-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ___ _ _ ___ _ | __| _| | | / __|_ __ ___ __| |_ _ _ _ _ _ __ | _| || | | | \__ \ '_ \/ -_) _| _| '_| || | ' \ |_| \_,_|_|_| |___/ .__/\___\__|\__|_| \_,_|_|_|_| |_| __ __ _ \ \ / /_ _ _ _ _ _(_)___ _ _ \ \/\/ / _` | '_| '_| / _ \ '_| \_/\_/\__,_|_| |_| |_\___/_| ______ __ __ /_ __/__ ___ / // /__ ___ _ __ _ ___ _______ / / / -_) _ \ / _ / _ `/ ' \/ ' \/ -_) __(_-< /_/ \__/_//_/ /_//_/\_,_/_/_/_/_/_/_/\__/_/ /___/ FAQ/Walkthrough >>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>==<<==>>== For PC Version Final By Chris Zawada User: antseezee E-mail: antseezee@epix.net Website: www.z-wad.com Created: 11/26/06 Last Update: 03/10/11 Copyright 2011 Chris Zawada -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- Author's Note ---------------------------- Strategy games involving first person shooter elements are rare and odd between. You may occasionally find a beautiful title like Battlefield 2 or Halo 2, but none of them really place THAT much emphasis on strategy. For the most part, it has to do with running and gunning. Full Spectrum Warrior was one of the first games to incorporate a strategy-only element, in a first-person shooter like environment. With similarities to Brother in Arms, FSW: Ten Hammers is the sequel to the original Full Spectrum Warrior. With every element included from the original game, you must tactically guide U.S. Forces against insurgents in the country of Zekistan. Will you thrive as the commander of your batallion and lead your forces to victory or suffer a frail defeat? Contributing/Feedback ---------------------------- If you have any contributions, feedback, or strategies you'd like to have added to the guide, contact me via e-mail or on GameFAQs. I'll be more than content to add your segment of information, and will also provide credit. If you have any questions you'd like added to the Common Questions section, ask. I simply don't have the time to sit around thinking of questions. Provide me with what you want to know! Updates ---------------------------- =03/10/11= vFinal Final update. =12/2/06= v1.0 Completed the FAQ. This game was very difficult and I would have to rank it up there with Men of Valor as one of the hardest modern shooters I have played to date. Nonetheless, I was disappointed that there was no way to test or play multiplayer games (even as a host by yourself). The lack of popularity for this game is somewhat alarming. =11/26/06= v1.0 Started the FAQ. Doing this guide mainly due to the bounty, but it's actually a pretty fun game that often gets overlooked because it involves "strategy" only. Expecting to finish it sometime around next week. - I've now added a Quick Search function to the guide. Press CTRL + F, and type in the designated (#.#) to be quickly forwarded to that specific section of the guide. ============================ - Table of Contents - ============================ 1) Introduction 2) Game Basics > Controls > Screen HUD 3) Single-Player Walkthrough > Marching Orders (3.1) > To the Rescue (3.2) > The Monastery (3.3) > British Invasion (3.4) > Art of War (3.5) > The Tien Hamir Bridge (3.6) > Walking on Water (3.7) > Scylla and Charybdis (3.8) > Rain of Fire (3.9) > Broken Men (3.10) > The Lost Squad (3.11) > Last Stand (3.12) 4) Types (4.1) > Troops > Vehicles > Bonus Material > Mission Performance 5) Multiplayer (5.1) > Descriptions 6) Codes 7) Common Questions 8) Copyright/Distribution/Reproduction Guidelines 9) Proper Credits -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ============================ - 1) Introduction - ============================ Time and time again we see the same repetitive elements popping up in every single shooting game. You point, you click, and boom - the enemy is dead. The Full Spectrum Warrior series was originally started by Lucas Arts with the intention of creating a shooting game that focused entirely on strategic elements as opposed to "shooting" elements. Also developed in conjunction with the U.S. military to be used as a simulator for American troops, the FSW engine is basically a tactical based game with great graphics, but some harsh realities. Full Spectrum Warrior: Ten Hammers is the sequel to the game (not an expansion). The gameplay continues where the first game left off, placing you in a country called Zekistan where numerous groups are conflicting over engaged territory. Your goal is to act as peacekeepers in the region, however, your presence is very unwelcomed. The actual gameplay takes place from the third- person, where you must move your soldiers to certain locations, and then select "fire zones" to cause them to aim at an area. The game promotes tactical distribution by allowing you to control multiple squads, or divide a squad into pairs for advanced tactical maneuvers. What makes the game challenging is a steep difficulty curve even on the lowest difficulty setting, making this a challenge for even some veteran gamers out there. Some first-person shooting elements are included, such as being able to manually aim from the scope of certain soldiers, or for tossing grenades. Plus, Ten Hammers now allows players to control vehicles on the battlefield to assist in the conflict of Zekistan. ---------------------------- _____________________ ##### GAME INFO ##### //////////|\\\\\\\\\\ Players: 1-8 (online play) Developer: Pandemic Studios Released: 2006 Rarity: uncommon Special Features: online play, voice over internet ESRB: Mature Cover Art on box: - Shows soldier looking back in a moderate war zone Requirements: > Windows 2000/XP or better > P3 1.5Ghz or better > 256MB RAM + > CD-ROM Drive (To install) > 2.56GB+ free HD space > DirectX 9.0c > 64MB Video Card or better (GeForce 3 or ATI 8000+ series) -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ============================ - 2) Game Basics - ============================ The control scheme for FSW: Ten Hammers is fairly complicated, although it was designed for primarily mouse or (if desired) keyboard use. The main key is that the mouse will be used for targetting assignments and picking locations to move. The keyboard will be used as a quick shortcut for switching squads or selecting certain options. _________ /Controls/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Mouse - Look around, aim Left Click - Action, confirm Right Click - Action movement cursor Mouse Wheel - Bring up precision fire, zoom in or out Tab - Switch teams W - Select team leader (TL) A - Select grenadier S - Select rifleman D - Select automatic rifleman Space - Cancels action, important button E - Enter precision fire mode F - Frag grenade 1 - Select team 1 2 - Select team 2 C - Take cover T - Type team message in multiplayer Y - Type global message in multiplayer CTRL - Call radio button, report R - Reload menu G - Smoke grenade V - Set fallback point B - Fall back H - Hot move I - Interact, use button ___________ /Screen HUD/ -=-=-=-=-=-=-=-=-=-=-=-=-=-= ________________________________________ | [-----]| | [ [1] ]| | [-----]| | | | | | | | | | | -- -- | | | [2] | | | | /\ | | /-----\| | < [3] > | || | | [5] || | \/###>>[4] \-----/| |________________________________________| Meaning Key: [1] - Minimap - Shows what you're currently looking at along with your positioning. [2] - Crosshair - Shows your current selecting icon, fire zone marker or precise aiming. [3] - Soldier Selector - Shows what soldier is currently selected in the squad. [4] - Weapon Indicator - Shows weapon type and how much ammo left in clip along with % of clips in reserve. [5] - Danger Meter - Shows how much enemy fire you're currently taking, or how little exposure you have. Greater meter is filled, higher risk of death. -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ================================ - 3) Single-Player Walkthrough - ================================ This is by far the most difficult feature of FSW: Ten Hammers - completing the game fair and square. Even on the easiest difficulty, an exposed troop will be easily mowed down by the opposition. It is essential to correctly guide your troops to safety in order to complete the campaign. This section will guide you step-by-step on how to complete the game. The walkthrough was played on Sergeant difficulty. "> There are 3 difficulties - Sergeant, Sergeant Major, and Authentic. The only difference is that enemies tend to be stronger on the opposition and may possess 1-2 additional flanking tactics. ______________________ /Marching Orders (3.1)/ -=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: *** Main Goal: + Tutorial + Recover lost Delta team + Rescue wounded soldier(s) + Fend off insurgent rush *A short video shows a news reporter talking about the situation in Zekistan. Apparently there is an intense conflict going on that is causing problems throughout the region between numerous factions. The reporter gets shaken up when a nearby American APC is heavily damaged. We fast forward to the battlefield where the reporter decides to tag along with some nearby squads.* - The game will start off in a partial tutorial mode. Follow the text tips displayed at the top of the screen EXACTLY as they say. The idea is to get your introduced into the game, but more importantly, progress the level. Meet up with the Bravo squad. You're told to sweep the nearby area. Bravo will go one way, while you sweep the other way. Follow your new marker. Take cover at the nearby wall. You will have to issue your first fire zone. Left click the mouse to bring up the fire zone targeter, and aim it at the insurgents. Boom, both men should die with ease. Congratulations, you killed someone. - When you reach the next wall for cover, you'll have to toss a grenade. You can press G, or simply hold down the left mouse button, and then highlight frag. Once it is selected, move the aiming reticle up or down and project it so the grenade will land between the two insurgents. Toss it and watch the men get blown to pieces. Move forward as instructed. This next part takes some practice. Move to the cover, then press D to pick the machinegunner. Now, press and hold E to bring up precision mode. Precision mode is the only way to shoot the gun by yourself, however, it exposes your soldier. DO NOT hold E down too long. Hold it down quickly, then left click and your auto rifleman will lay down suppressive fire. The other squad will flank the tangos and nail them. Again, you will have to use precision fire with your team leader. You will notice the team leader's rifle zooms in after you press E. Left click and let go of E, and your TL should snipe the tango straight ahead. If he doesn't, redo the command until you take him out. - You will have to split up your squad into a buddy team. Right click-once, then press 2 to divide the squad. You can switch between partners with A & W. Place the one partner group on the left side, and other on the right. Have both of them aim fire zones at the enemy. Your AI-controlled squad will flank both groups of enemies and nail them. Hoorah. You'll have to regroup the team by clicking right click, then holding down the left mouse button and highlighting regroup. Move to the next point. Do a manual aim with the M203 nade launcher, and pelt a round at the insurgents behind the car. Again, repeat the same grenade round at the barricaded door to destroy the entrance to their hideout. Now, proceed right and follow your orders. You'll end up running up a staircase. Go to the window, and do a normal fire zone on the 3 insurgents below. No need for precision fire, your elevated position is enough to remove the threat. - Regroup downstairs and move ahead. A nearby Humvee let's you know that Delta team is lost nearby. Your mission is to recover them. You'll now have control of a second team called Alpha. To switch between teams, press TAB. Now you'll be commanding two squads, so don't forget to switch to Alpha or Bravo to progress the level. Move Alpha to the next point. Have them lay down a fire zone on the enemy. Flank with your other team by following the arrows. Reach the designated point, then do a fire zone on the lone enemy. Move ahead so that you're behind this next insurgent, and nail him with a fire zone as well. Now, switch back to Alpha. Press CTRL to access the radio. Select to call the Bradley armored vehicle by pressing Enter. Switch to Bravo and access the radar by holding TAB. Pick the C-marked item on the map (your Bradley). Now you'll be able to control this monstrous vehicle. - The Bradley works just like your troops. Move by right clicking and selecting a spot, and aim with the left click fire zone. You can manually aim by holding down E. There will be about 6 enemies total, some along the rooftops. Guide the Bradley to the destination and destroy the 2 enemy vehicles near Delta team. Use tab to switch and issue both squads to Delta's position. A nearby RPG will almost pelt your Bradley so it quickly retreats out of the area. You pick up the wounded soldier, order a movement command, but hold the left mouse button over the body. Have one of your men pick him up. Now, start to move towards extraction. You'll reach an area with a tight tunnel and some good enemies firing at your directly. Issue one squad to hide behind the little stone. Toss a smoke grenade by holding down the left mouse button and selecting smoke. Place it in the opening so your other squad can flank for cover. I used frag grenades to rid of the two insurgents. Use another smoke grenade to distract them. If they start running from the spot, issue the other squad to fire zone on them. Precision shot works well, but make sure it's a quick shot. - Continue onward, and again, you'll have a flanking route. Have on squad station left, and the other flank right. Smoke 2 grenades as distraction and have the squad on the right nail the one insurgent who runs in this back alley. Then, have the other squad move up a bit and start firing at the man in the peep-hole wall. Again, use a frag grenade or flank with one squad (while the other suppresses) to kill him. Move to the white circle where the humvee is. If you have any soldiers with wounded soldiers, left-click over the white circle and select CASEVAC. This will evacuate your wounded men. You can also resupply the other squads. Your men will start scrambling as insurgents are surrounding them. Both squads will automatically seek cover. In order to live, you're going to have to switch to the Delta humvee. It will swivel into a niec mounted spot. Hold down TAB and switch to Delta by clicking on D on the map. The 50 CAL can rape infantry, but it must be aimed. Aim straight ahead at the group of men. They will get slaughtered. Watch the left flank though as multiple insurgents will rush it. Have Alpha do a fire zone, and switch back to the Humvee and fire zone towards the encampment to the left. When most of them are dead, switch back to fire straight ahead. Finally, an Apache will assist in killing the Zekistan rebels. *Your men are excited over the adrenaline rush. However, that's not all. HQ was receiving a garbled radio transmission regarding help. They are unsure of who it is, but they know this person/soldier needs help. Your next mission is to find them.* ____________________ /To the Rescue (3.2)/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: *** Main Goal: + Rescue wounded Warlord + Reach roadblock detonator + Blow roadblock + Reach bus depot *Apparently, the weak radio signal was coming from a fellow American colonel who is trapped in the city. He needs immediate help. There is also a wounded warlord that the Americans must retrieve from a local marketplace.* - This next part can be tough for those of you who don't divide your squads into partners. If you don't divide into partners, you'll find that you'll take more casualties. Start off by dividing both squads by right clicking and pressing 2. Take one squad left, and one squad right of the market. Now, have one partner team lay down a fire zone on the enemy. Move the second partner team behind one of the cars. Have this partner team fire. Use precise fire and fire when the target exposes himself, or decides to run to the nearby barricade. As for the right side, you'll want to repeat this technique. Put one partner team against the brick wall, and another behind the car. Start firing with both to cover one while squad moves. Get the partner teams gradually closer, and use precise fire techniques to pick off the men. - Once the initial defense of the insurgents is down, move one partner team on BOTH sides of the marketplace near the two main entrances. DO NOT move the entire squad on the right side. One sneaky insurgent will try to attack you guys with your back turned. Have the one partner team cover. Once the exterior men are all dead, now it's time to move in. Keep the partner teams as they are. Have one partner team go left, and one go right. You will find 3-4 insurgents in the marketplace, and they will most likely run to the far side barricades. Have one team fire, and have another throw a grenade behind them. This should flush the enemy out. Quickly shoot him him. Repeat this for the opposite wall, then proceed to the center where you will find the wounded warlord laying on the ground. Have one squad pick him up. - I have found that if you don't do the partner technique, it becomes difficult to flank and get an advantage on these enemies. Regroup your partner teams by right clicking then holding down the left click and selecting regroup. Once the warlord is picked up, let's get ready to move. Take the one squad with the wounded warlord and place him at the CaseVAC. The white circle is left of the green truck (off of the waypoint, so look for it). Move there and hold down the left click to CaseVAC him. - You'll receive new orders that one of your potential allies is somewhere deeper near a bus depot. You'll have to try and retrieve him if he is still alive. Regroup both squads down the right street. Go down the middle tunnel and you'll notice a group of enemies to the left. Toss a smoke grenade as a distraction, and have one squad go up the nearby stairs. Have them pop out of the stairs and lay down fire to their left on the entrenched enemies. Have your other squad do the same, and use precision fire to nail the tangos. Move ahead with both squads, but send one squad back up to this upper room. Have them look out the left window, and open fire on the lone insurgent. Then, have them move to the other window while your second squad moves down the narrow alleyway. - You'll run into some enemies to your left outside of this alleyway. Just have one squad fire back at them. If they hide, toss a frag grenade behind the small wall. Once they're dead, regroup both squads, and you'll notice a Bradley bursts through the bricks. Regroup both squads behind the Bradley, hold down CTRL, and call in the CaseVAC to your area. Resupply both squads while you're here before moving. OK, now, select Charlie by holding down TAB and picking the C icon on the map. Move down the street while engaging the enemy troops. Fire a bit more, then go left, and engage the enemies at the roadblock. A BMP will come onto screen. Precision fire by holding E and wait till it turns red. Do this a few times to destroy the BMP. Move Alpha near the Bradley, and have Bravo go right on the flank. You'll run into about 3 enemies or so on this right flank. Initially you will see no one down this long alleyway. Watch out for a sniper in the window. Use one of the block stones for cover, and precise fire him. Move ahead to the end, then jut a left. Watch out for an immediate enemy. Nail him as well. Run towards the roadblock and get to the detonator. Move over it and hold the left click to pick it up. Now, press CTRL, and press enter to use the detonator. - With the roadblock blown, move the Bradley ahead. Jut left, and watch for 2 civilians around the corner. Don't precise fire until they're out of the way, then fire at the RPG men. Use precise fire, as the cannon will do significant damage to the 2 RPG insurgents. Move towards the roadblock to finish the level. *Your troops advanced toward the colonel's position, but the signal is coming in very weak. You try to tell him that it's only a matter of time before he is saved.* ____________________ /The Monastery (3.3)/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: **** Main Goal: + Navigate through the heavy defenses + Search for Daniels *Apparently, you can't get a clear transmission line to Daniels position. HQ wants you to come back as the situation is dangerous as is, but Mendez prefers otherwise. He wants to attempt to rescue Daniels. He tries to urge Daniels to head back to HQ, but he refuses as well. OK, let's go save this colonel.* - You'll start off initially in a dangerous area. Move one squad to where the left alley is, and have the other squad engage the accurate insurgent through the diagonal opening. While this happens, have your flanking move squad move to the corner of the left alley, and engage the sniper on the rooftop. Then, have them move forward and flank the second insurgent. Both should die fairly easily. Move ahead to the next corner by following the blue waypoint. This is where it begins to get difficult. There will be a technical (a 50 CAL jeep) that pulls up in the large area ahead with about 2-3 men. Here's how I made it by. Get one squad and put them near the left side, but not behind the sandbag just yet. Put another squad right of the square, but not too far so they'll be exposed. Toss a smoke grenade with the left team, then, move behind the sand bunker. Now, toss a frag at the technical jeep to scare it off. With the second squad, put a fire zone on the nearby insurgents to the right. Flank with the left team to kill them. - Get both squads a bit further in this area, but don't go too far up. One lone insurgent will pop out from the middle left door and surprise your men. Make sure your men have cover along the right side of this area. Enter the narrow tunnel towards the monastery gate. Up ahead will be another scattered area. You will find about 5-6 enemies in this next part. One will be in the left alleyway. I split one squad into partner teams, and took one partner team in the left alleyway, while another partner team in the middle. Use your second team to lay cover fire on the insurgents in the middle, and use the partner team to lay down precision mode shots. This should kill the men. Feel free to use frag grenades OR the apache call sign (hold down E with the Alpha squad, and the TL will call in air support). You only have 2 callsigns with the Apache, so use them wisely. - Clear this area out and move ahead to the next narrow passageway. You'll see a slightly open entrance with a civilian. She says there are soldiers up here, and then gets shot. For this part, you need to use smoke grenades. Smoke the front entrance, then get one squad next to the green dumpster. Now comes the easy part. Pick the Grenadier in your squad with G, then precise aim 2 rounds behind each of the enemies that appear on the upper balcony. They should die easily. One enemy will be entrenched left of the building behind an object. Use a frag grenade as he constantly ducks. Move into the left tunnel with both squads and put your best shot behind the front dumpster. Three men will appear from a far away distance, but they're unexposed. Use precise fire rifle rounds to kill all 3 of them. Now, do a Hot move into the area where Daniels is suppose to be. To do this, right click to move, but hold down the left click at the destination, and select Hot. Your men will take care of a lone insurgent who tries to trick you up above. Enter with both squads now. - When you hot move, do it along the right side right where the gaping hole in the wall is. If you don't, 2 insurgents will surprise ambush your men. Keep Alpha here and set a fire zone at this gate entrance. This will prevent the reinforcements from pelting your men. Meanwhile, send your other squad towards the gate from the right wall (or use your other team). The game recommends using the airstrikes, but you've most likely used them by now. Simply throw a frag grenade or precise fire a M203 round at the gate to block their reinforcements. Move both squads towards the marker to check the building. *Daniels is dead. A civilian was trying to operate the radio, but the garbled signal was a worthless effort. Your SGT tries to say otherwise, but you know it was worthless.* _______________________ /British Invasion (3.4)/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: *** Main Goal: + Take out the RPG unit with the sniper + Rescue wounded soldier + Progress to soccer field *A few details regarding the situation in Zekistan are revealed. Apparently the leader of the terrorist laid out an emotional speech telling all rebels to go and seek arms against the coalition forces. The governor of Zekistan is pleading for coalition forces to assist him in ridding of this threat. We fast forward in time to see Daniels scrambling to a British convoy for help. Daniels has numerous men scattered and lost throughout this area. He needs the Brits help. They somewhat refuse, but are engaged into action when an RPG destroys a nearby car with some militia troops. This could be a bloody hell.* - You'll notice that you have control of a British squad, another British squad, and a separate Charlie squad (who happens to be an elite sniper). Hold TAB and switch to Charlie. Move the sniper to the wall corner, and then do a precise aim on the RPG man. Nail his head. Then, do a fire zone to kill the lone soldier who tries to engage you. Boom, this sniper is good. OK, now switch back to the default squads and start moving ahead. Navigate them down the street. You will hardly find any resistance except maybe one insurgent near the market point. Bring Charlie close as well, but leave him to the rear for now. - When you get near the end of the road, 2-3 men will take cover behind stone encampments. What you need to do is precise fire them, or use a little smoke for cover. Splitting up your current squad into 2 works as well. You CAN use Charlie, but sometimes he won't fire because he'll be taking fire. Once the men are dead, hold down CTRL and call in the CaseVAC. Move everyone ahead towards the wounded soldier. Put Charlie in the roof area just left of the CaseVAC. There should be stairs. Flank either squad in the right alleyway. Your humvee should take care of the enemies straight ahead. While the one squad flanks right, you'll have 1-2 enemies to deal with behind some barrels. Use suppressive fire and precise firing techniques to eliminate him. You will find the wounded soldier at the end of the lower right alley. Scoop him up, and return him to the convoy. Put him on the white circle for CaseVAC (it's slightly right of the parked convoy). - It gets tricky from here on. You're going to run into enemies ahead, but they will have the advantage in ambushing you. Before proceeding forward (you'll know because a save point will trigger), toss a smoke grenade down the road. Bring Charlie up to the front where he can provide some cover fire. There will be 2-3 enemies patrolling on the ground level. Either bring both squads up, and have one flank left while the other goes right, or divide a squad into partner groups and do the same. Finish off the enemy, then call Charlie up again and lead him to the next area. Have one of your main squads toss smoke down the main road. Put Charlie behind the green station wagon, and do precise aiming shots on the 3 men down this long road. Take out the RPG man on the very high roof, then do a fire zone on the 2 remaining tangos. Bring up Alpha & Bravo for support fire and move towards the soccer field entrance to end the level. *Daniels is a bit pissed off that he let his men get trapped behind enemy lines. He was out playing baseball while it happened. He's extremely thankful the Brits decided to help him, since he thought they were arrogant fools. I think not.* _________________ /Art of War (3.5)/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: ***** Main Goal: + Reach southern gate + Eliminate technical + Reach western gate + Take out snipers and open southern gate + Destroy weapons cache *The British HQ wants their men to take out a nearby weapons cache that coalition forces desire to be taken down. It will be your primary objective before attempting to reach the bridge.* - This mission will start off with no air support, however, you'll have 2 British squads to maneuver. Start off by moving down the left street. Peek out as about 3-4 insurgents will sprint for cover. Place a fire zone and use precise fire if it is hard to nudge down the targets. Then, right click for a movement, and right click again but place your opposite squad on the nearby wall. Repeat this technique to move one team, while the other team lays down a fire zone of cover. There will be some stairs along the left side of the street. Have one squad go up them, then cut a right down the hall, and make ANOTHER sharp right. They should be facing the same street you were just on, but looking towards the southern gate (which is the objective). Now, move your opposite squad down the street so it triggers the spawning of 2-3 insurgents. Use precise fire from this elevated position with the other team to take out the targets, while your other squad distract fires. Move your other squad towards the southern gate with cover from the opposite squad. - When your squad near the southern gate gets close to it, the enemy will close it. You'll have to reroute to the western gate. Backtrack, but now, move your upstairs squad near the adjacent side (next window facing a new side, but not the opposite windows). Move your primary squad on the street towards this new area. You will find one tango right around the corner behind a box. Frag him, and do a fire zone so he gets shot when he runs. Move ahead a bit but use a Hot movement. Two to three men will come from the right, but without cover, those insurgents will get raped. There are 2 more men around the left corner near a marketplace with a civilian. Move your upstairs squad towards the window facing this marketplace, but aim their fire zone away from the civilian on the left (otherwise you get a more poor efficiency ratio). Flank with one squad while the upstairs squad fires on them, and boom, they're dead. OK, now, look slightly above this marketplace for a stairwell against an inner building. Move a squad up the stairs, and move a ground squad towards the blue objective. - You will discover a technical 50 CAL ahead, along with one guard. The key to getting past this area is a little patience, and correct tactical decision making. The squad on the ground should take cover behind the small shack just south of this technical. Throw a smoke grenade in the middle of the street, then move the squad across the street to the nearby building. Now, move around the corner to the right, but DO SO WITH A HOT movement. There will be 2 insurgents on the roof, but they will be slow on reaction time. Use fire zones or precise fire to take both of them out. You will have NO cover, so make sure it's a hot movement. With both roof tangos out, enter the stairwell near the end corner, then approach the window behind the technical jeep. - Shoot the gunner, and toss a frag grenade on the technical to destroy it. Flank with the other squad in the opposite window, and do a precise shot on the exposed terrorist distracted by the first squad. Make sure to destroy the technical (use a M203 round on your Grenadier if necessary). Now, move one squad towards the blue marker but by the corner. Leave your roof squad behind the technical where it was (they will provide cover fire). This next part is tricky as there will be a center tower with one sniper, a courtyard with about 5-6 insurgents, and so forth. What you have to do is have one squad on the ground take cover, and have them do a fire zone. Meanwhile, command the squad in the upstairs area to move closer but near a corner in front of squad #1. Repeat the swish swash tactic (one squad cover fires while other moves to get advantage position). When the sniper appears in the center window, have one squad cover fire to distract him. While he aims at that squad, have the other TL do a precise fire shot on the sniper and hopefully kill him. Frag grenades are VERY hard to get into the tower, and precise fire is your only practical option. Don't forget to use smoke grenades to breach the courtyard while you do flanking maneuvers to rid of the tangos inside it. - Now you must continue north towards the Art center. Move one squad to the left but DO NOT round the corner. Move one squad to the right, but use the corner wall for cover. You will have 4-5 enemies here that have to be dealt with. Do precise shots to take them out as they rarely use cover. Use a smoke grenade if cover is necessary. Move to the south gate market, and interact with the gate console by holding down the left click (after right clicking). With the gate open, use your radio twice to call up the CaseVAC & Wolf. If you have any wounded personnel, take them to the CaseVAC outside the south gate. If you need ammo, resupply there (I recommend you do for at least 1 squad). Once ready, the Wolf will start to engage enemies at the road block. Now, go all the way back where your first squad was. - Here comes the even harder part. Throw a smoke grenade and move one of your squads facing this left courtyard that is adjunct off of your waypoint. There will 5-6 insurgents that attempt to engage you. The key is to fight back using a combination of both squads. Have one squad take the far left, and one on the far right. Use cover fire from both squads to kill targets that retreat from place to place. Use 1-2 frags to flush tangos out. Precise firing doesn't work too well due to close proximity. When them dead, keep one squad facing this direction (a few stray enemies may still live). Push forward with your alternate squad down the main road. Up ahead will be a major ambush of enemies. Use precise fire to pick off the lone targets near the stray bunkers and the window snipers. Ignore the balcony sniper for now (he will be suppressed by the Wolf gunfire). Push forward on the left flank while one squad cover fires. Move this squad towards the main entrance, but you'll notice 1-2 enemies are entrenched here. Throw a long frag grenade to kill them, and this should permit entrance to the weapons cache building. Go inside and go up the right stairs. Plant the C4 by interacting with the waypoint (right click then hold left click). Now, retreat this squad out. Press CTRL to access radio and detonate the C4. *The weapons cache will explode. Your British troops took a few casualties and HQ is generally angry as you've barely reached the bridge yet. British bastards.* ____________________________ /The Tien Hamir Bridge (3.6)/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: ***** Main Goal: + Reach Captain Smithson's position + Defend the oncoming onslaught from the upstairs + Use the Bradley to take out infantry + Destroy the mines and clear a path for Bradley + Move forces to north side for defense *Apparently, our HQ center is under heavy fire and is suffering numerous casualties. While you and your men are exhausted, their importance is crucial to the success of the coalition forces. Off we go to save our fellow comrades.* - When the mission first starts off, you'll find a small marketplace down the alley and around the corner with numerous civilians. Start off by moving Bravo behind the silver box just near your position. Do not set a cover fire zone, but do a precise fire shot on the lone insurgent that appears out of nowhere. Then, use a smoke grenade heave to display some fuzzy smoke for cover. Move each squad up one by one, until 1-2 more enemies appear. Use cover fire techniques, and manual launchers from the M203 to dispose of the targets. Move one squad into the stairwell straight ahead (preferably Bravo). Move Alpha on the ground, and just a right. Don't expose them to this large open area yet. Have them go to the corner. - This is where it gets tricky. There are about 7-8 insurgents spread out. 2-3 are on the far side of the building, while the remaining men are scattered in this area. I found it best to remove the top threats first. Move your upstairs squad topside and shoot down on the exposed soldiers. Now, move towards the window where you will assist Bravo. Have Alpha cover fire from their corner, then do precise fire shots on the exposed targets below. If you can't aim at one of the men, toss a smoke grenade, and have Alpha advance further (but in cover). You will want to use Alpha's Rifleman or M203 launcher to dispose of the tangos. Move toward Smithson's building from the left, but do so with cover. Two insurgents will appear near the stairwell entrance, but more importantly, 2 will also appear right of Smithson's building. - These men will attempt to ambush you. If you have cover, you won't suffer casualties. If you don't, then you may lose 1-2 men. Pick up the wounded soldiers and head inside. *Smithson bitches that it took you forever to reach him. He now disregards you with a new mission - to clear the bridge area. There may be mines on the bridge, so they would have to be disposed of with C4. He is going to coordinate your attack with an American armored unit for support. He will also setup a CaseVAC area to the northeast.* - This next part is tricky. Try to get it so one squad has all of your wounded, or, you at least have one squad with 4 free men. Place one squad in this upstairs area towards the south window. Split another squad so one can watch the north side of the bridge, and another towards the west. From here, just follow the waypoint instructions. Eventually, a Bradley will make it to the battlefield. Press TAB and click on C to switch to the Bradley. Start firing away. Don't forget that precise fire shoots shells which do explosive splash damage. - Now you will have to target enemies to the south from a marketplace. Lay down cover fire as usual until the objective is complete, and it says to secure the bridge to the north. If you check your radio, you have SEVERAL options. You have 4 fire missions, which are basically mortar strikes. These rule in taking out enemies. The key is to use the <- and -> arrows to switch between the targets (they will be circled on the map). When you see enemies on the rail bridge or in the area of the mortar strike, order it with the radio. You should get some easy kills. Start moving the Bradley northward, but stop before the big green mines on the bridge. Move on of your lesser wounded squads out of the upstairs building to ground level. While the Bradley covers them, move your squad north towards the mine. You have 2 options. You can plant explosives on the mines by holding left click over the mines, OR use the Bradley precise fire to eliminate them (little known fact). Whatever works best for you - do it. - Not all 4 mines need to be destroyed. Just take out 2 so there is a clear path for the Bradley. Move it forward, and it will stop because the bridge doesn't look safe. Switch to your primary squad, and split it into partner groups. Toss a smoke grenade with one partner group, and move it behind the bulldozer. Move another partner group behind some debris and lay fire on the rail bridge slightly to your upper left. Use precise fire is necessary. Inspect the bridge by following the waypoints. You'll find one more row of mines ahead. Disable them as usual (use explosives). Now, the Bradley will be able to move. - Up ahead will not be a pretty site. A BMP will move into view with about 3 insurgents positioned behind bunkers. Immediately go into precise fire mode with the BMP and start aiming shells at the shelling of the BMP. It will take about 4 direct shots, but that should destroy it. Then, lay cover fire on the infantry, and use precise fire to implode the insurgents hiding behind the sand bunkers. Move an infantry group to the designated waypoint to complete the level. Whew. _______________________ /Walking on Water (3.7)/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: ***** Main Goal: + Destroy crane + Destroy weapons cache + Reach northern insertion point *A new video is shown involving what happened with Daniels and his major mistake. While he was playing baseball, he left one of his privates alone at the soccer field, and that's when the rebels attacked and killed the private. He vows to get vengeance and assist the Brits (who are now at the bridge) under heavy fire. He has new orders from HQ, but he promises to do his best. The nearby local you were playing baseball with wants to help out in scouting out the area.* - The key to mission is Achmed and precision fire. I struggled numerous times trying to guide my squad through without the use of Achmed, and it generally was futile. I would immediately be spotted, hope all of my squads had cover, and then attempt to precise fire from behind a bunker. That does not work too well. Instead, you must treat Charlie as your primary objective. Think of Achmed as the spy with a disguise. While he isn't formally trained, and he has an AK47, this guy can still precise fire. Lead him down the docks to the 2nd or 3rd sandbag. From here, look far to the left for a sniper on the roof of a small dockhouse. Precise fire him. - Now, 3-4 insurgents will be alarmed. Precise fire them as well (however, they won't necessarily engage you unless they directly see you). Move Achmed through the first land bridge, but do not go all the way as it will trigger a release of enemies. Continue Achmed but jut a right after the first land bridge. Go into the small boathouse, and go near the exit (but not down the long narrow dock that leads towards the crane). Bring Alpha up near the first land bridge, and move them to cover. Bring Bravo behind a wheelbasket in this area. One enemy will be triggered in the upper right area where Achmed has passed. Kill him. Next comes the hard part. - Move Bravo along the left portion of the Y-split and move him to the corner. One insurgent will be on a boathouse roof around the corner. Do a fire zone to eliminate him. Move Alpha toward Achmed's position, but keep them back as we don't want to trigger an enemy alertness to your position. Now, move Bravo ahead and make them go right at the T. Keep them against the small stack of 2x4's, but not so much that they're exposed. Bring Achmed out to the long deck behind the first sandbag. He'll immediately notice 1-2 insurgents. Have him take cover behind the sandbag then do a precise fire. If you're pinned down, use a frag grenade to scare one of the enemies off, then counter-fire. Once the 2 insurgents are down, move Achmed up to the next sandbag (past the block on the ground). This will trigger the release of 3-4 insurgents. They will have Achmed pinned down, and precise fire will be useless. With Bravo, toss a smoke grenade left of the enemy's position. Move Bravo through once the smoke starts fuming, and have them stop slightly left diagonal of the enemies. Now, toss a frag grenade at the group of enemies. - Then, place a fire zone on the group of enemies. The frag should kill 1-2 insurgents. Toss another one if necessary. When the smoke wears off, your 2 men should execute the remaining insurgents. If they don't, use precise fire. This will kill the inital bombardment of enemies. Now, move Bravo through this next boathouse bridge, but stop them behind the blue refridgerator. Look to your far left on a roof for a sniper. Precise fire him down. There will be another enemy on the dock. Use Achmed to precise fire the fool. Now the initial defense of insurgents is down. OK. Move Achmed up but NOT past the side doorway that leads into this warehouse. There are 5 lovely insurgents inside the warehouse ready to ambush anyone who walks by. Place Achmed behind some crates facing the open doorway. Meanwhile, move Bravo around on the flank to cover the front doorway (you'll also see the crane). Call for Alpha up to Bravo's position. Have Alpha & Bravo each throw a smoke grenade so the entire front entrance to the warehouse is blocked. Now, order Bravo to blow the crane (right click then hold left click over the crane). - Detonate the explosives with your radio. Immediately move Alpha to turn around, and move them to cover. Two insurgents will ambush you from the rear. Move Bravo over to Achmed's spot. With Achmed, you can precise fire a few of the insurgents, but most will have sufficient cover. Use Bravo to lay down a fire zone and deal out damage. Use a frag grenade, and finish off the remaining insurgents in this warehouse. Back with Alpha, use the M203 grenade launcher on your Grenadier in precise fire mode to rid of both threatning targets. If Achmed is still alive, go to where the civilian waypoint is. You can resupply ammo or bring wounded soldiers here for CaseVAC. I just resupplied Achmed since he was raping it up to this point. - OK, another crane must be dealt with. Bring Alpha & Bravo together towards the next boathouse that heads towards the 2nd crane. Meanwhile, Achmed should be slightly to the left on another flank. Bring Achmed to Alpha & Bravo's position. Move Achmed ahead, but watch the right corner as a few insurgents will flood out of the doorway. Nail the 1-2 men that pop out, then move Achmed to the small front door. Call up Bravo, and have them go in front of this warehouse. Make them go right though near the corner. Have Achmed act as a distraction, but don't have him waste his ammo. Instead, move Bravo further down the right side of this warehouse until you can sneak them near the lone single door on the right. Open a fire zone on the 2 insurgents here behind the stack of crates. If they retreat back, seek cover as they will have the advantageous shots on you. With these 2 men down, have Achmed move into the warehouse behind a box, and open a fire zone on the distracted insurgents. With all 4 insurgents down, plant explosives on the weapons crate, and detonate with the radio. - If you have any wounded, take them to the civilian CaseVAC area. Resupply any low ammo squads. Move Alpha to the rear, but not out of this area. Have them view right of the bridge in the background, and an enemy will appear. Blast him down. Regroup Bravo & Achmed on the front flank where the brown crates are and a concrete dock that leads to this new warehouse. Have Alpha lay down support cover. Gradually move Bravo and Achmed up. Have Achmed flank the right of this warehouse, while Bravo covers the front. Use basic fire zones to deal with the enemies. Move Alpha up to the front, then Bravo to the interior crate for cover. Two to three men will be waiting in a small side room. Deal with them accordingly. - Finish the level off by moving Bravo in, and having Alpha flank to the left. Alpha will find 2 men around the corner. Do a normal fire zone. Bravo will have 2 men right around this corner. Use a crate for cover and normal fire zone. Move to the waypoint to complete the mission. *You get an overview of the battlefield with numerous soldiers marching through to victory. We hear commands being yelled out, and that it is our turn to help the Brits.* ___________________________ /Scylla and Charybdis (3.8)/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: ***** Main Goal: + Secure bathhouse plaza for CaseVAC + Clear balconies of snipers + Take detour route to Parliament *The major problem is that you have orders not to move north, otherwise, you'll involve the coalition forces with an entirely different war going on. However, you're suppose to move north to help the Brits out by destroying the big artillery guns that the rebels have. Either way, Daniels wants to repay the Brits for saving his life, and he plans on doing it by destroying these bastardous weapons.* - This is another fairly difficult mission thanks to your starting position. Start off by moving out of the narrow hall and split Alpha into partner groups. Send one group left, and one right. Have them set fire zones around the corners. Now bring up Bravo, and have Bravo sprint to the next adjacent corner past one that is covered. Don't worry, this two man team won't get shot. Now, move this squad behind the enemy's position. Toss a smoke grenade around the corner, then use a chair row for cover. Open a fire zone and start tossing frag grenades at the combatants. This should make them scatter into Alpha partner team's firing zones. If not, use precise fire to finish off the 4 men. With this area clear, a CaseVAC will be opened up. Resupply any squads that wasted ammo. - Jut a left towards the next waypoint. Regroup Alpha at the designated marker behind the bathtubs. Open a fire zone and you'll nail a few of them. Use your TL or Rifleman and do precise fire shots on the other men. DO NOT run to the middle as there are 2 snipers (one on each vertical side) of the second floor. Before moving Alpha, switch to the Grenadier, and zoom in with the mousewheel. Look for a sniper that is not on your waypoint sighter, but on the second floor (you can see his shadow through the balcony bricks). Fire a precise aimed grenade at him to kill him. This means there is only one sniper left. Do a Hot movement across the room with Alpha. The sniper will see you, but your men will suppress fire to keep him distracted. Wait until your men are about 3/4 of the way across and do a scout movement to quickly sprint to the stairs. The sniper is most likely alive, but we want it that way for now. - Go up 2 flights of stairs, then jut a right up the stairs. At this next part, smoke the first corner opening. Peek out the corner and nail the sniper if possible. If not, move to the next corner. Then do a fire zone to eliminate the 3rd floor theat. There are 2 3rd floor snipers, so make sure they're both killed. You'll find one remaining sniper across the balcony. Do a fire zone to kill him, and use precise fire mode with the grenadier to blast a M203 round near the bastardous sniper. You'll know you've killed everyone here when the game does a save. OK. Go down the stairs, and go right into the hallway. You'll see an insurgent get exploded by an RPG round - hoorah! Send a partner squad behind the pillar overlooking the balcony. You will find 4 insurgents total - 2 below, 1 on the far left tower, and 1 on a lower balcony below the high sniper. Use the grenadier to take out the high threat, and your precise fire in rifle mode to eliminate the sniper threat. Do fire zones to kill the men on the ground. Frag grenades work as well. - Once this area is cleared, your men report that the rebels are retreating. Bring Bravo up here, and go down the stairs with both squads. Head towards the exit. A coalition fighter will get gunned down in the street. Take out the sniper down the street. Use your radio and call in the CaseVAC to the Bathhouse exit. You will find the CaseVAC just by the stairwell at this exit area. Reload your ammo, and send any wounded out. OK, regroup both squads to the exit area and let's move. Move down the street to the corner. Again, move forward up to the caravan, and peek out this corner at the marketplace. Two insurgents will be on the roof, along with 2 in the marketplace. Fortunately, you will have militia fighters that help out and will kill them. Flank left down and use the side debris for cover. There are 3 men here, 1 initially, and 2 that pop out from an open door on the left. Move your other squad around the right flank, and once the area is clear, use your radio and order the militia to take the first empty building. - In the next segment, your men will comment on how it is too quiet. Move a small partner team or Bravo to the wheel caravan and 5-6 insurgents will expose themselves. An RPG will be directly above you on the roof, along with 3-4 across this plaza on the ground level. Order the militia men to invade the nearby empty building via your radio. Now, take the fight back by either grenade launching a precise shot at the RPG man, or fragging him. Deal with the remaining insurgents by direct fire, a smoke grenade for cover, and/or frag grenades. With this section clear, let's move to the last area. Order your men to invade the last building with the radio. Move one squad to the end of the street, but not around it. A MG nest will have you pinned down. There is also a technical preventing the militia from advancing down the street. Take Bravo or a partner team and flank along the right section of this area. Use your map for reference. When you see the adjunct street to the encounter, smoke it for cover, and continue to the right flank. The small square building just right of the MG nest has stairs. Go up them, and peek out the window. Use a smoke grenade first to block the technical's line of fire. Then, toss a frag grenade at the technical. IF the man flees, do a fire zone to kill him. To finish off the MG nest, toss a frag grenade, or launch a nade. Move one squad to the waypoint to complete the mission. *Your men are excited after encountering the dangerous technical. They also feel somewhat fatigued but must move on for those trapped Brits.* ___________________ /Rain of Fire (3.9)/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: **** Main Goal: + Infiltrate the Parliament building + Take out artillery gun #1 + Take out artillery gun #2 *After making an infiltration towards the artillery, the British Captain informs you that he will have no choice but to shell artillery over the interior of the city to take out the enemy mortar guns. Daniels pleads with him to spare some time so he and his men can move to the area.* - Right as you begin, there are 3-6 insurgents hiding behind the main entrance and destroyed bus. Have Bravo set a fire zone on the doorway, and do precise fire shots. Alpha can lay down suppressive fire to distract the fools. Toss frag grenades to flush out any pinned-down insurgents. Move Bravo to the right at the flanking doorway. Move Alpha in Hot movement directly ahead behind the smoked bus. Move Alpha to this doorway with the hot movement. The scout movement, while useful, does not provide the aggressive counter-fire that you need with the hot movement. Take out the initial insurgent. Pop smoke if possible and move Alpha in behind some cover. Frag the lone insurgent in the upper left window with a well-aimed frag grenade. - Now, you'll have to reach the stairs on the right side. Before going there, it is eesential to do a cover fire zone to the left area of the temple. Two men will pop out and try to nail anyone who goes for your stairwell. Use precise fire to eliminate one of them, then do a flank with Alpha by a partner split to eliminate the remaining tango. Take one of your partner squads up the right stairwell. Do so by holding the left click over the stairwell, and select Breach (this is like a hot movement up a stairwell). You'll have to proceed up 2 small rooms to reach the first artillery piece. Note that each of these rooms has men in them. Use frag grenades to rid of insurgents behind concrete blocks, and cover fire for remaining targets. When you reach the first arty piece, don't charge to destroy it. Look right, and take cover by the lone pillar. Toss a frag to eliminate the nearby insurgent, then, 2 more insurgents on top of the temple roof will appear. Take cover behind a block away from them. Do a fire zone to eliminate the exposed tangos on the roof. Destroy the arty by planting explosives, then retreating to a safe distance, and detonating. - You will inform Smithson that one arty piece is down. He says he cannot hold out much longer. Hehe, right. A CaseVAC location will be moved right next to the right stairwell. I recommend you use it to resupply grenades or ship out any wounded. Move Alpha regrouped near the front door, but near cover. Two insurgents will be there, one of which is armed with an RPG. Meanwhile, send Bravo up the right stairwell, and have them toss a smoke grenade at the doorway that is LEFT of the arty doorway. Then, have then move behind the sandbags. Do a fire zone at the 3 insurgents in the next room, and toss a frag grenade in the middle ot kill all of them. Hoorah. - This next part will be difficult. Lead Bravo ahead till you see two stairwells (one leads left, one leads right at a flanking position to this main parliament room). What you want to do is lead Bravo along this right stairwell. Do a breach movement, and have them seek immediate cover. There will be a 50 CAL sandbag gun firing on Bravo. Toss a smoke grenade out the window as a destruction, then run across the small concrete bridge to the next room. Have Bravo make their way around on this flank. When you reach the rear room, take cover and do a fire zone at the enemies down the end of the room with all the pews. Use precise fire if necessary. This distraction till take some heat off of Alpha. With Alpha, breach them through the main door now. Use a smoke grenade and do a hot movement. There should be no insurgents manning the 50 CAL machine gun. Split Alpha into 2 groups. Have one go to the left corner, and one to the right. Do fire zones to shoot these insurgents from their rear flanks. Advance Alpha into the main room, and have them aim towards the upper left where the waypoint marker is pointing. - Advance Bravo down the end of that room, and more enemies will await you in the small segment rooms leading up to the blue waypoint. Use frag grenades to scare them off of precise fire to take out the tangos. Your game should automatically save just before a tall stairwell. CaseVAC anyone or resupply at the old marker from before. Bring Alpha to Bravo's position. Have Alpha toss a smoke grenade up the stairwell. Do a breach movement and you'll find one lone insurgent. Take him down. There's another descending stairwell. Drop another smoke grenade down, and do a breach movement. Take cover at the nearest debris, and take out the 2 insurgents down the hall. Move towards the waypoint, and the mission will end. *Right before you and your men can plant charges and destroy the second artillery gun, the Brits cannot hold out any longer. Captain Smithson decides to send out his own artillery barrage. Your squad leader orders his men to get the hell out of here as he notices about 15-30 enemy insurgents in the Parliament courtyard. It doesn't matter if you guys destroy gun #2, there's a barrage of incoming fire. Your men start to retreat out, but your squad leader gets rattled by a nearby friendly artillery shell. Your men continue to retreat.* __________________ /Broken Men (3.10)/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: ***** Main Goal: + Find 2 American soldiers + Reach Embassy + Acquire empty BMP tank + Clear Bus Depot of enemy resistance + Reach Embassy again + Defend Embassy *Your so-called off books mission to assist the Brits was a disaster. Both rebels and the separatist faction in the country of Zekistan believe coalition forces to be enemies, even though the separatist faction was assisting the rebels in attacking coalition forces before the strike. Nonetheless, war has erupted and more importantly, you and your men are scattered. A squad is lost somewhere in the interior of the city whom you must retrieve. Fortunately, Sgt. Daniels will be manning this mission himself, along with two men. Note that if Daniels dies, you get a mission failure.* - Yay, Daniels can't die. No surprise there considering he is the main character of the game. I found it best to leave Daniels behind on this mission. It's not for the sake of the ease of the level, but also for the fact that if he dies, all of your progress is practically worthless. Simply leave him behind. Alpha ahead to the corner. Nail the insurgent. From here, go spot-to- spot on the side inlets of the street for cover. You will find 2-3 more insurgents (including one around the right corner who executes a civilian). Be careful. If you open a fire zone on civilians, and your crossfire kills the civilian, you will be charged with the kill. If you let the terrorists kill the civilians, the kills will not be accredited to you. Continue forth. Your two squadmates will only be a short distance away. Reunite with them to get access to both Bravo & Alpha squads. - Now we have to make it to the embassy. Move Alpha to the corner, and snipe the initial man with precise fire. DO NOT move the next corner. Instead, take cover behind the sedan as an insurgent will appear straight ahead. Once he's dead, call the next squad up while issuing cover fire. Move Bravo to the right of Alpha, and snipe the long-range shooter in the distance with precise fire. Advance Alpha up along the left flank, but NOT TOO FAR. Take them up halfway before the T-split in the road. Move Bravo to the right, and you'll notice a stairwell leads to the second-floor of a building. Move Alpha in a hot movement up to the corner behind the sandbags. They should nail an enemy that runs out. Move Bravo up the stairs, and lead them to the window. You'll have a guy near the west gate who must be shot at (use a fire zone). Two more snipers will appear in an exposed position for Bravo - end their lives. - Now, run to the west gate. The embassy officer will inform you that most of the wounded from the artillery strike need to be moved out of here. She is sure that you and your men can help. Issue Bravo & Charlie move to the west gate where Alpha is. Move towards the front of the embassy. *A short sequence introduces us to Cpl. Bates who is skilled in the art of bazooka firing. Actually, he is armed with an RPG. He mentions that there is a bus nearby that can be used to transport the wounded. However, the Americans must commandeer an abandoned BMP first.* - Bates can now be controlled as a Delta team member. Remember to leave Charlie behind as we need Daniels to survive to continue the storyline. Move a squad ahead while you command Delta ahead. Place Bravo behind a car as well. The idea is to use Alpha & Bravo as escorts for Delta. Once you spot the BMP, that's where Delta becomes a useful tool. Move Delta to the designated blue box for cover. The BMP will now aim at him. Flank ALpha on the left corner, and toss a smoke grenade in front of the BMP towards Delta's position. Switch to Delta, and the BMP will stop firing with the smoke deployed. Precise aim the RPG, wait for the red dot, and fire. It takes 3 rounds to destroy this BMP. Once it is destroyed, advance a squad to the next corner, and one lone insurgent will be next to the empty BMP. Toss a smoke grenade for cover, advance up behind the cars for cover, then precise fire the bunkered terrorist. - Move Delta towards the empty BMP. He'll get in and start driving. All squads will automatically follow him. This is where the game becomes a real pain in the ass. Rather than whooping ass in the BMP, save it for now. Use Alpha & Bravo to advance down the street towards the Bus Depot. You will encounter about 2-4 RPG men total. The farther you advance the BMP down the street, then more RPG shooters will spawn and attempt to disable your BMP. We do not want this as holding the BMP is crucial in the bus depot section. You will know you are close to the depot when there is a left curve, and a medic CaseVAC area to the right. Place any wounded here, and call up Charlie along with all squads & the BMP. Fortunately, Daniels receives radio contact from his fellow apache. He is willing to lay support fire down to rid of the bus depot resistance. - Move your BMP forward around the corner and look slightly left down the road. Quickly do a precise fire tank shell shot at the opposing BMP. Repeat this 3-4 times to destroy their BMP. In the same process, your BMP will get disabled from crappy design and Delta complains to you about it. You will notice a technical jeep, and about 4-5 insurgents spawn down thr street. Place Charlie at the street corner, and have Alpha/Bravo toss a smoke grenade near Charlie for cover. Move Charlie to the nearest sandbag, and do a precise fire shot on the technical. Hold it down long enough for the Apache to confirm your coordinates. When the Apache comes in, it should slaughter the technical. Now, bring up Alpha to Charlie's position, and have them rid of remaining insurgents. Flank Bravo to the right side of the Bus Depot, and Alpha to the left. Leave Charlie behind. - If you want to play it risky, bring Charlie forward to the left corner, have Alpha suppress fire, and have Charlie issue a coordinate strike on the technical in the upper left corner of the depot. You can do that or toss a long frag grenade to rid of it. Have Bravo pop its corner with a fire zone, and do the same for Alpha. Do a hot movement closer so you can flank the enemies firing at Bravo. Kill off the remaining insurgents, and a medic should pop out into the bus. If you have wounded, retreat them back to the CaseVAC area from before. - Now, go towards the West Gate of the embassy, and 2 insurgents will spawn right next to the gate. Snipe them both. There should also be one enemy on the other side of the west gate. Be careful as the gate slides open without warning, so do a hot movement to kill him. Now we have to defend the Embassy from a potential rebel raid. The waypoint marker says to put both squads in the courtyard. Only put one squad in this center area. Place another squad in the small square building right next to the courtyard (there are stairs). You must first defend the northern gate. Point towards the marker and make sure both Alpha & Bravo are facing it with sufficient cover. Place Charlie to the rear in a safety spot so he doesn't die. Firing zones will eliminate most targets, and there is no need for precision fire. You will have to defend the west gate which is where you came in. Move your Bravo squad to the facing window, and place Alpha on the building corner. Move Charlie to safety. Repeat the same technique for the south gate. A technical jeep will screach into the courtyard. Precise fire the gunner, then frag grenade the jeep for safe measures. Make sure to move Bravo & Charlie to respective positions. *The embassy doctor is grateful that you assisted in getting the bus & for planning to move the wounded. Daniels says he is staying behind as 2 of his men are unaccounted for. This could be interesting.* ______________________ /The Lost Squad (3.11)/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: ***** Main Goal: + Secure first area + Call up convoy + Flank northern position + Secure second area + Call up convoy again + Flank right road to eliminate bunkered enemy + Destroy central building enemies + Kill IED man *Seeing as you have a few men missing, it's necessary to stay back a bit to find them. More importantly, you have to scout out the area ahead and assume the passageway is safe for transport of the wounded civilians from the interior of the city.* - This definitely was one of the most frustrating missions right from the start. You're basically on a street-cleaning mission, and the streets are infested with these bastardous insurgents. What you have to focus on is correct movement selection and lots of smoke grenades. Start off by moving Alpha to the first corner. An insurgent is on a balcony, and capable of landing great shots on you. You'll have to take him out with a precise shot. Once he's down, go back and go up the main street. The game will even tell you to flank the other way as the RPG man here is being a nuisance. When you move to the designated spot, make sure you select HOT movement. Otherwise, the RPG guy will run and fire a round on your team killing everyone. - The hot mode will suppress the RPG guy. Frag the window to kill him, or use the Grenadier in precise fire to nade a round near him. Down the road a bit are 2 insurgents. DO NOT use the cars for cover. As a matter of fact, they lack cover and will get your team killed. Hug the inner section of the road for cover. If the RPG man is still alive, you can junct a right at the T, and frag him from here. Do not go down this middle street (which is straight towards the objective). Instead, you want to take the left road where you saw those 2 insurgents. I must warn you that this road has lots of men lined up down the road, however, it does not have a technical jeep or RPG ambushers waiting for you. Use smoke grenades when 2 insurgents are behind debris, move to a closer position, then frag the insurgents. Repeat this strategy, and feel free to call up Bravo if you need their help. - Near the end of this outside road will be an RPG firer. Smoke a grenade, then use the grenadier in precise aim and fire a nade round near the left second- floor balcony doorway. Again, do a hot movement so you're behind this technical jeep, and take out the gunner. The jeep should skid away. Use your radio and call up the convoy. You do not have a resupply option on this mission, so conserve ammo if possible and use your precise aim as much as you can. This next part is difficult as it takes patience and correct planning. Use Alpha, and take them to the street corner after the bus takes some fire. After you peek around the corner, you'll notice two rival factions are fighting each other. Try to take out the two guys behind the bunker with cover fire and a precise shot. Otherwise, the other enemy faction will do the job for you. Once this is accomplished, toss 2 smoke grenades slightly right of the main stairwell across this hot street. Toss the 2 smoke grenades so they cover the whole vicinity of the right flank where an RPG man & 2 terrorists are. Sprint up the stairs, go to the window, then do a fire zone on the 3 insurgents below to kill them. Bring up Bravo, and have them go left where the two guys behind the sandbags were. Bravo should notice a machine gunner ahead. Do a precise head shot to eliminate him. - Move forward a bit, and an RPG will shell the ground. It's too dangerous to go this way. Take Bravo back, and bring Alpha back down to the street level. Have Bravo go the other way on this street and take cover at the first sandbags. You'll now have to kill 6-7 insurgents, but they come out in patient spurts. DO NOT get impatient and run ahead to the weaker cover. The rest of the cover on this street sucks as it is just cars or very low objects. These sandbags are the only decent cover. If you think the coast is clear, it isn't. Use a scout movement and send one of your men ahead. When he sees the enemy, he will retreat back. This will lure the enemy to Bravo's sandbag spot. Do precise fire and cover fire to kill them. Continue doing the scout movements until there are no more enemies. Move Alpha to this corner where you'll notice a stairwell that has a blue marker on it. Retreat Bravo back a bit just right of the main intersection. You'll notice there are numerous enemies here, and you have a rear position, but they will be alerted to your presence. Don't engage them. There is a dangerous sniper on the roof, along with a man in the left window, and 2 men on the ground. - What you have to do is take Alpha, who is on the right flank of this position, and move them to the sandbag. Do a fire zone on the window, and do a precise shot to take out the window rifleman. Then, split Alpha into a partner group and get the partner group behind the small stone bench (but right of it so they have cover against the 2 insurgents to the left). Nail these 2 distracted insurgents from the rear. Finally, you have to deal with the sniper. In Alpha's area, he is on the upper right roof that is diagonally downright of the stairwell. Look at Bravo, and peek the corner to get an idea where he is. Since he doesn't have a shot on Alpha, toss a frag grenade to the roof to kill him (or launch a M203 round). If you try to sprint for the stairs without killing the sniper, he will snipe most of your squad members with ease. Do a breach into the stairwell once everyone is dead (don't forget to call up Bravo). - Do a breach movement into the stairwell now that everyone is dead. With Alpha, peek at the first balcony towards the new area. There's a man on the roof that can easily be dealt with due to a fire zone. After he is dead, move to the corner of the descending stairwell. Descend one of your partner groups down the stairs, and get them to the nearest corner. There is little cover ahead on this northern street, so toss a smoke grenade with a fair distance. Move to the next corner, and you'll notice an RPG man on a middle walkway. Toss a frag to kill him up above. Once he's dead, move to the next corner, and there is another RPG man behind a sand bunker. Deal with him through the use of precise aim or cover zones. With these 2 men down, most of the northern street is secure. Move ahead, and then with Bravo, take them back to that first sandbag street (before they flanked). You'll find an alternate alleyway that leads to the same designation. Bring Bravo there and you'll be able to call up the convoy. Do so with your radio. Once the convoy arrives, call up all squads, and head towards the convoy to board it. *Along the way, some of your men notice a mattress with an electrocution chamber setup on it. They begin to fear that the two missing Americans may have been tortured. As you approach the next area where a destroyed humvee is, your men notice an insurgent planting explosive charges on a dumpster. You have to find the spotter, otherwise, the bus will be history.* - What you don't want to do is take the left side. The dumpster will blow up causing everyone to die. What you want to do is take the right flank, and you'll notice there is a progession of tire debris that can be used for cover. Take Alpha, split them into partner squads, then gradually place one squad on left cover, and one on right cover. Do precise fire and fire zones to take down the 4-5 insurgents that rest down this street. Gradually make progress until you hear a 50 CAL firing on your men. Move left and use the small stone wall for cover. Do a fire zone on the 50 CAL firing. There is a nearby resupply spot if you need to get ammo. I recommend resupplying all squads as this the only spot to get more ammo irregardless of the circumstances. - Once reloaded, go back to the starting point, but go left. Don't go behind the convoy truck at the corner, otherwise, it will explode. Instead, you will find a basement stairwell right by this Y-split at the bottom of the split. Take it, then move to the doorway. Split Alpha into partner groups, and send one group behind the sandbags here. You will have 2 enemies on the upper left balcony. Do a fire zone on them to eliminate them. Next, move a partner group to the left corner of the central building, and one partner group to the right corner. With the right corner, move to the nearest sandbag, then target the lone soldier on the middle walkway that overhangs the street. Move your second partner group at the left corner up a little bit, but DO NOT cross the street or approach the stairwell. If you do, you will get ambushed by a central building sniper. Instead, flank with your right corner partner group up the street, to the left, then cut back. You will find a central building doorway. Enter it, then continue onward, and breach the second stairwell you find in this building. Your partner group should kill the central building sniper. Hoorah. - Put this partner group in the window facing the IED building. Take your second partner group, and do 2 breaches up the stairwells. Suddenly, 2 enemies will appear on the ground level. Call Bravo, and bring them through the basement stairs. Have them take cover behind the sandbags, then move left behind the blue car. Open a fire zone on the 2 ground insurgents. Once these fools are dead, then you can move your partner group in the IED building forward. Advance him, then pull him towards the stairs up to the IED man. *The IED man notices he is about to die, and detonates himself in a furious jihad. Daniels makes sure everyone is OK, and chuckles a joke saying the road is clear now.* __________________ /Last Stand (3.12)/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Difficulty: ***** Main Goal: + Destroy machine gunner + Flank and proceed towards north temple + Defend bus from rear attackers + Reach northern section of temple + Reach western section of temple + Kill RPG man *You guys cannot escape the furious grip of Zekistan just yet. One of your squads spot a mounted machine gun ahead, and you'll have to eliminate it, along with gaining contact with allied units for air extraction. You're almost there, and Daniels gives his attempt at a motivating speech. Let's do this.* - Right when you move to the first corner, there is a mounted machine gun. Toss a smoke grenade into the street, then advance with Bravo to the east alleyway on the flank. Move Bravo to the corner, then move a partner group up to the brown box. Do a fire zone on the bunker-mounted insurgent. Now, move your partner group to the right corner. Now, with your right partner group, peek the corner and take out the lone enemy. Move to the second stairwell on the left and go inside. Go to the top window, and you'll see a group of insurgents below (they come out of an ammo closet). There's also a sniper to your left. Aim a fire zone below, and just sit here. Four to five insurgents will appear, but you will be safe as you have a height advantage. Bring up your other partner group the same way you came along the right flank. Have them do a hot movement towards the right stairwell to suppress the sniper. Breach the stairwell to kill the sniper. Move this partner group to the window facing the Chinatown- look-a-like doorway. There's a sniper there. Aim a fire zone on him to suppress him. Now, toss a long frag grenade at him to kill him. Regroup Bravo outside, and lead them to the corner of the street where the broken bus is. - Aim a fire zone at the sniper, and use precise fire to nail him. With him down, move ahead a bit for the game to save. Immediately switch back to your spawn where Alpha & Charlie are. What's going to happen next is an ambush on the bus, so we want to move both of these squads in position so they're facing the bus (basically facing the spawn). Move Charlie to the nearest corner so that he has cover. Move Alpha in a similar fashion, but remember, you want cover facing your own bus. Ensure Charlie is to the rear (since Daniels must always live). Now, to trigger the event, move Bravo a bit forward since you just took out the sniper. Don't forget there is one insurgent to the left. After they move forward a bit, send one Bravo partner group up this stairwell to the left in BREACH movement. They will kill an elevated insurgent. Send another partner group to the corner with the descending wall. Suddenly, you will hear that the bus is being attacked from the rear. - Switch to Alpha and toss smoke/frags. Set a fire zone as well. Watch out as these insurgents rush you, so make sure you have square cover, and not just a wall. After the four men area dead, your team will reunite in front of the temple. Now comes the hard part. Smoke the entrance to the temple, mount an entire squad on one of the corners, and move a partner group to the nearest stone wall cover. You will have to kill 3 insurgents. Use frag grenades and/or grenadier fire to blast them out. Your chopper will be inbound, but shifts west as they are taking small arms fire. Look left with a fire zone as one enemy will pop out. Precise fire him down. Then, shift your other partner group to the left corner of the temple. Send your current partner group to the door entrance of the temple. Inside the temple, you'll find 2 ground insurgents, and 2 on the upper balcony. Deal with the 2 on low ground with precise fire & fire zones. Toss a smoke grenade, then move inside to one of the hall corners, and fire upwards or toss frag grenades. If this doesn't work, flank on the left with your other partner group. - When they get to the end of the temple, round the corner, seek cover, then toss a frag grenade from the rear flank of the upper balcony man (through one of the open windows). He should die. Call up your other partner squad, and you will radio to the Chinook for extraction. *Your men start to load the wounded into the Chinook when an RPG hits a tree and nearly nails the chopper. Daniels decides to charge forward in attempt to kill the RPG man. He dives after a near-hit RPG almost nails him.* - The game will quickly shift control of Daniels to you. Hurry and precise aim upwards at the balcony and nail that son of a bitch. Once the RPG man is dead, press CTRL to access the radio, and call the chopper to tell them everything is good. If you look back, you'll notice the entrance you came is in now barricaded due to the RPG almost hitting Daniels. He has no way out. Suddenly, you'll notice insurgents start to flood from all around you. Quickly do fire zones and precise shots. *It's too late. The insurgents keep on flooding (about 8 or so), and Daniels is surrounded. Daniels orders the chopper to get out without him. The game zooms out. The chopper makes it away, however, we see the news reporter from the beginning of the game. He talks about the story of a man named SGT Daniels. He goes through the story, talking about Daniels & his guilt after he let Pvt. Sadler die back at the soccer field. Ever since then, he took more and more chances trying to redeem himself for losing that young man. In the end, Daniels sacrificed his life so the chopper with the wounded could get away. Daniels died.* >>Press Left or Right to scroll through the end-game messages. *The end game message shows Daniels earned a reprimand for leaving the baseball field prior to the Khardiman uprising. However, he earned a Silver Star shortly later for his actions in helping the wounded escape.* *Cpl. Lefkowitz was among those wounded who managed to make it out thanks to Daniels sacrifice. He dedicates his life as a career soldier to Daniels.* *Achmed, the civilian who assisted the Americans ended up becoming a well respected citizen of the Khardiman neighborhood, and formed numerous councils.* *Pfc. Silverman had a brief career as an unsuccessful stuntman. He ended up becoming a Master Sergeant and now trains at Fort Benning.* *Sgt. Sims ended up returning to Khardiman years later, and setup an orphanage as part of charity work to this day.* *Sgt. Mendez had too much guilt for leaving Daniels behind. He became a high school math teacher.* *Cpl. Devereux had enough of the war and setup his own restaurant down in Baton Rouge.* *Pvt. Shehadi remained interested in the war and turned his life towards a career interpreter.* *Pvt. Jensen ended up becoming a priest and started his own Church in Minnesota after surviving critical wounds.* *Pvt. Martz ended up having permanent war syndrome problems, constantly aching from ringing ears and being jumpy at irregardless times.* *Lance Cpl. Black returned to London where he became a prolific darts player. He drinks a pint of lager to lost comrades from the war.* ____ .' '. THE /'-....-'\ | | END \.-''''-./ jgs '.____.' -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ============================ - 4) Types (4.1) - ============================ Full Spectrum Warrior: Ten Hammers is a tactical based game. This section will go through the troop types, their advantages/disadvantages, along with vehicles, bonus material, and what the mission performance items mean. ________________________________TROOPS_______________________________________ _____________ .../ TEAM LEADER |......................................................... ================== Power: **** Accuracy: ***** Range: **** Overall: ***** - The Team Leader is the practical leader of the team, and a necessity. This is generally the person who fires around corners with the rifle, although the Rifleman has the same equipment setup. TLs issue orders, and generally have the most personality compared to other troop types. In precise aim mode, they can fire long accurate shots, and tend to be more courageous when under fire. + Team Leaders have the radio communications to HQ. Make sure your TL's stay alive (at least one of them). ________ .../ GUNNER |......................................................... ============= Power: ** Accuracy: ** Range: ** Overall: *** - Often called the AR in the group, the Gunner is responsible for wielding the assault rifle, better known as the SAW. The effectiveness of the SAW is that its basically a light machine gun, portable, with a huge clip. The main purpose of this guy in your squad is for getting close-range kills, but also for suppressing targets. If you precise aim with him, you can suppress a target (X over their head), allowing you to flank troops, and what not. + The Automatic Rifleman (Gunner) works best in Hot movement, as his automatic fire will rip enemies to shreds. The Gunner also leads on movements as well, and is perfect for suppressing snipers. ____________ .../ GRENADIER |......................................................... ================ Power: ***** Accuracy: ***** Range: ***** Overall: ***** - The Grenadier is probably the most useful type of troop in your group. This guy can launch long-range grenade projectiles that cause massive explosions. You don't even have to hit near the target to cause death. They only fire M203 rounds when in precise aim, and the game developer's seem to have not really added an arching pattern like a real M203 grenade - so this means it basically launches like a straight-on missile. They also have an assault rifle, and will fire it at default (the grenade launcher is an attachment). + You can fire grenade rounds at nearby walls of enemies, or the ceilings. The blast radius is enough to kill the target. ___________ .../ RIFLEMAN |......................................................... =============== Power: **** Accuracy: ***** Range: **** Overall: **** - The Rifleman has pretty much the same setup as the Team Leader, except they have slightly less courage. This means they'll duck more often, and will rarely stay up as long as a Team Leader when in precise fire. Nonetheless, they have a default rifle that can fire semi-automatic rounds when zoomed in. They often guard the rear of your squad as well when in hot movement. They are often led by with movements (as the other members follow the Rifleman). _________ .../ SNIPER |......................................................... ============= Power: ***** Accuracy: ***** Range: ***** Overall: **** - The Sniper is a rare troop unit only used in a handful of single-player and online versus missions, but it has its use. The basic premise is that the sniper is designed for precise fire mode. Use precise fire, then use the mouse wheel to zoom in or out. Fire and boom, long-distance kill. Snipers work best in elevated positions with covers (windows, hint). The rebels have SVDs, while the British troops generally have a Barretts variant rifle. _____________ .../ ANTI-ARMOR |......................................................... ================= Power: ***** Accuracy: *** Range: **** Overall: *** - The Anti-Armor/RPG man is another rare unit. This is only used in a handful of single-player and online versus missions. This troop unit is designed for attacking infantry with explosive damage, but its primary use is for assaulting armored vehicles. Again, this unit works best in elevation. You must precise fire in order to launch a rocket. Rebels have RPGs, while coalition forces tend to have a variant version of the RPG. >> NOTE: There are other exclusive classes that are only available in online versus mode. Usually the skin/weapon selection is altered to fit the purpose of the class. Some of these classes could not be tested due to the lack of online support with the game (more of the less, no players to play against). _____________________________________VEHICLES________________________________ __________ .../ BRADLEY |......................................................... ============== Power: **** Accuracy: *** Range: **** Overall: **** - The Bradley APC is the American's version of armored support for infantry troops. This large armored vehicle has a machine gun turret that fires up top, along with a cannon shaft for launching explosive rounds. When precise aimed, it will fire the tank shell rounds. Ensure that the red dot appears before clicking to fire in precise mode. You must target manually with the machine gun for it to aim at hostiles. Has slightly better movement and aiming techniques than the BMP. _____ .../ BMP |......................................................... ========== Power: **** Accuracy: ** Range: **** Overall: *** - The BMP is the version of the Zekistan rebels and what not. This armored piece of clunk looks dark green, has a machine gun turret, and tank shell cannon. Unfortunately, it moves slightly slower than the Bradley, and also takes a bit of time when swiveling the turret. Prefer the Bradley if possible. >> Technicals = Enemy jeeps with 50 CALs mounted. You do not control these in the game. __________________________________BONUS MATERIAL______________________________ >> This is a menu item where you can view videos and background information about the game. Most of the videos are unlocked as you progress through the single player campaign. == Battle Drills == ------------------- - These are tutotial based drills that quiz you on how to do certain moves or tactics. == Concept Art == ----------------- - Shows art pieces, pictures, and then in-game renders of what actually was designed for the gameplay. Some of the stuff is neat to watch. == Credits == ------------- - Displays the in-game credits. == Movies == ------------ - Displays movies that are displayed in-game, or unlocked as a result: > Chapter One (Chapter 1 intro video) > Chapter Two (Chapter 2 intro video) > Chapter Three (Chapter 3 intro video) > Chapter Four (Chapter 4 intro video) > Finale (Game's ending movie) > Squad Biography 1 (Shows a little history surrounding the guys) > Squad Biography 2 (Shows a little history surrounding British guys) > Squad Biography 3 (Shows a little history surrounding the guys) > Squad Biography 4 (Shows a little history surrounding the guys) == Cheats == ------------ - This is where you enter cheat codes. _________________________________MISSION PERFORMANCE________________________ >> The Mission Performance screen is your % rating based on how well you did with the mission. Fortunately, mission performance ratings are not time- based, but they are based off of 5 categories: --> Kill Performance > How many kills did you acquire based off of total kills possible on the mission. --> Command > This tends to be low on most maps for some reason. It's based off of using the least amount of orders I believe, or some other parameter that is undefined in the game manual. --> Cover Use > The higher this rating, the more effectively you used cover, and the less filled was your "danger" meter (the one that fills up red). Always use solid structures with enough height for soldiers to crouch. Never use destructible debris. --> Precision Fire > This is based off of how accurate you were with precision fire. Each time you press E to use it, you SHOULD hit your enemy. You will have a lower % if you missed targets more often. --> Tactical Efficiency > This is based off of squad ordering, partnering squads, and using suppression fire on targets with flanking. ++ AWARDS ++ ============ Awards are handed out as bonus items, but if you complete a mission, the awards are added to your career totals. Unfortunately, not much is known as to exactly how rewards are awarded. Here is what I know so far: GOLD STAR ^^^^^^^^^ - Killstreaks (10 or greater) - Tank/Technical killed with Grenades - Level Won on Authentic with No Losses GOLD CROSS ^^^^^^^^^^ - Killstreaks (6 or greater) - Finished level on Sgt. Major - Multikills (4 or greater) - Half of Controlled Characters Never Fired - Multiplayer Ownage! SILVER STAR ^^^^^^^^^^^ - Killstreaks (4 or greater) - Level won with Single Survivor - Tank killed with RPG - Multikills (3 or greater) BRONZE STAR ^^^^^^^^^^^ - Killstreaks (2 or greater) - Multikills (2 or greater) - No Civilian Deaths in area - Crushed Hostile with Tank REPRIMAND ^^^^^^^^^ - Teamkiller - Level Lost with no Kills RIBBONS ^^^^^^^ - These are unique colored ribbons handed out based on the actions of your squad members. The colors appear as follows: - Red, Olive, Blue, Purple, Green, Awua, Orange, Navy Blue -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ============================ - 5) Multiplayer (5.1) - ============================ What makes FSW: Ten Hammers an even better game is the online play. Nearly every aspect of the original game was improved upon. Now take all of those gameplay elements, and toss them into 8 different scenarios, and you have yourself a well-rounded multiplayer game. This section will briefly discuss multiplayer. I'd like to give credit to: www.fullspectrumwarrior.com/fsw2/ - for providing these level descriptions. >> NOTE: Unfortunately, due to the lack of popularity for the game, I could not physically play or host any online games. The game won't let you start a multiplayer game empty, so it's hard to describe possible maps/strategies. ____________________ /Descriptions (3.12)/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= - Up to 8 people can play at the same time on XBOX Live or the PC version. Up to 4 people can play at the same on the PS2. There are actually two different game modes: 1) Versus > The ideal goal is to face opponents. Each person picks a faction which has controllable elements. There are 8 different scenarios in Versus mode, and no typical capture the flag or similar items of gameplay. Everything is based off of objectives. 2) Co-Operative > A select amount of single-player missions can be played co=operatively. Certainly a fun experience, but limited in the amount of players to 2. ______________________________VERSUS MODE__________________________________ __________ .../AMMO BLAST\... ================== Factions: US > Alpha/Charlie, Bravo/Bradley APC --> (2) slots Mujahideen > Officers, RPG Fanatics, BMP APC, Snipers --> (4) slots Briefing: "A large Mujahideen munitions dump is located in the Gallery of the Arts Center. The insurgents are currently divided into warring factions. An aggressive and determined American force must find and destroy the munitions before the insurgents can unite and defend it." - The interesting thing about this versus mission is that only the officer slot can command the AI-controlled insurgents on the map. You have to show your uniform to convince them, so isolate your default men for the time being. ________________ .../TAKE THE CITADEL\... ======================== Factions: Al-Ra'id > Warlord, Martyr, Guerrilla, Sniper --> (4) slots Mujahideen > Commander, Demo Expert, Recruit, Assassin --> (4) slots Briefing: "The historic Monastery of Tien Hamir serves as the Anser al-Ra’id base and as a symbol of Northern Zeki independence. The Mujahideen have breached the walls in an attempt to topple Ra’id’s power in the region. Each side is eager to gain supporters and destroy the other’s base of operations. Whoever gains control of the monastery has won a symbolically important battle." - One of the more oddball maps involving terrorist versus terrorist faction. What makes this a key tradeoff is that each of you must destroy a set explosive objective (either the supplies or the walls of the stronghold). Either way, use cover fire and dynamic techniques. Remember that both teams have snipers, so it's best to stay back. _________________________ .../INSURGENCY IN THE STREETS\... ================================= Factions: US > Alpha, Anti-Armor, Bradley APC, Snipers --> (4) slots Al-Ra'id > Zareef Bin Fassi, Fedayeen, Mechanics, Anti-Armor --> (4) slots Briefing: "US Forces have invaded Khardiman, and Zareef Bin Fassi himself, a commander of the Al-Ra'id, is drumming for local support against the American advance. The Al-Ra'id will attempt to extract Zareef to a recruiting center where he can gain local support and more soldiers. The Americans must prevent him from reaching the area and eliminate remaining Al-Ra'id forces." - An interesting mission that seemed to have been added last minute into the game. You'll have the advantage of being able to plant mines to slow the American advance, along with Anti-Armor units of your own. Remember that the Bradley precise fire can destroy mines, which saves time. _______________________ .../BRING ME TARIQ AL-SADIF\... =============================== Factions: Mercenaries > Alpha, Bravo --> (2) slots Militia > A Team, B Team --> (2) slots Al-Ra'id* > Warlord, Auto Rifleman --> (2) slots Mujahideen* > Leader/RPG, Auto Rifleman --> (2) slots * - Optional teams Briefing: "Former Al-Afad minister, Tariq al-Sadif has stolen a national Zeki treasure. The Mujahideen want to capture him as a traitor to Al-Afad. The Anser al-Ra’id want the treasure as a symbol of their ascendancy to power. The Zeki militia want to return the treasure to the people of Zekistan, and some British mercenaries just want to get rich. They all battle each other in a mad scramble to capture al-Sadif." - Probably the most fun in a mission you'll have if you can fill 8 people in a game. This basically pits the scenario as a free-for-all, although you can subtract two of the teams for a 2-on-2 battle. The entire area clashes at a center building with lots of elevation. ___________ .../RADIO CLASH\... =================== Factions: Coalition > Alpha, Bravo*, Charlie*, Delta* --> (4) slots Al-Ra'id > Infantry, Infantry*, Support*, Sniper* --> (4) slots * - Optional teams Briefing: "The Anser al-Ra’id is broadcasting propaganda from a protected radio tower and is slowly gaining public support. Coalition forces are determined to silence the broadcasts and put a stop to the al-Ra’id resurgence, but the insurgents know the value of communication and are determined to protect their tower." - Certainly a great 2-player map, although the map itself is quite large and scattered. You'll find lots of roadways, so use the side adjuncts for prtection. _____________ .../DARING RESCUE\... ===================== Factions: Coalition > Alpha, Bravo --> (2) slots Mujahideen > Infantry, Infantry, Heavy Weapon, Heavy Weapon --> (4) slots Briefing: "A US helicopter has been shot down. However, there are survivors and Captain Fredricks is determind to rescue them. The Mujahideen, flush with excitement over the downed chopper, know that more Americans are on their way and are laying in wait to ambush the would-be rescuers." - Reminds me a ton of Blackhawk Down. Watch for elevated positions if navigating the US forces to the designated area. Use of smoke is wise, especially for the last charge to the chopper. ___________________ .../EXPLOSIVE SITUATION\... =========================== Factions: US > Alpha, Bravo/Charlie --> (2) slots Fanatics > Sniper, Infantry, Heavy Weapons, Anti-Armor --> (4) slots Briefing: "A fanatical faction of the Anser al-Ra’id has announced that it will explode bombs at selected targets at 7:00pm as a demonstration of their power. American intel knows which locations they are targeting. To undercut this violent public relations stunt, the Americans scramble to prevent the explosions." - What's key on this mission is lots and lots of flanking. You have to watch for explosive entails as most human player will prefer to use the RPGs to ambush you. Smoking towards the bomb sites is a smart idea, but as usual, your opponents will be elevated or established near the bomb itself (to prevent defusal). _________________ .../AMONG THE SNIPERS\... ========================= Factions: US > Alpha, Bravo, Charlie --> (3) slots Al-Ra'id > Guards, Assault --> (2) slots Briefing: "An American gunship has crashed into the dark waters of the Khamar River. Two wounded pilots have swum to safety, only to be captured by the Anser al-Ra’id. The al-Ra’id insurgents want to use the prisoners as political pawns and have them guarded by elite snipers. The Americans must proceed with extreme caution to rescue their wounded comrades." - Since the terrorists are outnumbered, it's a given sign they have a tactical and weaponry advantage (which they do). The key here is to use a #*$&load of smoke grenades at the captive site, so that the enemy cannot precise fire with their snipers. As an insurgent, leave one home squad, and move the assault squad at an unsuspecting ambush angle. _____________________________CO-OPERATIVE MODE________________________________ >> All missions are identical to single-player, except there are 2 human players (one controls each squad). Here is the list of available missions: > Chapter 1 - To the Rescue - The Monastery > Chapter 2 - British Invasion - Art of War - The Tien Hamir Bridge > Chapter 3 - Walking on Water - Scylla and Charybdis - Rain of Fire > Chapter 4 - Broken Men - The Lost Squad - Last Stand -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ============================ - 6) Codes - ============================ Surprising as it is, there are no cheat codes for FSW: Ten Hammers. There is only one known code, which allows you to unlock the multiplayer co-op missions without having to complete the single-player campaign. I'd like to thank: www.gamespot.com - for providing this cheat code. Go to Bonus Material -> Cheat Menu -> type in: fullspectrumpwnage - And all co-op maps will be unlocked for online play. -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ============================ - 7) Common Questions - ============================ )) Gameplay (( ---------------------------- << What would you rate Full Spectrum Warrior: Ten Hammers? >> - I'd rate the game a [7/10]. While I never did play the original Full Spectrum Warrior game, I did have the chance of playing a title like Brothers in Arms which is similar to FSW. My hands-on experience with FSW: Ten Hammers proved a lot in terms of gaming reality. Who would have thought that a developer out there would create a game that simulates many real-life squad tactics and potential realistic situations? The graphics in the game shine quite beautifully with nice detail. Music and sound effects are certainly on point, although the game intermittantly had volume issues during cutscenes. The gameplay is where FSW: Ten Hammers is unique. Most squad tactics are employed by assigning position slots, and using precise aim to nail targets. My major complaints with the gameplay involve the control scheme, and high rate of difficulty. Moving squads to certain positions becomes a pain in the arse, especially since you can't use an overview map to say: "Go here." Difficulty is increasingly difficult, probably enough to turn off the average gamer. I completed the game on the default difficulty of Sergeant, and it took me several retries on most of the levels. This game definitely ranks up there with Men of Valor as 2 of the most difficult shooters I have ever played. No wonder why they used this game with the US Army for commanding tactics. << What's the current patch? >> - Unfortunately, there is no patch. Generally, most online PC games tend to get a patch maybe a few weeks or months after release. This title did not, and it probably could have to boost online play. It's a polished product as is, but there are some graphical glitches & animation problems during gameplay. << Are there any other versions of this game? >> - Yes. There is a PC version, along with an X-BOX & PS2 release. The X-BOX & PC versions are strinkingly similar with the same amount of supportable options. PC's graphics are slightly better. The PS2 version has player support cut in half due to processor limitations. There is also the original Full Spectrum Warrior game, but many of the features are missing compared to the sequel (which feels like a downgrade). << Why does no one play multiplayer? >> - The game did not sell too well from what I hear. Previews revolutionized the game as the next premiere strategic shooter, which it was. However, when you take an average gamer, and tell them that they can only move troops and set goofy fire zones, there is a turn-off factor. People like aiming weapons, and even in FSW: Ten Hammers, aiming can be difficult & risky. The game is only a few months old, but online play is a rarity due to the lack of popularity of the release sequel. << Where does this game take place? >> - It takes place in the country of Zekistan. A majority of the storyline is a spin-off of the current Iraq conflict and/or Persian Gulf. You have rival terrorist factions, lots of chaotic events, and a crapload of coalition forces here and there. << Are there any other titles like this one? >> - The original FSW & Brothers in Arms are your two best choices. BiA takes place during World War II. Note that there was also a sequel put out for BiA. This game tends to go into more details with tactics than BiA. << What's your best % ranking, and what mission? >> - 82% on Rain of Fire & 82% on Art of War. I'm great and efficient with moving tactics & finding cover. My fault lies in precision fire (if you do a precision fire and don't mouse click, it counts as a miss). -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ===================================================== - 8) Copyright/Distribution/Reproduction Guidelines - ===================================================== This FAQ/Strategy Guide/Walkthrough is my own published work, and copyrighted by Christopher Zawada. Whatever you do, DO NOT edit this FAQ in any way. DO NOT steal anything from this FAQ. If you want to use some information in your own guide, simply ask me. If you want to place this guide on your website, either link to the GameFAQs game page, or download the file and place it on your own web server. Basically, you can post this on your website as long as it's in ORIGINAL form, and not linking directly to GameFAQs. Aside from that, all proper credit is due when necessary. Also, don't even think about selling FAQs. Trying to prosper off of other people's work will get you in big time trouble (coming from an eBay seller myself). Any site out there has permission to host my FAQs (following the above terms), however, these are a list of current sites that host my FAQs officially: - http://www.gamefaqs.com/ - http://www.ign.com/ - http://www.neoseeker.com/ - http://www.cheatcc.com/ - http://www.cheatplanet.com/ -<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>- ============================ - 9) Proper Credit - ============================ I'd like to thank the following people for their help in making this FAQ possible: )) CJayC (( for constantly updating GameFAQs, and dedicating his entire life to it. Takes a lot of effort to keep a site going this long. )) Rootsecure.net (( for letting me use an excellent ASCII generator, which composed this typical-style art. Sweet. )) Pandemic Studios (( for creating a great strategy game, but not necessarily a functional shooter game. )) Gamespot.com (( for providing the cheat code that can be inputted into the cheat console. )) GameFAQs Bounty Program (( for adding a little incentive to complete the FAQ. "Some people make sacrifices to make other people happy." - Chris Zawada "Freeeeeeddooommmmmmmmm!" - William Wallace (Braveheart)