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Full Spectrum Warrior Walkthrough
Full Spectrum Warrior Walkthrough-October 2024
Oct 28, 2024 2:24 AM

  By The Stratos Group

  Design by Marty Smith

  Full Spectrum Warrior was initially developed for the U.S. Army as a tool to help train soldiers for high-intensity urban combat. Now, Pandemic has adapted it for general audiences, and while it may be a bit less hardcore than the original US Army version, it’s still likely to be the most realistic military sim you’ll have ever played on a console.

  In FSW, you take control of eight soldiers split up into two fire teams, and are responsible for guiding them through the dangerous streets of Zekistan, which are overrun with enemy combatants desperate to stop you from discovering evidence of their war crimes and from locating their charasmatic leader, Mohammed Jabbour Al-Afad. In order to complete your objectives, you’ll need to learn how to utilize suppression fire, frag and smoke grenades, air strikes, and, perhaps most basic of all, how to simply coordinate your teams so that they can overcome obstacles that would stop a single team in its tracks.

  Luckily for you, GameSpot’s unofficial guide to Full Spectrum Warrior is here to help. We’re packing a rundown on the tactics and maneuvers you’ll need to know, a list of cheat codes, a comprehensive walkthrough, and, best of all, annotated maps with enemy positions and recommended movement paths. Hooah!

  

Table of Contents

Equipment and Maneuvers

  Team Equipment and Roles

  Moving and Protecting Your Teams

  Firing Weapons and Engaging Enemies

  Cover and Team Coordination

  Mission Briefings

  Chapter 1

  Chapter 2

  Chapter 3

  Chapter 4

  Chapter 5

  Chapter 6

  Chapter 7

  Chapter 8

  Chapter 9

  Chapter 10

  Chapter 11

  Cheat Codes

  

Bootcamp--Equipment and Maneuvers

  

Team Equipment and Roles

  The center of any successful operation are your men, and in Full Spectrum Warrior, you’ll be taking control of two separate fire teams, each containing four men. These teams are identical in terms of equipment and skill, so you can use them interchangeably as you play. Should you need to select an individual member of your team, you can do so by pressing on the D-Pad, but this is rarely necessary.

  Team Leaders (TL)

  Your team leaders are the most highly-trained members of your fire teams, and are responsible for issuing your orders to the teams and then seeing that they’re carried out properly. When you select a team, your viewpoint will be centered behind the team leader by default. TL’s will generally be at the front of their fire team, and will be responsible for checking around corners when you move up to one.

  Team leaders don’t get any special equipment; they’re outfitted with a standard M-Class Rifle. This semi-automatic weapon fires in bursts for greater accuracy.

  Automatic Riflemen (AR)

  Each team has a single automatic rifleman, who will take up position behind your team leader. The ARs on your team will follow the team leader out when you decide to lay down point fire from behind a corner.

  The weapon of choice for automatic riflemen is the Squad Automatic Weapon, or SAW, which is a light machine gun capable of spitting out bullets at a terrifying rate. Although it isn’t terrifically accurate, you’ll still be killing more enemies with this weapon than with your three M-Class Rifles combined. Although the SAW is used in the same manner as your other weapons, it’s worth noting that you can engage an enemy with just the SAW, which means that you can individually select your automatic rifleman to have him engage an enemy while the rest of your team engages a different target. We’ll explain the concept of engagement in the Maneuvers section.

  Grenadier (G)

  In most combat situations, grenadiers are just normal riflemen; they have the same M-Class Rifle, with the same capabilities. When you need to blow stuff up real good, however, your grenadiers are the ones that you’re going to call up, as their underslung M203 grenade launcher is capable of accurately propelling shaped charges over fairly long distances. The shaped charge isn’t a pure antipersonnel device; rather, it’s primarily used to destroy objects that enemies are hiding behind. A shaped charge that impacts a car, for instance, will reduce the car to rubble, rendering it ineffectual as cover and killing anyone hiding behind it.

  Even though this gentleman has cover, that won’t save him from a shaped charge exploding on the other side of this corridor.

  The fact that a shaped charge travels in a straight line and has a smaller radius of effect than a frag grenade makes it difficult to kill off enemies with it unless they’re hiding behind fragile cover, but it can be done. While actually aiming at a soldier directly is ill-advised, as you’ll likely just waste ammo, you can occasionally get a kill by aiming at a nearby wall or other hard surface. For example, if a soldier is using a corner of a small alleyway for cover and is pinning you down, you can aim your M203 at the other corner of the alleyway and hope that your target is caught in the blast zone. The shaped charge is lethal only to around five meters from the point of impact, though, so you’ll need to aim directly across from whatever you hope to kill. In general, though, it’s best to use normal combat maneuvers to close in on your target and kill him conventionally.

  Rifleman (R)

  The final member of your group is the rifleman. A rifleman packs only an M-Class Rifle, making him the least specialized individual on your team. The one role that your rifleman will fill by default is the team field medic; if a member of your team goes down, it’s the rifleman that will apply first aid and carry him back to the CASEVAC. If the rifleman himself goes down, however, any remaining member of the team can perform this action.

  

Grenades

  In addition to their normal weapons, any member of your team can throw grenades or paint a target for mortars or airstrikes, when available. Note that grenades and shaped charges for your M203 do not get resupplied at CASEVAC stations with your normal ammo; you only get a set amount per mission, and if you run out, then you’re out for good.

  To throw or select a grenade, you have to press and hold the X button; your team member selection icon will then shift to a grenade selection menu. Press up for indirect fire, left for frag grenades, right for smoke grenades, and down for an M203 round.

  Frag Grenades

  Frag grenades send out shrapnel over a large distance when they detonate, and are effective killers up to around 10 meters. Shrapnel doesn’t pass through cover, however, so you’ll need to check your throwing arc to make sure that the grenade will land somewhere where it’ll have a clear line-of-sight to whatever you want to kill. You can’t throw frags very far, however, and they don’t roll after they hit the ground, so you won’t have to worry overmuch about running out, even though you only have six per team in a mission.

  Smoke Grenades

  Both of your teams will carry along six smoke grenades in each mission. These can be thrown quite a bit further than frag grenades, and are tremendously useful for protecting your teams from fire while they move. In most cases, it’s best to try and lay down smoke grenades a few feet in front of the enemy you’re trying to prevent from shooting you; this will give you a much better chance of avoiding fire than laying down smoke in the middle of a wide road, for instance. In some cases, however, such as when an enemy is inside a building or is in an elevated position, you won’t have any choice but to lay down smoke near yourself and near your destination, and hope that the enemy can’t tag you while you move.

  Don’t hesitate to use plenty of smoke to cover your teams as you rush towards an enemy.

  In general, if you’re unsure of how much smoke you’ll need to move undetected, apply them liberally. You’ll rarely run out of smoke grenades during a mission, and it’s better to be sure than to have to cart one of your team members back to a CASEVAC because you underestimated the amount of smoke you needed.

  Indirect Fire

  Indirect fire covers both mortars and airstrikes, and is available only during certain scripted points in a few different missions--you can’t just call down an airstrike whenever you feel like it, in other words. You’ll need to get fairly close to a target in order to paint it with your targeting cursor, but in most cases, you’ll be guided up to your destination through objective markers.

  M203 Grenades

  Each team only possesses three rounds for their M203 grenade launcher. This weapon is explained in the Grenadier section above.

  

Moving and Protecting Your Teams

  Your enemies in Full Spectrum Warrior are on the defensive; they’re defending their homes and their cities, and are well entrenched behind cover of various sorts. Thus, they have no motivation to seek out and engage your teams, and you’ll be forced to do the hard work of moving through occupied territory, which is a highly hazardous undertaking. Your teams are trained to minimize the risk of movement by utilizing several different movement styles and formations.

  

Movement Modes

  Rush

  The standard form of movement is the normal rush, wherein all of your soldiers will sprint in a single-file line towards their destination. Over short distances, or when your team is a good distance away from an enemy, you’ll probably find that rushing from cover to cover is an acceptable risk, especially on the lower difficulty setting. If your other team can’t provide cover fire, though, rushing forward towards an enemy is a good way to get a couple of team members killed; in these situations, it’s best to either use smoke to obscure the battlefield, or incorporate as much lateral movement in your rushes as possible.

  Because of the delay between issuing an order and seeing it carried out, it’s quite difficult to coordinate your rushes so that they occur during the period in which an opponent is reloading.

  Bounding Overwatch

  When you’re forced to cover ground without the benefit of cover fire from your other team, you can use the bounding overwatch movement mode to move your team while giving them the opportunity to open fire on any enemies that appear while they’re in transit. You can select the bounding overwatch form of movement by holding A after you’ve selected your destination.

  The main difference between bounding and rushing is that you’re asked to choose a firing vector before you instigate a bound; this lets you choose the direction you want your teams to aim while they’re moving. After you’ve selected your destination and your firing vector, your team will split up into two groups of two men each; one group will move ahead, guns at the ready, while the second team covers them, and then the first team will provide cover fire for the second team as they move up.

  If either team spots an enemy (it’ll almost always be the first team), they’ll automatically let loose with suppression fire to keep the enemy ducking while they complete their move. If you spot an enemy that’s not behind cover, you have a good chance of taking him out without getting shot, but you do move quite slowly while bounding, so you always run the risk of getting taken out yourself. This is especially true when an enemy appears in an area not covered by your firing vector; they’ll have what amounts to a few seconds of free firing in which to ping away at your soldiers as they saunter along. (If this occurs, you may want to cancel the bound by pressing and holding the B button--your soldiers will duck behind any nearby cover or, failing that, will lie prone, thus giving them a better chance at avoiding fire until you manage to retask them on the surprise Zeke.)

  

Formations

  Depending on where you move your movement cursor to, your team will have a few different formation options available. These are context-sensitive, so you can’t decide to use a stacked formation when you sidle up to a corner, for instance.

  Open Ground

  When you move a team to the middle of an open space, they’ll form a rough triangle and will automatically kneel down to reduce their profile. You can expect your soldiers to start verbally heckling you if you leave them in the open for too long, and with good reason; if an enemy appears, they’ll be hard-pressed to defend themselves without adequate cover. It’s almost never advisable to leave a team in open ground, and since there’s always at least a wall somewhere near where you want to move, you never have to.

  Since soldiers without cover will automatically fire on enemies that enter their field of view, however, you can occasionally leave a team in the open if you know that your other team’s movement is about to roust a Zeke or two and cause them to sprint across an open area. The enemies in Full Spectrum Warrior always appear in the same place, so if you’ve played a level once or twice, you should know when this will happen. Since your teams’ field of view is larger than the area that you can fit into a firing vector, you’ll have a better chance of hitting an enemy that runs across your line of sight if you’re in the open, but if they take cover and begin returning fire, you can go ahead and reload without waiting to see the gory deaths that’ll result.

  Corner

  You’ll find yourself entering into a corner formation quite often, as it’s by far the safest way to approach a blind alley or roadway. When you place the movement cursor near the corner of a building or cover object, the icon will change to that of a cursor; moving your team to that corner will place them in a line next to the wall, after which the team leader will pop his head out to verify the presence of any enemies around the corner. The team will have complete, indestructible cover from the fire of any enemies that are within a 45-degree arc or so from the wall; anyone further away than that may be able to peg your team, especially if you decide to open up with point fire, so be careful.

  Point fire from the corner position is weakened because only two members of your team will be able to contribute. Your team leader and automatic rifleman will be the shooters, while your grenadier and rifleman will hang back and watch the rear. Suppression fire will cause all members of your team to step out from behind the corner.

  Line

  When you’re able to move towards a cover object with a wide body, such as a car, you’ll be automatically placed into a line formation, which is the most desireable cover formation, as all four of your team members will be able to contribute with point fire, and they’ll all have an equal amount of cover from your enemies. Unfortunately, there isn’t always an object capable of giving you a line formation--only cars and the occasional pile of rubble or destroyed vehicle will provide enough space for this formation.

  Stacked

  Your team is capable of taking cover behind smaller objects, like dumpsters, tree planters, or even sofas, but in most cases, you’ll be forced to enter a stacked formation, where two members of your team are flush up against the object, and the other two are placed behind them. This reduces the amount of cover available for the rear members of the team when enemies pop up from an angle, and can also prevent them from firing if the object is too high.

  

Firing Weapons and Engaging Enemies

  The soldiers in Full Spectrum Warrior are trained to follow orders, to the extent that they won’t even return fire on an enemy unless explicitly instructed to do so (or if they don’t have cover from that enemy). Using your firing reticule, you’ll be able to command each team to fire in one of two different ways, or even order individual soldiers to aim in a different direction from the rest of the their team.

  

Types of Fire

  Point Fire

  You’ll be using point fire a lot during Full Spectrum Warrior, as it’s an incredibly simple, yet versatile firing solution for a variety of tactical situations. To issue a point fire order, all you need to do is tap X to bring up your firing cursor, place it where you want it to be, then tap A again to issue the order. What happens next depends on whether or not enemies are present.

  You’ll occasionally encounter elevated enemies, so don’t hesitate to lift your reticule off the ground to better encompass possible hostile locations.

  If there aren’t any enemies within the firing cursor, your team will go guns-ready on their sector, and will guard that sector against any enemy incursions. If, for example, you order a team to use point fire on an intersection, and your other team’s movement spurs an enemy to run across the road, the point fire team will automatically open up on that enemy and attempt to take him out. They’ll only shoot an enemy if he comes into the firing cursor, though; they won’t shoot anyone outside that cursor, whether the tango is within a clear line of fire, or even if the tango is firing at them. You’ll almost always want to issue a point fire order after moving a team to a seemingly barren stretch of land, since you never know when an enemy will pop out from a corner.

  On the other hand, if there are enemies within the targeting reticule, then your team will pop their heads up and fire away. If they’re behind cover when you issue this command, then they’ll remain behind cover as they fire. If your target isn’t behind cover himself, it’s only a matter of time before you take him out; if both you and your target are behind cover, all you can really hope to do is engage the enemy and prevent him from firing on your other team as they move.

  Suppression Fire

  Pressing and holding the A button while you have a firing cursor up will cause your team to engage in suppression fire. Suppressing an enemy will cause them to duck behind whatever cover they have, and will prevent them from returning fire until the suppression fire ends; thus, suppression fire is best used when you need to move a team across open ground to flank an enemy or to bypass a dangerous opponent.

  Unfortunately, suppression fire burns ammo at around twice the rate of normal point fire, and can quickly leave you clicking on empty magazines if you use it too often. There are times when it’s simply impossible to proceed without using suppression fire, however, so don’t feel compelled not to use it in an emergency.

  There are two main drawbacks to suppression fire, besides the ammo-chewing aspect. One is that the team that carries out the suppression fire will have to step out from behind their cover in order to best spray bullets across their target area; if there are any Zekes in the area that aren’t covered by your suppression vector, you can expect to see some super slo-mo deaths on the part of your teammates within a few seconds of giving the order. Secondly (and this is more of a warning than a drawback), your non-firing team is perfectly capable of getting shot up by the team that’s firing. You don’t want a team that’s moving to cross the path of a team that’s engaging in suppression fire, or else they’ll all die, and right quick.

  Note that you can use suppression fire to let a team cover its own movement. If you open up with suppression fire, then order a movement while your team is still firing, they’ll stop shooting as they move, but enemies will remain pinned for a few seconds after the firestorm stops. This is a great way to move short distances.

  Individual Targeting

  Any firing command that’s issued normally will, by default, be applied to the entire four-man team. If you wish to split off a single soldier and have him aim at a different direction or use a different fire mode, you can select that soldier with the d-pad, then issue a firing command while holding down the right trigger button. This will cause him to break from the rest of the team and fire according to his own specific instructions. In most cases, however, this won’t be necessary--the game does a good job of automatically allocating your soldiers to the most pressing targets--but you can use this to set up a wider field of point fire than you normally would.

  

Effects of Fire

  Shooting at your enemies will cause them to react in two primary ways. (Beyond the obvious keeling-over-dead way, that is.)

  Engaged

  Point fire will usually result in the engagement of an enemy. An enemy that’s being engaged is incapable of firing at anything except for the soldier that’s firing at him, unless he spots a soldier that’s stranded without cover, at which point he’ll attempt to take a potshot at the free target. Still, though, engaging an enemy is a great way to prevent them from firing at another team while it rushes towards cover.

  A single fire team can engage up to two enemies simultaneously. Your three M-Class Rifles are capable of engaging a single enemy, while your SAW can do the job on another enemy by itself. If there are two enemies within a targeting reticule when you engage in point fire, your team will automatically split itself up to engage both enemies. Note that engaging an enemy doesn’t prevent them from returning fire; it just prevents them from firing at another team as it moves. If your other team stops moving, or moves too close to the engaged enemy, however, he’ll be able to change targets.

  Enemies that are engaged have an icon featuring a white arrow pointing down over their heads.

  Pinned

  When you suppress an enemy, that enemy becomes pinned down, and is incapable of doing anything but moving until you stop using suppression fire. A team can pin as many enemies as they can fit into a reticule, as they don’t necessarily aim when firing; they just go crazy and spray bullets all over the damn place.

  Your teams can become pinned, as well, but this will never occur as a result of enemy suppression fire--Zekes can’t use this firing mode. Thus, you can only become pinned when you come under fire from a .50 caliber machinegun emplacement or an enemy BMP tank. If your team is pinned, it can’t do anything except move.

  Enemies that are pinned have a red X icon above their heads.

  

Cover

  You can’t dash throughout the streets of Zekistan with impunity; if you get shot at, you’ll need to get behind some cover post-haste. When your team has appropriate cover from any Zekes that are around, they’ll get a small shield icon above their head, but be aware that this cover is conditional; if an enemy pops up in a location from which he has a clean shot at your soldiers, they’ll all immediately lose their shield icons to indicate that they no longer have cover from all available threats.

  There are two types of cover: permanent cover and degradable cover. Walls, corners, piles of rubble; these are all permanent cover and are the safest places to leave your soldiers if you have to switch to another team for a while. Permanent cover may appear to take damage--corners, especially, will often appear to be chipped away under fire--but you won’t ever be in danger of being shot so long as you stay put.

  These fountains won’t last forever under fire--you’d better get to some improved cover quick!

  You’ll need to use degradable cover fairly often, especially as you proceed across streets and roadways. Non-permanent cover can take damage and degrade as the enemy pelts it with bullets. As this occurs, the shield icons above your soldier’s heads will slowly begin to turn black. A completely black icon indicates that the cover has completely fallen apart and will no longer protect your soldiers from bullets. Different objects degrade at different rates, of course: metal dumpsters are almost impervious to fire, while cars and refrigerators are excellent as well. Wooden crates are poor hiding spots, and, well, sofas do about as good a job of protecting you as you’d think.

  

Team Coordination

  You don’t have a host of options when it comes to moving your teams; Full Spectrum Warrior is, at heart, a fairly linear game, so your choice of route will largely be dictated by the level design and you shouldn’t expect to be roaming to your heart’s desire. Any legal movement destination is a possible location for an enemy, so you’ll need to tread softly. Luckily, the fact that you have two discrete teams will help you keep both of them safe.

  The primary tactic you’ll be using throughout most of the game is bunny-hopping. Anyone who’s played a turn-based tactical strategy game on the PC, such as Silent Storm or X-Com, will be familiar with this strategy. It’s fairly easy to explain: move one team at a time, with the first team providing cover for the second as they move, and vice versa. In Full Spectrum Warrior, this is essentially a mandatory procedure; attempting to move one team under fire, without having another team there to help them, is usually suicide.

  To give you an example of how this would work in the game, suppose both of your teams are coming up to a corner. One team move up to the corner, and the team leader peeks out and spots two tangos, who open fire on him. Both tangos have cover, which means that your team won’t be able to kill them by themselves. Neither can the second team move into the road, however, due to the fact that they’d be walking into the tango’s fire. It’s appropriate for the first team to use suppression fire to prevent the enemies from shooting, while the secondary team crosses the road and takes up cover behind a car or other object.

  From here, you can alternate your team movements so that one team is engaging or suppressing while the other team moves, until one of your teams is close enough to flank or frag the enemies. Most combat situations in the game are designed to force you to move your teams in this kind of alternating fashion; so long as you take care not to move a team when an enemy is capable of firing at them, you should be able to prevent any unnecessary reloading.

  

Mission Briefings

  

Chapter 1

  Your teams’ first mission in the field is a fairly simple urban operation, although it does start with a rather harrowing assault on a convoy that your group is escorting. Luckily, the two Bradleys that were in the convoy are unhurt, and will provide your team with cover fire while you regroup with Lt. Philips in a hangar nearby.

  Area Map.

  (A note on the maps in this guide: SP stands for Starting point, where you begin the mission; O1, O2, and so on are the locations of your objectives; and the red dots are the locations of enemies. Large red dots are enemies like tanks, BMPs, technicals, etc. When the black path is solid, it’s assumed that the teams are bunnyhopping in tandem; when they split, you’ll need to split your teams to flank an enemy.)

  Objective 1--Retrieve PFC Williams

  Your first objective here is to locate and retrieve PFC Williams, a driver for one of the trucks that was hit during the assault. Philips will recommend that you move up one of your teams to provide cover fire, while the other team performs the actual retrieval. This isn’t technically necessary, as the Bradleys will destroy anything that moves, but it’s worth getting a little practice in.

  First off, locate the blue marker on your compass and move one of your teams up and out of the hangar towards that objective marker. There’s a blue car near the downed soldier, so place your movement marker behind it so that it gives you a stacked formation. When your team has reached the objective, you’ll have a good view out onto the street ahead. You’ll notice that the Bradley is laying down suppressing fire to the right side of the street, but can’t cover the left. You’ll need to set point fire from behind the car on the northeastern approach. To do this, tap X, move the targeting circle so that it covers most of the area that the Bradley is ignoring, and tap A to have your soldiers get ready to fire if they spot an enemy. After that’s done, you can move the other team up and over PFC Williams. The cursor window will show a medical cross when you’re ready to retrieve him, so grab him and bring him back to the CASEVAC near Lt. Philips to polish off this objective.

  Objective 2--Clear the streets so the convoy can continue toward the airport

  Your new goal is to proceed toward and hold an objective position. This target is 80 meters away, which doesn’t sound like much, but is more than enough to hold a few enemy combatants. Keep frosty, and move your teams carefully.

  You’ll get your first taste of action as you proceed to the northeast. A single Zeke with a rifle has hunkered down behind a car. He’s too far away for a frag grenade, and can’t be taken out with normal fire, due to his cover, but you still have plenty of options for dealing with him. If you want to move a second team over to the nearby truck, where they should have a decent line of fire on the tango, you can use a smoke grenade on his position to obscure his vision, use suppressing fire to keep him ducking, or just attempt to engage him with point fire and have your other team sprint. Although your enemies can’t target a team that’s moving while another team has them engaged, your moving team may still get hit by a stray bullet, however, so this option isn’t recommended. The safest thing to do is to use an M4/203 charge to destroy the car and the Zeke at the same time.

  Moving your team up to the corner of the shed will reveal another tango; this one hides behind a metal dumpster, which can’t easily be destroyed by your shaped charges. Still, you’ll have cover from his fire, so set up point fire on his position to keep him occupied, then bring up your other team to the southeastern corner of the shed, where they should have a clean line of sight on the Zeke. If he runs, the point fire team should be able to nail him; if not, your secondary team should take him out. If he somehow manages to get away, don’t worry too much; you’ll have another shot at him soon enough.

  Your next goal is to move down to the objective position, which you’re required to hold until the Bradley arrives to reinforce you. There may be another Zeke in plain view when you reach the small tunnel that you’re required to enter; if you move your secondary team to the southern corner of the tunnel, you should spot a few more Zekes in the street beyond. There are too many for your teams to safely combat, and they all have cover, so all you’ll need to do is to proceed into the tunnel far enough for the Bradley to come up from the southwest. If you lay down a smoke grenade in front of the rubble in the tunnel, you should be able to move your team behind it. Then all you need to do is to wait for the Bradley to approach; you’ll want to have your team set up point fire down the street to the east, though, as the tangos there will run when the Bradley opens up on them. You may get a lucky kill or two.

  Objective 3--Rescue the trapped fireteam in the couryard

  The Bradley managed to clear out most of the tangos hiding behind cars in the eastern street here, but there’s still one Zeke near the far end of the street that’s zealous enough to try and prevent your movement by himself. He’s too far to take out, so move out until one of your team spots him (hiding behind the first truck here should do the trick), then use a smoke grenade to cover both of your team’s progress. Take the first opportunity you can to turn south, and you should be able to get close enough to him to use a frag grenade on him while you remain safely behind cover.

  Now, moving across the street towards the objective point can be dicey, due to the variable ways that the tangos move around. Your best bet is to send one of your fireteams to the eastern end of the street, where a narrow alleyway leads back to the rear of the courtyard; from there, they should have a good shot at the gunmen within. You’ll want to keep your other fireteam on point fire mode towards that eastern portion of the street, though, as a Zeke will sometimes appear and run behind one of the dumpsters. Kill anything that moves, then regroup your teams at the objective point. Save your game at the SITREP, then move on.

  Objective 4--Rendezvous with the Bradley

  After saving the soldiers, backtrack to the south and walk back the way you came until you reach the CASEVAC. If you need ammo, grab some, then head north to meet the Bradley. You may be tempted to walk through the path leading out of the north end of the courtyard, but don’t; whatever team you send along this route will get pinned down and will have to backtrack anyway.

  Objective 5--Kill the machine gunner with a flanking maneuver

  Your GPS will point you towards the machine gunner that guards the minefield. Be careful as you head west, though; assuming you didn’t roust them earlier, one of the offset alleys will hide two tangos that’ll hide behind the corners and fire on any teams that attempt to pass. They’re too far for frags, so if you encounter them, the best thing to do is to just plug the alley with a smoke grenade and get both of your teams on the western side. You don’t need to kill them to complete your mission.

  One of your teams will need to take up position near the metal shed in the southeastern corner of the machine gunner’s. From here, they can keep the machine gunner occupied with point fire while your other team attempts to flank him through the small maze of corridors to his southwest. To avoid any crossfire, you should probably just lay down a smoke grenade in front of the machine gunner, then move the secondary team around the edge of the square until they reach the doorway leading into the market. You should be able to get them inside and behind cover before the smoke grenades wear off. Inside the market, you’ll be fired upon by two more Zekes that’ll take cover behind a doorway opposite the one that you came in through. The safest way to deal with these guys is to peg a smoke grenade near their doorway, then move around and flank them from the corner to their south.

  After the interior threats are eliminated, it’s an easy jaunt over to the northern end of the marketplace to peg the machine gunner. This ends the mission.

  

Chapter 2

  Area Map.

  Objective 1--Clear a route to the CASEVAC site / Eliminate the RPG

  You’ll have to take out quite a few tangos on your way to the CASEVAC, so start by moving your teams up into the first large, open area to the northeast. There’ll be two Zekes in the open here, with another two hiding behind cover. You’ll need to be especially careful of the tango to the southeast; RPG rounds will peridodically come from his position, which can blow one of your teams to hell and back if you’re not behind cover. The blue car here can withstand a single RPG round, but after that, you’ll need to move under fire. Take out the southwestern Zeke with a shaped charge, then use a smoke grenade to get past his bunkered friend and move off through the northern alleyway, where a SITREP awaits.

  Another OPFOR will pop out near the shipping containers here; he’ll eventually start moving from cover to cover, so as long as both of your teams have point fire set up, you should be able to take him down during one of his dashes. Otherwise, it’s a relatively simple matter to pin him down with one team while the other gets close enough to use a frag grenade.

  The action will start picking up as you move your teams through the wooden crates here; you can expect at least two more tangos to appear during your travels to the northwest. The crates aren’t fantastic cover, but you should be able to degrade the crates that your enemies hide behind more quickly than they can degrade yours. This is even more true if both teams focus on a single target, but make sure you monitor them closely, so that you can adjust your fire if one of the tango attempts to change position.

  After you hit your SITREP here, you’ll be fairly close to the first objective point which, when reached, triggers a new communication from Lt. Philips, who’ll task you with approaching the RPG position you passed by earlier and eliminating it. There should only still be the single tango at that position, so set up one of your teams to point fire him and move the other team up around the cars in the street until they get close enough to take him out. Watch your backs as you do this, though; another Zeke will occasionally appear to the west after the RPG soldier goes down.

  Objective 2--Investigate the tankyard and confirm destruction of enemy armor

  After the CASEVAC moves up, you can proceed onward to the tankyard. Your path should be relatively clear, but as soon as you enter into the tankyard, both of your teams will automatically move up and get into a pretty nasty situation involving an enemy BMP tank and a Zeke with an RPG. Your goal is to take out the RPG tango so that your Bradley can move up and destroy the tank, but it’s not as easy as it sounds.

  The tank will be your primary concern, but as one of your team leaders notes, it’ll only fire on one of your teams at a time. While it’s firing on one of your teams, the other team will be free to move, so you’ll need to bunnyhop them and sweep them around to the southeast until one of the teams has a point fire vector on the RPG Zeke. This takes a little time, but you should be able to do it relatively easily. The trick is to keep both the BMP and the tango firing on the team that’s hanging back, while the primary team makes the sweep to take the RPG Zeke out. This is obviously a bit difficult, as the BMP will pin down the secondary team whenever it opens fire on them, so you’ll have to make it switch targets every once in a while.

  If the BMP is firing on the primary team, you’ll need to convince it to fire on the secondary team so that the primary team can move. The easiest way to do this is to have your secondary team use their primary fire to engage the RPG Zeke, then chuck a frag grenade at the BMP. This won’t damage the tank, but it will force it to change targets. The primary team can run from cover to cover before the BMP can target them, but the RPG Zeke might still pop off a few rifle rounds as they move. You can prevent this with an appropriately placed smoke grenade. If you run out of frag grenades, you can provoke the BMP to switch targets by moving your secondary team.

  After you sweep around far enough to the southeast, you’ll grab a vector on the Zeke and will be able to take him out with point fire, which will automatically end the mission.

  

Chapter 3

  Area Map.

  Objective 1--Clear the streets leading to the airport

  In order for your troops to take control of the airport, your teams will need to ensure that the streets leading to it are free of troops, so that your envoy can safely approach. You’re going to have a tough time of it initially, though, as the first street that you come across is guarded by a regular tango and one bunkered down with a machine gun. You don’t need to actually engage these guys; what you want to do is lay down a smokescreen so that your team can head into the alleyway to the west. Another pair of Zekes will run in as you enter the alleyway, though, so you’ll want your first movement point to be a stacked formation behind the overturned refrigerator. One of the Zekes can be taken out with point fire, but the other one will likely require a frag grenade. If you’re quick, you can move one team into the alleyway, take out both Zekes, then move the other team into the alleyway before the smokescreen fades away.

  As you round the corner to the southwest, you’ll come across a sniper. This guy can’t be taken down, as he has cover on a rooftop, so you’ll need to have one of your teams engage him from the corner while the other one bunnyhops past, using the cars for cover. Once either of your teams gets to the wall underneath him, he’ll disappear, and you’ll have a SITREP at your disposal.

  Follow the markers until you reach the corner leading to the machine gunner’s position. You’ll likely have to use a frag grenade on a Zeke here, but the gunner himself is easily killed with point fire. After you rendezvous with the other soldiers and use the new SITREP, you’ll be tasked with proceeding to a new objective.

  Objective 2--Locate and disable the Stinger missiles

  The Stingers are located north of your position; you’ll need to bring your new pal in Charlie team to them so that he can disable them. A pair of easily-dispatched tangos will attempt to block your passage through the alleyway to the east, so take them down and pick up the SITREP that appears before moving north. You’ll hit another tango or two; if you notice that they’re hiding behind wooden objects, you can just use your point fire to chop through the obstacles until they’re left without cover. The SAW manages to rip through most cheap cover with ease.

  The last Zeke will hunker down behind a metal obstacle near the Stingers, though. He’s easily killed with a frag grenade dropped down to his right side; just make sure the metal doesn’t come between it and him, and he should go down. After you’re in the clear, bring Charlie team up to the Stingers and let him go to town. In the meantime, your teams will be retasked.

  Objective 3--Regroup with Lt. Philips to receive new orders

  You shouldn’t have any trouble along the path towards Lt. Philips, so meet up with him, grab some more ammo from the CASEVAC, and hit your SITREP before moving on.

  Objective 4--Clear out the airport parking lot

  Head up the northern road to reach the parking lot. The enemies along the path will dart from cover to cover, so you’ll want to keep them pinned with point fire as you move your teams one at a time; the Zekes will often attempt to retreat when they notice one of your teams approaching them, but if the other team has them targeted with point fire, you’ll often be able to take them down as they try to move. Even if this isn’t the case, you shouldn’t have more than one tango to deal with at a time, which means that you can easily engage them and move your other team until one of your teams is close enough to finish off the target.

  The parking lot itself is fairly easy to clear; just keep your teams looking out for tangos on their north side as they enter and they should do fine. There aren’t a whole lot of Zekes here, so kill whatever enemies you can find, then use your SITREP.

  The last little section of this mission has you covering the east and northern exits from the hotel to prevent any tangos from escaping as Rangers clear it out from the top floor down. You may want to move the eastern team up to the closer set of sandbags to give them an easier go at the enemies that pop out of that door; otherwise, you shouldn’t have any problems dropping your Zekes, so long as you keep each team on point fire targeted towards the doors, and use your frags and shaped charged to remove any threats that hunker down where you can’t reach them.

  

Chapter 4

  Area Map.

  Objective 1--Make your way through the airport to the front gate

  The first portion of this level can be fairly difficult if you’re not used to moving under fire and engaging enemies to distract them. There’ll be two Zekes inside the first hangar through which you have to move, and both of them will have impenetrable cover, so you’ll need to split your teams up and have each one move up along either side of the hangar. You should be able to get both tangos in a point fire vector until you get up close to them; you’ll want to make sure that you always have point fire active before moving one of your teams, because the tangos will retreat as you advance, and you can sometimes grab an easy kill while they’re moving. If you start having trouble when attempting to use point fire on them, you can use smoke grenades to ease your movement. Eventually you’ll get close enough to either have a clean shot or to be able to plop down a frag grenade. Also watch out for two more Zekes who’ll attempt to cross the open land behind the hangar; if you’re laying down appropriate point fire, you should be able to tag them before they reach cover.

  When you reach the far side of the hangar, there’ll be a SITREP waiting for you in open ground, so hit it before moving east. Another few tangos will be waiting for you around the shipping containers, so ease up and get as close as you can before laying down a frag grenade or shaped charge to blow the car behind that one of them hide behinds. The other two will book it to the east; if you have one of your teams lay down point fire in that direction, they may get lucky and drop them before they can reach cover.

  Regardless of what happens, you’ll have to deal with at least one more Zeke as you move to the hangar towards the southeast. He’ll dance around a bit, and will eventually wind up taking cover inside the hangar itself, but he should be within easy frag range of a team that takes up position next to the hangar entrance. The SITREP here is a bit out of the way; you’ll need to head into the hangar and nab it, then backtrack out and continue on your way.

  There are only a couple more tangos between you and your next objective point / SITREP location, both of which can be easily taken out with frag grenades or a point fire / flanking maneuver. The approach to the front gates is a wee bit more difficult, however, as you’ll be going up against both a tank and a machine gun. After approaching the main gate area, you’ll be required to approach close enough to the tank to get a mortar firing signal on it. If you recall, this is done by holding down the X button, then pressing up on your d-pad, but you’ll need to get pretty darn close to pull it off.

  Begin by moving your teams up to the two pieces of cover in the northwestern corner of the courtyard. You should have a decent shot at the RPG positions near the gate itself, so take them out and assess the situation. The machine gunner will be opening up on one of your teams by this point, so you should be able to move the other team up to one of the nearby cars and start moving them around to the east, using the vehicles along the way for cover. As you move, a BMP will roll up and hopefully start firing on the team that’s distracting the machine gunner; if it doesn’t, you may have to use smoke grenades to move.

  After you clear the last car, you’ll have to hop between the planters until you reach the next objective marker, from which you should finally be able to call down the forces of justice upon the BMP. After the Apache takes out the tank, the machine gunner will magically disappear, leaving you and your teams to regroup with Lt. Philips and get new orders. You don’t have to actually use the SITREP or the resupply point here; another instance of both will appear along the path back to the baggage claim area.

  Objective 2--Assist the fireteam at the baggage terminal

  When you get your new orders, you’ll have to make a lengthy backtrack to the last hangar you passed through. The objective markers should do a decent job of pointing the way.

  As you head west from the SITREP and CASEVAC point, you’ll come across a few more tangos that’ll fire on you from narrow alleyways. The first one probably won’t be too difficult to kill, but you’ll likely need to split your teams up to tackle the second Zeke. From there, you’ll need to proceed into the rather dangerous baggage area.

  The first Zeke you come across will hunker down behind a metallic object, so you’ll have to pin him down with point fire while one of your teams sweeps around him and takes him out. A SITREP will pop up, which you should definitely hit, as your next opponent will be an machine gunner in an elevated position to the south.

  If you line up your shot correctly, you should be able to take out this gunner with your grenade launcher.

  If you want to have a little fun, you can try and get by the MG without actually taking him out; it’s possible, if you don’t mind throwing out three or four smoke grenades. After you get both teams to the wall underneath him, he’ll start firing randomly, and as you move to the west, he’ll disengage and won’t trouble you any further. It’s definitely easier to just get him firing on one of your teams and use your M203 to blow him away. He won’t be killed by a shaped charge that hits the wall in front of him, or the ceiling behind him, however, so you’ll need to get him right in the middle of your targeting reticule, and even then you might have to try two or three times to hit him. You’re right past a save point, however, so redeploy if the situation goes fubar.

  A few more Zekes stands between you and the soldiers that are pinned down to the southwest, but nothing that should really stop you. When you reach the soldiers, use your shaped charges and set up a crossfire to take out any Zekes foolish enough to hide behind the wooden obstacles nearby. Upon rescuing your friends, you’ll be retasked and asked to head out to Al-Afad’s palace.

  

Chapter 5

  Area Map.

  Objective 1--Clear the streets and meet Lt. Philips at the forward CASEVAC

  The first enemy you come across here is positioned at the western end of a long, narrow street. He’s set up behind cover, and packs an RPG, so you won’t be able to do much except use one team to engage him with point fire while the second team moves up the street and ducks into the second alleyway on the right. Repeat the process until both teams have moved up, and head north. The RPG Zeke is a pretty crappy shot, it should be noted, so feel free to try moving without cover fire if you’re feeling peckish.

  After you hit your SITREP point in the second alleyway and move up a bit, you’ll be contacted by Lt. Philips with a new objective.

  Objective 2--Rescue pinned NATO troops

  The NATO troops are fairly close to your position when you receive the orders from Lt. Philips, and you can relatively easily take out the militia troops because they’ll be concentrating their fire on the NATO soldiers, and won’t be looking for you. There’s one near a wall, and one standing on a balcony above, so be sure your point fire vector encompasses both of them. One more Zeke will be waiting around a corner leading into the mass grave that the NATO unit was guarding, so take him out, relieve the NATO soldiers, and grab your SITREP.

  Objective 3--Eliminate enemy forces near the CASEVAC

  Luckily for you, the RPG Zeke has abandoned his station when you pass by there on your way to the CASEVAC. There are a few more tangos along your path, but nothing you shouldn’t be capable of handling.

  After you kill the tango hiding behind a car to the east of the CASEVAC, and hear one of your soldiers advising you to check the GPS and find another ingress route, you’ll nevertheless want to send one team north and take out any tangos that are visible along the western-heading road. After you’ve cleaned up the road, move your team up and take cover behind the dumpster across from the entrance to the CASEVAC area. While this is going on, your second team should be making progress through the alleyways to the southwest; when they arrive at the CASEVAC’s exterior, you should be able to coordinate your fire between the teams and remove any more threats with ease.

  When all of the exterior threats have been eliminated, Philips will radio in and request that you meet him at the CASEVAC, so do so, resupply, and hit the SITREP.

  Objective 4--Escort the Bradleys to the castle gates

  Unfortunately, one of the Bradleys will be immediately destroyed after you reach them, so you’ll have to proceed ahead while the second Bradley stays behind, and clear out the streets to ensure its safe passage.

  Your first Zeke will be holed up behind cover, so you’ll need to move one of your teams behind the ruined Bradley and occupy him with point fire while your other team sweeps up to the blue car and takes him out. Another Zeke will run out and open fire, but you can save ammo by waiting for the Bradley to arrive and give him a few puncture wounds. You don’t want to head any further west, as the RPG station will quickly eliminate your teams; instead, head through the tunnel to the north and begin your flanking movement.

  Unfortunately, an enemy BMP awaits far to the east of the tunnel, ready to mow down your teams as they cross the road. In truth, however, it has enough of a delay in its initial firing for your first team to make it across the road without needing a smokescreen. Your second team can probably make it across in the same fashion, if you wait for its fire to wind down, but you’re better off letting loose with a smoke grenade and crossing under cover.

  When you’re out of danger from the tank, you can swing around and eliminate the RPG positions, which will let the Bradley move up. Once you get back in line-of-sight of the BMP, the Bradley will move up, destroy it, and open up the gates leading into Al-Afad’s mansion.

  

Chapter 6

  Area Map.

  Objective 1--Move into the palace and report any sightings of Al-Afad

  The assault on Al-Afad’s stronghold is going to begin with a rather dicey battle inside a courtyard. There’s a guard stationed just beyond the CASEVAC, whom you can take down with bounding movement; if you don’t, he’ll run back into the courtyard and will be another thorn in your side during the ensuing firefight.

  There are three elevated Zekes inside the courtyard, but they won’t all be immediately visible when you move your teams in. Fortunately, there are plenty of cover objects within the courtyard, and the snipers won’t be able to maintain cover for very long if you move your teams around, so you should be able to pick them off without too much of a hassle. Just remember to keep the cover between your team and the interior of the courtyard; you don’t want to sidle up to the walls until you get all three of the tangos. After you kill everything, a SITREP spot will appear.

  After you move towards the east, you’re going to want to have the team that wasn’t involved in the cutscene to move up and take out the Zeke with a frag grenade. Afterwards, use your primary team to sweep around to the south until an elevated tango opens fire on them, then move the secondary team to the corner to their east, where they should have an open vector on both the elevated Zeke and one of his friends on the ground.

  Objective 2--Locate the weapons cache, then report in

  You don’t have very far to go to locate the weapons cache, but you will have to eliminate a few guards before you can get to it. One method of heading in will be to set up alpha team on the right side of the doorway heading into the little courtyard; they can take out the Zeke atop the pillar from there. Then, move bravo team into the courtyard and position them so that they are looking northeast around the corner from the pillar; this should trigger a couple of new Zeke appearances. While the northeastern tango is firing away at your bravo team, your alpha team will be able to take out the tango to the southeast; the bravo team will then be able to maneuver around the pillar until they get a clean shot at the other enemy.

  One more tango is waiting for you through the northern passage, so duck behind the bench there and eliminate him. A SITREP appears, so use it and get back on track.

  Objective 3--Rendezvous with the CASEVAC

  There’ll be another tricky firefight to the north of the weapons cache. One of the enemies will be dug in pretty heavily behind cover, so you’ll need to engage him, then send another team to the west and flank him.

  As you near the CASEVAC, you’ll come under fire from two distant tangos. They’re far enough away to be fairly inaccurate, and you’re pretty close to resupply, so use full-on suppression fire to get them ducking as you move your teams to the north. There’s some talk about going back and letting the two Rangers here snipe the enemies while you give them cover fire, but it’s not worth the (admittedly small) risk of getting your head blown off while you duck out. Instead, just head to the southwest and proceed on to your new objective.

  Objective 4--Capture Al-Afad’s lieutenant

  The route from the CASEVAC to Al-Afad’s lieutenant is uneventful and enemy-free, so double-time it to the objective marker. Unfortunately, the lieutenant will have been shot in the back by the time you reach him, and Al-Afad will be off mackin’ in his bulletproof Escalade, so you won’t have an opportunity to capture him. Unfortunately, the lieutenant will be alive, which means that one of your teams will have to carry him all the way back to the palace gates, where you began the level.

  Objective 5--Carry the lieutenant to the CASEVAC

  Now, if you’re absolutely insane, you can follow Al-Afad’s car along the long western road; there’s a really difficult set of enemy emplacements after the gates that he smashed through that’s very hard to get past without getting killed. The smarter thing to do is to just backtrack, and follow your footsteps allll the way back to where you began the level. It’s a long haul, of course, and there are a few new enemy placements along the way. These have been marked, along with any recommended deviations from the backtracking path, in blue on the map for this level.

  Once you reach the CASEVAC, your team will be assigned to track down the crashed airplane that passed over your heads during the mission.

  

Chapter 7

  Area Map.

  Objective 1--Flank the enemy armor. Begin by finding a route through the alleys

  The sandstorm that’s sweeping across the city during this mission will greatly reduce your range of vision. Of course, given the low incidence of civilians in Full Spectrum Warrior, you won’t have to worry overmuch about shooting the wrong target, were this even possible, but you will have to be very careful about moving across open areas, as you won’t be able to see Zekes until they’re fairly close to you. The same combat maneuvers that you always use will be perfectly applicable once you actually make contact with hostile forces, of course.

  To begin with, there’s a single Zeke around the corner from your starting position. Should you manage to pin him down and move one of your teams up to the sofa near him, he’ll start to retreat, so get point fire on him quickly and take him out. There’s also a Tango inside the garage here; if you move up to its southern corner, you should be able to spot him, then chuck a frag grenade so that it lands behind the car and eliminates him.

  Unfortunately, there’s also a sniper in the southeastern corner of the garage area, who will pop out and start taking potshots at your personnel if you give him the opportunity. You should be able to spot the corridor through which your teams will need to be heading to the northeast of your position by this point; the safest thing to do is to order both of your teams into it as quickly as possible. If you move fast enough, the sniper probably won’t even appear. If you happen to catch his eye, though, you’ll need to alternate movement and use suppression fire to keep him ducking.

  When you meet up with the medical supply truck, its passenger will inform you of a technical (a truck with a mounted machine gun) that’s blocking the path to the crash site. Your orders? "Kill it."

  Objective 2--Find the technical and eliminate it

  If you wish, you can take one of your teams and sweep around through the passage to the northwest of the supply truck, but it’s quicker to just buckle down and move both teams around the gates to the northeast. There are two tangos who’ll appear in the streets here, the first of which will pop up to the southeast of the gate, so use the rubble near the gates as cover to take him down. The second will appear to the north, and can either be taken out with an M203 grenade, or by engaging him with one team while the other darts out to the dumpster and kills him off.

  Now you’ll have to split your teams to deal with the technical. First, send your primary team along the south road, pausing to eliminate the tango in the small alleyway between the two buildings to the east. Then, move the secondary team along the alleyway near the eastern road; as they round the corner and take cover along the eastern corner near the road, the technical should finally make its presence felt. Don’t worry too much about it at this point; just stay behind cover and let it shoot away.

  Your primary team on the south road will want to continue along, ducking behind one of the dumpsters near the intersection to drop the sniper that’s hiding out in one of the buildings. Switch back to your secondary team; by this point, the technical should’ve dropped back to the position that it appears on the map in this guide (it’s the big red dot, in case you hadn’t guessed). You can move your secondary team around the corner, and all the way up to the newspaper stand to the immediate west of the technical. Get its attention with point fire; it’ll turn around and start unloading on this team, but they have plenty of cover, so there’s nothing to worry about.

  Although they can barely see the gunner, your team can eliminate him from this position--move any closer, though, and they’ll get chopped up.

  Now, you can move your primary team into position to eliminate the technical’s gunner. You should be able to spot a red station wagon near where the roads intersect, so duck behind it and open up point fire on the technical. You’re pretty far away, so it’ll take a while to actually hit the gunner, but for some reason, it doesn’t seem to register your presence, and will continue firing away on your secondary team as you pelt it with bullets. At any rate, hit it, then get back on task. There’s no SITREP here, so stay keen.

  Objective 3--Find the tanks, then radio their position in to the mortar team

  A rather confusing cutscene will occur as you make your way to the objective marker. Apparently there are enemy tanks in the area, and apparently enemy foot soldiers are attempting to take them out with RPGs for some reason or another. The enemy of my enemy is still my enemy, though, so you’ll need to eliminate everything that moves.

  Begin by heading east and ducking behind the nearly-destroyed window beyond the sandbags. A Zeke will be here, and behind cover; you’ll need to start using smoke grenades to aid your movement through this little bombed-out section of the city, but you shouldn’t have many problems. You have to remember that you didn’t get a SITREP after the technical incident, though, so don’t move your teams unless you know that they’ll be safe. Go ahead and abuse your smoke grenades, if you feel the need.

  After you get close to the tanks, you can attempt to use your mortar targeting to paint them. You don’t have to actually reach the objective marker here, by the way; you should be able to paint the tanks so long as you’re within 35 meters of it or so. So long as the mortar icon is green, all you need to do is to press A and wait for the shells to start dropping.

  

Chapter 8

  Area Map.

  Objective 1--Find your platoon and regroup

  You can’t afford to be too blasé about the first part of this mission--as soon as you round the CASEVAC truck, you’ll come under fire by no fewer than three Zekes that’ve holed up in a narrow alleyway to the south. Luckily, once you get Alpha team down near the mouth of the alley, you can lay down a smoke grenade and send Bravo team around the corner to begin flanking the Zekes. If you set up Bravo team behind the dumpster at the mouth of the road, they’ll force the tangos to reposition, which will leave one of them open to fire. Alpha team can then move along the alley and nab both the Zeke in the courtyard and the Zeke that’s firing away at Bravo team with frag grenades. Use your SITREP and start heading to the east; enemy mortars have locked up the main entrance to the university, so you won’t be able to head that way.

  After a couple of easy kills, you’ll meet up with the other members of your platoon, who’ve been pinned down by an enemy machine gun. It’s fairly easy to flank this guy, however: first, move one of your teams up to the same central structure that the other platoon is hiding behind, but position yourself at the northwestern corner. This should prompt one of the Zekes to run out and take cover behind a bench, in an attempt to get a better angle on your soldiers. Return the favor by opening up with point fire, which will engage him, and let your other team move down behind one of the trees in the northeastern corner of the area, where they’ll have clean shots at both Zekes.

  Objective 2--Destroy the enemy BMP

  Once you regroup with the members of your platoon, you’ll be given a new order: escort the specialist to the BMP and have him destroy it. While this may seem to be somewhat difficult, it’s actually a rather simple matter, and shouldn’t involve any danger.

  To begin with, take Alpha and Charlie teams and move them to the southeast, with Alpha team poking its head around the corner there long enough to get the BMP’s attention. Then, move Bravo team to the southwest of the SITREP point and move them until they reach the corner across from the lone Zeke with an AK-47. He’s behind bunkers, but if you aim an M4/203 grenade at the wall behind him, you should be able to take him out. Then, move Bravo up to the corner immediately in front of the BMP, which will switch its targeting towards them.

  Now that the BMP is concentrating its fire on a team that’s well behind cover, you can start moving your specialist in Charlie company up to the tank. (His path is in green on the map for this mission.) Since he won’t get closer to the BMP than Bravo team is until he’s right on top of it, the tank should never even attempt to take a shot at him, so just send him across to the south wall and progressively move him to the east until he’s ready to dash out to the side of the tank. He’ll do his thing without any problems.

  After the tank is destroyed, move both teams up to the southern gate of the university. There aren’t any more tangos to worry about, so book it and you can clear the mission.

  

Chapter 9

  Area Map.

  Objective 1--Locate the crash site and secure it

  Now that you’ve managed to track down the location of the downed plane, your teams have to cross through urban territory and secure the site. As per usual, this isn’t as easy as it may seem; you’ll want to be especially cautious of snipers in the buildings around you as you move.

  In point of fact, there are two snipers waiting to open up on your teams as they move to the west, along with a regular AK-47 militiaman around the corner to the north. Actually taking these enemies out will require you to move one of your teams behind the blue car in the intersection; from there, you can use two of your M203 shells to destroy the snipers, then suppress the tango behind the sandbags until you can get close enough to frag him. This is the method you’ll probably have to pursue if you’re playing on the harder difficulty level. However, if you’re on the normal difficulty, you can take advantage of the snipers’ relative inaccuracy to bust through the intersection without engaging any of the enemies. Since you’ve just come from a save point, there’s little risk involved; at worst, you might lose 10 seconds worth of movement.

  To start with, move up to the red station wagon at the northeastern corner of the intersection and get on its northern side. You should be able to spot one of the snipers at this point, so use suppressing fire to keep him ducking while your other team moves up to the nearby building’s corner and scouts north. The tango here, as mentioned, is hiding behind sandbags, so you won’t be able to pop him. Instead, bust out two smoke grenades and try to land them immediately in front of his position. One should land to his left, and the other should land to his right. If the smoke dissipates well, you should be able to completely obscure his vision.

  Give the smoke a couple of seconds to start coming out, then move both of your teams to the northern side of the overturned trailer, then rush them over to the building that the marker is pointing you towards. There’s a grenade that’ll go off near the crack in the wall in here, so wait for it to explode before moving your teams into the SITREP point.

  After moving through the building, you’ll come out into a parking lot that’s overlooked by a trio of snipers in a parking garage to the east. Your objective isn’t to eliminate them, but simply to make it across the parking lot and to safety beneath the garage, where the snipers can’t get a firing angle on you.

  The safest way to proceed is with a classic bunnyhopping procedure, whereby one team moves to cover and suppresses the snipers while the other team proceeds up to a forward position, and vice versa. If you’re on the normal difficulty setting, you probably don’t even have to worry about suppression fire; these guys are piss-poor shots.

  When you reach the wall beneath the snipers, hit the objective marker to call in a Hummer full of Rangers, who’ll take out the snipers GTA-style. Afterwards, you’ll get both a CASEVAC and a SITREP, so restock your ammo, then save before heading back to the north.

  You’ll need to move your teams between two of the piles of rubble near the building to the north; get one team behind the southernmost pile first, then have them aim point fire at the entrance to the building before moving the other team up. If you set your point fire vectors well, you should be able to tag two tangos as they exit the building, which simplifies the process of eliminating the third Zeke immensely. If you do manage to get the two tangos (and it’s not all that difficult), you can smoke the third one, who’ll be hiding behind a bunker, and move one of your teams around to the west to get his attention by firing from behind one of the trees. Your other team can then move directly up to the tango and blast him from point-blank range.

  As you head through this building, another Zeke will appear and take cover behind some rubble; if you smoke him, then advance close enough to his position, he’ll retreat. Proceed across the street into another bombed-out building, but watch out for the Zeke hiding behind the burning rubble. He’ll have cover, but will be an easy target for a frag grenade.

  One more Zeke will cover the exit from this building, but he’s easily taken out with conventional tactics. Another Zeke will move into position behind a car outside the exit; destroy him with an M203 round to end the mission.

  

Chapter 10

  Area Map.

  Objective 1--Clear a path through the streets and meet with the Rangers

  Now that we’ve gotten through nine missions of semi-difficult missions, the real fun stuff begins. Your attempt to regroup with the Rangers will be the most challenging task you’ve faced thus far, with multiple enemies that can reposition themselves from cover to cover as you maneuver your teams through the streets. You’ll need to utilize all of the tools in your arsenal to make it to the Rangers, and even excellent players will likely find themselves reloading a few times at each save point.

  In point of fact, the enemy positions on the map here shouldn’t be considered very authoritative; if you follow our exact pathing, they’ll likely be pretty accurate, but you can definitely beat the mission in any number of ways, and choosing different paths will cause the enemies to shuffle around quite a bit. Try playing through a few times, with different tactics.

  Although there isn’t any one standard route, you can minimize the danger by proceeding with caution and eliminating each enemy as they appear. To begin with, move your teams a bit to the east, which will spoook four tangos at the north end of the road, two of which will take up cover positions and begin firing on your teams. Place one of your teams at the corner of the wall, and one behind the rubble to the south. When you’re both behind cover, you can use your teams to M203 the two tangos to smithereens. The first team to fire should be the one behind the rubble; they can take out the southernmost tango by aiming the shaped charge at the corner of the wall behind him. After he’s taken out, engage the northern team with point fire and move the other team up to the red car, where they’ll have an easier time performing the same procedure on the northernmost tango.

  After the team behind the car eliminates the northern tango, they’ll likely come under fire from another Zeke hiding in the alleyway to the east, so move the southern team into flanking position and pop him. Hold in this position for a second; there’s a roving Zeke who may attempt to enter the alleyway and head west to the road; he’ll be an easy kill if this occurs. Another Zeke will probably appear at the very northern end of the road, so keep the team behind the car stationary for the moment. If their cover starts to degrade, plop a smoke grenade in front of the tango and move them over to one of the alleyways.

  In the meantime, the secondary team should be maneuvering through the alleys, killing any tangos they see, until they get to the northeastern corner of the alleys. You’ll find two more tangos just waiting to be killed here; after they both go down, the Zeke that was at the northern corner of the road will withdraw back to the sandbags, letting you bring up the primary team to the corner to kill him. After that’s done, it’s a short waltz to the first save point. Reload your troops before saving and moving out.

  Objective 2--Proceed to the northwest until you meet the Rangers

  Another sticky situation will present itself as you move to the northern section of the level. Two Zekes will be holed up behind cover, with a good line of sight along the street. You’ll need to get one of your teams up to the corner to suppress them, then move the secondary team into the small alcove on the northern side of the street. From there, they’ll be able to drop two or three smoke grenades in front of the Zekes, which will allow the primary team to dash up the street and hide out on the southern side of the car. After the smoke clears, you’ll get two easy kills.

  Now, how you choose to approach the next three tangos is a matter of personal preference. If you’re deadset against not getting your men shot, you’ll need to proceed with some hardcore suppression fire, and even then, you’ll probably need to take some risks. The course we’re going to outline is a little more fun, and a bit more daring.

  First, move your primary team to the northwestern corner of the little block of oil tanks near where the two Zekes were camping out. They’ll spot one tango around the corner, so engage him while the secondary team moves through the small passage behind the tanks and out behind the makeshift cover to the west. Try to move them to the very western edge of the cover, so that the Zeke hiding behind the rubble in the alleyway won’t have a shot on them. This will leave them within eyesight of the two tangos to the north. Engage at least the southern one while the primary team moves from their corner to take up a position on the south side of the blue car in the middle of the road. The Zeke in the alleyway will be able to spot them as they move, so you’ll want to plop a smoke grenade at the mouth of the alley before you move out to cover.

  Your Alpha Team is stuck between a rock and a hard place, but with some smoke and a frag grenade, they’ll be all right.

  As the smoke is billowing, the secondary team should shift to full-on suppression fire on the two western tangos. The primary team will then be free to move up to the brick wall near the southernmost Zeke, taking up a position on the eastern corner of that wall (nearer the Zeke in the alleyway). Hit right on your d-pad to shift over to your rifleman, who’ll be at the rear of your team; he’ll have an easy time lobbing a grenade behind the western Zeke’s sandbags. One down. After the smoke from the alleyway dissipates, your team leader will be able to chuck another grenade behind the rubble to take out that tango.

  Now, move the primary team over to the western corner of the brick wall so that they can get a sight on the tango. Engage him while the secondary team moves over to the corner on the other side of the road. You’ll need to suppress this tango long enough for one of your teams to move up to the blue car, from where they’ll be able to chuck a grenade over the barrier. You should set your suppression vector so that it overlaps the car as little as possible, while still including the tango. Even so, you’ll be safest if you order the movement, then cancel your suppression fire while the other team is en route. If done properly, the tango will remain crouched until after your team gets into position.

  After you grenade the Zeke, move your team a bit to the east and take out the last tango that’s harrassing your Ranger comrades.

  Objective 3--Rescue the U.S. hostages and locate Al-Afad

  Now that you have two Ranger badasses tagging along as Charlie team, you’ll be able to use them to eliminate enemies hiding behind cover. The trick is that they won’t shoot unless they’re kept out of the line of fire, which means that you’ll need to keep them behind your other teams while they suppress the enemies. Only when the Rangers aren’t being fired upon will they do their thing, but they’re incredibly useful nonetheless.

  Before you use your SITREP here, you may want to move back to the CASEVAC to resupply. You’re going to be doing a fair amount of suppressing fire on your way to the exit, and while that’s not very far away, you still don’t want to be caught with your pants down. If either team has less than 60% ammo, you’ll probably want to book it back to the CASEVAC and return before saving your game.

  Your first opportunity to test out the Rangers will come around the corner to the west. Set up one of your teams behind the blue car, then suppress the two Zekes nearby. Charlie team can then maneuver up to the corner itself and snipe the tangos as they’re ducking.

  A trio of enemies will await you around the corner to the north. Luckily, they’ll all be within a single suppression vector if you move a team behind the car at the eastern end of the road, so do so, suppress, then let Charlie team pop them after they position themselves at the corner itself. After that, only a single tango remains to be killed, albeit one that chucks grenades near the corner to his northeast. Move a team behind the car to his north, suppress him, then move your Rangers to a non-cover position and kill him off. After that, all you have to do is head to the final marker and you’ll be on your way to kill Al-Afad.

  

Chapter 11

  Area Map.

  Objective 1--Proceed through the factories and rescue the hostages

  This 11th and final chapter is obviously going to be the most difficult one of the game. There are quite a few situations where you simply can’t cover all of the angles from which an enemy might appear, especially while moving. If you take it slowly, however, and don’t try any ridiculously long movements, you should be all right. Even though Full Spectrum Warrior comes closer to being a true military simulation than any console game before it, it’s still balanced enough to be entertaining, so you won’t have to worry about anything cheesy, like enemies popping up from behind your position and shooting you in the back.

  Luckily, you’ll retain your Ranger comrades from last mission as you begin this one. They won’t stick around forever, but they’ll tag along long enough for you to bust through the first little factory complex. To begin, move your primary teams through the door to the northwest and shuttle them along the northern wall until they can pop their heads out from behind the corner. They should have a clear shot at an enemy on the northern side of the factory, so eliminate him, then leave them on point fire until another enemy attempts to run across the floor. He’ll be an easy kill.

  Now, move your primary team around the corner and have them take up a position near the corner leading to the eastern room here. They should be able to spot two enemies, so use suppression fire on them while you move your Charlie team up behind one of the piles of girders in the middle of the room. When the Rangers have line of sight on both Zekes, bust some caps and then do the same thing for the tango in the southwestern corner of the same room. You’ll get a SITREP point afterwards.

  The last room in the factory has no fewer than four tangos set up behind cover. Your Rangers don’t seem to like firing until everyone is thoroughly suppressed, so you may have to move both teams out, have them both set up suppressing fire, then move the Rangers over to the small pile of girders along the northern wall before they can take out the enemies. Don’t worry about your ammo supplies; after these guys are dead, you’ll be heading into a CASEVAC area, where you’ll be able to resupply and save your game.

  Objective 2--Follow Al-Afad and order an airstrike on his vehicle

  When you’re geared up for the final run, head to your west and locate the entrance to the trainyards. These yards are going to be full of elevated enemies, so as you lay down point fire vectors, be sure to encompass the railings above and around the trainyard in your firing cursors.

  Begin by moving one of your teams to the left side of the door, and having them set up a fire vector on the eastern railing of the trainyard. Then, move the secondary team into the trainyard itself, taking cover behind one the pile of wood just inside the entrance. An enemy RPG will fire, but it’s not aimed at you; it sets off a trap that’s intended to squash you with a train, but you won’t get hit at your current locations.

  After you clear out any tangos that appear, move the primary team into the trainyard and position them behind the woodpile just to the southeast of the train itself. They should come under fire from three different tangos at this point, at three different elevations, but they’ll be able to fit all of them into one firing cursor, so open up with point fire. For some reason or another, your shooting sets off an explosion that’ll immediately kill all three targets.

  Two more tangos await you in the northwestern corner of the yard. One will appear behind a metal container, and will be covered from your fire, and another will be on the railings. To take these guys down, you’ll need to set up your primary team on the eastern end of the train, where they’ll be able to take a corner position looking to the northwest. After both tangos are firing at them, move the second team up to the woodpile near the train. Between the two teams, you should be able to nab the Zeke in the railings with point fire; after he’s down, you can smoke the tango on ground level, then move the second team up to the pillar immediately beneath the water reservoir and finish off this area.

  The second, partially-covered trainyard will be a deathtrap for your soldiers if you don’t move with extreme caution. Your best bet is to get both teams up on either side of the entrance, then lay down a couple of smoke grenades so that their smoke completely covers the woodpile near the door. When you’re certain that you’re covered, move up to the woodpile, then immediately retreat back into the first trainyard when you hear the RPG go off. This will trigger the appearance of a few enemies on the railings above; if you had stayed near the woodpile, you probably would’ve gotten hit a couple of times, but if both of your teams are set up near the entrance to the area, you should be able to kill off your targets without much of a hassle. After the first three tangos go down, move one of your teams up to the western end of the woodpile to take out the final gunmen, then hit your SITREP.

  There’s one more enemy in this trainyard, so don’t get too cocky as you move north. He’ll appear as soon as you head north of the train itself, so use the train to set up a corner position and eliminate him.

  The northernmost trainyard will appear to be quiet as you move your teams into position around the entrance, but when you shuffle one of your teams to the corner of the red traincar immediately inside the yard, a few enemies will appear all at once. The first will be rather gruesomely eliminated by a speeding traincar trap, while your team should automatically open fire on the enemy that appears on the southwestern railings, since they won’t have cover. You’re close enough to a SITREP that you shouldn’t have to worry overmuch if someone gets shot, but you should be able to eliminate this tango without a problem. The last Zeke will take up cover to the northeast. Occupy him with point fire, then move your secondary team into the trainyard. Have them shuffle all the way to the eastern wall, until they can come around the grey traincar and eliminate the Zeke on the western railings.

  There’s only the one last Zeke between you and Al-Afad, so do whatever nasty things you want to to him. By this point in the game, you shouldn’t have a problem eliminating a single target, so take him down and head for the objective marker. When you reach it, you’ll need to have one of your teams dash through the door and head for the woodpile, from where they’ll be able to paint Al-Afad’s car with your airstrike marker. From there, the game’s ending runs on autopilot, so sit back and enjoy the show.

  

Cheat Codes

  

Difficulty Levels

  There are only two normal difficult levels in the game: Sergeant, and Sergeant Major. Sergeant is the default difficulty level, and it’s highly recommended that you play through the game on this difficulty first. You have a full load of frag, smoke, and M203 grenades on this difficulty level, and the enemies are fairly imprecise in their firing, letting you get away with rushing across open terrain on a few occasions.

  If you’re looking for a challenge after completing the game, however, you can bump yourself up a notch to Sergeant Major difficulty. In this mode, you’re reduce to only two frag, two smoke, and one M203 grenade per team, and your enemies are much more accurate. You’ll need to utilize a heck of a lot of suppression fire if you wish to survive on Sergeant Major mode.

  There are also a few cheat codes which can modify the difficulty of the game.

  

Cheat Codes

  Cheat codes have to be enabled from the "Extra Content" menu. After entering a cheat code, you’ll need to create a new profile and start a new game to see their effects.

  Authentic Difficulty

  The hardest difficulty level in the game can be unlocked with the code SWEDISHARMY. If you start a new game with the Authentic Difficulty level, almost the entire HUD will be stripped away, leaving you little except for the compass and the soldier selection screen. You won’t know how much ammunition you’ve expended, you won’t be able to save the game, you won’t know whether an enemy is pinned or engaged (the icons above their heads disappear as well).

  Infinite Ammo

  Pretty self-explanatory. Use MERCENARIES to unlock infinite ammo for both of your fireteams.

  Big Head Mode

  Sir! Your head is like Sputnik, sir!

  This Japanese fan favorite code is fun for the whole family. If you want all of your team members’ heads to become small planetoids with their own weather systems, type NICKWEST at the code screen.

  US Army Version

  Pandemic originally developed Full Spectrum Warrior as a training sim for the US Army, and they’ve thoughtfully included that version on the FSW game disc, unlockable via the code HA2P1PY9TUR5TLE. The training sim is vaguely similar to the game designed for mass audiences, although it’s a fair bit more difficult. You’ll need to look over the controller screen before you start to play one of the six missions, though, as the controls aren’t precisely the same.

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