This should be easy. Follow the instructions and you pretty much get tutored on the game. You can only fail by shooting or knifing someone or holding the live grenade too long. Finish the training and head over to The Pit by following the white dot.
Run the course in The Pit after talking to Cpl. Dunn. You may find the assault rifle handy in piercing several hostile targets at once (although shooting a civilian target is also possible). The course is designed for you to run through it once without reloading.
Regardless of how you finish the course, you can select any difficulty and stay with it. Veteran difficulty is not all that hard since there's a limit to the enemies now.
There is one laptop in the training stage. From the stairs leading down to The Pit's entrance. head north and locate an equipment shelf (or makeshift counter) near the base's perimeter denoting the edge of the map. According to this illustration, there's a bridgelayer and a watchtower that are also visible.
ACT 1-2 Team Player
Crouch behind the berm on the bank and fire on the enemies across the river. You can use the grenades from your M4A1 grenadier, but you can save them for the school later. Fire on the bank and then on the soldiers who appear at the opposite bridgehead.
Note that damaging vehicles with the mini-gun will cause the car to explode and kill you before your own vehicle gets clear. Focus on hosing enemies operating weapons and aim high (not low). The enemies should die with one prolonged spray of gunfire from your General Electric mini-gun.Clear the school out and make sure to let Foley and Dunn take the lead. Allied bots do not die (even on Veteran), so letting them take fire so you can locate shooters is what most armed forces call, "teamwork." Yeah. My team work. Use your own grenades liberally on each floor. One or two in each room will generally clear out enemies if your explosion hits. Remember you also have four flashbangs and four frag grenades as well.
Try and pick up an AK-47 Grenadier so you can carry more grenades. The grenades may not be always handy, but having one at the right spot means people get nuked quick. Note that the grenade round needs to travel some distance to arm itself -- if you fire too close, the round will impact an enemy or obstacle and fail to arm its detonator. Modern solutions like HEAB ammunition promise to resolve this "glitch".
Follow Foley and Dunn out to the street once you clear the rooms. The last room in the school can be flashbanged or pounded with grenades (you pick). Don't forget your M4A1 has penetrating power, so if you spot movement behind some cover, fire into it. You may be surprised that shots penetrate more objects than you'd dare imagine.
Work the streets slowly and time your grenades with masses of enemies. You're nearly close to the end, so saving up ammo is for losers. When IGN says expend ammo, you expend it, chiefly because you can sometimes score a very lucky hit and down enemies who are stumbling from your gunfire or from your thrown grenades. When you throw out so many damned explosions, you'd figure something will die. Meet Shepherd at the end of the CASEVAC site and end the mission.Inside the school, clear the second floor of enemies and follow the target Ranger. Sgt. Foley will state, "I saw one of them head into the classroom," which is the room where the laptop is. If you need to narrow things down, check the corner classrooms once you're on the second floor; it'll be in the one before you exit the rear entrance of the school.
This laptop is sitting on ammo crate outside rear entrance of school, next to a taxicab.
ACT 1-3 Cliffhanger
Follow MacTavish's lead and pull your aiming and firing controls to go along with the ice-climbing portion of the game. Note that after the jump, you should probably depress the fire key (default) to keep your right hand on the ice pick.
Once you get to the top, deploy the ACR with Heartbeat Sensor and use it to navigate through the blizzard. Note that even on Veteran, the enemies here will be fairly dumb and will not hear your approach unless you are moving quickly and doing it close to them.
The first priority is to place the C4 charge on the end of the airfield to secure Plan B. Evade enemies, let MacTavish take them out for you and follow the white dot. There is a pattern to all guard patrols, but nothing beats the experience of learning it on your own -- no guide (not even a video guide) can assist you in learning from experience.
What we can say, is once you've reached the Quonset tent that serves as a mess tent, you want to move around its back (with the objective marker ahead, go right). This will put you up against fewer enemies. Remember that dead bodies cause alarm, and unlike Solid Snake, you have no method to pick up and move dead bodies, so you will want to pick isolated spots to drop foes.
MacTavish will neutralize enemies who are single and seek to avoid to kill those who are in pairs or part of groups (since he will have to kill all the enemies if that occurs). Keep this in mind as well as an eye on your heartbeat sensor as you move towards your goals. Just in case, check the bodies of those you kill. You may want to take an AK-47 Grenadier or AUG H-BAR Scoped for later.
Once you've met with MacTavish, head into the building. Reload all your weapons as well, and consider using an AK-47 Grenadier if you have it. There won't be much stealth after you grab the ACU. With the ACU in hand, there'll be a large contingent of enemy soldiers holding up MacTavish. Opening fire, attacking, or doing anything other than the scripted Plan B will get MacTavish killed and fail the mission.
After Plan B is put into action, shoot your way out to the airstrip. There are many enemies, but it is still possible to run at this point in the game (even on Veteran) after you clear the initial mess of enemies. Keep the ACR in hand unless you need to make far off shots. Any weapon will do now, since all the enemies are alerted to your presence.
Stay low, use the designated MiGs for cover and make your way to the orange fence demarking the start of the snow mobile course.
Hole up at the cabins until MacTavish and you down the snow mobile crews. There'll be a marker on the snow mobile you need to take. Don't touch it before the marker appears, or the vehicle collision will kill you (even if the snow mobile doesn't move).
On the snow mobile, your character has infinite Glock G-18 ammunition which you fire using the aim button. Gun the snow mobile, slowing down only for turns and you can't go wrong even with so many enemies in pursuit. Spray the front of the vehicle with 9 x 19 Parabellum and most of the pursuers should die with little trouble.
Jump the final gap and head towards the extraction chopper to end the mission.
After Soap and Roach split, there is a guardtower with laptop on its catwalk. If you haven't yet reached the mess Quonset tent (and triggered the jeep event), the objective marker should read approximately 20 meters.
As you head towards MacTavish behind the hangar (after placing the C4 charge on the airstrip), check out the hangar where two orange suited technicians are working on a Mig-29. You will need to break the windows to get this laptop, so you can either take out the technicians or follow MacTavish into the building with the ACS unit. Once you (but before you take the ACS unit), you can wander back outside and the technicians will be gone.
Okay, so the final laptop is on an ice field while you're being chased by a Russian Kamov gunship (the new types are like Cobra clones and not counter-rotating) and Russian dudes gunning for you like in a bad James Bond (The Spy Who Loved Me) movie. What you want to do is locate this fence (above). This landmark is easily encountered if you stay on the right side of the course (instead of left, which is a SpecOps shortcut for the Time Trial).
Note that the distance shown here is relative -- the objective marker shifts from place to place during the motor chase (meaning the distances also change) so the "1880 meters" is a guesstimate of where you will be when you first see the fence.
From that fence, you will turn left 90° and come out onto a small clearing with a conspicuous looking patch of woods in the middile of your screen. Since the compass (and mini-map) has been so helpfully removed for this section of the mission, you're going to have to rely on landmarks to get around. Too bad for you (and us) that every damn landmark looks exactly the damn same.
The laptop is in the small woody copse, slightly on the right side. Here, you can see it above the snowmobile's left tachometer. Simply drive over it and you will get the item (you don't not need to hold your reload button).
Act 1-4 No Russian
There are no laptops in this level, chiefly due to the slow, slow pace Pvt. Allan is walking. It should be noted that you don't need to neutralize civilians and non-combatants to maintain cover (even on Veteran). However, you cannot attack Markarov or his men since they are flagged as your allies for this mission.
What you want to do in the initial part is stay behind Markarov and his team of terrorists and check out the weapons being dropped by slain security guards. There's a dual wield M9 around the time you near the elevators as well as some MP5Ks you may want in lieu of the slow-to-reload M240. Keep the M4A1 Grenadier -- you will need the grenades for the riot shield carrying F.S.B. soldiers later.The action doesn't heat up until you hit the tarmac. There, Russian F.S.B. soldiers will appear and attempt to take down your party of insurgents. The FSB forces will have shield soldiers, so you either shoot them in the foot to cause them to stagger (and thus expose more vulnerable body parts), or you can roll grenades past them to disrupt their lines.This will likely be the first mission you will undergo a level of firepower of which you've not experienced before. Only two of your bot allies (Markarov and the other guy) will be invulnerable to enemy attacks -- the others are easily killed off, shifting the battle slowly against you.
Fight past the terminal office with the FSB, survive the last few waves and get to the extraction ambulance. Some surprises are genuinely the ones you don't want popping out of a birthday cake.Act 1-5 The Takedown
Chase down Rojas' henchman -- but first, learn to duck while sitting in vehicles. Press the duck button and crouch down to avoid a favellan version of the drive-by (in favella, pedestrian drives-by you!). Once the driver is killed, MacTavish will signal you to get out. Do so and follow him. Ignore weapons (all of them are M9s) and chase after the quarry.
Catch up to the target, zoom in with the UMP 45 with ACOG and let 'er rip -- at the legs. Neutralizing the enemy at this point won't assist in your interrogation, unless you happen to be Delta Green, and have a ghoul's ability to pick-up memories from the deceased by devouring their brain. Once the target is downed, the mission moves to the next section.Note that despite the frantic urgency of the radio transmissions, there is no real "time limit" in this mission so take your time and clear out the enemies as they come out in waves. You can probably withstand the first three or four waves of enemies right where you, Royce, and Meat all drop into the favella. Use the car wrecks for cover and take down enemies until they stop appearing.
Use this chance to familiarize yourself with the favella as much as possible. Despite its ramshackle appearance, it is actually quite a simple figure-8 (albeit several overlapping figures-8). As a general rule, the interiors are easier to lose enemies in while the outdoor areas are easiest for you to get a good line of sight on enemies to down them.Once you're past the fence with the dog, you need to proceed more carefully. Retreat back to earlier (cleared) areas if you get under intense fire. There're plenty of checkpoints to insure you will learn your lesson when twenty enemies appear from the same location from the same house and waste you. Learn to trigger enemies, then hang back and pick them off one by one.Fabrique Nationale's FAL with ACOG is a good weapons to have for this mission, since it's accuracy and semi-automatic performance is good for medium ranged sniping.
Your character will catch up to Rojas, Ghost and MacTavish soon after the flaming blue car in the street. Simply battle the last few militia in the favella and you can move on.In the first area of the favella (before the fence with the rabid dog) stick to the left side as you make way to the ojective marker. There is a house (approximately 125 meters from the objective) with a fence/cage filled with junk (and is the only one in this section of the favella to have it). Inside this particular house is the laptop.
In second part of the favella (now past the fence with the rabid dog), there is a house with a ladder approximately 77 meters from the objective. This ladder leads to a room with the laptop.
From the building with laptop 2, head southwest (use compass) and through the building's door. Outside, there is a blue building in front and a brick building to the left. The laptop (#3) is in the brick building to the left.
As you near the "Capture" blip (or where Rojas is), there'll be a flaming car in the upper favella. Put the capture dot on the left side of the HUD and have the fiery car in front of you. Enter the building to the car's right. There is a narrow staircase leading down to the laptop (note, if you walk around, you can also jump down to the balcony to the laptop's room).
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