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FAQ/Walkthrough by Lord Vic

Version: 1.0 | Updated: 08/19/03

DEADLY DOZEN II - Pacific Theater

Frequently Asked Questions/Walkthrough list v.1.0

by Vic (lordvic@mindspring.com)

I - Introductory notes
II - Basic Game info
III - Friends, Foes, and Resources
   A. Skills
   B. The Deadly Dozen
   C. Allied Equipment
   D. The Enemy
   E. Japanese Equipment
   F. Vehicles
IV - General Hints/tips/observations
V - Walkthroughs
VI - Cheats
VII - Disclaimer/Credits/Miscellaneous
VIII - Version History

--- I - Introductory Notes ---

I wrote my first FAQ for GameFaqs when I was completely impressed by nFusion's
Deadly Dozen.  Well, I have been even MORE impressed by its sequel, which is
why you are reading this now.  While the original Deadly Dozen was
single-player only, Multiplayer has been added to Deadly Dozen 2.  However,
this walkthrough will focus solely on the single-player game, though the
sections on equipment will apply to all players and the walkthroughs will work
for co-op play as well.

--- II - Basic Game Info ---

Deadly Dozen 2 - Pacific Theater (DD2 or DDPT) is a sequel to nFusion's
original WWII squad-based tactical shooter Deadly Dozen (DD).  While DD focused
on the European Theater, DD2 focuses on America's struggle against the Japanese
war machine in the Pacific (hence the title, of course).  The gameplay itself
is improved in all areas - AI, graphics, gameplay, speed.  Also, Multiplayer
combat has been added with three styles of multiplayer games available
(Free-for-all, team deathmatch, and co-op).  As mentioned before, this
walkthrough will focus solely on the single-player game.

As in Deadly Dozen, in DDPT you will have a pool of twelve of the meanest
sonsofbitches in the US military, and you will choose up to four for each of 12
missions which you must complete.  Each mission consists of a set of objectives
which you must complete, then make your escape to the exit zone.  If men are
killed they are out of the selection for future missions, so it behooves you to
preserve all your men's lives if possible - one of them might just be the only
man who can complete an important task in a future mission.  You can outfit
them with equipment at the outset of each mission, and you can also take
equipment from the enemy as you eliminate them over the course of the mission.

--- III - Friends, Foes, and Resources ---


There is a dramatic increase in the number of skills in DD2 over the original
DD game, mostly specializing a lot of tasks that were formerly under one
heading.  For example, instead of "Small Arms" there are now separate skills
for Sidearms, Rifles, Machine Guns, etc.  The auto-outfitting generally takes
these skills into account when outfitting the men (giving the .45 or M1 Carbine
to those with good Sidearms skill, giving the BAR to those with good Machinegun
skill, etc.), so keep the skills in mind when making any equipment outfitting
modifications.  The skills are listed below along with an abbreviation and

Toughness (TO) - This affects how well the character can deal with taking
damage.  Higher ratings are less affected by hits, recover faster, etc.

Infiltration (IN) - This affects the character's ability to sneak around

Blades (BL) - This affects the character's proficiency (ability to hit, deal
damage, etc.) with bladed weapons.

Sidearms (SI) - This affects the character's proficiency with sidearms.  This
includes pistols and the M1 Carbine.

Rifles (RI) - This affects the character's proficiency with rifles.  This
includes the M1 Garand and the Arisaka rifle.

Machineguns (MG) - This affects the character's proficiency with machineguns
and submachineguns.  This includes a great variety of weapons - M1 Thompson
SMG, BAR, Type 100 SMG, Type 99 MG.

Sniping (SN) - This affects the character's proficiency with sniper rifles. 
This includes the Springfield and the Arisaka with scope.  I believe that this
skill ONLY takes effect if you are using the scope - if you are simply firing
from the shoulder the Rifles skill takes over.

Grenades (GR) - This affects the character's accuracy with grenades - you will
be able to throw farther and hit closer to your target with a higher Grenades

Explosives (EX) - This affects the amount of damage dealt when placing TNT
explosives on a target.  While a demolitions expert may only need one charge to
blow up an artillery piece, for example, someone unskilled in Explosives may
need two or more to destroy the same target.  This also affects accuracy/damage
when using Bazookas.

Flamethrower (FL) - It may not seem like it when all you are doing is shooting
a big jet of flame, but it takes skill to use a flamethrower effectively.  A
person high in this skill is who you want giving the flame injection to
Japanese pillboxes and bunkers.

Medicine (MD) - This affects the amount of damage healed with one use of a
first aid kit.  It's best to let your medic do all of your squad's healing, if
possible - to heal another character, switch to your medic, point the cursor at
the person you want to heal so that their name appears over the cursor, then
use the Item scroll to select a first aid kit and hit the 'Use' key.


The twelve men of the Deadly Dozen are listed below, along with their specialty
and some brief commentary on strengths and weaknesses.  After all of the men is
a chart listing the skill levels for each man.

- Pvt. Robert Egan
Covert Ops, US Navy
If there were a leader to the Deadly Dozen, it would be Pvt. Egan.  While his
specialty is covert ops, he has the skills to do pretty much anything: medic,
small arms, rifles, sniper... you name it.  You'll probably be getting a lot of
mileage out of Pvt. Egan.

- Pvt. Jackie Boyle
Medic, USMC
Pvt. Boyle is the top medic for the Deadly Dozen.  He's also a pretty good shot
with sidearms, machineguns, and grenades, and so useful to have around for rear
guard/covering fire.

- Pvt. Eddie "The Wall" LeJeune
Machine Gunner, USMC
Pvt. LeJeune is absolutely deadly with machine guns.  He is an excellent choice
if you expect heavy infantry resistance and aren't too worried about making
noise.  Give this man a BAR and you'll be schooling the Japanese in no time. 
His toughness also makes him a good to have in a fight.

- Pvt. Salvatore Varriale
Demolitions, USMC
Pvt. Varriale is a Demolitions expert and is very good with sidearms and quite
good with rifles and machineguns as well.  Again, a good man to have around for
covering fire.  His high infiltration and bladed weapons skill also make him
useful for sneaking in quietly to set explosives and such.

- Pvt. Michal Zadrozny
Flame Thrower, USMC
A flamethrower and Pvt. Zadrozny make a perfect pair, and he's also very handy
with machineguns too.  If you manage to pick up a spare Type 99, you have
yourself an excellent cover-man.

- Pvt. Vernon Banks III
Rifleman, USMC
While nominally a rifleman, Pvt. Banks' true proficiency is with sidearms.  His
excellent stealth skills and proficiency with grenades and explosives make him
a good 'tunnel-rat' - and his toughness makes sure that he can handle himself
while isolated from the team.

- Pvt. Diego DeSantos
Sniper, US Army
Pvt. DeSantos will be spending a lot of time creeping ahead to use his
excellent sniper skills on the enemy.  He's also quite handy with un-scoped
rifles, so if he's not on point you can have him lay down covering fire as well
- pair him with a machinegunner like Pvt. LeJeune and you have an unstoppable
covering fire team.  He's also a very good medic.

- Pvt. Fredrick Madison
Scout, US Army
As a scout, Pvt. Madison is well-trained - excellent skill with infiltration
and bladed weapons make him a good silent killer, and his excellent rifle skill
make him valuable in fire support as well.  He's not a bad sniper, either. 
Oddly, though, he's not all that great with sidearms, and Garands aren't
exactly the first weapon you think of for infiltration work...

- Pvt. Elijah "Cherry" Appelbaum
Radioman, US Army
Pvt. Appelbaum is the radio/comm expert for the squad, and is also a great
backup demolitions man.  Also very good with sidearms and machineguns and
another infiltration expert.

- Pvt. Yiorgios Kontoyannis
Heavy Weapon Specialist, US Army
Pvt. Kontoyannis is the man you want if you're expecting armor - his skill with
bazookas and other explosives can make short work of any of those pesky Type 95
tanks you're sure to encounter.  Also, as a mechanic, he'll be good if you plan
to commandeer one of those tanks to give the Japanese a taste of their own

- Pvt. Saburo Takahashi
Intelligence, US Army
When one thinks of Japanese warriors, two archetypes come to mind: the tough,
brave Samurai and the stealthy, sneaky Ninja.  Pvt. Takahashi manages to embody
the best characteristics of both to be one of the most invaluable members of
the team.  Excellent stealth and blade skills make quiet kills easy, excellent
sidearms and rifle ratings make him deadly in a firefight, and his toughness
ensures that he can last long enough to deal out damage to anyone who manages
to get the drop on him.

- Pvt. Danny Fisk
Covert Ops, US Navy
Pvt. Fisk, like Pvt. Egan, is a well-cross-trained member of the team, coming
from a Covert Ops background.  Tough, stealthy, proficient with blades and
sidearms, he's another good one to go in when you don't want to make a lot of
noise - and his expert ability with explosives gives you LOTS of options for
having fun with TNT (like setting a two-minute delay and sneaking out with the
Japanese being none the wiser until the world blows up in their faces).

Skills of the Deadly Dozen:

	         TO  IN	 BL  SI	 RI  MG	 SN  GR	 EX  FL	 MD
	        --- ---	--- ---	--- ---	--- ---	--- ---	---
Egan	         95 100	 95  65	 75  75	 95  65	 75  35	 95
Boyle	         95  55	 65  85	 85  85	 45  85	 65  65	100
LeJeune	        100  35	 75  75	 75 100	 55  85	 75  90	 65
Varriale	 65  85	100  95	 85  85	 45  95	100  30	 45
Zadrozny	 85  55	 65  85	 75  95	 55  75	 75 100	 65
Banks	         95  95	 75 100	 65  65	 65  90	 90  25	 65
DeSantos	 65 100	 55  85	100  75	100  75	 55  25	 95
Madison	         85 100	 95  55	100  75	 90  75	 65  25	 65
Appelbaum	 65  95	 65  85	 80  90	 75  90	100  30	 55
Kontoyannis	 85  85	 55  75	 80  85	 55  85	 95  85	 45
Takahashi	 85 100	100  85	 95  75	 80  75	 45  25	 65
Fisk	         85  95	 85  85	 65  65	 65  65	100  35	 85


As with DD, men are limited to eight equipment slots - a pre-loaded knife slot,
two weapons (Primary and Secondary), and three equipment slots, with two free
at the outset.  The total weight is shown in the ouftitting screen so that you
can see who is overloaded as you outfit the men.


Knife - The knife is standard-issue for all men.  It can't be dropped and
doesn't have to be chosen - it's automatically there.  If you are good at
sneaking and can approach from behind you can probably make a silent kill with
it - but be careful.

Machete - Bigger than a knife, it is deadlier and in the right hands can be a
fearsome (if limited) weapon.  Can also be used to clear vegetation.

M1911A1 Colt .45 Pistol - A common sidearm, this pistol is powerful at close
ranges.  Comes with a seven-shot clip and five extra clips.

M1 Garand - The Garand is a reliable .30 caliber rifle, one of the first
semi-automatic rifles in the world.  Fairly powerful to a very good range. 
Comes with an eight-shot clip and five extra clips.

M1 Carbine - Despite being the size of a rifle, the M1 Carbine is a sidearm
designed to replace the Colt .45.  It has a longer range but not quite as much
stopping power due to its light .30 caliber cartridge.  Comes with a 15-shot
clip and five extra clips.

M1 Thompson SMG - The Tommy Gun is a deadly weapon at close range.  The high
rate of fire and powerful .45 caliber cartridge can make mincemeat of the enemy
in no time.  Comes with a 20-shot clip and five extra clips.  Shoot sparingly,
because it eats up ammo fast.  Remember - short, controlled bursts.

1903A4 Springfield - An oldie but a goodie, this bolt-action .30 caliber rifle
is outfitted with a sniper scope and is absoltely lethal in the right hands. 
It only has a five-shot clip, but with only one shot per kill you can still
rack 'em up if you know what you're doing.  Comes with five extra clips. 
Beware the long recovery time between shots.

Browning Automatic Rifle (BAR) - The BAR is a light machine gun that eats up
both ammo and the enemy at the same time.  It's .30 caliber cartridge only
comes 20 to a clip, but the gun does come with five extra clips.  It's
recommended to have the man outfitted with this gun also bring along some spare
ammo belts to bolster the ammo supply.  It's accuracy with extended fire
decreases dramatically, so as with the Thompson SMG, short, controlled bursts
are the order of the day.

Flamethrower - does anything need to be said about this weapon?  Throws flame
and burns anything it touches.  Heavy and cumbersome, when it is needed and on
hand it pays for itself.  Use on clusters of enemies if at all possible.

Bazooka - a fantastic anti-tank/mass anti-personnel weapon.  Comes with 7 extra

Grenade - a timed-delay fragmentation explosive designed for anti-personnel
use.  You get four of these per slot you outfit.  They work wonders for
clearing rooms/small houses or surprising the enemy before frontal assault.


Demo Charge - a load of TNT plus a delay timer.  You can set the delay in
ten-second increments (default = 10 seconds), then lay it down and watch the
fireworks - hopefully from afar.  Always be sure to leave yourself enough time
to get away.

First Aid Kit - use to heal wounded characters.  The amount of health recovered
is directly related to the "Medicine" skill of the user, so it's best to let
your medic do all of your squad's healing if possible.

1941 US Quarter - bright, shiny objects that go 'clink' when they land are good
for distracting people you're about to kill...

Binoculars - a handy way for non-snipers to get a good look at faraway enemies
and emplacements.

Lockpicks - can be used to open locked doors.  It takes a few seconds to open a
door with lockpicks, so be sure the immediate area is secure before using.

Anti-Personnel Mines - just like they sound - small mines designed to take out
infantry.  Too small to damage vehicles.

Anti-Tank Mines - larger mines designed to take out all manner of vehicles.

Ammo Belt - one of the best weight-tradeoffs you will make is in picking up one
of these.  Each one of these you equip adds two extra clips to ALL of the
weapons you carry at the pre-mission outfit.  Particularly useful if you have
any of the guns with ravenous appetites for ammo such as the BAR or the
Thompson SMG.

Camera - some missions may require you to take pictures of sensitive enemy


The enemy you will be facing are tough, battle-hardened soldiers of great
skill.  Don't take them lightly.

Infantry - these men will be either in uniforms or simple, unadorned black
robes.  They may carry a variety of weapons, from the Arisaka rifle (with or
without scope) to the Type 100 Submachine Gun to the Type 99 machine gun.  Some
even carry around Type 4 Bazookas.  Don't take them lightly.

Tank crew - when you destroy a Japanese tank, one of the crewmen will crawl out
of the wreckage and attack you.  They are typically dressed in brown robes. 
Because of size considerations they will always be armed with Nambu pistols.

Pilots - you'll often see pilots near their aircraft when they are on the
ground.  They are armed with Nambu pistols.

Officers - these men are set apart by always appearing in dress uniforms
complete with cap.  They are often only armed with a pistol and a saber, but
their great skill and ability to rally the troops near them make them very
dangerous opponents.  Always make your first shot at one of these if they are


The Japanese made themselves some very nice weapons which are well worth
claiming if you happen to need them for whatever reason.  If your own guns are
running low on ammo, just plunder your enemies' bodies to get enough to make
more mayhem.

Katana, aka Samurai Sword - not just belt decorations, these high-quality
swords are deadly in the right hands.

Nambu Pistol - this, like most pistols, is better than a fist but not by much. 
Comes with an 8-round magazine.

Arisaka Rifle - this 7.7mm bolt-action rifle is a bit slow on the reload but
powerful.  The bare models are better than nothing, but not essential if you're
already well outfitted.  However, they are also occasionally issued with a
scope to snipers, and these models are well worth the trouble, especially if
your own sniper is running low on ammo.  Has a five-shot magazine.  Be aware
that the ammunition is NOT interchangeable between the scoped and bare Arisaka
rifles - you can't use clips from one for the other.

Type 100 Submachinegun - this is actually quite a fine weapon.  Has an 8mm
20-round magazine, and as with most machine guns eats up ammo quickly if you
don't watch it.  You should have your riflemen/snipers pick these up if they
get the chance, but be careful of your encumbrance.

Type 99 Machine Gun - this is the Japanese analogue of the BAR - a light,
portable 7.7mm Machinegun.  Be careful if you're on the wrong end of one of
these, but if you have a machinegunner low on ammo or just need some extra
punch it might be worth picking this up.  While the Type 99, like the BAR,
suffers from degrading accuracy on sustained fire, it is superior in one regard
- it has a 30 round magazine.

Type 4 Anti-Tank Weapon - the Japanese analogue of the Bazooka.

Type 97 Grenade - functionally identical to the American standard-issue AP
grenades, with perhaps a slight bit less punch.


You will encounter both friendly and enemy vehicles which you can commandeer
for your own use.

Scout Car - this lightly-armored Japanese vehicle provides little protection
but is fast and maneuverable.  Can carry two men.

Truck - Cargo trucks are much sturdier vehicles and can take a fair amount of
punishment before quitting.  Can carry four men.

Type 95 light tank - this Japanese tank is light compared to other tanks but
still tough enough to take out lots of infantry.  Their speed makes them quite
hard to hit with a Bazooka, so a good option is to carry an AT mine, watch the
patrol path from cover, then leave it a surprise... Carries four crewmen.  Only
one escapes if you blow up an enemy-operated tank in combat, however.

Sherman - this US tank is quite sturdy and powerful - very useful if you manage
to come across one.  Carries four crewmen.

--- IV - General Hints/tips/observations ---

- As with the original Deadly Dozen, this game was created with realism in
mind.  Unlike some other WWII shooters, you can't go blazing into a room, get
hit 50 times, and still survive long enough to blast everyone.  The one-shot
kill can happen on both sides of the game.  With this in mind, think like a
soldier.  MOVE SLOW!  STAY IN COVER!  COVER YOUR ADVANCES!  Or, if you like
that type of arcade action, set the game's damage setting to 'Arcade' rather
than 'Realistic'.  I personally like the 'immersiveness' of the atmosphere, and
so living on the edge makes the game that much more enjoyable.  Give it a
chance before dialing it down.

- Always review your objectives and mission intel carefully, and then keep them
in mind when choosing your squad and outfitting equipment.  In a step up from
the original game, DD2 will pre-choose your squad and outfit them with
recommended equipment.  You are free to modify it, of course, but the
auto-outfit seems to do a pretty good job.

- The addition of the 'prone' feature, along with the dramatic increase in
foliage/soft cover, leave you a LOT more options when making advances. 
Basically, it wouldn't be out of place to spend the entire game on your belly. 
Your stationary/covering men should DEFINITELY be under the best cover
possible, and often that is in the prone position.

- You don't necessarily have to go hog-wild picking up enemy equipment.  Don't
turn up your nose at an enemy SMG if one of your men only has a singleshot
rifle, of course, but you don't have to pick up everything out there under the
sun.  Carrying weight DOES play a factor in the game, which leads to the next

- Watch your fatigue level.  If you're doing slow, careful advances this may
not be a problem much, but run around a lot and you're asking for trouble.  If
your fatigue meter is low, stop and rest for a bit, especially if you expect
combat soon.  You also wear out faster if you are overloaded with equipment, so
ditch what you can when you're done with it.  You can see your total weight
carried if you scroll your equipment slot on-screen - and if the number is in
red, you are overloaded.  The magic number is 30 lbs - if you carry less than
this, you can run all day - carry more and you better give yourself small

- While your squad choices should be flexible from mission to mission, it's
usually a good idea to bring along a medic, a machine-gunner, and a stealth man
- and better if you can find men who can wear two hats so as to maximize your
squad's skills on the field.  (For example, you'll probably get a lot of
mileage out of Pvt. Egan, since he's a top stealth man and backup medic and a
pretty good sniper to boot....)

- Watch your cursor.  It has an enemy alert (which can be switched off for a
more challenging game, BTW) which flashes a red arrow pointing in the direction
of trouble.  Also, the four red lines around your centerpoint are your 'shot
spread' - if you are still, they are very tight around the centerpoint, making
your accuracy very high - but if you move a lot, run a lot, use sustained fire
from an automatic weapon, you will see these lines spread out.  The farther
they are out, the farther your shots will spread.  Try not to shoot on the run
and, when using automatic weapons, use short bursts and pauses to keep your
accuracy indicators as tight as possible.

- Advance in pairs if you're staking out new territory.  Always position your
pairs so that the stationary one can cover the advancing one.  Similarly,
inside a pair, be sure to order 'hold position' if you need to recon an area,
and see if you can get your stationary man to a covering position.  Try to have
your covering man be the one with a very high skill and the right weapon for
the job to maximize the skills of the squad - for example, if you have Pvt.
LeJeune and a BAR, have him be stationary and cover your advance, because his
100 skill in Machineguns is positively deadly when run by the computer AI. 
Keep this sort of skill-maxing in mind when setting ambushes too.

- Japanese tanks are quite fast, and your bazooka rounds are fairly slow in
comparison to bullets.  Be sure to lead your target adequately, or try to
attack on a straight approach (from directly in front or rear) to be sure you
hit your target.  Also, once the tank is destroyed, have your man covered, run
away fast, or switch to another weapon quickly, because one of the tank crew
will jump out of the tank and attack you.  Try to circumvent tanks or destroy
them with mines, if possible, as these tanks are MUCH harder to kill than in
the first Deadly Dozen (or in most other WWII-shooter games I've played...).

- A note on ammunition: Japanese weapons that are placed on the map (not
outfitted on a soldier) will have a full load of ammunition and five extra
clips when you pick them up.  Weapons you plunder from dead soldiers will have
only one extra clip, with the number currently in the weapon depending on
whether or not the soldier you killed had fired any rounds from that clip
before dying.  If you have the chance, wait until they reload before killing
them so that you get the most ammo from plundered weapons.  If you're using a
plundered weapon that's almost empty on its current clip (and you're an
anal-retentive type :)  ), then you should opt NOT to reload if you manage to
find a similar weapon on the map, and instead drop your current one, pick up
the new one, and then grab any spare clips you had in the one you dropped.

- Another note on ammunition: friendly characters under AI control will empty
their current clip as they fire, but if they re-load that clip does not
subtract from their spare clip total.  Keep this in mind if you are setting
ambushes or otherwise deciding who to control and who to let the AI run - give
your low-spare-ammo men over to AI control to get the most out of their limited
ammo supplies.

--- V - Walkthroughs ---

The format for each mission's walkthrough will be similar:
Enemy Strength Assessment
Synopsis of Walkthrough
Detailed Walkthrough

The items listed above in ALL CAPS are as they are given in the game.  The
other items are my personal comments and information based on playing through
the missions.  Keep in mind, though, that this game is non-triggered and very
open-ended, so the walkthrough as given is only one from many possible ways to
win.  However, the location and makeup of enemy forces will naturally apply to
any play through these missions.  Depending on your timing, any patrolling
guards may not be encountered exactly where I mention them in the walkthroughs,
but I have tried to describe as much of their patrol paths as possible so you
roughly know where/when to expect them.  Still, caveat soldier, and keep your
damn head down!


LOCATION: Philippine Islands, March 1942

BRIEFING: All right men, it's time you introduced yourselves to the Japanese.
I'm sure you'll make a lasting impression. As you know, thousands of Allied
personnel have been taken prisoner in the recent debacle in the Philippines.
Among the captives now on the Death March are some officers of particular
importance. One of them is MacArthur's nephew, an Army Major named Phillip
Preston. The General has asked me to insure his safe return. Our latest
intelligence has placed him in a prison camp not far from the coast, and it's
imperative you get him out before the Japs discover his identity. You'll be
operating well behind enemy lines, so get in fast, eliminate any opposition,
and escort the prisoner to your extraction point. An American seaplane will
rendezvous with you there. Precise intelligence on Japanese strength in the
region would be helpful, so keep a look out for any documentation. Now knock
'em dead. And remember, this one's for family.

- Rescue MacArthur's Nephew
- Locate and secure intelligence documents (Secondary)
- Get all of your men to the exit zone

Enemy Strength Assessment: The enemy forces in this first mission are fairly
light.  Through the jungle you will only find single or paired guards either on
station or walking a patrol path.  The heaviest opposition will be at your the
three main objective points - the prison camp, the location of the intelligence
documents, and near the exit zone.  There you will find several guards of
varied makeup.  The prison camp also has an officer on station and has two
snipers in guard towers.  However, you won't have to face any pillboxes or
enemy armor.  Simple anti-personnel weapons should do fine through this
mission, including at least one sniper and one machinegunner.

Synopsis: You start in the middle of the map that is shaped like a triangle
with a point to the north and the other two points to the southeast and
southwest.  Proceed north to the prison camp to rescue MacArthur's nephew, then
southeast to retrieve the documents, then west to the southwest corner to the
dock where the Catalina seaplane will fly you back to base.

At the start of the mission you are slightly to the west of the middle of the
map, immediately south of a small river that runs east-west through the middle
of the map.  Crouch, then creep your men slightly north-northwest until you
cross the river, then take cover on the north bank.  You should see the main
thoroughfare proceeding north from here.  Proceed in cover by pairs a little
farther north until you are faced with a choice of either continuing north or
heading east.  The east passage will bring you against slightly less
opposition, so head east with your sniper or stealth man - SLOWLY.  A very
short way east from this first intersection you will see a gully begin to form,
and just east of this is a Japanese soldier in cover in the gully.  Creep
slowly and snipe him out or draw him into an ambush, then proceed carefully
farther east.

A short way east from the first opposition you will see the jungle open up to a
fairly large clearing.  The gully you are in runs along the southern edge of
this clearing, then proceeds south/southeast back towards the beach.  North of
this gully the clearing splits into two northern passages, the western one
proceeding north to the prison camp and the eastern one continuing east to
nowhere.  Creep under cover towards the western north opening, and watch for a
patrolling Japanese soldier whose patrol circuit covers this passage.

After taking out this patrolling guard continue north, again by pairs and
staying in cover - you will most likely encounter yet another guard as you near
the top of a hill, and likely in sight of the prison camp.  Start a ruckus too
close and you'll be in trouble unless you're set up for an ambush, so consider
the silent kill or snipe from an extreme distance.

As you approach the prison camp from this position you will see a guard tower
with a machinegunner to the east of an opening in the fence.  This fence
opening is patrolled by another guard.  Beyond this gate, farther inside, you
may just be able to make out an officer near a hut that has a prisoner inside -
MacArthur's nephew.  Farther west, out of sight for now, are two more guards
near the southwestern opening in the fence, another guard on the northwestern
opening in the fence, and another machinegunner in a guard tower outside the
north side of the camp.  Fortunately, you are positioned well to deal with the
enemy if you can take out the closest tower guard and fence guard without
alerting the rest of the camp.  Snipe them both from as far away as possible,
then bring your men forward in pairs to cross-fire the fence opening from cover
on the tops of the ridges that are just outside this fence opening.  If anybody
else is alerted you are perfectly set up to take them out easily.  If nobody
else is alerted, then bring your pairs closer to flank the fence opening.

If he isn't dead already, snipe the officer in front of the hut on the far side
of the camp, then bring your men inside.  Just inside, to your right, is a set
of crates and barrels which you can take cover behind to cover the rest of your
advance across the camp.  Put a sniper and a machinegunner here as they're your
heaviest hitters for stationed gunners.  Your stealth man should proceed
towards the northern houses, while your last man can either join the other two
covering men or get behind the southern house (just left from this fence
entrance) in case anyone tries to rush your position.  Your stealth man should
hug cover as he circles the northern houses to snipe or otherwise take out the
northern tower guard and any other stationed guards around.  Be sure he has an
SMG of some type because the enemy may try to circle the 'wrong' way around
buildings and surprise you from behind.  If you're careful, though, your men
should be albe to kill all opposition in the camp easily.  Don't walk into the
easternmost northern hut to free MacArthur's nephew until you have cleared all
opposition out of the camp.  You should also take any Japanese weapons you wish
(those Type 100 Submachine guns are nice weapons :)  ) and stock up on health
kits if you need to - there are a couple in the southern hut.  Once you're
stocked up and ready to go, head back out the way you came.

Proceed south out the same entrance you came into camp from, but be careful
once you get near the big clearing - there are two Japanese reinforcements in
the gully on the south side of the clearing, and then farther down the
southeast passage are two more stationed guards.  Fortunately, if you're quiet,
you can take out the gully guards without alerting them - sneak your stealth
man south, stop before peeking over the ridge into the gully, then chuck in a
grenade and switch to your SMG - if the grenade doesn't kill them, Mr. Thompson
or Mr. Browning will do nicely.  After that, set up your machine/SMG gunners in
the gully facing the southeast opening, then have your sniper take one of the
SE guards out from a distance and then race back to cover.  Your covering men
should make short work of the other guard when he runs to investigate.  Once
they're dead, proceed quietly southeast - this will take you near the river you
first crossed at the start of the mission, but farther upstream.

Once you get to about the position that those guards were stationed you will be
very near the river and also near earshot of two guards who are near the river
crossing.  A three-pronged approach might be best, with your men proceeding
middle/left/right slowly and in cover until you take out both guards and get to
the river.  You should be able to cross with no problem, but almost immediately
after crossing there is another guard walking a north-south beat on this
passage south of the river.  Be quiet, creep on your belly, then take him out
and get the rest of your men across.

As you proceed down this southern passage you will see it open up to a fairly
wide area - again, that three-pronged approach might be best - have two
riflemen/snipers on the sides, one on each side, with your heavy machinegunner
in the middle, and leapfrog forward slowly.  You will encounter at least one if
not two guards walking north-south beats on this passage.  When you start to
see the vegetation thin out you will be near the beach.  You'll see a shack to
the southeast of the opening onto the beach, with two guards near the shack and
another in earshot on a dock just past the shack.  There's also a guard on the
ridge just to the west.  With your western sniper and machinegunner stationed
slightly forward they should be able to easily take out anyone you draw into an
ambush by sniping with your easternmost forward man.  Once these guards are
dead take a man to the shack and go inside to retrieve the documents.

The exit zone is straight west from here, where a US Catalina seaplane is
parked at a dock near a guard house.  As you proceed west there is a single
guard stationed in the sand about halfway between both docks.  Just beside the
exit zone dock is a guard house with two guards stationed in front, and then a
short way up the passage proceeding north from the shack are two more guards. 
If you're too close when you try to snipe out the house guards you will alert
the others, so be careful.  The best approach is to have all of your men stick
to the ridge, in cover, sniping the lone guard in the middle of the beach. 
Then, have your machinegunner and rest of the squad on the ridge ready for
guards from both the house and the passageway, then snipe out the house guards
from behind a tree.  If they get too close, your other men are ready to take
out all comers.  Once everyone is dead, just run for the dock - Mission



LOCATION: Rabaul, New Britain, Solomon Islands, June 1942

BRIEFING: Our next target is an ammunitions yard on New Britain. The yard lies
on the outskirts of the Japanese port of Rabul, their base of operations in the
Solomon Islands. Approach the yard through the jungle, set explosives in all
three munitions buildings, and keep an eye out for a cargo manifest. We'd like
to know just what has been passing through that yard. For your extraction,
repossess a captured American MTB boat along the quay and return to base. We've
been wanting to recapture that boat for some time. One more thing: the officer
in command of the garrison is a known war criminal named Tako Sugahara,
responsible for the deaths of hundreds of innocent civilians in Manchuria.
Before you blow the munitions, find him and relieve him permanently of his
command. To be frank, gentlemen, this is the mission's primary objective. It is
also the only objective that does not officially exist.  Good luck. entlemen,
this is the mission's primary objective. It is also the only objective that
does not officially exist. Good luck.   nly objective that does not officially
exist. Good luck.

- Relieve Sugahara of command
- Destroy Munitions Building #1
- Destroy Munitions Building #2
- Destroy Munitions Building #3
- Find the Cargo Manifest (Secondary)
- Get all of your men to the exit zone

Enemy Strength Assessment: A bit tougher than the previous mission.  Overall,
there are fewer men, but they are much more clustered and strategically placed. 
There are only two ways into the docks and both are guarded by multiple men.  A
couple of officers are stationed in various places, thus bolstering the
defenses that much more.  Again, though, the only opposition is infantry, so
all you'll need are small arms.  You WILL need dynamite to blow up the
munitions buildings, but you can get away with only two charges as two of the
ammo dumps are close enough together to be blown up with just one charge.  To
complete the secondary objective you'll also want someone with lockpicks.

Synopsis: You start in a little jungle grove just off the main north-south road
to the docks.  Proceed to the road, then north, clearing all opposition.  Once
at the docks, start at the east for easier base access and proceed west,
killing all opposition.  This has the advantage of clearing your exit zone
first.  Once everyone is dead, blow up the buildings and make your escape.

You start in a little jungle grove, facing west.  Just barely out of sight is a
road running north-south that will take you to the docks.  There is no
opposition at the road, but just out of sight north from your road access point
is a small warehouse on the west side of the road that has four guards
stationed.  A sniper and officer are in front, a submachinegunner is to the
north out of sight but within earshot, and another submachinegunner is upstairs
in the warehouse.  Just as you get to the road, order your men to hold fire
while you set an ambush.  Have your riflemen and machinegunner in cover aiming
at the warehouse, then have your last man simulaneously snipe one of the guards
(preferably the officer) and give the order to fire at will.  They should make
short work of both the immediately visible guards and the ones who run to
investigate.  If the guard upstairs in the warehouse is not drawn out you can
simply snipe him out or hand-deliver him a grenade from inside the warehouse.

At this point you will have secured a small japanese scout car, but you really
don't need it for this mission.  Gather all your men back outside the warehouse
on the east side of the road and continue north.  After a short trek you will
see the ridge you are on open up and descend to an east-west road, some stacked
crates, a guard shack, and the southern fence border of the docks.  The guard
shack has a guard in it, but the only openings are windows to the east and west
and a door to the north, so he's not an immediate threat.  However, to the east
of this shack are some stacked crates with a guard patrolling, so he needs to
be dealt with, either by sniping or ambush.  Once he's dealt with, get your men
to the crates, behind cover facing north, and send one man to take out the
guard in the shack.  The noise here will alert a guard at the fence opening
north of the crates, but your stationed men should take him out with no

Once these guards are dead, you can get inside the docks.  From the prone
position your men will be totally hidden if they are behind the railroad tracks
(which are on a slight ridge).  Put your sniper just on top of this ridge and
snipe out any guards you can see inside the fence opening - there is a
submachinegunner to the east, and just west of him is a stationed officer. 
Once those two are cleared out you can get all of your men inside the fence and
behind cover, facing west.  You will see a two-story building to the east of
this entrance, but nobody is inside it.  West from here is where all the action

The docks here have crates, shacks, and other assorted hard cover along the
north and south edges, with the middle being an open area.  Split into pairs
and have your men behind cover on the north and south sides, facing in towards
the middle and towards the west.  Leapfrog west towards a fence running
north-south that cuts off the barracks and the general's quarters.  The middle
area will open up to a very wide, open area being patrolled by walking guards
on the north and the west sides.  Proceed carefully and take them all out. 
Then, using a sniper, look across to the fence opening near the general's
quarters to find a guard patrolling the front of that building, and take him
out.  Then, it's all up to your stealth man...

Sneak him west, inside the fence opening, then take cover behind the general's
building which is just inside the opening.  Far to the west from here is a
patrolling guard in front of the first munitions building.  Southwest from your
position are two barracks buildings housing a total of four soldiers.  Then, of
course, is the general inside the small building you are next to.  The only
openings are windows in the south and west walls and a locked door in the
south.  You will need to snipe the westernmost patrolling guard from behind the
general's building, then wait to see if you alerted any of the barracks guards
- they SHOULDN'T be alerted, but if they are you should have enough empty space
between you to take them out easily.  If they don't come out, you'll deal with
them shortly so don't worry about them.  Just shoot through the window to kill
the general, or shoot it out and chuck in a grenade, or pick the lock then
immediately dodge when the door opens and kill the general.  The cargo manifest
that is your secondary objective is on a table inside this building as well -
it glows, so you can't miss it.  If you didn't alert the barracks guards, you
can enter the quarters after killing the general, then snipe through the
western window to kill most of them inside their barracks.  One is at an angle
that you can't snipe from here, so kill everyone you can and then rush the one
building to take him out.  Then, bring in your demolitions expert and blow up
the first munitions building which is on the west side of this open square.

The last two munitions buildings are north from the general's quarters past
some heavy enemy resistance.  The fence circling the general's quarters has an
opening just to the north of the quarters, facing a two-story building.  This
building is locked and has a guard in a room on the ground floor on the north
side of the building.  Just outside the window to this room is a pile of
lumber, but shooting from this position will alert the guards north of you -
there are a total of four guards (one rifleman, two submachinegunners, and an
officer) near the munitions buildings to your north.  You can set an ambush if
you think you can sneak all your men to the lumber pile without alerting
anyone, or you can set the ambush on the south side of the building, then
trigger it by killing the guard in the house and running quickly to the south
side.  Or, if you're daring, you can try the stealth kill by picking the lock,
rushing the house guard with a knife, then sneaking in and sniping the guards
out from the upper story.  However you do it, take out all of those guards,
then have your demo man blow up the last two buildings.  If you've followed
this walkthrough, all of your opposition is dead, so simply head back south and
then east to the PT boat/exit zone - Mission Accomplished.



LOCATION: Guadalcanal, September 1942

BRIEFING: You've made short work of your objectives so far. Now it's time for
an uphill battle. You're going to join the fight on Guadalcanal-- a campaign
that may turn the tide against the Japanese. Marine reinforcements are catching
hell from a pair of heavy guns on a bluff overlooking the beaches. We have to
knock out those guns so the Marines can get safely ashore. After going ashore
on the far side of the island, penetrate the interior and work your way up a
series of ridges to the guns on the high ground. Enemy snipers and light
artillery defend the approach--the Japs aren't taking any chances. When you
reach the summit, wipe out the garrison and silence those guns. God speed, men.

- Destroy Heavy Gun #1
- Destroy Heavy Gun #2
- Destroy Artillery #1 (Secondary)
- Destroy Artillery #2 (Secondary)
- Destroy Artillery #3 (Secondary)
- Destroy Artillery #4 (Secondary)
- Get all of your men to the exit zone

Enemy Strength Assessment: Quite strong.  You're assaulting a fixed position,
with interlocking fields of fire for stationed guards and several enemy
patrols.  Many Japanese soldiers are dug into wooden pillboxes strategically
placed at important access points, and many of those pillboxes are covered from
farther away by snipers hiding either in the brush or on the high ridges
overlooking the lowgrounds.  Each of the secondary light artillery guns is
guarded by two to four men, with other supporting emplacements or patrols not
far away.  Moreover, the flatlands are covered with thick vegetation in spots,
perfect hiding places for stationed guards and snipers.  You better move slowly
and quietly if you want to make it very far.  You'll definitely want one sniper
along, at least, and at least two men who are good at infiltration.  And since
you're blowing up big artillery guns, a demolition expert is a must.

Synopsis:  You start at the south end of the map, on low ground between ridges. 
The low ground you are on continues north and then in a very large circle
around a large moutain in the middle of the map, with high ridges and plateaus
around the outside along the south, west, and east edges.  The ridge with your
primary targets, the large naval guns, is to the northeast of the large central
mountain.  You will see on the map where the secondary artillery guns are.  You
should proceed north to the big circle, then circle it to the east then north
to take out the closest gun on the outside ridge, then send a team up the
central mountain from here to take out the two guns there, then you can take
out the last light artillery and make your assault on the main ridge and two
heavy guns.

Crouch almost immediately and creep slightly forward until you are in cover
behind a large log.  If you send a point man just around this log you should
see a small log bunker hidden behind some bamboo just ahead.  There is a Type
99 machinegunner inside this bunker, and there are two stationed riflemen
within earshot when you start trouble.  Furthermore, the heavy foliage in front
of the bunker makes sniping difficult.  Your best bet is to take a stealth man
and see if you can knife the bunker guard, then hunt out the nearby guards -
or, at worst, set covering men and take out the bunker guard with a grenade or
gunfire.  Once this immediate area is taken you will have a spare Type 99 to
use for later if you need it and a fresh Arisaka rifle with scope just outside
the bunker (complete with five extra clips).  With all the sniping you'll be
doing later, you'll want to hang on to this.

As you proceed north from this bunker you will see the ground open up straight
ahead to the north and out to the east/northeast.  Ahead of you is the first of
two smallish mountains with a sniper on top - snipe him out from as far away as
you can manage to avoid alerting any of the patrols.  Proceed east/northeast by
pairs, with a fair amount (20-30 yards) of separation for effective crossfire. 
Once you get near the southeast corner of the first small mountain you'll see a
second one with another sniper on top - you know what to do...  A stationed
guard is fairly far off to the southeast of this mountain and may be alerted,
but I'm sure you remembered to put your other pair of men off to the southeast
of your forward sniper team to take care of this eventuality, right?

Proceed northeast again to circle around the southeast edge of this second
mountain.  As you get to the eastern side of it you will be able to see the
first rise of the large central mountain just ahead/north of you.  Also, if you
step away from the mountain a little bit you might see a second sniper on top
of the second small mountain, facing to the east/northeast.  Also, straight
ahead of you about halfway up the large mountain is another laying-down sniper
facing off to the west.  Snipe both of these out so that your way around the
eastern side of the large mountain will be secure.  Proceed north-northeast

You'll see from the map that the central mountain is thin on the southern tip
and heads straight north, then enlarges to the east just as the outer ridge of
the map juts inward, to the west.  This bottlenecks the field you are on to the
north.  Overlooking this bottleneck is one of the secondary artillery guns on
the ridge to the northeast.  On the flatland just west of it is another log
bunker with a Type 99 Gunner inside, and posted on the first ridge above and
behind him is a sniper.  Guarding the Artillery gun is another Type 99 gunner
behind some sandbags, and one more stationed guard and a patrolling guard are
farther back from the ridge edge, out of sight from the ground.  As you head
north, you should stick to the middle of the field near the bushes/rocks there,
as this will protect your advance from the bunker/sniper.  Have your own sniper
on point and take out the Type 99 gunner near the artillery cannon.  Then, have
your stealth man sneak around the west edge of the rocks on his belly where he
can circle the side of the log bunker to the rear and score a silent kill - if
you make noise the sniper on the ridge above and behind will be alerted.  After
the bunker is dealt with, take out that sniper, then send a man up the ridge
face-on towards the artillery gun.  Take cover near the top and let both the
stationed guard and the patrolling guard come to you to get killed, and then
blow up the gun and rendezvous back at the log bunker on the plain below. 
Secondary Objective completed.

The next two artillery guns are on the central mountain you are near, with one
straight above you to the north and slightly west, and another at the
easternmost point of the mountain as it continues jutting out towards the east. 
You should take a stealth man north, progressively climbing up the side of the
mountain as he heads north until he is at the top and atop large boulders. 
Creep forward slowly until you get near the point marked on the map - there is
a large boulder easy to climb onto that hides you well and affords you a great
attack position on this gun.  Again, two guards guard this gun, with another
patrolling off to the east/northeast and another farther off in that direction
who will hear when the commotion starts.  If you're good you can take this gun
solo, provided you have an SMG and some grenades.  Chuck a grenade at the gun
to take out both guards there, then spray them with SMG fire if any survive. 
Stay low and on the western side of this boulder, as this will protect your
flank from the patrolling men to the northeast of you.  Once the gun guards are
dead just stay hidden and peek over until the guards get near enough to hose
them down with SMG fire.  Then, bring up your demo man and blow that gun to
pieces.  If you exhausted your grenade supply there are a few Japanese grenade
here for the taking, along with all the weaponry from the dead soldiers and
even a fully loaded Type 99 (if your machinegunner is low on ammo).  Secondary
Objective completed.

Next, creep your sniper up to the second plateau, which you will see on the map
is the same level as the easternmost gun on this mountain.  Stay near the ridge
edge as you creep forward until you get to a chokepoint with a big boulder on
the plateau and a small boulder on the ridge edge going down.  From here you
have an excellent sniper's view of the last gun and its two guards - a sniper
behind some sandbags and a stationed guard right by the gun.  They're far
enough away that you could probably snipe both, or you can just snipe one and
hide an ambush behind the boulders.  Once they're all dead, consolidate your
team, get to that gun, and blow it up.  Secondary Objective completed.  You'll
also be rewarded with a few health kits and a fully-loaded Type 100 SMG.

There's one last secondary artillery gun to take out, and it's on the southern
point of a second large mountain just to the northwest of the main central
mountain.  You might need more dynamite by this time, though, but fortunately
the Japanese have left enough of it lying around if you know where to look.  On
the northeast corner of the central mountain is a log bunker guarding towards
the north that has two dynamite charges inside.  If you stay near the ridge
edge and head straight north from this third gun you just blew up you should
find it easily - creep north towards some boulders, and just through a passage
between two boulders you should see the rear of the bunker.  Just off the ridge
to the east is a pair of SMG patrolling guards, though, so advancing can be
tricky.  Set your men on the boulder ridge for covering fire, then creep a
stealth man forward on his belly to take out the bunker guard.  Your covering
men will make short work of anyone advancing on you as you advance on the
bunker, so your only decision is how close you want to get before popping the
guy in the bunker.  Once all these men are dead, don't consolidate yet - your
gunfire will have alerted a sniper on the main naval battery ridge across the
valley to your northeast - snipe him out, then you will be relatively safe
enough to grab the dynamite and begin your advance on the last secondary gun.

As you descend the ridge to the northwest of this bunker you should be able to
look west and see the last secondary gun on the point of the mountain just west
of you.  One stationed guard is visible behind the sandbags, so snipe him, then
gather your men on the plain just below the rise.  There is a sniper behind
sandbags on the far side of the hill from where you are now, but he's facing
the wrong way, so a quiet ascent won't alert him.  There are some patrolling
SMG men north of this gun, so position some gunners to guard that way before
you snipe out the sniper.  Once the patrolling men are dead too, gather the
goodies (more dynamite and First aid kits) and blow the gun.  Last Secondary
Objective Completed.

Your last two objectives are the two primary objectives, two large naval guns
on top of the northeast ridge of the map.  These guns are heavily guarded and
have a controlled approach up a ramp to the north - and are very vulnerable to
a rear assault if you don't mind a bit of mountain climbing.  Go back to the
northeast log bunker on the central mountain so that you can see the northeast
ridge.  Head straight east, across the valley, and once at the foot of the
ridge start climbing it as you circle it around to the southernmost area you
can get.  As you near the top you will begin to see the ring of snipers that
are stationed around the edge of the top plateau, so creep carefully, leading
with your sniper and clearing your initial approach/landing on the top.  Once
there, get the rest of your men there as well, then circle the edge again,
taking out every sniper you can get.  You should finish up slightly northeast
of the log bunker on the central mountain.

At this point you're ready to begin the assault on the mountaintop, which is
still one more plateau level above you.  On the south/southwest edges of the
mountaintop you will notice a wall that circles the encampment atop the
mountain.  The wall ends at the westernmost point of the upper plateau and will
make the perfect insertion point.  Creep your men up the top, then set an
ambush just around the corner of the fence - you will see a hut right at the
corner of the fence, so set your men to guard both ways around the hut, then
look north across the plain to a bunker on the west edge of the top level, just
barely in sight.  You should be able to snipe the guard inside, and then the
rest of your men will take out anyone in earshot who comes to investigate.

Creep around the (left) side of the hut towards the front, carefully, as there
are two men (an officer and a guard) in front of the hut who might not have
been alerted.  Take them out, then move to a low shed just east of the hut and
to the large bunker just east of that to claim all the goodies there - more
first aid, grenades, and another Japanese rifle.  At this point, there's just
one more rise to your north.  One log bunker is visible through some light
trees atop a small rise across from the buildings you are in, and farther
northwest is another one just barely out of sight.  North of this second bunker
is a sniper tower.  Northeast of these two huts are the two big guns.  A mass
frontal assault would probably be best, since there are three guards within
earshot of the rise to the top.  Creep your men, all four, slowly in the grass
up the hill, and your machinegunner and SMG men should make short work of them. 
As you head up the rise, try to gather/head towards the nearest log bunker, as
that makes the best place to start.  Just around its east side you should see
the second large gun with one stationed guard - snipe him out.  Then, head
along the last rise on the west to snipe out the sniper tower and the guard
near the first gun.  Once all of these men are dead, you will have four more
health kits and enough dynamite to blow up both guns - just blow them up and
gather back on the lower plain near the first mountaintop buildings you took
out.  Primary Objectives completed.

The exit zone is in the plain at the foot of the ramp out the north side of the
camp (you may have noticed this ramp down when you took out the tower sniper). 
There are two guards halfway down this ramp, and three more on the plain at the
bottom, guarding the exit zone.  You can rush them all straight down the side
of the mountain, avoiding the ramp guards, or you can snipe them out from the
mountaintop first, but take them out then make a run for it.  Mission



LOCATION: Guadalcanal Island, October 1942

BRIEFING: Back to business. The Marines are planning an air assault on the new
Japanese airfield under construction on the other side of the island. While
Marine Hellcats pound Japanese forces in the vicinity, we want you to
infiltrate the airfield, disable any Zeros you find on the ground, and seize
the new control tower. Two Marine rifle companies will cover your flanks and
mop up any remaining resistance. As always, you'll be the leading edge of this
operation, so keep it tight and by the numbers. The Japs need this airfield if
they hope to keep a grip on Guadalcanal, and they won't give it up easily. When
you've accomplished your objectives, get to the extraction point. One more
thing; there may be some documentation on a new Japanese warplane in
development. Keep an eye out for it as you proceed. 

- Destroy Zero #1
- Destroy Zero #2
- Destroy Zero #3
- Destroy Zero #4
- Capture Tower
- Locate documentation on experimental aircraft (Secondary)
- Get all of your men to the exit zone

Enemy Strength Assessment: Pretty tough resistance should be expected.  The
enemy have a well-dug-in position with many infantry patrols, sniper/guard
towers on the base perimeter, and two light tanks on patrol (one on the
perimeter road outside the fence, one on a loop around the inside of the base). 
You'll definitely want to bring a heavy weapons expert with a Bazooka along,
or, because of the long patrol paths of both tanks, you could do with two AT
mines instead.  Also, don't forget a demolitions expert or the dynamite. 
Beyond that, you'll have a lot of infantry to deal with so the standard array
of machinegunners/stealthmen/snipers should be in your team as well.

Synopsis: You start in the jungle just slightly southwest of the SW corner of
the airfield.  The airbase is circled by a fence with the only opening in the
middle of the east side.  You will circle the perimeter, taking out any
resistance you can (especially the tower guards), sneak inside, then blow up
the Zeros in the NW quadrant of the base.  The exit zone is down the road that
continues east from the base entrance.

You start in a little jungle clearing/depression southwest of the airfield. 
Get under cover, then start creeping forward and onto the rise to your left. 
Just ahead you'll see the jungle start to open up as you get near a small shack
with a porch.  A guard is outside the door to it, ripe pickings for a sniper. 
Try to do it from a range so that nobody in the airfield is alerted.  Creep
forward and claim any of the goodies in the shack you may need (an Arisaka w/
scope and some First Aid Kits), then get ready to start cracking the airbase

Get three men into cover near the crates just to the north of this shack, and
then take your sniper out to the porch of the building.  Through the scope you
should be able to look straight east and see some men patrolling, a guard in a
tower, and a truck stationary on the loop road which circles the base outside
of the fence.  A Type 95 tank also makes a patrol loop through here on that
road, so watch out for him, and wait for the tank to pass well out of sight
before sniping out the guards.  Then, on the next loop, you can have your HW
expert take out the tank.  Beware that a crewman will come out of the tank and
attack you with a Nambu pistol once the tank is destroyed, so either switch
quick to another weapon or have your HW man covered.  (Or, if you brought an AT
mine, just lay it and watch the fireworks. :) )

Once the tank is dead, you can sneak across to the shack near the SW corner of
the airbase and claim a few more goodies before proceeding.  Your best best at
this point would be to completely clear the perimeter of its tower guards - you
can split your team into pairs and send them opposite directions around the
base, clearing out the towers as they go.  If you only have one sniper, send
him with the team that goes around counter-clockwise, east along the south side
then north to the base entrance - there are more sniping opportunities that
way.  The clockwise direction up the west side, across the north, then down to
the entrance is much easier for a sniper-less team.

The clockwise team will face two or three towers before reaching the NW corner,
a corner tower, then across the north side another tower in the middle of the
field, and another corner tower at the NE corner.  Try to shoot from across the
road when clearing these towers, especially the NE tower, so as to avoid
alerting any guards inside the perimeter.  If you must get close, try to use a
sidearm like the M1 Carbine or the Colt .45 so that the noise isn't so loud, or
if you think you can make it you can use a knife or machete and go for the
silent kill.  After the NE corner there are no more towers until you get to the
base entrance on the east side, but that's better handled from the other team,
so hold position at the NE corner, in cover and away from the base.

The counterclockwise team will encounter a guard tower in the south side of the
perimeter, then two as the road makes two jogs at the SE corner of the base. 
Try to snipe each one from as far as possible.  Also, you will be able to see
inside the base once you're in the middle of the southern edge - you may even
be able to see the control tower.  If you wait for the tank inside the
perimeter to pass, then you should be able to take a clear shot at the tower
guards - a Type 99 gunner and an officer.  If you kill the officer that will
complete the Primary Objective of taking control of the tower.

After rounding the SE corner of the base, heading north, you will see some
opposition as you get near the base entrance - when you are in sight of the
tower by the entrance, you will also see a small house on the east side of the
road, across the perimeter road from the base.  There is a Scout Car parked
outside.  Have your cover man well-placed when you snipe the tower guard,
because two pistol-wielding guards are inside the base in earshot and will
attack when they hear you kill the tower guard.  Once those men are dead, sneak
to that house to the east and kill the officer inside.  You will find more
first aid, some grenades, and two loads of TNT.  Switch to your NE corner team
and consolidate your position at the house, then get ready to rock that base to
hell and back.

The road that enters the base through the east gate proceeds straight west
between a hangar to the south and a set of hangars to the north.  The zeros are
to the NW, in front of those northern hangars.  The interior tank passes along
the west of the southern hangar then proceeds north up the road between the
northern hangars and the planes.  There are several guards near the zeros and
hangars to the north, which may complicate things if you plan on ambushing that
tank.  It's probably best to wait for the tank to pass, draw out the nearby
guards, then blast the tank on the next loop.  The ridge just inside the gate
on the north side of the road is a good place to hide your
riflemen/machinegunners, then you can get a sniper on the south of the road
near a small rise just north of the hangar there.  From that southern side he
has a good angle at any guards near the closest Zeros, and when the guards near
the closest hangars investigate the men on the ridge can take them out quickly. 
Once those men are dead, have your HW man hiding behind that same small rise as
the sniper - the tank passes north right past this rise, and the rise will
provide cover so that you can flank it or get behind it as it passes.  Beware
heading too far west from here, though, as some more guards are just out of
sight to your west from here, both near and just past a destroyed AA gun that
you should be able to see.  (Or, if you decided to go the AT Mine route, just
watch it's patrol path as it passes the southern hangar, then lay it so it gets
blasted on the next pass.)

If you sniped out everyone in the control tower earlier then you can forego
heading south, but for completeness' sake, or to pick up some more goodies (a
Type 99 MG, more grenades/first aid, etc.), you can take the tower complex now
before conquering the Zeros.  The tower is just to the west/southwest of the
southern hangar, with a small rise between the two.  The tower area is circled
by a fence with an opening to the west.  Just south of the tower is a small
guard house with some goodies inside, guarded outside by one soldier and an
officer.  Just west of the tower area, across a road, is a set of crates with a
pistol-wielding guard running around.  Northwest of those crates is another of
those AA gun emplacements with a guard near it.  You're probably best off
sneaking up to the east side of the fence around the tower area to take out the
guards there, then sniping out the other guards in the area.  Head into the
tower area and pick the lock to get the goodies inside the shack, then climb
the tower (good vantage point for a sniper.. hm... :)  ) to get the Type 99 and
other goodies.  Once finished here, circle back out and north to begin the
final assault.

Get your men to the intersection of the base entrance road and the road going
north past the Zeros and hangars.  Each of the Zeros has a pilot/guard near it
(with a pistol), and the hangars have a couple of infantry (unless you already
drew them off earlier).  There are three hangars going north - the first two
should be clear of opposition, but the northernmost hangar, a bit farther away
from the first two, has two guards and an officer in front of it.  From the SW
corner of the hangar area you should be able to take out the guard on the
second Zero, and by creeping slightly farther north (almost to the fence
entrance to the hangars, near some timber piles on the ground) you can take out
the third Zero's guard.  Then, get your men inside the hangar fence.  Some
small crates are in front of one of the hangars, and they make a perfect place
to set an ambush for those northern guards - get two machinegunners/SMG'ers
under cover there, then set off the ambush by sniping the officer and running
into the nearest hangar.  Your men should make short work of them, thus
clearing the way to snipe out the last Zero guard.  At this point you are
basically all-clear to completely finish the mission.  There are some guards
stationed on the western edge of the base, west of the Zeros, but they are too
far away to hear so long as you don't go any farther west than the Zeros.

In the southern two hangars are some dynamite, grenades, and a Japanese
bazooka.  In the northernmost hangar are a Type 99, some more health kits, and
the plans for that experimental plane (your Secondary objective).  Between what
you've equipped and what you've discovered you should have enough explosives to
take out all four zeros - with a demo expert, one charge per plane will do the
trick, or just blast them with the bazooka (you only have seven rounds, though,
which may not quite be enough if it takes two rounds per plane).  Once all four
zeros are dead, just head south, out the base to the east, and down that road
until you see the magic words: "MISSION COMPLETED".



LOCATION: New Guinea, December 1942

BRIEFING: Well, Guadalcanal is just about wrapped up thanks to your efforts.
Now we need to bail out the Aussies on New Guinea. Fierce fighting on the
Kokoda trail has locked up Australian AIF forces for weeks. As we speak, the
Japanese are landing reinforcements to the north. Deep in the jungle, they have
completed construction of a bridge that will allow these reinforcements,
including armor and elements of the feared South Seas Detachment, to flank the
Australian position. We can't allow that to happen. You'll parachute into a
position south of the bridge, find the riverbed on your map and move north.
Work fast, as you'll need to wire the bridge for demolition before the Japanese
column's arrival. As ever, surprise will be your best ally. When you've
destroyed the bridge, fall back and rendezvous with the AIF. eye out for any
staff cars. The more officers you eliminate the better. As ever, surprise will
be your best ally. When you've decapitated the column, fall back and rendezvous
with the AIF.

- Blow up the bridge
- Eliminate any officers you see (Secondary)
- Get all of your men to the exit zone

Enemy Strength Assessment: Strictly in terms of numbers, your opposition is
pretty weak - scattered single and paired infantry, both stationed and on
patrol, with no armor, only one officer, and only four guard towers.  However,
this is a dense jungle surrounding a river basin, and the enemy know the
terrain thoroughly and are placed accordingly.  It will actually be pretty
tough to get through this unless you're especially observant.  The snipers are
on ridges, behind rocks, in brush... everywhere you don't expect them to be. 
Also, most of the stationed guards have overlooking snipers.  Definitely look
before you leap.  Your stealth men will be getting quite a workout.  Aside from
an explosives expert with one or two loads of TNT, all you really need are
quiet men with rifles and sniper rifles.  The M1 Carbine should be a pretty
good choice, since it's more quiet than the M1 Garand and thus won't alert
surrounding enemy.  Some men good with blades should be considered as well...

Synopsis: You will proceed from the starting position west to the river basin,
then follow the river (basically) straight north.  There is a small camp with
buildings on both sides of the river just south of the bridge.  Clear out the
camp, then proceed up the ramp to the east, take out the opposition on and
around the bridge, get to the west side near the exit zone, then blow up the
bridge and exit west.

The centerpoint of the map is the river and basin which runs north-south
through the center of the map, snaking back and forth between large rises. 
There are a couple of areas where you can take a 'side road' to bypass sections
of the river, but they're not necessary.  You start on the east river bank at
the SE corner of the map.  You must proceed straight west to get to the river. 
Get under cover, then start leapfrogging a pair of stealth men up opposite
sides of the road.  Just ahead from the starting position is a patrolling
sniper on the south side of the road - pop him.  A short ways past him you will
see the depression you are in start to descend to the river, with a small
clearing to the north.  A stationed guard is there ripe for the sniping.  Snipe
him out, then sneak a sniper to the edge of the cliff looking west over the
river basin - at the foot of the cliff, where the depression meets the
riverbed, you will see two guards - one is stationed, one may be on patrol. 
Watch and take them both out, after you determine where they both are so you
don't get flanked.  Then, you are ready to consolidate at the river basin and
begin the long trek north.  Rather than the standard 2-and-2 formation, it
might be best to have a triple-man leapfrog on the basin with a stealth/sniper
on the cliffs above, providing high cover and watching for high snipers.

As you start north your team will be on the east side of the river, but it's
somewhat advantageous ground/cover-wise to cross the river a couple of times as
you head north, adhering to the 'straight-line' principle as you head towards
the bridge.  This first segment of the river heads north-northwest until it
curves sharply to the east to go around the east side of the first of two large
hills.  Just as the river makes this curve is the best position to make your
crossing.  From your initial position at the river, leapfrog your ground team
and cliff-man up to this point, sniping/ambushing any opposition you see.  Take
your cliff-man forward first, then leapfrog your ground team even
(north/south-wise) with the cliff-man before proceeding again.  The eastern
cliff you are on ends up overlooking a couple of stationed and patrolling
guards on the east side of the river, so snipe them out.  Near the first
river-curve, the cliff you are on will also curve to the east.  Go belly-down
and creep eastward until you find a sniper on the top of this cliff, facing
north.  Once he's taken out you are clear and at the proper position to make
your river crossing.  Get your basin team right to the point where the water
bends, then cross there and continue leapfrogging towards the point where the
river starts to curve back west.  Hold there, then cross your cliff man down
the cliff, across the river, then up the large hill that the river circles.

North from this point, on the north end where the river starts curving back to
the west, there are two stationed men on the basin on the south side of the
river.  A sniper overlooks them on the north face of the large hill, a bit west
from the point of the hill.  That sniper makes a direct assault from the basin
dangerous, but if you can score a silent kill by sneaking your cliff-man up
behind him and using a blade, you have the perfect sniping position for
yourself.  Take out that hilltop sniper, then the two basin guards, then bring
your basin team around to that position, watching for a couple of
hidden/patrolling men on the north/east side of the river as you progress from
your crossing point to the guard point.  From here, the river continues
west-northwest for a short ways before curving north again, and this is another
point where crossing the river will do you some good.  However, there is a
sniper in the middle of the river on a small tree-covered outcropping a short
ways west from this curve.  Use your cliff-man to take him out by creeping west
along the cliff top from the sniper position and scanning the little river
islands until you find and take him out.  Then, leapfrog your basin team to
that river-sniper's position, and then from there north across the river just
where it bends back to the north.  After capturing yourself a beach-head on the
east side of the river again, guard towards the north to watch out for some
patrolling men, then bring your cliff-man back across and up the cliff on the

Once your cliff-man is back on the east-side clifftop, creep him north watching
yet again for snipers and patrols as you head towards another river-jog to the
east.  There are a couple more hidden snipers in the river-side brush farther
north from your crossing point, almost at the position where you'll want to yet
again cross the river - again, the river jogs east to go around a ridge, then
curves back west to go through the middle of a small Japanese encampment that
is just south of the bridge.  That ridge goes around the south and west sides
of the western part of the encampment, and thus makes the perfect attack
position.  By crossing when the river is at its farthest point west you avoid
the heavy guard/patrols that are around the river point to the east.  When you
see the river starting to curve east, cross again to the west side, basin team
first, then bring your cliff-man across and up the cliff to the ridge top. 
This time, however, after he's up on top you'll bring the rest of your team up
after him.

Once on the cliff top, start heading north quietly until you see that you are
almost on the northern edge of the ridge.  You will be overlooking two
buildings that face the river and back up to the cliff.  There are a couple of
patrolling guards around the camp, near the river, and an officer on the porch
of one of the buildings.  This officer is your secondary objective.  The third
building of the west half of camp is a bit farther north from these first two,
separated by some boulders and brush, with a sniper-guard tower just to that
northern building's northeast.  There are two more buildings and another guard
tower on the east side of the river, again with patrolling guards nearby, but
from your access point they won't be able to cause you any immediate trouble,
and with the right battle plan they won't be much trouble at all.

Have your men on the hilltop hold fire for the moment, and get them into
position - right in the 'crotch' where the northern ridge edge curves back
north, right behind the southernmost camp building.  If you have your sniper
prone here, he's in a great position to cover as your men creep down the
hillside and behind that building.  Once on ground-level, they can fan around
that building to take cover behind some of the crates there.  Order everyone to
open fire just as you bring your first man down the cliff side, and your sniper
should take out the officer with no trouble.  Together, all three men should be
able to also cover any of the patrolling men rushing your position once the
commotion begins.  When you get your first man on the ground and in cover,
bring a second one down, also under cover.  Guard mainly towards the east,
where patrolling men on both sides of the river are coming from.  Once all men
are ground-level, most of the opposition should be dead.  Just use your sniper
to clean house by taking out the tower guards - because of angles and
visibility, the sniper in the tower on the east side of the river will be
first, and the one to the north on the west side will be next.  Once everyone
is dead, cross the river yet again to the west side and prepare to climb the
hill to the final objective.

You should see a road/ramp just to the north of the east-side encampment that
branches off of the basin and heads up the hill.  Creep forward with your whole
team, then stop about halfway up - have your sniper take point and look ahead
and to the west/left side of the road to take out a guard in a guard tower at
the top of the hill.  Try to snipe from as far away as possible to avoid
alerting other hilltop guards for the moment.  Once he's dead, continue
creeping up the east/right side of the road, hugging the cover, until you get
to some crates at the hilltop.  The main road that crosses the bridge continues
east and there are two stationed guards up a small hill east of the
intersection of the ramp and road.  The crates provide good ambush cover, and
you can draw them into it by sniping from prone cover on the ridge just above
those crates.

Once the stationed guards are dead, take your sniper to the bridge and have him
snipe out the two guards that are here.  You may only see one, or none at all,
because they occasionally patrol, so keep track and if you don't have two dead
on the bridge, then keep your guard up until you have them both dead.  Creep
your sniper about halfway across the bridge and look for a sniper in a guard
tower on the west side of the river.  Snipe him out, then bring your whole team
across the bridge.  Use your demo expert to blow the bridge (just place a
charge in the middle of the bridge and run west), then move all your men west
along the road until you get to the exit zone.  Mission completed.



LOCATION: Attu, Aleutian Islands, January 1943

BRIEFING: You've probably had enough jungle to last you a lifetime, so this
next assignment should come as good news. As you know, the Japs have occupied
the westernmost islands of Alaska's Aleutian chain since June of last year. We
aim to send them packing, and the Navy's planning an all out assault for this
spring. The swabbies need a little help, however, and that's where you come in.
You'll be deposited via submarine on the north shore of Attu, the larger of the
two islands. Since the success of this mission hinges on secrecy, you may
consider sending a team of one or two operatives. Taking care to avoid the
enemy, shoot photographs of the major installations. Finally, locate the
Japanese water supply and treat it with arsenic. With any luck, when the Navy
shows up in May, it will be a walk ashore operation. When you have completed
your objectives, rendezvous to the east with a shore party. That is all.

- Photograph Installation 1
- Photograph Installation 2
- Photograph Installation 3
- Treat water supply with arsenic (Secondary)
- Get all of your men to the exit zone

Enemy Strength Assessment: The opposition you will face would be no challenge
for a full team going in with guns blazing - but this is a stealth mission. 
There are scattered stationed guards and snipers interspersed with patrolling
guards on the access road to the camp, and the camp is well-guarded with guard
towers, sandbagged snipers, patrolling guards inside the complexes, and the
occasional 'hidden' guard stationed far away behind a rock or on a hilltop. 
You must be very careful, though, as there are a few areas where an alarm will
go off if you fire any weapons - and if that happens you instantly lose the
mission.  Thus, given the mission constraints, the opposition is pretty tough. 
Your mission will actually determine the best team selection.  I personally
recommend two men, just because the extra firepower will help even to the
limited degree that firepower will help at all in this mission.  Pvt. Takahashi
is a natural choice, and I also recommend either Pvt. Egan or Pvt. Madison, as
their high stealth/blade skills will make them useful in their own right, and
their sniping skills will prove invaluable when you get to certain spots. 
FORGET about bringing SMGs - The Carbine and the Garand should be all you need
(especially the Carbine as it's a quieter weapon than the Garand), as well as
blades, of course - and remember that Pvt. Takahashi already comes with a
Katana instead of the standard-issue knife.  A camera is essential, but
fortunately one is provided on the map if you'd rather take one from the enemy
and save your outfit-equipment slot for something else.

Synopsis: You start just off-shore of the south edge of Attu - you will creep
onto shore, proceed north/northeast to the encampment, then photograph three
installations.  One is at the SE corner of the camp, one is at the SW corner,
and one is in the middle of the North side of the camp, up a large hill.  The
well you want to poison is to the SE of the SE installation, not too far off
from the exit zone which is down a road to the east of the SE installation. 
Naturally, you'll handle the SW installation first as it's the closest one to
the approach, then head north to photograph the N installation, then proceed
back south, then east to the SE installation, then finally stop by the well on
your way out the east road to the exit zone.

You start on a small rock outcropping just offshore of Attu.  Creep northward
to a second one just across some water to your north.  From this second
outcropping you should be able to look north and see a guard near some crates
and a shack on the shore.  This shack is on low ground near a road that
proceeds north towards the base.  The cliffs on both sides of the road each
have a stationed guard and a patrolling guard whose loops bring them within
earshot of that building.  Sniping from offshore is probably your best bet for
taking out the low-level guard, but even then visibility is too low for you to
tell if one of the patrolling guards was close enough to hear.  Snipe, then sit
still and wait a minute to watch for opposition.  If nobody comes, you're
(relatively) in the clear...

If you look east of your position there is another small outcropping offshore
just south of the east-side ridge.  Creep across to that island, then north
from there to the main shore and then up the cliff to the east-side ridge. 
Have your second man stay on that last outcropping, facing towards the shack -
from there, he should be able to cover you from anyone coming across from the
western ridge.  Sneak forward and take out the east-side guards any way you see
fit.  The patrolling man makes a silent kill difficult, but long-range sniping
or using the carbine from as far east as you can get will hopefully avoid
alerting the west-side guards.  Once they are dead, take your cover-man from
the outcropping across to shore and right to the shack, scanning the western
ridge with the sniper rifle to find and take out the stationed guard on the
western ridge.  Your east-side man should keep an eye out for the patrolling
guard if you haven't taken him out already.  Once all four of these men are
dead, your beachhead is secure, and you can go into the shack and claim the
goodies - three first aid kits and a camera (in case you forgot to bring one,
or so that you can equip both men if you only brought one).

Once you're ready, start heading north.  The road makes a couple of short jogs
to the east as it heads north towards camp.  Just past the first jog on the
east side is a guard on the ridge behind some sandbags.  He can be taken by
blade from behind if you're careful.  On the west side a bit north from this
position is a sniper just north of a rock on the western ridge.  He can be
sniped rather easily, but with a mountain rising up behind his position there
is no room to sneak/attack from the rear.  Continue north again, with your
west-side man crossing to the low ground just as the road/valley makes its
final turn to the east.  Your east-side man should stay prone and creep north,
follwing the ridge edge on top until you get near the camp.

The SW corner of the camp is pretty heavily guarded.  There is a sandbagged
sniper on the road just beside the first installation, with another sandbagged
sniper above and behind him to the northwest.  Two more patrolling guards are
within earshot of this installation and will come to investigate any noise.  A
crossfire ambush is probably your best bet from this point.  The west-side man
should now be on the north edge of the road, right at the foot of the northern
cliff, but just out of sight of any of the guards near the first installation. 
The east-side man should stay prone in cover and look over the hill, watching
for the patrolling men to go east away from the installation area - then use
him to snipe out the ground-level sandbagged guard, then the upper-ridge guard. 
If your other man is positioned just right, he'll be ready to kill anyone who
happens to be on the road and rushes the sniper.  Once the two stationed guards
are dead, creep your low-level man towards the installation and watch for the
patrols.  Take them out, then photograph the installation (switch your item to
the camera and you'll get a close-up view field, then click your left-mouse
button to take the photograph).  Objective completed.

Your next two objectives are in two different directions from here - one north,
one east.  The exit zone and well are east, so it's best to just run a sortie
north to photograph that building, then consolidate and continue.  The ridge
that the sniper was on continues north, overlooking a low-ground area that is
southwest of a large mountain and the hill that the northern installation is
on.  A road runs from just east of the first installation north up this hill to
the northern installation, and is patrolled by two guards.  Another guard is
stationed at the foot of this ridge, just below your position on top of the
ridge.  Across the lowlands, there is a sniper on the very top of the large
mountain.  That mountain rises from the low ground up to a point,then that
point continues north along a ridge to the summit, which is where the sniper
is.  Straight east from the southernmost point of this mountain is about even
with the midpoint of the northern installation.  The installation itself is on
its own hill, with a sniper to its south, another to its north, a patrolling
man walking the perimeter, and another guard inside the building on the second
floor.  If you get too close you will be spotted and the alarm will go off. 
The sniper-point is a good vantage point for photography, but it's too close to
snipe from the mountain as that will alert the guards as well - if you are
determined to get to that summit, sneak as far west as you can and circle
around to the mountain's north side.  Keep a watch on your sniper rifle scope
for a guard on a small ridge halfway up the north face of the mountain, and
once you can see him you should also be able to see the mountaintop sniper. 
Take them both out, then climb the mountain, photograph the building, then
sneak back west, down the mountain, and back south to the first installation. 
Objective completed.

The bulk of the base is on the lowlands just east of this first installation,
surrounded by a fence with two guard towers (southwest corner and middle of
north edge).  The installation you have to photograph is inside a second fence
with a guard tower just east of the main base.  The southern ridge continues
along the south edge of the base, and then opens up to a larger plain area just
above and south of the well which is SE of the last installation.  There are
two guards patrolling right where the ridge opens up, and the best place to
attack them from is within earshot of the alarm at the installation.  If you
think you can take two patrolling alert guards quietly, you can just creep
east, photograph the base, continue east, kill the guards, and make your
escape.  However, for a more manageable mission completion that doesn't risk
blowing the alarm, do this:  Take one man and circle the main fence clockwise,
around the west and across the north sides.  There are a couple of patrolling
guards inside the fence, but if you're quiet you should be able to at least get
on the north side of the base without too much trouble.  This will take you
near the big hill that the northern installation is on, where a sniper is on
the south edge looking south, but if you snipe him from a long way away he
won't cause you any trouble. 

As you continue to circle the base, you'll see the area north of the fence open
up.  Swing as far north as you can and snipe out the guard in the northern
guard tower.  Stay still for a second after you snipe to make sure nobody hears
and runs to investigate.  While you stay still, scan the ridge to the east to
look for a pair of guards facing southwest, overlooking the base.  One is
stationary, another patrols along the ridge.  Again, snipe from as far away as
you can and switch quickly - you'll be taking both out singlehandedly unless
you brought your whole team.  After they are dead, creep east and up that
ridge, then start heading south/southeast to get near where the ridge drops off
to the south.  This will be near the exit zone road, and northeast of the well
- and directly east of the last installation.  You can photograph it on the way
up the hill or from behind some covering boulders at the top, near the point
where the ridge curves to the east.  There are two men patrolling that exiting
road, though, and they will see or hear you as you are on the hilltop, so
outfit your carbines and get ready to rumble.

Once they are dead, creep back down and then you can start creeping across and
up the southern ridge - you will be to the east of the two guards that are on
the ridgetop near the well.  If you want to poison the well, you HAVE to take
them out or fight them when you get near the well.  Ambushing them is better
than letting them ambush you.  Just get your men up to the east edge of that
upper plateau and snipe/shoot them dead.  Then, creep back down the hill and
get a man up beside the side of the well shack on the south edge.  The
objective will complete when you get within a few feet of the well, even if
you're outside the building - you don't actually have to expose yourself to
attack by going inside (the only door of the shack faces the guard tower near
the last installation).  Then, once the well is poisoned, photograph the
installation if you haven't already and head east until you see the magic
words: "Mission Completed."



LOCATION: Bougainville, November 1943

BRIEFING: Gentlemen, it's time to help out the flyboys. The famed Marine
fighter squadron, the Black Sheep, has been taking casualties from a battery of
Japanese anti-aircraft guns on Bougainville. The pilots have had difficulty
targeting the sites due to heavy cover, so you'll need to go in on the ground.
You'll be put ashore in the marshy lowlands on the south side of the island and
work your way north. Be advised, the swamp is crawling with Japs. Be especially
on the look out for heavily camouflaged snipers taking advantage of the lush
undergrowth. When you get up onto drier land, locate and destroy all five
anti-aircraft positions. They'll be heavily defended, and there may be some
Japanese armor to contend with. Commandeering an enemy tank may or may not make
your job any easier. Finally, we believe one of the downed American pilots may
be alive and in hiding on the island. When you've taken care of the Japanese,
see if you can locate the pilot and return him to safety.

- Destroy AA position 1
- Destroy AA position 2
- Destroy AA position 3
- Destroy AA position 4
- Destroy AA position 5
- Locate and rescue American pilot (secondary)
- Get all of your men to the exit zone

Enemy Strength Assessment: Initially, enemy opposition will be very light -
several hidden soldiers with Katanas will rush you when you approach their
positions.  There are also a few semi-hidden sandbag positions with aircraft
cover netting, with either solo Type 99 guards or occasionally paired infantry
with rifles or (rarely) Type 100s.  VERY scarcely scattered around are odd
patrols of SMG/riflemen and a few scattered, hidden snipers in various
undergrowth patches.  Just stay alert and keep your advances covered and you
shouldn't have too much trouble until you get to the AA.  However, once you get
to the area around the Antiaircraft guns the opposition is much heavier.  Each
gun is guarded by two or three guards and there are two patrolling tanks you'll
have to watch out for.  A demolition expert is a necessity, a sniper will make
life easier, and given the large amounts of open cover a good rifleman and a
good machinegunner will make an excellent fire support team for covering

Synopsis:  You start at the SW corner of the map.  You must traverse brushy
wetlands and occasional open fields, staying alert for Katana-chargers,
snipers, and the occasional sandbagged emplacement as you head basically
straight northeast to the NE quadrant of the map, where a series of Japanese AA
emplacements are situated.  Once at the AA-area, follow the roads staying in
cover and destroy all of the guns, then head northwest towards the exit zone. 
The downed airman is on the way to the exit zone, so you shouldn't have any
trouble finding him or bringing him along to safety.

You start at the southwest corner of the map, and the jungle-marsh opens up to
your northeast, which is the way you have to head.  Cover is pretty lush, which
works for and against you, so immediately divide your team into a covering fire
pair and an advancing pair.  ALWAYS leapfrog until you get to the more heavily
armed installations.  Most of your early opposition will just be fanatic
Japanese soldiers with Katanas rushing your position, but if you have your fire
team on the ball and don't extend your advancing team too far, you should make
short work of them without any trouble at all.

At the start, after dividing your team, head slightly northeast and you will
see the rough beginnings of a jungle path heading northeast past some tall
reeds and between two large pools.  There are two guards in the brush guarding
this road, and two more in earshot across the pool to your left/west.  Just
head along that road so that you end up on the west side of the farther-away
pool, continuing straight northeast until again you see a road on the west side
of the pool continuing northeast.  A patrolling SMG-guard walks a path on this
road, so take him out at first opportunity, as always with your covering men on
guard for the inevitable rush of katana-wielding fanatics.  (I'm not kidding -
through most of this first part of the mission you get rushed almost every time
you fire your weapons!)

Stay in cover on the left side of this road and continue northeast, and you
will see just past a few trees the first of many sandbagged guard stations.  A
solo Type 99 guard is stationed there under the air-cover camouflage.  You can
snipe him or climb the ridge to your left to circle around and flank him, but
if you're too close to his position a couple more Katana-wielding madmen to the
north of his position will rush you.  Once you claim his position you will have
a brand-new Type 99, an extra mag from the soldier's weapon, and a couple of
first aid kits.  Decide what you want to take then prepare to head out.

If you veer a bit to your left/west, you will see the ridge that was just
beside the road opens up to a small plateau as it continues northeast.  Head
this way, sticking to the left/west edge, and when it starts to narrow you will
see two more swordsmen in the distance hiding in some reeds - from this angle
you will be flanking them to a degree, as they're watching off straight to the
east, expecting opposition from the lowlands that you just circumvented ;). 
Snipe/draw them into an ambush, then get near their position and scan along the
road that goes between the pools to the northeast to find another sandbagged
emplacement.  There is another Type 99 guard here, along with a couple of first
aid kits and some grenades.  The strip of land the road is on dips slightly as
it nears the pools, so those are good crawling points if you want to take him
from close-up, but it might be best to snipe him before advancing to his
position - because to HIS northeast is a sniper that covers his position.  He's
just to the east of the pool on the north side of his emplacement, hidden near
some reeds.  Once all of them are dealt with, consolidate your position at the
sandbags and prepare to continue northeast.

There are three longish 'finger lakes' on the map that roughly mark the halfway
point of the swamps.  Right now you are at the southwest tip of the middle one. 
Your next step is to continue straight northeast, which means going right along
this lake.  Split into your covering fire/advance teams again, and go in
opposite directions around the lake.  Advance first with your west-side team,
then your east side.  This lake makes a slight crook left/west, and right at
that point you should see another sandbag position on the east side of the
lake, this one with two Arisaka-wielding guards.  Get your west-side team into
a covering fire position, then bring your east-side team forward slowly, and
then try to pop them without sniping.  If you're close enough to draw them into
a charge, your cross-lake crossfire should take them all down easily.  Again,
there are more goodies at the sandbags (an Arisaka with scope, more First aid
kits, and some grenades).  Once your east-side team is at the sandbags, bring
your west side team across the ford in the lake to the sandbags as well, as the
lake is starting to curve away from your advance direction.  Once consolidated
at the sandbags and all goodies are divvied up, regroup and head northeast,
away from the lake and towards a clearing between two more lakes farther to
your northeast.

As you head northeast you will see that you are approaching a main river that
runs NW-SE and divides the jungle from the main AA area.  From this angle you
will be on one side of a small tributary that runs off of the main river. 
Across the tributary, on your side of the main river, is a hut with two guards
outside, and across the main river straight to the north from this hut is a
second hut with two more guards.  If you set an ambush on your side
(south/southeast) of the tributary for the first two guards you can get them
without alerting the second set of guards farther north.  Use the brush and
trees to set cover, then snipe them into attacking you and dying.  Then, get
your men across the tributary behind cover of the hut, and use the sniper again
to take out the two guards farther north.  One of them is a stationary
sandbagged Type 99 gunner, so make him your top priority.  Once those two are
dead as well you can consolidate your men at that northern hut on the AA-side
of the river, pick up the goodies, and prepare to move out.

This northeast corner of the jungle is cut through by a grid of
north-south/east-west roads running between the various emplacements.  From the
hut, head straight north until you come to a depression that marks the first
road going east-west.  Start heading east, paired men on opposite sides of the
road, and look ahead to see the first AA emplacement.  It will be at a corner
intersection with a north-south road which curves east around the southern side
of the gun.  Two sandbagged guards are stationed at the emplacement.  With the
men on the north side of the road in a covering fire position, sneak a sniper
forward on the south side of the road and snipe one guard out, and then the
second guard will come forward to his death.  Consolidate near the position and
then blow up the gun, either with explosives or a bazooka.  Objective

Head down the road continuing east and you will come to another intersection
where a road branches off to the south.  This road continues south a short way
to an intersection with another east-west road, and there is another AA
emplacement there, facing south.  Again, it's guarded by two guards, but there
is also a Tank that makes a patrol look along that east west road, turning
around just south of the southern intersection then continuing farther east and
out of sight.  Wait until the tank is gone out of sight before attacking these
men, again setting an ambush and sniping one to trigger it.  You can wait to
blow up the gun until after the tank comes back and you take it out - and you
should take it out here, as its patrol loop takes it near another gun you have
to destroy and, once you've cleared this gun's area, you're already at the best
place to ambush it.  Either lay a mine and watch the fireworks or hide behind
the sandbags and crates near the AA gun and wait to shoot the tank until it's
making it's turnaround loop.  As always, watch for the crewman to rush you once
the tank is destroyed.  Then, blow up the gun.  Objective completed.

If you head straight east from this gun you will come to another north-south
road which meets the east-west road that the second AA gun was on.  From this
point the east-west road continues a short way east, then curves south to go
past another AA emplacement, facing west.  On the west side of the road is an
elevation that makes a great place to set an ambush/sniper attack, as again
there are two guards near the gun.  You should also just be able to see an
unoccupied tank on the far side of the AA gun, under sandbags and air-cover
netting.  After you kill the guards, sneak down to the tank, get inside, then
pull a short distance away from the gun and blast it from the tank.  Objective

Both of the last two AA guns are north from here, up that northern road you
just passed.  There are no more tanks north of you and no Japanese troops have
bazookas, so the rest of this mission is basically a turkey shoot.  Head
straight north past two intersections and just above you to the northeast
you'll see two more guards around another AA gun, so blast them, then continue
straight north up the road and you'll approach the last AA gun from behind. 
Again, blast or run over everyone, and shoot both AA guns with the tank gun. 
Objectives completed.

The exit zone is off to the west/northwest from this last AA gun.  You can see
where the jungle path continues west from this last gun, so follow it, and
either blast or sortie off to run over any hiding snipers or chargers you see
in the brush.  Follow the path west, then when it ends view the map to see
where to continue west and curve north.  Also, keep an eye on your compass as
that will show you where the downed pilot is.  There are a couple of snipers in
bushes around the pilot's clearing, so circle around the clearing taking them
all out before exiting the tank.  Then, exit the tank and go up to the pilot
and order him to follow you - objective completed.

There's not enough room for everyone in the tank, so you'll have to hoof it, or
if you're feeling like a little playtime you can have everyone wait here by the
crashed plane and take a man in the tank to clear all the way to the exit zone. 
There are only a couple more snipers in brush and behind trees between the
pilot are and the exit zone.  Even if you decide to hoof it, it's no problem -
just travel en masse, ordering your men to fire at will and walk slowly.  Just
keep heading northwest and follow the compass to the exit zone.  Mission



LOCATION: Tarawa, November 1943

BRIEFING: The Marines are landing on Tarawa, boys, and you're going with them.
While your expertise is normally reserved for more covert operations, we need
your talent for knocking out coastal defenses. You'll need to reach and disable
four large guns near the center of the enemy line. When the guns have been
taken care of, try to find and eliminate the Japanese commander and his staff.
This is going to be a real knock down, drag out operation, gentlemen, so move
fast and hit hard. You'll want firepower, and lots of it. Look out for Japanese
pillboxes on the way in, and be sure to take a flamethrower.

- Knock out artillery piece 1
- Knock out artillery piece 2
- Knock out artillery piece 3
- Knock out artillery piece 4
- Eliminate enemy commander (Secondary)
- Get all of your men to the exit zone

Enemy Strength Assessment: The dead marines littering the beach at the start of
this mission should in itself tell you enough about how difficult this mission
will be.  The beach is guarded by several rows of single-occupancy machine gun
bunkers, spaced out but with enough overlapping fire that cracking the defenses
will be tough.  A few well-placed minefields will also make access tough.  The
artillery are guarded by several guard bunkers around a palisade fence, with
patrolling armor nearby.  Some of the guards are toting Type 4 bazookas, others
are carrying Type 99 machine guns.  Needless to say, this will be difficult.  A
sniper will make the first section extraordinarily easy, and a demolitions
expert is a must both for the objectives and the many tanks you will face. 
Aside from these two, maximize your small arms skills as much as possible - one
machinegunner and one crack rifleman are minimum requirements for finishing
this mission.  The briefing itself suggests a flamethrower, but
snipers/machinegunners are far more effective in my opinion.

Synopsis: You will CRAWL (literally) from the waterfront through two rows of
small bunkers loaded with Japanese troops.  Proceed straight east inland
through these bunkers, across a minefield, and to the southern opening in the
west side of the palisade fence.  Go inside and take out all four of the
artillery guns, then head out to the east/southeast.  A small encampment with
the enemy commander is east of the southern portion of the central hill, with
access guarded by a couple of loaded bunkers and two patrolling tanks.  Take
them all out, then continue down the eastern gully road to the exit zone.

Your four men will start right at the waterfront on the west side of the
island.  The carnage in front of you will let you know the kind of fight you're
in for - destroyed (and some active) Sherman tanks and dead marines are
scattered around the shellholes that are all over the beach.  Get on your belly
and crawl forward slightly.  You should just be able to see a bunker with a
single Type 99 gunner in it just to your east, but watch out - by the time you
get to a good vantage point there will be another just north of it, or just
south.  Each one is within covering range of the other.  If you didn't bring a
sniper to clear them out from long range, try to get on a diagonal approach
and/or use trees to cover your approach to get close and hose them with machine
gun fire, or pop them from a slightly longer distance with a rifle.  It's
probably best to clear two or three to give yourself a wider berth for access
to the inland.

Once you're at the first row of bunkers you'll be able to see the second row of
bunkers just behind them - and the gunners in those bunkers will be able to see
you as well.  Stay under cover, using the bunkers, shellholes, and trees to
give you cover while you advance and, again, clear out a portion of the bunker
row to give your flanks relief as you continue inland.  Watch out for all of
the shellholes and craters near the first and second rows of bunkers - this
area is still under bombardment, and you might just accidentally take cover in
a hole that's destined to be hit by artillery.  Try to proceed straight east
from your original beach point without veering too far north or south - this
will give you the best access point to the artillery palisade fort.

Once you're at the second row and have a good portion of it cleared, you may
have noticed a minefield that is slightly to the south of the middle
(north-south wise) of the second bunker line.  Just beyond this minefield is a
small grove of trees that can provide cover for your attack on the palisade
fort.  This large palisade runs the length of the hill in the middle of the
map, with two access points - one to the south, and one to the north.  There is
a patrolling tank that goes from the north down to a bunker just north of the
southern entrance.  The southern entrance is flanked with a log bunker on each
side of the entrance, each with a gunner inside.  Just inside the southern
entrance is one of the artillery guns with a sandbagged guard.  North of the
northern bunker on the southern entrance is another sandbag position with a
Type 4 bazooka guard.  This looks like a tough nut to crack, but keep in mind
this is the EASY way in...

Get across the aforementioned minefield and take cover in those trees, watching
for the tank's patrol path so that you can time when to make your attack.  The
two bunkers flanking the southern entrance are just far enough apart that you
can take one and the other without too much trouble.  Wait for the tank to go
away, then creep towards the northern of these two bunkers and take out the
guard.  Then, quickly look north and snipe out the sandbagged guard.  If you
rush these positions quickly you should have just enough time to get back to
cover to take out the tank.  If you watched its patrol path it should be simple
if you brought an AT mine, but a bit tougher if you only have a bazooka.  Once
the tank is dealt with, attack the southern bunker and then have someone rush
and kill the guard on the artillery gun inside this opening.  Once he's dead,
blow it up.  Objective completed.

There are two more guns north from here and one south/southeast from here, but
the exit is south/southeast also, so running a sortie north is recommended. 
You should be able to look north and just barely see a gun on a hilltop north
of you.  Again there's a sniper guarding the gun, so take him out.  As you
approach the gun you will come into sight distance of the northernmost gun,
also guarded by a sniper.  Also, there's an opening in the western fence at the
foot of the hill the second gun is on, and there are a couple of bunkers and
sandbag positions with guards who will come to investigate the noise.  It's
best to have most of your men creep and set an ambush on anyone coming into
that fence opening, then snipe out the northernmost gun's guard and blow up
both guns.  Objectives completed.

Now it's time to head south and get that last gun.  Head back south towards the
first gun you destroyed (just inside the southern fence opening), then head
south/southeast to find the last gun (your compass can guide you).  Again,
there's just one guard stationed by the gun.  Take him out, blow up the gun,
and prepare to move out.  Objective completed.

At this point you're done with all your primary objectives and could just make
a run for the exit, but it's so much more satisfying to take out a Japanese
commander here.  Right now you're at the southern end of the palisade, and if
you look south you should see a single-occupied log bunker at the southern tip
of the palisade.  The hill you are on goes down to the south, to a gully/road
that circles the central hill.  Just to the east/southeast of the palisade-end
bunker is a larger log bunker at the foot of the rise, with two gunners inside. 
Use a bit of stealth and take them out, but listen out for a tank which patrols
east/west on the section of road in front/south of these two bunkers.  There
are also Japanese snipers in small concrete bunkers on the rise south of the
road, but they won't be in shooting range unless you're actually inside the log
bunkers, so if you kill those occupants from a range yourself, you should be
fine, and then you can crawl into the log bunkers and snipe out the men across
the way at your leisure.  Also, the aforementioned tank has a patrol loop that
leaves it sitting still for a few seconds right in front of the larger log
bunker, so if you want to take it out, wait for it then hit it with a bazooka. 
If you run to lay a mine there for it, you might attract the attention of the
bunker snipers on the south side of the road.

Once the tank is dead and the bunkers on both sides of the road are cleared,
you can start following the gully road around to the east side of the island
towards the command camp where the commander is waiting.  Just east you will
see where the gully road forks - the right fork heading east to the exit zone,
the left fork curving north towards camp.  There is a double-occupancy log
bunker on the southeast corner, overlooking the fork and two small bunkers on
the northeast edge.  An officer and a trio of guards (two Type 100s and a Type
4 bazooka-man) are down the eastern exit road, and a tank makes a patrol look
from the command camp south towards the fork, with the loop point about halfway
between the camp entrance and the fork.  There are two buildings just on the
southern edge of camp, near a small palisade wall, with two or three guards and
the commander split between both buildings.  If you're too close to camp they
will all attack (except the commander, who will stay in the building for

Your best bet to clear the opposition here is to kill everyone guarding that
fork as well as the guards down the exit road so that you can just make a clean
run for it when you're finished.  From the log bunkers on the artillery hill,
cross the road south, then start heading east, staying off the top of the ridge
as it's mined.  Creep east, trying to get as close to the near corner of the
log bunker as possible.  Set three of your men for ambush on anyone coming
around either side of the bunker, then have your fourth man step backwards so
that he can snipe in the side window - also trying to use the trees as cover
from the snipers in the concrete bunkers across the way to the north.  Snipe
the guards inside, then rush into the bunker to kill any survivors and pick up
their goodies - that bunker also makes a good place to attack the officer and
trio of guards who will rush when you attack the bunker.  Once all four are
dead, then it should be safe to stick your head up and snipe the bunkers across
the way to the north.

Once this area is cleared, head north near the fork to find one last bunker
overlooking the road going north into the camp.  This bunker is right near the
loop point for the tank that patrols in and out of camp.  Take out the guard,
and then you can choose - either rush to snipe the officer or take out the tank
and lay a bigger ambush for all of the camp denizens.  If you take out the
tank, watch its path and lay a mine, or try to hide where you can step out and
blast it with a bazooka just as it turns away from you.  Again, that bunker
would be pretty useful right about here...  From the plateau this bunker is on,
the houses are straight north, with the officer visible in the northeastern
house just through a window.  You can snipe him, but if you do be sure the rest
of your team is set to ambush the rushing guards.  In fact, you might want them
to cover you when you blast the tank just in case you happen to be too close to
camp when you take it out.  In any case, once the commander is dead, just head
back to the fork and head east until you see the magic words - Mission



LOCATION: Saipan, June 1944

BRIEFING: Next stop, Saipan. After weeks of heavy fighting, the Japs have
retreated to a heavily defended tunnel and cave system that pockets the island.
We need to go in after them, clean out the tunnel complex, and blow up the
entrances to make sure they can't be reoccupied.  As you know, agility is worth
more than brawn underground, so choose your team accordingly. Good luck.

- Blow up cave entrance 1
- Blow up cave entrance 2
- Get all of your men to the exit zone

Enemy Strength Assessment: There is no armor in this mission that you have to
face - just many stationed and patrolling guards and a couple of hidden and
not-so-hidden snipers.  Some of the patrols are quite large and armed with SMGs
and machine guns, so you might want to bring along some heavy machine guns of
your own.  At least one sniper is a must, as is one explosives expert, and for
the rest of your team just some good machinegunners and riflemen.  Someone
handy with grenades wouldn't be out of place, because there are several spots
in the tunnels where bouncing a grenade around a corner will save you a bloody
and dangerous firefight.  The auto-outfit starts your team with only two men,
but take at least three, if not all four - you'll get your workout just the
same.  If you decide not to start out with a BAR the Japanese are nice enough
to give you a couple of Type 99s on the map.  I would also suggest at least a
couple of people using M1 Carbines and/or pistols because some of the close
fighting might attract more attention if you use louder weapons.

Synopsis:  You start on a plateau on the south of the map.  You have to head
down a ramp to the river valley's bottom, across a small river, then slightly
east to find a ramp up to your north.  Follow that ramp up and around to the
west side of the map where the main cave entrance is.  Enter the cave and
follow it all the way through, clearing all opposition and setting charges to
blow up the two entrances to the north and the northeast.  Once both of those
alternate entrances are destroyed, make your way back through the
now-reinforced caves to the original entrance.

You start in some dense foliage on a plateau on the south of the map.  Creep
forward until you see the ridge edge ahead of you and a path continuing west. 
A patrolling guard with an Arisaka makes a loop that comes just into sight from
your first access to this path, so watch for him and snipe him out, then
proceed your whole team quietly west towards the downward slope.  At the
western edge, the ramp makes a zag and continues downward and back east, with a
patrolling guard walking a beat around the curve and another one walking a beat
on the middle of the next lower section.  When you kill the corner patrolman
the next lower man will rush up the ramp towards you, so your cover men should
be set to take him out easily.  As you start to proceed down this section of
the ramp back eastward you will alert another guard who will rush the ramp up
to attack you.  Again, when you near the bottom, you'll see a guard walking a
beat on the flat area right where the ramp empties onto the river bed.  Try to
snipe him from the ramp to use the hill edge as cover.  Once he's dead, just
get onto the river bed and head straight north, across the river, then start
creeping east.

The foliage will be thick, but there's no real opposition until you get to the
ramp up.  When you get to a large boulder at the foot of the mountain slope on
your left, you will know you are near the ramp.  Creep your stealth man
forward, hugging that slope wall, and look ahead for where the ground starts to
rise.  You should see one guard stationed at the foot of the ramp, and you may
also see another guard walking a patrol beat on the slope up to the east.  Try
to time it to take these two out one at a time.  You can then start heading up
the ramp, but only use one man to ascend while the rest stay in cover covering
access to the ramp foot.  There is a guard who will be alerted in a minute and
try to rush your advance team up the ramp, so the rest of your team should sit
tight and cover against that ambush.

With your advance team (really one man), crawl up the hill slowly and
stealthily, and hug the wall on your left for more cover.  As you get near the
top slow down and look for a japanese soldier's head just over the crest.  The
ramp hits a small plateau as the ramp turns to head back west, and on that
plateau is a sandbagged Type 99 gunner.  Creep slowly and take him out fast. 
Then, get near his position and look off the east side of the cliff behind the
sandbags to see a sniper on some boulders on the lowland below the sandbag
position - take him out as well.  Your first attack on the sandbag guard will
have alerted a guard on the plain you just ascended over, and he will rush up
the ramp to attack you from behind, but remember that you left the rest of your
team to cover the ramp, so they should have made short work of him already. 
Once all that shooting has stopped, consolidate your position at the sandbags
on the small plateau and pick up the health kits left there for your

Use your stealth man as point man and take him up the hill, and make snake-like
advances - bring the rear team to the point man, then send the point man
forward again.  The ramp continues up to the west, with one more hidden guard
about halfway up this segment of the ramp.  After this guard the ramp curves
slightly northward.  Just past this curve, up on the ridge to your right, is a
sniper - look for him and take him out from as long a range as possible.  Creep
your point man to that sniper's position and climb up the rock to where he is,
carefully and quietly.  He was on a boulder that hides the next ramp segment's
patrol guard - two men whose patrol loop ends right on the north edge of that
boulder.  If you think you can take them both with your point man, go for it,
otherwise just use him to spot while you bring the rest of your team forward
and set an ambush for them.  There's a lot of underbrush cover and a couple of
rocks on the left side of the path, near the cliff edge, giving you quite a few
options as far as ambushing goes.

Once that patrol is dead, creep your point man slightly farther down the path,
under cover, until you see the cave entrance ahead.  There is a sandbagged Type
99 gunner right beside the cave entrance, and up on the ridge above the cave
entrance is a stationed sniper.  Again, there's plenty of cover on the left
side of the path, so your attack options are plentiful.  It's recommended to
take out the sniper first, as you can take him from behind a rock at an angle
the Type 99 gunner can't see.  Kill them both, and consolidate near the cave
opening.  Bring a sniper to the cave opening and look inside to see the first
of many stationed guards inside the cave, and snipe him out.  Then, into the
lion's den...

Just past where you killed the first guard the cave turns to the right.  Just
past this turn is a Type 99 gunner facing you, behind an overturned table. 
Just past him is a large boulder hiding the next part of the tunnel.  There is
a 3-man patrol (all armed with Type 100 SMGs) whose patrol loop ends right on
the other side of that boulder, so be prepared to fight four men at once.  You
can try quick footwork and shooting to take him out, but he's not quite at a
comfortable distance for that, so a grenade might be the better choice.  Throw
two, waiting about 3-5 seconds between the two - if you're lucky, the first one
will kill the guard and attract the patrol just in time for the second one to
kill some (if not all) of the patrol.  Otherwise, you're in for a hairy
firefight, but if you run right back to cover and have your heavy machinegunner
and the rest of your team with SMGs ready you should be able to overcome
without too much trouble.

Continue past the boulder, the cave turns left, then back right, and around the
second corner is another Type 99 gunner.  Just past him is another turn to the
left down a section of cave that has some tables, jerry cans, and other doodads
like that.  There are two more guards in this section - one near the first
curve by a table, and one farther down behind a small rock outcropping.  Just
past this section is another gentle curve and another guard in the distance
near another turn to the right.  Past that guard and the right turn is a short
straight cave section which leads to the first fork.  The main cave system
proceeds down the left fork, but the offshoot to the right leads a short way to
a large room that contains a couple of TNT charges and two guards.  There are
enough rock outcroppings on the section leading to the room that an ambush
isn't out of the question.  Even if you don't need the TNT, it's probably best
to clear them out anyway just to leave your rear protected.

Go back to the first fork and continue down the left path.  A short way down
this straightaway you will see a cave turn off to the right while the main cave
continues.  This right-way offshoot leads to the first of the two cave
entrances you have to destroy.  There is no opposition down this path, so just
take your demolition man down that tunnel, follow it to the end, and when you
get the prompt "Place Charge Here", do so, leaving yourself enough time to get
away before it explodes.  Objective completed.  Send him back to your squad and
continue down the main cave tunnel.

The straightaway ends with a slight curve to the left, and just off in the
distance you should see where the tunnel opens up to a large cave opening. 
There is a boulder in the middle of the cave and you should be able to see one
of two guards stationed in the cave waiting for you.  Snipe one, ambush the
other, then move forward into the cave.  There are a few goodies on various
boxes in this area - a first aid kit, a samurai sword, some Type 97 grenades,
and a Type 100 SMG.  The cave curves off to the right to continue down a
largeish tunnel, which curves gently back to the left revealing a long
straightaway guarded by another Arisaka guard in the distance, half-behind
cover.  Snipe him, then move forward.  Once you get to his position there will
be another curve to the left, and around that curve you'll see in the distance
an officer stationed near some boxes in another large cave opening.  Just past
him, out of sight, is a sword-charger, so once you take out the officer wait
for him to come to his death, then move forward.  There's another first-aid kit
and some grenades on the boxes here, and the cave continues behind the
officer's position to the last cave opening.

Go down that straightaway, then watch for when it curves sharply right. 
There's a guard patrolling the section after the turn, so creep quietly and
snipe him quickly.  Continue past him, and you'll see another slight jog before
you get to another area where you see the prompt "Place Charge Here".  This
will be near the cave opening.  However, just outside the cave opening is a
sandbagged Type 99 gunner, and so for completeness' sake (and since running
will alert him), creep around to the opening and take him out, then place the
charge and run back towards the rest of your squad.  Once it blows up -
Objective Completed.

By now the Japanese have reinforced the entire cave system with a swarm of Type
100-toting nasties.  You'll have to fight your way back the way you came.  Some
are solo, some are posted in pairs, and almost all of them are stationed right
where you fought guards earlier on the way in.  One notable exception is that
there is one stationed where the first cave opening tunnel turns off the main
tunnel.  Another one is the area right at the opening, where you fought the
first Type 99 gunner by the overturned table.  There are two guards there by
the table, and a third one around the corner who patrols that last stretch of
tunnel - so you'll be facing three here for sure, and they have the
advantageous cover this time.  Also, because of angles, getting a grenade to
where the first two are stationed is very difficult.  You can try
'carpet-bombing' the grenades all over the table area, hoping that an early one
will goad them to charge and a later one will kill them, or you might even try
sending a rifleman up the side of that big boulder there and attacking them
from the top of it.  However you do it, once those last three are dead, just
head out the tunnel mouth - Mission Completed.



LOCATION: Burma, September 1944

BRIEFING: Pack your bags, boys, we're going to Burma. Famed American guerilla
commander "Vinegar Joe" Stilwell is in trouble, and desperately needs financing
to maintain his counter-offensive against the Japs. Following a pre-dawn
airdrop, you'll fight your way through heavily patrolled jungle to a Buddhist
temple complex. The Japanese have fortified the temple and are using it to
stockpile loot taken from the Burmese, including a truckload of silver bars.
Stilwell needs that silver, and he needs it now. You'll have to secure the
silver, and hand it over to Stilwell at the extraction point. Finally, the
Burmese government has asked us to find and recover a priceless religious
artifact of gold and jade, said to contain eight of the Buddha's hairs. Look
for a concealed compartment in the base of a white marble Buddha. With any
luck, the Japanese will not have discovered it, and you may remove it from the
temple for safe keeping until the end of the war.

- Find the cargo truck
- Find the religious artifact (Secondary)
- Get all of your men to the exit zone

Enemy Strength Assessment: The base is quite heavily entrenched with stationed
riflemen, heavy machinegunners, officers, and snipers.  The approaches through
the jungle are also heavily patrolled by riflemen and Type 100 gunners, and
again snipers are heavily stationed throughout (mostly on the high ridges to
the sides of the main roads).  If you are very good at scanning and very
careful this shouldn't be too much trouble.  Without a doubt, two snipers are a
must for this mission, preferably snipers with excellent stealth skills.  Your
backup men should include a machinegunner with a BAR and another man with an
SMG.  You need to have a wide array of interchangeable fire available within
your squad - ideally you want the capacity to have three machinegunners/SMG'ers
at a time, and switched to alternate weapons three non-sniper rifles (i.e. the
Garand and Carbine).  A medic couldn't hurt, also.  At least you don't have to
worry about tanks...

Synopsis: You start in a jungle clearing on the west end of the map. You have
to pass through a dense-jungle river bed which snakes through the bulk of the
map (or take a slightly-longer 'back door' route) to the Temple ruins at the
east end of the map.  Once there, clear out all opposition as you work your way
to the center of the Temple ruins to capture the truck, and search all of the
other temple buildings to find the seconardy objective and enough supplies to
finish the mission.  Once all of your objectives are completed, exit to the

You start out in a jungle clearing at the west of the map.  The depression you
are in continues straight east, with higher ridges on the north and south edges
of the depression.  A small river is just to your east.  You will see from the
map that the river heads south, then forks as one fork turns east, back north,
then curves back east and south, forming a sideways-'S' with two peninsulas
between you and the temple - IF you head straight east, that is.  You will also
notice a passageway separated by a high-ground ridge that goes to the north of
the river's meandering that arcs across the jungle at the top end of the map
and puts you out at the northeast corner of the temple, somewhat to the flank
of the main defenses.  This walkthrough will reflect this 'back-door' approach.

Crouch into cover, then head up the ridge to the north and head east.  You will
come out on a small plateau just south of a waterfall that marks the start of
this river.  On low grounds to your northeast you will see a single patrolling
guard walking an east-west beat, coming into view near some river reeds and
then walking off into the fog out of sight.  There is also a sniper on a ridge
straight east, on the high ridge south of the low ground on the far side of the
river.  Wait until the patrol is out of sight, then snipe out the ridge guard
and then the patrol.  There is another sniper just to the southeast of the
ridge sniper, a bit farther away, who will be on alert once you kill the first
sniper.  Take a stealth man across the river, crawl up the ridge, and use tree
cover to get close enough to take out that second sniper.  Then, bring the rest
of your men across the river and start heading down the road to your northeast
where the first patrolling guard was walking.

Split your men into pairs - one sniper and one S/MG-gunner per team, each on
the high ground on opposite sides of the main depression/roadway.  Creep slowly
eastward until you start to see a road fork off to the north while the main
road continues east.  At that fork you will see a stationed guard on the low
ground at the intersection.  There are two snipers on the higer ground to the
northeast of that intersection, and two stationed guards farther down the road
to the east.  The best bet is to get your S/MG men slightly forward of the
snipers, with the southern-side men slightly ahead of the northern-side men,
then pop the guard on the ground with a sniper.  The MG-ers will take out the
other chargers, then your snipers can take out the ridge snipers to the
northeast.  Collect all ammo/weapons you want to salvage, being sure to grab
those extra Arisaka with scopes for your snipers, as they will be getting quite
a workout in the next parts of this mission.  Start heading up that northern
roadway, again with one team per side of the road in the high ground behind

This pathway curves eastward and makes a large, gentle arc towards the east
side of the map.  There are many snipers stationed in the brush on the
ridgetops on either side of the road, and several stationed guards on the low
ground in the middle.  Simply keep leapfrogging your team as you proceed,
leading with your snipers but keeping your SMG-men nearby in case your snipers
are rushed by ground troops.  You'll know you are at the end when you start to
see the jungle open up ahead of you and you are facing a large brick tower at
the corner of a large brick wall.

When you see this tower you will be at the northwest corner of the temple.  The
temple extends south and east from this corner.  The outer perimeter wall is
very tall but broken to ground level in many spots.  This corner tower has a
sniper and an officer inside, one facing out the eastern window and one facing
out the northern window.  Creep your snipers along the ridges outside the wall
to get clear shots at the two guards and take them out.  Then, take the sniper
on the northern edge a bit farther east to see a sniper on the ground inside
the perimeter - snipe him out.  There will be a patrolling guard somewhere near
here and he will charge your position, so watch for him and take him out. 
Then, you can move all your men to the inside of this corner, and up the stairs
to get into the tower and claim all the goodies - an Arisaka with scope, the
weapons from the dead guards, and a couple of first aid kits.

Next you should clear out the large temple you can see from here, just
southeast of the NW corner tower.  The wall segments of the perimeter are
unoccupied right here, so you can just move straight towards the temple, then
circle around it to the left/counterclockwise to the front door, which is on
the south face.  There are two officers inside who may hear your approach, and
will come to investigate if they hear you.  Hug the walls and corners as you
circle the building, and if you alert them before you get to the door then just
pop 'em.  If they don't attack, then just creep carefully inside and try to
grenade them.  The temple starts out at a low room with a higher rise section
towards the back, away from the door, with a low wall separating the two
sections and stairs going left and right to the rise.  Just throw a grenade
over the low wall and what the blast doesn't get your fire team can pick off. 
The Buddha statue in this temple has no artifact inside it (that artifact is
hidden elsewhere...), but there's a Type 99 Machinegun and a couple of health
kits.  Pick up what you need, regroup, then prepare to expand your sphere of

Come out of the temple and circle around counterclockwise to head northeast -
this will take you towards the northern rear corner of the temple ruins, and by
doing so give yourself the easiest approach to the truck.  Just to the
northeast of the temple are two large square fountains (identical to the ones
right outside the temple door) and just beyond those fountains is a large stone
gate section of wall.  There is a Type 99 Gunner sandbagged outside the gate,
facing outward but with a good view of the inside.  On the top wall over the
gate is a sniper, also facing outward.  Another sniper is just to the east of
these two fountains, hiding in brush.  Creep forward, using those fountains as
cover, and take out the sniper near the fountains, then see if you can get a
sniping angle on the Type 99 Gunner.  Lastly, creep a man up the stairs and
take out the sniper.  If you use a sniper to climb the wall, have him go to the
eastern edge and look east - the NE Corner wall section is just barely in sight
if you're at the edge of the wall, and you should just be able to see (and
snipe) a sniper standing on the wall.

From the gate, head south/southeast.  There are some low rubble walls beside
the square fountains, and they provide good cover for the next firefight - two
sandbagged gunners on a raised foundation just to the south.  Definitely snipe
them, from as long a range as possible, then look to the east of their
position.  There is a ruin wall with a doorway to the east of that foundation,
and there is another sandbagged gunner stationed there.  Snipe him, then head
to his position.  North of him, on some crates near another wall, are an
Arisaka with scope and two first aid kits.

From the walls where the last sandbagged gunner was shot you should be able to
look south across a courtyard to see another large temple.  The front door of
the temple faces west and just in front of it is the truck you have to steal. 
There is a sniper on the roof of the western side of the temple, overlooking
the truck, and a patrolling guard walks a beat beside the truck.  The temple
has a back door on its northeast corner, near your position, and you should be
able to see another Type 100 gunner inside there waiting for you.  Snipe him,
but be ready to take on the truck guard in case he charges you.  If the truck
guard does not charge you, try to creep up to the temple's north face and then
move to attack him - this way you minimize (if not eliminate) the roof sniper's
threat.  Once he's dead, snipe out the roof sniper.  Then, move your men
towards the truck.  Objective Completed.

If you are feeling very brave and lucky and don't care about religious
artifacts, you could try to simply run the gauntlet by charging in the truck
out the southeast corner of the ruins and making a break for it, but let's
assume you want to do this right.  Just west of the truck you will see four
more large square fountains.  A sniper is hiding in some brush just to the
southwest of the southwestern fountain.  Take him out, then take cover behind a
very large foundation that lies west of the fountains.  Just across the
foundation you will see another stone gate wall section - the main gate for the
ruins.  There is a sniper on the top of the gate, but the guard outside is an
Arisaka infantry patroller and he walks a beat that starts at the gate and goes
west, outside the wall and down the road west and returns.  Also, on the ridge
on the south side of the road is a sniper overlooking the gate entrance.  You
can do best by creeping a stealth man (preferably a stealth sniper) up to the
stairs going up to the top, take out the wall sniper, then creep him to where
he can kill the other sniper on the ridge outside - then, taking out the
Arisaka patroller is a piece of cake.

Gather your team and then head southeast from the main gate.  You will see
another large temple near the southwest corner of the ruins.  The door into
this temple is on the east side, away from you.  There is a sniper on the
corner wall section overlooking the western/southern sides of the temple and a
sword-charger at the foot of the corner tower.  Another patrolling guard walks
a beat around the eastern side of the temple.  Furthermore, there is a guard
and an officer inside the temple who will investigate noises.  Stay on your
guard as you approach the temple, then pick one pair to watch around one
direction as you head the other - it doesn't matter which way is which.  The
goal is to circle the temple, taking out those guards outside and any that rush
you from inside, then enter the temple and kill any remainders.  Once the
temple is secure, open up the Buddha statue inside and grab the artifact. 
Objective completed.  There are two more first aid kits here as well to heal up
for the home stretch.

The last little bit of this mission is mere mop-up, clearing out the last few
remaining guards who can cause you trouble as you rush the truck towards the
exit zone.  Southest of the last temple is a gate wall section with a Type 99
Gunner on top.  You can easily creep up the steps and kill him with grenades,
sniping, or fancy footwork.  East of this gate section is the southeast corner
tower section, with a sniper on the top wall overlooking the SE corner of the
ruins.  Snipe him from the ground if you have the ammo, or just creep up the
steps and kill him at close range.  The last opposition is down the
southeastern road which you can see from this corner - two Type 100 gunners
standing right at the exit zone.  Running the gauntlet past them in the truck
is very low-risk, but if you believe in being thorough just take your men down
that way first and ambush them, then send a man back to get the truck and drive
all of your men to safety.  Mission Completed.



LOCATION: Downtown Manila, Philippines, January 1945

BRIEFING: The Japs are on the run, and General MacArthur will be keeping his
promise to return to the Philippines. You'll go in first, however, to tie up
some loose ends before his arrival. Downtown Manila is in ruins, but the Japs
are determined to hang on. A squadron of four tanks forms the bulwark of their
defenses, together with a mutually protective network of snipers and machine
gun nests. After all your time in the bush, the block-to-block fighting you'll
encounter in Manila will feel very exposed, and you won't have the kind of
cover you're used to. When the armor's taken care of, be sure to clean out the
snipers. MacArthur plans a victory drive through town in an open jeep, and he
doesn't want any holes in his uniform. Good luck.

- Destroy Light Tank #1
- Destroy Light Tank #2
- Destroy Light Tank #3
- Destroy Light Tank #4
- Get all of your men to the exit zone

Enemy Strength Assessment: This is easily the toughest opposition yet. 
Scattered ruins and piles of debris hide a horde of snipers, chargers, and
heavy weapon soldiers.  Furthermore, there isn't a lot of soft cover, so your
approaches are much more dangerous.  Two snipers wouldn't be out of the
question, and be sure the rest of your men carry non-sniper rifles as well
because quite a bit of fighting will be happening at slightly longer ranges
than you're used to and you need the accuracy of the M1 Carbine or Garand. 
Also, the mission objectives dictate that you'll need an explosives expert as
well.  There are plenty of bazookas on the map so you don't need to outfit at
the start if you don't want to, but it could make life easier. 

Synopsis: You start at the west end of a demolished city.  A few turnoffs
aside, you will basically snake your way east, jogging first to the south and
then to the north to the exit zone.  Follow the main road, killing all
opposition and destroying all tanks as you come to them.

You start on a deserted, bombed out street littered with rubble.  The road
heads east from your position, and you are on the north/left side of the road. 
Take two men over the rubble pile right in front of you and have them take
cover, guarding towards the southeast across the road.  Take the other two men
across the road to a low wall on the south/right side, then head east.  You
will come to an intersection with a road that heads south from here, with a
large rubble pile in the middle of the intersection.  Have one man hold near
the corner of the fence providing rear cover to the other, who will go over the
rubble pile to the east.  You will be able to see a building on the southeast
corner of the intersection, and through the side door you will see a Type 99
gunner facing out the northern window waiting to ambush anyone heading east on
the main road.  There are two Type 100 guards patrolling the southern street,
and they will come to rush your position, but between your rear cover man and
the pair on the north side of the main street you should make short work of
them - then you're all clear to take out the would-be ambusher.

Take the two men that were on the south side of the street east and forward
towards the middle of the main street, behind cover facing to the northeast. 
You should just be able to see a ruined building where the north wall turns
away to the north, marking the start of the first main turnoff.  Bring your
north-side pair forward, hugging the wall so that anyone charging out into the
main street will bite it, hard.  Bring one sniper around the south end of the
large rubble pile in the middle of the road south of that northern destroyed
building, then creep up and snipe the Type 99 Gunner hiding in the westernmost
window.  A Type 100 gunner in the same building will rush out into the main
road to investigate, but your crossfire will make short work of him.  A guard
who patrols up and down the northern street will most likely be in earshot when
the fun starts, so keep an eye out for him as well.  Once they're dead,
consolidate your position inside that destroyed building.

From the northeast corner of that building you should be able to look northeast
and see a sandbag position with a bazooka guard and a Type 99 gunner guarding a
Tank - your first objective.  Sniping them from this position to kill the
guards is probably the best bet.  Just across the road to the east is a bombed
out building with a sniper on the top story, so take him out as well.  Then, if
you brought a bazooka, just blast the tank - it's stationary behind the
sandbags, so aiming is child's play.  If you feel like really having fun, and
if you brought some dynamite, just creep up to it and set a charge - one blast
of TNT will do the trick.  If you forgot both dynamine and a bazooka, you can
try creeping to get the bazooka off the guard you just killed, or a second
bazooka on some crates right beside the tank, but good luck getting there. 
Once the tank is dead, look to the northeast for a sniper in a building outside
the perimeter wall and kill him for good measure.  Objective completed.  As
your initial reward, there is the aforementioned bazooka on the crates near the
tank, three first aid kits, and then two more first aid kits and an Arisaka
with scope in the building that had the sniper.  Claim your goodies, then start
moving south on the east side of that road.

South of the building that had the sniper and the sniper rifles/first aid is
another building facing west.  There is a sniper inside facing west, fairly
difficult to spot or kill because the north wall of this building is fairly
intact.  You could try circling to the front, which exposes you to fire, or try
throwing in a grenade through the open roof.  However, once he's killed that
will alert two more guards in a bombed out building farther south, at the
intersection where the main road continues east.  If they don't charge they'll
stay alert in their building, ready for attack.  Plan your attack carefully -
attacking from the relatively-destroyed northeast side/corner is probably a
better bet than circling to the 'front' of the building on the west side. 
Farther south, across the road, is another tall building with a gunner in the
base and a sniper in the top level.  Snipe them out from this position before
sending a pair of men across the road in preparation for a leapfrog advance to
the east.

Once this intersection is secure, get one sniper and one S/MG man on each side
of the road ready to proceed east.  Bring the south team slightly forward to
see a bombed out building on the south side of the road.  There are two guards
in this building - one facing east and one facing north.  Hold off on attacking
until you can get your north team to some of the rubble in the middle of the
road for a crossfire.  Attack and destroy.  At this point you'll be able to get
into the alcove in the ground floor of the building on the corner, where you
can claim another Japanese bazooka and some first aid kits.  Take the
north-side team forward again, circling the north side of any rubble in the
road until you can just see the next set of destroyed buildings on the south
side of the road.  Then, bring your south-side team into the first set of
buildings, which make a good point of attack on the second set of buildings. 
One guard is stationed hidden in a front-door alcove, safe from direct attack. 
Two more guards patrol east-west - one inside the bombed-out buildings, one in
the road just in front of them.  Try to position your north-side team behind
some rubble so that they don't attack directly, but rather cover your south
team in case they are rushed.  Use the south team to inch forward and trigger
the attack.

Once the second set of buildings is secure, you are just about at the point to
attack the second tank.  It's in a walled compound outside of a large building
on the north side of the road.  This area has a lower perimeter wall, which can
be fired over.  There is only one access point, in the middle of the south
side, flanked with piles of rubble.  An officer stands at the opening of the
fence to the road.  The tank is just inside, near some sandbags, and small
walls that go inward from the perimeter make direct access impossible.  Two
guards are near those sandbags by the tank.  Finally, two more guards are
behind some hills of rubble inside the fence - one to the east, one to the
west, easily in earshot if any trouble starts up.

Your best bet is to consolidate your team on the south side of the road to
avoid alerting the defenses, then approach from the south, towards the larger
rubble pile to the west of the fence opening.  Snipe out the officer FROM THE
BUILDINGS on the south side of the road to avoid attracting attention at the
outset.  Then, creep your fire teams towards that large rubble pile - one
rifleman guarding around the west side, a machinegunner towards the east with a
rifleman beside him, then a sniper directly behind the rubble pile, ready to go
over the top.  CREEP the rifleman over the rubble and snipe one of the sandbag
guards, then quickly get back under cover.  That should incite a charge of all
of the interior defenses, who will come out the fence and get chewed up by the
two men you have guarding there.  Your sniper can help from behind the rubble
pile as well, but don't get too high up or the tank will start shooting at you
as well.  Once they're dead, use your bazooka man to take out the tank - the
wall access makes creeping up to use dynamite impossible.  As always, watch out
for the tank crew's attack.  Objective completed.  Be sure to grab the goodies
near the tank, then prepare to move out to the east.

Shortly east of the second tank position is another intersection with a
north-south road.  The road is very wide and, while there are large rubble
piles where each road leaves the intsersection, the intersection itself is
deserted.  There is a sniper in the top floor of the building on the SE corner
of the intersection, and a stationed guard is behind a building just east of
the bombed-out shell on the NE corner.  If you snipe that sniper the hiding
guard will rush you, so position your cover men first.  Once he's dead, gather
your men on the north side of the east-west road, in front of the building he
was hiding in.  The third tank is on the north-south road just over the large
rubble pile east of you, and is heavily guarded with one Type 99 gunner in the
bombed-out building north of the rubble pile, two Type 100 gunners patrolling
the area around the tank, and two snipers in buildings east of the tank
overlooking the road the tank is on.  Again, a coordinated ambush is the order
of the day.  Position gunners in cover right beside the bombed-out shell on the
north side of the road in front of the rubble, ready for a charge.  Get one man
to the middle of the road carefully, without alerting the hiding Type 99
gunner, and get to a position where you can snipe/shoot at him without being
seen by the tank.  Shoot him, and get ready for the rush attack.  You can have
your trigger man switch to an SMG to cross-fire any chargers who come past the
rubble.  Once they're dead, use the rubble pile as cover and again use the
bazooka to destroy the tank and take out the driver.  Objective completed. 
Once the tank man is dead, use your sniper to creep to the tank's position and
scan the buildings east of you to take out the two snipers stationed there.

Send a sniper a short way north, on the west side of the road, and look for a
sniper in a building on a ridge to the north/northwest of you.  Then,
consolidate your team and get ready to head north-northeast.  The ridge and
walls guide the road in a curve around to the east and then north.  Two
riflemen patrol this area of the road, so proceed carefully, perhaps getting a
pair of men up onto the ridge without going over and providing high cover.  Go
around that ridge just until you see where the road continues north.  You will
be directly south of some bombed-out buildings.  The first one you see has a
bazooka man in it facing west - he can be sniped from the ridge.  Creep your
men to the south side of that building and prepare to move north towards the
last tank.

There are two more buildings north of the building that housed the bazooka
soldier.  Each of them has snipers on the top floor, but if you stick close to
the buildings they won't be any trouble.  You will hear them notice you, but
they can't sound alarms, so don't worry about them for the moment.  At the
bazooka man's position you will see some more goodies for your use - another
Japanese Bazooka and some First Aid Kits.  Gather what you need, then creep
northward.  Use your sniper to look for a sniper hiding in a building on the
west side of the road as you proceed north, but stick to the buildings on your
side of the street.  When you get to a place between the two, creep up the
rubble pile and into the second story.  This higher vantage point makes a
perfect ambush position for the last tank position which is just northeast of
the NE corner of this building.  Get your men inside, on their bellies, then
creep a sniper to the north side to get a picture of what you're facing - the
tank is behind some sandbags in front of a church on the north side of the
road.  An officer and two guards are stationed by the tank, and another one is
running a patrol path that loops to a point just in front of the building you
are in.  Get the rest of your men into position like this: a machinegunner in
the NE corner, able to shoot out the window to the north.  A SMG man south of
him, facing south, towards the window opening that can be used to get into the
building from the ground.  The sniper to the west of your machinegunner, also
facing out to the north.  The fourth man can be at the windows west of the
sniper, so that he can shoot out the north and also turn and cover the other
set of southern windows that can be climbed in.  Get into position prone, so
you don't attract attention, then quickly tab through each man and bring them
up crouched.  Then use your sniper to snipe out one of the tank guards,
preferably the officer.  The rest of the guards will charge you, which is where
your other men will get free cracks at them as they cross the street.  Those
that manage to live crossing the street will go to the rear of the building and
try to climb in the same way you did, but if your guards are positioned
properly you'll take them all out without any trouble.

Get all of your men out to street level, under cover from the tank.  It's
behind some sandbags on the north side of the road, but the amount of cover
there makes dynamite an option if you wish.  Alternately, the bazooka can be
used as well, but the sandbags may make a good firing angle tricky.  A sniper
in a building on the south side of the road east of your ambush site makes
things a bit tricky, as does the sniper that is on the top floor of your ambush
site.  Furthermore, there are two men stationed/patrolling in a bombed out
building just down the road east from the tank, and they could cause trouble -
and even if you take them out the noise is sure to alert the tank's crew.  You
should definitely clear your way by taking out the infantry first, of course. 
Set your men to guard against ambush from the north while staying out of the
tank's view, then creep your sniper to where he can snipe out the snipers.  If
that didn't alert the north-side guards, creep under cover towards them and
find the best opportunity to take them out.  Finally, take out the tank any way
you see fit.  Objective completed.

The exit zone is just down the road to your east.  There are two more snipers,
one in a building on the north side of the road, another on the south.  Also,
there are two Type 100 gunners behind a very large rubble pile in the middle of
the road.  Stay under cover as you proceed until they attack, then once they're
dead your way to the exit zone is totally clear - just go east and you'll see
the magic words.  Mission completed.



LOCATION: Okinawa, May 1945

BRIEFING: The islands are falling like dominos, and if we take Okinawa the war
in the Pacific will be finished. Following your lead, the Marines will be
assaulting the high ground surrounding Shuri Castle, a 15th century fortress
and the keystone of the Japanese defenses. While American shelling has reduced
much of the castle to rubble, the ruins remain well-defended. While the Navy
pounds the hilltop from air and sea, you are to infiltrate the castle complex,
disrupt the chain of command, and cripple its defenses. Of particular
importance are two 150mm guns to the east. When the guns have been silenced,
find and eliminate the four main officers. That accomplished, make your way to
the main courtyard in the castle. The Marines will be watching for you.  When
Shuri falls, so falls Okinawa. Good luck, men.

- Eliminate Officer #1
- Eliminate Officer #2
- Eliminate Officer #3
- Eliminate Officer #4
- Destroy Naval gun #1
- Destroy Naval gun #2
- Get all of your men to the exit zone

Enemy Strength Assessment: Strangely, the opposition in this final mission
isn't terribly difficult considering the other missions you've completed to get
to this point.  There is no armor, but clusters of enemy troops at strategic
points and hidden and not-so-hidden snipers are plentiful.  Still, with careful
advances and a watchful eye this mission won't be too hard to win - and the
enemy's greatest strength, the wealth of cover, is also your greatest strength. 
The best team makeup will be the paired pairs - two snipers and two
machinegunner/submachine gunners, split into teams with one of each.  Don't
forget a demolition expert for taking out those guns.

Synopsis:  You start the mission in a jungle south of the hill the castle is
on.  You will proceed north through a defended jungle to the road going up the
hill to the castle, then climb the hill to the castle gates.  From there, you
will make a complete circle around the castle's exterior perimeter clearing all
opposition and destroying the guns at the southeast corner, then proceed to the
exit zone in the inner circle of the castle.

You start this mission in the middle of a jungle - immedately order your team
to go prone, then hold.  Split your teams with one sniper and one S/MG man per
pair.  Send one team to your left as you proceed forward and the other to the
right.  Send the right team forward first, and scan ahead for the trees to
clear.  You will see a stone path become apparent once the undergrowth clears,
and just ahead to the left in the distance you will see two small stone pillars
about waist-high.  Stop there and look for the sniper in the brush prone and
just south of those pillars.  Have your teams ready for cross-fire and snipe
out the sniper - and you will be rushed by two SMG-toting Japanese.  Once they
are dead bring your sniper forward slowly towards the pillars; there is a
sniper on the rocks on top of that hill, and a second one on the flat ground
north of the pillars, before the road curves around the hill.  Look for both of
them and snipe them out, starting with the hilltop sniper.

When your teams are at the base of that hill you will see the road ascent to a
couple of small huts on the hilltop.  The road goes north and then curves
left/west around the north side of that hill.  Take a sniper forward to look
around the hill and look for more pillars guarded by two more Type 100 gunners. 
Put a fire team on the side of the hill to flank them when they charge, then
snipe them into your ambush.  Once they are dead it is safe to ascend the hill
from the first road you encountered, the one on the hill's east side.  In the
open hut is a samurai sword and a package of dynamite.  Gather all your men at
the foot of the hill on the north side, where the north road descends the hill.

Creep a sniper down the path west and look for yet another sniper in the brush
ahead.  Take him out from long range.  Creep farther and you will see a river
that runs north/south ahead, with a sandbagged Type 99 gunner on the far/west
side.  Again, take him out.  Next, you will proceed north along this river -
most of the opposition is on the main path on the east side, but some snipers
are hidden on the west side as well.  For safety's sake, it's probably best to
temporarily split your team into a stealth/sniper on the west side of the river
and the other three on the east.  Take your sniper across the river to the
sandbag positions and hold there, looking over the sandbags to the north to see
a sniper and a stationed guard north of you on the west side of the river. 
Another guard patrols up and down the east-side road, ending his loop beside a
low stone wall on the east side of the road.  Wait for him to go north, then
try to quietly position your team to ambush him when he returns, while also
guarding against a charge from across the river - then, when the patrol man
returns, use the sniper to snipe out the Japanese sniper and the fire team
should make short work of everyone else.

Continue north, after bringing your sniper back to your main team.  After the
road zigzags a bit you will see it start to curve away from the river near a
waterfall.  The road continues its curve to the north and starts out a stone
pathway that ascends the hill.  You should be able to see a stationed guard
behind a low stone wall that is along the roadside.  Behind him is a tower with
a sniper in the top.  Far in the distance there is a cliff on the west side of
the road with a wall along its top, and a sniper just barely in sight on that
wall.  Out of sight of your approach for the moment is a sandbagged Type 99
gunner at the base of the sniper tower on the main road.  Your best approach is
to set for an ambush, snipe out the lower tower's sniper from as long a range
as possible, and let the stationed guard come forward to get killed - then,
bring a sniper forward and take out the high-level sniper up the cliff's side
from behind the wall, and finally use small arms to kill the sandbagged gunner
from behind the stone wall.  You can then consolidate your position at the
tower base and go upstairs to get a first aid kit.

The road ascends from this first tower to the north, to a small plateau with
two huts on it.  This plateau extends southward on the ridge that is on the
east side of the road.  A sniper is in some brush on this ridgetop, too far
back to overlook the road but positioned to flank anyone coming straight up the
road when they reach the top.  There are three more guards - two sandbagged and
one patrolling - at the plateau top on the road itself.  A direct approach is
suicide.  You should pick either side (or both), ascend the hilltops to the
side, and then advance on higher ground even with the attackers.  Creeping up
the hillside on the east side may attract that sniper's attention, but you can
use the ridge as cover from him, and if you're far enough south the guards by
the shacks won't be any immediate trouble.  Once all four guards are dead,
creep slowly forward to take cover behind the wall to the east of the road. 
You should just be able to see the hilltop defenses at the outer perimeter of
the castle from this point - a sandbagged guard on the west side of the road,
and a sniper tower on the cliff behind the east-side shack.  Unseen from this
angle is another guard behind sandbags at the foot of that higher-ground tower,
and he will charge you if he hears any noise from men trying to sneak up the
hill.  Again, use your sniper to snipe out the guards - first the sandbagged
guard, then the tower guard.  Then, set your men at the foot of the eastern
cliff ready to fire and creep a man up the east side of that cliff.  If the
guard's attention is attracted your men will take him out, or if you can get up
quietly you can kill him at close range.  Bring the rest of your men up the
east side of this cliff.

At the top you will be able to see how the tower you are behind provides cover
from the front-gate guards of the castle.  From the sandbag position at the
base of the tower you should be able to look across the small square outside
the gate to see a sandbagged gunner position just outside the gate.  Other
sandbags provide good cover to creep close enough to take him out easily.  A
second gunner is just behind him behind more sandbags just to the inside of the
gate, on the other side of the entrance.  Above and behind this second
sandbagged gunner is another tower with a sniper in the top.  Furthermore, a
patrolling Type 100 gunner walks a path that covers this outer square, the gate
itself, and around the sniper tower inside.  Stay alert and creep and you
should be able to kill all of the gate opposition pretty easily.  To finish
clearing the entrance, get to the sandbags farther inside the gate, where the
second gunner was stationed.  You should be able to look past the rubble to the
north to see two more sandbagged gunners near a large temple entrance to the
inner sanctum of the fortress.  You can snipe them out easily from here.  Also,
another sandbaggged gunner is near a wall base that is to the northeast of the
small shack that is northeast of the main gate.  Circle one side or the other
to take him out.  The first of the four officers you have to kill is inside the
tower right by the gate, so throw in a grenade for the least exposure to
danger, or use fancy footwork and a quick trigger finger.  Objective Completed.

The compass will follow the objectives in order, thus sending you ping-ponging
back and forth across the map.  The best course is to pick one direction and
simply go around the entire outer ring of the base, clearing as you go. 
Clockwise seems easiest, so we'll go that way.  West from the main gate, near
the outer wall, is a long hut with a porch along the north side - a Type 99
gunner is stationed on that porch.  Take him out.  Another patrolling guard
walks a beat that goes around the west side of the base and down the road you
are on, so stay alert for him.  Proceed west past the porch building and look
for the main thoroughfare to turn north.  Some rubble piles are scattered along
this road, and there is a low stone wall on the west side of the road.  Creep
to this wall prone, and look over it carefully to the northwest.  You should
just be able to see a largeish building on the west side of the fortress with
an officer and two guards near him.  You can use the rubble and the wall to set
an ambush, and trigger it by sniping from the wall and crouching to cover. 
They'll all come forward and die like obedient lemmings.  Objective Completed. 
There is a first aid kit on some boxes to the north of the building the officer
was near, and there is a sniper on the perimeter wall at the SW corner of the
fortress, just south of that building.  Clear the sniper, grab the first aid
kit, and get ready to continue north.

Continue north by sticking to the outer-perimeter wall.  Go north until you can
see the grass on your right end.  Across a small empty area is a building to
your north, and to the east of it is a large courtyard with an officer on the
extreme north end.  A sniper is in some walled-off brush east of the rubble in
the road leading to the courtyard, and another gunner patrols the area around
the officer and around the building.  Your best bet is to set an ambush around
both sides of the building - creep your men forward one by one ON THEIR BELLIES
to avoid being seen by both officer and sniper.  Have one man with an SMG guard
around the back of the building and the rest guard around the front - then
snipe out the officer and quickly snipe out the sniper after him - the other
guard will come running but you're ready for him in either direction. 
Objective Completed.

A first aid kit is in the top floor of the building you are near.  Claim it if
you need, then get ready to go down the main thoroughfare that proceeds east
from the courtyard.  A patrolling rifleman walks an east-west beat on this
road, so wait for him and take him out, then go down the road.  You will pass
several small shacks on your north, but save for one stationed Type 100 gunner
they are unprotected.  That gunner is in the 'U' of the northern of two
U-shaped buildings that face each other.  To take him out just get a man to
creep at that pair of buildings from the west side and eitehr bounce a grenade
or quickly just step around the corner and blast him - you can get yet another
first aid kit out of the deal.  If you take him out, grab the goodie and join
the rest of the team on the main thoroughfare and continue east.

Proceed slowly once you see the interior building end and a small turnoff to
the south in the southern wall.  There is a sniper in the brush south of this
turnoff, so creep and snipe, and then continue east.  The main thoroughfare
turns south here, with a grassy area behind some sandbags on the east side of
the road.  The rubble pile is being hit periodically with explosives, so don't
get too close to it.  In that grassy clearing to the east is one sniper and two
more stationed Type 100 gunners.  You can set an ambush using the wall as cover
and trigger it with a grenade thrown over the sandbags.  Once those men are
dead, continue south along the road until you see it open up.  There will be a
bombed-out building to the east, and the main wall of the inner sanctum to the
west.  A LARGE crater is in the courtyard between the two, and a type 100
gunner is stationed in that courtyard.  Another is in the tower just south of
the large hole in that inner wall.  You should be able to snipe both of them
from where the road meets the courtyard.  Next, bring your team around to the
bombed-out building to the east.  Bring a sniper to the corner, looking south,
and take out the sniper on the outer perimeter wall.  South of this bombed-out
building is a more intact building near another grassy clearing.  This grassy
clearing also has guards in it - a sniper south of the intact building and two
Type 100 gunners in the brush east of the sniper.  There is a crate to use for
cover as well as the low wall outside of the grass and the wall around the
porch of the building.  Take out all opposition.

At this point you can bring one man back to the courtyard near the
inner-sanctum wall, where you will see a gate through the wall on the south
edge.  There is a tower at that wall intersection near the passthrough, and the
last officer is in the top of that tower.  You can creep through the
passthrough and get into the courtyard south of the tower and snipe through the
opening, or if he has been alerted he may be creeping along the wall to the
west, towards some stairs down that are near the main fortress gate.  Use your
sniper to hunt him down wherever he may be - keep in mind that since he's the
last-surviving officer the compass will actually be pointing towards him. 
Objective completed.

The last objectives are the two main guns that are just to the southeast of the
bombed-out courtyard.  Gather your men back at the east side of the two
buildings east of that courtyard and proceed south, carefully.  The guns are
across a small courtyard to the southeast, and a Type 99 gunner is on the wall
straight south of the grassy area where you fought the last holdouts.  Snipe
out the wall guard and have the rest of your men set to ambush the gun guards
when they charge you.  Once they're all dead, send in the demolition man and
blow up those guns.  Objectives completed.

By this time you will have killed everyone on the outer perimeter and all
that's left is to get to the middle of the inner courtyard.  Head west from the
guns until you get back to the main gate, then proceed north carefully.  You
will see that the entrance to the inner courtyard has two openings - a large
one that you can see two guards through and a smaller one to the left.  You can
go through either one so long as you're prepared for an attack by those two
guards.  Once they're dead, move forward into the inner courtyard, watching out
for one last sniper hidden in a warehouse on the west side of the courtyard. 
You can hunt him out, let your team's AI take him out, or simply head forward -
because once you reach the middle of the courtyard it won't matter.  MISSION
COMPLETED - and congratulations, you've just finished the game!


--- VI - Cheats ---

To enable cheats, you must use the Global Talk key (defaults to the
single-quote key) to enter chat mode, then type 'cheatcheat' to turn cheats on. 
After cheats are enabled, enter chat mode again and type in the appropriate

/godmode - God Mode
/ammo - unlimited ammuntion
/invis - invisibility
/fly - fly mode

--- VII - Disclaimer/Credits/Miscellaneous ---

All trademarks are property of their respective owners, and no infringement is
intended in their use in this document.  Thanks to nFusion for creating such a
great game.

--- VIII - Version History ---

v.1.0 - 6/23/03-8/18/03 - Wrote FAQ.

Copyright 2002-2003 Mark Vignati (aka 'Vic' or 'Lord Vic')

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