Full Spectrum Warrior: Ten Hammers Walkthrough :
This walkthrough for Full Spectrum Warrior: Ten Hammers [PC] has been posted at 21 May 2010 by JAMIELOL and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up JAMIELOL and share this with your freinds. And most important we have 1 other walkthroughs for Full Spectrum Warrior: Ten Hammers, read them all!
|
JAMIELOL |
Walkthrough - FAQ/Walkthrough---------------------------------- ___ _ _ ___ _ | __| _| | | / __|_ __ ___ __| |_ _ _ _ _ _ __ | _| || | | | \__ \ '_ \/ -_) _| _| '_| || | ' \ |_| \_,_|_|_| |___/ .__/\___\__|\__|_| \_,_|_|_|_| |_| __ __ _ \ \ / /_ _ _ _ _ _(_)___ _ _ \ \/\/ / _` | '_| '_| / _ \ '_| \_/\_/\__,_|_| |_| |_\___/_| ______ __ __ /_ __/__ ___ / // /__ ___ _ __ _ ___ _______ / / / -_) _ \ / _ / _ `/ ' \/ ' \/ -_) __(_- < /_/ \__/_//_/ /_//_/\_,_/_/_/_/_/_/_/\__/_/ /___/ FAQ/Walkthrough > >================== For PC Version 1.0 By Chris Zawada User: antseezee E-mail: antseezee@epix.net Website: www.antseezee.com Created: 11/26/06 Last Update: 12/2/06 Copyright 2006 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 ---------------------------- =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 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 |
Comments
Sorry, to fulfil this action you have to be CheatsGuru User
|
Another Full Spectrum Warrior: Ten Hammers Walkthrough :
|
|
|
• Moshi Monsters cheats, Android • Plants vs. Zombies cheats, NDS, XBOX 360, PS3, IPHONE, Android • Pokemon Heart Gold Version cheats • Pokemon Soul Silver cheats • The Lord of the Rings: War in the North cheats, XBOX 360, PS3 • Shogun 2: Total War cheats • BioShock Infinite cheats, XBOX 360, PS3 • Darksiders 2 cheats, XBOX 360, PS3 • Call of Duty: Modern Warfare 3 cheats, PC, NDS, WII, PS3 • Elder Scrolls V: Skyrim cheats, XBOX 360, PS3 • Torchlight II cheats • Borderlands 2 cheats, XBOX 360, PS3 • Temple Run cheats • Jagged Alliance: Back in Action cheats • XCom: Enemy Unknown cheats, XBOX 360, PS3

