another patrol is en route to the site. 


TIP 


Fluid movement between the recon points only 
comes from studying the map. Advancing intel on 
where you’ll find piles of debris to hide behind (or 
to avoid while fleeing from overwhelming odds] 
will keep you moving smoother and faster. 


Zone A: The central zone. A, is 
right in the middle of the empty 
plane fuselage. The zone is in the 
center of the map, so you have to 
wait for any patrols to be in the 
corners before darting across 
the map to take it. 


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Zone B: The best way to reach B 
is to run along the far west fence 
of the Boneyard, directly after 
taking E. There is so much debris 
and vehicle wreckage back there 
that enemy patrols will never 
spot you. 




Zone C: Use thermal vision to 
check for the presence of rebels 
at C before stepping out from 
behind the twisted rebar. If you 
see moving heat signatures, 
quickly fall back to the parked 
jeep (the only vehicle that isn’t 
trashed] and wait until you see 
the patrol vacate the area. 

Zone C: Once the zone is empty, 
rush down the decline, stepping 
around the debris and take up 
position at the bottom. Turn and 
watch the rest of the Boneyard. If 
you slipped into the zone right after 
the patrol left, you should have 
ample time to take the zone and 
move on before anybody returns. 


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Zone A: Before taking the zone, 
duck inside the plane and watch 
for any curious rebels that may 
get too close. Use the drone to 
spot any incoming targets. 



Zone B: The zone is just on the 
other side of the wrecked plane, 
between the fuselage and the 
wing. Slowly creep around the 
back of the airplane, carefully 
not stepping beyond the tail fin 
so any rebel guards can see you. 

Zone B: Crouch down as you round 
the corner and look at the zone. If 
the drone hasn’t caught up to your 
position yet, peek out. The patrol 
walks up and down the wing of the 
craft, so wait until the final rebel 
has both feet on the ground and is 
pointed away before slowly 
inching up to the zone. 











/ 


Zone D: This zone is located due 
south of the insertion point, on 
the opposite side of a parked 
trailer. There is usually a patrol 
there at the very beginning of the 
match, so if you make D your 
first target, crouch down and 
ease up to the zone. Wait until 
the drone shows all of the rebels 
are on the move (usually heading west) before stepping on to the 
loading dock. 



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Zone D: When you drop off the 
dock and step into D, make sure 
you have a point man looking out 
into the Boneyard at the corner 
of the zone. You cannot afford 
any surprises. 


Zone E: This zone is located 
directly to the west of C, inside a 
debris-filled warehouse. The 
route between C and E takes you 
through a small loading area, 
which requires you to go up 
some steps. Fortunately, you are 
behind a building and completely 
out of sight. 



Zone E: As you emerge from the 
dock, use thermal vision to 
monitor any rebel activity in the 
area. When you see the last heat 
signature disappear into the heart 
of the Boneyard, forge ahead. 


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Zone E: Step into the warehouse 
and take the zone. The patrol could 
be on its way back, or trading 
places with any rebel group, so 
keep a watch from the inside. 


Most Recon matches on other maps are more 
random than the Boneyard — here, it’s easier to 
predict enemy movement and draw up a plan of 
attack. Try this order for taking the zones: D, A, 
C, E, B. 


Team Mode 

ELIMINATION: SHARPSHOOTER/LAST TEAM STANDING 


Team-oriented Elimination matches on the Boneyard can be quick, 
lethal affairs. There isn’t a lot of room to run around, and eventually 
the action starts running along specific routes rather than just blindly 
through a central area of carnage. Players will see a lot of action 
between C and D, as well as C and E. 



I 1 


Moving through the debris-strewn area in the center of the map 
can prove tricky. Some of the trash looks like excellent cover, but you 
can get caught on beams or metal rods and be unable to move in the 
direction you want— even though the path you see in front of you 
looks clear. 


Stake out the route between C and 
E. The cover from the overhang 
will help keep you out of sight 
from the drones above, plus the 
building to the south of the dock 
keeps you invisible to most 
players on the rest of the map. 


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The stairs leading down from the 
dock next to E make a great 
place to hide. Not only can you 
look out across the Boneyard, 
but anybody that comes rushing 


Don’t stand in the open for very 
long on this map. The drones 
don’t have much airspace to 
cover and are quick to point out 
opponents. 


down the stairs is immediately 
dead to rights. 

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The broken-up fuselage and the 
separated cockpit in the center 
of the map make great places to 
hide. If you are in the cockpit, 
make sure you are aiming 
through the open windows; the 
rest of the glass is bulletproof. 



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Be cautious of debris that pokes 


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TERRITORY: DOMINATION 


The routes for taking the five zones in Domination are not entirely 
dissimilar from those used to capture the zones from the rebels in Co- 
op Defend. Use the outer rim of the map whenever possible to escape 
detection as you move from the zones closest to your insertion point 
to those near your opponent’s. 


At the beginning of the match, 
make a direct run for the closest 
zone and start generating points. 




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Zone E is directly in front of a 
massive warehouse door. 
Position a sniper on the hill near 
the western insertion point to 
cover the zone and keep the 
other team out. 




After capturing E, set up a zone 
guard near the broken down 
Humvee and watch the route 
between C and E. Many players 
will try to use the northern route 
to sneak up to E. 


Because the airspace over the 
Boneyard is so small, it’s easier 
to locate and snipe your 
opponent’s drone. 


The central zone, A, is as tough to 
capture as it is to hold. Drones 
will easily pick up any player 
moving on the zone, and there 
are literally dozens of angles for 
players on the outer ring of the 
central area to look in to target a 
zone squatter. 

TERRITORY: HAMBURGER HILL 

The wrecked fuselage in the center of the map is the contested zone 
in this match. Getting there first isn’t terribly difficult, but holding it is. 
You have to hold the zone from inside the fuselage, making you an 
easy target for an enterprising Grenadier and a fully loaded M320. 


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You cannot capture and hold zone A on your own. You need at least one 
teammate to take the zone and watch one side of the open fuselage 
while you watch the other. For added protection, try to station a sniper 
nearby to drop any enemy making a move on the zone. 


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The best way to clear enemies 
out of the fuselage is with a 
grenade launcher. A good shot 
right on the inside wall of the 
fuselage will cause enough 
splash damage to kill anybody in 
the tube. 




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Watch out for the helicopter overhead. As soon 
as one team captures the zone, death starts 
raining down from above — and without mercy. 


TERRITORY: SIEGE 

The siege point in this map is the eastern insertion point. There are 
two ways into the base, from the north and south. Try to install at 
least one sniper on the perch above the base to pick off any incoming 
opponents while guards on each entrance (preferably with machine 
gun and grenade launchers) hold back attackers. 


NOTE 


If you are defending, don’t put all of your 
manpower inside the Base. The other team can 
squeeze you with grenade launchers and 
completely decimate your forces. 


OBJECTIVE: CAPTURE THE FLAG 

Boneyard CTF scores tend to be higher than matches played on other 
maps, thanks to the smaller arena size. Getting a flag from the enemy 
bay back to your own requires less footwork, but you still have to be 
nimble. There are sniper perches that provide excellent defense, as 
well as piles of garbage and vehicle wreckage that must be avoided, 
lest you get caught on an errant beam. 


Each flag bay has a sniper perch 
directly above to act as a first 
line of defense. The building over 
the eastern flag has two levels, 
while the crane that towers over 
the east side of the map has only 
one perch on the top level. 


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The Boneyard map is small enough that the two 
snipers above each flag bay can actually see — and 
shoot — each other. Because the air is a little 
thick, it may be easier to use thermal vision to 
pick off the opposing sniper. 


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Players seeking your flag rarely come directly across the map, so 
position shooters along the side routes (such as the plane at B) to 
intercept encroachers. If you can control the escape routes from 
your flag bay, such as the route between the western bay and E, 
you can stop any flag carriers before they get too far. 

OBJECTIUE: RECOVERY 

Much like normal Capture the Flag, the secret to success is not 
necessarily to control the flag itself, but to control movement around 
the map. Close off escape routes with your snipers, and you 
effectively stop your opponent’s chances of holding on to the flag for 
very long. 

A Grenadier positioned close enough to the fuselage where the 
flag is kept can also keep opponents from grabbing the flag by firing a 
grenade into the shell. The fuselage is small enough that the splash 
damage kills anybody trying to grab the flag. 

OBJECTIUE: SEARCH AND RESCUE 

Due to Boneyard’s small size, stealing the other team’s secured 
officers is suddenly a very viable proposition. With less distance to 
run back to your base, and a good deal of debris and broken 
machinery to use as cover, snagging away an officer is far from 
impossible. What you have to watch out for, though, are shooters set 
up on your opponent’s half of the map. These defensive players are 
stationed to control travel, which is almost as good as controlling the 
officers themselves. 


When the match begins, the first 
step is to immediately secure 
the officer closest to your base. 


Use a sniper to keep opponents 
away from the central officer 
while you move into position to 
snatch him for yourself. 


If you are going to make an 
attempt on an officer at your 
opponent’s Base, coordinate with 
other players first. Make sure 
that somebody is ready to 
eliminate the sniper on the crane 
before you try to cross the map 
and make the grab. 





Solo Mooe 

All Solo Elimination matches have the same goal— eliminate all other 
players— and are thusly grouped together. 


ELIMINATION MATCHES 



The warehouse at zone E offers 
some cover, but if you back up 
too far into the northern corner, a 
sniper from the south can see 
directly into the facility. 


The interior of the warehouse at 
zone E is full of wreckage and 
support pillars, perfect for 
frantic firefights. However, be 
aware that in Thief matches, your 
red outline may give you away. 


The abandoned cargo containers 
and garbage piles make excellent 
cover for shooters that want to 
stay in the center of the map. 



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The dismantled plane in the center of the map— tail, fuselage, 
cockpit— is a good place to catch people. Go prone in the cockpit 
and you practically vanish since you are too low to be seen through 
the windows and the cockpit is just long enough to obscure the 
length of a body. 

TERRITORY: HAMBURGER HILL 

The “hill” in Flamburger Flill is located in zone A at the center of the 
map. The broken plane wreckage serves as the staging ground for a 
fast-paced massacre, with players piling into the area in hopes of 
surviving just a few seconds for a small handful of points. In close 
matches, just an extra point can make all the difference, so don’t 
spend the match sniping from far away. Get in there and fight for your 
place on the hill. 



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OBJECTIVE: ESCORT 

Escorting an armed officer around the Boneyard is almost like having 
a guardian angel— while you’re scouting ahead for possible escape 
routes, the officer is firing at anybody coming in from the rear. Just 
don’t run too far ahead of the officer. Sometimes it takes him a few 
seconds to catch up, and if you quickly dart around a debris pile, you 
leave him out in the open where he is easy prey. 

The longer you can keep moving, the better chance you have of 
holding on to the officer since the whole map knows where you are 
anyway. Use the back routes, but avoid blind corners. If players see 
you headed across the western fence, they can hide behind the crane 
and wait for you to run by. 


OBJECTIVE: FLAG CARRY 

Much like the Escort game, the goal is to keep moving since all other 
players can see you the moment you pick up the flag. You do not 
score points for neutralizing other players (even if you have the flag), 
but the fewer players on the field, the easier it will be to either survive 
the gauntlet or zero in on the flag for yourself. 


The flag is located just off to the 
side of the fuselage in the center 
of the map. 


If you get the flag, try to hole up 
in places you can easily defend, 
but also escape if too many 
players descend on your position 
simultaneously. 


If you manage to hold the fuselage, watch out for players coming 
from each opening of the tube. A sneaky player might stage an 
attack from the cockpit. 


The interior of the fuselage is 
intimate enough that even if you 
fire a grenade into the side of the 
tube, the splash damage is 
resounding enough to kill a 
player standing almost 
anywhere inside. 


NOTE 


You don’t have to always stand inside the 
fuselage to score points. The zone stretches a bit 
outside the fuselage, but not into the cockpit or 
tail sections. 




If you have a shot on the player inside the zone, take it right away. 
If you get too close and set foot inside the zone, the player will see 
the flares turn yellow (points stop accruing) and will immediately 
start looking for the invader. 


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O Zones A-E 


Co-op Mooe 

ELIMINATION: FIREFIGHT 

The high-visibility conditions in the Desert Gulch ensure a vigorous 
battle. Your team begins the match at the first insertion point, but 
there is little time to coordinate a plan of attack once the battle 
begins. There are swarms of enemies hiding behind the boulders, and 
as soon as the match begins, they begin their march. 

In maps with wide open spaces, it is easier to corral and 
eliminate patrols— but the first shot causes them to scatter. When the 
rebels break apart and start clamoring around the rocks, you will have 
to rely on the drone and communication to hunt them down. 


The match begins with a few lone 
rebels creeping up through the 
rocks, but these are merely 
scouts. Behind them are a few 
large waves of enemies. 


The scorching desert is not the 
ideal place to use thermal vision 
because it is so bright out. You 
can still spot the outlines of heat 
signatures, but only when they 
are relatively close to you— unlike 
the night scene of the Wharf. 


Map: 


G 


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/ 




Desert Gulch 

The painted monuments of the Desert Gulch stand watch beneath the shadow of an abandoned bridge that arcs high above the map. The Desert 
Gulch was once the site of a great, raging river, but now is only a mere trickle. Signs of her former glory can be seen in the eroded rocks and boulders 
that dot the landscape. These stones provide excellent cover for players that dare set foot on the hot sand and accept their opponent’s challenge. 




1 S3 


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CAUTION 


Do not get cornered by patrols in the desert. 
They are likely to throw a frag grenade into the 
alcove you backed yourself into. 


The rebels in the Gulch are 
equipped with frag grenades and 
use them regularly, due in part to 
the long field of vision. If they 
see you moving around, even the 
top of your head behind a rock, 
count on them to toss a frag 
grenade. 


The patrols rarely stay together 
as soon as the base is in sight or 
they are fired upon. The rebels 
scatter and start crawling 
around the boulders in an effort 
to become a harder target. 


If you do manage to catch a 
patrol starting to walk en masse, 
don’t make a move on them if 
there is a Grenadier in close 
range. A single blast can kill up to 
six or seven rebels, depending 
on how tight the group is. 


Even though you move slower 
when crouched, most of the 
rocks and boulders in the desert 
are not tall enough to obscure 
your entire outline. 


Push forward as soon as you 
can— don’t be too eager just to let 
the enemy march to you. You may 
be able to do some solid damage 
initially, but the chances of being 
overrun when patrols split up and 
start swarming around the rocks 
is too great to risk. 


TERRITORY: DEFEND 


There is little time to waste when a Defend match begins— the rebels 
are just beyond the first tall cluster of boulders. Because they are so 
great in number, they exhibit bravery that borders on insanity. Rebels 
will rush you, run around rocks to get behind you, and even make 
terrifying beelines directly at you if spotted. 


Falling back right away is not a 
good strategy for this match. 
Conceding any ground early in 
the game gives them too much 
space to fill. And with their 
superior numbers, it’s easy for 
them to fill the cracks and 
crevices of the gulch. 


When you spot a line of two or 
three rebels, open fire on them 
with full-auto or burst fire. But as 
soon as you see your clip is 
almost empty, back off and hide 
behind a rock while reloading. 


DBJECTIUE: RECDN 


Running the five recon zones in Desert Gulch is an exercise in 
patience and skillful attention. There are at least three main rebel 
patrols weaving through the boulders, inspecting the zone and 
keeping an eye out for you. The patrols at least have a tendency to 
walk the same routes in this match more than on other maps, so you 
can usually count on catching the patrols bound up together at a 
bottleneck. This is good for spotters keeping an eye on the operation 
for players actually taking the recon zones, or to alert Grenadiers of 
potential multiple kills— provided your team prefers to play a little 
more aggressively. 


Zone A: Zone A is located in the 
dead center of the map, beneath 
the rickety wooden bridge. The 
area is a hub for patrols— many 
will walk back and forth through 
the area en route to C, E, and B. 
Wait patiently off to the side and 
verify that all patrols have left 
before making your move. 


Burst mode may be effective at 
mowing down a small patrol, but 
it burns through ammunition too 
fast. If you get caught with a 
near-empty clip, you’re in 
serious trouble. When you see 
enemies getting close to you, 
switch to single shot and take 
aim for the chest. Be careful 
when using a grenade, though, as you cannot absorb much splash 
damage and survive. 


There are three main patrol lines 
that criss-cross the center of the 
map. You can usually count on 
seeing one of patrol moving 
between E and B, which is 
precariously close to A. You can 
try to take some of the patrols 
out so the rebels have less feet 
on the ground, but be prepared to 
pull back until the heat dies down. 


n 34 


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TIP 


CAUTION 


Zone B: One of the easier zones 
to recon is B, which is located to 
the north of the insertion point. 
There is often a patrol that starts 
its route at B, so reconnoiterthe 
area before moving in. 


Zone B: Once inside B, keep 
watch eastward to make sure no 
patrol sneaks up on you. 


Zone C: This zone is located the 
farthest from the insertion point. 
Running directly between the 
insertion and C is not a good 
option— too many patrols. 
However, going all the way 
around the east side of the map 
and coming up the creek will help 
you avoid a lot of eyes. 


Zone C: If you reach a zone, like C, 
and find somebody waiting inside, 
take immediate stock. If the drone 
shows no enemies nearby, shoot 
the guard and stand your ground 
with other players. 


Zone D: D is located to the south 
of the insertion point and is 
often the starting place for a 
small patrol. Creep over to the 
zone and verify that the coast is 
clear before making a move. 
Using thermal from this distance 
isn’t a bad idea, but just make 
sure that if you see an outline, 
you immediately pull back. 


Use thermal vision sparingly in 
Elimination matches on Desert 
Gulch, as you cannot see very far 
ahead, even if you are a sniper. 


Team Mode 

ELIMINATION: SHARPSHOOTER/LAST TEAM STANDING 


Team Elimination matches in the Desert Gulch will usually gravitate 
toward the center of the map, regardless of whether you are playing 
Sharpshooter or Last Team Standing. The outskirts are a good place to 
hide for survivors, but if you linger away from the action for too long in 
a Last Team Standing match, you find yourself very lonely after your 
fellow soldiers are carved up in the central area. 


Zone E: Located on higher ground 
and sandwiched between two tall 
boulders, E is a tricky recon zone 
to stake out. Patrols moving 
under the bridge will have an 
easy time spotting you, so use 
the drone to verify they are on 
the move— and moving away 
from your location. 

Zone E: Never try to take this 
zone by yourself. Make sure you 
have at least one escort that can 
watch the east access route to E. 
A small patrol occasionally walks 
behind E, and you can afford to 
be caught alone. 


Zone D: This zone is situated in 
an alcove with only one access 
point. Keep watch, because the 
rebels will throw grenades into 
the alcove if they catch you 
trying to recon it. With only one 
place to run, there’s a good 
chance you will be killed by 
splash damage. 


If you can catch a 
patrol at a choke 
point, such as walking 
between two tall 
boulders, use a 
Grenadier to score a 
few fast kills and 
distract the rennainder 
of the patrol while 

other players move in on recon zones 


The heat signature off of a rebel in the Desert 
Gulch can sometimes prove a little unreliable. For 
example, if you see the heat signature moving 
what looks like away from you, you may not notice 
that the rebel is looking straight at you and is 
about to turn and fire. 


) 1 35 


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PRIMAGAMES . COM 






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The central point, A, is going to 
be tricky to take over, but not 
any harder than pressing into 
enemy territory and trying to 
“steal” one of their claimed recon 
zones. Watch for snipers as you 
enter the riverbed. 


If you began on the west side of 
the map, E is close enough to the 
midpoint that you can sneak over 
the invisible middle line and try 
to grab it from the other team. If 
E is on your side of the map, 
position a shooter to watch the 
recon zone at all times. 


TERRITORY: HAMBURGER HILL 


Hamburger Hill can devolve into a mad dash for the central zone, but 
just making a run for it is a good way to get shot down. Since the 
central zone is in the middle of a riverbed, flanked on both sides by 
ridges that offer superlative views of the zone, expect the other team 
to set up snipers on their side of the river. If you cannot get at the 
zone yourself, at least you can keep the enemy out, too. 


TERRITORY: SIEGE 


Base 1 is located in a fairly easy to defend area. The rocks surrounding it 
are short and squat, so you can spy on advancing players that don’t 
think to crouch down when they move. Defenders must also be mindful 
of pushing ahead too far to stop incoming players— as all it takes is one 
enemy to slip through your ranks (usually by hiking all the way around 
the map rather than going through the center) to start earning points. 


The defending team needs to set up snipers to cover the central 
ridge in the map. The most direct route to the base is through the 
middle, so make sure the bottlenecks are covered. Players may 
attempt to sneak around the sides to the north and south upon 
discovering a pile of bodies in the middle, though, so be ready to 
redeploy shooters. 


Attackers: The best way to take 
the base is to endure the long 
route. Make sure you go in 
patrols, so you can overcome any 
shooters stationed in your way. 


If you can spot the 
enemy’s drone 
hovering overhead, 
find a safe place to 
crouch down and 
shoot it out of the sky. 
This severely hobbles 
your opponent’s intel- 
gathering efforts. 


The dry riverbed that runs 
beneath the central bridge offers 
support pillars and a boulder for 
cover. Plus, the ridges alongside 
the riverbed are good for staging 
ambushes on the enemy. 


Be cautious about backing into 
alcoves. Even though you have 
the benefit of seeing the only 
access point, if word leaks out 
that you’re holed up in an alcove, 
enemies will try to trap you with 
grenades. 


TERRITORY: DOMINATION 

The five recon points are almost evenly spaced between the two 
insertion points. The team that starts on the west side of the map has 
fast, easy access to B and D, while the eastside team can quickly take 
C and E. That leaves A, located beneath the wooden bridge, as the 
biggest point of contention in this match. 


Immediately take the closest 
recon points from your 
insertion point— this will start 
generating points. 


With so much action likely to 
coalesce in the center of the 
map, snipers can score a few 
solid kills by ducking into a 
shadowy corner and popping off 
players while they are too 
wrapped up in heated firefights. 


n SB 













OBJECTIVE: CAPTURE THE FLAG 


As soon as the match begins, 
each team must designate flag 
guards. These players do not 
need to stand right on top of the 
flag, but should instead back off 
and guard the outside routes 
that stealthy players might use 
to sneak into the flag bay. 




Sniper should be positioned on 
ridges that overlook vast expanses 
of the map, or long corridors that 
see a lot of traffic. Controlling 
routes is an important tool for 
slowing the opposing team. 



Use the support columns that support the massive wooden bridge 
as cover when guarding the middle of the map. The concrete and 
wood blots out any heat signature and provide thick enough cover 
to obscure an entire body. 



The drone is a 
tempting target, but i 
the other team grabs 
your flag, the carrier 
instantly shows up on 
your screen anyway. 


OBJECTIVE: RECOVERY 

The central flag, located under the wooden bridge, may be easy to 
capture (each team will likely send a player on a direct dash for it), 
but holding on to it will be a real challenge. Once you have the flag, 
you appear on the HUD of each player. The best thing to do, next to 
never stopping, is to try and lose your pursuers amongst the 
boulders. Because the on-screen mark doesn’t detail how far you are 
from the pursuer, they may run around a rock in an effort to catch 
you, only to later discover you were several rocks away. 


If you’re early to the flag point, 
but don’t want to grab it right 
away, drop prone and snipe 
players that do make an 
attempt on it. 


When you pick up the flag, try to 
“disappear” amongst the 
boulders. There is no distance 
gauge for the other players to 
see how far away you are. 


OBJECTIUE: SEARCH AND RESCUE 

Search and Rescue begins with a quick dash for the closest officer, 
but soon turns into a battle for the central objective. Sometimes the 
central officer is such a headache to capture, you are better off 
making sure the one you initially captured remains secure, and then 
start the long trek around the outside of the map to steal your 
opponents’ officer. Teams should assign resources proportionately 
before attempting this tactic, because you don’t want to hand over the 
central officer on a silver platter without a fight. But assigning a few 
base defenders to keep your officer stationed at home securely and 
assigning one or two to make trouble in the middle is a solid strategy. 



Upon starting the match, make tracks for the officer closest to your 
Insertion point. 





As soon as you bring your first 
officer back to your base (and 
make sure he physically Is 
standing there), head out to 
pick up the officer In the center 
of the map. 


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Players will soon begin to expect 
a sniper or two lingering around 
a point of interest, such as the 
central officer in Search and 
Rescue. Before making a move 
on the objective, quickly scan 
the vicinity for hidden shooters. 


Solo Mooe 

All Solo Elimination matches have the same goal— eliminate all other 
players— and are thusly grouped together. 

ELIMINATION MATCHES 

Elimination matches in the Desert Gulch fluctuate between brutal 
shootouts amongst the rocks and tense sniper exchanges across the 
great divide. Depending on which soldier class you choose, you can 
adjust your strategy to play defensively amongst the back routes of 
the map or get aggressive in the center. If you opt to play the center, 
you better bring the proper firepower. Slow-to-reload grenade launchers 
will do you no good; you need a rifle with fat clips and quick reload. 


Always keep crouched down when nrioving around 
the boulders to prevent detection. 


Never set foot out in the open 
while standing up. You make 
yourself easy prey for snipers 
that way. If you see or hear a 
bullet whiz by your head, 
immediately drop to prone and 
start looking for a way out. 


TERRITORY: HAMBURGER HILL 

Players descending upon the center of the map from the ridges will 
find nothing short of madness in the Elamburger Hill zone. There are 
so many angles for shooters to employ when clearing out any 
occupants that any residence in the center is temporary. 


The central zone encompasses 
some of the bridge supports. If 
^ you manage to occupy the zone, 
try to use the supports to hide 
from players coming down from 
the ridges. 




Before coming over one of the ridges to claim 
the central zone, throw a frag grenade over the 
crest and try to clear out any other players on 
the other side. 


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CAUTION 


If more than one player is in the central zone, the 
score stops. If a player is in the zone, the ceased 
score and yellow flares are a major clue that 
somebody is almost upon him or her. 



OBJECTIVE: ESCORT 

The armed officer in the center is good for more than scoring points. 
While weaving around boulders, the officer will take shots at your 
pursuers, even going so far as to actively target them when you are 
not looking. If you do break into a run, however, the officer will 
abandon shooting and just try to keep up. 

The officer is smart enough to 
track your movements, so if you 
run past him, he will turn as you 
move and fire at you. If you 
disappear behind a corner, he 
will focus his attention on that 
corner until his escort starts 
moving again. 

OBJECTIVE: FLAG CARRY 

Capturing the sole flag on the map is actually easier if you let 
somebody do it for you. The first rush on the flag is sure to produce 
several casualties, so hang back and try to track the flag via the on- 
screen signal. If you can learn all the crannies and hiding spots on the 
map, you can try to guess their escape route and cut them off. 

When you manage to grab the 
flag, never stop running. You will 
have a giant red target plastered 
on your back, so weaving around 
rocks and dropping into gullies 
are the best defense against 
getting cornered. 








When you see the mark of the 
flag carrier come into view, get 
ready to snipe. You may not know 
exactly how far away the flag 
carrier is, but you’ll be ready if it 
turns out they really are just 
around the next bend and not 
seven rocks away. 


NOTE 


When you crouch while holding the flag, you 
cannot go prone. 


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Co-op Mooe 
ELIMINATION: FIREFIGHT 

The battle for the shipyards begins with a mad rush by the first wave 
of rebels, confident they can overrun you before you even make it 
past the line of pipes that run the length of the ship. The rebels will 
drive beneath the pipes and fill the catwalks, trying to squeeze you 
into one part of the deck and then finish you off. 

Counter their efforts by sending forward Grenadiers to wipe out 
the first wave of rebels while snipers get in place on the catwalks to 
the south of the insertion point. If the drone hangs over the soldiers in 
the trenches, the snipers will be able to spot their targets from afar 
and help turn the tide. 


The firefight begins on the west 
side of the map, on a small 
loading platform. The rebels are 
slowly scouring the deck of the 
western ship, working their way 
toward you. 


Map 


Dry 


Dock 


□ry □ock 

A heavy rainstorm pounds a pair of dry-docked ships, severely limiting visibility already cut short by nightfall. Occasionally, the moon peeks out 
from behind the grim clouds and casts a haunting, otherworldly glow on the scene, offering a brief patch of illumination before the clouds reassert 
their dominance. The twin ships, littered with cargo containers, pipes, and machinery, are connected by a series of four narrow catwalks that can 
turn into a death trap if a soldier is caught in a crossfire. 


The drone will pick up the first 
push of rebels under spotlights 
directly in front of the loading 
dock stairs. Duck down and take 
them out. 


Use shipping 
containers and pipes 
for cover when 
hunting the enemy. It’s 
incredibly dark inside 
them, and if you walk 
very slowly, the rebels 
will not see you. 


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XBOX 3BD MULTIPLAYER 



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Be mindful of the spotlights on the ship. Spotlights sometimes 
wash out your visibility when trying to target enemies, or can 
completely spoil your shadowy cover. 


Watch for rebels to come over the 
catwalks as well as under them. 
Here, an entire patrol is ducking 
beneath the twin pipes that run 
the length of the deck. 


TERRITORY: DEFEND 

The rebels waste no time trying to contain you on the loading dock. As 
soon as the match begins, you need to secure some extra real estate 
around the dock so if the fight does get too hectic, you have some 
room to sacrifice before being backed into the corner. 



If the drone is elsewhere on the 
ship, thermal vision helps spot 
enemies as they get close to the 
base. Don’t let them get too close, 
though. If they take the stairs 
leading down, you’re done for. 


Using the pipes for cover is a 
good strategy— until three or four 
rebels discern your location and 
start bearing down on you. If you 
cannot eliminate all of them right 
away, you’ll have a hard time 
escaping since the only way out 
of the pipe is backward— don’t 
get shot in the back! 

OBJECTIVE: RECON 

There is no shortage of places to hide on the ships if you get caught 
trying to sneak into a zone. Just fall back as far as you can and hide 
inside a cargo container or crouch down behind some boxes. You 
need to get out of the rebels’ sight lines until they lose interest and 
start to retreat. 

Getting caught, however, does 
have its advantages. The patrols 
on the ship are thick and linger in 
the zones for extended periods of 
time— especially in the central 
zone, A. If a player purposefully 
attracts attention and leads one of 
the patrols away from a zone, 
other players can sneak in and 
take care of business while the rebels are preoccupied 

Zone A: This zone, located 
between the four narrow 
catwalks that connect the two 
docked ships sees the highest 
amount of traffic on the entire 
map. All routes lead through this 
zone, so you will have to stand 
back and watch closely and 
patiently before making a move. 


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Zone A: Once inside A, watch for rebels returning to the zone from 
their patrol routes. At least one player should watch each door, and 
the drone should definitely be overhead. 



Zone C: This zone is close to the 
insertion point, so go for either 
zone C or zone D first. Just watch 
for patrols with the drone. 



Zone B: This zone is located 
beneath the pipes on the 
northern end of the eastern ship. 
Slowly creep up to the recessed 
area and check for rebels before 
dropping down. 


Zone B: Once inside the zone, 
watch the access point opposite 
of where you came in. 



Zone D: The drone points out 
rebels in the area when you start 
approaching the zone. Just 
remember that rebels standing 
beneath the pipes are invisible to 
the drone and will not be painted 
with a red diamond. 



Team Mode 

ELIMINATION: SHARPSHOOTER/LAST TEAM STANDING 


Team games on the ships can be tricky, as there is only one route 
between the two sides— the narrow catwalks that span the small 
space between the docked ships. This area becomes a bottleneck 
difficult to break through if enough snipers are focuses on the 
catwalks with laser precision. 




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Snipers on the southern catwalks can cover the bottleneck in the 
middle of the map, effectively cutting off traffic to one side of the map. 



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There is a small trench beneath 
the central four catwalks where 
players can target opponents 
trying to cross through the 
bottleneck. This is a great place 
to stage an ambush. 





Lightning can come at any 
time— and often it seems to 
strike at the most inopportune 
time, too. Whether you are 
hidden inside a dark cargo 
container or behind a shadowy 
corner, one bright blot through 
the night sky is all it takes to 
give you away. 


Be cautious about using the 
recesses under the pipes as a 
base of operations. If a Grenadier 
can get close enough, he only 
has to fire a shell into the area. 

Splash damage makes up for lack 
of accuracy in enclosed spaces. 

TERRITORY: DOMINATION 

Domination matches comes down to a battle of inches at the center of 
the map since it’s easy for each side to cut off access to their half of 
the map at the central catwalks. The biggest prize is zone A, which is 
mercifully enshrouded in a tent— but there are plastic windows that 
sniper can at least see through. Heat signatures can also be spotted 
through the windows, so if you spot the position of a player inside A, 
relay the information back to your teammates. 

TERRITORY: HAMBURGER HILL 

The central zone, A, is the focus of attention in this match. Each team 
should be quick to set up snipers at the southern catwalks to prevent 
opponents from accessing the zone while moving up their own 
shooters in an attempt to make a grab. 


The central zone is an enclosed 
space that must be held to 
generate points. Use snipers to 
keep opponents away from the 
zone, because splash damage 
from grenades can kill 
everybody inside. 


There are boxes and barrels 
inside the tent to hide behind. If 
you need to flush out an 
occupant, use thermal vision to 
reveal his location. 



The helicopter flying 
overhead disappears 
against the grim night 
sky. Sometimes you 
can make out its 
shadowy outline 
against the angry 
clouds, but other 
times you only see the tracer fire coming down 
like rain. 



TERRITORY: SIEGE 

If you are on the defending team, you need to get out of the loading 
dock as soon as the match begins. You cannot afford to get contained 
in such a small place, because attackers can overwhelm the site with 
explosives. Try pushing up and finding a hiding spot so that when the 
other team finally does pour into your side of the shipyard, you can 
take down the first wave without giving up any ground. 



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You can try to obscure your profile with the shadows, but nothing 
can disguise your heat signature. Always remember that the other 
players are sweeping every dark corner with thermal vision on, and 
you cannot hide forever. 

OBJECTIUE: CAPTORE THE FLAG 

Capturing the enemy flag and making it all the way back to the other 
side of the ship is tough— a task not made any easier by the rotten 
weather and numerous shadows that can hide opponents. Be mindful 
that snipers will likely be covering the bottleneck, so if you can spare 
the manpower, try to cross the central breach in numbers so the sniper 
only picks off one of several flag stealers. 


Crossing the middle of the ships 
can be hazardous. Try going 
beneath the catwalks instead. 


OBJECTIUE: RECOUERY 

Recovering the flag from the central zone is difficult, thanks to snipers 
on constant lookout for enemy activity in the area. If you manage to 
move up enough players to the central zone and take the flag, leave 
one or two troublemakers behind to ward off enemies. If you can slow 
your opponents at the bottleneck, you may buy enough time for your 
flag carrier to get back to base. 



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OBJECTIUE: SEARCH AND RESCUE 


Crossing both decks and digging into the other team’s base to steal 
back an officer is unlikely to happen, so the chase is on for the central 
officer. The first team to get the officer is likely the one to win, so 
prevention means almost just as much as actual scoring in this match. 


Make sure you grab the officer 
closest to your base as soon as 
possible so you can start 
generating points. 




The central officer is the most contested. The officer can be 
physically covered by a sniper from the sidelines, but all it takes is 
a quick touch to get the officer— you don’t need to run full bore into 
him and show yourself on the other side of the tent. 

Solo Mode 

ELIMINATION MATCHES 

Elimination matches on the ships can be nerve-racking, as you 
silently stalk your prey through the wet shadows, only to realize that 
you weren’t the one doing the hunting. With the decks covered in 
hiding spots and flanked by sniper perches, staying alive is a tough 
proposition. And just when you think you’ve found the perfect place in 
the shadows to hide, the bright flash of a lightning bolt spearing the 
heavens gives you away. 


If you’re spotted going into a 
pipe or cargo container, be 
careful when coming out the 
other side. You may have a 
shooter waiting for you. 


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Players on the forward deck of each ship can actually volley shots 
at each other, so be mindful of any sharp-eyed company next door 
to you. 

TERRITORY: HAMBURGER HILL 

The central tent is sure to fill with hamburger— shots volleyed from 
every angle are bound to cut down any player that attempts to set 
foot in the target zone. Once inside the tent, however, you only have 
two directions to worry about, as the tent fabric can stop bullets. 


When trying to knock another player out of the 
tent, lob a frag grenade into one of the openings. 
The contained splash damage should eliminate 
them, or at least cause excessive damage. 


OBJECTIUE: ESCORT 

The armed officer is keeping dry in the tent between the two ships. If 
you manage to grind through the gauntlet and grab the officer, he will 
shoot at your enemies while you attempt to flee the scene. With so 
many containers, scaffoldings, pipes, and machines on the deck, you 
can run circles around your pursuers. The worst thing to do if you 
have the officer? Stop moving. 

OBJECTIUE: FLAG CARRY 

Reaching the central flag isn’t easy. You may not have to worry about 
snipers on the outskirts of the map since everybody is just as 
interested in holding the flag as you are, but for such a large map, 
you’ll find the central tent start to get a little stuffy. Always run into 
the tent with a full clip ready to go, because even if you are alone right 
now, you won’t be for long. 


Watch out for shooters looking to 
pick you off just as you are about 
to take the flag. The closer you 
are to the center, the greater 
danger you are in. 



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Map: Fishing 

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Fishing Village 

The quaint seaside Fishing Village is about land its biggest catch yet— an entire squadron of soldiers has invaded the sleepy burg and proceeded to 
set up explosive war games. There is a lovely park along the coastline, next to the village, full of walking paths flanked by shade-giving boulders. 
The abundance of trees and brush offers a multitude of hiding places when the action in the village square boils over. 



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Co-op Mooe 

ELIMINATION: FIREFIGHT 

The fight for the Fishing Village is concentrated on the western half of 
the map, although you will find a few hostiles patrolling the eastern 
half of the park. The best thing to do is set up a solid perimeter around 
the village and then start pushing into the park. You want to put the 
squeeze on the rebels, not the other way around. 

The firefight quietly begins on 
the north edge of the village. The 
idyll is only kept up for a few 
moments as rebels begin to 
swarm toward the square from 
the seaside park and down the 
long avenue heading east. 




While some players scout ahead, 
along the avenue, a team needs 
to start pushing into the park. 
First contact usually occurs near 
the power lines to the south. 


Snipers can take out the first 
wave of rebels that start trying 
to enter the village from the 
waterfront park. Look for them to 
come from behind the buildings 
and rise up through the park. 



S04 


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While other players move into the park, another team needs to walk 
along the north side of the main street and pick off rebels that are 
headed in from the northeast. Use the building corners for cover. 



The majority of rebels are in the 
park, hiding amongst the trees 
and rocks. The bright day makes 
thermal vision more of a 
hindrance than a benefit, so 
you’ll have to use your naked 
eyes to spot movement in 
between the greenery. 



The northern team needs to 
press all the way to the edge of 
the map before turning 
southward to join up with the 
struggle in the park. There are a 
few rebel stragglers out in the 
east end of the park. 



Grenadiers can be counted on to 
eliminate small patrols. 
Bouncing a shell off of a tree 
trunk or against a rock pushes 
the splash damage in the 
direction of your target. 



Look for rebels along the path 
that runs parallel to the 
waterfront. They may be difficult 
to see from the park interior due 
to the row of boulders that divide 
the park from the shore path. 


TERRITORY: DEFEND 

The village square must be defended against a rebel incursion, which 
will feed out of both the park to the south and from the buildings to 
the north. The rebels work together to pinch you at your base, so try 
to capture some wiggle room before the first sign of trouble. You can 
later give up this extra space if the rebels start to overrun the area. 





More rebels will try to slip 
between the southern buildings 
and march down the main 
avenue on the base. Use the cars 
as remote bombs if you spot 
rebels swarming around them. 






3 -■ 


When multiple targets 
appear in the street, it 
is sometimes easier 
(and more accurate] 
to switch to single- 
shot. Spraying a patrol 
with auto-fire may 
drop half of the 
rebels, but while you’re reloading, survivors can 
return fire. 


There is a large rebel patrol down 
by the power lines to the south of 
the base. Send a Grenadier down 
to investigate and shell any 
rebels he can spot. 


DBJECTIUE: RECDN 


The recon zones can be taken in any order you choose, but B and D 
are the easiest to capture first. Try to end on E, because there’s limited 
access to the waterfront, and the possibly of getting trapped by 
patrols is a very real prospect. Better to end the mission with success 
than trying to fight your way out of a tough situation. 


In Recon runs, engaging the 
enemy is often the last thing you 
want to do. However, if you’ve 
been spotted and you know 
there’s another rebel patrol along 
your escape route, you have no 
other option but to fight. There are 
benefits to engaging patrols. Any 
rebel you neutralize is one less 
rebel on patrol at the other zones. 


Zone A: This zone is located in 
the center of the park, on the 
highest point in the entire map. 
This makes it easier to spot 
rebels in the area, but when 
you’re trying to take the zone, 
you will be just as visible. 


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Zone E: The southernmost zone 
is along the seaside path, behind 
the row of boulders. There is 
often a rebel patrol monitoring 
the route, so carefully wave 
around the boulders, taking 
peeks around corners before 
pressing ahead. 


Be careful with what you use for cover when infiltrating the fishing 
village. There are several parked vehicles that look like perfect 
places to hide, but if a shooter catches sight of your feet or if the 
drone spots you, you can count on the vehicle going up in flames— 
and taking you with it. 


Zone A: From the top of the zone, 
keep watch on the waterfront, as 
that is the most likely place 
rebels will come from. 


Zone E: When you finally reach E, 
keep an eye open for rebel 
patrols coming from behind you. 
This is an easy zone to get 
sandwiched in and have to fight 
your way out of— which only gets 
the attention of the other rebel 
patrols in the park. 


Team Mode 

ELIMINATION: SHARPSHOOTER/LAST TEAM STANDING 

With one team starting in the village and the other in the southern tip 
of the waterfront park, the strip of green is soon bathed in red. Teams 
need to set up their own defenses around their spawn points (if this a 
Sharpshooter match), so the other team cannot gather around the 
insertion point and just pick off players before they have a chance to 
get their bearings. 

The village to the north sees some solid firefights in the streets, 
while the park dustups are a little more drawn out and calculated. 
Snipers try to control the main paths through the park, but players 
can dive into the brush and use the uneven terrain as cover when 
trying to sniff out opponents. 


Snipers can peer though quite a 
bit of the park, but the uneven 
terrain and the host of trees 
and rock keep snipers from 
enjoying straight shots across 
the entire map. 


Zone B: This zone is the closest 
to your insertion point. It’s 
directly to the south, just behind 
the base of the giant power line 
structure. There is always a 
patrol there in the beginning, 
so use the drone to monitor 
their activity. 


Zone B: When you reach the zone, 
stand behind the concrete base 
to hide from the rest of the rebels 
until recon has been completed. 


Zone C: Once inside C, stand 
behind the concrete structure 
and look to the west. You need to 
make sure no rebels are walking 
your way. 


Zone D: Once at 0, look toward 
the park to the south. If any 
patrol is going to return to the 
zone, they come through this 
passage. 


Zone C: Head for C along the 
north side of the map, moving 
through the village until you 
reach the edge of the park. 
Crouch behind the railings and 
check on any rebel activity 
before moving into the park. 


Zone D: This zone is at the 
eastern end of the village. 
Players with scopes can safely 
monitor the area from near the 
insertion point and watch for any 
rebel patrols. 


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SOG 













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When moving along the 
waterfront path, look out for 
players hiding in the corners or 
behind boulders. 


TERRITORY: DOMINATION 

Domination encompasses all five zones on the map. Teams will be 
inclined to go after the closest zones to their insertion points right 
away— always a sound strategy. The tough zone to take is the central 
one (as expected), but thanks to its increased size, taking it is not 
going to be as difficult as some of the smaller central zones on other 
maps (such as Dry Dock). Of course, holding on to it is the hardest 
part, as other players barrel into the zone to stop you from earning 
points. To offset this disruptive strategy, try to keep a couple sides of 
the concrete base covered by shooters. You can sidle up to corners 
and peek around to see if the other player is somewhere close by. If 
so, alert nearby players and get to work on dispatching the unwanted 
troublemaker. 

TERRITORY: HAMBURGER HILL 

The central zone— the power line base in the middle of the map at A— is 
the titular Hamburger Hill. The zone is not just the base, but also quite a 
bit of space around it, making it one of the largest zones in the entire 
game. With extra space to fight over, players have an easier time 
stopping the score clock by occupying the zone at the same time. 


Stay away from the edges of the 
railings on the power line base. 
Snipers from around the map 
have zero difficulty picking you 
off unless you minimize your 
presence. 


If you do make it inside the zone, 
drop prone in the center and no 
shooter from below the base can 
see you. Just watch out for frag 
grenades being lobbed your way. 


TIP 


You don’t actually need to scramble to the top of 
the concrete slab to start scoring points, so just 
stick to your “side” of the base at first and start 
accumulating points. 




The zone extends several feet 
outside of the concrete base, so 
if you cannot immediately kill the 
opponent earning points in the 
zone, you can at least press up 
against the base (making 
yourself hard to find) and stop 
the score. 



TERRITORY: SIEGE 

Laying siege to the northern insertion point is much easier than 
defending it. Snipers can fire rounds from clear across the map and 
grenade experts can simply pepper the site with frags. To turn back 
the enemy, you must remain vigilant and look in any hiding spot you 
would use if you were on the other side of this conflict. 



Beware of snipers that can peer all the way down the main village 
avenue, right into the base. The dust in the air decreases visibility, 
but the sniper can still easily make out outlines. 



When assaulting the base, go 
prone beneath the abandoned 
trailer in the middle of the 
village. You may avoid detection 
long enough to pick off a few 
base defenders. 


When hiding from snipers, make 
sure that all of your body is 
hidden. Just a hand is enough for 
a sniper to hit, and you cannot 
afford to lose any health in this 
match— there are no respawns. 



Attackers: You can actually lob 
frag grenades into the base from 
the park. Simply run up to the 
waterfront and get behind the 
concrete base to the south of the 
base. Toss the frag over the fence 
with medium power and you can 
seriously rattle the defenders. 



OBJECTIVE: CAPTORE THE FLAG 

Playing Capture the Flag in the Fishing Village requires sound knowledge 
of the different available routes. The waterfront is underestimated as a 
railroad between the east and west sides of the map, and that if 
defenders are put into position before a play is made for the flag, any 
pursuers after the flag carrier will be met with a wall of force. 






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Running blindly through the park after stealing the flag is hardly 
a formula for success because there are so many rocks and trees that 
make you slow your progress. Sure, they can be used for cover, but if 
you miss a stone and come to a dead stop, you’re as good as gone. 
Instead, use the paths in the park for increased speed and leave your 
protection to a series of defenders your team should have positioned 
behind the trees and rocks you’ve avoided. These soldiers can jump 
into action and put up a crossfire that nobody can pass through while 
you are dropping the flag off in your bay. 

OBJECTIVE: RECOVERY 

The single flag in Recovery is located in zone A, on top of the concrete 
base of the giant power line tower. There are only two sets of stairs 
that let you access the flag. Going up on your side isn’t so hard, but 
getting back down can be trying, as every player is given an on- 
screen alert if you manage to grab the goods. 


Grenadiers, get ready to pelt the 
flag bay with shells as you zero 
in on the target, just in case the 
enemy makes it there before you 
do. There are enough fences and 
power line moorings to explode 
shells on, guaranteeing solid 
splash damage. 


The flag puts a target on your 
back, so make it difficult to be 
tracked by weaving around trees 
and using the park structures- 
like these cabins— as 
interference. 


Never underestimate the use of 
the waterfront path. It’s a quick 
route along the east-west axis of 
the map. 


OBJECTIVE: SEARCH AND RESCUE 

The three officers are located in zones A, B, and C. B and C are close to 
the individual insertion points, and should be obtained first to begin 
the slow generation of points. The contest for the third officer, located 
in A, is a little more difficult, as every player makes the officer their 
singular goal once the outer officers have been escorted safely back 
to base. 

Stealing officers out of the bases is not impossible in the Fishing 
Village. The waterfront path is a good way to creep into the eastern 
base without too much detection. If you manage to grab an officer 
from the enemy base, be sure you aren’t alone. While you run back 
across the map on the waterfront path, you will need a couple good 
soldiers (Automatic Riflemen are good for jobs like this) to lay down a 
wall of fire that gives you a huge head-start. 


Solo Mode 

ELIMINATION MATCHES 

The shoot-’em-up Elimination matches that erupt in the Fishing Village 
are full of surprises. Action is not limited only to a few hotspots like 
other maps. Anywhere in the park, players can run into each other and 
exchange bullets. Players can stalk prey on the waterfront path. 
Shooters can slip between the buildings on the north side of the map, 
trading volleys until one player either leaves his head out a little too 
far or has the great misfortune of emptying a clip while in the middle 
of the street. 

TERRITORY: HAMBURGER HILL 

The hill in this match is in zone A, at the power line tower in the center 
of the map. Clambering up to the top of the tower is not necessary to 
start earning points, you can just slam your body up against the side 
of the base to earn a few quick points before you are inevitably gunned 
down, or another player tries the same tactic and halts the scoring. 

OBJECTIVE: ESCORT 

Escorting the officer around the map, once you manage to push 
through the melee surrounding the concrete base at zone A, ends up 
playing out like cats chasing a mouse. The mouse can find a number 
of nooks and crannies to hide in, but the cat will always sniff him out. 
The rocks and trees cannot disguise the giant marker over your head, 
so you have to keep sprinting around the map, hoping to survive long 
enough to earn more points than your competitors. 


NOTE 


You don’t always have time to stop and take a 
shot when escorting the officer. And besides, the 
grizzled old guy will do it for you in exchange for 
giving him the grand tour of the park. 

OBJECTIVE: FLAG CARRY 

Much like an Escort match, once you get the flag from the central zone, 
you just have to hold onto it longer than the other players. (Unfortunately, 
the flag doesn’t shoot back for you like the armed officer.) 

If you are chasing down the player with the flag, don’t do the 
other players a favor and shoot the carrier dead well out of range. You 
don’t get any points for killing the carrier, and you don’t want to shoot 
him right in front of another player and offer an easy pick-up. 



SOS 


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Co-op Mooe 


Watch for rebels trying to slip 
through the narrow mountain pass 
to the east, which leads all the 
way up to an abandoned church. 


ELIMINATION: FIREFIGHT 

The firefight over Nowhere begins at the bottom of the mountain, but 
by the time you knock the last rebel to the dirt, you’ll be standing tall 
over your kingdom of junk cars and crumbling house frames. The 
secret to success is to take the advantage of high ground away from 
the rebels. Use the narrow mountain pass and the ditch along the 
northern edge of the map to creep to the very top of the mountain, and 
then spread destruction as you march back down, catching rebels by 
surprise at the junkyard and in the buildings around the intersection. 


Use your scope whenever 
possible to pick off players at a 
distance. With few obstacles on 
the map, nailing the rebels 
before you are within their range 
is paramount to success. 


Start moving up the western side 
of the mountain, looking for 
enemies that are still getting 
their bearing before storming 
down to the bottom. 




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Map 


Nowh 


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Nowhere 

High in the mountains of Mexico lies a forgotten ghost town, left for dead by residents that have long since left the dusty wasteland for more 
temperate living. However, they left behind more than just crumbling buildings and junkyards full of trashed automobiles— they abandoned a 
perfectly good battlefield. Nowhere is largely empty with only small pockets of cover, making movement as hazardous as breathing in the fumes 
coming from the glove box of one of those old junkers. 


) SOS 


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XBOX 3BD MULTIPLAYER 


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Watch for a few rebels to attempt 
to sneak around to the west of 
the road while the majority runs 
down the direct route. Fall back 
to the west and snipe these 
encroachers as they try to 
circumvent your crossfire 
defense. 


A Grenadier makes a good 
interior defender. A single 
grenade shell bounced off the 
buildings surrounding the base 
sends splash damage all over 
the place, dropping rebels. 




Look out for rebels hiding in 
ditches, trying to make 
themselves scarce while you go 
on your rampage. Some of them 
lie perfectly still, playing 
possum until you get close 
enough to shoot. 


OBJECTIVE: RECON 

The recon mission on Nowhere again starts you at the bottom of the 
mountain and makes you slowly work your way up, deftly avoiding 
rebel patrols that walk between the contested zones— all while 
peering down the slopes for any sign of you. To beat the rebels and 
recon all the zones, you have to use the outskirts of the map to scout 
out the zones and monitor patrol progress. 


Zone A: The central zone. A, is the 
hardest area to stake out on the 
entire map. The building acts as 
a hub that all patrols filter 
through, moving back and forth 
between the two junkyards. 








TERRITORY: DEFEND 

You begin the Defend match at a complete disadvantage. The rebels 
have the high ground and they are going to use it for all it’s worth, 
storming toward the insertion point in a ferocious run that can 
overwhelm base defenders unless a fight is put up immediately. As 
soon as the flood gates open, it’s not a matter of stopping their 
progress, but of creating a bottleneck that few can get through. Set up 
crossfire between the two sides of the road with Automatic Riflemen 
loaded down with heavy-duty machineguns. Then let interior 
defenders pick off any rebels that manage to poke through. 


Good offense equals good 
defense. Before the rush, push 
up the mountain a little and 
target the first few rebels you 
see crawling through the holes in 
the fences. 



sn O 



Zone A: The interior of the 
building is typically full of rebels. 
You can try to stage an attack on 
the zone, pitching grenades 
inside the building every time 
three or more rebels gather 
inside, but if you don’t 
immediately hide after firing 
your shots, you will be detected. 


Zone A: Once you finally manage 
to take A, use the drone to 
monitor the patrols in the area 
and spot them before they’re at 
the front door. 


Zone B: This zone is in the small 
junkyard to the north of the 
insertion point. Wait in the rocks 
to the west of the site until the 
rebels in the area have wandered 
off to A. 



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/ 



Zone B: Once inside B, watch the 
holes in the fences for rebel 
activity. You can hide behind 
some of the clunkers and still be 
within the confines of the zone. 


Zone C: The large junkyard on the 
northern ascent hosts zone C. 
There is an excess of rebel 
i activity in the area, so watch the 
zone from the safety of the 
eastern fences. Use your scope to 
make sure every last rebel is out 
of the base and not just loitering 
behind a broken-down auto. 


Zone D: While there are 
occasional patrols making a stop 
at D, this zone at the top of the 
lonely mountain is the easiest 
zone to take. Just head up the 
mountain pass slowly, checking 
for any movement at the top. 


N 



Zone C: Once you get into C, 
watch the breaks in the fences 
for any rebels on their way back 
to the zone. 






Zone D: When you reach the 
summit and take D, watch the 
road that runs east-west through 
the map. The junkyard with C is 
just to the north of D, and you 
might be able to spot some 
rebels from back here. 


Zone E: This zone is located to 
the north of the insertion point, 
well beyond zone B. Use the 
western pass to slip by the 
junkyard at B and sneak up on 
any rebels still lingering at E. You 
can engage them if you wish, 
because you are so far removed 
from the rest of the zones and 
have ample time to kill the rebels, recon the zone, and seek cover. 



Team Mode 

ELIMINATION: SHARPSHOOTER/LAST TEAM STANDING 


Shooting matches on the mountain are tilted slightly in favor of the 
team at insertion point 2. They begin the game with the high ground 
and can start fanning out to take advantage of sniper perches and set 
up crossfire opportunities around popular routes, like the main street. 


The crumbling house frames 
make great hiding spots if you 
want to ambush players moving 
on the main road. The daylight 
keeps players passing by from 
using thermal vision to any 
degree of effectiveness. 


TERRITORY: DOMINATION 


The first plan of attack is to always take the zones nearest your 
insertion point so you can start generating a score for your team. 
Mercifully, the team at insertion point 1 has an advantage to offset 
the other team’s higher ground advantage— there are more zones on 
their half of the map. B is going to be the first pick-up, but while the 
other team is heading for C and D, E and A are already in play. 


TERRITORY: HAMBURGER HILL 




The empty garage in zone A is the site for Hamburger Hill. Although the 
site is technically indoors, there are so many openings in the building 
that you can barely stand still inside for fear of taking one in the back 
from the lone angle you weren’t able to watch. 







The team at insertion point 2 
can use snipers to keep players 
out of A while they move into 
position. 


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Stay away from the windows and 
doors inside the garage, as 
shooters have no problem firing 
volleys through any opening In 
the building. 


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TERRITORY: SIEGE 

The path for attackers in Siege is straight down the mountain. Don’t give 
the defenders any extra time to move up the incline and start digging in. 
You need to make the most out of your height advantage as soon as 
possible, pushing the defenders all the way into a corner where you can 
finish them off with brutal crossfire and grenade attacks. 


The base is not an entirely safe place to be. There is a sniper 
vantage point on the southern pass that gives snipers a clean shot 
right into the base, granting them the ability to pick off defenders. 

OBJECTIVE: CAPTURE THE FLAG 

The flag bays at the insertion points are pretty far away from each 
other, and with no thick fields of cover between them (not even the 
junkyard is safe from a sniper on the top of the mountain), it takes 
solid teamwork to get a flag back to base. Flag parties need to push 
out together, running interference when a player gets spotted, and 
should you manage to steal the flag from the enemy bay, you need 
the extra help to keep your pursuers busy while you flee up or down 
the hill. 


There is a small back passage 
into the eastern base— just 
follow the ditch that runs along 
the north wall of the map, 
passing the junkyard on your 
right. Look for the narrow 
opening in the rocks as the wall 
turns south. 





If you’ve stolen the flag, the quickest routes between the bases are 
the main street and the southern mountain pass. Neither are 
particularly safe, especially if the other team has managed to 
install a shooter along the route just in case their flag is stolen. 

OBJECTIVE: RECOVERY 

Picking up the flag from the garage in the center of the map will be 
easy for the first player there, but holding on to it requires teamwork. 
Touching the flag puts you on the radar for every other player to see, 
so as you return to the base to pick up some points, your fellow 
soldiers must close in behind you and hold back the other team. You 
can create lines of fire on the main road and the mountain pass to 
stop traffic from moving up and down the mountain. 

OBJECTIVE: SEARCH AND RESCUE 

The three officers in Nowhere are located at A, B, and C. The central 
officer at A is a tough one to take, since the majority of players 
advance to the center of the map in an effort to grab him first. 
Securing the officer closest to your base is an easy task, however. In 
the map there are back routes that allow a sneaky player entry into 
the insertion points. Even though there is considerable real estate 
between the two bases, this is ample enough reason to leave behind 
at least one base defender. 


Solo Mode 

ELIMINATION MATCHES 

Elimination matches in the middle of Nowhere see firefights erupting 
everywhere on the map. Snipers have an especially good time on this 
map because the layout of the mountain gives shooters at the top 
unparalleled views down the map. Eew places are truly safe from a 
sniper, including the insertion points on opposite ends of the map. 
Look for places to hide, like behind cars in the junkyard and in the 
house frames, and strike when players moving along the main road 
get close. Of course, there’s always going to be somebody on the 
southern pass, so start at the top and work your way down, clearing 
out any players attempting to slog to the crest of the mountain. 


sns 


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TERRITORY: HAMBURGER HILL 


The garage is the contested site in this match. The longer you can hold 
the garage— a tricky task since the building has more holes than a 
wheel of Swiss— the more points you will earn. Lying prone may 
minimize your exposure through the windows, but it limits your 
mobility. Try crouching in a corner and keep your eyes glued to the 
largest opening in the building: the front door. 


OBJECTIUE: ESCORT 


The armed officer is waiting patiently inside the garage for a soldier to 
brave gunfire and escort him to the outskirts of the map for safe-keeping. 



The armed officer is stationed inside the garage. Players will 
randomly spawn around the area, so it’s not uncommon to see more 
than one player bearing down on the objective at the same time. 



When you grab the officer from 
the garage, take him into the 
junkyard and run around the 
heaps of rusted cars. The officer 
will help out by taking shots at 
your pursuers. 


NOTE 


There are no points awarded for kills in Escort, 
but thinning the field makes it easier to hold on 
to the officer for longer. 


OBJECTIUE: FLAG CARRY 


The flag is located inside the garage at the intersection. As soon as 
you grab the flag (if you can make it through the hail of bullets), use 
the surroundings like the junkyard, gas station, and empty houses as 
cover when hastily retreating from the area. 



Players often spill into the garage from every entrance, so when 
you start getting close to the flag, have a full clip ready to go to 
defend yourself. 


Use the empty houses as cover 
while fleeing from the center of 
the map. Your target will appear 
inside the frame, but pursuers 
won’t know if you’re inside or 
already out the back and halfway 
down the hill. 






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PRIMAGAMES . COM 



XBOX 3BD MULTIPLAYER 





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Rocky Cove 

The white sands of the Rocky Cove are about to run red with blood. This beach paradise plays host to a furious series of war games, with soldiers 
and rebels desperately trying to gain and hold ground. The beach is encircled by an outer route that runs from one side of the cove to the other— 
this is a solid method of slipping from one side of the map to the other. Unless, of course, you have a garrison of players waiting for you 
somewhere along the route. With nowhere to run, you realize your bones are soon to bleach beneath the hot tropical sun. 


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Co-op Mooe 

ELIMINATION: FIREFIGHT 

Due to the size of the map, the Rocky Cove Firefight tends to be a 
lengthy encounter. The rebels that patrol the area are not terribly fast 
at first— although they move quickly if fired upon. They can afford to 
be methodical about their search for you, as their numbers are great. 

The best way to clear out the rebels is split the players into at 
least two parties, and assign each team a section of the island. One 
team can keep an eye on the beachfront while the other team starts 
making its way around the back of the area via the northern route 
(which is protected, for the most part, by giant rocks). As soon as the 
beach has been cleared out, teams need to start their push into the 
center of the area. Don’t just run out with guns blazing— control traffic 
with Grenadiers and make the rebels come to you. If you can squeeze 
into the center of the map from both sides, players can then open fire 
on the small groups and defeat the rebel forces. 


Mercifully, few rebels are close 
to you at the beginning of the 
mission. You can use thermal to 
scout out those that are within 
range— but be mindful that the 
daylight really cuts down on the 
distance which you can detect 
heat signatures. 


If you do spot a tightly knit patrol 
working its way up the beach, 
call out the Grenadier to flatten 
them with a grenade round. You 
cannot blast a patrol too far 
away, so make sure that the 
rebels are well within the round’s 
trajectory. If you miss, you only 
give away your position for free. 




S n 4 


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When engaging rebels at close 
range, switch to single shot. Not 
only do you enjoy greater 
accuracy, but you also conserve 
ammunition. 


The Rocky Cove is a large map, 
so make good use of the drone. 
At the start of the mission, send 
it out to recon rebels across the 
beach. But as you start clearing 
out the major patrols, use it to 
scan the center of the island and 
point out rebels hiding amongst 
the boulders. 


NOTE 


TIP 




S n 5 


Cautiously push through the 
northern route. There are many 
ways for rebels to move into the 
route from the main area of the 
cover. Take your time, with at 
least one spotter looking forward 
and another covering the rear. 


The beach is littered with boulders 
you can use for cover when 
engaging the enemy. The rocks 
are tall enough to stand behind 
them without being seen. If you 
need to reload, you can quickly 
duck behind the rock for safety, or 
to let another teammate pop out 
and finish the job. 


Teamwork wins the day, so split up and take different areas of the 
Rocky Cove. Send a small band to intercept the rebels walking 
across the beach while another force looks after the northern side 
of the map. 


Even though you see the 
beachfront patrol first, you 
discover a heavy rebel presence 
on the northern side of the map 
only a few minutes into the 
mission. Use your scope you 
sniff out patrols, and make sure 
you have a Grenadier on hand to 
take care of any you spot. The 
more rebels you can kill with a single shot, the better. 


The slow pace of the first rebel forces is designed to throw you off 
your game. Don’t let their measured speed affect your level of 
guard and attentiveness, because the moment you assume 
defending the base is going to be a cakewalk, the rebels step up 
and pour through the breaches in the rocks. 


Never blindly run past a break in the rocks that 
designate the outer route from the central section 
of the Rocky Cove. As long as you have somebody 
looking ahead, you should always glance out to the 
center of the island — maybe even using thermal — 
to check for incoming rebels. 


You only have one drone, so to get the most out 
of it, communicate with your teammates before 
issuing it an order. Maybe the area you want it to 
scout out can be seen by another player already, 
and the drone can be better used to scan an 
area of the map you haven’t traveled yet. 


TERRITORY: DEFEND 

The methodical march on your base begins rather uneventfully— again, 
this is a psychological tactic. If you think this is going to be easy, 
chances are when the rebels really turn on the heat, you won’t be at 
the top of your game. Instead, use their slow start to your advantage. 
While the first patrol moves up the beach, put snipers and shooters in 
position to repel the first wave while another party starts pressing 
deeper into the area to thin out the ranks moving toward the base. 


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There is just no better weapon to use on patrols than a grenade 
launcher. If you see a patrol within range and they are all standing 
relatively close, launch a shell at the ground between them. The 
splash damage will drop every single one of them— and should 
there be a survivor, he will at least be knocked off his feet. As he 
scrambles to get up, a shooter can finish him off. 


OBJECTIVE: RECON 

Running Recon on Rocky Cove takes you on a tour of the outside route 
that runs the border of the map. Four of the five zones are located 
along the exterior route, but with some fairly heavy patrols moving 
from one zone to another through the center of the area, you have to 
patiently watch their movement from the outer perimeter before 
making a move on a zone. If you try to grab a zone too quickly after a 
patrol starts to leave, one of them may see you. 


While exploring the northern route, 
watch rebel activity through the 
breaches in the rocks. The drone 
should be identifying enemies by 
now, but any visual Intel you can 
gather and relay to the team with 
increase your chances for 
success. 


You should rarely travel across the inside of the map. When not 
keeping to the upper route along the north walls, use the large stones 
on the beachfront for cover while moving between D and E. The breaks 
between some of the stones are wide, though, so make sure all 
patrols have their attentions fixated elsewhere before making a move 
on the next rock. 


Use snipers to scout out patrol locations on the map while the 
drone moves into position. You may want your snipers not to fire 
right away, because as soon as the first shot rings out, the rebels 
start a ferocious attack. Wait until a few shooters are in place 
before you launch your first major offense. 


The first sign of rebels is 
definitely on the beach, but there 
are more coming from the far 
side of the cove as well as along 
the northern route. Send a party 
to comb through the route and 
cut off any rebel patrols 
sneaking toward your base. 


Recon usually involves stealth tactics, but sometimes, you just 
have to take the shot. If you can drop an entire patrol with just one 
grenade, go for it— as long as there are no other nearby patrols that 
can rush in and investigate. 


Zone A: This is the only zone 
located in the heart of the Rocky 
Cove— the rest are on the 
outskirts. Because most patrols 
make the center of the map a 
regular route, you have to be 
careful. Reconnoiterthe area 
first and verify that the patrols 
are out inspecting the exterior 
zones before approaching A. 


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Zone A: The actual zone is placed 
on top of a tall outcropping, 
placing you in full view of almost 
the entire map. When you get up 
to A, drop to a crouch and start 
scanning the horizon for any 
rebel patrols that may be keen to 
your position. 


Zone B: This zone is tucked along 
the northern pass, close to the 
insertion point. As you approach 
the zone, keep a close watch on 
the breaks between the rocks 
that let you look south. 


Zone B: When you finally stake 
out B, keep watch on all angles so 
rebels cannot surprise you before 
you finish your recon duties. 


Zone C: Moving to C from either B 
or E isn’t especially difficult 
since you spend most of the 
travel behind the protective rock 
walls of the northern route. But 
just in case another teammate 
has accidentally given away your 
position, carefully creep up on 
inclines or corners so you are never surprised. 


Zone C: Once you reach C, walk 
down to recon the zone, but keep 
watch over the rest of the map. Not 
only should you make sure nobody 
is coming, but you can also 
monitor rebel positions and decide 
on which zone to recon next. 


Zone D: This is the closest zone 
from the insertion point, but 
there is always a rebel patrol in 
the area at the beginning of the 
match. While another team starts 
moving out for B, you can hang 
back behind the rocks and wait 
for the patrol to start moving out. 


Zone D: When you take D, press 
yourself against the rocks and 
watch the rest of the map for 
enemy activity. 


Zone E: When you make your play 
for E, you expose yourself to the 
rest of the map. This is one of the 
only recon zones in which you 
should consider attacking the 
patrol, since it is large and 
doesn’t move away from the area 
very quickly. If you have the 
time, you can wait them out, but in quick matches, you must be a 
little more proactive. 


Zone E: Once down in E, watch 
across to D in case the patrol 
that starts in that zone has 
returned. If they are in the area, 
they may spot you trying to take 
E and send out reinforcements to 
fight you. 


Team Mode 

ELIMINATION: SHARPSHOOTER/LAST TEAM STANDING 

The Rocky Cove map is a solid arena that sees a lot of bloodshed, 
thanks to the numerous rocks that double as hiding spots, as well as 
attractive sniper perches that offer sweeping views of the majority of 
the map. The back route that runs around the central beach will also 
host some impressive carnage, as players trapped in corridors have 
nowhere to go— except out in a blaze of glory. 


High visibility means snipers can 
see almost all the way to the 
other side of the map. 


The clear blue skies above the Rocky Cove make it easy to locate 
the other team’s drone— just glance to the heavens and you see it 
hovering slowly over the map. If you happen to spot it and are not 
actively involved in a firefight, find a safe hiding spot behind a rock 
and snipe it out of the sky. 

The central point of the map, the 
rock outcropping, provides an 
exquisite sniper perch that 
allows you to see almost the 
entire map, save for the outer 
route. Unfortunately, the view 
comes with a price. Almost 
everybody else can see you, too. 


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CAUTION 


TERRITORY: DOMINATION 

Domination matches at the Rocky Cove require players to take control 
of as many of the five zones as possible and hold them until time runs 
out. Naturally, each team wants to snare the two zones closest to 
their insertion points. 

The bases each provide great sniping points to look out over the 
center of the map, so try to avoid the amount of time you spend on 
the sand. To win this match, you must control the outer route that 
connects these four zones: B, C, D, and E. Zone A is going to be a toss- 
up since it is in the center of the map. Any player making a run on it 
will be subject to sniper shots. 


With only one way up to the 
central zone, occupants must 
keep a watch on the incline to 
prevent an encroacher from 
sneaking up and delivering a 
lethal blow. 


With a clear blue sky 
and absolutely nothing 
to hide under, the 
helicopter can really 
carve up the teann 
that currently doesn’t 
have control of the 
central zone. 


Snipers on the outcropping often 
miss players sneaking up behind 
them. If you have a grenade 
launcher, you don’t need to walk 
very far up the incline to 
eliminate a sniper. Just tag the 
rock with the grenade and let the 
splash damage to do the rest. 


Running the outer route will 
generate some solid kills. If you 
can catch a player either running 
the opposite direction, or just 
joining the route via one of the 
breaks in the rock walls, you can 
probably drop them before they 
figure out they are not alone. 


Direct your drone over enenny-held zones to see 
how many defenders they have lurking in the 
nearby area. 


The zone occupant may try to go prone so that nobody on the 
ground can see him. Flush the occupant out with a grenade. Bounce 
the grenade off of one of the rocks on the outcropping and let the 
splash damage do the rest. 


TERRITORY: SIEGE 


The defending team should apply similar tactics to those used to repel 
the rebel threat in the Co-Op Defend match. The key is to set up a 
successful watch system so that no angle is left uncovered within only 
a few second of the start of the match. Guards and snipers may fall 
during the course of the match, but if you can see every square inch of 
the enemy’s approach routes, you will start off with the upper hand. 


Attackers: Funneling into the 
base via the outer route is going 
to be expected— and costly. With 
nowhere to go but to surge 
forward or fall back, a Grenadier 
or accomplished Rifleman can 
chew up a force three or four 
strong without much difficulty. 


TERRITORY: HAMBORGER HILL 


If you are going to take control of the zone while 
it is currently occupied, be careful not to step 
inside of it if the occupant is unaware of your 
presence. If you trip the zone, they know 
somebody is close. 


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Sn 8 

















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Defenders that immediately set up snipers overlooking the beach 
can gain early control over the map. If a team of shooters or 
Grenadiers chokes off the outer route, the other has little choice but 
to attempt to storm the base via brute force. And that route takes 
them directly across the beach. 

Attackers: Try to position a 
sniper on top of the rock 
outcropping in the center of the 
map. Drop to prone and then you 
can cover the base without 
being seen. Df course, watch out 
for the opposition’s drone 
circling overhead, which can 
give you away. 



OBJECTIVE: CAPTURE THE FLAG 

Controlling traffic in Capture the Flag is the most effective means of 
protecting your flag. It’s one thing to blast any enemy that sets foot 
near your flag bay— but if they can’t even cross the halfway mark due 
to a solid defense system, they’ll never score. Plus, if you can control 
your half of the map, you have a good chance at protecting your own 
flag carrier if they manage to sneak into the other team’s base and lift 
the coveted quarry. 


Each team needs to set up flag 
defenders right away. Try to 
cover the beach and as much of 
the interior of the cove as 
possible. 





In addition to covering the beach, 
make sure you position 
defenders that cover the outer 
route that connects the two 
bases. A Grenadier can do a lot of 
damage in this position, but if he 
misses with that first shell, he 
can be overrun by numbers. 


If getting across the center of the 
map or around the northern route 
is too difficult, you can try to 
bravely cross the beachfront. 
Because you are so exposed, the 
other team may not suspect you 
to even try it. Just run from rock 
to rock, ducking down behind 
each one. 



Try to get a sniper in the middle of the map, up on the outcropping. 
From up here, you can pick off flag carriers that decide the northern 
route is just too dangerous. 

OBJECTIVE: RECOVERY 

Recovery on Rocky Cove is a lot like regular Capture the Flag- 
controlling traffic is key to keeping the other team from scoring. 
Flowever, instead of controlling your half of the map, you need to keep 
the other team pinned down in theirs. Moving shooters farther into the 
map and along the back route to keep them from even setting foot in 
the central zone is the best way to prevent them from getting their 
mitts on the sole flag. 

If you manage to get the flag, your team needs to go on the 
offensive. The fewer opponents on the map while you have the flag, 
the better. While enemies are busy trying to select weapons and 
respawns, you can run another few precious feet toward your base. 

OBJECTIVE: SEARCH AI\I0 RESCUE 


Searching out the officers in this match is easy— two of them are right 
next to the bases, while the third can be seen from almost anywhere 
on the map. Controlling access to the central officer is important, as 
you need to keep the other team away from the final prize while you 
move into position for the grab. As soon as you do manage to get the 
central officer, your shooters become defenders, keeping marauding 
opponents off your back as you high-tail it back to base. 


As soon as the match begins, 
send somebody to pick up the 
officer closest to your base. Stay 
behind the rocks along the outer 
route so the other team cannot 
see you. 




Use a sniper to keep the other 
team away from the officer on 


top of the rock outcropping in the 
center of the map. Prevention, in 
this case, is almost as valuable 
as getting the officer yourself. 



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NOTE 


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Stealing an officer from the bases is going to be 
extremely difficult unless you have a massive 
raiding party — but then you will have left your own 
base open to attack. 

Solo Mode 

All Solo Elimination matches have the same goal— eliminate all other 
players— and are thusly grouped together. 

ELIMINATION MATCHES 

The Rocky Cove is the site of some intense firefights. No single soldier 
class has an absolute advantage, but each class’s strengths can be 
exploited. Snipers get beautiful views, grenadiers can own the back 
routes and demolish players trying to hide next to rocks, while 
Riflemen and Automatic Riflemen are primed to dominate in close- 
quarter skirmishes. 



Snipers can really tear it up on the Rocky Cove map, thanks in part 
to the lack of interiors and high visibility. 


The outcropping in the center of 
the map offers a great view of 
the entire map— so much so that 
using thermal vision is actually 
detrimental. 


Be sure to check every corner of 
the map for campers. You can 
sometimes find players hiding 
behind rocks along the 
beachfront, since the ocean 
poses no threat. 



sso 


When running along the water, be 
careful that you don’t actually 
set foot in it. Your gait is slowed 
considerably when anything 
more than ankle-deep. 


Running the outer route is good 
way to rack up kills, since there 
are usually players trying to use 
it to cross the map under the 
safety of the tall rock walls. 


TERRITORY: HAMBURGER HILL 

Hamburger Hill matches generally circle around the central 
outcropping, as players fight tooth and nail to reach the top and hold it 
for as long as humanly possible. The more players in the match, the 
harder this task is. Grenadiers can pepper the site with shells that 
blast anybody clean off of it, while snipers can take down players just 
trying to scramble up the incline leading to the contested zone. 

Holding the site is not gong to be easy, and you’re likely to only 
get ahead for seconds at a time. But keep trudging up that hill and 
fighting for your time in the zone, and maybe you can eke out a victory. 



CAUTION 


Going prone usually helps disguise your 
presence on the top of the outcropping, but the 
move is foolhardy in this match. You need to be 
able to move if another player is bearing down 
on you, and that’s just something you cannot do 
while prone. 


OBJECTIVE: ESCORT 

Holding on to the officer in an Escort match on Rocky Cove is a little 
easier since there is so much room to move around. Darting between 
boulders, standing behind palm tree trunks— as long as you keep 
moving from cover to cover, you may survive for longer than you 
think, even with that giant target painted on you. 



You are always on the lookout for incoming players 
trying to steal the escorted officer anyway, but use 
the officer’s shooting as a warning device. If you 
hear him start to unload his sidearm, you know 
another player is too close. 


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Keep hiding behind rocks and boulders. Even though the other 
players can “see” you, they cannot see how far away you are. It 
may look like you’re just behind the next corner, but in reality 
you’re three boulders away and still on the run. 


TIP 


While escorting the officer, steer clear of the 
waterlines. You cannot afford to get tripped up in 
the wet sand. 


OBJECTIUE: FLAG CARRY 

Reaching the flag is only half of the battle in a Flag Carry match- 
getting it off the hill is a whole new problem. Other players will try to 
corner the flag carrier before he or she can even come down to the rest 
of the map, so use the rocks as cover and try to slip by any players 
storming up the incline. Keep your rifle aimed right at chest-level, and 
don’t be afraid to empty a clip while making a break for the bottom. 


ssn 


Unfortunately, there is no way to drop off the side of the 
outcropping once you pick up the flag. The only way down is the 
way you came up— and there’s a good chance somebody will be 
waiting for you near the bottom. 


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