You will be with Price on this one. Follow his audio cues exactly, as the bot never makes a mistake in stealth or taking out the enemy. Only you can screw it up by firing early or missing targets. Take the shots he calls out and remember that you can avoid most encounters by moving on towards the white objective marker.
After you down the first patrol, you can move on. Don't bother grabbing a different weapon, as there'll be an M240 with Heartbeat sensor and some more powerful weapons when you actually have to fight. Trade the silenced EBR-14 for something heavier after you're done with the sneaking bit (when you and Price slide down to the village with the Predator AGM missiles activated).
However, you might as well start collecting ammo now. If there is an AK-47 Grenadier, take it in lieu of your handgun. You can start collecting ammunition and grenades for it as you check the bodies of the patrols you kill.
Continue following Price and take down the targets he designates. At the three-man, two-dog patrol, you can take out the last two men and one dog, then get the final man and dog (or let Price do it). Follow him to the village and you will get a Predator missile as well as a change in tactics.
At the village, swap your sniper rifle for the M240 with heartbeat. Your secondary should be a grenadier rifle, because you will find them handy in killing groups of enemies later (on Veteran).
With your allies covering you and the Anti-Ground missiles from the UCAV, you should easily take down the village to the subpen. Simply hide behind the houses and nuke the village of enemies. Refill your AK-47 grenadier (or if you don't have one, try to get one). While grenades are hard to use, they help immensely to clear the way to the subpen.
At the subpen, take out the enemy gunship and head down the hill with your team. You have two minutes to reach the watchtower with the sub and defend it while Price does his thing. Aside from the enemies remaining in the base, there are two trucks that come in with more reinforcements. The first truck will arrive as you pass by the the helipad towards the road running next to the submarine. If you can, trigger the truck, head back to cover and drop a UCAV missile in the road to clear it.
Since you don't have a heckuva lot of time (it takes 30 seconds for the UCAV AGM to be loaded and readied), you will need to make some forward progress on your own before you run out of time. Head towards the objective marker and stick to your M240's sensor to tell you where enemies are, then quickly switch to grenades to down them (or just shoot them). Unless you're terribly fast though, the A.I. will likely get the drop on you before you can fire. Inch forward and you should grab a checkpoint just before you hit the road, but around the time the second truck drives up along it to drop off more soldiers.
As soon as you can make it to the submarine (and see it), the timer should end. Alternately, you can jump ahead to the watchtower overlooking the dock to the sub. The watchtower has weapons and plenty of area to hide behind so you can use up the UCAV missiles. Once the UCAV is destroyed, stick with your short ranged weapons and keep yourself alive. The sub itself is more or less invulnerable. Don't forget you have claymores, so put a few on the stairs. When the sub's missile hatches sports activity, you've pretty much finished the level. Just sit tight.
After fleeing the BTRs, Price will say "Three man patrol, take them out or leave them be." There is a camouflage netting near where the three man patrol is. You can grab the laptop without alerting anyone, just move slow and stay out of sight.
At the sub-pen (after blasting the place with a Predator missile) hug the left side of the map edge and look for "Building 33" (note there are multiple such buildings in the base). The laptop is inside. If you've been messing around with the SpecOps mission "Sniper Fi", this is the same building you defend in that mission (except it has no interior in SpecOps).
From the building with laptop #2, head northwest and check the corner of the helipad where the gunship was idling. You may recognize it from the Predator strike (or worse yet ... from SpecOps; this is the rooftop where all those guys go up to so they can attack your defence point).
ACT 3-2 Second Chance
There no intel laptops on this level. If you're stuck in the space station scene, just tilt your view to the right to see what happens to astronauts exposed to orbital nukes.
After you are freed from the chopper wreckage, follow the others through the ruins to the building. If you don't, you will die. When things are finally quiet, follow Foley out to the next block to meet another Ranger (a courier). At the ammo crate, grab an extra M4A1 grenadier with plain old iron sights. You can use the extra ten grenades in the upcoming fights.
After meeting the Ranger runner, head into the office building and fight the Russians in the office building. Remember you have the ammo crate in the lower level of the building to restock your ammo and grenades, so be liberal with your explosives and flashbangs. If you are going to keep playing from Second Sun into Whiskey Hotel, see if you can pick up a rifle with an ACOG scope for later. It's not necessary though, if you are good with the placement of your impact grenades.
Fight through the first building, then the second office space. Things should quiet down when you head back outside into the rain. Let Foley and Dunn take out the crew near the disabled BTR while you restock. The final battle against the Russian army occurs after the BTR ambush. Use impact grenades on the enemies coming out while Dunn and Foley call out, "Star!" (a passcode). When all the enemies here are neutralized, move to the next mission.
ACT 3-3 Whiskey Hotel
Refill on the ammunition on the ammo cache before you meet the Colonel. From there on out, you can fight all the way to the Oval Office and come back to the ammo cache to refill on weapons. The key thing for this level is to fight only the enemies in front of you while ignoring the ones in the rooftops who are firing on other targets.
Use the wrecks on the left side of the battlefield and advance slowly from one wreck to another. You should be able to stop and whittle down enemies quickly as they rush to meet you. Sometimes, you can even take down shooters on the White House's roof. ACOG weapons are great for that, but less so once you enter the West Wing. Try to swap your ACOG weapon out for something for close-range wetwork before you meet Foley and Dunn in the President's office.
From the President's Oval Office, you need to do some close range H-to-H fighting (CQB). Use a sight that doesn't zoom and work quickly with aim-snap to quickly down enemies. You can use some of your grenades, but save about five or six for when the timer starts.
Beware of the press room. The enemies there are dense and if you move further past it, the checkpoint will hit and start you on a two minute timed run to get to the end (it's likely cinematic, but the time remaining readouts from the C.A.G. will occur even if you are not moving).
Once the timer starts, follow Foley and let him take point. Back him up only by killing enemies and staying on Foley's six. This way, the bot opens the way forward and takes hits intended for you. The final room at the 30 second mark is really a hard case. Expend your grenades and keep in mind several things: flashbangs affect your own allies as well, and won't affect enemies who are moving into the room after the flash goes off. Impact grenades won't detonate unless it travels far enough to arm itself and frags take time to blow up.
Use your three grenade types and your weapons to best take down enemies up close and far away (grenade the far off ones, shoot the up-close ones). Once the room is cleared, you have a clear path to the roof. Simply follow the prompts on your screen and you're done with the mission.
As soon as Corporal Dunn shoots open the door in the west wing, follow him and stick to the left wall. The laptop is on a black sofa in a roomful of enemies.
At the 30 second mark (use the radio transmissions to determine where you are), you'll likely be at the top of some stairs in a small yellow room. A small bureau in this room has the laptop on it. Note if you move further towards the objective, you should see Sgt. Foley pull out his green flares and head to the roof.
ACT 3-4 Loose Ends
Follow the rest of TF-141 down to the valley and go prone when the mine pops up in front of you. Once that's done, get back up and run through the smoke screen to safety. Going "left" through the smoke will deposit you in a field with tree stumps, which is a handy place to take cover and whittle down the enemy forces.
If you need a checkpoint, approach the cabin but you should spend some time clearing out the enemies around the cabin. This way, they will not be around when the final part of the mission starts.
You have infinite time to breach/clear the whole cabin. Begin with the lower floor first so you can get to the ammo cache. You will also be able to find a handy L86-LSW (no scope) downstairs. You can take the scoped version of the L86 on the middle level of the cabin if you want. Take whatever weapons you want, but keep in mind that weapons you "Take" then "Drop" are prone to disappearing as more enemies are slain.
Take only the weapons you need at the moment and refill your ammo at the ammo cache on the lower level (it is on the shelf past the G-18). Once you've cleared the cabin of enemies, but before you use the DSM unit, make the following preparations.
First off, locate the L86-LSW -- a light machinegun with a detachable box magazine for faster reloading -- on the middle level of the cabin (scoped version) or the unscoped version (the Hitman 2 Silent Assassin weapon wall on the lowest level of the cabin). The scope version is handier for shooting enemies. Refill its ammo and keep your ACR for its grenades.
Next, place a few claymores on the two parked jeeps outside, as well as behind every damn corner on the lowest and middle floors with doors and halls leading outside (like the laundry room, the stairs coming up to the middle floor, etc.). Make sure enemies cannot see the mines, or they shoot them. Remember you cannot trigger your own mines. Once the place is sapped to the desk where the DSM unit is, you can activate the DSM download and prepare to defend it.
Hide at the top of the stairs and fire down at enemies. You should be able to easily take down a majority of the enemies from here; the claymores will do some of the dirty work for you.
When the DSM is downloaded, make sure the path is clear. Grab the DSM unit and stay at the top of the stairs, or fall back to Ghost in the study at the middle floor. Take out the rest of the enemies before you move out.
Inch towards the extraction point -- you can go back into the cabin and fight enemies, but it'll be a tough sell. By sticking to the "left" as you head towards the extraction point, you can use the curve of the stage (and the hump of the hill) to block line of sight. Watch for enemies spawning ahead of you. Once the cinematic explosion takes out Roach, simply defend yourself with the AK-47 until the end.
Southwest of the cabin is a boathouse near the lake. The laptop is next to the fake netbook.
Inside the basement weapons cache -- the one cache with the ammo refill box.
The upstairs bedroom overlooking the two parked jeeps.
ACT 3-5 Enemy Of My Enemy
Enemies will continually respawn here, but they will only attack you if they spot you, if you fire on them, or if you get too close. Stay low, unmoving, and behind cover or tall grass if possible. You must kill enemies who are manning turrets and who are in your way to your goal. Unlike Solid Snake, Soap MacTavish is rewarded for killing enemies, so do so quickly and quietly when enemies are close by.
Stick to the edge of the map and advance slowly. There's no real time limit here despite the chatter. Speaking of chatter, listen carefully to the soldiers' comms. They will alert one another if they see you.
Drop from the airplane ramp and move to the left side. You should be able to have an easier time as most of Shadow Company soldiers are killed or distracted by Markarov's men. Watch for the SUVs that lose control. Price should be past a Shadow Company spawn point. If you have a flashbang, put one out and slip past them, or whittle away their numbers until there's a clear path to the jeep.
From where the mission starts, drop down and check plane wreck next to your starting wreck. The laptop is in cockpit.
As you near Price's ride, you will see a wreckage of a jumbo jet with its nose pointed towards you. You should be heading west across a wide road (check your mini-map). Note that this road is occasionally patrolled by light armor. Head into this wreck for the laptop (there may also be an occasional checkpoint, if Price keeps talking to Nicolai).
ACT 3-6 Just Like Old Times
Follow Price's lead and take down the patrol (callsign Disciple 5) without alarm. Get the guys Price tells you to, or the A.I. will take a precious moment to reacquire a new target and that may sound an alarm. Get down to the road and neutralize the final two guards before you hook up.
Head down the cliffside and slow down as you near the guard below you. Press the melee button when you're close enough (you can also spam the key) and MacTavish and co., takes care of things. Quickly head into the cave with Price and head left to avoid being detected.
Avoid the patrol and kill or leave the lone guard alone. Kill him if you need the intel past him near the break room. Otherwise, follow Price. Avoid the first pair of guards and kill the next pair. Price kills the guard at the top of the stairs, or you can shoot him.
Past the lone guard at the top of the stairs, the room will go dark and some soldiers will storm the room to murder you and Price. If you can locate the lit-up weapons rack, take the ACR with the heartbeat sensor. Otherwise, you will have to wait behind some columns and gauge the enemy's location by the laser sight.
You can try retreating to the stop of the stairs so you have more distance to down enemies, but remember that there are quite a few of them, and being that far away means your heartbeat sensor isn't that handy.
Past the red room, ditch your silenced Vector (keep the ACR) and take up a riot shield. Move forward and let Price snipe enemies to death. Don't forget you can melee enemies with the shield. When the cliff side is cleared, get ready to swap the riot shield for the SCAR-H thermal. Use your ACR with heartbeat sensor to deal with the enemies fast-lining down into the cave.
At the smokescreen ambush, let Price hold station in the middle of the room and cover his flank by using the ACR and SCAR-H and their enhanced detection gear to locate enemies and waste them. Take out the un-shielded enemies first (they tend to move close) then down the shield guys. This is really the last wave of enemies before the door breach, so once you're done, you're clear.
Breach the door using the ACR (it's sight is generally dot/holo) and watch for the knife guy (right) and the left guy (close). Take down the two enemies further on the left and down the right two (far) enemies on the right as they cock their guns. Use the keyboard override and escape the cave.
Fight through the final yard of enemies and hang back. There's no time limit and you can use your two different scopes/screens to find enemies easily. You should detonate the explosive barrels and use your remaining grendes carefully. Once you clear the last few soldiers guarding the cave, you can approach and end the mission.
Once inside the first cave, kill the lone guard who is smoking and go towards the area Price says, "That area is filled with hostiles, stay left." There's a laptop just down the tunnel you can grab without causing an alert.
When the room goes dark and a squad of enemies come into the area with laser pointers, there is a small alcove by the door leading to the cliffside. Check it for the laptop.
At the smoke screen ambush near the ammo crate, go towards the northwestern direction into a small cave with some more weapons and the laptop. You can easily grab this after the ambush and before you breach the door to the control center.
On the table with explosives across from the door override. If you're looking at the two timers, it's near the table by the left timer screen.
ACT 3-7 END GAME
The final part is more cinematic than actually play, but the gunships and RPG soldiers can kill your raft. Keep several things in mind: your G-18 has infinite ammo (like the snow mobile stage) and straying into the narrow fjords will thwart enemy choppers from mortaring your ass.
You should be able to get to the end of the course with little trouble (even on Veteran). Remember, go for the tight spots -- you're like Goldfinger. Toiyght. Toiyght like a tiger.
On the dock. By the raft. Near the warehouse. At 8 o'clock. In Pasadena. P.S. Bring the pimp cane.
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