Mercenaries Walkthrough :
This walkthrough for Mercenaries [Playstation 2] has been posted at 29 Sep 2010 by Death and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up Death and share this with your freinds. And most important we have 4 other walkthroughs for Mercenaries, read them all!
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Walkthrough - FAQ/Walkthrough------------------------------------------------------------------------------- ### ### ### ### #### ##### #### #### ## ## ## ##### ## #### ##### ### ### ## ## ## ## ## ## ### ## #### ## ## ## ## ## ## ######## ## ## ## ## ## ## #### ## ## ## ## ## ## ## ## ## ## ## #### ##### ## #### ####### ## ## ##### ## #### #### ## ## ## ## ## ## ## ## ## ## #### ###### ## ## ## ## ## ## ## ## ## ## ## ## ## ## ## ### ## ## ## ## ## ## ## ## ## ## ## #### ## ## #### #### ## ## ## ## ## ## ## #### ##### P L A Y G R O U N D O F D E S T R U C T I O N ------------------------------------------------------------------------------- MERCENARIES FAQ/WALKTHROUGH VERSION 3.0 FOR PLAYSTATION 2 AND X-BOX BY: Evan Rowlands (EpsilonGSG) CREATED: 01-19-2005 LAST UPDATE: 03-19-2007 E-MAIL: MercenariesFAQ@gmail.com NUMEROUS CONTRIBUTIONS FROM ENIGMA NOSTRA [ CHECK GAMEFAQS.COM FOR THE MOST RECENT UPDATE ] ---------------------------.-----------------------.--------------------------- ===========================| 01. TABLE OF CONTENTS |=========================== ---------------------------'-----------------------'--------------------------- To quickly arrive at your desired section, enter the search code found after the section you desire into your browser's find feature (probably Ctrl + F). 01. Table of Contents 02. Introduction 03. About Mercenaries ..................................... MERCS03 04. Controls .............................................. MERCS04 05. General Tips .......................................... MERCS05 06. Walkthrough A. Part 01 - The Clubs ................................ MERCS06A B. Part 02 - The Diamonds ............................. MERCS06B C. Part 03 - The Hearts ............................... MERCS06C D. Part 04 - The Spades ............................... MERCS06D 07. Challenges A. Southern Province .................................. MERCS07A B. Northern Province .................................. MERCS07B 08. The Characters ........................................ MERCS08 09. The Factions .......................................... MERCS09 10. Deck of 52 A. Clubs .............................................. MERCS10A B. Diamonds ........................................... MERCS10B C. Hearts ............................................. MERCS10C D. Spades ............................................. MERCS10D 11. Vehicle List A. Wheeled Vehicles ................................... MERCS11A B. Tanks .............................................. MERCS11B C. Helicopters ........................................ MERCS11C 12. Weapons List .......................................... MERCS12 13. Airstrikes List ....................................... MERCS13 14. Merchant of Menace Shop List A. Vehicles ........................................... MERCS14A B. Supplies ........................................... MERCS14B C. Airstrikes ......................................... MERCS14C 15. Bounty Items A. WMD Blueprints ..................................... MERCS15A B. National Treasures ................................. MERCS15B C. Monuments .......................................... MERCS15C D. SK Listening Posts ................................. MERCS15D 16. Codes and Secrets A. Cheats ............................................. MERCS16A B. Unlockables ........................................ MERCS16B C. Etcetera ........................................... MERCS16C 17. Fun Stuff ............................................. MERCS17 18. PDA E-Mails A. Unsorted ........................................... MERCS18A B. Deck of 52 ......................................... MERCS18B C. Help - General ..................................... MERCS18C D. Help - Weapon Data ................................. MERCS18D 19. Frequently Asked Questions A. Before You Buy ..................................... MERCS19A B. Getting Started .................................... MERCS19B C. General Gameplay ................................... MERCS19C D. Contracts .......................................... MERCS19D E. Deck of 52 ......................................... MERCS19E F. Cheat Codes ........................................ MERCS19F 20. Miscellaneous Help .................................... MERCS20 21. Contribution Requests ................................. MERCS21 22. Update History ........................................ MERCS22 23. Credits ............................................... MERCS23 24. Legal Information ..................................... MERCS24 ---------------------------.-----------------------.--------------------------- ===========================| 02. INTRODUCTION |=========================== ---------------------------'-----------------------'--------------------------- Note: This guide works for both the PlayStation 2 and the X-Box, but all button references are for the PlayStation 2. ------------------ REASON FOR BEING ------------------ The reason for my writing of this guide is to first and foremost help anyone who is having trouble with any aspect of Mercenaries. I picked up Mercenaries the day that it was released and was so thoroughly impressed with it beyond all of my expectations that I could not resist writing a guide for it, so here it is. --------------------- VERSION INFORMATION --------------------- This guide is now at version 3.0, which is, essentially, the final version. I will refrain from titling the version as "FINAL" in case of any major errors that may require correcting. --------------------- CONTACT INFORMATION --------------------- For this guide I have set up a special e-mail account. If you have a question, contribution, correction, or even a helpful suggestion, you can send it via e-mail to: MercenariesFAQ@gmail.com ------------------ GUIDE STATISTICS ------------------ SIZE: 400 KB LINES: 11,206 -------- THANKS -------- Since the writing of this guide, I have received hundreds of e-mails from you all. Even if I have not gotten back to you, I greatly appreciate all of the questions, comments, concerns, contributions, and even the spam (well...maybe not the spam :P). I am flattered that so many of you have even opened this guide, and I am very glad that it could help, even in a small way. Thank you all for making the writing of the guide worthwhile. ---------------------------.-----------------------.--------------------------- ===========================| 03. ABOUT MERCENARIES |=========================== ---------------------------'-----------------------'--------------------------- MERCS03 You are a mercenary who is going to Korea. North and South Korea are warring and you have been sent in to hunt down a "Deck of 52" wanted North Korean bad guys. For eachof those "cards" you capture or kill, you get paid a bounty (full bounty if captured, half bounty if killed). Along the way you will accept contracts from four factions, the Allied Nations, the Chinese, the Russian Mafia, and the South Korean Union. Each faction has their own goals in the region, but you don't care, you just want your money. Your ultimate goal is to capture General Choi Song, the North Korean leader who is the Ace of Spades in the Deck of 52, and get paid the bounty of $100,000,000. To achieve that goal, you can use whatever you can find. As the back of the game box states: "If it drives or flies, you can hijack it. If it shoots or explodes, you can use it as a weapon. You are free to go anywhere, destroy anything and blow the crap out of everything." I couldn't have said it better. The Mercenaries game manual that comes in the case along with the game gives a general background story to help set the plot for you. It reads as such: "You are a professional warrior, about to drop into a landscape rife with chaos. You know this because they only call people like you when things get really hairy. This might be the job that does you in...or the job that sets you up for life. The conflict began not too long ago... the leader of North Korea, the aging President Choi Kim, had extended an olive branch to South Korea, embracing their "Sunshine Policy" and reviving hopes of peaceful reunification. In return, South Korea agreed to pump money into North Korea on the condition that they dismantle their military. President Choi Kim became a populist figure among the youth of South Korea, and brough a new sense of hope and pride to the people. No one was aware of the hidden darkness waiting to shatter the peace. Kim Song's son, General Choi Song, wasn't satisfied with negotiations and peace treaties. He believed his father had lost sight of North Korea's destiny. In the midst of a signing ceremony celebrating a road map to the reunification of Korea, General Song staged a coup. Backed by an army of insurgents, he stormed the ceremony and wiped out the North and South political leaders in a shower of gunfire. Without hesitation, he even snuffed the life of his own father. The new ruler expelled all foreign embassy personnel and aid workers. The country "went dark" as the emerging dictator Choi Song cut off all communications with the outside world. Diplomatic overtures failed. Song barred entry to foreign press and weapons inspectors. Eventually the world's headlines turned to other crises. But rumors ran through the network of mercs, and each one hinted the worst. Then the worst came. When the Royal Australian Navy showed up to rescue the crew of a North Korean freighter floundering in a storm, they discovered the sailors making a hasty effort to scuttle the ship. Their suspicions aroused, the Aussie sailors searched the boat and found nuclear weapons in the cargo bay, bound for an Indonesian company known as a front for terrorists. The undeniable link between General Song, nuclear weapons, and terrorists sent shock waves through the Allied Nations. Within hours of the discovery, Chinese intelligence released a report revealing that North Korea's missle capability was much more advanced than suspected---the North Koreans now had intercontinental missles powerful enough to hit targets on all seven continents. An Allied Nations-initiated Task Force was hastily formed, consisting of troops from around the globe. They invaded North Korea, smashed through a division of North Korean regulars and captured the launch sites in Yongbyon. But theit victory was short-lived. A.N. weapons inspectors found documents at the sites revealing that North Korea was building 30 nuclear warheads at another---still unknown---launch site. Even worse, the evidence made it clear that the missiles would be ready to launch in just three weeks. The distant threat of an enemy that could end my days from across the world was much worse. The A.N. forces now had a new, urgent agenda: find and capture Song before those missiles were launch-ready and the General was at the helm of a new nuclear superpower. After a week or two of fruitless searching, the A.N. press conferences took on an air of desperation. They distributed a "most wanted" list in the form of a "Deck of 52" playing cards. Song, of course, was the Ace of Spades. His top military and scientific advisors filled out the rest of the deck, along with a smattering of criminals that he'd hired to help out. An A.N. spokesman appeared on Global Satellite Reporting Network (GSRN) and announced an "open bounty" on General Song. The price? One hundred million dollars. Fiona Taylor, the Executive Operations technical office, called and gave the situation report. That was just hours ago. And now you are on a cargo plane headed for the Demilitarized Zone, about to catch your last bit of shuteye before making a drop into the most dangerous place on Earth..." Good luck Mercenary. ---------------------------.-----------------------.--------------------------- ===========================| 04. CONTROLS |=========================== ---------------------------'-----------------------'--------------------------- MERCS04 The controls for Mercenaries are not too difficult. It took me a little while to adjust to controlling the tanks, but once I got it down, it was almost second nature to me. The controls are separated into four categories, (1) On Foot, (2) Wheeled Vehicles, (3) Tanks, and (4) Helicopters. --------- ON FOOT --------- Left Analog Stick ............. Moves your merc Right Analog Stick ............ Moves the camera X ............................. Reload Square ........................ Bash (To open a crate or stun someone) Triangle ...................... Action (Use when in a colored circle) Circle ........................ Jump L1 ............................ Throw Grenade L2 ............................ Switch Grenade types (Frag / Flash) R1 ............................ Trigger / Select item from Support Menu R2 ............................ Switch between weapons Select ........................ Bring up PDA Start ......................... Pause L3 ............................ Change Stance R3 ............................ Use Binoculars / Weapon Scope Up and Down on D-Pad .......... Scroll through Support Menu items Left on D-Pad ................. Toggle Faction Flags above soldiers Right on D-Pad ................ Display Merchant of Menace screen ------------------ WHEELED VEHICLES ------------------ Left Analog Stick ............. Steer Vehicle Right Analog Stick ............ Moves the camera X ............................. Accelerate Square ........................ Brake / Reverse Triangle ...................... Exit vehicle, passengers exit also Circle ........................ Horn (nearby allies get in vehicle) L1 ............................ Exit vehicle, passengers remain inside L2 ............................ Command passengers to leave vehicle R1 ............................ Handbrake R2 ............................ NOT USED Select ........................ Bring up PDA Start ......................... Pause L3 ............................ NOT USED R3 ............................ NOT USED Up and Down on D-Pad .......... NOT USED Left on D-Pad ................. Toggle Faction Flags above soldiers Right on D-Pad ................ NOT USED ------- TANKS ------- Left Analog Stick ............. Steer Vehicle (Left/Right) Accelerate/Brake and Reverse (Up/Down) Right Analog Stick ............ Rotate Turret X ............................. NOT USED Square ........................ NOT USED Triangle ...................... Exit vehicle, passengers exit also Circle ........................ Horn (nearby allies get in vehicle) L1 ............................ Exit vehicle, passengers remain inside L2 ............................ Command passengers to leave vehicle R1 ............................ Fire Weapon R2 ............................ Switch Weapons (Some vehicles only) Select ........................ Bring up PDA Start ......................... Pause L3 ............................ NOT USED R3 ............................ NOT USED Up and Down on D-Pad .......... NOT USED Left on D-Pad ................. Toggle Faction Flags above soldiers Right on D-Pad ................ NOT USED ------------- HELICOPTERS ------------- Left Analog Stick ............. Strafe left and right (Left/Right) Accelerate/Brake and Reverse (Up/Down) Right Analog Stick ............ Rotate left and right (Left/Right) Aim up and down (Up/Down) X ............................. Ascend Square ........................ Descend Triangle ...................... Exit vehicle, passengers exit also Circle ........................ Horn (nearby allies get in vehicle) L1 ............................ Exit vehicle, passengers remain inside L2 ............................ Command passengers to leave vehicle R1 ............................ Fire Weapon R2 ............................ Switch Weapons (Some vehicles only) Select ........................ Bring up PDA Start ......................... Pause L3 ............................ NOT USED R3 ............................ NOT USED Up and Down on D-Pad .......... Raise Winch / Lower Winch Left on D-Pad ................. Toggle Faction Flags above soldiers Right on D-Pad ................ NOT USED ---------------------------.-----------------------.--------------------------- ===========================| 05. GENERAL TIPS |=========================== ---------------------------'-----------------------'--------------------------- MERCS05 There are a lot of things in Mercenaries that rarely are discussed in detail unless a specific question is asked on those subjects. Hopefully this section can take some of those subjects and answer any questions you might have about them. ---------- DISGUISE ---------- Disguise is a simple idea turned slightly confusing. Essentially, whenever you are in a faction's vehicle and either no one saw you get in or you have driven away from those who did see you get in, you are disguised as a member of that faction. This works for any vehicle, even completely open-top ones. Whenever an officer of any faction spots you however, you lose that disguise. How anyone can see through a completely closed vehicle such as a tank, I will never understand... But that's how it goes. -------------------- FRIENDLY FIRE A.I. -------------------- The A.I. is very well done in Mercs, but beware, one thing they simply cannot seem to grasp is the concept of Friendly Fire. Yes, that stray bullet might not have been intended for that South Korean (or Allied, Chinese, Russian) soldier over there, but those who saw your bullet hit that soldier don't care. They will begin firing on you. Be careful. ------------------------ "DESTROY ANY BUILDING" ------------------------ Every building can be destroyed one way or another, BUT it seems that trees are indestructable. That's right! Drive that tank over a few cars, take out a few fences, or another tank perhaps. But when you drive that tank at a tree, it will not budge. Maybe Pandemic or LucasArts has nature activists working for them? --------- STEALTH --------- Stealth is your friend. This is true regardless of your character choice. The mercenary you choose to play as simply changes HOW MUCH stealth you can use. Stay out of sight and high in mountains or hills as much as possible, using the Sniper Rifle to do the dirty work. ------------------------- TRIGGER HAPPY GOOD GUYS ------------------------- If you have a gunner mounting a gun on the top of your vehicle, know that they will fire upon any hostile, regardless of whether or not it is a Deck of 52 member. I lost many a number card my first time through by getting too close with a gunner on top of my vehicle. ----------------------- USE SOLDIERS AS PAWNS ----------------------- Every faction's soldiers are expendable. Sure... it's not nice. It's probably rather immoral, but hey, it's a video game. So long as it's the North Koreans who kill them and not you, it's all good. ------------------- FACTION TERRITORY ------------------- If the map is shaded BLUE, the area is the territory of a faction. Going into it will be treated as trespassing and you will be shot at, regardless of your relationship with the faction. ------------------ RESTRICTED AREAS ------------------ If the map is shaded RED, the area is a Restricted Area... It is essentially a way of making it seem like the map doesn't end by preventing you from getting to the edge. Going into these areas will result in three Allied planes bombing you. Yes, I said bombing you. -------- SAVING -------- Saving your game is simply done, just press START to bring up the pause menu and choose the option that says "SAVE GAME". Choose a save file and press the indicated buttons. Saving helps you to not need to do things over due to mistakes. Save before every contract since you cannot save during contracts. ------------ BINOCULARS ------------ Your mercenary has a pair of high-powered binoculars. These binoculars perform a variety of helpful actions. They calculate the distance to the point you are looking at, they identify people, vehicles, and certain other items, and more. To access your binoculars, press the R3 button when you are on foot. Use the left analog stick to control the binocular's movement and use the right analog stick to zoom in and out. --------------- WEAPON SCOPES --------------- Some weapons are equipped with telescopic scopes. Whenever the weapon that your mercenary is holding has a scope, pressing R3 will bring that up instead of the binoculars. The scope cannot identify people and vehicles, but it does allow you to zoom in up to 10x on a target and fire. This is a particularly helpful feature on the Sniper Rifle. ------------------ ACTION HIJACKING ------------------ You can hijack any enemy vehicle. However, before you can do so, you must kill the gunner on the vehicle if there is one. If there is no gunner, there will be a green circle somewhere near the vehicle (with the exception of helicopters, the green circle appears next to the shadow of helicopters when they are low enough). Press triangle when inside the green circle to hijack the vehicle. ---------------------------- ARGH! WHO SET THE ALARM!?! ---------------------------- There are large alarm towers near many bases, both friendly and hostile. Whenever someone there is attacked, the soldiers will try to turn on the alarm towers to summon reenforcements. If they do so, buildings will begin to spawn soldiers and all other soldiers will be alerted to the presence of you, causing more trouble for you to deal with. -------------------------------- HELICOPTERS AS A SECOND OPTION -------------------------------- [ Contributed by Joseph Babitsky ] Sometimes instead of using a vehicle's disguise to infiltrate certain areas, you can simply purchase a helicopter from the Merchant of Menace to get in and out of the area quickly. ------------- MELEE KILLS ------------- [ Contributed by Engima Nostra ] Two quick smacks with your gun will kill anyone, this is great for when you have a rocket launcher out and some NK punk comes up close, can be faster than switching. Also be careful because it can kill your H.V.T.'s. -------------- JUST KICK IT -------------- [ Contributed by Enigma Nostra ] If your Ammo/Armor/Cargo crate isn't where you want it, just kick it to where you do want it with the bash attack. ---------------- STUCK VEHICLES ---------------- [ Contributed by Enigma Nostra ] If you have your tank/chopper/vehicle that you like stuck on a small incline (not flipped, just up on a rock and stuck or something), get to where you're facing it and the direction you want it to go, and start smacking. With tanks especially - you won't do any damage, and patience can reward you. Sometimes it will take a bit, but if it's rare or sexy, go ahead and spend the time, it's probably easier to just go ahead and replace it. ----------------------- CHOPPER DESCENT SPEED ----------------------- [ Contributed by Enigma Nostra ] Be very careful when landing choppers, if you go in fast, it's just like any other vehicle hitting the ground hard - it hurts. You can destroy your ride very quickly with this, so go in fast, but cut the descent at the last minute and ease it to the ground when possible. On the other hand, sometimes the chopper is disposable, and if you've got AA coming in, fast is the only choice. Just be careful. --------------------------------------------- USING CHOPPER WEAPONS WHILE USING THE WINCH --------------------------------------------- [ Contributed by Enigma Nostra ] You can't shoot chopper weapons while the winch is down and you DON'T have anything loaded. I'm guessing this is because you're "targeting" with it. But after you have something, anything, stuck to the winch, you can shoot again. ------------------------------------ COLLECTING BOUNTIES FROM A CHOPPER ------------------------------------ [ Contributed by Enigma Nostra ] You can collect bounty items while inside the helicopters, just be careful because it is very sensitive. Only attempt when in clear terrain and when enemies aren't shooting at you, until you get used to it. DON'T just drop onto them, as you're likely to damage the vehicle. ----------------------- KILL THE DELIVERY BOY ----------------------- [ Contributed by Enigma Nostra ] You *can* aquire a chopper by shooting down the one that brings your supply drop. This is rather risky, because if it explodes, you lose $25,000, and sometimes get marked down for shooting at them. On the upside, they don't usually shoot you back. Sometimes they land safely, but they normally don't. Try at your own risk. ------------------------ SOME MORE CHOPPER TIPS ------------------------ [ Contributed by Enigma Nostra ] Aim for the pilots when trying to take out choppers. Sniper Rifle, Prototype Rifle, 12.7mm Anti Armor Rifle, all good choices because of their accuracy. You also can kill pilots with Machine Guns when in other choppers and such. When fighting choppers, always try to stay ABOVE them. They can't track upwards, thus you can rain death down upon them. Choppers are usually slow to respond to aerial threats. Sometimes to shake an Anti-Air Missile, going up works, and if you like to play risky games, try ducking UNDER the missile when it starts to catch up. If you practice, they will often go over, but it's a timing trick. --------------------------- CONTRACT COMPLETION ORDER --------------------------- [ Contributed by Enigma Nostra ] Work on South Korean or Chinese Missions, and then do the other set after you have the face card from each. This makes it a lot cheaper to bribe your way back into favor, as you only have to do it once. These factions are mentioned because they fight amongst each other the most. I usually do each faction as a block of missions, but that's just my preference. ------------------------------------ CHEAP HEALTH/WEAPON/VEHICLE LOADUP ------------------------------------ [ Contributed by Enigma Nostra ] To get a very cheap loadup on a vehicle, fly/drive to the MASH. I usually park on the helipad, and then medivac. You will respawn, full health, full ammo. Go over to vehicle, it's fully tanked up as well, for the cost of a detour and $1,000. Great deal. --------------------------------------------------------- GETTING A CHOPPER FROM THE SHOP IF YOU CANNOT ORDER ONE --------------------------------------------------------- [ Contributed by Michael Anderson ] To get a chopper if you really need one, order a non-Allied supply crate and shoot the pilot. This is easiest to do with the Sniper Rifle, unzoomed, just when the chopper descends to drop the crate. You can shoot through the side/floor. The choppers quite often survive the fall, though you may want to call in a Vehicle Repair drop. This makes the Ace of Diamonds mission, where you normally don't have choppers, incredibly easy. ---------------------------.-----------------------.--------------------------- ===========================| 06. WALKTHROUGH |=========================== ---------------------------'-----------------------'--------------------------- Welcome to Mercenaries. You're in for a good time. Before you begin, you will be treated to a compilation of various film that basically gives you an idea of what the setting of the game is. You will then see and hear a conference of ExOps (Executive Operations) officials deciding how to go about an operation in Korea. They decide to send one lone mercenary. That mercenary is you... You are taken to a cargo plane that is approaching the Demilitarized Zone (DMZ) in Korea. The camera makes a quick sweep of the cargo bay of the plane and then stops on you. Time to get it started! Press Triangle to stand up. .-------------------------. | A. PART 01 - THE CLUBS | '-------------------------' MERCS06A Stand up and walk over to the yellow circle to pick up your PDA. It is your new best friend. Head over to the next two yellow circles to pick up your Carbine and grenades. The pilot will let you know that you are approaching the Demilitarized Zone (DMZ). Go to the next yellow circle to open the cargo door. Finally, get in the M1025 Scout. Drive up the road until you come to a roadblock with a few NK soldiers, take them out. Bash any crates you see and take whatever weapons you please. Keep going until you come to another roadblock. After you finish of the NKs there, the Allies will near your vehicle. Honk the horn with circle to get them to get in. Now just keep on going until you reach the AN Headquarters. Talk to the guard to get inside. ---------------------- CONTRACT - "ANTE UP" ---------------------- >>> START OF E-MAIL <<< Here's your chance to prove yourself, Merc. Verify the Two of Clubs, then destroy his artillery. That should cheer Colonel Garrett right up. When we ask you to "verify" a card, we mean we need proof that they've been captured or killed. If you take them alive, we'll approve an extraction helicopter to pick up the captive. Otherwise, just take a digital photo of the victim. ExOps will transmit the photo over to us. You get paid either way, but a kill is only worth half bounty, OK? Dead folks are bad TV - we like them alive, got it? Alright, good luck, Merc. Come back and see us when you're done. --- Contract Terms & Conditions 1. Verify the Two of Clubs 2. Destroy North Korean artillery Bounty Value: $25,000 alive/$12,500 dead Contract Value: $20,000 >>> END OF E-MAIL <<< Get back in the M1025 (if for some reason you lost it... i.e. got destroyed or you flipped it, that's ok, just head out to the road and take the one on your right). Go East and follow that road to the North. Turn left when you can and keep going along that road. There are some Allied soldiers fighting a pair of NK soldiers up ahead, you can take 'em out if you want. Go East afterwards. Go right at the end of this road and fight the NK soldiers. There are some behind barricades of sandbags. After you pass the second sandbag barricade, get out, you'll want to do the rest on your own. Go up the road and fight the two NKs at the top. When you get far enough, you'll see a short cutscene to the Two of Clubs. That's your guy. He has a NK standing near him. Try not to kill the Two when taking out the NK. Once you get close to the Two, press Square to stun him and then quickly press Triangle to subdue him. If you did that successfully, good job. If you didn't, don't worry, just press Triangle of his body to verify him. If you captured the Two, take the extraction beacon (press up or down on the d-pad to bring up the support menu and then select it with X or R1) and toss it into an open area by pressing R1. Pick up the Two with Triangle. Carry the Two to the chopper when it arrives and load him in at the green circle on the ground beside the chopper. Congrats! Your first verified card! Now, let's finish this contract. Head over to the edge of the cliff near where the Two of Clubs was. See those artillery pieces with yellow circles around them and the big yellow arrows above them? Bring up the support menu and choose the Surgical Strike. Aim at one of the artilleries and hold R1 until the missile hits the artillery piece. Now it's destroyed. That's one! Repeat for the other. That's two. Ugh. Objective added. :P Get back to the Allied Headquarters, I think you can do that on your own, just get in a vehicle and drive down there. Talk to the guard when you arrive. Contract complete! Good job, that's $20,000 in the bank! Just a tip: Whenever you complete a contract, SAVE THE GAME as soon as you get your money. While rare, freezing does occur, and it really sucks to have to redo something that you don't want to do again. Note that you are unable to save during a contract or inside of any faction's headquarters. ---------------------------- CONTRACT - "STEM THE TIDE" ---------------------------- >>> START OF E-MAIL <<< There are several points the North Koreans might attack from. I'll mark them; you'll have to defend them all. Those South Korean soldiers are a bit raw, so they may run if rattled. You'll need to stay with them! --- Contract Terms & Conditions 1. Defend the SK headquarters and maintain morale 2. Improve morale by repelling attackers 3. Morale decreases when SK forces die, NK troops break through the lines, or you abandon the defense Contract Value: $55,000 >>> END OF E-MAIL <<< This is a very simple contract, though if you don't know the easiest way to do it, it could prove overwhelming. Basically, the North Koreans are going to attack the South Korean base at three points. Your job is to keep the SK morale up by helping the SKs defend their city. Fortunately, you only have to defend one spot at a time, but you need to get to each as quickly as possible. Run to the first spot, marked by a yellow circle on your map, and go up to the mounted machine gun (behind the sandbags). Press triangle to mount it. This is the easier and most efficient way to defend against the oncoming assault. Kill every NK that comes towards your position until Fiona tells you the NKs are attacking another point. Hop in the vehicle behind you and head over to that point. Mount the Recoilless Rifle (looks a lot like the mounted machine gun) and begin to take out the NKs. Once Fiona tells you to head to the third spot, hop in the vehicle and head over there. Mount yet another Recoilless Rifle and take out those NKs! Now here's a shocker, the NKs haven't given up, they've begun another assault on the first point! Head over there once Fiona tells you to and repeat what you did before until SK reenforcements get there. See? Easy. ----------------------- CONTRACT - "FOOTHOLD" ----------------------- >>> START OF E-MAIL <<< The Russians are looking to give you a little test. Most of the North Korean forces in Pyongyang have left the area, but there's a holdout force in East Pyongyang. The Russians want you to break into their compound and steal a transport. We'll also get a bonus if you take out the emplaced machine guns around their perimeter. --- Contract Terms & Conditions 1. Steal NK transport and return it to the Mafia garage BONUS: Destroy 3 machine guns Contract Value: $30,000 Bonus Value: $10,000 >>> END OF E-MAIL <<< This is a decently simple one, but don't get ahead of yourself. Although it's not a requirement to take out the machine guns, do so, you are preventing an unseen NK from mounting it later on, taking you by surprise. Head up to the yellow circle on the radar. The machine guns are the green circles. You can destroy these however you want. You can run 'em over, use a block of C4, or toss a grenade near 'em. Once you do that, get inside the fenced in area and take the Transport Truck. Drive the Truck to the garage marked on your map and that will end the contract. Good job. --------------------------- CONTRACT - "PEST CONTROL" --------------------------- >>> START OF E-MAIL <<< I'm sure you'll have a lot of fun with the heavy firepower provided by the Chinese. --- Contract Terms & Conditions 1. Destroy NK outpost at Children's Museum Contract Value: $50,000 >>> END OF E-MAIL <<< Get in the nearby APC and drive to the marker on the map. Once you approach the marker, you will get another e-mail notifying you of a bonus: >>> START OF E-MAIL <<< The Chinese discovered four NK barracks near the museum. I've negotiated a $10,000 bonus per barracks you destroy. Below is the revised contract that supercedes the previous one I sent you. --- Contract Terms & Conditions 1. Destroy NK outpost at Children's Museum BONUS: Destroy NK barracks Contract Value: $50,000 Bonus Value: $10,000 per barracks destroyed >>> END OF E-MAIL <<< The ammo supply of the APC is limited, so if you plan to destroy the barracks for the bonus, you can get out of the APC and use some C4 to take some of them out. You can also use your provided artillery support in the support menu to destroy some of the buildings. If you did not want to do the bonus objective or once you have done it, take out the Museum marked by the yellow circle on the map. Be wary of any NKs with RPGs (Rocket-Propelled Grenades), as those cause significant damage to you or your APC. Once you have taken out the Museum, the mission is complete. Congrats. [ Alternate Strategy, Contributed By Jacob Litman ] In "Pest Control" where you have to blow up a North Korean Comm base and some barracks as a bonus, I find it easy to drive to the communications base, where you'll find 2 stationary artillery pieces. They're positioned in such a way that if you switch at least once, not only can you destroy the barracks, but those annoying big buildings where guys shoot at you with RPGs. You can also use them to take out the statue of General Song. After that, you can destroy the comm base at your leisure in any way you see fit, because there will only be a few guys left scattered around and none close to the base. ---------------------------------- CONTRACT - "OUT OF THE WOODWORK" ---------------------------------- >>> START OF E-MAIL <<< Allied forces in the vicinity are encountering fierce opposition from North Korean remnants, who're being reinforced by troops coming out of the underground tunnel network. We've got airstrikes standing by to help you take out those tunnels - use them to maximum effect. --- Contract Terms & Conditions 1. Destroy NK tunnels Contract Value: $40,000 >>> END OF E-MAIL <<< This one is one where you have to use your brain a little bit. 2 airstrikes for 3 tunnels. Seems impossible right? Not really. Head to the first yellow circle on the map. Since the tunnels constantly respawn NK soldiers, it's wise to get a M1025 Scout while you are still in the Allied base and to get a few AN guys to help you out (the soldiers inside the Scout are really more for replacing the turret guy should he die). At the first tunnel, take out as many NKs as you can, then get as out of sight as possible and call in the first 'Surgical Strike' on the tunnel. Head to the second and third tunnels (they are very close to each other). When you can get an uninterrupted few seconds, try to nail both tunnels with one strike by aiming in between the two. Should this fail, don't worry, there are still options. You can pay for another airstrike if you'd like, but you can also plant some C4 by the tunnel and that will do the trick. Once all three of the tunnels have been destroyed, the contract has been fulfilled. Wasn't it fun to think? :P ---------------------------------------------- CONTRACT - "A PROPER FUNCTION OF GOVERNMENT" ---------------------------------------------- >>> START OF E-MAIL <<< The Chinese are holding the SK agent at the Pyongyang Airport, but I don't have intel on his exact location. You'll need to scout around. The South Koreans are providing a captured Chinese vehicle that you can use to sneak onto the airport, but should you need a replacement, you can procure one in the field. --- Contract Terms & Conditions 1. Locate the SK agent 2. Bring agent back to SK HQ Contract Value: $55,000 >>> END OF E-MAIL <<< I'm a fan of this type of mission, so you should have no trouble. First off, take the provided Chinese vehicle and drive to the airport. At the airport gate, there may be a Chinese officer. Remember that officers have the ability to see straight through disguise and you will lose your disguise should the officer see you. That means you won't be safe inside the airport. There are two options here. If you somehow have managed to get a Sniper Rifle, you can take the officer out from afar. If not, then just subdue the officer (as in stunning him with square and doing a take down with triangle... Come on, you should know this by now! :P). If the officer is not there or once you have taken care of the officer, get in the Chinese vehicle, wait for you to gain disguise, then drive on in. There are three yellow circles marked on your map. Fiona lets you know that those are the possible locations of the agent. Having done this mission a few times, I have found that the agent is placed in one of those three locations at random, so you have no choice but to check them all until you find him. Once you find the agent, get him in the vehicle by honking the horn. Drive out of the airport. Now head to the marked location on your map to complete the mission. Phew, time to breathe. ---------------------------------- CONTRACT - "A FAREWELL TO KINGS" ---------------------------------- >>> START OF E-MAIL <<< SK intelligence suggests that the King of Clubs plans to smuggle some warheads out of the Ichon airfield. Destroy those missiles, and we might be able to smoke out the King too. --- Contract Terms & Conditions 1. Destroy Ichon missile launchers 2. Verify the King of Clubs Bounty Value: $125,000 alive/$62,500 dead >>> END OF E-MAIL <<< Let's finish up the SK contracts for the suit of Clubs. In this one you want to get the King of Clubs. Head towards the yellow circles marking the launcher locations. Once you near Ichon, prepare for a good amount of combat. There is an unoccupied tank near the entrance, and you need to get in it as quickly as possible. Once inside of the tank, bullets have little effect. Beware of any NKs with RPGs, however. Take out the nearby missile launchers. Since your signal is jammed, that could cause problems with extracting the King, so go ahead and destroy the jammer (marked by the red 'X' on the map) to resolve that issue. Take out the final two missile launcher sites. Since the King is somewhere around the marked area, head over that way. Fiona will note that he is on the roof. There are some nearby helicopters, take one onto the roof. The King is the only person you will have to deal with up there, so take your time in apprehending him. Hopefully you can manage to get close enough to subdue him. If you did, call the extraction helicopter by tossing the beacon on an empty spot on the roof. Carry the King to the chopper. Once the King has been verified, the contract is completed. That's one less crazy North Korean to worry about! ------------------------------------ CONTRACT - "NO ONE WILL EVER KNOW" ------------------------------------ >>> START OF E-MAIL <<< Want to know the best part about not being spotted by the Mafia (besides the bonus)? Not being shot in the face if you ever see them after you're done with this contract. Be sure to grab the sniper rifle on the ground in front of you before you head out. You'll need it. --- Contract Terms & Conditions 1. Eliminate three Mafia officers in Haeju 2. Report to Chinese officer who will meet you at the docks in Haeju BONUS: Evade Mafia detection Contract Value: $50,000 Bonus Value: $15,000 >>> END OF E-MAIL <<< This one can be tricky, but it isn't too bad if you are careful. Get the Sniper Rifle from the crate outside of the Mafia HQ. The Sniper is the key to success on this particular contract. Head towards the area where the three Mafia officers are marked on the map. DO NOT enter the area that is shaded in blue on the map. When you enter that area, any Mafia members will shoot you on sight. We want this mission done without being detected. Go to the Westside of Haeju that is not shaded blue. Since you want to stay out of the Mafia territory as much as possible, go down to the docks and you will see a small hill to the East which is right along the Mafia border. Climb up far enough that when you look through the Sniper's scope you can see the officer, but not so far that you enter Mafia territory. Crouch down by pressing L3, it will decrease your chance of being seen. Take out the officer whenever you get a clear shot. Be patient, it's part of the task of sniping. Go around the shaded area to the other side of Haeju and go all the way to the water. Don't ever go far into water in this game, by the way, the mercs can't swim. There is a wall near the edge of the shore. Slowly follow this wall while crouching and take out the last two Mafia officers. This can be tricky, but just be sure you do not stand up or lose your cover. If you are seen killing one of the officers, the Mafia will be very displeased, and the more upset the Mafia is with you, the higher the prices in the Merchant of Menace are, so be careful. Once the officers have been dealt with, head back out of the shaded area the way you came, remaining as stealthy as possible. Once you exit this area, just head around it to the marked spot on the map and talk to the Chinese officer to successfully complete this contract. Man.. I was sweating more than Michael Jackson at a Boy Scout meeting during that contract! [ My Alternate Strategy ] There isn't too much of a difference to this strategy, but it is another way of going about this contract. You still want to head into the unshaded Eastern portion of Haeju and get up on the small hill to take out the Mafia officer that is the furthest East. The difference in this strategy is that instead of heading straight for the wall that is in Mafia territory, you want to get up onto the mountains parallel |
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Another Mercenaries Walkthrough :
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