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    FAQ/Walkthrough by antseezee

    Version: Final | Updated: 03/11/11 | Search Guide | Bookmark Guide

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                           For Microsoft X-BOX
                               Version Final
                             By Chris Zawada
                             User: antseezee
                       E-mail: chris@z-wad.com
    		       Website: www.z-wad.com
                             Created: 12/19/04
                           Last Update: 03/10/11
                        Copyright 2011 Chris Zawada 
    Author's Note
    Vietnam - either a war we regret, or want to forget. Either way, many video 
    game developers have attempted to create realistic representations of the 
    conflict, and have failed. While some of them were decent, none have surpassed 
    expectations into the excellent column. A small developer in 2015 decided to 
    uptake a project that would represent the war from one soldier's perspective, 
    and also the entire theme of combat. Men of Valor is currently one of the best 
    Vietnam War based shooters that pits you against the Viet Cong and NVA on a 
    quest to help your army win. By completing various objectives, nailing down 
    approaching tangos, and uniting with your fellow forces, it truly comes down 
    to both your skills as a gamer, and your knowledge of knowing what to do. Can 
    you grip the M16 with high-velocity rounds firing overhead, or shall you 
    crumble to the knees of your griping enemy?
    If you have any contributions, feedback, or strategies you'd like to have 
    added to the guide, contact me via e-mail or on GameFAQs. I'll be more than 
    content to add your segment of information, and will also provide credit. If 
    you have any questions you'd like added to the Common Questions section, ask. 
    I simply don't have the time to sit around thinking of questions. Provide me 
    with what you want to know!
    =03/10/11= vFinal
    Final update.
    =01/01/05= v1.0
    Finished the FAQ. Certainly a challenging game, and worthy of a top 50 
    request, but not as bad as I thought it would be. Completed it on the HARD 
    difficulty, and was impressed. Live play is fun, although tedious at times. 
    Guide to be posted today.
    =12/19/04= v1.0
    Started the FAQ. I've been waiting to do this game for about 2 weeks now, and 
    it finally arrived in the mail. The guide will cover the basics, a weapons 
    overview, single-player walkthrough, along with multiplayer tips/strategies. 
    I'm up for the challenge.
    - I've now added a Quick Search function to the guide. Press CTRL + F, and 
    type in the designated (#.#) to be quickly forwarded to that specific section 
    of the guide.
              -    Table of Contents     -
              1) Introduction
              2) Game Basics
                 > Controls
                 > Screen HUD
              3) Game Modes
                 > Description of each
              4) Walkthrough
                 > Level 1: Training               (4.1)
                 > Level 2: Body Count             (4.2)
                 > Level 3: Clearing the Hamlet    (4.3)
                 > Level 4: Night Trip             (4.4)
                 > Level 5: Operation Starlite     (4.5)
                 > Level 6: Jungle Ambush          (4.6)
                 > Level 7: Eagle Flight           (4.7)
                 > Level 8: Contact                (4.8)
                 > Level 9: Hill 861S              (4.9)
                 > Level 10: MACV Base Defense     (4.10)
                 > Level 11: House-to-House Combat (4.11)
                 > Level 12: Hue Counter-Attack    (4.12)
                 > Level 13: Back to Khe Sanh      (4.13)
              5) Weapons
                 > Profile of each w/ ratings
              6) X-BOX Live
                 > Game Modes
                 > Classes
                 > Map Strategies
              7) Codes
              8) Common Questions
              9) Copyright/Distribution/Reproduction Guidelines
             10) Proper Credits
    - 1) Introduction          -
    First person shooters have practically become one of the prime genres for next-
    generations systems. Thanks to graphical advancements, programming 
    improvements, and the X-BOX's extreme capability of handling them with ease, 
    Microsoft's dandy little box has turned into a massive realm of exploration. 
    Developers can now toss players into surreal environments from different 
    times, themes, and eras. Men of Valor is no different. The game is basically a 
    representation from a lone soldier's perspective of war during the Vietnam 
    War. Surprisingly enough, this is the best title of the Vietnam-based shooters 
    to pop out in quite some time, and from a fairly unknown developer. With its 
    nifty realistic gameplay, and online support, Men of Valor is a wise addition 
    to any gamer's collection.
    The story is fairly simple. You take the role of a lowly soldier stationed in 
    Vietnam when the war suddenly begins. The storyline progresses with each 
    mission somehow connecting to the war, whether it be the Tet Offensive, rat 
    tunnels, or guerrilla warfare that must be combated. Either way, Men of Valor 
    challenges you greatly, especially during campaign mode. Enemies will be 
    spawning out of various locations, charging you, shooting you, and befiddling 
    you. It all comes down to how you focus on your objectives, use your teammates 
    for support, and help fight against the North Vietnamese/Viet Cong.
    Here's a brief excerpt from the instruction manual (credit to 2015):
    You are a Marine stationed in Vietnam in 1965. You are about to be thrown into 
    the line of fire in the fields, rice paddies, and jungles of Southeast Asia. 
    You won't have time to think about politics, protests, or the threat of world 
    Communism - you'll need to focus all your attention on making sure you and 
    your buddies get back in one piece.
    ##### GAME INFO #####
    Players: 1-12 (w/ X-BOX Live support)
    Developer: 2015
    Released: 2004
    Rarity: fairly rare
    Special Features: HDTV 480p, Scoreboards, X-BOX Live, Voice
    ESRB: Mature (17+)
    Cover Art on box: 
    - Shows several Marines marching in a swampy marsh after being dropped off
    - 2) Game Basics           -
    The X-BOX controller fits great for any first person shooter, mainly because 
    of dual joysticks, and the ability to switch between numerous functions with 
    the overwhelming amount of buttons. Men of Valor's controls are very simple, 
    with the exception of Precise Aim, which takes some time to get use to.
    KEY representation for each button:
         Thumbstick = left/right thumbstick pads (black)
        Control Pad = left directional pad (black)
                  A = A button (green)
                  B = B button (red)
                  X = X button (blue)
                  Y = Y button (yellow)
                  R = R trigger (black, underneath right side of controller)
                  L = L trigger (black, underneath left side of controller)
              START = Start button (black, center)
               BACK = Back button (black, center)
              Black = Black button (black, right)
              White = White button (white, right)
    /Game Controls/
            Left Thumbstick - moves character, strafes left/right
      Left Thumbstick Click - crouch, hold again to prone
           Right Thumbstick - aims up/down, turns left/right
     Right Thumbstick Click - show names
                          L - enters precise aim mode, zooms in with weapon if
                              scope is present, aiming reticle becomes smaller
                              and can be shifted using the right joystick
                          R - fires current selected weapon
                      START - pauses game
                       BACK - brings up current score/objective
                Control pad - press direction to switch to specific weapon
                          A - changes mode on weapon (semi automatic, automatic)
                          B - bandages yourself if bleeding
                          X - reloads
                          Y - use, action button
                      Black - melee attack
                      White - switches to next weapon
    - Moving your character is the same as any other shooter for the X-BOX, 
    involving both joysticks in simultaneous action. Melee attack is only useful 
    in very close situations where shooting could be conservative. The control pad 
    let's you switch to the weapon by pressing the corresponding direction for 
    that weapon. Whenever you are shot, you will start bleed. Bleeding gradually 
    lowers your health. In order to prevent this, hold down B. Your bandage should 
    attempt to stop bleeding and conserve as much health loss as possible. Some 
    weapons have various firing modes on them. An M16 can be fired in either 
    automatic, or semi-automatic mode. Precise Aim mode is the biggest factor to 
    get use to. You must hold down L to keep a mobile scope, with you can aim with 
    the right joystick. It's similar to Goldeneye, if you've ever played that game 
    before. On certain weapons with zooming scopes, your view will be farther. 
    Precise aim requires that you stand still, so you cannot move while aiming. 
    You can crouch by clicking the left thumbstick, or prone (lay flat on ground) 
    by holding it down again. You can let go once you're in the specific position 
    to keep the soldier in that position.
    /Screen HUD/
    The following section will briefly describe what the Men of Valor interface 
    looks like, and what each bar stands for in the game.
     |                                                     |
     |  '''                                                |
     | /[1]\                                               |
     | \.../                                               |
     | OBJ: [2]                                            |
     |                                                     |
     |                                                     |
     |                        /|\                          |
     |                       -[4]-                         |
     |                        \|/    \^\                   |
     |                               \# \                  |
     |    /^\                         \# \_                |
     | <--===-->                       \#  \               |
     |    \|/                           \#  \              |
     |     | [3]                         ||| \  [5]        |
     |                                        ##/###[6]    |
    Meaning KEY:
       [1] - Compass - shows your current location with surrounding directions,
                       your objective is the yellow beam to follow. The closer you
                       get to the objective, the more yellow filled the compass
       [2] - Objectives - this lists your current objectives at hand
       [3] - Health Bar - shows how much life you have left based on how full the
                          twisted cross is. You will lose life when hit by enemy
                          fire. It becomes a darker color and becomes less filled.
                          Whenever you see a flashing red, hold down B to bandage
                          and counteract the possible damage. If your life bar
                          runs empty, you die.
       [4] - Aiming Reticle - this determines your aim when firing a weapon. The
                              reticle will expand based on consecutive shots and
                              recoil. Becomes easier to aim when in Precise Aim
       [5] - Weapon Display - this displays your current selected weapon along with
                              which mode the gun is selected on
       [6] - Ammo Display - shows how much ammo you have left in a cartridge, along
                            with how much remaining ammo for that specific weapon
    - 3) Game Modes            -
    We have all seen it in the past and future. First person shooters are 
    transversing themselves into adventure games, featuring online support, single 
    player campaigns, and developer mods. Men of Valor features an AWESOME single-
    player campaign, along with online support that's fairly good, offline co-op 
    play, and items of the such. The following section will briefly entail each.
    This can be accessed by going to New Game. You must first create a profile. 
    You can set the difficulty of the campaign in your profile by adjusting the 
    difficulty (easy, medium, or hard). There is NO advantage to beating the game 
    on HARD. Campaign consists of 12 "true missions", with one training mission. 
    Probably the best feature of the game.
    /X-BOX Live/
    One of the more improved methods of playing the game, X-BOX Live features five 
    different game types, support to add friends, hear voice, and keep record of 
    your statistics. Stats are always logged depending on the game mode, 
    regardless of the size or speed of the server. Loading times are fairly 
    rampant, but you'll get use to them.
    This is where you create your character's basic settings, including controller 
    defaults, audio/video displays, and difficulty. It also keeps track of what 
    missions you have beaten in single-player on what difficulty.
    - 4) Walkthrough           -
    First person shooters are often considered in a realm of their own. Emerging 
    the player into a series of adventures and environments, you'll find yourself 
    running from ferocious monsters, and mowing down motionless bad guys. The idea 
    of a walkthrough is to guide the player step-by-step through the entire game, 
    including when the going gets tough. This section will lead you through the 
    game, and is strictly based off of the HARD difficulty. Most people tend to 
    have trouble completing it on normal as is. You can change your difficulty by 
    editing your in-game profile. Spoilers are present however, so be careful what 
    you wish for. Before I start, please note that campaign mode is actually split 
    into four "operations" - Da Nang, Iron Triangle, Khe Sanh Hill Fights, and Tet 
    Offensive. Each has a series of missions that operate under them. The 
    walkthrough will only list the mission names, but progress in the given order. 
    Mission ratings are based on a 1-5 * scale, with 5 being the hardest.
        ____________  ___
       (- TRAINING -)(4.1)
      / Operation: Training
     / Difficulty: *
    /  Objectives: + Understand basic Marine protocol
       *You'll start off on a brief jeep ride through a local Marine training
        facility. Obviously, everyone's in a true hush-rush to get to there
        locations, so don't expect a friendly welcome.*
    Move towards the yellow objective arrow. Proceed around the corner. Crouch 
    under the fence bars. Once across, you'll have to prone under the next series 
    of poles. Hold down the left thumbstick after clicking it once. You can let go 
    once you're proned. Move across promptly as an M60 will be fired overhead. 
    Once on the other side, go to the medic's station, and listen to what he has 
    to say. Now, move over to the nearby tower, and press Y once to grab a hold to 
    the ladder. Climb up it. Grab the nearby M14 and look to your right. Hold down 
    the L trigger, and use Precise Aim to nail off the white targets in the 
    distance. There's no time limit, although practicing quick switching on 
    targets is beneficial. Once all the targets are down, look back to the table, 
    and pick up the grenades. Toss them into the two pits where the targets were. 
    Aim them near the base of the top of the arrows, since gravity will naturally 
    arc them downwards. Climb down, and head over to the bunker. Walk up to the 
    M60 and press Y. Now, pelt the targets again. As you can see, the recoil is 
    greater on the M60, making it tougher to aim accurately.
    Leave the bunker and move over to the M79 table. This is basically a grenade 
    launcher in the game. You'll have to arc two shots to hit two destroyed trucks 
    in the distance. The grenade launcher takes some time to get use to, so be 
    efficient with it. Press A to switch to Buckshot mode. This is almost the same 
    as the Shotgun. Hit the target in front of you three times. Leave and head 
    over to the next area to practice "taking cover" from enemy fire. Boy this'll 
    be fun. This next part is somewhat tricky if you're not use to the game. Stand 
    up, and pick up the gun. Hold down L, and lean to your left but slowly. 
    Quickly take out the left/right turrets. If you take damage, hold down B to 
    replenish any lost life. Next, move to the Live Fire training session. You'll 
    have to nail 5 targets, which are representative of Vietcong, along with 
    smoking an enemy bunker. You can rush through the early portion of the jungle 
    until you see white haze in the distance. Most of the targets will be by the 
    trees. Get along the right wall, and prone. An MG will fire from the bunker 
    you have to smoke. You can't knock the turret out though, so be quick, and use 
    trees for cover. Approach it from the right so the MG can't turn and fire at 
    you. Press Y to toss the red smoke, then run for safety as the airstrike will 
    pelt that baby back to southeastern Cambodia. Your training session is 
       *A brief clip is shown explaining how America got involved into the Vietnam
        War. Due to the waste of supplies given to the South Vietnamese, and their
        cries for support to the Americans, an expeditionary Marine force was
        deployed in Da Nang, in order to protect the city and nearby air station.
        Viet Cong Guerillas placed the Marines under heavy fire, and in less than
        a month, the Marines started to launch offensive maneuvers on the VC. 
        Casualties were huge towards the VC, and victory appeared to be imminent,
        ______________  ___
       (- BODY COUNT -)(4.2)
      / Operation: Da Nang
     / Difficulty: ***
    /  Objectives: + Organize up for the battle ahead
                   + Advance up the Hill
                   + Destroy the Enemy Bunker with a Smoked Airstrike
       *We're fast forwarded to some Da Nang base where we see a young soldier
        getting interviewed by a Marine journalist. After signing off, and
        receiving no exciting stories, we're placed back into the role of our
        young African American soldier (Dean Shepard) about to enter a conflict
        where many did not return.*
    Start off by walking to the fellow African American in front of you. His name 
    is Smooth. He'll tell you to go grab the football under the truck so they can 
    play some deep passes to burn up the time. Move over to the truck, crouch, and 
    press Y to pick it up. Once you have it, turn around, and bullet it to Smooth. 
    He'll toss it to his other buddy, who then proceeds to throw it back to you. 
    Quickly press Y before it reaches you to grab it in mid-air (or get pelted in 
    the head, heh).
       *Suddenly, an RPG will strike the nearby truck, and an ambush attack will
        start to rain over your base.*
    Quickly run over to your commander, Zook. The rest of your squad should be 
    there as well. You'll be told to go gather up some equipment, and send a 
    patrol or two to clear out the hills.
       ^A letter is written home to his family explaining the little-to-no action
        he has seen over in Vietnam. Thankfully, no one in his unit has been hurt,
       *Back to our adventures, young Shepard is out on an APC with his other
        buddies as they're out on patrol duty. A few jokes are sparingly said along
        the way. Suddenly, a bull blocks your path from moving ahead. One of the
        soldiers attempts to move it, when he trips a mine! He explodes, along with
        numerous explosions. It's an ambush!*
    Quickly gather behind the APC, but don't be too eager to engage the enemy. 
    There are VC snipers out in the bush. Wait until Zook gives you the order to 
    charge forward. When given, move along the left, right near the small bungalow 
    shack. There will be about 10-12 snipers, with some respawning to an extent 
    along mainly the left ridge. There are a few more in the middle and right. 
    Concentrate on the left, as your AI tends to ignore them a bit. Try to crouch 
    the entire time, or stand behind an ally. Eventually, some may come from 
    behind you, so quickly engage the approachers. Concentrate on the ghille-
    suited VC, as they're the best shots. Once you're clear, Zook will give new 
    orders to proceed ahead. They want you to use specific shots, and eliminate 
    any guerillas in the area.  
    You'll start off in the dense jungles approaching a VC-occupied hill. We're 
    going to take it back, Nam' style. As you move ahead, eventually, a message 
    will flash saying to "Get Cover!" Quickly hide somewhere along the sides 
    (right works best), and prone. A VC patrol should walk right past you guys if 
    you're not seen. However, eventually, your lead units will engage near the 
    front. Move up and help them. The passing patrol USUALLY does not turn around, 
    so don't worry about them. You'll be able to find some extra guns off of the 
    dead VC bodies. When you get close to the base of the hill, a trap is found 
    and disarmed. Be very careful for this next part. There are trip mines all 
    over the place. Try to crouch or stand so you can get a height advantage, and 
    see what's on the ground. At the same time, you must concentrate your view on 
    the hill where the enemies will flush down. Move along the right, and then 
    shift over to the left as the snipers start to fire down. Many of them hide 
    behind trees, and will lean out, so be careful. If you find an SKS off of a 
    body, use it. It's almost like a bolt action sniper rifle, with no scope. Use 
    it to pick off the VC in the distance. 
    The hardest part is progressing the hill. A series of snipers will be behind 
    trees, and there will be greenish enemy boxes that contain some VC resistance. 
    When you reach the right hand turn, then left curl to the next hill, get ready 
    for about 5-7 VC. Again, use wooden TREEs for cover, not the bushlines or side 
    jungles. The side jungles are actually solid structures, and you cannot shoot 
    through them. The bushes don't provide any cover whatsoever, and the enemy AI 
    has ease of shooting you on the higher difficulty. When you reach it past the 
    pillboxes, and it narrows out a bit, check some of the bodies for needed 
    supplies. Continue right. You'll reach a much needed checkpoint at the base of 
    the brownish hill. This next part is tricky. There will be a small wall 
    protecting your Marines. However, VC is established quite well, and it appears 
    the only way to push them out is to smoke the bunkers for airstrikes. 
    Immediately, look to your left, and hit the man who is at the flank of your 
    wall. There will also be a bunker along the left. Nail the gunner. Now, 
    proceed up this left path, sticking to the wall. Move behind each tree trunk, 
    and head for the green bunker where you nailed the lone soldier. Prone and 
    crawl into it. Now, crawl out, and stand up. Run to the closest tree. You 
    SHOULD be in vicinity to throw the smoke. Press Y once, and the smoke will be 
    deployed. Run back to that same bunker. Prone and watch the fireworks. The VC 
    bunker will explode, along with some flying bodies. Zook tells you to regroup 
    and count the dead.
    The squad realizes that the enemy VC were launching rockets via dirt bumps, 
    and using them for leverage. Of course, the real question comes in as to where 
    they were getting such firepower. Again, you'll be ambushed by a plethora of 
    Viet Cong near the treelines. Immediately prone to the right of the second 
    bump, where your squad is hiding. Zook will call in for Napalm on the 
    treelines. Just sit there and wait. In the meantime, you can help fight off 
    the Viet Cong who are approaching your position along the wall. Napalm will 
    light up the forest like Christmas.
       ^Another letter is written home, with Shepard saying how action he got to
        see. On a sad note, the only guy who wasn't afraid of anything was the man
        who got blown to pieces by the mine. He doesn't want his mom to know about
        the horrific battle that took place.^
        _______________________  ___
       (- CLEARING THE HAMLET -)(4.3)
      / Operation: Da Nang
     / Difficulty: **
    /  Objectives: + Regroup with the other Marine APC
                   + Move up the creek towards the Hamlet
                   + Engage the VC in the Ville and avoid shooting the villagers
                   + Clear all of the hooches
                   + Rescue the two reporters
                   + Escort the two reporters to the LZ
                   + Fend off the remaining VC forces near the mortar pit
       ^Shepard writes another letter home to his family, explaining how local
        guerillas are proving to be somewhat problematic. There's a village to
        the south west where the Marines believe the recent enemy activity is
        originating from. You're being sent on a mission in APCs to clear the
        village out. You're also taking the famed military reporter, who might
        catch you in action on TV as well.^
       *We're brought back to our young Shepard, who is about to advance through
        enemy infested territory to help clear out some terrain for future
        operations. You're zooming along in an APC when suddenly, you hear a loud
        bang. It sounds like once of your APCs either got stuck or decommissioned
        by a landmine. You'll have to gut it out on foot from here on forth.
        Before jumping out, one of your Marine Snipers brags about how many VC
        he popped down. Unfortunately, he's the first to die upon exiting the APC.*
    Start off by immediately jumping for cover. Your fellow sniper is down for the 
    count. Fortunately, you probably won't have time to search his body and take 
    the sniper rifle. Immediately, you'll have VC to your right, mixed in with 
    disguised villagers. Get to the left side of the APC, crouch, and peek around 
    the corner. Fire away at the enemy combatants. Then, more will spawn to the 
    left of those men, and finally some behind your flank where you're exposed. 
    After you eliminate the second wave, prone against the dirt wall, and use it 
    to nail the back flankers. They may toss stick grenades, which I recommend 
    RUNNING from. Mortar fire will start to rain down on your APC. Fall back to 
    where your allies are. Continue engaging the VC down to the small creek bed. 
    Watch out for the rushing tangos that will try to catch you from behind. Your 
    M1 Thompson is great for close quarters, but doesn't have great long-range 
    Continue along, and you'll eventually run into the moggy swamps. They will 
    slow down your running abilities, so try to nail as many of the surrounding VC 
    as possible. You'll be wading ducks in the water. When you hear your teammates 
    yell that your fellow Marines are nearby, continue straight down the dirt 
    path. There will be an infinite spawn of VC to the left, approaching your 
    stranded Marines. Cross over the mound, and run to their position. Meanwhile, 
    I recommend switching your M1 for an SKS, because you'll run out of ammo quite 
    quickly. Pelt the surviving VC, and then Zook will say that you'll need to 
    take a slight detour to hit the enemy village. Follow your men straight ahead. 
    The game should load a bit more.
       *Zook says he wants your small group of Marines to move forward on the
        point, and take a path up towards the hamlet. You'll be facing the most
        action at hand. Meanwhile, Zook and his guys will flank up the rear of
        the enemy position. The camera crew is forced to stay back with Zook,
        since he is suppose to watch their arse.*
    Move up the creek, and move of the Charlie should be directly in front of you. 
    Up until you reach the wooden bridge, you'll have about 3 flankers on the 
    sides, who have weak aim. Nail them down. When you reach the bridge, search 
    the body for a much needed medkit. Watch out for some VC that will run across 
    the bridge after you move under it. You have a M79. Try to use it on any 
    proned enemies that are hard to penetrate. After the bridge, watch out for 
    women VC who appear usually near gray rocks crouched. These women can be VERY 
    annoying, because they have close proximity to the creek, and the SKS can mean 
    instant death with a lucky head shot. Try to nail them down, make it past the 
    second bridge. You'll notice Zook is pinned down in the area up ahead. Rush 
    ahead, and there will be several MGs in a small brown pit up ahead. Toss a 
    frag grenade or two, then pull out your SKS, and peek around the corner. Pick 
    off the sentries, and move forward through the dense jungle towards the ville.
       *Zook gives a quick debriefing speech. He says he wants each of the hooches
        cleared of any VC, and to watch your fire. You CANNOT hit villagers. Heck,
        there's a TV crew here to make sure you don't.*
    As you move along, one of your teammates get brutally pigged by a booby trap. 
    You also run into a few villagers who praise you for your coming to the 
    village. One of the soldiers whacks down the mother's son. Suddenly, a grenade 
    is tossed by a villager. Quickly disperse forward or backward, because the 
    grenade has extreme radius, and usually hits you on the sides. Immediately 
    prone, and start to nail down the sentries in the windows of the hooch. Be 
    careful as the villagers running around WITHOUT a gun are innocent. DO NOT 
    shoot them. There's a MG in the middle which I recommend tossing a grenade at. 
    Don't try to flank it via the hooch, because they can easily pelt the walls on 
    the surface. The PPSH will be great for clearing the area because of its high 
    clip, and quick rate of fire. Use it frequently. You can also do a quick peek 
    around the corner and pelt the mounted sentry. Approach each of the hooches 
    from the left side, and quickly move in. Several reinforcements will run from 
    the jungle, so watch your back. You can also do frag tosses into the hooches, 
    but be careful your fellow Marines aren't inside. Once the three hooches have 
    been searched, you're orders are to move into the next ville. You'll find 
    Medkits on two of the three tables in each, so it's great for a quick 
    Move to the right of the hooches, and go down the path. Watch out for the 
    small squad of VC. When you reach the bridge, immediately prone, and hit the 
    men opposite of it. Look to your left, and snipe off the soldier manning the 
    sentry. Continue across, and pass the sentry building. The next series of 
    buildings will have a MG near the middle-left, a few lone soldiers behind 
    trees on the right, and typical reinforcements pounding in. I found it's best 
    to clear via the lower left first, cross over to the right hooches, then clear 
    out the back ones. Once the dirty work is done, meet back in the middle.
       *Zook says that the candy ass reporter and his cameraman are missing. You
        gotta find them before they get their butts smoked by VC. Go to the upper
        left part of the village, as that's where your new objective points.*
    Careful, some VC will quickly rush your position. Move towards the last of the 
    hooches, and you'll find more VC resistance. There's an MG in the middle, with 
    flanking reinforcements via the left/right. Focus on the first two hooches 
    before engaging the MG. You can try pelting it with a M79, but I found it best 
    just to snipe it off. Clear through the three hooches, and you'll find the 
    reporters up near the north hooch. Once you have them, guide them back to Zook 
    at the previous hooch spot. Thankfully, there's no VC in between.
       *Zook will go gather the KIAs, while you and a few other soldiers are to
        guide the reporters back to the LZ. Unfortunately, the orders from HQ are
        to burn down the homes of the women and children, because Charlie could
        easily re-establish their location here within weeks. Of course, the
        premiere clip of the reporters is them asking the LT how it feels to burn
        down the homes of various civilians.*
    Mortar will start to rain down on your LZ path. Move straight ahead. After the 
    loading point, continue your progress. You'll run into a large field with an 
    enemy mortar pit, along with some MGs. The quickest way of eliminating these 
    is to pull out the M79, and take two well placed shots. Fend off the Viet Cong 
    roaming around, then get into the center of the pit. You must guard the two 
    reporters. Several VC will approach from your left, right, then some mixed 
    units. Simply shoot them off with the PPSH, and then wait for the helicopter 
    to touch down. When it does, you'll have to eliminate two VC MGs (that were 
    mounted near the mortar pit), along with any ground forces. This next part is 
    VERY hard, because you won't be able to get medkits from dead bodies. Simply 
    shoot near the vicinity of the MGs, and the ignited ammo should explode 
    nailing them down. Always shoot the ground forces that come closest to you. 
    Whenever they get close, you'll usually take some damage. It takes time 
    getting use to the circular routes and positioning the machine gun, but it's 
    fairly easy. Finally, nail off the remaining VC near Zook and the others, and 
    then you'll lift off.
       *A short clip is shown of the reporter saying how the Americans lit the
        huts of the Vietnamese in vengeance of their lost troop. Fortunately, this
        is not 100% true.*
       ^Dad writes a letter to you understanding how and why you had to burn the
        huts down. He understands why you didn't have much of a choice, and that
        the entire story isn't usually told. Either way, his family still has
        faith in you.^
        ______________  ___
       (- NIGHT TRIP -)(4.4)
      / Operation: Da Nang
     / Difficulty: **
    /  Objectives: + Proceed down the river to the drop point
                   + Move across the bridge while eliminating enemy VC
                   + Kidnap the VC Commander
                   + Escort him back to the boat LZ
       ^A briefing letter is read to you stating your objective for the upcoming
        mission. It involves capturing a high ranking Viet Cong commander, and
        bringing him back to Marine HQ for interrogation. The details are covered
        to quite an extent. You'll go far if you pull this mission off.^
       *You'll start off on a small motor boat patrolling up the river. Suddenly,
        you'll meet up with some fellow Marines inspecting villager boats. After
        a brief chit-chat, the villager ends up tossing a booby trap into their
        boat, and they explode.*
     Many VC will start to ambush you from the trees. Try to arc your M79 at them, 
    especially the lower forces as they're more prone to give you damage. You'll 
    pass by a series of straw buildings along the river edge. Try to hit the boat 
    that is blocking your path. If you don't, you SHOULD blast through it, but 
    will take some damage. Watch out for two more patrol boats that will get 
    nearby. Time your grenade launches for the barrels. Your grenades will move 
    slightly back because you're firing in motion. After the second series of 
    buildings, try to take out the RPG guys. Many of them are on docks or lower 
    installations. Another patrol boat will come near the right. There will be an 
    RPG on a platform to the left. Take him out as well. By now, you're probably 
    critical on M79 ammo. Your drop off point is up ahead. There will be an MG on 
    the bridge, along with an RPG on the dock to the left. Try to take the RPG out 
    first, then waste your remaining M79 ammo on the bridgemates. Your ship will 
    make one circle around the area then drop you off.
    Fight off the forces up until you reach the left base of the bridge. Jump 
    behind the MG, and use it against the VC. Gradually move across it. There will 
    be several Viet Cong on canopies above. They're your first priority, since 
    they have closest proximity. Focus on eliminating the VC that rush you on the 
    bridge itself. Move across, but be careful near the end, as two MGs will 
    appear. Snipe them off with the M1 Thompson, then rush to the other side. Make 
    sure you check bodies to replenish your health. Once across, cut a left to 
    where the lanterns are.
       *Your fellow soldier says that you should avoid popping anyone until you're
        fairly close to the commander's hideout. There's a ton of resistance up
        ahead, and stealth should be best for now.*
    This next part is fairly tricky. Try to crouch, and sneak up on the two 
    talking guards. Unfortunately, you cannot "sneak" entirely, because they face 
    you, and for an eternity. Get close enough to knock them both out with shots, 
    then engage the turret in the tower along the left. The commander's hideout is 
    in a small hooch along the right. Move towards the right, and you'll notice a 
    second tower in the distance. It usually doesn't engage until you stand up, or 
    get close to the nearby hooch. The one hooch has two guards in it. Kill them 
    both, them move inside. Pick up an SKS, and the Stick Grenades too. Move 
    towards that second tower. Up ahead, the path splits into two. Just take the 
    right path where your objective leads to. There will be several more hooches 
    this time. Watch for reinforcements along the left and right sides. Clear them 
    out with your Thompson, but make sure to check their bodies. You're probably 
    low on ammo by now. Several guards will hit your brother from behind, so pelt 
    them as well. He'll kick through the main door on the hideout, but there will 
    be 3 VC waiting for you. Peek from outside the main door, and pick them off. 
    In the next room, there will be two more VC guards, with the commander in the 
    center. Your fellow soldier knocks the commander out, then you hunch him onto 
    your back.
    Time to get back to the LZ. You'll get some fresh clips for your Thompson. Go 
    back out the same door. There will be an ambush of VC, one to your left, and 
    one to your right behind trees. You'll also find one manning a MG straight 
    ahead. Take them out with the M1, and check the bodies for any needed 
    supplies. Lug the commander's butt back down the same path, but go right this 
    time. The hooch against the wall has a much needed Medkit inside. 
    Unfortunately, you cannot switch weapons while holding the man. If you run out 
    of ammo, it'll be difficult, so conserve your shots. Sprint to the next tower, 
    and take out the MG along the right. Another village will be filled with VC. 
    Let your buddy distract them, while you run along the right. You may have a 
    few bullets left, so use headshots to eliminate the VC in your way. Once 
    you're at the dock, try to hold off any opposing forces with melee attacks or 
    the rest of your ammo. You should only have to wait about twenty seconds.
       ^A letter from your commander congratulates you on a job well done. Trahn,
        the VC commander, refuses to talk, but it's only a matter of time. He ships
        you over some alcohol to help burn the time away.^
        ______________________  ___
       (- OPERATION STARLITE -)(4.5)
      / Operation: Da Nang
     / Difficulty: ****
    /  Objectives: + Eliminate MGs and RPG teams
                   + Proceed up Hill 43
                   + Eliminate concrete bunker with C4
                   + Clear out the rest of the hill of VC
                   + Locate the missing Armored Support column
                   + Take out the last remaining bunker
       *A brief video is shown explaining what Operation Starlite exactly was.
        Apparently, it was a two-pronged attack on VC resistance in a strong
        mountainous area. It was a huge success, netting a 10:1 kill ratio
        on VC, and was the Marine's first MAJOR assault. You'll be inserting from
        a helicopter, so this should be interesting.*
       ^You receive a letter from Dad stating that your brother, Jamie, has been
        getting into trouble with his gangster buddies. One of them got arrested.
        He wants you to send him a letter to get his butt back into shape.^
    This mission is a real twitch near the beginning, for the pure and simple fact 
    that you'll be facing an infinite amount of VC, until you knock out the 
    correct units. To start off, you'll be grounded onto the beach via helicopter. 
    Start off by sprinting with YOUR teammates. Don't go near the right, as that's 
    an infinite spawn area. Pull out the M79 and pelt the first sand bunker ahead. 
    Clear out the MGs and troops near it. Run up to it, and occupy it. Stay there, 
    until a message says that you have to eliminate the recoiless teams and RPGs. 
    The recoiless are basically mounted machine guns. You'll find them in green 
    bushy areas, near the RPGs. Pelt them with your M14. Then, scan through the 
    grass for white-dressed Viet Cong. These are the RPG guys. Try to snipe them 
    or use your M79 if there's a large vicinity. You must repeat this procedure 
    three more times. Be careful though. Along the edges of the map, VC will keep 
    respawning until you DO. Don't sit in the bunker with the teammates expecting 
    to kill everyone. Once you knock the objectives down (use your compass on 
    locating them), then the VC will stop respawning. Now that it's cleared, it's 
    time to move to the hill 43. Move to the upper right.
       *Your commander apparently has a freak-out breakdown, and two of the
        previous units advancing up the hill had to retreat. He wants your guys
        to move up the hill, and clear out the remaining VC structures intact.*
    Start off by going near the commander's table. Pick up the Medkit and NATO 
    ammo for your Thompson. Time to lock and load. Move up towards the upper right 
    portion of the hill. You'll eventually reach a VC concrete bunker on the other 
    side. Grab some cover behind your Marines.
       *Unfortunately, your own artillery is raining down on you, leaving you with
        few and far options to go. The Viet Cong have an established concrete
        which needs to be taken out, and radio comms aren't receiving your call to
        cancel artillery.*
    Start off by immediately going up the left pathway. You'll have several VC who 
    spawn from the dense jungles. M14 them down, and make sure you check their 
    bodies to gradually heal the wounds from the American artillery. Once you see 
    a peaking hill, toss a frag to clear out the group of out-of-sight VC. Rush 
    down, and crawl into the rat tunnel. Nail the one guard right by the boxes a 
    few feet in front. Try to grab a PPSH by switching it with your M14 if 
    possible. You'll need the large clip for up ahead. Move through the tunnel, 
    cut a left, and nail the guard. Grab the ammo boxes, then move forward. When 
    you pop out of the hole, be careful. There will be several guards over the 
    hill along the bush. Wait for them to come first. It's suicide trying to take 
    along the left side. Nail them down, then when it looks fairly clear, rush to 
    the bunker. Go next to the yellow C4 icon, and hold down Y. Once the charge is 
    planted, run away. A red countdown timer will occur. Get close to the rat 
    tunnel as possible. Keep shooting away the VC reinforcements. Now, go next to 
    the destroyed bunker. Hodges will call off the artillery. 
       *Apparently, Zook says that arty cleared out most of the VC in the hills,
        but you guys gotta clear the rest. That's why they make Marines!*
    Start moving towards the top. You're going to run into another bunker. This 
    time, more marines are trapped, and artillery keeps raining down. Hodges 
    manages to cancel the current American artillery, but waves of Vietnamese 
    artillery continues to pound the area. Rush up along the right, PPSHing people 
    down as you go. You'll find plenty of shelter behind the dirt walls and rocks, 
    but the arty keeps hurting you. Try to flank it from the far right, hit the VC 
    guards, then press Y to smoke it. Run back down, engage the troops along the 
    left side from a proned position, wait for the bunker to get airstriked, then 
    move on up. You'll have more Viet Cong fighting up ahead, rushing you from 
    behind mounds. Crouch and shoot them down. The M79 is fairly useless, unless 
    you're taking out a squad of them, because of the uphill battle. I found it 
    easier to gun people down, rather than estimate the arc of the grenade.
    In the next clearing, you and your patrol will be walking along. Plenty of 
    bodies lying around, along with rat tunnel clearing going on. You'll meet up 
    with McFadden, your CO.
       *Your LT, Zook, punches McFadden for calling artillery strikes on his own
        men. A fight is about to pursue, when a higher-ranking officer steps into
        the ring, and says he wants a word with McFadden. Meanwhile, he tells
        you and your men to go search for an armored column that went missing to
        the south near a Vietnamese village. Let's go save the day!*
    You'll be walking along with your fellow troops towards the last known 
    location of the missing armored column. Suddenly, you'll run into an ambush of 
    about 5-6 VC up ahead. Many of them will sprint from the dense jungles on the 
    side. Simpyl crouch or prone, and fire away at them as they expose themselves. 
    Their shots will be simplistic and inaccurate. You can find medkits on some of 
    the bodies. Continue down to the right, and continue to pelt the large groups 
    that pop out of the sides. The hill should start to dip down towards the left 
    where your objective is. 
       *A series of VC will start to scramble towards the position of the armored
        column. Perhaps they know of its location and are trying to ambush it.
        Let's saddle up and hurry before they get there.*
    Rush ahead, and there will be a series of small hooches. Watch for a series of 
    VC to run out into the field along the fence to the right. There will also be 
    periodic spurts of Viet Cong running across the main pathway. Rush ahead, and 
    you'll see a tank blow up, causing a large explosion. Run up behind the 
    column, and start to eliminate the enemies to your left that are shooting your 
    soldiers. Look at your compass for help. After you've cleared the surrounding 
    VC, go to the last APC, and it will tell you to go clear out the last bunker. 
    You gotta smoke this baby so your fellow Marines can get a Medivac chopper in 
    here. Start moving up along the left of the bunker. A series of enemy soldiers 
    will flush out from the left and middle. Nail them down, and they should stop 
    spawning. Rush up to the left of the bunker, out of its firing range. Start to 
    shoot the people inside that are manning the turrets. The fire should 
    temporarily stop. However, it will light back up, and Zook will get pummeled 
    in the chest after tossing the smoke. Run back behind the last APC for cover. 
       *A fellow Marine pulls Lt. Zook back to the last APC, but he's dying of a
        fatal wound. He wants you to give his letter to his woman back in the
        states. Hodges freaks out and starts wondering why Zook had to die. The
        bunker get blown to pieces by an airstrike.*
       ^A letter is written home to your brother Jamie, basically explaining Zook's
        death and telling him that he would love to switch places with him back
        at home. He says for him not to get into any more trouble, and to stop
        giving the parents things to worry about.^
        _________________  ___
       (- JUNGLE AMBUSH -)(4.6)
      / Operation: Iron Triangle
     / Difficulty: ***
    /  Objectives: + Reach the ambush point for the Convoy
                   + Plant the Claymores
                   + Locate the Viet Cong Supply Depot
                   + Destroy all 4 targets with C4
                   + Search main bunker tunnel complex
                   + Recover 4 Intel Documents
                   + Exit tunnel system
       *A brief video is shown explaining how the tactics of both the Americans
        and Viet Cong advanced to a severe degree. The Army started to use
        helicopter patrols, to respond quickly to ambush situations, while the
        VC started to dig rat tunnels into mountains to help establish their
        own hidden base. Regardless, there's an "Iron Triangle" zone near Saigon
        where the Americans are trying to flush out the Guerrillas, permanently.*
       ^Shepard writes home to his family explaining how most of his friends got
        shipped off to Khe San. Meanwhile, he and Hodges are stationed in Saigon
        along with some South Vietnamese units to help teach them how to fight.
        He wants his parents to write back on Jamie's progress too.^
    You'll be walking along with some fellow soldiers on a pathway. You're 
    supposed to reach an ambush point before the opposing convoy gets there. Move 
    ahead, and near the ruins, a lone man raising his hands will walk out. 
    Suddenly, one of your SVA soldiers will be pelted down with a sniper. Crouch 
    in the dense bushes, and fire back at the scrambling soldiers. Rush straight 
    ahead, but be careful around the white walls for crouched VC. Proceed ahead, 
    and you'll face a series of more troops emerging from the sides. Hodges will 
    tell you that you and your men must make up some time to the ambush site. When 
    you see white rocks to your left/right, along with a dip in the middle, 
    prepare for an ambush of VC on both sides. You might be able to notice one of 
    the camo helmets of the VC soldier along the right side. Start to engage them, 
    and prone near one of the right rocks. Make sure when you pop up, that the 
    side is clear, otherwise you'll get a shot easily to your abdomen. Proceed 
    ahead, and you should hit a checkpoint. Eventually, you'll be able to grab an 
    AK47 off of one of the bodies. Move ahead, and again, Hodges will say to hurry 
    up. For the next couple VC soldiers, just rush forward, prone when they get 
    close and fire. You'll eventually reach the road, it looks something like this:
    __________________   <-- Plant the 3 Claymores in their individual spots, then
       C                     move back to the top of the hill where the arrow is.
                             Crouch, and wait for the VC patrol to walk right in
       C      C              between all 3. Detonate it when the two front guards
    __________________       are close to the front 2 claymores. From there, nail
                             off the remaining VC down the road that approach you.
    There should be about 7-10 of them. Now, follow Hodges up the road towards the 
    next ambush point. The screen should fade away to a loading point. Your next 
    objective is to locate a Viet Cong Supply Depot. Move ahead, and you'll reach 
    a split Y in the road. Cut a right, and sneak up along the left towards the 
    three VC troops. Nail them all. Don't worry about the woman, as she'll grab a 
    weapon too. There will be two horizontal straight wire booby traps on the 
    road. Avoid them, and proceed along. Watch for VC hiding in the dense sides, 
    especially behind trees. Again, another booby trap will block the road, 
    especially next to the destroyed truck. Go up along the right grassy knoll. 
    Move ahead, and an opening to the right will reveal a small village. Nail the 
    lone patrols, and avoid the caltrop trap along the right. Move up ahead, and 
    another series of VC will try to nail you from the sides. You should hear a 
    truck moving in the distance. Cut a left into the Y split of the road to 
    continue towards the depot. Move straight ahead. Another loading spot should 
    You'll hear another truck sound in the distance. How typical of a supply depot 
    my friend. Move forward, but do it along the bushes for cover. When you reach 
    an opening, several standing guards should be in place. Snipe them off, then 
    run up to the green camo area. Hold down Y to plant the C4 charge in the enemy 
    cache. Grab the Stick Grenades and Medkits before going. Run up along the left 
    where the trees are. Run towards the clearing, and press Y to toss the smoke. 
    Your helicopter should come down and rain down a missile making the bunker a 
    piece of stinking waste. Nail down any guards who rush you, and now proceed up 
    the path towards the depot. Watch for the spikes on the right. You should hit 
    a checkpoint. Move straight ahead, and you'll eventually reach a wide open 
    field. This is the enemy supply depot. The 4 charges must be placed at these 
         /====/             XXXXXX
        /  C /            XXBUNKERXX
       /====/               XXXXXX
     /  C /               TRUCK (C)
             AMMO (C)
    You'll have a few standing guards to engage. Along the way, a series of about 
    20-30 VC will come out from the left/right sides of the map at specific 
    intervals. These guys are tougher due to their AK47s and RPDs. I recommend you 
    pick up an RPG, and use the large 100-round clip to help fight them off. Start 
    off by planting a charge on the truck, since that yields the biggest 
    explosion. You can hide in a shack to the right of it. Afterwards, concentrate 
    on eliminating the tangos inside the first left shack. A series of 2-3 men 
    will try to ambush you if you plant the AMMO charge, so nail them out. Plant 
    the AMMO charge, then move into the left shack. Plant the charge for that one 
    as well. Now, here comes the tricky part. After most of the initial VC are 
    nailed out, a series of turret fire will rain down from the main Bunker, and 
    also from the bushes. I found it best just to charge straight towards the 
    upper-left shack, taking fire along the way. A new series of VC will spawn out 
    of the forest. From here, prone next to the charge location, and start to nail 
    the VC that ambush your distraction troops. Now, plant the charge once the 
    perimeter is down of mobile targets. Run out, and you can prone next to the 
    clothesline. Don't worry, the blast will be contained. Now, you must cover 
    Hodges so he can take the Bunker Out. Simply go near the shack, and fire at 
    the turrets to suppress them. Hodges will blow it up. Go look at the debris.
       *An ARVN Ranger will interrogate one of the downed hostiles, and he says
        there is a series of rat tunnels below. Hodges says that you should
        investigate the rat tunnels while he calls for an extraction point. The
        ARVN Rangers seem somewhat scared to go down.*
    You'll now be inside the rat tunnel base. The NVA flag never looked so crispy 
    on a dawn-ridden day. Quickly turn around, and watch for a guard to crawl out 
    of the right tunnel hole. Switch your M16 for the TI33 Pistol. Now, crawl 
    through the left tunnel against the main wall, but not the farthest to the 
    left. When you reach the split, cut a right, and then nail the 3 Guards around 
    the corner. The one in the back has an AK47, so be careful. In this room, 
    you'll find one piece of intel. Move back out the same way to the main room 
    where you first started. Go to the tunnel farthest to your right. There's a 
    PPSH guard around the corner. Toss a frag grenade to eliminate him. Now, pick 
    up the intel off of the barrel, and pick up the PPSH as well. Move back to the 
    main room. Go back into the tunnel where you found the first intel, and go 
    back to the same room where you found the first piece of intel along with 3 
    soldiers. Look along the upper right wall, and it says you found a secret 
    door. Press Y. Crawl on through. Go straight (rather than left), and open the 
    door in front of you. Eliminate the two soldiers, then turn around, and go 
    back through the tunnel. Cut a right where you passed it before. Up ahead, 
    you'll reach a room filled with about 4 VC soldiers, some in the lower/upper 
    corners, and some who will rush by. Try to grenade it, then flush the rest out 
    with a large weapon. Move in, and then go right. Kill the commander by the 
    deathbed of a comrade. You'll find some more intel; this should be 3 pieces 
    Go back to the main room from before, and then go into the farthest left 
    tunnel. Cut the wire on the trip mine and head on in. Up ahead, there will be 
    a short right path. Take it, and clean out the two VC inside. Now, head back 
    out, and continue down the main path. The next fuel depot room shall have 
    about 6-7 VC, try to stay along the right, peek out, and nail them. Collect 
    the intel on the table. With all four pieces, crawl back to the main room. 
    Your ARVN Rangers will be waiting for you.
       *Hodges realizes that this intel is crucial to a larger complex somewhere
        nearby. This is a huge score for the Americans. Unfortunately, an
        explosion occurs, eliminating the ladder, and an ambush of VC pop out.*
    Quickly shoot off the VC from the solid wall, along with the ones that drop 
    down through the hole. Go through the newly blown hole, and the others will 
    follow you. Get an RPD, or something with a large clip. Move up ahead, and 
    there should be a total of 3 soldiers in this small shaft. Careful for the one 
    at the mid section; he's waiting anxiously. Make it to the ladder, and climb 
       *Hodges starts to call for the extraction, however, the Huey won't go near
        it until you guys clear out the remaining VC in the area.*
    You'll now be ambushed by a total of anywhere from 50-70 VC. They continually 
    spawn until you've killed them all. I found it best to fight off the initial 
    wave with your RPD, get an AK47, set it to semi-auto mode, then snipe away at 
    the tangos. Take out the two mounted turrets to your left. Try to get behind 
    the small bunker of the first left turret, and snipe away from there. You can 
    mount on it if you wish, but I must warn you, the Viet Cong will toss grenades 
    at you if you are in the mounted position. If you simply snipe there, and do 
    not man the turret, then you'll do fine. Near the end, the Helo will start to 
    get closer. This is when you should man the gun. Be careful, an occasional 
    flood of VC will appear from the second turret wall, so quickly turn and nail 
    them down. Run up to the helo when you're ready.
       ^Your Dad sends a letter to you letting you know that your brother, Jamie,
        was drafted, and decided to enter the Marines. His friends wanted him to
        sit it out, by burning his draft card, but he persisted to go. It worries
        your mother sick of having both sons over in Vietnam.^
       ^Dean writes a letter home basically stating of how he's doing guerrilla
        raids on various bases, by collecting up fleeing prisoners as another
        force raids from the opposing side. Simple stuff if you ask me.^
        ________________  ___
       (- Eagle Flight -)(4.7)
      / Operation: Iron Triangle
     / Difficulty: *****
    /  Objectives: + Nail off the river tower and center courtyard
                   + Suppress the VC for the Huey LZ
                   + Knock out the nearby weapon caches
                   + Eliminate AA Gun and rescue downed pilot crew
       *You'll be flying in another typical Huey mission when your gunner gets
        sniped off. This can't be good.*
    Start firing away at the cannon on the helicopter, and pelt many of the MGs, 
    or VC on the ground. Hit the tower near the village with a MG in it. Then, 
    concentrate your fire on the center courtyard where there are several ammo 
    storages. You should see a large explosion when you know you've done something 
    right. Suddenly, an RPG will blast out of a small hooch and hit your chopper. 
    You are going down. I repeat, you are going down.
    You should wake up near your downed chopper, along with a crapload of VC 
    straight ahead of you. Quickly run up to the dirt ledge, prone, and start 
    firing away. The RPGs should be your primary threat, because these guys can 
    easily knock you out if you give them the time to aim. You'll find them 
    usually in white suits, by the rocks standing up. Now that they're down, focus 
    your aim on any surrounding Viet Cong. Your Hueys are going to be dropping in, 
    but they need the surrounding VC knocked out. Again, mount on the hill, and 
    hit the primary tangos. However, I recommend circling your crash site, because 
    a series of grenading VC will try to hit your hole. Hit them from behind, 
    along with the surrounding faces of the circle. After about 20-30 downed VC, 
    your backup Huey will drop in, pick up your commander, and you'll be given 
    orders to knock out the remaining rocket sites. You must continue onward to a 
    plantation. Move upward, and the screen should load.
    On a side note, you have a M21 Sniper Rifle now. This will be useful for 
    hitting long-distance targets only. Its scope is unchangeable, making it 
    tougher than your typical FPS where you can zoom in/out. Use the M60 for the 
    most part. Move up ahead, and you'll have to destroy a rice patte along with 
    some ammo storages. Start to nail the VC patrols throughout the jungle. You'll 
    find many of them hiding behind trees, along with the side white structures. 
    Check the bodies to regain health, and grab an AK47. Set it to semi-auto and 
    start to use it against the VC. Move ahead to the main building, but watch for 
    side reinforcements to flood out. I found it best to take shelter along the 
    right sideline/trees, then periodically pop out, fire a few rounds near the 
    windows of the house. There are 5 VC inside. Try fragging it twice, then going 
    in through the front. Watch for angled windows though; I got nailed twice from 
    em'. Once inside, clear the rooms out, and plant the initial charge. Run away 
    though, because the timer speeds up. After destroying the initial wall, the 
    rice cache is revealed. There are three guards waiting there though. Pop 
    around the door corner and pick them off. There's also a crouched hidden one 
    to the right of the blown-up doorway, with some reinforcements to the left. 
    Plant the same charge, check the bodies for health/ammo, and continue onward. 
    You'll reach a checkpoint up ahead. There will be more guards along with some 
    buildings to clear. I found it best to start sniping the outside "perimeters", 
    especially the pighole windows where the VC pop out. However, this is an 
    infinite spawn location, especially near the left/right. I found it best to 
    toss 2-3 grenades where the enemy fire is coming from, rush up along the left, 
    and use the front of the building for shelter. Start to nail the guys who 
    spawn out from the left/right, hide in the shack, and then they will stop 
    respawning. Move forward, and nail the guards in the small paddyshack. Move 
    towards the upper right, plant the charge, then move back quite a bit. This 
    explosion will be big. Now, once it's clear, you'll receive word from one of 
    your choppers that an AA gun is down there somewhere. You now have two 
    options. You can go straight through the enemy building to a direct assault on 
    the location of the gun, which equals a death trap. Instead, take the route to 
    the right. Nail the 3 VC who run away from you in the back. Search their 
    bodies. Rush ahead until you're assaulting the location from the right now. I 
    found it best to hit the guys from behind the trees. Make your way over to a 
    well-looking location, and prone there. Nail the VC that rush out of the 
    jungle opposite of you. Watch for tangos on the right as well. Suddenly, one 
    of your choppers will get pelted down by the gun. You now must locate the 
    missing chopper crew. Head straight ahead, shooting as you move. It should get 
    quiet, and a loading point should arrive.
    Up ahead, take cover behind the trees. Several VC will be right around the 
    corner to the left. Nail them, then you should see the AA Gun in the distance. 
    Hide on the split tree to the right where Hodges is. Crouch, pull out your 
    sniper rifle, and now, snipe off the two gunners on it. Take out the bunker 
    gunner, and default gunner as well. Once cleared, toss a frag grenade at it, 
    and it should blow up. You can also destroy it with a satchel charge. Now, 
    many VC will rush out of the jungle and start to fire. Take shelter behind a 
    tree. Your fellow comrades are trapped in the church from the downed 
    helicopter. Now, start to pick off the VC as they rush towards your fellows in 
    the church. Eventually, your air support will arrive and nail the VC truck, 
    and enemy bunker with RPG support. WHEN THIS HAPPENS, quickly rush towards the 
    church. If you wait for the order to go into the church, and attempt to rush, 
    you'll be gunned down by the bunker guns in the jungle. When you get into the 
    church, grab a Medkit since you'll desperately need it. Now, crouch inside the 
    church, and start to gun down the VC out front. Eventually, you will hear 
    gunshots from behind. Turn around, and start to nail the rushers from behind. 
    One will keep trying to get in a side window with his AK, so nail him down as 
       *After a few minutes of epic battle, your air support will napalm the jungle
        filled with enemy activity. Your rescue helicopter will arrive to pick you
        and your men up. Still, it's looking hectic for a war.*
       ^Dean sends a letter home explaining about what happened during some of the
        battles, and how the constant retreat of the VC Guerrillas is proving to be
        a problematic conflict. He spoke of how his chopper was shot down, and he
        had to rescue a fellow American downed crew. He wants to hear from Jamie
        who is over in boot camp on Parris Island.^
        ___________  ___
       (- CONTACT -)(4.8)
      / Operation: Khe Sanh Hill Fights
     / Difficulty: ****
    /  Objectives: + Move on up to observation point
                   + Smoke enemy bunker complex
                   + Frag or destroy remaining bunker
                   + Clear out remaining NVA on hill
                   + Report back to Dandridge
                   + Ambush NVA troops by river bed
       *A brief video is shown explaining the Khe Sahn Hill Fights. The idea of how
        both sides knew it to be a critical location, the ensuing emotional
        battles, and the fighting off the initial attack was a success. However, in
        less than a year, it would be captured by the NVA in another loss to the
        American establishments.*
       ^Your Dad writes a letter to you explaining how Jamie passed boot camp and
        got posted to the same place you're going (Khe Sahn). He wants you to keep
        an eye out for him, because he doesn't think he has the same toughness as
        you do. Keep in touch.^
       *Your commanding officer wants you and a few other soldiers to go establish
        an enemy activity report near the frontline. There have been several
        reports of roaming NVA units throughout the area. You can take Jamie with
        you as well.*
    Start off by moving north. Hold down the right thumbstick to see which soldier 
    Jamie is. Once you have him, let him pick up his rifle, and the squad should 
    regroup. Now, proceed down the hill. You'll be the lead soldier, so keep your 
    head up. A loading point should progress. Continue down towards the river. 
    Your brother will whine with Greaser about the reason for the war. Suddenly, 
    an enemy sniper will fire a shot near the swampy river. Start to follow him 
    down the river. Watch for a soldier up along the left ridge. When you reach 
    your fellow comrades, watch out for a soldier on the left, along with 2-3 to 
    the right, and one straight ahead behind the rock. Continue down towards the 
    right, firing semi-auto shots as you move. When you reach the wounded NVA, 
    your fellow soldiers will try to interrogate him. Unfortunately, he dies 
    before any intel can be lifted. There's probably an ambush up ahead, so be 
    careful. Grab the PU sniper rifle off of the ground.
    Move up the hill, and you'll start to take occasional fire. Snipe them off 
    with the PU or M16 them. Near the top, an ambush will hit your teammates from 
    the side. Retreat back and save them. Continue up, and you'll run into 2-3 NVA 
    soldiers, along with a guille-suited sniper. Take them out. Make sure to check 
    the bodies for goodies. Proceed up the hill as usual. The next ambush will 
    occur about 1/4 of the way up. Take shelter behind a tree, and zoom in with 
    the PU. You should see a sniper up top, and a default soldier about halfway up 
    near the middle. Move up again. You'll reach a loading point near the top of 
    the ridge. Move on up, and this time, you'll face several more NVA disguised 
    by trees. This next ambush will cover more of a varying arc, ranging from the 
    left to the right of the hill. Concentrate on the left, run over towards the 
    left, and continue firing up at the tangos. Your PU should be running low for 
    now. Conserve it till you find more ammo unless necessary. Near the top, you 
    should curve a turn to the right, and see more NVA in the distance. 
    Eventually, RPGs will start to rain the trees. Concentrate on the tangos with 
    the RPGs, and then watch for the snipers along the left. Some of them have 
    VERY accurate shots. I found it problematic to advance across the left. Your 
    best option is to somehow get near the right, and slowly move up. When an 
    ambush occurs around the RPG part, a man will enter from BEHIND you at the 
    bushes. This is a trick scripting spot, so I recommend you pay careful 
    attention. I died several times there.
    Progress along the right up the hill, because a series of NVA will appear 
    directly to your right. Your teammate should nail them down behind you, or you 
    can do it yourself. When you reach the peak of the hill, start to do tree-to-
    tree navigation. Go for the thickest/closest trees, hide, fire, and move to 
    the next one. Try to use an AK47 instead of your pistol, that way you have a 
    M16/AK47 combo. Hodges will let you know when you're fairly close to the 
    observation point. Move ahead for a loading point/checkpoint (WHEW!). The next 
    area will be a tad more brighter, with less debris in the way. You'll also see 
    a dirt-layered path to make it easier to guide to your objective. Start by 
    moving forward. You'll suddenly see NVA patrols start to scramble near trees. 
    Nail the snipers off, along with the riflemen who hide behind small rocks. 
    Continue up the hill, and 2-3 bunkers will start firing down on you. I found 
    it best to hide near the left, behind one of the tree trunks slightly in front 
    of the others, where Jamie usually crouches. Start to pick off any patrols 
    from the left that flank you, then concentrate on the ones up the 
    middle/right. You gotta get close enough to smoke it. Move up, and tap Y to 
    smoke the bunker. Prone somewhere to avoid the MG fire. A mortar strike will 
    eliminate the main bunker, however, one to the right will be left. Take a frag 
    grenade, run up, and toss it at the bunker. It should blow up and be 
    destroyed. Once this done, clear out the remaining NVA units that rush you. 
    Most will come from the main blown-up bunker, although a few others are hidden 
    amongst the rocks. Make sure you move up with Hodges when the command is 
    given. Regroup with your squad afterwards.
       *Hoss makes a remark at Jamie for not firing his weapon at the enemy. Jamie
        complains about the situation, and Greaser tries to help him out by the
        good old survival theme. You frankly don't give a shiznit.*
    After a small loading point, your next objective is to report back to 
    Dandridge with your patrolling report. Move back past the artillery shell and 
    go near him.
       *The Marines will be constantly firing mortar shells on the enemy when one
        of them overheats. Dandridge orders Hodges to go piss onto it, in order
        to cool it off. What a breezy day. Anyhow, afterwards, a radio report
        comes in stating that several NVA patrols are coming down onto their
        mortar position. Dandridge orders you and your men to setup an ambush
        with claymores to eliminate the patrols.*
    Go pick up some rounds for your M16 near the mortar, then head back down to 
    the stream. It'll start to rain down light drops, which is the sign of an 
    oncoming storm. Move down towards the stream, then cut a left. You gotta find 
    a place for those bloody claymores. Move down to where the stream meets an 
    intersecting patrol, then move to where the rock is in the middle. Plant the 
    two claymores against the rocks, and Hodges will do the same. Now, run back up 
    to where the beach is, and where Hodges ran. Wait for 2-4 men to gather up 
    near the Claymores, and detonate them with the Clacker. Now, suddenly, a large 
    group of NVA will rush out of the jungle. Start picking them off. When you get 
    the order to retreat to the mortar position, run back along the stream to the 
    base of the hill. Along the way, pick off the NVA opposite of the river. Now, 
    there will be about 10 NVA Regulars up top of the hill. Since they have the 
    advantage, prone near the rest of your troops, and toss frags up. Knock out 
    the proned soldiers first. Then, AK out the rest of them with semi-auto fire. 
    Watch for camoed SKS units near the back bushes. Once cleared, Hodges will 
    radio it in, and Dandridge will tell you to return. Start to run back up the 
    hill towards your compass direction. 
       ^Dean sends a letter home to his parents saying how him and Jamie are
        doing fine. He says within a few weeks, Jamie could be worthy of a good
        Marine. He tries to usher his parents not to worry about him.^
        _____________  ___
       (- HILL 861S -)(4.9)
      / Operation: Khe Sanh Hill Fights
     / Difficulty: ***
    /  Objectives: + Defend the hill by staying in your foxhole
                   + Meet back at the Command Post via the swamp
                   + Defend the hill again, in your foxhole
                   + Flank and rid of NVA forces on the hill
                   + Retake the hill
       ^Dean writes another letter home letting his father know about the massive
        amounts of NVA in the hills near Khe Sahn. Regardless, Jamie says hello,
        and Dean speaks about some of the members in his squad. However, something
        BIG is about to happen.^
    You'll start off with a loaded M60 in your foxhole. Suddenly, Jamie mentions 
    something about seeing movement in the distance. When the NVA rush up the 
    hill, start firing away. Most of them will come from the lower right. Focus 
    your fire on them. Many of them will toss stick grenades at your foxhole. If 
    one lands in, try to run in the farthest corner away from it. Keep firing 
    away. You should encounter about 40 in total, with a few to the left as well. 
    Eventually, your own mortar fire will start to rain down on your bunker 
    positions. Hodges gets the OK from command to retreat. Start to do so. Run to 
    the lower right corner of your bunker and follow your men up the hill. A 
    loading point should progress. You'll now have to move through a swamp to your 
    command post. Proceed along the left. You'll see some NVA scattering in the 
    distance. Along the left, watch for a few in the distance along the sharpblade 
    leaves. Move down the left path, but watch for a few Regulars behind you in 
    the distance. As you move down the left, nail the crouching soldiers inside 
    the bush. You can find a TYPE56 rifle off of one of the NVA bodies. Around one 
    of the cliche corners, 3 NVA will pop out of the left side bush. Nail them 
    down, and proceed towards the objective. You should reach a checkpoint up 
    ahead. As you progress along, you'll run into some wetlands.
    An explosion should occur on one of the small islands from a landmine. The NVA 
    are fairly close. Mortar strikes will start to rain down on the swamp. Move 
    along the left wall, and watch out for a MG bunker gun in the swamp. Use your 
    M60 and "spray fire" by doing auto fire over a given arc. Try to clear out any 
    NVA hiding behind trees. There will be 3-4 to the left of the bunker. 
    Meanwhile, the mortar fire gets fairly close to your position; avoid 
    crouching/standing still. Keep on moving forward, but keep to the left so your 
    compass direction is straight. There's another hidden bunker up ahead with an 
    RPD that must be taken out. Watch for the quick patrol rush of Regulars along 
    the right. Thankfully, the TYPE56s are fairly weak, and won't do extreme 
    damage like the AKs did before. Continue ahead. You'll reach a loading point 
    up ahead. Now, run up to where Dandridge is.
       *He'll inform you that most of his left flank has been overrun by NVA. It's
        up to you and these guys to help defend the hill in your foxholes.*
    Quickly jump down and follow your compass. Your foxhole is right up top near 
    the other ones. Make sure you grab an ammo box before jumping in. Now, prone, 
    and start firing away with the M60. Pelt down as many of the NVA as you can. 
    The attack will consist of about 35-50, mainly from the middle/left flanks. 
    There will be RPGs on the assault, which should be your priority to take out. 
    Watch for crouched Regulars down to the left right near your foxhole. Keep 
    firing at them, and switching to your other weapons to fire them out. Reload 
    your M60 sparingly, because grenades and the flow of NVA will be a constant 
    threat. Afterwards, your squadmates will cheer when most of the NVA attack has 
    been held off. Get out of your foxhole, and go meet up with Dandridge.
       *He'll tell you that now is the perfect time to counterattack against the
        NVA since they've lost most of their flank. He wants you and somebody
        else to go drive down on the Mule and clear out the remaining NVA.*
    Press Y next to the mule, and you'll go hitch a ride down the hill with 
    Greaser. A loading point should progress after a bit. You'll start to move 
    down the hill via the Mule. Watch out for the 3-4 lone Regulars that will 
    ambush you. Nail them down, and your Mule should crash. Once on ground, go 
    down slight off course of your objective, and nail off the NVA. You'll run 
    into 5-6 Regulars near a log, by some trees that must be eliminated. A well 
    placed nade can get rid of the ones behind the log. Move forward past the gas-
    lit torches. You'll run into another NVA establishment along the left, with an 
    RPG behind the tree, a few Regulars, and some crouched snipers along the 
    right. Flank them, kill them, then your fellow Marines will rush up the hill 
    being chased by mortar fire. Start retreating back to the hill where Dandridge 
    is. Follow your compass, and DON'T attempt to check bodies because the mortar 
    fire has locking-on capabilities. You'll now be at the base of the hill. 
    Dandridge and his men will rush up the left flank. Immediately, take cover 
    behind a dirt patch by proning, and M60 away the NVA which rush on the small 
    pathway to the right. Nail them down, and kill them all before progressing. I 
    actually had hardly any life left at this point, and died several times 
    because of random turret fire from the bunker at the top. Now, once they're 
    dead, rush ahead, check their bodies, and get to the base of the hill.
    Take out the main bunker by tossing two grenades, and shooting the guards 
    inside. There will be a MG nest to the right which has to be eradicated. Just 
    snipe the guards off to make it easy. Once that's down, go meet up with 
    Dandridge who is on the left of the hill. Rush up, crouch next to him, and 
    your men will gradually progress up. Snipe away NVA Regulars that rush from 
    the top. The bunker should keep heavy fire on your position though. If you 
    notice, one of your men to the left SHOULD have a M67 Rocket Launcher, and he 
    will die while firing it. Stay with Dandridge, but snipe away the guards near 
    Hodges who will rush towards the front of it. Hodges will be hit. Run up to 
    the dead body of the man who had the Rocket Launcher, and check his body. Now 
    that you have it, three rockets should put the bunker complex out of 
    commission, permanently. If that doesn't work, you can rush up, and attempt to 
    plant C4, but many NVA will overrun you. You're probably out of grenades, so 
    they'll be useless as well. When it blows up, the NVA will retreat. Go check 
    on Hodges.
       *Hodges is dead, and Hoss freaks out. He calls Dandridge disrespectful, but
        he's just trying to do his job.*
       ^A letter is written home explaining how the NVA counterattacked their
        position on the hill, and they nearly lost it. Pat Hodges was lost in the
        process. Dandridge, yourself, and Hoss have been shipped off to the MACV
        base in Hue, while Jamie and the others are left behind at another station.
        Greaser and Smooth say they'll keep a lookout for him.^
        _____________________  ____
       (- MACV BASE DEFENSE -)(4.10)
      / Operation: Tet Offensive
     / Difficulty: **
    /  Objectives: + Defend the northern wall
                   + Regroup with the Officers, and fend off the NVA
                   + Move to the NE flank, and man the bunker
                   + Hold off the oncoming NVA attack
                   + Eliminate the RPGs
       *A brief clip is shown explaining the Tet Offensive, which was a major
        coordinated NVA attack on a series of locations across South Vietnam on
        the Vietnamese New Year Holiday, also known as Tet. Many locations got
        overrun, with the exception of the MACV Base, and ARVN Headquarters.*
       ^Dean sends a letter home talking about the Christmas spirit, and how he
        misses the guys from 3rd Battalion. At least the beds and sheets are a
        lot more comfortable than back at Khe Sahn. On a side note, he's looking
        forward as to how Tet will be celebrated in Vietnam.^
       *You and the guys will be sitting in the bunker, when Hoss blurts out about
        he and Shep will be going home soon. It's obvious that they're fairly
        drunk, thanks to mulitple booz. Suddenly, one of the guys brings in a
        Vietnamese Hooker to play partytime with. Fireworks going off, and startle
        the men. Then, an RPG rocks the front of the barracks, and knocks them out.
        Go follow Hoss to grab a weapon.*
    After you get outside, the entire base will be rocked by attacks. You'll only 
    have a M1911 pistol, which is fairly useless. Watch your three allies explode 
    thanks to a rocket, then grab a CAR-15 off of their body. Follow Hoss, and the 
    gate will explode. Gun down the 6-8 NVA which blast through the perimeter. 
    Now, continue to the right, and get some ammo off of the allie's body. Around 
    the corner will be a lined stack of barrels. Take cover near the barracks to 
    the right, peek around the corner, and pick off the NVA which strafe across 
    attempting to enter the perimeter. After about 20 NVA, Hoss will let the other 
    allies hold them off. Meanwhile, he calls in for reinforcements in a nearby 
    radio room. He'll tell you to go to your bunker and help defend against the 
    attack. Go out the blown-open door. A loading point should progress.
    Move up ahead, and you'll notice NVA are attacking through a north gateway. 
    Start off by going near the first blown-up bunker, but peek around the corner. 
    Snipe off the RPG on the second floor in one of the windows. If you miss this 
    guy, you'll die. Kill the closest NVA, jump in the bunker, and hop onto the 
    MG. Start blasting away the NVA that rush you. If they manage to toss a 
    grenade inside, lay off, and pick up the Med Kit off the ground. Otherwise, 
    hold down suppressive fire on the NVA until you're given orders to move to the 
    Officers' Quarters. Thankfully, there are only about 10-15 to deal with. Jump 
    out, and proceed down towards the right. Several explosions will occur, along 
    with loss of life. When you get fairly close, one of the officers will say he 
    needs your help. Follow him up the stairs, then go across and into the bunker 
    room. Grab a hold of the turret, and start to snipe off the NVA in the 
    courtyard. They will rush out of one of the nearby apartment buildings. Help 
    the two stranded Marines. Eventually, the bus will explode, and they will die. 
    Continue to kill them till the Australians radio in for an ammo refill at 
    Bunker 1. Run back down the stairs, and cut a right. A quick NVA truck will 
    plummet through. Kill the troops that hop out (about 4-6). Now run over 
    towards your next objective. The Australians will take your delightful ammo, 
    but say there's no room for you. Rush over to the Northeast Bunker. You'll 
    find a lone soldier battling away NVA Regulars. Start firing away. Pick up the 
    M79 Launcher and ammo. Keep firing away with your CAR-15, and switch to the 
    M79 if you run into a cluster. An NVA Truck will come in near the end. Nail it 
    out with the M79.
    Now, your bunker will be destroyed. You're told to go back to the main 
    entrance. Rush back, and suddenly, the perimeter will be breached. Combat off 
    the 5 NVA who rush in. Climb up the tower, and it will get blown with some 
    RPGs. Snipe the RPGs off the roof across the area with your CAR-15. I found it 
    too difficult to use the M79. If the RPGs get too close, jump out of the 
    tower. WHATEVER you do, don't die. Eventually, an American tank will arrive, 
    and blast the building where the RPGs were firing from.
       ^Your Dad will write a letter home saying how he's worried about you again,
        after watching the news reports on how many locations were attacked all
        over Vietnam. He knows you only have a few more weeks left on your Tour
        of Duty.^
        _________________________  ____
       (- HOUSE-TO-HOUSE COMBAT -)(4.11)
      / Operation: Tet Offensive
     / Difficulty: ****
    /  Objectives: + Clear out initial Rocket Crew
                   + Establish and clear out the Administration Building
                   + Clear out the back streets leading up to the Church
                   + Clear out the Church
       ^You'll receive a letter from an outside Captain who has assigned you to
        an offensive unit to help take back some infested areas of Hue. He
        understands that you were pretty much on R&R to get back home, but every
        man is necessary now that the war has shifted tides.^
       *Dandridge and a few others will be hiding by an APC when some gunfire
        starts to rain down on you. You must reach a certain area in the city
        in order to establish a key presence, and push off VC resistance.*
    You'll notice that you're in the middle of a large street, with a tank in 
    front of you for support. Start off by moving to the right of the tank. CAR-15 
    away the VC that run onto the street, and hit the 2-3 NVA up on the apartment 
    balconies. Your tank will fire cannon shells for support, but there will be 
    rocket crews around the street corner. Pick off the tangos near the street 
    corners, crouched behind objects, and standing around. Once the crews are 
    eliminated, your tank will cannon out the MG bunkers stationed in each of the 
    buildings. The remaining hostiles are straight ahead, mostly in elevated 
    positions, although you'll find a few behind trees. Now, return to the tank, 
    and it will cut a left. It should blast through the street barricade.
    This next part is VERY tough, because you're probably low on health as it is. 
    Rather than waiting for the tank to clear things, I simply stood right next to 
    it as it went right through. I molded my butt as close as I could to the back 
    of the tank for cover, then shot the two men immediately to my left when in 
    view. Now, shift to your right, crouch, and nail the other 2-3 NVA. From here, 
    I got extremely lucky because I managed to prone over to a dead body, and 
    replenish my health while the tank takes out the mainstream bunker and 
    assisting MGs. Your own tank will get destroyed by an RPG, but the main fence 
    to the administration building should be breached. The bodies disappear in 
    waves, so check the bodies before they vanish. There should be two more NVA 
    left along the upper left, then you have a clear path into the building. Move 
    forward through, and you'll reach a loading point. You and Dandridge, along 
    with two soldiers, will be on the lower floor. Start off by gunning down the 
    NVA in the main hall. There will be 2-3 in the right one as well, which should 
    be dealt with. Go down the right hall, and watch for a few NVA hiding behind 
    pillars to the diagonal left. A large explosion should rock the right wall. 
    There will be a MG bunker, along with several NVA inside. Try flushing it with 
    a frag grenade first, then peeking around the corner, and picking off the men 
    behind the sandbag bunker. Proceed into the right room, and 5 NVA Regulars 
    will be ready to greet you. Just keep cover, peek out, and nail them down. You 
    should be able to find plenty of Med Kits on the Regulars. 
    Move ahead down the hall, then cut a left. You'll have another room to deal 
    with, filled with NVA. Thankfully, the checkpoint from before is fairly 
    helpful. Just use the same peeking tactics. When you reach the next hall, 
    watch for the corner. There's another long-range turret. More NVA will be 
    disguised behind tables and small, minute structures. You may find the RPD 
    ideal to use now, due to its large clip compared to the CAR. Now, once you're 
    through the last series of rooms, head outside. A loading point should 
    progress. You'll now be on another busy street. This time we have to advance 
    onto a church. There should be two RPGs straight ahead. Move up till you're 
    behind one of the destroyed cars, and use it for shelter. RPD off the RPGs 
    (the left one is behind a tree, right by a blown-up car). Continue ahead. A 
    lone soldier will rush out of a left building. Continue along the left, and 
    hide inside the one aclove close to the intersection on the right. Now, snipe 
    off the RPG on the ground level, then focus on taking out the MG turret up 
    top, along with the two other NVA sentries. Now that they're down, move ahead. 
    More NVA will rush from the left. Cut a right down the street, but keep near 
    the left-hand side under the MG turret. About 5-6 NVA will appear as you get 
    to the mid-section, mainly from the side balconies. Watch for a series on 
    ground level with RPDs who will take shelter under concrete pillars. You 
    should be able to find a Med Kit on one of them.
    Up ahead, there will be a few side MGs hidden behind cars. Simply shoot them 
    away. Suddenly, the church tower will start firing away with a RPD and a RPG. 
    Your best bet is to pull out your RPD, and simply fire away at the tower. Keep 
    it busy since you'll have a rocket tank move up, breach the perimeter, and 
    blast the spot where the RPG normally is. Now, head on in. Watch for the NVA 
    Regulars who rush the church courtyard in an attempt to defend it. Nail them 
    down, and make sure the man behind the wall on the left has been eliminated. 
    Now, go in through the front door. Try to take out as many enemies as possible 
    before heading on in. There are some behind the pillars near each side, and a 
    couple behind the rock structures in the middle. Watch out for the crouched 
    enemy at the far end of the room. He's not visible until you pop one of the 
    corners. Matter of fact, he nailed me twice as I progressed through here. 
    Finally, there is one more NVA soldier in the room on the left. Go outside to 
    the back courtyard.
       *Dandridge, Hoss, and yourself run across a mass grave filled with
        Vietnamese citizens dead. Apparently, the NVA weren't too fond of
       ^Dean writes a letter home saying that most of the news media is portraying
        the war as a one-sided conflict, and not mentioning the mass graves that
        the NVA filled up in many of the cities. He says he safe, and also hears
        that Jamie is doing fine up in Khe Sahn.^
        ______________________  ____
       (- HUE COUNTER-ATTACK -)(4.12)
      / Operation: Tet Offensive
     / Difficulty: ***
    /  Objectives: + Advance to the ARVN Base
                   + Clear out the initial MG and Sniper threats
                   + Clear the Factory of hostiles
                   + Engage NVA Forces in city
                   + Secure first building and follow Ontros tank
                   + Destroy the Flame Tank
                   + Eliminate the NVA forces attacking the ARVN Base
                   + Destroy the second Flame Tank
       ^You receive a letter from a ARVN Captain Commander stating that he needs
        your help in retaking the Citadel in Hue, to push the NVA forces out of
        South Vietnamese territory. Dandridge has approved the assignment, and
        the CPT has heard highly of your success with the ARVN Rangers back in
        the mossy jungles. He would greatly appreciate it if you would assist
        the South Vietnamese in taking back the urban Citadel headquarters.^
    Start off by getting out of the APC and following your ARVN commander. He 
    should run up a pelted alley. Immediately, there will be a mounted MG straight 
    ahead, slightly elevated. Snipe it off with the CAR-15. Then, look to your 
    upper left, and pelt the AK sniper. Some troops will be on the ground, but 
    nothing you cannot handle. Move to the right, and there will be two snipers in 
    the upper right window, with some normal NVA to the left. Watch for another MG 
    straight ahead. Several NVA on the left will fire upon you, along with an 
    explosion near a broken-down bus. After the explosion, go to the left, and 
    take out the AK guards. Climb up the small wooden plank, and pick up the 
    sniper ammo/Med Kit. Now, look diagonally across towards the right, and snipe 
    the RPG in the 3rd window to the left. Now, go back down, and eliminate the 
    ground forces approaching your position. Move along the left, and again, about 
    4-5 men will come from the left alley around the corner. I found it best to 
    take cover near the broken APC, and snipe them away. There will be an RPG on 
    the peak of the hill. Toss a frag grenade or simply stand and do a quick shot. 
    Climb the other wooden plank along the left wall, and you'll find more useful 
    PU ammo. 
    Climb back down, and watch out for some forces on the left. Run straight 
    across into a building alley which is fairly blown to pieces. Don't continue 
    down the road as there are numerous NVA, and it's unnecessary to the 
    objective. Go through the alley, and kill the 3 NVA who pop from their 
    corners. You should reach a checkpoint. Now, your lead person should rush on 
    in. An MG will start firing at him. Pull out your PU and snipe the MG 
    personnel down. Watch out for a close NVA guard to your right. Head straight 
    ahead into the next infrastructure. Take out the 2 NVA Forces to the left, and 
    the one in front of you. One will quickly pop up from a broken wall. Now, you 
    will be given orders to exit the building, and head up to the ARVN Base. Move 
    on out, nail the 2 NVA on the ground, and the one in the upper window. Walk up 
    the planks, grab the sniper ammo, and then head back down. Before jumping 
    down, there will be a civilian with a RPD below you, and a MG will hop into 
    place in one of the upper windows along the right. Watch for a QUICK rush of 2 
    NVA Soldiers to your left, from a back alley. Once it's cleared, rush ahead 
    with the rest of the men. A loading point should progress.
    First of all, you'll be at another industrial section of the city. By now, 
    your PU should have well over 50 spare rounds to be fired. So start cracking 
    the whip. Aim straight ahead the factory, and look slightly up. Snipe off the 
    MG turret, the man behind him. Shift your vision left, and take out the two 
    other snipers. There will be two snipers on the ground to the left, a few to 
    the right behind debris. There will be a sniper right above you, in the right 
    building. You can flank him via the wooden plank, or by going under the second 
    floor, and shooting through the crack. Another sniper will appear in the top 
    window of a building along the right wall. Now, move to the base of the 
    factory. You'll find a door entrance along the right. Head on in, and round 
    the corner. Snipe the man in the upper window, then shift your vision to the 
    upper right, nail the camoed guy, and finally annihilate the man at the top of 
    the stairs. Make sure you keep your eyes open. Any man you did not snipe 
    before may still be alive up above. You'll find more PU ammo, along with a Med 
    Kit on the top floor. Go across the top railing to the other side, turn left, 
    and kill the crouch guard. Go downstairs, meet up with Van Bao, and he'll 
    plant a charge against the rear of the factory wall. Move away as it explodes, 
    then head on through.
    You'll find an MG to your right which has to be sniped, 2 NVA forces on the 
    ground below him, a RPD to your upper left, and a camoed soldier on the ground 
    behind debris. Now that this area has been flushed like toilet paper, head 
    down the left alley. Walk up the wooden plank, and kill the NVA Soldier below 
    you. Move to the far end, watch out for the grenade. Now, prone, and peek out 
    to the left. Hit the 2 NVA Soldiers opposite of you in the windows. Jump down, 
    peek around the corner again, and snipe off the MG. There will be a few 
    soldiers on the ground below him which need to be eradicated. Move ahead, and 
    cut a left. You'll find some ammo in the building corner. Now, go right 
    towards the burning store. Go down the roa. Take it slow into the new 
    destroyed area. Along the right, you'll find 3 NVA Soldiers in this rugged 
    building. Many of them will toss stick grenades. Retreat back when they do. 
    Clear it out, then focus on the left. Snipe off any exposed threats. Go back 
    to the right, and head on through. Some NVA forces will rush from the upper 
    left doorway. AK them out of the way; watch for grenades. Now, move through 
    the door, and proceed to the next part of the city. A loading point should 
    Up ahead, there will be 4 turrets across two buildings. Unfortunately, the 
    game prevents you from sniping them down. Pull out your M79 and blast all 4 
    away. Your rocket tank will come through and blast a hole in the nearby wall 
    to advance. Head on through, and AK down the 6-7 NVA Forces which come out of 
    the alley. Pop the corner, and M79 the turret out. Then move ahead. Look at 
    where Hoss is crouching. Enter through this doorway, and quickly eliminate the 
    3 NVA Forces which spawn out. They should appear on the left and right. 
    Proceed up the stairs, but do it slowly. There's one NVA soldier behind the 
    barricaded furniture. Toss a frag grenade, or M79 the roof to help clear him 
    out. Turn to the left, peek around the corner, and snipe off the last soldier 
    behind the boxes. Go all the way around, pick up the Buckshot ammo, and then 
    had back down behind your Ontros tank. It will make a few curves, and get 
    blown to pieces by 2 bastardous RPGs. You must now find a way into the 
    courtyard. Some NVA will appear right into the building to your left. Snipe 
    them through the windows with your AK, and head on through via the small 
    doorway. Now, you'll be surrounded by NVA forces. There will be about 2-3 
    turrets to deal with. One in the upper right at a diagonal angle behind a 
    window. Go out the doorway you came in, and M79 it. The other two are on the 
    left where Van Bao is. Simply snipe them away with the PU. After killing the 
    remaining forces, a NVA Flame Tank will arrive to the scene.
    This is the biggest, baddest, and hell-made creature you'll face during the 
    game. It's basically an instant kill if you get hit by the bright yellow beam 
    in the middle of the flames. To eliminate him, start off by going out into the 
    open, and sniping off each of the 3-4 RPGs in the upper right building. These 
    guys are very annoying. Now, you have TWO choices on eliminating it. You can 
    either attempt to get behind it, plant a charge, run for cover, and hope it 
    blows up. Or, you can take the tougher path, enter the building where the RPGs 
    were, pick up an RPG, and fire 3 shots to destroy it. I took the RPG route 
    because it's the main purpose of the RPG gunners, and the "ultimate" way of 
    destroying it. To get there, run along the right, using the debris for partial 
    cover against the flame. Wait for it to get distracted, then sprint past the 
    right corner, and snipe the two NVA Forces at the doorway. Some more NVA will 
    rush from around the building, and you should pop them out. Now, once inside, 
    you'll have three floors to clear. Most of the guards are hidden around 
    corners, so use a cautious approach, peek, and fire. Don't run right through 
    like John Rambo. The stairs will be tough, because there are occasional tangos 
    behind the barricaded furniture. The buckshot was fairly useless in my 
    opinion, because of the delay per shot reload. Keep moving up to the top, and 
    you'll find the RPG in the upper corner stacked by some boxes. Grab it, move 
    over to the closer window, fire 3 direct shots, and the Flame Tank will be 
    The ALTERNATE approach is to get behind the tank, find the yellow icon, hold 
    down Y (don't get crushed or flamed), and run. I never did it myself, so it 
    may be tougher to do. You'll have enemy tangos firing on you while you do it 
    though. Once you've destroyed the tank, you're told to go meet Van Bao on the 
    first floor of the RPG building. Go down, plant a satchel charge on the debris 
    in the doorway, move, and then wait for it to blow. Head on through. A loading 
    point should progress. Suddenly, the air will be raining with mortar. Take 
    shelter in the nearby building, and make sure to gun down the two foolish NVA 
    who rush you. Move ahead, and a few more will attempt release. Run out the 
    doorway, and there should be plenty of black smoke. Peek around the corner, 
    and you'll have 10 NVA Regulars in the upper left, a MG in the upper right, 
    along with some ground units. M79 out the MG, snipe off the reinforcements 
    along the left. Proceed along with ease. Again, you may have to M79 another 
    sniper who appears in a barred upper left window. He was difficult to hit with 
    the sniper rifle. Move ahead, and around the corner, the NVA will be 
    assaulting the ARVN base. It shall be under heavy fire.
    Start off by shooting the men that are coming around the perimeter. Artillery 
    will be raining down on you like Armageddon. M79 the MG right above you, at 
    the edge of the building. Then, rush over to the ARVN bunker. Pick up M79 
    ammo, RPG rockets, and Med Kits. Start sniping off the NVA inside the building 
    windows. Watch for an RPG in one of the right windows. Now, another FLAME TANK 
    will approach the scene. This time, you'll have trouble killing it, because 
    you should only have 1-2 Rockets. If you have all 3, shoot them away. 
    Otherwise, flank the Flame Tank from around back, plant the Satchel Charge, 
    then run away. Watch for NVA flankers on the left; they shot me quite often. 
    It shall blow up, and the NVA will start to retreat. Hoorah! 
       ^Van Bao sends you a thanking letter for showing your valor and courage on
        the battlefield in combating against the Communist attack. You not only
        saved the day, but you kicked more butt than the rice paddies bouncing on
        the swamps. He says you will always be remembered for helping the South
        Vietnamese people.^
        ____________________  ____
       (- BACK TO KHE SANH -)(4.13)
      / Operation: Tet Offensive
     / Difficulty: ****
    /  Objectives: + Find Jamie
                   + Prevent NVA from destroying bunker
                   + Advance to Jamie's Outpost
                   + Fend off NVA attack
                   + Rescue Jamie, and bring back to Khe Sanh Base
       *Another brief history clip is shown explaining the second conflict at
        Khe Sanh where 40,000 Communist troops could not take over the American
        Base being defended by 5,000 American Marines. Sappers attempted to dig
        tunnels, and the NVA launched rockets at the fuel storage. Regardless,
        this was like the Alamo, Nam' style.*
       ^A letter is written from Dean to Captain Dandridge explaining how Dean
        & Hoss want to go help Dandridge as he returns to Khe Sanh, where the
        situation is brutal. It won't be pretty, but Dean wants to make sure
        his brother is alright during the siege. He knows they can use every man
        they got.^
       *You'll be on a cargo plane, along with several other Marines. Dandridge
        gives you word that you should run to the left, where the trenches are,
        and not to the right, where the heavy fire from the NVA is coming.
        Suddenly, Dandridge gets pelted by some AA gun fire, and dies. Your plane
        will land, but the back hatch comes off, and you jump out while in motion.
        You land, the plane explodes, and mortar fire is everywhere.*
    Hold down the right thumbstick to see where Hoss is, and follow him. He'll 
    lead you to a bunker trench where you guys have to hold down. Follow him into 
    the interior of the base, and into the trench. After the loading point, you'll 
    go through a series of progressive checkpoints. You'll eventually reach 
    two "high" Marines, who say they don't know where Jamie is. Hell, they don't 
    even know him. If anything though, he'd probably be laying low in his bunker. 
    Now that you have the point, follow the new path via your compass. You'll see 
    several explosions and Marines being blown to pieces. You'll end up reaching a 
    group of Marines, with a Captain who orders you to man the bunker gun. You 
    must prevent the Sappers from destroying this bunker. I've found this to be an 
    extremely tough part on the HARD difficulty, because the NVA units that 
    approach the bunker both SHOOT and explode when in proximity. The best 
    strategy is to let Cpt. Maynard run in first, make sure you have full health 
    before attempting to hop onto the M60, and then taking the LEFT M60 gun. Now, 
    simply hold down on the R trigger, and hold down the B button at the same 
    time. Start shooting back and forth. DO NOT burst fire. If you attempt to 
    minimize the recoil, you'll easily get pelted and die. Simply hold it down, 
    yield the gun back and forth. It took me several retries to get this done on 
    HARD. There are about 25 NVA in total. Afterwards, go follow Maynard. You 
    should have 2 Med Kits on the ground next to the left M60. Turn around and cut 
    a right down the small road. You'll reach a small bunker area with shelter, 
    along with a cozy loading point.
       *Maynard will inform you that he received radio word from your brother's
        crew, who is stuck outside the perimeter under heavy NVA fire. You and
        Hoss are going to go out there, and save him before the B52's bomb the
        crud out of the NVA in the streamline.*
    You must now escort Cpt. Maynard through the American base. Hold down the 
    right thumbstick to see his name, and simply follow him. You should see a Mule 
    drive by. Eventually, you'll hear Hoss say that they're inside the wire. This 
    means the NVA have penetrated the base. Around the tent corner, pop the 2 NVA 
    Regulars. One will be running, while the other is mounted behind some 
    sandbags. Three more will be there to reinforce, and use your CAR to really 
    put them down for the count. The blown up fuel dump barrels will distort your 
    vision, so be weary. You'll have to take point in the nearby trench. Kill the 
    strafing NVA, then peek right and nail the lone guard. Peek out the left 
    corner, and hit the camoed NVA hiding up top near some smoking barrels. Go 
    left. Kill the NVA who pops the corner along the trenchline, then continue 
    around. Check his body for a Med Kit. Another NVA will be hiding along some 
    barrels right to your upper left. Move on up, and you'll have 2 more tangos to 
    take out directly in front of you. Now, you must follow Maynard to the base 
    perimeter. He'll be directly in front of you. Along the way, you'll pass some 
    mortar lines, along with enemy contact in the distance.
       *Maynard will inform you that they have lost contact for nearly a half hour,
        and you're all alone. He'll radio down some reinforcements in a bit.*
    A loading point should progress. You'll now be on a dirt road, with artillery 
    occasionally raining down on you. Up ahead is an NVA patrol. Move past the 
    wheel cart and engage the tangos. Two of them are on the right behind some 
    tree stumps, but be careful, there's a third behind a fire along the left 
    wall. Proceed ahead. You'll reach a checkpoint. Up ahead, you'll be ambushed 
    by 5-6 NVA Regulars along the right wall. Simply crouch in the swamp and pick 
    them off. You'll also be forced to engage another series of NVA (after you 
    eliminate the first) directly in front of you. These guys are tougher, and 
    have better protection. Go along the right trees, use them for cover, and pick 
    away. At the destroyed cart, you'll find a Med Kit, and some ammo for your 
    CAR. Past the truck, you may see an enemy hide behind green bamboo pipes along 
    the right. Toss a frag grenade, then charge with Hoss and take him out. There 
    will be another NVA in front of you. Now, go down the left path. Up ahead, 
    watch for an NVA ambush on BOTH sides. There will be 3-4 primarily coming out 
    of the left, with another two on the right. Some may appear behind you. Always 
    crouch when being attacked from the sides or behind. Hoss may get pelted down 
    a few times. Don't worry about him, he'll get up, but you'll be without 
    support fire for a bit. There is some ammo and a Med Kit next to the downed 
    Huey. Once you're ready, proceed ahead. Go down the right path and you'll run 
    into a loading point.
    In this next swampy area, run ahead and kill the two NVA behind the bush. 
    After the dead bodies, you'll run into several more NVA along the left side, 
    and one directly in front of you. I found it best to curl against the right 
    bush, especially the tall bamboos. Try to frag grenade the AK snipers on the 
    hill behind the logs, since they're almost impossible to snipe off with the 
    crappy CAR. You can find more ammo near the front of the truck. Continue ahead 
    until you see a dirt mound along the left. Snipe the men in front of you, and 
    try to nade the two behind the dirt mound. It's fairly tough. Crouch and use 
    the mound for cover. Try tossing a grenade slightly past it to clear out any 
    hidden tangos. You should be running out on grenades by now. Run ahead into 
    the checkpoint. Up ahead will be a hill with an infinite amount of NVA that 
    spawn out of the side corridors. The problem is that they'll keep mounting and 
    firing upon you. You must crouch-advance by sniping them off. I found the best 
    route to run along the spiky logs along the left of the hill, since the enemy 
    primarily spawn from the right junglescape. Make your way up into the dark 
    trench, and it'll tell you to go find Jamie. Now, when you reach the first 
    inlet to the right, crouch peek and snipe the guy above the walkway. Do the 
    same for next inlet to the left. Continue ahead.
    When you reach the straight-ahead trench, sprint towards your fellow allies 
    and Shepard. Run behind the log where the ammo is and crouch. There should be 
    3 NVA Regulars directly in front of you that have to be shot away. One more 
    will be along the left crouching behind a log. When they're dead, quickly 
    swivel your view, and hide behind a barrel. Snipe off the NVA rush of about 6 
    directly behind you. Now, you must get to a turret and fend off the NVA 
    bastards. Use the same strategy with the first turret as you did. Remember 
    though, you only have one Med Kit next to you. The turret is right in front of 
    the base. Hold down firing ALL the time, regardless of the recoil. If you try 
    burst firing, you're going to run into tremendous trouble. Just hold down the 
    trigger, and do your best to spread the love around. You'll face about 35 NVA 
    Regulars this time.
       *A sapper will eventually reach your bunker, and it will be destroyed.
        Unfortunately, Jamie gets hit by enemy fire and collapses. You gung-ho
        him over your shoulder, and start to carry him away.*
    Similar to the kidnapping mission from before, you must carry Jamie all the 
    way back to the Khe Sahn base while firing at enemies. Start to run towards 
    your allies backwards. Go through the straight trench. Jog down to the hill, 
    and you'll face several NVA who spawn from the right jungle. Continue 
    downward. At the bottom, more NVA will be ahead of you, and from the left 
    jungle. You'll have Greaser and Smooth, who are VERY helpful along the way. 
    From here on, most of the NVA will be hiding BEHIND green bamboo poles. Crouch-
    peek shoot them. Keep jogging along past the blown-up truck. Eventually, 
    you'll get an "airstrikes imminent" message. Start to run. About 6-7 NVA 
    Regulars will sprint from the right jungles where the bombs are dropping. Gun 
    them down QUICKLY. I happened to kill most of them out of luck, especially on 
    my CAR reloads. Run to the loading screen for a quick breather.
       *A movie is shown with Hoss, Smooth, Greaser, and Dean carrying Jamie on his
        shoulders up to the Khe Sanh Base. Hoss guns down some NVA before moving
        onward. Suddenly, a NVA soldier thinks he hears something. Several B52
        bombers destroy the entire unit chasing Dean and his company.*
       *An ending movie briefly sums up the story. Hoss and Dean caught a freedom
        bird back home two days after Khe Sanh. Jamie and the others had to
        stay on for a couple of more weeks, but Jamie was fine in one of those
        medical hospitals. Everyone eventually got home safe and sound. General
        Westmoreland was suppose to be there in person to award them medals, but
        he was a no show. Many of the men try to block out the envisions of death.
        The public never knew truly of what happened in Vietnam, nor would they
        care. However, at least the soldiers would knew what happened back there -
        Men of Valor!*
                  |\_______________ (_____\\______________    THE END
                  ' ~""""""""""""""`##(_))#H\"""""Y########
                                    ))    \#H\       `"Y###
                                    "      }#H)          
    - 5) Weapons               -
    Vietnam was all about intense combats in both close quarters and unknown 
    quadrants, along with disguised enemies. So what does this have to do with 
    weapons? Plenty. The Communists were supplying the NVA with Russian-style 
    weapons, while the South Vietnamese and Allies had American weapons. Men of 
    Valor features a plethora of authentic guns from BOTH sides of the war, such 
    as the AK-47, M-16, and M79 Grenade Launcher. This section will briefly 
    profile each, along with rate them, and give a small description on their 
    usefulness. Ratings will be based on a 1-5 * scale, with 5 being the best.
                                         AMERICAN GUNS
         ::==--> M14 <--==::
         //  POWER: ****
         \\ RECOIL: ***
         //  SPEED: **
         \\OVERALL: ***
    - Normally equipped to typical infantry units, the M14 Carbine is a basic 
    battle rifle designed for long-range encounters. It only fires via a semi-
    automatic mode, but has great accuracy on long range tangos, and was a cheap 
    alternative during the Vietnam War. Was actually invented during World War II, 
    usually given to Staff Sergeants. Aside from the fact, it's delay between 
    shots is bad for close encounters, and it cannot switch modes.
         ::==--> M16 <--==::
         //  POWER: ***
         \\ RECOIL: **
         //  SPEED: ****
         \\OVERALL: ***
    - The M16 was the most commonly used gun during the war. It's an enhancement 
    to the M14, because it can be switched to auto gun fire in close combat 
    situations. It also has a longer stock build for hitting long range targets as 
    well. The only problem with this gun is that it has a 20-round clip, and is 
    barely as powerful as the M14's damage per bullet. The small clip runs out in 
    hardly any time, and you'll find yourself scrambling for space. Regardless, it 
    is still a well-used firearms in any situation.
         ::==--> M60 <--==::
         //  POWER: ****
         \\ RECOIL: ****
         //  SPEED: ***
         \\OVERALL: *****
    - This is the absolute best gun you can get as an American. The M60 is a heavy 
    mounted-designed machine gun for providing suppressive fire in tense 
    situations. It can be carried near the waist as an interesting primary weapon. 
    It has a huge 100-round clip, but each bullet does extreme damage. Recoil in 
    auto-fire is huge, but controllable with the right person. This is VERY useful 
    on multiplayer, especially in ambush spots where you prone, or in close 
    situations where you can just hold down the trigger. This is my personal 
         ::==--> M79 <--==::
         //  POWER: *****
         \\ RECOIL: *
         //  SPEED: *
         \\OVERALL: ****
    - The M79 Grenade Launcher is designed as a support weapon, for knocking out 
    established targets with explosive radius. It can fire grenade rounds which 
    arc in a pattern towards destination. It takes some practice to aim the arc, 
    but once you knock it down, you can hit almost any ranged target (camping or 
    mobile). Unfortunately, after each shot, a new gauge must be reloaded. This 
    makes you well exposed. If you switch modes, it will load Buckshot bullets 
    which can be used much like a shotgun in close range. One shot is deadly, but 
    they must BE close. Again, you're exposed as you reload the Buckshot bullet. 
    Many people can wield this gun with deadliness, but I tend to avoid it.
         ::==--> M1911 <--==::
         //  POWER: ***
         \\ RECOIL: ***
         //  SPEED: **
         \\OVERALL: **
    - The M1911 is the most popular pistol of the American Army, as it features a 
    stable 8-round clip, has OK power, and OK recoil. It was designed as a 
    secondary weapon, and also was useful for clearing out tunnel rats with its 
    small design. Much better than carrying a bulky weapon around. Personally 
    though, I tend to avoid pistols. It usually takes 5 out of 8 shots from one to 
    just kill a person, and getting that guaranteed accuracy is almost a complete 
         ::==--> M21 <--==::
         //  POWER: ****
         \\ RECOIL: **
         //  SPEED: **
         \\OVERALL: *****
    - The M21 is the practical American Sniper Rifle. It is a modified M14 with a 
    longer stock build, and more damage per bullet. The most beneficial aspect of 
    American snipers is that the sniper rifle contains a clip of 20 bullets. This 
    is PLENTY for taking down many tangos which reloading. It fires semi-auto, and 
    each bullet is inside the clip. It does slightly less damage than the NVA PU 
    Sniper Rifle, but the large clip makes up for it.
         ::==--> CAR15 <--==::
         //  POWER: **
         \\ RECOIL: ****
         //  SPEED: ***
         \\OVERALL: **
    - The CAR15 is actually a more urbanized version of the M16. It was designed 
    for smaller ranges, close combat situations, and is often used by many SWAT 
    teams in modern times. In the game though, it's a silent disappointment. The 
    CAR has indecent accuracy at long ranges, and the recoil can get out of hand, 
    especially in auto fire. I usually avoid the CAR with any player, simply 
    because it sucks.
         ::==--> M1 <--==::
         //  POWER: ***
         \\ RECOIL: ***
         //  SPEED: ****
         \\OVERALL: ****
    - The M1 Thompson is still one of the best automatic weapons ever developed in 
    American history. It features a large 50-round clip, with a stock-built design 
    made for clearing out close-combat situation such as hooches and multiple 
    bogies. The Thompson was first given to ranking officers during WWII, but 
    still has a useful purpose during the Vietnam War. I love this gun, but it's 
    only attainable during single player.
         ::==--> FRAG GRENADE <--==::
         //  POWER: ****
         \\ RECOIL: *
         //  SPEED: *
         \\OVERALL: ***
    - Frag Grenades are the American used grenades during the war. They are 
    similar to small green balls with a pin/clip inside. After the clip is pulled, 
    you have a limited amount of time to toss the grenade before it blows. Frag 
    grenades can be tossed slightly farther than NVA stick grenades, but don't 
    have as much blast radius.
                                         COMMUNIST GUNS
         ::==--> AK47 <--==::
         //  POWER: ***
         \\ RECOIL: ****
         //  SPEED: ***
         \\OVERALL: ****
    - The AK47 is either a love or hate gun to most players. It features better 
    damage than your typical M16, yet features auto fire, and has a large 30-round 
    clip. I actually love this gun, instead of any American counterpart (unless 
    you give me an M60). Only problem is that the recoil is huge on it, meaning 
    your aiming will have to be precise. Tough to use this gun on the move.
         ::==--> RPD <--==::
         //  POWER: ***
         \\ RECOIL: ****
         //  SPEED: ***
         \\OVERALL: ***
    - The RPD is the Communist version of an M60. Unfortunately, it's not quite as 
    good, nor durable. It features the same 100-round clip, however, it seems like 
    the bullets fire out "not as fast" as the M60. Recoil tends to be large, and 
    the damage per bullet doesn't go an extreme. Recoil is horrible, especially 
    when standing or crouching. Avoid it unless absolutely necessary on a map.
         ::==--> TYPE56 <--==::
         //  POWER: **
         \\ RECOIL: *****
         //  SPEED: ****
         \\OVERALL: **
    - If you remember the CAR15 from before, imagine the skin of the gun replaced 
    with a TYPE56. The TYPE56 is a custom variant of the AK47, modified for the 
    NVA, especially close combat situations. Many sappers and Viet Cong were 
    equipped with these nifty little rifles. With a bayonet tapped on, they could 
    easily be used in small tunnel situations, jungle ambushes, or quick rush 
    attacks. They do not possess the range of the AK, and also don't quite have 
    the bang. Recoil is tremendous. It's recommended that you tap the fire button 
    down in bursts.
         ::==--> SKS <--==::
         //  POWER: ****
         \\ RECOIL: **
         //  SPEED: **
         \\OVERALL: ***
    - Similar to the M14, the SKS is a modeled rifle similar to a semi-auto K98 
    used by the Germans in WWII. It features a small 10-round clip, but possessess 
    a decent punch per bullet, and was primarily used in long-range distances. Has 
    great accuracy when firing from hidden locations, but the recoil tends to push 
    off a bit. Only used primarily by medics and support units.
         ::==--> RPG7 <--==::
         //  POWER: *****
         \\ RECOIL: *
         //  SPEED: *
         \\OVERALL: *****
    - The RPG7 is one of the cheaper guns in the game, since it's almost a 
    guaranteed kill if it hits within 5 feet of you. It's basically a rocket-
    propelled-grenade, that launches an explosive blast which detonates upon 
    hitting a solid surface. RPGs were used in taking down Hueys, hitting enemy 
    convoys, and pelting American troops during the war. Unfortunately, the 
    Americans' counterpart is the M79, which can be difficult to aim, while the 
    RPG7 fires in a straight line. While the Americans do have the LAW rocket 
    launcher in single player, it is not available during multiplayer or regular 
    games. This gun is a true camper cleaner, and can impact the battlefield.
         ::==--> PPSH41 <--==::
         //  POWER: **
         \\ RECOIL: ****
         //  SPEED: ***
         \\OVERALL: ***
    - The PPSH41 is actually almost like a Tommy Gun, as it features a barrel 
    round, 70-bullet clip which can be used for support fire in key situations. 
    It's damage is fairly small, but it can be deadly in close situations where 
    you need low-key presence, and a sense of mind. This gun is great when used 
    during proned situations, and can be moved around from place to place. 
    Unfortunately, they're hard to find, so you'll rarely get a chance to use em'.
         ::==--> PU <--==::
         //  POWER: *****
         \\ RECOIL: **
         //  SPEED: *
         \\OVERALL: ****
    - The PU is a powerful bolt-action sniper rifle designed for long-range combat 
    with a zoomable scope. Often used by camoed VC snipers, the PU can only hold 5 
    bullets at a time, and each must be reloaded by hand. Great power behind each 
    bullet, but the American sniper is clearly dominant. The VC sniper is 
    automatically camoed with his uniform, which makes him tougher to see in the 
    distance with this gun.
         ::==--> TI33 <--==::
         //  POWER: ***
         \\ RECOIL: **
         //  SPEED: **
         \\OVERALL: **
    - The Communist sidearm is nothing more than a M1911, with slightly more 
    power. It has a 8-round clip, minimal stopping power, and rarely recommended 
    unless in very close combat situations. Not much use to this gun, besides 
    whipping people in the head.
         ::==--> TRIP MINE <--==::
         //  POWER: ****
         \\ RECOIL: *
         //  SPEED: *
         \\OVERALL: ***
    - Trip Mines are basically trip-wire mines which explode when a small black 
    wire is walked over with your person. They usually DO NOT kill you in one hit, 
    but will bring your health down to no life left. They're best placed around 
    corners, or near doorways. The first planted location is the base where the 
    explosives are, while the second is where the string will end. The string will 
    automatically end if you go to far. Only Guerrillas have these, NOT sappers.
         ::==--> STICK GRENADE <--==::
         //  POWER: *****
         \\ RECOIL: *
         //  SPEED: *
         \\OVERALL: ***
    - The Potato Stick Grenade was originally used by the Germans during the World 
    Wars, but has progressed up the chain of command to the Communists during the 
    Vietnam War. The Stick Grenade cannot be tossed as far as the frag grenade, 
    but it features a slightly larger blast radius which is useful for clearing 
    out campers.
    - 6) X-BOX Live            -
    One of the unique features of the X-BOX, and one of the premiere gaming modes 
    is X-BOX Live. This is basically online play to the next degree. Men of Valor 
    features some engaging online modes to play, and actually has five different 
    types to select from. Unfortunately, co-op is not one of the options, but 
    still, it's an entertaining bunch nonetheless. Live play with Men of Valor is 
    more camping-based, but still worth the time based on the map. The following 
    sections will describe the online game modes, multiplayer classes, and a few 
    key strategies for each map.
    /Game Modes/
    There are five online game types for Men of Valor, but there are also a few 
    ways of picking them out. You have the options of QUICKMATCH, OPTIMATCH, or 
    CREATE MATCH. Quick match finds the fastest server, and is the best way of 
    getting into any game. Optimatch let's you filter out which game mode type 
    you're looking for, and also how many players you want to filter out for you. 
    Finally, create a match let's you make your own server. If you press X after 
    picking a game type at the map selection screen of create a match, it brings 
    up the server options. They range as follows:
       =.= TIME LIMIT: set the time limit for the round of the game
       =.= SCORE LIMIT: set the score limit for the type of game
       =.= ROUNDS PER MAP: sets how many rounds per map, depends on game type for
       =.= UNLIMITED MAP ROTATION: will continually rotate maps based on given
                                   rotation until server dies
       =.= MAX PLAYERS: sets the maximum number of players, a given rule is to
                        allow no more than 8 without a dedicated server
       =.= DEDICATED SERVER: this takes your XBOX, fills it with a blank console
                             screen, and you cannot play while you host a game.
                             However, it allows for up to 12 people to play Men
                             of Valor lag-free, and is great for getting large
                             games together
       =.= MAX RESPAWN: the number of lives EACH player has to respawn in the game
       =.= EVEN TEAMS: automatically even the teams during the match
       =.= CLASS RESTRICTION: restricts weapons to be used by other classes during
                              the game
    ///  OBJECTIVE: Attain the highest kill total before the session ends
    ///DESCRIPTION: Basically a free-for-all battle against all other players. I'd
                    say this is the second most popular game type on MoV, as most
                    players simply love camping in the brush and ambushing people.
                    Not much strategy involved, although Guerrillas, Snipers, and
                    Corpsman are effective. 
       ___/TEAM DEATHMATCH\___
    ///  OBJECTIVE: Attain the highest team kill total before the session ends
    ///DESCRIPTION: Basically team combat where Allies and Communists beat the
                    crud out of each other. You'll find most people to be snipers
                    on both teams, and teamwork is fairly inconsistent. Only
                    certain maps like Dak-to-Hill Siege and Embassy might qualify
                    for teamwork. By far the most popular game mode type on MoV.
    ///  OBJECTIVE: Bring back intelligence documents to your base while another
    ///             team prevents to do so
    ///DESCRIPTION: This is a fairly unique game mode that few people play. There
                    are intel documents hidden on a map. One team defends during
                    the round while the other must get the documents, and capture
                    them at their own base. Each team alternates after each round
                    which ends based on a decided time limit. Very fun, but
                    usually requires 8+ for true teamwork.
    ///  OBJECTIVE: Complete the offensive/defensive objectives on a given map
    ///DESCRIPTION: This attempts to be the "co-op" of Men of Valor, but comes
                    up short. Based on the map you select, each team must follow
                    a series of objective representing themselves on the map.
                    For example, on Da Nang, the Communists must infiltrate the
                    airbase and destroy two fighter jets. On the other hand, the
                    Americans must hold out for a given time limit. Items such
                    as these are rampant in MM game types. Unfortunately, the
                    defending team almost ALWAYS wins these gametypes because
                    of cowardous camping techniques.
       ___/SEARCH & DESTROY\___
    ///  OBJECTIVE: Both teams must get their three mortar pieces back to base
    ///             while preventing the other team from doing so
    ///DESCRIPTION: This is a simultaneous attack/defend gametype where both
                    teams must get their own three mortar pieces back while
                    stopping the opposing team from doing so. The mortar pieces
                    spawn at random spots, and the game turns into a cat-mouse
                    type where people will camp opposing pieces, and sprint for
                    their own. Rarely played.
    Unlike single player, which has you in the role of Dean Shepard, who is an All-
    American beast, multiplayer splits players into certain soldier classes. There 
    are snipers, grenadies, normal infantry, medics, and your typical hobo. This 
    section will describe each class, their equipment, their custom ratings, and 
    special abilities.
                                 <> ALLIED CLASSES <>
       (^%&: MARINE RIFLEMAN :&%^)
           ARMOR 2.00 | EQUIPMENT: M14 / Knife
           SPEED 1.00 |            (4) Frag Grenades
        ACCURACY 1.00 |            (1) Smoke Grenade
       (^%&: MACHINEGUNNER :&%^)
           ARMOR 2.00 | EQUIPMENT: M60 / M1911
           SPEED 0.90 |
        ACCURACY 0.85 |
       (^%&: TUNNEL RAT :&%^)
           ARMOR 0.00 | EQUIPMENT: M1911 / Wirecutters
           SPEED 1.00 |            (4) Frag Grenades
        ACCURACY 1.10 |            (3) Satchel Charges
       (^%&: MARINE SNIPER :&%^)
           ARMOR 0.00 | EQUIPMENT: M21 / M1911
           SPEED 1.05 |
        ACCURACY 1.20 |
       (^%&: GREEN BERET :&%^)
           ARMOR 0.00 | EQUIPMENT: CAR15 / Knife
           SPEED 1.00 |            (4) Claymores
        ACCURACY 1.10 |            (1) Clacker
       (^%&: ARVN RANGER :&%^)
           ARMOR 1.00 | EQUIPMENT: M16 / Wirecutters
           SPEED 1.00 |            (4) Airstrike Grenades
        ACCURACY 1.00 | 
       (^%&: MARINE CORPSMAN :&%^)
           ARMOR 2.00 | EQUIPMENT: M79 / M1911
           SPEED 1.00 |            (3) Med Kits
        ACCURACY 0.90 |
                                 <> COMMUNIST CLASSES <>  
       (^%&: NVA RIFLEMAN :&%^)
           ARMOR 2.00 | EQUIPMENT: AK47
           SPEED 1.00 |            (4) Stick Grenades
        ACCURACY 1.00 |
       (^%&: MACHINEGUNNER :&%^)
           ARMOR 2.00 | EQUIPMENT: RPD / TI33
           SPEED 0.90 |
        ACCURACY 0.85 |
       (^%&: NVA SAPPER :&%^)
           ARMOR 0.00 | EQUIPMENT: TYPE56 / Wirecutters
           SPEED 1.09 |            (4) Stick Grenades
        ACCURACY 1.20 |            (3) Satchel Charges
       (^%&: VC SNIPER :&%^)
           ARMOR 0.00 | EQUIPMENT: PU / TI33
           SPEED 1.05 |
        ACCURACY 1.20 |
       (^%&: VC GUERRILLA :&%^)
           ARMOR 0.00 | EQUIPMENT: SKS / RPG7
           SPEED 1.00 |            (4) Trip Mines
        ACCURACY 1.00 |
       (^%&: VC OBSERVER :&%^)
           ARMOR 0.00 | EQUIPMENT: PPSH41
           SPEED 1.00 |            (5) Airstrike Grenades
        ACCURACY 1.00 |
       (^%&: NVA MEDIC :&%^)
           ARMOR 2.00 | EQUIPMENT: SKS
           SPEED 1.00 |            (3) Smoke Grenades
        ACCURACY 0.90 |            (2) Med Kits
    /Map Strategies/
    Vietnam Maps are often eery, filled with numerous bushes to hide in, hills to 
    prone on, and points worthy of ambushes. The following section will describe 
    each map with key spots for defensive/offensive attack points.
       = BATANGAN =
       > SIZE: 4-12 players
    - Basically a night-time atmosphere based around a lone wooden bridge, with a 
    cut-in valley near the center, and two opposing villages. Several wooden tower 
    structs provide turret support, but this map is designed for long range 
    battles. You'll find great sniper spots along the borders of the map, but 
    watch for flankers since pathways are designed to pass through these points. 
    If you can make it to the center undetected, try to prone in some of the heavy 
    bush along a hillside. Makes sniping your opponents much easier. This map is 
    better played with on objective-based scenarios. Don't attempt to cross the 
    bridge; otherwise you're dead meat.
       = BONG SON =
       > SIZE: 6-12 players
    - By far the most popular map on Men of Valor, Bong Son is a sniper-orientated 
    environment. It's practically a village at one end, with some rice paddies 
    near the center, a few APCs near the edge of the field, and an American spawn 
    point in the distance. There are only a few towers, and they're in clear view 
    near the center. Be a sniper on this map and you'll love it. There is plenty 
    of bush to hide in. On the Americans side, you can prone along the right 
    cliffs and snipe from there. There's a downed Huey near the VC village, and 
    also one up on a paddy to the right which you can prone in. The village spawn 
    point for the NVA is quite disadvantageous, but rush to the hills for cover. 
    Just hide and snipe on this one. This mission is HORRIBLE to play as an ALLY 
    on mission.
       > SIZE: 2-8 players
    - I absolutely hate this map, but it seems to be popular online. It's 
    basically a small close-combat orientiated stone temple, with vines strangling 
    all over the place, some ladders, swampy marshes, and brick steps that lead to 
    the NVA spawn. Avoid playing this on TDM, as many people will spawn camp. 
    Watch for trip mines, and try to prone against a wall. I've found it best to 
    be mobile and simply rush people from the flanking stairwells. Not much you 
    can do on this one though. Airstrikes are great for pushing people around.
       > SIZE: 2-4 players
    - A unique map if you ask me. You're basically placed in a circular bordered 
    village with NVA and Americans spawning on each side. The NVA spawn next to a 
    church with a large sniping tower, but the Americans have cover in small paddy 
    shacks. Believe it or not, there are a few towers, and this map is VERY 
    balanced. Despite the advantage of the tower, this one can go either way. 
    Crouch near the sides of houses and peek shoot. The tower is good for sniping, 
    but you'll often be naded or M79ed out.
       = DA NANG AIRBASE =
       > SIZE: 6-12 players
    - Another night-time atmosphere, and also seems to be popular amongst team-
    based scenarios, Da Nang was one of the most epic battles during the Vietnam 
    War. The Americans spawn inside a fenced barracks area, while the NVA come 
    from a nearby VC village. There's basically a drop-down valley that leads to 
    the fenceline where there are three plotholes you can run through. From there, 
    there's an intricacy of turret towers, fuel dumps caught on fire, a hangar 
    with two fighter jets, and back to the American spawn. You can do cross-fire 
    sniping spots inside the hangar, with two snipers opposite of each other. 
    Another good strategy is to get on one of the towers near the frontline along 
    the left, then crouch, and look back at the American spawn. Snipe any NVA who 
    spawn camp the fenced area. Snipers are fairly dominant on this map, although 
    I've seen rifleman, Guerrillas, and even Medics kick butt. Very fun map, but 
    Americans almost always get trapped inside their spawn.
       = DAK TO HILL SIEGE =
       > SIZE: 4-12 players
    - Daytime battle that basically "sieges" upon an NVA hill. The Americans spawn 
    on the opposite side with two routes to go. The path up the left leads to a 
    mountainous hill that can only be reached by going under a bridge and around 
    up the hill. Often this is booby-trapped, and NVA are waiting to ambush. NVA 
    can also snipe off the top of the hill overlooking the route. The other path 
    leads to another spawn point, with a tower, then moves forward to a bridge, 
    that is often trapped and awaiting ambushers on the other side. A good sniping 
    spot is to crouch near the ledge and snipe anyone who exposes themself. The 
    NVA almost always dominate on this map since they camp their spawn, and the 
    Americans really "can't" rush in.
       > SIZE: 6-12 players
    - One of the few and fun environments you'll face, House-to-House involves 
    basically a series of buildings streets, with a center area that intertwines 
    near both spawns. Players can rush through either of the buildings corridors. 
    Trip mines are HIGHLY effective on this map, especially when you plant the 
    base of the mine near a wooden wall, and the trip near the top of a stairwell. 
    There are great sniping spots on the roof, especially the gray-stone colored 
    one, with ventilation ducts. I found it best to stay mobile on this one with a 
    M60, or something great in close range.
       = JUNGLE RUINS =
       > SIZE: 2-8 players
    - The least popular map of MoV is this. Jungle Ruins is a jungle atmosphere 
    filled with decayed ruins that are fallen over, and intertwined in complex 
    designs. There are lots of hiding places, but no TRUE spots to snipe. There's 
    no clear cut advantage, and this is really just a lame deathmatch map. Has a 
    small arena. Guerrillas, Observers, and Machinegunners highly effective.
       = QUANG TRI =
       > SIZE: 4-8 players
    - Almost the same as Hue, except it's more industrialized with pathways to 
    walk up, and ambush points. Features smaller roads, and overall area. I found 
    it best to go up the planks, and attempt to snipe. M79 and RPGs VERY effective 
    in getting kills and flushing would-be tangos out. Trip Mines are useful, but 
    not quite as good as on House-to-House. Try to get near the center where most 
    of the action will occur.
       > SIZE: 6-12 players
    - This is a HUGE four-story building with a roof, and ground area that the 
    NVA/Americans battle on. There are library shelves, desktops, stairwells, and 
    plenty of camping locations. The roof can be a deathtrap for those with RPGs, 
    or any explosive weapon. A very useful strategy is to carry an RPD or M60 and 
    run around from place-to-place. You can accumulate many kills in close 
    situations in auto fire.
    - 7) Codes                 -
    Believe it or not, there are NO codes for this game. No button cheats for god 
    mode. The developers wanted to place a challenge to the users, seeing if they 
    could complete the game without having to refer to cheats. Heck, I'm not even 
    sure there are any action replay codes.
    - You do NOT receive anything for completing the game on the HARD difficulty. 
    I actually beat the game on my first try through Hard, and received nothing.
    - 8) Common Questions      -
    )) Gameplay ((
    << What exactly is Men of Valor? >>
    - Men of Valor is currently the best first person shooter, based on the 
    Vietnam War, designed for the PC, X-BOX, and an expected release for the PS2. 
    It's great because it features a challenging single-player mode, online 
    multiplayer capabilities, and "feels" like the war. Unlike other failures, 
    such as Viet Cong: Purple Haze, or Shellshock Nam, Men of Valor focuses on the 
    heroic elements of the game. You get to fight along side with Allies (although 
    they don't do much), and combat varying situations from the war. It tends to 
    play more modern than Call of Duty: Finest Hour, but has a unique element 
    amongst itself. Compared to the other releases on the X-BOX, it is by far the 
    best. I'd personally rate it a 8/10.
    << Why is this so darn hard? >>
    - First of all, you have to understand that 2015 (the developers) did not want 
    to make a breeze-over game. This isn't another Medal of Honor game where 
    you'll hump it out for a week, then put it back in the fridge. Instead, they 
    wanted a challenge for offline gamers, along with some expansion abilities on 
    X-BOX Live. To start off, the reason it is hard for most people is because 
    they DO NOT take cover. Most people think this is like the reincarnation of 
    John Rambo, and will charge like John McClane with two uzis. You gotta take 
    cover. This is like Vietnam. Take cover, then return fire. Get use to precise 
    aiming since it will be your most-used aspect. Try peeking around corners for 
    better efficiency. Get use to retrying your life at a checkpoint. Don't worry 
    about saving the game. It does it automatically at every loading point, and 
    MARKED checkpoint. I completed this game on the HARD difficulty, so don't 
    whine to me about difficulty. One other thing though. You can change the 
    difficulty via your profile settings, by moving the setting left or right. 
    << How many missions are there in total? >>
    - There are 13 in total, if you count the training mission. You can actually 
    preview each of them by going to New Game, selecting your profile, then 
    scrolling through the missions under each operation. The most challenging is 
    the Tet Offensive, although Iron Triangle is fairly tough.
    << Any single-player tips? >>
    - Always get rid of your pistol, and switch it for an AK47, or the Communist 
    equivalent. On many missions, I would run out of ammo for my Allied weapon, 
    and would require some sort of secondary rifle. You have a higher % of being 
    hit by enemy fire standing up. Your aim will also be less focused. Always 
    crouch, even when advancing up hills. I rarely proned during the game unless 
    under heavy fire. Trees are the most useful spots for getting cover and 
    killing enemies. Precise-aim-peek around one to pick off enemy targets. 
    Whenever you have to jump into a M60 bunker gun, HOLD down the fire button and 
    aim at the targets. It's difficult to handle the recoil, but necessary. Don't 
    try burst firing, because the NVA will usually get the upper hand and rush 
    you. Remember that you have frag grenades on most missions, and should use 
    them in taking hard-to-hit enemies. Leave a few for the end of the mission, 
    since there's usually a hidden objective.
    << Why haven't I heard of this game? >>
    - It was made by an unknown developer called 2015. Unlike your typical EA 
    game, or Sony product, it really had no publicity. Secondly, it was released 
    in September, which was a breeding ground for the hype of Halo 2. Not to 
    mention Fable, and the other Vietnam games ate most of the spotlight up. This 
    game was actually out for the PC first, and also features online play. Either 
    way, it was modeled out of the Unreal Tournament engine, and happens to be one 
    game "under-the-radar."
    )) X-BOX Live ((
    << Why are the loading times so horrible for online play? >>
    - I'm not too sure myself. My guess is that the maps are so big, along with 
    plenty of grassland sprites, that it takes quite some time to load everything 
    efficiently. BE patient. Sometimes a "waiting for server" message will pop up 
    during the load times. If it does it at the end, when the bar is full, cancel 
    the loading process and leave. Some servers will leave during a map change, 
    and you'll be left "hanging" thinking the map is loading. If it's only a 1/4 
    of the way full, this is often due to lag, because so many players are hooked 
    up to one server.
    << How do I join a game with more than 8 players? >>
    - The problem with Men of Valor is that it has a tendency to lag out the 
    server host when you reach up to 8 players. I have a decent DSL connection, 
    yet it only recommends I host up to 5 players. Personally, to fix this, go to 
    server options, and turn Dedicated Server on. You, yourself, will not be able 
    to play, but your XBOX will act like a dedicated PC server, allowing up to 12 
    people to play with GOOD connection speed. The only problem with this is that 
    there will always be 0/max # of players in the server when you start. It gets 
    even worse because most players filter out servers with less than 2 players. 
    Most people won't see your dedicated server. I recommend making friends with 
    some MoV players, then inviting them to your dedicated server, and pumping out 
    the fun. Try making a dedicated server for TDM, RtD, or S&D.
    << Help! I'm being spawn camped. What do I do? >>
    - Leave. You can leave them cheating feedback, but Men of Valor tends to take 
    leaving "feedback" a serious thing. If you try to combat spawn campers, 
    remember that your online stats are always being logged. Joining an uneven 
    team, then whining that you got raped because they spawn camped is your own 
    fault. Leave if you don't like the situation. I always do.
    << How do I view my ranking? >>
    - Go to the X-BOX Live menu, then click Scoreboards. Rankings are organized 
    based on weekly/monthly stats, and according to gametypes. There's also an 
    overall ranking. I'm usually ranked in the 200s on a specific game mode, 
    although I was around 55 at one point on TDM when I was active. The stats are 
    cleared every month I believe. There are really only about 2500 players who 
    play Men of Valor, so the competition is fairly weak. Halo 2 ruined every 
    gaming community out there!
    << Any online tips? >>
    - Tower turrets are useless. They're only drag spots for getting trap-sniped. 
    Try to get the height advantage on maps, such as the rice paddy hills on Bong 
    Son, the church tower on Charlieville, and so on. There are usually four types 
    of brush on each map. The tall bamboo structures usually layer the borders of 
    the map - these are great for standing against. There's thick body-height 
    level brush which can also be stood in, although I recommend crouching. There 
    is neck-high brush which is excellent for crouching in. Finally, there's ankle-
    depth brush which can be proned in. Try proning against a solid rock with some 
    ankle brush for maximum camo. Teamwork isn't essential to winning. I found it 
    better to go on my own way, and simply kill as many people as possible to 
    bring my team to victory. Guerrillas are an awesome class on Live, along with 
    American Snipers.
    - 9) Copyright/Distribution/Reproduction Guidelines -
    This FAQ/Strategy Guide/Walkthrough is my own published work, and copyrighted 
    by Christopher Zawada. Whatever you do, DO NOT edit this FAQ in any way. DO 
    NOT steal anything from this FAQ. If you want to use some information in your 
    own guide, simply ask me. If you want to place this guide on your website, 
    either link to the GameFAQs game page, or download the file and place it on 
    your own web server. Basically, you can post this on your website as long as 
    its in ORIGINAL form, and not linking directly to GameFAQs. Aside from that, 
    all proper credit is due when necessary. Also, don't even think about selling 
    FAQs. Trying to prosper off of other people's work will get you in big time 
    trouble (coming from an eBay seller myself).
    Any site out there has permission to host my FAQs (following the above terms), 
    however, these are a list of current sites that host my FAQs officially:
    - http://www.gamefaqs.com/
    - http://www.ign.com/
    - http://www.neoseeker.com/
    - http://www.cheatcc.com/ 
    - http://www.cheatplanet.com/
    - 10) Proper Credit        -
    I'd like to thank the following people for their help in making this FAQ 
    )) CJayC (( for constantly updating GameFAQs, and dedicating his entire life 
    to it. Takes a lot of effort to keep a site going this long.
    )) Rootsecure.net (( for provg an ASCII generator to help make the HALO 2 
    title. You guys are great for having that free one, which fits perfect to the 
    entire theme of my FAQs.
    )) 2015 (( for providing some info from your basic manual, along with a great 
    title in Men of Valor. One of the more underlooked games of the year, and by 
    far the best Vietnam shooter developed thus far. Congrats on your success.
    )) Gamewinners.com (( for providing me with details of no known cheats.
    )) Halo 2 (( for pushing me over to Men of Valor so I could catch a break from 
    it. How ironic.
      "Some people make sacrifices to make other people happy." - Chris Zawada
      "Freeeeeeddooommmmmmmmm!" - William Wallace (Braveheart)

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