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GENERAL TIPS:

• PROTECT YOUR MEDIC: Only one unit in the game has the
ability to heal your teammates, and that is the aptly named
medical specialist. Do not let him get killed early on, or you'll have
fewer survivors (if any).

• M 16 UNITS: Use an M 16 soldier as a point man. He’s faster


than the others and can avoid enemy fire much easier. You also
have more than 1 of him.

• GRENADE LAUNCHERS RULE!!! Practice, practice, practice


with the green berets' grenade launchers. Masterful use of them
will make it much easier for you in many areas and spare you
casualties.

• USE A BIG SCREEN: Kind of an elementary hint, but it is often


overlooked. The higher resolution you set the game to (in the
preference menu) means more will be visible to you on-screen.
Set it to the highest possible. Keep in mind that you can toggle the
top Status bar ON and OFF by pressing F6.

• SCATTER / RETREAT: If an enemy throws a grenade at you, or


you hear the telltale whistle of an incoming mortar or rocket
launcher round, press the “B” key to scatter your soldiers.
Though it can be unpredictable, this may save some soldiers as a
last resort. Use the “R” key to retreat your units.

• USE FORMATIONS: Arrange your soldiers in such a way as to


give them all a clear shot in the way they are facing. An easy way
to do this is by using the formations, accessed by either pressing
the icons at the lower right, or by pressing number keys across
the top of your keyboard. Choose a formation that will help you
the best depending on your terrain. Experiment; I prefer the
shallow encirclement, since no soldier remains too far away from
your medic while each has a clear shot forward. If you tend to
scatter a lot at the first sign of grenades, mortar, or rocket fire,
then perhaps circle is the best formation for you.

• HIGHER GROUND: Elevation is critical to success. Due to the


particulars of the Myth II engine (in which missile weapons
originally had arced trajectories), weapons that fire in a straight
line will sometimes end up firing into mountainsides or the edges
of hills and rises. Take the highest position possible before firing
at an enemy. Sitting in a pond or streambed is generally not a
good idea, in any case.
• Also, remember that trees and high brush will also obscure bullets
(and they make good cover from the same). Sometimes trees are
impervious to grenades as well, and grenades will bounce off of
them, and even grenade rounds will sometimes bounce off of
them.

• CAMERA CONTROLS: Spend a game or two focusing on getting


used to the Camera Controls. Using the mouse is trickier than the
keyboard, so frequently use both hands while playing to
maneuver units and change your camera view. If you are familiar
with the “first-person-shooter/WASD” setup for keys, we
recommend you configure Camera Controls as follows:

W – Move camera forward.


S – Move camera backward.
A – Slide camera to left.
D – Slide camera to right.
Q – Rotate camera to left.
E – Rotate camera to right.
Z – Orbit Left. (You do not need to use this function.)
X – Orbit Right. (You do not need to use this function.)

• THINGS GET TOUGH: Finally, it is best for you to begin on the


easiest difficulty level, Timid. Though this may seem like a cake-
walk at first (it should still take you a few times to beat any level
on this difficulty level), even seasoned veterans of Myth II may
need to familiarize themselves with the units and weapons in the
game. Besides, higher difficulty levels get extremely difficult,
complete with more enemies, bigger weapons, and no rest for the
weary. SAVE YOUR GAME FREQUENTLY. Some ‘hardcore’
gamers may not like this approach, but you may find it less vexing
to resort to save game files to help you through the tougher spots.
We recommend saving the game after successful firefights, or
before a tough area.

• ZIGZAG: It is very possible, and quite easy--after some practice,


for one of your Green Beret units to take out several enemies.
Fire at an enemy and then move. Fire and then move. Use a
zigzag pattern and time your moves when the enemy fires. This
way, the enemy fires on your last, instead of your current,
position. Moving side to side eliminates the chance of random
shots to hit your unit. This can be done against any enemy,
machine gun or mortar or rocket.
SCENARIO 1: INTO THE BUSH

Objective: Find a clear mountain pass; escape off the edge of


the map. If your Team Leader dies, the scenario is lost.

Summary: The scenario has several exits (marked by numbers


on the following map), but the first 2 exits encountered will always
be blocked.

Walkthrough:
• The large white arrows show the general path you should take to
complete the mission.
• The numbers 1, 2 and 3 represent the three possible paths you
can take to exit the level. We recommend passing the paths in
that order (i.e.: go to path 1 first, it’s blocked; then go to path 2, it’s
blocked; then finally go to path 3 which will be the correct path).
Keep in mind, you can go in any order you wish, but the first 2
paths you encounter will always be blocked.

• After the first bend take the path leading up to the left. Take the
high ground and continue West and North along the western edge
to get Path 1 out of the way.

• Continue along the northern edge until you cross the second path,
midway through the map.

• Finally, take the higher ground around the east and travel south
until you find Path 3. There will be heavier enemy presence
protecting the last path (as well as the occasional encounter along
the way to the last path).

• You know you’ve found the last path when the yellow boxes
around your units turn blue. When the Team Leader’s box turns
blue, you’ve beaten the scenario.

• To up your chances for survival, arrange your soldiers with the


green berets in front and the medic and captain behind them.
Don’t depend on the heavy machine gunner because he moves
too slowly.

• The X’s represent known enemies. After these first few


encounters on the path leading from the Player Start, enemies
appear more randomly. The quicker you complete this mission,
the better, since more enemies appear as time passes. They are
aggressive and will continually hunt you down.
SCENARIO 2: DEAD RINGER

Objective: Use your Team Leader to destroy the communications


building. Escape via the L.Z. in the northwest.

Summary: Try to eliminate all foot soldiers encountered. If you do


not, one (a “runner”) will run to VC camp to the west. If a runner
makes contact with the camp, an alarm will ring, and droves, literally,
of enemies will be after you. Use grenade launchers to take out
mortars without getting too close.
Walkthrough:
1. Once you begin, take out the mortar launcher on the ridge directly
ahead of you. You’ll see him as the in-game cutscene is still
playing, so just be ready once you gain control of your soldiers.

2. Work your way south, being sure to face towards the mountain
ridge eastward. This keeps any other mortars or foot soldiers in
sight. There’s a good chance enemies will appear at the top of
the ridge.

There may be snipers, barely visible, sitting in bushes along the path
around this path. Once spotted, a rifle will take them out easily.

Hint: If a sniper is in range, check your overhead map to find his


position, before he wreaks havoc on your party.

3. The first squad of foot soldiers will be seen around the bend at the
southern tip of the mountain ridge. Do not let any escape, or the
VC camp will be alerted. There is also a sniper camping on the
other side of the ridge by the stream, most noticeable after his
gun lets off a puff of smoke. A grenade round from a distance will
take him out, once you locate his position.

4. Follow up the side of the ridge until you see a path leading up to
the top of it on your left. Send a single green beret up there to
deal with the mortar launcher further north; once it’s clear, send
the rest of your party to join him.

5. Follow the path down again to the right. In the same direction as
that path is the Comm. Building. Bombard the areas to the left
and right of it (next to the two other huts) with grenade rounds to
take out the mortars. It’s best to bombard from either the hill at the
landing zone or from the ridge where your one Green Berets
dispatches the mortars (see 6).

6. Once your team leader gets to the building (the one with the
rotating radar vane atop it) place all four C4 charges at the foot of
the building. Some reports state that only a single block of C4 is
necessary to detonate the building, however it is recommended
that you unload your whole satchel on the building to save
yourself some trouble.

Get your team clear of the blast radius, and then detonate the
building (your team leader will automatically run to a safe distance
before detonating the explosives).
7. The exit from the level is directly to the northwest along a wide
path. Take any survivors you have in that direction, and they will
eventually be picked up by helicopters.
SCENARIO 3: BROKEN WING

Objective: Find the downed pilot and accompany him back to the
starting point for extraction.

Summary: Follow a “U” shape patter to find the downed pilot. When
he finally appears, he the P.O.W. will show up as a blue dot on your
overhead map. When you get very close to him, he will join your
team, and the blue dot on the overhead map will turn green. Get him
to the extraction point in the northwest, but be wary of enemy
resistance.

Walkthrough:

• The large white arrows show the general path you should take to
complete the mission.
• Many (and well-placed) mortars and rocket launcher units make
this a tricky map. Combine that with some grenade-throwing VC
commandos in narrow passages and it’s lethal. Mortars and
rocket launchers are marked on the above map accordingly.
Expected enemy presence is indicated by the X’s on the above
map.

• Utilize your Team Leader’s signal flares. You can constantly re-
supply your troops with an abundance med kits and grenade
rounds, so don’t be shy delivering a lot of special weapon hurt to
the enemy. There’s plenty more where that came from.

• Take your time to clear a path; get rid of all mortar launchers
nearby, so that your near defenseless (he carries a pistol) downed
pilot can make it to the extraction point with the rest of your
troops.

• It’s advisable to take one Green Beret into the mortar/rocket areas
to take them out, instead of having to manage your entire team in
a mortar-blasted area.

• Head all the way South, to the point (after the third white arrow,
across the river from the large village). At this time the pilot should
show up in the Pilot A position in the southwest corner of the map
(he is the BLUE dot).

• After taking out any mortars and enemies in the village go west
and follow the river to meet the pilot. Be wary of the rocket
launcher and mortar unit just north of that area. Get close enough
to the pilot so that he runs over to your unit(s). The blue dot will
change to green, meaning he has joined your group. You can
control him when he turns green, and you will want to hold him
back while your unit(s) deal with the immediate threats.

• If you took out all the mortars nearby and along the way, the trip
back to the landing zone should be easier. You can expect some
resistance from VC commandos. Keep going north to the
extraction point in the far northwest (just behind the player start
area).

• The pilot is extremely weak, and therefore moves somewhat


slower than your other units. You’ll want to keep a few of your
units in the front to clear the way, and a few in the back to protect
the pilot.
• The mission ends when your units and the pilot reach the
extraction point and the helicopters pick them up.

• Note that the pilot CAN appear in other places on the map,
depending upon your route (Pilot B and Pilot C). You will have to
change your game plan in those situations. Most mortar and
rocket placements have been marked so there are no surprises.
Additionally, known enemy presence is indicated by the X’s on the
above map.

• If the pilot DOES appear in any of the other positions, the BLUE
ARROWS indicate the path you should take to meet the pilot and
the RED ARROWS highlight the return path to the extraction
point.
SCENARIO 4: ROLLING THUNDER

Objective: Destroy an ammunitions depot; exit the map through one of


the cave entrances. It is not necessary to kill all enemy soldiers on the
map, though the objectives may allude to this. Killing them all, though, is
rather helpful.

Summary: Use grenade rounds on most of the heavy weapons you


encounter along the winding path toward the ammo dump. A wrecked
helicopter holds more grenade rounds and medical packs for you. Do not
throw a grenade anywhere near that location! You can find the ammo
dump near the top center edge. Destroy it by tossing a grenade round
into it; a huge, rippling explosion will indicate the dump is destroyed
adequately. BE SURE TO SPARE A GRENADE FOR THIS
PURPORSE, OR YOU CANNOT WIN THE LEVEL. Leave the level
through a cave entrance further east, but keep an eye out for snipers.
Walkthrough:

• The large white arrows show the general path you should take to
complete the mission.

• At the starting point, there’s a VC Rocket Launcher just beyond


the ridge ahead of you. Take him out with a well-placed grenade
round. Keep in mind that there will be a VC commando sneaking
up the ridge towards you from behind.

• Follow the winding path. Once that path splits, follow it to the
upper left. There are some enemies on the other side of the
mountain, so be careful following the path in this area.

• Take the mortar out on the mountain on the West side of the map.

• Once you get to the left edge of the ravine, do not attempt to
cross it right away. Instead train your green berets’ grenade
launchers on the sandbag bunkers on the other side of the ravine.
The grenade launchers have a range at least equal to that of the
mortars, so try to get a jump on them as soon as possible.

• If you run out of munitions, a wrecked helicopter shows up in the


center of the map (resupply) – the wrecked helicopter is actually
an Easter egg appearing when you kill the mortar(s) in instruction
4.

• There are two entrances to the ravine once you’re in shape to


cross it. There’s a narrow, steep trail on the left side of the ravine,
and there’s also a wide, sloping passage that winds down on the
right side. Going to the left tends to be more effective since you
can attack the final bridge defenders—NVA regulars—much
easier, but the right side is closer to the downed ‘copter.

• Make your way down the ravine, being wary about left over
mortars and such that might attack you on your way to the ammo
dump. Try and spread your units up and move them in a zigzag
pattern to avoid incoming mortar shells.

• Getting up the path to the ammo dump (in the northern center of
the map) won’t be easy. NVA regulars and others will attack as
you make your assault. A little perseverance is in order. While the
majority of the NVA regulars will fight, one unit will flee towards
the nearer of two cave entrances (this shows the player how to
exit the level). This runner is extremely resilient and does not die,
even if hit with several grenade rounds to the face! It’s too much
trouble to worry about him, so let him run. Instead, focus your
attention on the ammo dump, which you will find slightly to the
Northwest.

• Lob a grenade (or another explosive) at the ammo dump to


destroy it, then head east. There you’ll find some snipers on a
ledge above a cave entrance. Once the snipers are eliminated,
you can leave the level through that cave. There is another cave
exit further to the east, guarded by a VC armed with a rocket
launcher. Opt for the closer of the two options and you’ll have
more survivors.
SCENARIO 5: TUNNEL RATS

Objective: Locate the NVA general and force his surrender.


Although it is alluded to, it is not necessary to destroy munitions
dumps.

Summary: Surprisingly, this level can be really quick and


straightforward, if you so desire. However, you will miss out on
some neat eye candy if you do (explained later). The cramped
tunnels of this level can work to your advantage—enemies will only
be able to approach you from an obvious few directions. Though
this level is cosmetically different from every other scenario in
Green Berets, do not ignore the basics. Keep in mind that the blast
radius of your grenade rounds may be closer than you think, and
low ceilings make your grenades fall low and short.

You start out with fewer units; two Green Berets accompanied by a
Medic. If these three are killed, the A-Team Leader and the
Weapons Sergeant take over. Initially this is a disadvantage,
however, the tight corridors would make it a challenge to escape
friendly fire if there were too many soldiers…so you’re not as bad
off as you may think. Keep your soldiers together to concentrate
your firepower and eliminate enemies quickly. Be ready, they will
come from every opening possible and there will be a lot of them.
Walkthrough:
• The large white arrows show the general path you should take
to complete the mission.

• Immediately zoom out on the map when you gain control of your
units at the start of the scenario. Select all your soldiers, get
moving and get set to attack some machete-wielding VC
assassins and commandos that will be coming your way from
the two passages ahead of you.
• As you walk through this level, you’ll quickly discover that after
every ten steps or so into a new area, you will attract a number
of enemies from different directions. Keep your men together
and pay particular attention to your overhead map. You may be
able to move your guys away from incoming enemies and plan
ambushes. Keep alert for machete-wielding VC—these guys
tend to sneak up on you quietly and are able to chop up your
soldiers quickly if you don’t pay attention; the cramped tunnels
make retreat particularly difficult. In general, be wary of both
frontal assaults and enemies coming from the rear.

Hint: Your medic is the only unit without a melee attack; however,
he’s also the only soldier that can fire point-blank. You’re M-16
soldiers must have some distance between them and the enemy in
order to use their rifles.

• Once the first wave of enemies is eliminated, you can go one of


two ways—the long way or the short way. The short way
(shown by the arrows on the map above) is a direct route to the
General.

• You’ll know you’re close to the general if a number of NVA


regulars (dressed in tan uniforms) start marching your way from
the North end. The general will be running away from you but
will still be nearby. Take out his bodyguards then start shooting
him. If you continue to fire upon him, he will eventually
surrender and the mission will end in a Win after a few
moments. If you lose him, he may have decided to hide out in
one of the short side passages. Be sure to check your overhead
map for clues to his whereabouts.

• The long way: There are three ammunition dumps on this level,
created especially for all you fans of big explosions. The first is
just to the north and west of the starting point; a gate lies open
in front of a room full of boxes and barrels of bullets. Keep a
safe distance, then use a grenade round to destroy it.

• The second ammo dump is located to the Northeast of the first


ammo dump.

• The last ammo dump is found in a very large chamber at the far
Northeast of the map. This ammo dump goes out with a big
bang!
SCENARIO 6: DE OPRESSO LIBER
Objective: Your mission is twofold: assist the ARVN soldiers to fight
back the VC invasion of the ridge; once you are given the all clear,
head to the northwest to make your way to the captured village.

Summary: In this scenario you start off by setting up a defense while


being attacked from the north and east. Shortly after arriving, you gain
control of the ARVN soldiers to assist you in defeating the seemingly
endless waves of soldiers that come at you. Luckily placed nearby is a
cache of arms and medical packs to help you replenish your supplies.

In this mission, your Team Leader has access to air strikes. The ability
will not kick in right away. After you join with the ARVN troops, your
Team Leader will call on his radio set. When you hear a plane fly
overhead, the air strike ability is available. Use air strikes carefully. The
blue bar above the Team leader represents the amount of time it takes
to call another strike, assuming you used one.

It takes a few minutes to call in another air strike once you’ve used it,
so use this ability wisely. Save the air strike for large groups of VC (you
can’t miss them--the large groups will be indicated by a huge number
of red dots, the likes of which you haven’t seen thus far). Time the air
strike about 8 seconds ahead of the enemy’s current position. It takes
that much time for the air strike to take effect once you’ve called it in,
therefore, you’ll want to call it where you THINK the enemy will be
when the bombs are dropped.
Walkthrough:
• The white arrows show you where to position troops to defend the hill. The
red arrows indicate the enemy assault. The blue arrows represent the path
to the northwest to end the mission.

• Immediately take control of your soldiers once they appear on screen and
send them to the larger of the two gaps between the sandbag fortifications
(the one without the trees blocking your view of the south). There should
be a few VC Commandoes you need to eliminate either in the stream
valley, or atop the ridge beyond it. Once those soldiers are out of the
picture, a short scripted sequence informs you of both the village in the
northwest, and the impending attacks by the VC at your present position.

• Once you regain control of your soldiers, place them to the north of the
ammo dump (marked with the flag), and face them to the northwest;
there’s a hillside with a number of entrances you should keep an eye on,
since lots of soldiers will be coming to you from there. If you need to, get
the ARVN soldiers to face that direction as well. You’ll probably want to
keep a unit or two to the north side of the hill, behind the sandbags, and
on the east side of the hill. The ARVN medic (ARVN unit with a white pack
on his back) will heal your units automatically, as they take damage.

• About halfway through the assault, your Team Leader will gain the ability
to call in air strikes, which will send down a salvo of impressively large
bombs that vaporize any enemies within their blast radius. It is especially
useful to call this air strike when a large group of enemies wander their
way into the natural bottleneck at the end of the stream, just in front of the
ridge with the sandbag walls.

• After you’ve fended off the assault (about three large waves), heralded by
a text and audio message, it’s time to move on. Move your soldiers (the
ARVN do not need to accompany you, but they can if you feel it
necessary) to the northwest corner.

• Along the way you’ll meet up with wandering patrols of VC Commandoes


and snipers. This will be relatively easy going, thanks to the lack of heavy
artillery like mortars and rocket launchers.

• You’ll know you made it to the pass when you head up a dirt track flanked
by two snipers; once you enter far enough, the yellow boxes around the
units will turn blue, and the computer will guide them off the map.
SCENARIO 7: FAITH OF THE FALLEN

Objective: Rescue the POWs from the prisoner compound at the center of the
map, then move to the northwest corner to exit the area.

Summary: This map is a real treat and a great challenge, even on Timid
difficulty. Don’t get too frustrated if it all seems to fall apart at the end. Save your
position prior to making a large move or a massive attack if you have a feeling
that you may need to make several attempts. One thing that will help is the
addition of ARVN soldiers to your command; you’ll find a group of six near the
southwest corner of the map. With those extra guns, it’ll be easier to pick off the
mortar launchers and NVA regulars that surround the POW camp.

After the rescue, make your way to the northwest; take out the rocket launchers
and the VC disguised as farmers, and head off the map by walking up the hill
between the rice paddies.
Walkthrough:
• The white arrows show the general path you want to get to the POWs.
The red arrows indicate where enemies will attack from at various pointst
throughout the mission. Other enemies are marked accordingly on the
above map.

• Be on guard. Almost immediately as you appear on the map, you’ll be


approached by a group of VC Commandoes from both the north and the
west. Head due west until you reach the village to the southern middle of
the map. An NVA officer should attack from the North, just before you
reach the huts.

• There is a mortar unit to the immediate northwest of the village huts. Use
a Green Beret unit to dodge between the huts and dispatch the mortar
unit.

• Continuing west, there is a small field with skirmishing VC Commandoes


and a small detachment of ARVN soldiers. The quicker you get there, the
better, as the enemy will tear the reinforcements apart. If you’ve saved
any reinforcements you will hear the message “New Units Received” and
you can now control any ARVN units available.

• Now, with suitable reinforcements, head north along the western ridge of
mountains, towards the rice paddies in the northwest. Be on the lookout
for a rocket launcher unit, snipers and other enemies, at the top of the
western ridge, on your journey. When you reach the area with the hostile
peasants, VC assassins are likely to attack from the southeast.

• Working in the rice paddies to the northwest, are hostile peasants (marked
as such on the above map). When you’re units are in range they will open
fire, therefore it is advisable to take them out before rescuing the
prisoners. They only take a couple hits. If you have any ARVN units, you
may want to use them for this task, and conserve the health of your
stronger units.

• Now it’s time to assault the POW camp and rescue those POWs. Here’s
where it starts to get a little tricky. At nearly every corner of this prison
compound will be fortified mortar launcher positions, indicated by a half-
circle-shaped formation of rocks. Your best strategy is to take a single
Green Beret within grenade range of those places and blast the mortar
launchers before they even appear on your map. This will save you a lot of
grief, especially when you consider that there are some areas in the
compound where you can be in range of more than one mortar at once.
• Additionally, there are snipers hiding in both of the larger buildings at the
north/southwest of the camp. They are best dispatched with a thrown
grenade (M60 gunner or Team Leader).

• Finally, you have a lot of NVA to deal with in this area. They don’t fire very
fast, however, they pack a powerful shot. Take them out as soon as
possible, so they don’t accumulate and become a genuine problem.

• Amidst all of this, the POWs sit calmly in the pools at the center of the
camp. To release them, target the small posts that surround their
makeshift cells. Walk close to the POWs so they will join your units and so
you can control them. Lead the POWs out of the prison cells and have
them follow you. You need at least six of the available ten POWs to
survive the long walk to the northwest to successfully complete the
mission.

• Once you have the POWs, begin the trek to the northwest by heading
west from the top left corner of the prison compound. It’s a quick two-
island hop from there to the edge of the rice paddies. Right about there,
you’ll hear the sounds of another fight nearby. Looking to the north, you
may get there in time to see a helicopter get shot down. Don’t freak out—
it’s not your ride. What you should be concerned about are the pair of
rocket launching VC Commandoes at the edge of the map on the western
side, between the rice paddies. Hopefully you’ll have some remaining
grenade rounds to make eliminating them a little easier. Look out for NVA
regulars that cross the bridge to the east of the exit. If you haven’t cleared
out the hostile peasants, they will shoot at you or run up and detonate
themselves.

• You may want to lead the POWs out the way you came in. This takes
longer than the previous instruction, but allows you to better prepare
for the skirmish at the exit in the northwest.

• Be sure to keep your group more or less together when you exit this level.
Once a single unit crosses the line and ‘turns blue’ (signifying it is under
computer control), dozens and dozens of units will pop up on the eastern
two thirds of the map, and will do everything in their power to destroy you
(so get out of there). The machete-wielding VC are a great problem here;
they’ll quickly run up to any of your soldiers in large groups, and hack
unaware player’s units. Get at least one soldier and six POWs across the
line, and you’re home free.
SCENARIO 8: DARKEST BEFORE DAWN
Objective: Defend your position and the POWs, and await the hoppers
for extraction.

Using the helicopter, deal some serious damage to enemy forces.

Summary: Considering what happened to the helicopters at the end


of mission 7, your units and the POWs have had to hoof it to a safe
spot in the swamps. You’re going to have to fend off waves of enemy
attacks until the choppers show. Once everyone is aboard, it’s time to
tear the enemy apart with your very own chopper. The mission will end
when you’ve done enough damage (most of the enemies need to be
wiped out).
Walkthrough:
• Once the opening cutscene ends, get your men into position.
Keep the POWs confined to the dead center of the starting area
and use your units to defend the perimeter. Use the white
arrows on the map above to determine approximate unit
placement.

• Whatever you do, DO NOT leave the area. There is a sickening


number of mortar and rocket units surrounding the area (you’ll
hear the constant barrage throughout the mission). You should
be relatively safe from mortar fire, except perhaps for the very
fringe of the starting area.

• Keep in mind that many commandos and assassins will flow


from the hills to the immediate north and south of the starting
area.

• Your POWs have been through a terrible ordeal, to say the


least, therefore they will constantly shaken up by the assault on
the area. They will often get scared and confused and leave
their position in the center of the starting area. As an added
bonus to defending against the onslaught, you will have to
constantly manage them as well. If too many of the POWs
perish, the mission will end in a defeat.

• This mission is just a matter of defending until the choppers


show up, but don’t expect them to show up immediately. (You
may want to save the game after particularly grueling parts of
the assault).

• Once the chopper shows you are almost home free. At least the
POWs will be safe. You’re chopper stays to clean up some of
the assaulting enemy forces.

• The Huey controls just like the other units, however you have
the added ability to fire missiles. Once you gain control, head to
the south and take out the first large mass of enemies. This will
allow you to prepare for the larger onslaught on its way from the
North.

• For the most part, try and use the fire and dodge method, to
unleash hell on the enemy and then avoid their fire. If you ever,
seem overwhelmed, simply fly past the enemy (you move so
fast it’s hard for them to get a bead on you) and take another
position at a less populated area of the map. There’s no reason
to really go to the enemy, as they will be coming for you.
• If possible, wait to fire missiles until the enemy is grouped
together. It would be unwise to waste a missile on any group of
less then 10 or 15 enemies.

• The large red boxes indicate where large groups of enemies


appear during the Huey part of the mission. Keep in mind that
there are a lot of rocket units that can wreak serious damage on
your chopper.

• Once you’ve destroyed the south force and the north force (it’s
path is indicated by the red arrows) the mission should end.
Onto the next defensive mission.
SCENARIO 9: FROM ALL SIDES
Objective: Defend the camp from the enemy onslaught. As the title
suggests, the enemy will approach from all sides. If the enemy takes
your flag, the mission is lost.

Summary: The level can be won using any combination of your units,
so long as you keep the enemy away from your flag. You have a little
bit of help on this mission in the way of computer-controlled cannons
and ARVN.

Walkthrough:
• This mission is pure defense. There is no point in taking any of
your units outside of the base. Well, not unless you want to get
them killed.

• There are an unusual amount of VC assassins on this level. For


the most part, they will try and take out the surrounding fences.
Once the fences are breached, the enemy is able to get to the
middle of your base much easier.
• Additionally, there are many mortars units attacking your base
with the main goal of busting your fences and destroying your
cannons.

• Be sure to keep a few units (Team Leader/s, Medic/s) at the


center of the base, protecting the flag as a last resort.

• Use your M60 gunners to protect the south side of the base.

• Try and keep an M16 unit where the white arrows appear in the
map above. This allows you to have a grenade ready for large
groups of enemies, or mortar threats. This also keeps the
pathways to the middle of the base covered.

• There will be a constant flow of enemies attacking on an almost


continual basis. You will also meet the occasional massive
force. There are some supplies at the center of the base in case
you run low.

• On timid this map can be a real cakewalk, as long as you pay


attention to the enemy, and be careful not to let assassins
sneak up on your flag. However, on higher difficulties, you’re in
for a difficult battle.
SCENARIO 10: A RIVER RUNS RED
Objective: Destroy the AAA guns in the front of the camp to the north.
Destroy AAA guns along the way to protect your chopper and to protect
reinforcement choppers.

Summary: This is no easy mission. After you fend off the first attack
using the Huey, your men will parachute in. This mission requires you to
use a balanced attack to move forward. You use your ground troops to
take out the AAA guns, and then bring in your Huey for defense of your
ground troops. Don’t even think about moving your Huey forward until
you know that the AAA guns are disabled. AAA guns fire hard and fast
and your Huey will be destroyed in just a few hits.

If you mistakenly bring your Huey into range, you will hear the sound of
AAA fire. Pull it back as quickly as possible!
Walkthrough:
• The large white arrows show the general path you should take to
complete the mission. The red X’s indicate AAA guns.

• The mission start is fairly simple. Use your Huey to pick off all
invading VC. The faster you kill the enemy, the more ARVN
troops you will have for the rest of the mission. You won’t have to
waste any missiles for this part of the mission, so don’t use them.
• Once your troops parachute in, move them to the northwest to
take out the first AAA gun. All guns are protected by a couple of
NVA troops.

• Try not to use any grenades to take out the AAA guns. You will
need them more to destroy the guns around the camp to the
extreme north, and it can often take 2 grenades to destroy a gun.
Instead, use your green beret’s melee attack to disable guns. It
only takes about 3 hits. Or, use your medic’s HEAL ability. This
will completely disable an AAA gun.

• You really should be able to take up 1 M16 unit and take out most
of the cannons, using the rest of your units and the Huey for
defense as you progress north. Be prepared. Once you destroy
an AAA gun, VC will attack you. After destroying or disabling a
gun, move your Huey forward to take out attacking VC.

• Be sure to move your troops forward as well. It’s a good idea to


break them up into 2 groups; 1 group protecting forward while the
other group protects your right flank. The red arrows show the
general attacking direction from the VC as you destroy the AAA
guns.

• When you get about 2/3 up the map, you will want to start moving
some units inward (east) to take out the cannons in the area
BEFORE the base. This will help clear the way for the Huey
reinforcements later. Follow the white arrows to get to additional
AAA guns.

• It’s a good move to take out some of the other AAA guns as well.
Disabling these AAA guns will allow the Huey reinforcements to
make it to the base camp safely. It’s not necessary to take out all
of the AAA guns, but you might want to at least clear the ones
located near the vertical center of the map.

• Now it’s time to take out the AAA in the very front of the base. If
you didn’t save any grenades, you may as well start over. The
base is crawling with massive enemy forces (NVA, commandos,
and rocket launcher units). Once you get close to the river in front
of the base, enemy units will begin pouring from the base. (No,
you don’t get a red carpet welcome).

• If you retreat from the base, most enemies will pull back as well,
but some will come after you. Point being, you’ll need to take
those forward 3 AAA guns out with the grenade launcher. It is
possible to do it with throwing grenades, but your units only stand
a chance to get 1 off. If your original Huey survived, and you have
some missiles left, you might be able to take out an AAA gun or 2
with your Huey, but don’t rely on that method.

• When all 3 of the AAA guns are destroyed, your reinforcement


Hueys will show up at the very South of the map and make their
way to the camp. Keep a distance, sit back, relax and enjoy the
fireworks, as the Hueys are going to blow the hell out of the camp.
Game over, man.

Ultra, super cool, mongo, wango tango Special Thanks


to Stephen Thomas and Thom Ling.

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