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