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Tom Clancy's Ghost Recon Island Thunder™ - All the realism, sweat, and fear
Information, Tips, and Walkthrough
Tom Clancy's Ghost Recon Island Thunder™ [2]
- Developer: Red Storm
- Publisher: Ubisoft
- Game Rating: M (Mature) [Mild Realistic Violence, Action, Simulation, Strategy/Tactics]
- Release Date: August 6, 2003
- $14.99 / $9.99
- Players: 1 - 2
- Dolby 5.1 Surround
- Features: Number Of Players, Memory Card, Strategy Guide Available, 480p, Downloadable Content, Online, System Link / LAN, Dolby Digital 5.1, EAX
- Storage Device
Players: 2 - 16 - Xbox LIVE Multiplayer , Voice Support, System Link
Story
The year is 2010. Cuba is free, or at least it is supposed to be. Since Fidel Castro's death in 2006, the island of Cuba is wary of the communist rule it had been under for nearly 50 years. It is time for the first free and open elections since Carlos Prío Socarrás, who was overthrown by Batista in the early 1950s. The FDG (People's Democratic Front) has fronted a man named Priego as their candidate. The FDG are an outspoken anti-American political faction that wishes to return Cuba to its perpetual state of abject squalor. Although the FDG publicly denies utilizing violence as a means of coercion, the reality is quite the contrary, as The Ghosts quickly discover. Now it is up to them to set things right again, without making it appear that America is getting their hands too dirty, and ensuring the elections proceed smoothly.
The Ghosts, an elite team of U.S. Army Green Berets, are sent to Cuba as part of a U.N. peacekeeping force to destroy the rebel forces and their mercenary leaders and to secure the elections for a free Cuba in Tom Clancy's Ghost Recon™: Island Thunder™.
- New single-player campaign: Eight intense single-player missions deep in the heart of Cuba with varied environments, including lush jungles, harsh deserts, and deadly urban streets for plenty of action.
- Xbox LIVE® compatible: Play against opponents worldwide.
- Downloadable content: New maps and missions are available.
- New multiplayer maps: Five Cuban-themed maps, three desert-themed maps, and four fan favorite maps from the critically acclaimed original Tom Clancy's Ghost Recon.
- New stat tracking: See how your sdefeats match up against your team, opponents, and other Ghost Recon players around the world with new player statistics.
Introduction
Cautiously, you creep through the jungle, the hostile compound spreading out before you. Silently, you signal actions to your teams. Alpha slowly crawls downhill while Bravo sets up support. Your sniper moves to a secure location, searching for hostiles. Suddenly, tracers light up the ground in front of you. you have been spotted. Analyzing the situation, you instruct one team to flank the enemy group while the other lays down suppressive fire. After clearing the compound, you grab the package, check for wounded, and then make your way to the next objective — ghost-like. Standalone campaign disk release (does not require the original Ghost Recon) featuring new single- and multiplayer maps.
All the realism, sweat, and fear, with 15 missions, dozens of weapons and new secrets to unlock. Xbox LIVE brings the battlefield to life! Assemble a squad, plunge into battle, and use voice communication to coordinate the ultimate battlefield strategy! Play with up to 16 players in multiplayer battles via system link or split-screen multiplayer action for two players. Squad-based combat in your living room - Lead your teams through each map in Mission, Firefight, or mode. Standard and special-issue weapons like the M16A2, the M4 carbine and the fearsome and deadly OICW.
Basics
Those of you familiar with the original Ghost Recon can probably skip the basics section, as this is essentially the exact same game as its predecessor, with eight new campaign missions and a few weapons thrown into the mix.
Controls
In Game
- Pause Game and See Objectives
- Move/Strafe
- (Pressed) Open door
- Look/Aim
- (Pressed) Zoom
- Fire weapon
- Bring up Map
- Reload
- Switch weapon
- Toggle Night Vision on/off
- Switch character
- Toggle rate of fire
- Click to Talk
- / Stand/Crouch/Lie Down
- / peek left/right
- Enter Cheats
Map Screen
- Rotate to select command/individuals
- (Pressed) Zoom Map
- Select character, toggle commands/team orders
- Back
- move cursor on map
Commanding Your Squad
Map commands
To select the team you are going to give orders to, press up on the left analog stick and toggle with the A button. To set a waypoint (the place your guys are going to go to), move the map cursor to the desired location and hit A. Places where you cannot set a waypoint cause your cursor to glow red when you run over them. You can set multiple waypoints to more deliberately guide the team's course. To command them to look in a specific direction when they reach the waypoint, hold down the A button until you see the field of view, then rotate it with the d-pad.
Squad Orders
The buttons above each fireteam in the map screen allow you to set the manner in which they move to a waypoint.
- Advance: Will proceed to the waypoint with moderate caution, typically in a crouching position.
- At All Costs: The team charges at maximum speed toward the waypoint, but due to their higher profile they make easier targets
- Hold: Stops the team until you give them a new order.
The buttons below each fireteam allow you to set the team's level of aggressiveness.
- Assault: The Default setting orders the team to proceed with their directions, stopping and defeating any enemies they see on the way, but not precisely looking for trouble.
- Suppress: Lays down massive volleys of fire if they spot an enemy, and keep it up even if the enemy finds cover.
- Recon: The team proceeds with maximum caution, sending out one member to scout an area out, then bringing in the other two when the coast is clear. The team will not fire at any enemies that they spot, alerting you instead. If they are fired upon they shoot back in self defense, but does not pursue enemies.
Single Player Hints and Tips
- Trying to control both teams simultaneously can be frustrating, and is rarely necessary. Much of the campaign can be completed by a single determined sniper.
- If you keep losing teammates, heed the above advice and bring fewer teammates into a fray. Especially at long distances, support and riflemen can be nothing but a liability.
- Try to keep a single team throughout the campaign, so that the members of that team get the most experience points possible.
- Save, save, save. Since death can strike without your ever being aware of a nearby enemy, it is important to save your game often. Do it every couple minutes just to be safe.
- While team selection is largely a matter of personal preference, I find that the best fire teams consist of a sniper, a rifleman, and a short range support character. This way your team is never completely screwed, no matter where your opponents are.
- Only use the night vision goggles in near-complete darkness. In fact, the only map you will really need them on in the campaign mode is the fifth one.
Weapons
Rifleman
M16
- All "Auto Assign" soldiers
- Rounds: 300; 30 per clip
- Fire Rate: 1, 3
- Secondary: M203 - 5 rounds; 1 per clip
- Binoculars - 1
- M9 SD - 75 rounds; 15 per clip
- Extra Ammo - 150 rounds; 30 per clip
MP5-SD
- Henry Ramirez, Susan Grey
- Rounds: 300; 30 per clip
- Fire Rate: 1, 3, full
- Secondary: Claymore - 2
- M9 SD - 75 rounds; 15 per clip
- Extra Ammo - 150 rounds; 30 per clip
- Sensor - 2
OICW
- Will Jacobs, Lindy Cohen
- Rounds: 300; 30 per clip
- Fire Rate: 1, 3, full
- Secondary: GL - 12; 6 per clip
- Binoculars - 1
- M9 SD - 75; 15 rounds per clip
- Extra Ammo - 150; 30 per clip
7.62 Carbine
- Will Jacobs
- Rounds: 300; 20 per clip
- Fire Rate: 1, 3, full
- Secondary: Binoculars - 1
- M9 SD - 75 rounds; 15 per clip
- Extra Ammo - 160 rounds; 20 per clip
- FRAG - 6
AN94
- Buzz Gordon, Lindy Cohen
- Rounds: 300; 30 per clip
- Fire Rate: 1, 2, full
- Secondary: Binoculars - 1
- M9 SD - 75 rounds; 15 per clip
- Extra Ammo - 150 rounds; 30 per clip
- GP25 - 5 rounds; 1 per clip
5.56 Carbine
- Susan Grey, Buzz Gordon
- Rounds: 300; 30 per clip
- Fire Rate: 1, 3, full
- Secondary: Binoculars - 1
- M9 SD - 75 rounds; 15 per clip
- FRAG - 6
- Extra Ammo - 150 rounds; 30 per clip
7.62 Rifle
- Lindy Cohen
- Rounds: 300; 20 per clip
- Fire Rate: 1, 3, full
- Secondary: Binoculars - 1
- M9 SD - 75 rounds; 15 per clip
- FRAG - 6
- Extra Ammo - 100; 20 per clip
AK74
- Henry Ramirez
- Rounds: 300; 30 per clip
- Fire Rate: 1, 3, full
- Secondary: Binoculars - 1
- M9 SD - 75 rounds; 15 per clip
- FRAG - 6
- Extra Ammo - 150 rounds; 30 per clip
M4 SOCOM
- Henry Ramirez, Buzz Gordon
- Rounds: 300; 30 per clip
- Fire Rate: 1, 3, full
- Secondary: Binoculars - 1
- M9 SD - 75 rounds; 15 per clip
- FRAG - 6
- Extra Ammo - 150 rounds; 30 per clip
AK47
- Susan Grey
- Rounds: 300; 30 per clip
- Fire Rate: 1, 3, full
- Secondary: FRAG - 6
- Sensor - 2
- 9mm Russian - 72 rounds; 8 per clip
- Extra Ammo - 150 rounds; 30 per clip
vz58
- Will Jacobs
- Rounds: 300; 30 per clip
- Fire Rate: 1, 3, full
- Secondary: FRAG - 6
- Sensor - 2
- 9mm Russian - 72 rounds; 8 per clip
- Extra Ammo - 150 rounds; 30 per clip
Support Expert
M249
- All "auto-assign" soldiers
- Rounds: 600; 200 per clip
- Fire Rate: full
- Secondary: Extra Ammo - 400 rounds; 200 per clip
- FRAG - 6
- Binoculars - 1
- M9 SD - 75 rounds; 15 per clip
MG3
- Dieter Munz
- Rounds: 600; 100 per clip
- Fire Rate: full
- Secondary: Extra Ammo - 300 rounds; 100 per clip
- FRAG - 6
- Binoculars - 1
- M9 SD - 75 rounds; 15 per clip
RPK74
- Guram Osadze
- Rounds: 300; 75 per clip
- Fire Rate: 1, full
- Secondary: Extra Ammo - 150 rounds; 75 per clip
- FRAG - 6
- Binoculars - 1
- M9 SD - 75 rounds; 15 per clip
PKM
- Guram Osadze
- Rounds: 500; 100 per clip
- Fire Rate: full
- Secondary: Extra Ammo - 200 rounds; 100 per clip
- Binoculars - 1
- M9 SD - 75 rounds; 15 per clip
- FRAG - 6
M60
- Dieter Munz
- Rounds: 400; 100 per clip
- Fire Rate: full
- Secondary: Extra Ammo - 200 rounds; 100 per clip
- Binoculars - 1
- M9 SD - 75 rounds; 15 per clip
- FRAG - 6
7.62 DP
- All "auto-assign" soldiers
- Rounds: 470; 47 per clip
- Fire Rate: full
- Secondary: Extra Ammo - 235 rounds; 47 per clip
- FRAG - 6
- Sensor - 2
- 9mm Russian - 72 rounds; 8 per clip
RP-46
- Guram Osadze
- Rounds: 500; 250 per clip
- Fire Rate: full
- Secondary: Extra Ammo - 250 rounds; 250 per clip
- FRAG - 6
- Sensor - 2
- 9mm Russian - 72 rounds; 8 per clip
M240G
- Dieter Munz
- Rounds: 300; 50 per clip
- Fire Rate: full
- Secondary: Extra Ammo - 150 rounds; 50 per clip
- FRAG - 6
- Binoculars - 1
- M9 SD - 75 rounds; 15 per clip
Sniper
M24
- All "auto-assign" soldiers
- Rounds: 60; 6 per clip
- Fire Rate: 1
- Secondary: M9 - 75 rounds; 15 per clip
- M9 SD - 75 rounds; 15 per clip
- Extra Ammo - 30 rounds; 6 per clip
- FRAG - 6
SVD
- Astra Galinsky
- Rounds: 100; 10 per clip
- Fire Rate: 1
- Secondary: M9 - 75 rounds; 15 per clip
- M9 SD - 75 rounds; 15 per clip
- Extra Ammo - 50 rounds; 10 per clip
- FRAG - 6
L96A1
- Jack Stone
- Rounds: 100; 10 per clip
- Fire Rate: 1
- Secondary: M9 - 75 rounds; 15 per clip
- M9 SD - 75 rounds; 15 per clip
- Extra Ammo - 50 rounds; 10 per clip
- FRAG - 6
M82
- Scott Ibrahim
- Rounds: 100; 10 per clip
- Fire Rate: 1
- Secondary: M9 - 75 rounds; 15 per clip
- M9 SD - 75 rounds; 15 per clip
- Extra Ammo - 50 rounds; 10 per clip
- FRAG - 6
7.62 Sniper
- Astra Galinsky
- Rounds: 100; 20 per clip
- Fire Rate: 1
- Secondary: M9 - 75 rounds; 15 per clip
- M9 SD - 75 rounds; 15 per clip
- Extra Ammo - 40 rounds; 20 per clip
- FRAG - 6
Silenced Sniper
- Jack Stone
- Rounds: 100; 10 per clip
- Fire Rate: 1
- Secondary: M9 - 75 rounds; 15 per clip
- M9 SD - 75 rounds; 15 per clip
- Extra Ammo - 50 rounds; 10 per clip
- FRAG - 6
M98
- Scott Ibrahim
- Rounds: 100; 10 per clip
- Fire Rate: 1
- Secondary: M9 - 75 rounds; 15 per clip
- M9 SD - 75 rounds; 15 per clip
- Extra Ammo - 50 rounds; 10 per clip
- FRAG - 6
SR-25
- Jack Stone, Scott Ibrahim
- Rounds: 80; 20 per clip
- Fire Rate: 1
- Secondary: M9 - 75 rounds; 15 per clip
- M9 SD - 75 rounds; 15 per clip
- Extra Ammo - 60 rounds; 20 per clip
- FRAG - 6
SR-25 SD
- Astra Galinsky
- Rounds: 80; 20 per clip
- Fire Rate: 1
- Secondary: M9 - 75 rounds; 15 per clip
- M9 SD - 75 rounds; 15 per clip
- Extra Ammo - 60 rounds; 20 per clip
- FRAG - 6
Demolitions Expert
M4
- All "auto-assign" soldiers
- Rounds: 300; 30 per clip
- Fire Rate: 1, full
- Secondary: Demo Charge - 3
- M136 - 3 rounds; 1 per clip
- FRAG - 6
- M9 SD - 75 rounds; 15 per clip
MP5
- Klaus Henkel
- Rounds: 300; 30 per clip
- Fire Rate: 1, 3, full
- Secondary: Demo Charge - 3
- M9 SD - 75 rounds; 15 per clip
- Claymore - 4
- Sensor - 4
SA80
- Nigel Tunney
- Rounds: 300; 30 per clip
- Fire Rate: 1, full
- Secondary: M136 - 4 rounds; 1 per clip
- FRAG - 6
- M9 SD - 75 rounds; 15 per clip
- Claymore - 2
MP5-SD
- Nobody
- Rounds: 300; 30 per clip
- Fire Rate: 1, 3, full
- Secondary: Extra Ammo - 150 rounds; 30 per clip
- M9 SD - 75 rounds; 15 per clip
- Claymore - 2
- Sensor - 2
Bizon 9mm
- Nigel Tunney
- Rounds: 192; 64 per clip
- Fire Rate: 1, 3, full
- Secondary: M136 - 4 rounds; 1 per clip
- FRAG - 6
- M9 SD - 75 rounds; 15 per clip
- Claymore - 2
A-91
- Klaus Henkel
- Rounds: 200; 20 per clip
- Fire Rate: 1, 3, full
- Secondary: M136 - 4 rounds; 1 per clip
- FRAG - 6
- M9 SD - 75 rounds; 15 per clip
- Claymore - 2
Z-84
- All "auto-assign" soldiers
- Rounds: 300; 30 per clip
- Fire Rate: 1, full
- Secondary: M136 - 4 rounds; 1 per clip
- FRAG - 6
- 9mm SA - 70 rounds; 7 per clip
- Demo Charge - 3
SA 25
- Nigel Tunney
- Rounds: 320; 32 per clip
- Fire Rate: 1, full
- Secondary: M136 - 4 rounds; 1 per clip
- FRAG - 6
- 9mm SA - 70 rounds; 7 per clip
- Demo Charge - 3
MM1
- Klaus Henkel
- Rounds: 24; 12 per clip
- Fire Rate: 1
- Secondary: M136 - 4 rounds; 1 per clip
- Demo Charge - 3
- M9 SD - 75 rounds; 15 per clip
- Extra Ammo - 24 rounds; 12 per clip
Misc Notes
When you have a gun out you will see some sort of a circle surrounded by 4 yellow dots. When you move, these dots change how far away from the circle they are. The area inbetween the dots is the approximate area the bullet would go if it were shot; if the reticule is far apart, the bullet can go anywhere inbetween the dots. Laying down will make the reticule smaller for all zoom levels while standing up make the reticule larger for all zoom levels.
Claymores will only fire in the direction you are facing when you place them. If you are placing them in front of an entrance; however, be sure to place it as close as you can because they can go off to the side slightly also.
The longer you hold in the fire button when throwing a FRAG, or grenade, the farther it will go.
A sensor detects an enemy's heartbeat within a certain radius area. This is then converted to your command map and you can see exactly where the enemy is. If the enemy is right over the sensor, they might not show up.
Binoculars can zoom in slightly farther than a sniper can. The binoculars have 4 levels of zoom while the snipers only have three. If you press the fire button on the binoculars, you will zoom into the third zoom level without having to go through the other zoom levels.
Multiplayer
- Camping, or hiding in a single spot and firing on anyone who crosses your path, can be a useful way to rack up defeats. Just find a spot where you are protected by obstacles in all but one direction, lie down, and start shooting. It should be noted that this can be considered "Cheap" by a lot of players, and is not necessarily the best way to make friends.
- While the sniper rifle can be an excellent multiplayer weapon, it is also the most susceptible to lag. Whereas a machine gun, thanks to its large spread, will likely still hit its target if there is a half second or so lag, the sniper shot will miss completely. Only use the sniper rifle if you are sure of a lag-free game.
- Teamwork begins when picking your characters. Try to get a team together that will be able to hold its own in both close quarters and ranged combat. Assign people to be snipers, gunners and support crew.
- Always keep snipers and machine gunners close together in combat. This way the sniper can focus on picking off distant enemies while the machine gunner protects him from harm.
- For cripes sake, pick a map that fits the amount of people playing. Nothing's worse than some guy insisting on playing a gigantic map with only three people. No fun. No fun at all.
- The interiors of buildings are often great places for ambushes. Just hide by the door and pick off anybody that comes through. Cheap but effective.
- do not underestimate the usefulness of grenades. Their ability to take out enemies that a normal bullet will not hit is invaluable. Grenades are much more useful than extra ammo, a pistol or binoculars in most instances.
- Sensors are spectacularly useful, but do not overdo it. As long as one guy on your team has some and knows how to use them you do not need to waste your inventory on more.
Multiplayer Maps
Island Village
This map consists of several strips of beach, each dotted with buildings and connected by a series of caves. Because of its lack of open spaces and plethora of blind turns, this is a map that favors machine gunners and to a lesser extent Demo experts. There are a few decent sniping spots, though, such as behind the building on the pier and on top of the building stairways. The buildings themselves, with the exception of the one on the dock, cannot be entered.
The caves complex linking the beaches is a bit of a maze, and not a place to get caught by a demos expert. When crossing through try to do it as quickly as possible.
Try to keep a rapid firing, short range gun on hand when turning corners, and any character with sensors is an invaluable asset to your team.
Island
This map is a small island, with a central hill surrounded by a maze of corn fields. The top of the hill is the most valuable piece of real estate on the map, and you should attempt to grab it as soon as possible. The trick to success in this mission is teamwork: Get your team to the top of the hill, then each look in a different direction on the beaches and cornfields below. If you have got at least three or four guys you should be able to see, and shoot at pretty much everything that moves in the map.
If the other team reaches the top first, there are a few places to hide. The spots where the cornfield meets the beach are fairly safe if you stay low, and the buildings offer safety if you can reach them. Your best bet against a good team on top of the hill is to do nothing. Just find somewhere safe, then sit and wait until they come after you.
The best weapon for this map is probably the M4 rifle. it is got the range to fire at distant enemies, plus its grenades can make short work of people outside your line of sight.
Hunting Lodge
This massive map is best for 16-man games, and consists of a series of interconnected islands. The first thing you should notice, though, is that the water separating the islands is shallow enough to walk across. Of course, you are wide open when crossing the water and liable to get sniped.
Tucked on top of the hill on the biggest island is the Stronghold itself. If you have got enough people on your team, you should make securing this building your first priority. Tuck people into the garage, the main door and the balcony, and waste anyone who comes near. If anybody gets inside, try to take them out in the narrow hallways with explosives.
When forming a team, you should have about half your guys with sniper rifles and the other half with machine guns, to cover both long range shots and close combat fighting.
Prison
This medium-sized map is reminiscent of the prison camp from the first Ghost Recon. The center of the map is a large prison camp, full of scattered buildings which cannot be entered. A few of them have doors blown open, though, leading to ambush-friendly alcoves. Be careful when climbing on the second story platforms, as you can fall off them and take damage.
Outside the prison walls is a thin strip of hills and grass. This area is a nice place to fire at people as they escape the prison, but it fairly wide open, giving you little cover if they see you before they die. Tucked into one of the corners of this outer area is the prison cemetery. You can sneak into a few of the crypts for a safe ambush spot for less experienced players.
Beach
This massive mission consists of a large beach, a large wilderness area just in from the beach, and a military base. As the military base contains the best hiding spots, this is where you should head first
The best spot that you can be on this map is the roof of the main base. Climb us the stairs until you reach the top, then lie down against the low wall, where you will be immune from enemy fire and able to pick off anybody who tries to come through the door after you. you will also have a good sniping position from which to pick off the suckers below.
Should you use your night vision goggles on this map? Well, that is up to you. Personally, I find it just bright enough that I can make out enemies without needing them, so I do not use them. However, you should probably try the level with and without them to see which suits your fancy.
Market
This medium sized map has got more cover than pretty much any other map in the game. From stalls to bookshelves to vehicles, there is always something to hide behind close at hand. The only problem is that most of the cover objects are fairly small, leaving you trapped behind, say, a bookcase while somebody fires at you. Because of this, it is essential to use good teamwork, calling your buddies in to help anybody who's pinned down.
Whether on the offensive or the defensive, a grenade throwing character is essential for this map. You can use them to huck explosives over walls to defeat an enemy trying to hide, or you can use them when you yourself are hiding, creating a distraction while you slip off to your next piece of cover.
Tucked into one of the corners of this map is a large statue. The low walls surrounding him are a great hiding place if you have got a friend with you. Just lay down at a 90 degree angle from each other in the corner and you can see anything passing through.
Train Depot
Imagine a more wide open version of the ever-popular Docks level from the original Ghost Recon and you have pretty much got this map. While your starting point is usually a bit of a hike to the central area, the depot itself is where all the action is.
The trains provide spectacular cover, as you can lie down and fire underneath them. Additionally, the inside of the one accessible building is great for ambushes, as there are only two doors. Perhaps the best spot to pick off your opponents, though, is at the far end of the level where the train tracks run into a cave. You cannot enter the cave, but a good sniper can lay down behind the grass in front of it and see pretty much everything going on at the depot. Due to the emphasis on distance defeating, a rifle or a sniper rifle is an absolute must for this map.
Ghost Town
This map is a strategic planner's worst nightmare. Most of it consists of small enclaves of a dozen or so shacks, each one of which is a potential spot for an ambush. While this can be useful for defeating unwary enemies, most smart people will simply stay away from them.
If you must pass through a series of shacks, leave the main path and go around back, where hopefully nobody's looking. The best thing you can do, though, is to get up on top of one of the small ridges overlooking the main path. Sure you are kind of out in the open, but if you stay low you are safer than if you just charge through the area. Besides, these spots are fairly nice for sniping.
Gameplay
Gameplay is similar to that of the first game in the series, Tom Clancy's Ghost Recon. Players control six characters in up to three fireteams; the characters are drawn from four classes: Rifleman, Support Gunner, Demolition, and Sniper. It is a first-person shooter.
Each soldier has multiple kits that you can swap between, normally containing a primary weapon and a secondary weapon or a piece of equipment.
For example, Kit #1 for most riflemen is an M16 A2/M203. This can be changed to exchange the grenade launcher for a pistol, grenades or a pair of binoculars.
Regular soldiers normally only have the one primary weapon. Specialists, however, have multiple primary weapons in their kits, and unlike Ghost Recon, you do not need to unlock them. Specialists can utilize several primary weapons, so they have a wide variety for battle.
Mission 1
Suggested Team
Alpha
- Rifleman
- Sniper
- Machine Gunner
Bravo
- Rifleman
- Sniper
- Machine Gunner
Objective 1 - Seize Plantation
The northernmost objective marker on the map indicates the location of the plantation, and this is the first place that you should go. The simplest way to get here is to simply send one of your teams due west. Be sure to give your teammates the Recon Only command to keep them from getting too triggerhappy.
About halfway toward the Plantation is a group of about five soldiers, as well as a lone tank. As will be the case throughout much of the game, your best bet is to engage them from a distance with both your snipers. As long as keep as far north as possible you won't be attacked by the tank.
Just past this first group of attackers is a small hill which obscures the plantation. Be careful here, as there will be a pair of soldiers to your right as you climb up. There may also be one slightly to your left. defeat them with a grenade or machine gun fire, then use your high position to snipe off as many of the grunts down in the plantation as possible. Now follow your radar and pick off any survivors to complete this objective.
Objective 2 - Secure Package 1
Our next objective is indicated by the middle marker on the map. The two-sided ambush.
Right now one of your teams should be at the plantation, and the other should be at the drop zone. Individually command each team to move to positions to the northeast and northwest of the objectives respectively. Again, you may want to have everybody on Recon Only so as not to spoil the attack. Along the way, the team coming from the drop point will meet some scattered resistance, you want to be controlling them.
Okay, now it is time for a classic ambush. Send Alpha team to the west side of the building, and Bravo up to the right. Instead of trying to storm the building, just peek through the windows and snipe the suckers through the glass. After defeated all three, you complete the objective. Be careful of reinforcements shooting at you from the hill above the door, though.
Objective 3 - Secure Package 2
Send one (or both) of your teams down the southern road. Once you are across from the field, just before the crossroads, you should be able to snipe the three guards at this objective marker. Two are at the crossroads, and the other is closer to the objective point. Once you defeat them the mission is over.
Mission 2
Suggested Team
Alpha
- Rifleman
- Sniper
- Machine Gunner
Bravo
- Rifleman
- Sniper
- Machine Gunner
Attack both guard towers simultaneously. Send Alpha Team to the tower in the southwest and Beta to the one in the Northeast. Set Alpha to Recon and have them hug the south cliffs, While Beta sneaks north along the western cliffs.
Along the way to the towers, both teams will come across a few scattered pockets of resistance, but nothing too substantial. The only guys worth mentioning specifically are the two soldiers in a jeep that Beta team encounters. They can either be snuck past by staying low and hugging the wall, or you can just shoot the gunner first, then the driver.
Neutralize Guard Tower 1
As Beta Team approaches their tower and are attacked by a guy or two hanging around the house, as well as a few enemies firther in the distance. Most of these can be dealt with by your AI teammates. The enemy most important to be prepared for, though, is the one at the top of the tower. To defeat this guy, climb up the stairs until you reached the top. You should be able to see his arms and head from here. You can either toss a frag grenade up or shoot him.
Neutralize Guard Tower 2
Seize Control of Camp
East of the main entrance you see a hole in the wall that you pass through. that is going to be Beta's entry point, but stick around outside for a while and pick off anybody who tries to attack alpha team. Once Alpha's way is clear, send them through the gate and into the building to their left, where two enemies will fire at you from dead ahead as soon as you open the door.
Now it is time to bring Beta into the compound and start looking for the remaining few outside enemies. Since these guys patrol the entire area and there is no way of saying where they area at any one moment, you are on your own as far as finding them goes. Your best bet is to hug the walls and send teams in opposite directions, paying careful attention to your compass. Once you feel relatively safe outside, start going from room to room with your machine gunners, clearing out the soldiers that are in just about every single building. After defeated the last of them, the mission ends.
Mission 3
Suggested Team
Alpha
- Rifleman
- Sniper
- Demos Expert
Bravo
- Rifleman
- Sniper
- Machine Gunner
Thanks the narrow passes that you spend much of this level in, there is very little point in trying to keep your team together. Send each team out to perform separate tasks, and meet up at the extraction point. Also, be sure to keep an eye out for the thin lines running through the hills on the map. These are actually caves that you can go through, cutting down travel time significantly.
Objective 1 - Neutralize the SAM
The SAM is represented by the objective marker in the northeast section of the map. Send Alpha team, with it is demos expert, due west over the hills. The road to the SAM is chock full of soldiers, but as long as you make sure to snipe them from a distance and clear the area before you move forward, you should be fine. As soon as you can see the grey, tank-like SAM in the distance, hit it with a rocket, then clean up any remaining soldiers. Just be sure to watch out for a new group of enemies attacking from the west.
Objective X - Recover Code Book
Objective 2 - Rescue Air Crew
Once you've reached the spot on the map where there are supposed to be, look around and you find them milling around the landscape. Unfortunately, they look an awful lot like your teammates, which can be a bit confusing. In order to "grab" them, you walk straight into their faces.
Objective 3 - Reach Extraction Zone
Before you bring the airmen to the extraction zone you want to make sure that it is enemy-free. For this reason, be sure to send Alpha (or whatever team does not have the crew in tow) to clear the area. There should not really be much around here, just one or two stray grunts. Once you got the crew and every single member of your team into the extraction zone, the mission's over.
Mission 4
Suggested Team
Alpha
- Rifleman
- Sniper
- Machine Gunner
Bravo
- Rifleman
- Sniper
- Demo Expert
In this mission, defeat all the Cubans in the area in order to complete the secondary objective. You cannot just slip by large groups of soldiers like before. For this reason, it is important to keep the team together, increasing the amount of firepower that you can bring to bear against any one group of foes.
Objective 1 - Seize Airfield
The first thing we need to do is get to the airfield, so we might as well defeat everybody we can on the way. First, send the team northeast and pick off the two soldiers guarding the small collection of huts. Now head east along the north shore of the river, where you find 2 or three more soldiers guarding a bridge that would have been a death trap if you tried to cross it. defeat them.
Head due north from the bridge to enter the airfield, and the biggest firefight thus far. Virtually all of the enemy soldiers will attack you from around the north row of buildings, so be prepared. Pick off the guys in the doorways, then lie down as far away from the entrance as you dare to get, gunning down enemies as they appear. Time is of the essence, as you are about to be attacked from behind by an armored convoy.
While you are fighting the grunts in the Airfield, be sure to constantly check your map for a pair of armored jeeps that will roll up behind your position. As soon as you see them, move one of your riflemen out to meet them. You can either shoot them down, in which case you should focus on the gunner first, or use a grenade launcher and take them out with one shot. defeat the few footsoldiers following the convoy, then return your attention to the airfield.
In order to completely seize the airfield, you have to defeat every last one of the soldiers guarding it. This includes the guys hiding just outside the northeastern corner of the base, who can be tough to spot. While you are at it you may want to pick off the soldiers north of the base.
Objective 2 - Destroy the Ammo Dump
After taking care of the airport, simply move whichever team has a demo expert on it up to the ammo dump to the northwest. Since most of the defenders probably joined in defending the airfield, you should not face too much resistance. Inside the building, though, are two very pissed off soldiers. Take them out with a grenade, then move the demo expert into the building. It does not matter whatsoever where you drop the charges, just so long as it is in the building.
Objective 3 - Reach Extraction Point
Objective X - Neutralize All Enemies
Mission 5
Suggested Team
Alpha
- Sniper
- Sniper
- Rifleman
Bravo
- Rifleman
- Rifleman
- Rifleman
Thanks to your night-vision goggles and the relatively open terrain, this mission is so amazingly sniper-centric that it is pretty much unnecessary to bring a Bravo team into the fray at all. You want to have them on the battlefield so that they gain experience, but you might as well just leave them at the drop point and not touch them unless your Alpha team gets decimated.
What you want to do on this level is stick to the cliffsides, creep along until you spot somebody in the distance, then lay down and fire. you are probably going to want the newly-acquired Jack Stone as your main sniper, what with his extra powerful scope and improved clip size.
One thing particularly noteworthy about this mission is your map. For some reason, large chunks of it are missing. there is still land here, and enemies still show up in these spots on your radar, but you will not be able to see the terrain.
Another irritating factor is time. You've only got about six and a half minutes before the mission is failed, whether or not you've rescued Ordonez. So be stealthy, but swift.
Objective 1 - Find Intelligence
The intelligence papers are indicated on your map by the marker in the southeast corner. Take Alpha team, with the sniper in lead, down the eastern path. You run into a few soldiers, but as long as you are using your night vision you should be able to spot them long before they do you.
A bridge heading south. Take out the two guards on the other side, then move over and head to the objective marker, where you find a small dossier (it glows under night vision for some reason) containing the intelligence papers.
you are not quite out of the woods yet. As you try to head back across the bridge you are cut off by a pair of armored jeeps. Here you can either just lay down and snipe them, or you can run for cover and bring Bravo in to attack them from behind. The first option is faster and maybe even safer, but the second is certainly cooler.
Objective 2 - Rescue Ordonez
Ordonez is that little yellow dot on your map next to the objective marker in the northeast. Head due north toward him, stopping after you cross the bridge in order to snipe the four guards to the north and northwest.
Of course, Ordonez is not alone. In fact, he is guarded by three soldiers. To gain the element of surprise, take the small path along the right side of the hill just in front of the objective. You pop out to find all four of them with their backs to you, making for a perfect ambush. Ordonez looks just like the soldiers from this distance, but do not worry - you cannot hurt him.
After defeated the soldiers, run up to Ordonez, who is lying on the ground, and squat in front of his face to secure him. In order to complete the rescue, though, you got to lead him all the way back to the river you began the mission in.
Objective X - Destroy BMP
You'd think that the remaining objective marker on the map, somewhat in the center, would indicate the BMP, right? Wrong. The tank may have been here once, but it is since moved on. Run to where the objective marker is and you see tracks on the road. Follow these west to find the BMP in a section of the level that is missing from your map.
There are a couple of semi-hairy spots along the way to the BMP. The worst of which is just over the bridge, where a sniper will fire at you from a high ledge to your left. Keep an eye out for this guy. Additionally, be careful when attempting to attack the BMP itself. The two or three guards here are mighty fiesty. After taking them out, launch a rocket at the tank to complete this objective.
Objective 3 - Reach Extraction Point
Just bring the entire team back to the riverbank where you began the mission to reach the extraction point and end the mission.
Mission 6
Suggested Team
Alpha
- Rifleman
- Rifleman
- Machine Gunner
Bravo
- Rifleman
- Machine Gunner
- Demos Expert (w/Rocket launcher)
Objective 01 - Defend Voting Center
Plopped dead center inside the voting center, so your first task will naturally be to defend it. Since the command center that we need to take is to the north, that is where all of the soldiers will attack from. For this reason there is no real need to guard the south entrance. Instead, leave Bravo in the middle of the room just in case, and leave the fighting to Alpha for now. Have your rifleman or sniper at the edge of the door, able to see out just enough to pick off enemies. Most of these guys will come through the arch to your left, but a few will come from the right. Just give yourself as much cover as possible, and as soon as you do not see the "enemy near" warning on your radar get ready to charge.
Objective 02 - Take Command Center
Meanwhile, move the Bravo team up to the north door, just in case anybody tries any funny business. After passing under the arch, Alpha will find itself in front of a street with a building to the right and a whole lot of soldiers. The building to the right with the large wall around it is the command center. Clear the street temporarily, then dash across the street and through the command center gate. defeat the two guys hiding by the crates and take the building.
Objective 02 - Defend Voting Center (Cont.)
Seize Control of Camp
Hurry your camouflaged bottom back to the voting center, which is being attacked by more FDC troops at the south entrance, this time with jeeps backing them up.
This next fight will play out somewhat similarly to when you defended the north entrance. Lie down in the entrance and shoot whatever you see. Just be sure to take out the machine gunner in the jeep to your right early on. Once you run out of targets, though, you are going to have to venture out into the street to defeat the soldiers hanging around and in the remaining two jeeps. The safest way to accomplish this is to belly crawl past the car directly in front of the door and up to the low wall. Crawl all the way around the central garden area to find the men you seek on the opposite side. defeat everyone here to complete this objective.
Objective 03 - Rescue Civilians
there is no map to help you here, so it is time to explore the rest of the map. The first civilian can be found on the north porch of the brown building Southwest of the voting center, guarded by a single soldier.
The next civilian can be found on a north/south road east of the voting center. He stands in front of a car surrounded by three soldiers, so be careful where you shoot. Unlike the other civilians, this one will follow you around for the rest of the mission.
The third and final civilian is on the terrace of the brown building in the northeast corner of your map. He is a few stories up and guarded by a single soldier who you have to snipe to defeat. Once you get all three civilians (and you do not need to get them in any particular order) the mission is over
Objective X - No Friendly Casualties
there is no way to guarantee that one of your squad mates will not bite the dust on this mission, save often, reloading if anybody dies. There are a few steps that you can take to minimalize the chances of casualties, though. When you are defending the voting center try and block the doors completely with your own body. This is to keep your idiot teammates from bumbling into the line of fire. Secondly, try to be smart about when you make your blind dashes, waiting for a moment when you do not see the "enemy nearby" signal on your radar. Thirdly, you may want to compose your Alpha team out of the characters with the highest endurance.
Mission 7
Suggested Team
Alpha
- Rifleman
- Sniper
- Demos Expert
Bravo
- Rifleman
- Sniper
- Demos Expert
Objective 1 - Disable Vehicle Column
Objective 2 - Clear Beach
The trick to safely clearing the beach is to take it slow and steady, resisting the urge to charge forward guns a'blazing. The first thing you want to do is send a sniper due east onto the stairs leading down to the beach. From here you should be able to snipe the first three or four guys.
After you clear the area of baddies and seized the AGS (see objective 3), it is time to secure the south jetty. Just send your alpha team down the south cliff toward it, and if you managed to defeat everybody you can there is no resistance.
Now send Alpha team north, hugging the shore. Once you are at about the middle of the map you should be able to use Stone's scope to spy four soldiers dead ahead looking up the beach. defeat one and snipe the rest as they run away.
Just past these guys are a pair of guards patrolling the North Jetty. Snipe them and, with the possible exception of one or two guys on the west side of the beach, you should not encounter any resistance as you run up and seize the North Jetty (This is also the location of the Objective 4 Materiel).
From here, run straight north until you come to the stairs, and command Alpha team to wait. Now it is time to disable the vehicle column, so please refer to the Objective 1 section. Once you disabled the vehicle column and defeated everybody who charges out of the beach house at you, odds are that you managed to clear the beach. If the objective is not completed, send some machine gunners through the house to find stragglers, and if that does not work you missed somebody back on the beach. Just use the radar and backtrack until you find them.
Objective 3 - Seize AGS
The AGS is indicated on your map by the objective marker just left (actually touching) the south Jetty. All you have to do is take the east steps down from your starting point and slowly head down there, sniping the soldiers standing around it. If you are using Stone you should be able to see them so far away that there is practically no chance they hit you. Once all the soldiers surrounding the AGS are dead, you have completed the objective. there is no need to actually run down to it (although you will need to physically move to the Jetty that it is next to later).
Objective 1 - Disable Vehicle Column
Objective 4 - Seize Materiel
Mission 8
Suggested Team
Alpha
- Rifleman
- Sniper
- Demos Expert (W/Grenade Launcher)
Bravo
- Rifleman
- Machine Gunner
- Machine Gunner
Objective - Capture Priego Alive
While the amount of time that it takes for Priego to escape varies, he can disappear in under six minutes, so hurry up.
that is right, there is only one objective here. In order to capture Priego, though, you are going to have to get to him. On the map you see objective markers at the four corners. These are guard towers. Just charge straight down the middle with both teams and storm the castle in the center. Make sure that you've got a demo expert with rockets equipped, because there is a huge tank guarding the entrance.
Once you destroyed the tank, peek around corners and through the holes of the destroyed walls, picking off enemies that you see. Also, be wary of machine gunners on the wall. If you find that you keep dying, have alpha retreat and send in just beta, which should ideally be composed of riflemen and machine gunners.
Once you've cleared out this area, move in and you see a room in the northwest corner of the compound that you can enter. Whatever you do, do not defeat the guy in here. This is a trap, and shooting him will detonate a bomb. Instead, follow the south wall until you find a gate leading to the south half of the compound.
Although the coat looks clear here, it really is not. The area to your right as you walk through here is a machine gunner just itching to defeat you. Use a grenade to take them out. Also, be careful of the soldier in the building to your left, who fires at you through a window.
Now it is time to proceed through this area, but do not get close to any of the buildings! The one that the soldier was shooting out of and the big one in the middle are safe, but the rest of them are all wired to explode if you so much as get near them. Charge through the gap in the south wall and make a b-line for the two objective markers in the southeast corner. This is where Priego is heading.
Hopefully you can see him on the road with your sniper rifle. Unfortunately, he is wearing a white suit that makes him look a lot like the purple-shirted troops elsewhere in the level, at least from a distance. The only way to distinguish him from a distance is to look for the soldiers walking in front of him. Cap the soldier, then run like the wind to catch up with Priego before he reaches the chopper waiting at the objective marker.
Secrets
Unlocking Characters
- W. Jacobs - Complete Special Objective in Campaign Mission 1 on any difficulty
- H. Ramirez - Complete Special Objective in Campaign Mission 2 on any difficulty
- K. Henkel - Complete Special Objective in Campaign Mission 3 on any difficulty
- J. Stone - Complete Special Objective in Campaign Mission 4 on any difficulty
- S. Grey - Complete Special Objective in Campaign Mission 5 on any difficulty
- B. Gordon - Complete Special Objective in Campaign Mission 6 on any difficulty
- A. Galinsky - Complete Special Objective in Campaign Mission 1 on Recruit during a Quick Mission in Mission Mode
- D. Munz - Complete Special Objective in Campaign Mission 2 on Veteran during a Quick Mission in Mission Mode
- N. Tunny - Complete Special Objective in Campaign Mission 3 on Elite during a Quick Mission in Mission Mode
- L. Cohen - Complete Special Objective in Campaign Mission 4 on Recruit during a Quick Mission in Mission Mode
- G. Osadze - Complete Special Objective in Campaign Mission 5 on Veteran during a Quick Mission in Mission Mode
- S. Ibrahim - Complete Special Objective in Campaign Mission 6 on Elite during a Quick Mission in Mission Mode
Other Unlockables
- Chicken Mode - Complete Campaign Mission 8 in Firefight Mode on Veteran. You must use a full team and none of your teammates may die.
- Slo-Mo Mode - Complete Campaign Mission 5 in Recon Mode on Elite. You may only use one soldier.
- Meganoggin Mode - Complete Campaign Mission 7 in Defend Mode on Recruit. You must use a full team and none of your teammates may die.
- Paper Mode - Complete Campaign Mission 6 in Firefight Mode on Veteran using only one support soldier.
- Helium Mode - Complete Campaign Mission 4 in Defend Mode on Veteran using only one soldier.
- Run Fast Mode - Complete Campaign Mission 1 in Recon Mode on Elite using a full team.
Cheat List
You must first complete all mission objectives in the single player game before the cheats become available. Then, during gameplay, press BACK, then press the following buttons to activate the corresponding cheat:
- Big Heads: A, X, B, Y, A
- Big Bodies: B, B, Y, X, X, A
- Chicken Explosives: X, X, Y, A, B
- Paper Mode: B, A, X, Y, A
- Slow Mo: Y, Y, B, X, A
- High Pitched Voices: X, A, Y, B, X/