Brothers in Arms - Hell's Highway Feral's Walkthrough for Brothers in Arms: Hell's Highway (PC) || Search Shortcuts || Introduction...................................................[FG01] The Controls...................................................[FG02] Controlling Your Teams.........................................[FG03] Tips and Tricks................................................[FG04] Weapons/Equipment..............................................[FG05] The Walkthrough Mission 1: Lost................................................[FG06] Mission 2: Operation Market....................................[FG07] Mission 3: Five-Oh-Sink........................................[FG08] Mission 4: Written In Stone....................................[FG09] Mission 5: Operation Garden....................................[FG10] Mission 6: Baptism Of Fire.....................................[FG11] Mission 7: The Rabbit Hole.....................................[FG12] Mission 8: Black Friday........................................[FG13] Mission 9: Hell's Highway......................................[FG14] Mission 10: Tooth And Nail.....................................[FG15] The Small Print................................................[FG16] ======================================================================= INTRODUCTION [FG01] ======================================================================= Brother's in Arms: Hell's Highway is what I call a first person team based tactical shooter. You'll take control of the main character of the story, Matt Baker, and command one to three teams on your path down Hell's Highway. While the game features innovative new ideas, it could have easily been a groundbreaking title to add to the list of great games of the past. Of course, I feel the ideas were poorly executed, greatly hindering the success and enjoyability of this game. This guide will cover a few different things, including a description of the controls, advice on how to control your teams, some tips and tricks to boost your combat efficiency, a weapons/equipment list and a general walkthrough from the game's first mission to it's last mission. It will be released as a finished product, and will not be updated any further. Note that this guide is made for the PC version of the game. While many parts of the game will be similar on multiple platforms, it is not guaranteed that they are. Keep this in mind if you aren't playing the PC version. It should also be added that I don't know where all the Kilroys or Recon Points are, nor do I know what obtaining all of them does. So if that's the information you're looking for, then I can't help you at all. ======================================================================= THE CONTROLS [FG02] ======================================================================= The basic controls are similar to most First Person Shooters that are released for the PC. Other than that, there are a few new and innovative controls for BiA:HH. The controls I list are the default settings upon game installation. The binding of keys can be customized to your preference. W, A, S, D - These will cover movement. A and D keys will normally strafe, but if you are sprinting then they will slowly turn the character (in other words, you cannot strafe while sprinting). Mouse 1 (Left Mouse) - Fire weapon. Mouse 2 (Right Mouse) - Command your team. Holding in Mouse 2 will bring up a movement ring that you can move around. When you release Mouse 2, the selected team will either move to that location, or lay down some fire on the target. Mouse 3 (Middle Mouse) or Z - Iron Sights. This shoulders your weapon and allows you to look down the iron sights. It improves your accuracy greatly, and should be used often (if not every time you fire your weapon). F - Throw grenade. Hold in F to bring up a targeting ring, when you release the F key you will throw a grenade at the targeted location. Tapping F will toss a grenade quickly. Grenades can blow up some forms of cover, including sandbags. 1 - Select Base of Fire. Selects your Base of Fire team, if you have one available. 2 - Select Special Team. Selects your Special team, if you have one available. Special teams are either MG teams, or Bazooka teams. 3 - Select Assault. Selects your Assault team, if you have one available. Q - Dig In. Dig in means to hug a flat, smooth object in order to secure better cover. While you are dug in you can hold the appropriate strafe key to hop out and fire at the enemy. If you are behind low cover (about waist height), you can press the W key to stand and fire at your enemies. Letting go of "W" will return you to your dug in position. E - Use/Reload/Get. Pretty self explanatory. You'll either activate objects (set satchel charges), pick up equipment, or reload your weapon based on the context of the situation when you press the E key. R - Reload. This reloads your weapon. Easy peasy. X - Tactical Map. Press the X key to bring up your tactical map, which will show you a brief layout of the combat area as well as your current objective. If you've discovered any Killroys or Recon Points they will be displayed on your tactical map. C - Crouch. Crouching allows you better accuracy and often better cover, but you will move slower while crouched. TAB - Select Team/Fall In (Hold). This will select which team you are currently giving orders to. Pressing tab will cycle through the teams, and holding tab in will order the selected team to fall in. Once your soldiers fall in they will follow you around. LEFT SHIFT - Switch Weapons. This will switch your weapons, which can also be done by using your mouse wheel. SPACEBAR - Sprint/Vault. Sprinting is a good way to avoid dangerous open areas, and is also a good way to quickly flank your enemies. If you sprint towards an object that is at waist height (like many fences, sandbags or other objects) you will vault over it. ======================================================================= CONTROLLING YOUR TEAMS [FG03] ======================================================================= MG Team: The MG team consists of a heavy MG, a submachine gun, and a rifleman. The symbol for an MG team is the standard bar from a military coat of arms. They are ideal for laying down suppressing fire or providing a fire-point for the enemies, which can act as a distraction while you move to flank them. Assault Team: An Assault team will have mostly submachine guns, and is recommended for flanking the enemy. I find they are better used for suppressing fire, as they have fairly poor accuracy. The Assault team can hit the enemy with grenades when fighting at close range. Their symbol is an up arrow. Bazooka Team: The Bazooka team has a submachine gun, a rifleman, and, obviously, someone with a bazooka. The main purpose of this team is to take out enemy cover (from wooden fences to sandbags), elevated MGs, and other various objective related objects (like 88 mm artillery, or supply trucks). Like any other team, they can also provide suppressing fire. The symbol for a Bazooka team is a slash sign. Base of Fire Team: The Base of Fire team, or BoF team as I will usually call them, is more or less the same as the Assault team. The only difference I know of is that the BoF team can't use grenades at close range. The symbol for the BoF team is the symbol used to represent battalions in old warfare planning (it's something like an upside down T). There are just a few basic rules to controlling your teams. First of all, spread them out to form something of a line. This way the enemy will spread their fire around and be less likely to hit someone, as well as less likely to flank anyone. Most of the time your team will fire at an enemy even if you don't specifically tell them to. However, when you order a team to target a specific enemy they will do so until that enemy is deceased. You should always give your MG team the best positioning, usually behind a waist high wall so they can deploy their MG. Assault and BoF teams should be used as vanguards, and the Bazooka team should either be baby-sat by you, or kept in the back in order to keep them safe from harm. Losing your Bazooka team means you'll have to use satchel charge to destroy any objectives that require explosives. The satchel charges aren't bad, but losing the ability to instantly take out an elevated MG (which the Bazooka team can do) is a bad thing. I recommend sending most your teams away from you when combat starts, if not all your teams. They will get in your way a lot, and are not very friendly. For example, they will steal your cover on occassion, leaving you high and dry in the middle of a firefight. If someone has to die, it's better them than you. That's pretty much all there is to know about your teams. If you don't know how to control them, read the controls section of this FAQ or your game manual. If you still don't understand, play the game with tutorials on. ======================================================================= TIPS AND TRICKS [FG04] ======================================================================= I don't have many tips and tricks, since I didn't really need any. This is more general advice than anything else. So here is my very short list of things to remember. *Taking out a stubborn 88 - All your teams dead and you got an 88 pounding down on you? Take some solid cover behind a brick wall and wait until it fires. Immediately after you'll have to sprint to it (avoid vaulting, it's supposed to be quick but it actually slows you down a lot) and get around it's side. Make sure you have a gun that's effective at close range in your hands and mow down any surrounding infantry, including the Germans on the 88. After that it's a piece of cake, just place your satchel charge and get out of the area before it detonates. *Use your grenades - Missions in this game are very short, and 6 grenades is usually enough to last the entire mission if you use them only for nasty areas where enemies have great cover. You can destroy the enemy's cover and kill several enemy soldiers with one grenade. If you run out of grenades and really want more, there are usually amoo drops on every mission. *Utilize your Bazooka team - The Bazooka team is the most versatile and useful team you will have at your disposal. They can destroy enemy cover, eliminate elevated MGs, destroy any objectives that require explosives, and provide suppressing fire. You should be destroying enemy cover with your Bazooka team whenever it causes you problems. Don't forget this. *Utilize your MG team - An MG team is very good at either suppressing enemies, or destroying wooden cover that the enemy hides behind (like wooden picket fences and such). Of course, anyone can destroy wooden cover, but you're MG team will do it right quick. Otherwise they are still good at suppressing enemies from a long range, and at a short range can easily kill any enemy that is too arrogant to take cover. *Sprinting is your friend - Sprinting is a great tool that is not to be underestimated. It can get you across dangerous gaps that have no cover, get you closer to objectives that require satchel charges, or just plain old get you closer to an enemy. The closer you are the quicker they usually die. Keep in mind that if you are too close to the enemy you will probably die faster than they will. *Avoid vaulting in certain situations - Vaulting when you're sprinting for a specific reason is usually a bad idea. I find it is better to just grab cover when you get to an object and go around it, or plot a path for sprinting that doesn't require vaulting. It will slow you down a great deal, making you more vulnerable to gun fire. *Don't spare any bullets - You have plenty of ammo in this game. Plus there are usually a couple ammo drops scattered throughout each mission. As long as you check your tactical map from time to time you can't miss the ammo drops. This means you can shoot as many bullets as you could ever desire, and toss as many grenades as you deem neccessary without feeling like you've waste anything. Besides, arms won't do you any good when you're dead. *Flank, Flank, and Flank - Always be flanking your enemies. Don't ever leave flanking up to your subordinates, as they will never be as efficient at it as you are. Attacking in the rear can be better than flanking, as it will often drive your enemy to vault their cover, making their backs exposed to your teamates. ======================================================================= WEAPONS/EQUIPMENT [FG05] ======================================================================= Colt 1911: Matt Baker's pistol that was a gift from his father. It has a low clip capacity, fast rate of fire and decent damage. It is, however, mostly worthless. If you're using this weapon, chances are that everything else is completely out of ammunition. I recommend not using it unless forced to. M1A1 Carbine: The M1A1 Carbine is a fast firing semi-automatic rifle with a high clip capacity and great accuracy. It's recoil isn't terrible, and it can be used efficiently from either close range or long range. M1 Garand: The M1 Garand is similar to the Carbine, but has a lower clip capacity and a slower rate of fire. In this game they possess almost all the same properties, except for the clip capacity. This basically means that you're better off with the Carbine, in my opinion. Thompson M1A1: Most often referred to as the Tommy Gun. This can either come with a standard magazine or a drum. The version with a drum has a different iron sight, but both guns have a fast rate of fire, good clip capacity, average stability and are great weapons for close quarter combat. I prefer this weapon to the Bar. M1918A2 Bar: The Bar is a devastating weapon with a slow rate of fire, great accuracy, and a small clip. Despite having a lower clip capacity and a slower rate of fire, it is almost equal with the Thompson in this game. You can easily get headshots from mid range with the Bar. M1919A6 LMG: A deployable heavy MG. I'm not exactly sure where you get one if you even can. I think this is the weapon that your MG team will use. MG42: The MG42 is a deployable heavy MG. It has a huge clip, fast rate of fire, and devastating put down power. It's fairly rare to get one, and it's not hard to have the tendency of wasting all your ammo should you choose to pick one up. I recommend avoiding this weapon unless you're just using it while it's mounted. K98K: The K98K is more or less the counterpart to an M1 Garand. It can be looted off somewhere near half of the enemies you kill, so you won't ever have to worry about conserving ammunition for this weapon. K43 Sniper: Rarely encountered, and even more rare than it is encountered is it's practicality. You'll be forced to use one for a short section of the game, and other than that I can't see a reason to ever use one. M3: Commonly known as the Grease Gun. This is a fast firing submachine gun with moderate put down power and a terrible stability. It's not bad at close range, but if you're planning on looting a German weapon I would recommend the MP40. MP40: This acts as an almost true counterpart to the Thompson in this game. It has a similar rate of fire, power, stability and clip capacity (unless the Thompson has a drum). If you burn through ammo like there is no tomorrow then you might think about looting one of these from a dead German. You'll have nearly infinite ammo since about half the enemies you encounter will be using this weapon. StG 44: The Sturmgewehr 44, which just so happens to be the weapon that Kalishnakov modeled his most supreme AK47 off of. The StG 44, however, is extremely rare in this game. If you get a chance to grab one then enjoy it while it lasts. I can only think of two missions where I saw one though. In many ways this is somewhat of a hybrid between the Thompson and the Bar in this game. Grenade: You will start most missions with 6 grenades, and can only obtain more by looting an ammo drop. Grenades will show you an indicator as to where it will hit and where it will land (it shows both in case you want to make a bank shot). Grenades can destroy several forms of cover while killing the soldiers behind them, as well as eliminate threats that are in difficult positions to assault. They are very useful. ======================================================================= MISSION 1: LOST [FG06] ======================================================================= You start out in an abandoned and mostly destroyed hospital. Listen to the tutorial advice and make your way through the building. The enemies will be dropping MP40s that you can grab. Also you can grab more ammo for your M3 Grease Gun by running over an enemy's corpse. Make your way under the debris and sprint down the hallway. Continue on the linear path and kill some enemies until you reach a checkpoint. Up ahead you'll see a German in the doorway, he'll head left. Follow him along and you'll meet about five Germans just begging to die. Keep in the hallway after you kill the first couple and you'll be able to shoot the remaining enemies in the flank through the windows. Continue on to see a flaming man burst through a doorway. You're at the last checkpoint. You'll head into a big room with two enemies. After they're dead a couple more will come in and take some cover behind an overturned wooden table. Go ahead and shoot them through it, or put some lead in their heads when they peek out. Continue on and watch the cinema. Congratulations, the first mission is done with. ======================================================================= MISSION 2: OPERATION MARKET [FG07] ======================================================================= Alright, you start out with an MG team to help you out. Your first objective is to reach a member of the Dutch resistance in a nearby farmhouse. Mr. Baker starts out with an M1 Garand, Thompson M1A1 and his trusty nickel plated Colt 1911 .45 pistol. Most enemies around here will have K98K rifles or MP40 submachine guns. You'll have plenty of ammo with whatever you choose to use, since there are ammo drops every here and there along this mission. If you can't find them just check your tactical map. After some tutorial business (unless you opt for skipping it), you'll be standing next to a para-dropped ammo crate. Make sure you're fully armed and have your MG team fall in. Just head straight forward, following your compass indicator to find your contact, Nickolas. He'll update your tactical map and head off to his son, Pieter. Take out the German assault team on the other side of the stone fence, which is your current objective. Order your MG team to lay down suppressing fire and move around the flank if you so desire. You should easily be able to take out both groups of Germans with your Thompson or Garand. Head through the gate to the southeast, check out the Kilroy and head on up the windmill to unlock the recon point. Now you'll have to clear two base of fire teams from the barn. You can see them from the windmill and try to pick them off with your rifle, or descend to face them head-on. After you take them out, continue south to clear the Germans from the farmhouse. There's about three outside and one guy in the upstairs window on an MG. Have your team lay down suppressing fire on the enemy MG and move up the eastern flank and take out the Germans in the yard. Your Thompson will do you good when you clean out the farmhouse. Just remember that on your way down a couple enemies will have made their way in via the back door. Also, don't miss the Kilroy upstairs in the bathroom. After it's all clear, have your team fall in and head out the back door to your next checkpoint. Now you can either hop on the mounted MG and kill all the enemies making their way through the field, or do it manually. The MG will have unlimited ammo, but will still need to be reloaded every so often. Either way, you should be able to take them all out with two or three clips. Once that's done, continue forward to meet up with the paratroopers dropping in at the next LZ. This is your newest checkpoint. After the brief cinematic, you'll have control of your MG team and a new Assault team. Make your way through the field, taking cover and combatting the several teams of German assailants. Don't worry if your teams take a few casualties, they're pretty worthless. After the first grouping of enemies, you'll get a checkpoint and some decent cover to shoot at the next groups, who are busy laying down fire on your allies at the glider LZ. You won't really need the cover though, since most the German's backs are exposed. Just fill them with lead and head on to the next group of Germans out in the glider LZ. Head to the crashed glider that has allies next to it for a recon point and an ammo crate. This will help you take out the remaining groups of Germans if you're low on ammo. Afterwards, head to the southeast edge of the field to rendezvous with Hartsock. This is your last objective in Operation Market. ======================================================================= MISSION 3: FIVE-OH-SINK [FG08] ======================================================================= You start out in an area that's currently being bombarded by artillery fire. You're supposed to make your way to the 88's, which are suspected to be the source of the problem. First thing's first though, you'll need to recon the town. Do note that now you have a Bazooka team under your command. They can take out sandbags or elevated MG positions, including those in towers. In addition to your Bazooka team, you'll still have an Assault team. You start with an M1918A2 Bar and a Carbine. If you prefer either the M1 Garand or the Thompson they can be found near the jeep that two soldiers have a map sprawled out on. Grab whatever you want and head south across the field to the recon point in a windmill. From here you can see some Germans dragging a woman into a barn. Descend the windmill and head over to take out the Germans. If you head around the hedges, your teams can take some good cover behind a couple stone fences. Once the threat has been eliminated head through the barn and engage some enemies on the porch. You can run around the right side and vault over a fence to get inside the next barn, giving you a good flanking position. After this group of enemies is dead, there will be another group waiting inside the barn I just mentioned. Flanking the first group also allows you to quickly and efficiently hit the second group in the flank. One Thompson clip rattled off from the hip can take out all three of them. Continue east to view a cinematic and reach a checkpoint. Now, you'll have to find an alternate route to those lovely 88s. You'll be in a fairly volatile area, facing off against about a score of Germans who have good cover, as well as an MG in a tower to the south. Move down the eastern road while you order your teams to move through the field, making your way forward as the route becomes clear. Eventually you'll get to the foot of the tower, where you can find an ammo drop and some more Germans. Take out the Germans and order your Bazooka team to hit the MG in the tower (they'll have to have a line of sight in order to do it). Head up the stairs to the west and you'll see another cinematic, during which Baker recklessly heads into a building by himself. This is the latest checkpoint. Make your way through the building, taking cover when appropriate, and clear out the MG nests. I recommend using the Bar if you still have it, or the Thompson if you picked it up. Otherwise any sort of submachine gun will do (if you're looting the German's MP40s). Head up the stairs and take out the enemy by the radio and head into that room. Grab some cover by the door and shoot a few Germans down by the red sofa. You can either head left in the first doorway, or go down towards the red sofa and head in through that doorway. You'll have a couple more Germans here, vault the obstruction and head into the hall. There's a few Germans on the second floor across the way, take them out and head downstairs. Take out the last German inside, then head out to a little garden area. If you keep to the right you can make your way to the enemy's flank and take them all out with one SMG clip. Continue forward to head inside again. There will be an enemy to the left at the T. Once he's dead you can grab his MG42 if you want, and continue into the next room. I recommend heading left, taking out the gentleman by the bookcases, and then heading upstairs. There's a few Germans by the railing that you might want to shoot before going up the stairs, but that's your call. Once at the top of the stairs there is an MG set up to your right. Kill him and go to where he is to shoot the MGs set up below. Once you're done, head back downstairs, past the deployed MG you took out from upstairs, and soon you'll be outside looking at a small stone bridge. This is the next checkpoint, where you'll be re-united with both your Bazooka and Assault teams. Clear the yard in front of the Sanitarium to the west by heading under the bridge. There's decent cover straight ahead to kill the patrols from. The enemy will have two elevated MGs, one in the western building, and one in the southern. After your Bazooka team takes out the western MG you can make your way through the hedges to the north and take some cover behind a wall on the northern edge of the Sanitarium's yard. From there your Bazooka team should take out the last elevated MG. Finish cleaning out the yard by laying down a good crossfire, and head south through the open door to secure the Sanitarium. This marks an objective complete, and yet another checkpoint. Your new objective is to rendezvous with Hartsock. You'll have a firefight right away, with the threat being to your southeast. Hammer the elevated MG to the south with your Bazooka team and have your Assault team suppress the Germans by the sandbags (next to the artillery). When your Bazooka team is reloaded have them destroy the sandbags and let the remaining Germans have it. On the eastern street there will be a few more enemies who can be taken out easily enough if you make your way around the north side of the house near the sandbags. Now you want to head south down this street, having your two teams take good cover along the way. Have your Bazooka team blow up the sandbags if they have a line of sight. On the west side of the street there's a shop with a blown out window, you can vault in here and get a good flanking position on the remaining enemies. Once you hit the barricade on the south, head east into some people's back yards. There are a couple of stone fences your teams can take cover behind while you move down the eastern side, flanking the enemy as usual. If you get all the way to the southern side you'll see some windows up ahead (the walls are painted blue inside the house I'm talking about) where an MG will set up shop. Take him and his buddy out and you'll be able to back-shoot all the Germans in the back yard. Head through the aforementioned house and you'll be at another cinematic, and a checkpoint. Finally, it's time to take out some artillery. There are two different ways you can do this: Hit it in the side with your Bazooka team, or get up close and plant a satchel charge on it with Baker. Either way works good, and I recommend doing whatever is convenient. Sometimes the 88 just won't want to be distracted, and sometimes once your Bazooka team is in place the 88 won't stop hammering down on them. In the latter case it's best if you just sprint in and plant a satchel charge. Basically, the area you're engaging in is a sloppy mess with lots of cover. Have your Assault team move down the east side by the road and suppress the enemy, while your Bazooka team stays close to you (so they can stay alive) and destoys any sandbags they can get a line of sight on. Keep heading down the west side with the Bazooka team, clearing enemies as you see them until you go around the side of a building that has a truck parked on the southern side of it. Take out the enemies around here and then have your Bazooka team set up shop and nail the 88. That's that, end of mission. ======================================================================= MISSION 4: WRITTEN IN STONE [FG09] ======================================================================= After a whole lot of worthless cinematics you'll find yourself at the northeast corner of a cemetary. At your disposal is one Assault team. You start with an M1 Garand and the trusty Thompson. The main objective is to clear another 88, while your current objective is to rendezvous at the church entrance. There are a couple MG teams to the west who are already occupied with killing your Assault team. Leave your team here and head around the south side of the cemetary, taking out a couple enemy Assault teams on your way west. This should be easy enough since there are headstones everywhere that provide good cover. Once you're at the southwestern corner you can hit the two MG teams in the flank, and that should clear the cemetary. Head to the northwest corner, behind where the enemy MG teams were, and make your way west, killing two teams of Germans. They have decent cover, but they're very close and it's hard to miss. They shouldn't be a problem. After they're dead keep heading west until you reach the checkpoint, upon which you'll end up inside the church with the objective of killing the sniper. Take cover behind the pews while you shoot it out with incoming Germans. This isn't a bad place to use grenades, it'll blow up the pews and take out the Germans behind them. After a few sets of reinforcements come through you'll want to head to the southeast corner and up the stairs, this is a checkpoint. Once upstairs you'll be shooting across the church to take out Germans behind pillars. Keep making your way west, killing both Germans on the south and north side of the church as you progress. You'll have to walk across a few make-shift bridges along the way, just make sure any enemies are dead before doing so. Once you're done you should be in the northeast corner of the church, where you'll see a short cinema and you'll get a checkpoint. Now you'll have the objective to destroy four trucks. Nickolas has marked their locations on your tactical map, as well as the location of an 88 and an ammo cache. You'll also be reinforced with a Bazooka team, in addition to your Assault team. Make your way north along the street, taking cover as appropriate, while you kill the Germans guarding the four trucks. On the east side of the road right away is a good flanking location, and still on the east just north of there is a building you can go inside for a good view of the first three trucks. Otherwise just take cover as you hammer your way north on the road. Once you're finished you'll need to go east (where the ammo cache is on your map) to reach the enemy's fuel supply, which you're supposed to destroy. You'll kill a couple guys near the ammo drop, then head into a destroyed building and have a short ranged firefight. Just toss a grenade on the sandbags across the street and gun down whatever's left. Now head across and plant a satchel charge on the fuel supply and that's another completed objective under your belt. Time to destroy the radio post to the west. It'll be another field with lots of wooden picket fences, and an elevated MG way off to the west. It's a good place for grenades since you just filled them up, they'll save you some time. Make sure when you order your teams to take cover it's not behind a wooden fence. After you kill the initial enemies get your Bazooka team in position and take out the elevated MG. Continue past the brick wall to kill another half dozen Germans in another field area with lots of wooden picket fences. Piece of cake. Now, head inside the structure and shoot the lone radio operator. Head out the closed door and you'll now be at another checkpoint. Your new objective is to destroy another 88. Have your Assault team move north to some cover on the street, while you and your Bazooka team make your way around the west through some back yards. It should be a quiet run along the west side until you come upon the 88. Hit it with your Bazooka team since it'll be preoccupied with your Assault team. Afterwards any nearby soldiers should be suppressed. Just run in and mow them down with your Thompson, or hit their sandbags with a green one and take them out from there. One more 88 and you'll be done with this mission. You should be just across the street from your Assault team. Have them continue on up the east side of the street and keep your Bazooka team close to you while you head up the west side of the street. Have your Assault team take good cover and start suppressing any enemies (it doesn't matter which). Eventually you'll come to a point where you can head east around the back of some buildings, do so with your Bazooka team. Once you have a good sight on the 88 and any enemy infantry in your area is neutralized, send your Assault team to the western side of the street to act as a distraction for the 88. Once the 88 is facing away from you, sprint up the eastern side of the street to the sandbags (make sure you have a submachine gun out when you do this) and gun down any infantry that are still alive. After the infantry are dead, have your Bazooka team hit the 88 if it's still targetting your Assault team, or just run up and place a satchel charge on it. That's the end of this mission. ======================================================================= MISSION 5: OPERATION GARDEN [FG10] ======================================================================= Nickolas has lost his son, and the responsibility of finding him has fallen upon you. In addition, your main objective is to clear the industrial sector to make way for XXX Corps to move in. You'll start out with a Thompson with a drum, a Carbine, an Assault team and a Base of Fire team at your disposal. First and foremost you are supposed to clear the ground floor of the structure you start in. Make your way along the first floor with assistance from your teams. Watch out for catwalks and any other areas where you can be shot from the second floor. While the objective says to clear the ground floor, you'll also need to clear the second floor. Once you're at the southern end of the first floor there is a hole in the wall, shoot the four Germans outside who are manning artillery. Make your way back north and head up the first staircase you see. After all the Germans in the area are neutralized, you'll have to head to the elevator on the eastern side of the ground floor (there's a flashing red light near it). Once inside you'll be done with this objective and you'll get a checkpoint. Now you are to clear the top floor of the same structure. This place isn't so friendly. There are three or four enemy Bazooka teams just waiting for you. They can destroy wooden crates and anything hiding behind them, so be careful. After you kill the first Bazooka team send your Base of Fire (BoF from now on) team over there to use their cover. Make your way south on the east side with your Assault team and hit any enemies you see in their flank. It's not a bad place to use grenades, since the threat of being hit by a bazooka is pretty nasty. Don't spare the enemy any bullets, as there is also an ammo cache on this floor. After you resupply at the ammo cache head into the next room to spot several Germans coming over through a skywalk. Throw a grenade in there immediately and they'll end up either dead or mostly suppressed. Either way they're fish in a barrel, run over and gun them all down with one clip from your Thompson. Cross the skywalk and you'll reach another checkpoint. The wall to your left is immediately blown out. You'll want to set your BoF team up in the first room you entered to lay down suppression fire towards the south, while you and the Assault team head through the blown out wall. Keep heading down the east side and don't worry about moving your BoF team. Just take out any Germans as you come on them, and eventually the place will be cleared. There's not too many enemies here, and it's a pretty small area. After they're all dead, you'll have completed clearing the top floor. Head up the stairs to the roof, this is where you'll get a checkpoint. On the rooftop you'll need to kill a lone sniper, upon which you will be required to pick up the sniper rifle and protect Pieter, who is in the trainyard below. This is really easy, since your rifle will kill any and all enemies with a single bullet, and doesn't sway very much. Among the enemies you'll have to kill will be regular infantry, MG teams and Bazooka teams. If you're having problems try one of the following: Zoom out after the targets near where you're looking are dead, it'll be easier to spot new threats. Don't waste your bullets trying to shoot a running enemy, wait until they take cover (it won't do them any good since you have an aerial position). Assess the threats, make sure you hit MG and Bazooka teams before regular infantry. I doubt you'll have a problem with this part though. Once finished on the roof you will be controlling a tank from the XXX Corps. Mouse 1 (left mouse) will fire the cannon, Mouse 2 (right mouse) will fire the machine gun. Your tank is weak on it's flanks and the rear, just like enemy 88s. Your objective here is to clear eight 88s from the trainyard. This is pretty straight-forward. Don't forget that your cannon can destroy sandbags and kill anything near them. If you fire your machine gun (you probably won't need to) then do it in bursts, otherwise it is extremely inaccurate. Head east and destroy all of the 88s, then continue east (following the compass indicator) until you reach a checkpoint. Finally, you'll be in a building searching for Pieter. Pull out your Thompson if you still have it and get ready for an easy kill. Head through the only open door and shoot the enemy to your left (he should be preoccupied with shooting out the windows). After that head up the stairs and down the hallway to a T, take a right and head to the end of the hall. This should be where you find Pieter. Mission complete. ======================================================================= MISSION 6: BAPTISM OF FIRE [FG11] ======================================================================= Your main objective here is to defend the town of Eindhoven. You start off with a Carbine, a Bar, an Assault team and an MG team. Your first objective is to rendezvous with 2nd team. You start out in the middle of a firefight. Head east, taking cover as you go until you get to a shack. From the shack you should be able to hit most the enemies in the flank. Once they're cleaned up a bit just head over to the sandbags they are hiding behind and take the rest out at close range. Now, to make quick work of the enemies north of here just shoot the gas pumps a few times. Send your MG team to cover on the south side of the gas station while you and the Assault team head around the north side. Once all the enemies are cleared north of the gas station, head to the rear. There's a truck back here you can take cover behind and hit some enemies who are taking cover by a bunch of tires in the flank. After they're dead send your MG team up to the pile of tires. Take cover behind the white fence, but be careful because it's made out of wood. Once the fence is a little torn up you can peek through the holes in it for som easy headshots while your targets are preoccupied with shooting at your MG team. Once there's a big hole in the fence feel free to storm through and take cover behind a stack of bricks. Move through this yard as you need to in order to take out all the enemies in the area. I recommend staying on or near the north side, so that the enemy will be pinched between you and your MG team. Once all enemies here are dead have your teams fall in. Head north past the burning truck and you'll see a short cinema. Now you have reached 2nd team and are down in a bomb shelter, your objective is to escape the bomb shelter. It's a linear route through the bomb shelter, and it doesn't last long. There are no enemies or anything, so just run on through and you'll eventually end up in a destroyed building. You'll get a checkpoint and a new objective. You need to fight through the debris. Set your Assault team up near the busted out wall in front of you, while your MG team and yourself head to the right. You should be in the southern room of the building you start in. Head across the street and clear the destroyed building. If you look out the windows and doorway on the northern wall you can kill some of the enemy MG team, as well as the enemy Assault team. After this head east some more and keep an eye on the second floor, as there will be several Germans taking cover behind a wooden table. Take them out and then finish any enemies from the MG team who have survived. Now head to where the enemy MG team was and go in the hole in the ground. Make your way through the short underground area, killing the five or six Germans that are down here. While your teams pin them down you can go around and hit them in the flank. After you're done just head out the hole to the new area. Have your teams set up shop right where you come out of the hole, so they can shoot towards the east and suppress anything while you move along the south. Head in the first building you can and clear it out with your Bar (or any automatic weapon). Once you've killed the Germans inside, head to the eastern part of the building and you should be able to shoot any remaining Germans outside in the flank or rear. Also, you can shoot an enemy MG through the eastern window (he's on the second floor of the adjacent building). Have your teams fall in and head underground again. You can hit the enemy with his back facing you immediately without problems, then several more Germans will come in on the east. Take them out however you please, and exit the underground from the same way those Germans came in. To your south will be a building with a broken wall. A few Germans will make their way behind the pile of debris, since they have the height advantage, I recommend hitting them with a grenade. When they're dead, head into the building they were occupying. Go east through the building and you'll get a checkpoint and a new objective. Basically you just want to occupy the northeastern room with all the windows and shoot outside at all the Germans to repel their counterattack. It takes a while and is somewhat frustrating (since you can't do anything but sit in one spot and fire your gun) in my opinion. Regardless, once it's finished the counterattack is considered quelled, and the doors to your north open up. Head north through the door and the rest of the building to get a checkpoint and a new objective. Rescuing the Brits is easy enough. Just head along the west side of the area while you have your team move up the center as a distraction. If you try and head up the center it probably won't go as well. Either way, it's about 10 or 15 enemies total in this area, including an MG team in a building on the north side of the square. After all enemies in the area are dead the objective is considered completed. It's time to rescue Franky. So head through the building that the MG team was in. You'll be in a small alleyway after seeing Franky. North of you a bit is a little clearing with sheet metal barricades set up in it. About 10 enemies will come in here, but you can easily mow down about 7 of them with one clip, since they're all clumped up. After that, finish off the last few and head north further. Baker will be trapped inside a burning building now, and you'll get a checkpoint. Make sure to be quick here, or you'll burn to death. Vault over the dresser in front of you and head up the stairs. Hug the southern wall and make your way to the southwest corner of this room (you'll have to vault over an object). Now head north along the western wall (you'll have to crouch under something that's hanging from the ceiling) and leave this room. Head through the hallway until you get to a hole in the northern wall. Head into that room and through a hole in the eastern wall. Then head south across the hall and vault over something on the eastern side of this room to enter a bathroom. Head into the next room and then go straight north to end this mission. ======================================================================= MISSION 7: THE RABBIT HOLE [FG12] ======================================================================= Due to the nature of the last thing that happened, you'll be left with just your pistol to begin this mission. Of course, it's wise to grab a gun off your first victim. First thing is first, to eliminate the patrols to your north. You want to wait a little bit until the two soldiers nearest to you pass the first tree, or the front of the truck. Unload on them with your pistol while you're hiding behind a tree. After they're dead go and grab one of their MP40s. Make your way back to the stream and follow it to the northeast corner of the yard, where you'll find an ammo crate. From here you can head west, using the trees as cover, until you reach some sandbags to take cover behind. When it's safe, continue forward and hide behind the brick wall. From here you should be able to pop up and shoot all the remaining Germans in the yard. Take your time and it won't be hard. Once they're all dead, resupply and enter the hospital. Your first two objectives are complete. Inside the hospital you need to find Franky. Vault through the opening to your east and continue east to the flaming debris. Go north here as far as you can, then east, and then south to the hallway. Go east down the hallway until you can head south into a large room, with a long conspicuous amount of cover in the center of it. You'll finally engage some enemies, but it'll only be two of them. Beware of glitchy things here, as they can shoot through some walls, and so can you. Dispatch them and continue south past their corpses. Once you get in the hallway head east, through a steaming radiator that will hurt you, until you get a checkpoint. There is an ammo crate in the southeast corner of this room, and two enemies in the northeast corner. Kill the enemies and head east until you hit a hallway. Go north into the next room, where two enemies await. After they're dead, vault through a window on the east side of this room and head south until you get to a door on the east side of the hall. Go in here, where you'll kill two more enemies. Along the western wall, near the northern end of this room is a small hole in the wall, crouch to enter it. Follow this hollow in the wall until you can exit it, where you will find yet another ammo supply. Head east into the next room, then north into the hallway where you'll kill a man. Go east where you'll find two more enemies at the end of the hall. Go north until you can head into a room on your east. This room has a recon point in it, as well as a hole in the wall near the northeast corner. Crawl through to watch a short cinema and get a checkpoint. Exit this room to the north, then head east until you can head north again (the door by the wheelchair). You'll find another ammo supply here. Head east one room and then north more. When you can't go further north just start heading west. This area should be familiar to you, and making it the rest of the way shouldn't be a problem. After the cinema you'll be doing something you've already done. Just accompany your comrade to the end of the mission. ======================================================================= MISSION 8: BLACK FRIDAY [FG13] ======================================================================= You start out with a Carbine, a Bar, a BoF team and a Bazooka team. Your main objective is to secure Veghel. Your first objective is to secure the town plaza. First of all, move your BoF team to cover behind a brick wall on the north side of the plaza. Grab some cover behind one of the trucks up the road and order your Bazooka team to hit the sandbags on the north side of the center of the plaza. After their sandbags are down there should only be a mounted MG and one other German up there with a rifle. Take them out and now all you have to worry about is the south side of the plaza. Make your way around to the west side of the plaza and go into the elevated center position. Move both your teams up here where they can offer suppressing fire. Your Bazooka team can also take out the sandbags in the southwestern part of the plaza, as well as the south-central part of the plaza. If you can't pick the enemies off because they're too suppressed, then just head in with your Bar and take them out at close range. When it's all said and done you'll want to head through the building in the south western part of the plaza. Your new objective is to take out an 88. Set your BoF team up at the nearby car, and have your Bazooka team fall in. Now you want to head east through an alley that's right by the car and take out the three Germans over there. After they're dead, hit the 88 with your Bazooka team. If they can't take it out from their position then you should just vault the wall and sprint to the nearest car for cover. You can take out the soldiers manning the 88 through a car window while your teams lay down suppressing fire. Once the 88 is non-functional and any enemies you can see from your position are dead, sprint further south to the next car. From here you should be able to take out every enemy in the area. If you can't hit the elevated MG on the western side of the area, just have your Bazooka team advance to either the brick fence or the car that's nearest to them. From either position they should be able to hit the elevated MG. Depending on what happened, you might have to plant a satchel charge on the 88 and finish your objective. Now, accompany your teams south down the road west of the church. You'll encounter a few enemies, nothing nasty. Continue south until you can head west, because the Municipal building is one block over. You'll kill a few Germans in the overpass, and about 10 to 15 more in the following street. Set up both teams along the cover at the intersection and head along the southern side. You can head into a building down here where you'll have a great vantage point on all the enemies. If anyone gives you trouble I would guess it's the guys behind the sandbags in the northwest corner. Just hit them with a green one and that'll be the end of that. Now continue west into the building, where you'll kill about five enemies at close range. Shouldn't be a challenge if you're still packing the Bar. This marks the completion of clearing the Municipal building, as well as the location of a checkpoint. Head out the north side of the Municipal building and engage three Germans. During the firefight you'll probably see a tank roll into view. You can either hit it in the side or the rear with your Bazooka team, or plant a satchel charge on it and take it out. I personally find the latter to be easier. Either way, the tank will head into the grassy area northeast of you and will drive, more or less, in circles. There's some scattered infantry in the area, which you probably want to address before focusing on the tanks. The tanks go down easy enough, just remember to approach from the side if you're planting a satchel charge, or you might get run over. If nothing happens when you're done just head north to trigger the cinema. Now you'll be in charge of a tank again. You want to head west along the road, taking out any Panzers (tanks) and 88s along the way. There's not much to say here except make sure to hit Bazooka teams, Panzers and 88s first. Otherwise look out for the MGs up in the second and third floors. If an enemy is behind cover just shoot it, only a few pieces of cover can't be destroyed. If worse comes to worse, make sure you're always moving... just in case a Bazooka team gets a shot off. Head west along the street, then you'll have to dip south into the grassy area with the 88, and then back onto the street heading west again. That should finish the mission. ======================================================================= MISSION 9: HELL'S HIGHWAY [FG14] ======================================================================= For this mission you start with a Thompson with a drum, an M1 Garand, a BoF team and an Assault team. Your main objective is to Re-open Hell's Highway. You start off with the objective of taking out the 88 that is to the north. Make your way north along the road, and avoid getting too close to any fires. There isn't very good cover, so just do the best you can. After a team directly north of you, one to the west of them, and a distant MG team to the north are dead, you'll be able to head west into a little field that provides a decent amount of cover. Suppress any enemies to the east of you by utilizing your teams, and make your way back to the road on the north side of the field. There are a few trucks up here that offer cover, and once your position is secure you should move your teams up to the trucks. From here your teams should lay suppressing fire on MG teams to the east while you move in close to the building just west of the 88. Thompson in hand, you should be able to take out all the teams north of the 88 in a short period of time. Now, move around the north side of the 88 and take out the soldiers who are manning it, as well as any stragglers after that. Have your teams rally with you at the south end of the barn, plant your satchel charge and blow up the 88. Your next objective is to the northwest of here, but head around the east side of the barn and grab some ammo once you get to the north side. Now head north into the canal and clean out the Germans while you head west. Once again, there's not much good cover around here, so just take whatever you can get. This would be a good time to toss some grenades. Once you've gone under the bridge the canal should be cleared. The 88 you'll have to take out is north past the barn. You'll have to move through the field here, which finally has some decent cover. Spread out your teams, one on the east and one on the west, and have them provide suppressing fire while you move up the western side. Once you get to the wooden fence start dishing out grenades like you were made of them. You'll have to pick the elevated MG off with your rifle, or hope by some miracle that one of your team members does so. Once it's clear enough to move up make your way to the east side of the barn, where the entrance is. Lay down on anything that moves with your Thompson, and after about 5 kills the barn should be clear. If anyone in here gives you trouble just chuck a grenade, which will either suppress them or kill them. Now you want to head up the stairs, and out the back of the barn. Be careful out here, as this position is locked down by an 88. Either book down the stairs and around behind a truck, or try and take the soldiers out from the second floor, then head for the truck. Use your teams to create a distraction for the 88, vault the wooden fence, and take out the soldiers on the 88. Place your satchel charge and you're done with this objective. Next up is to eliminate a Panzer IV to the north. There's a little opening north of the 88 that you have to get through, on the far northeast of this area. Keep heading up the road and send one team behind a truck just southwest of the first building you see. Have your other team stay near the eastern corner of that building. You should now move around the western side, heading north and eliminating any enemies you come up. There's good cover all the way up the west side, so it shouldn't be a problem. Once you get to the northern end of this building chances are that the Panzer is going to be waiting to shoot you. If so, just chill out for a minute and send your teams to the intersection east of you. It'll take them a minute, so just hang on to your ass while the Panzer tries to blow it away. Once your teams are in plain sight the Panzer should start turning it's turret towards them, which is when you vault over a couple walls and plant your satchel charge. Make your way west and take cover behind the nearby truck before it detonates. Clean up any stragglers in the area, and you're on your way to the train station. The train station is just across the stream. Once you get in the yard a team of Germans will come at you from the northeast, and an MG team will appear to the northwest. You've got good cover, so it shouldn't take you long to get rid of these jokers. Once the area is clear, head towards the train station. After the checkpoint and short cinema, you'll receive the objective of cleaning out the train station. It's a linear path through here, and there's only 7 enemies in the two or three small rooms you'll be fighting in. Just take your time and make good use of your cover. For the last three you might have to charge them with a smoking barrel. After it's done, just head down the stairs and out near the boarding station. Your final objective here is to defend the train station. Enemies will be coming in from the north instantly, so try and get your guys into good positions as soon as you get out here. I recommend sticking the MG team by the sandbags to the west of the central structure (the one with a staircase leading up it), your BoF team somewhere on the east side, and your Assault team right smack dab in the front behind a short stone fence. The Germans will be sending everything they have after you, including Bazooka teams, MG teams, several other teams and up to seven Panzers. Take out whatever you can to make the battle go smoothly. There's an ammo drop to the west of the central structure so you can be chucking grenades non-stop. Also, you won't be able to destroy all the Panzers, I think you just have to last an undefined amount of time. Make sure you kill anything you can though, including any Panzers that get close enough for a satchel charge. I advise you to avoid going up to the top of the central structure, as it's a magnet for Panzer fire. Also, be mindful of the northeast and northwest, as that's where some of the enemy's reinforcements will be arriving. With the long grass in the field to the north it can be tricky spotting them before they're right on top of you. Once it's all said and done you'll be finished with this mission. ======================================================================= MISSION 10: TOOTH AND NAIL [FG15] ======================================================================= You'll start this one with all the goodies. A Garand, Thompson with a drum, a BoF, Assault and MG team. Your main objective is to reach the windmill. This mission is somewhat of a black sheep, because after you complete your main objective it will actually be replaced by a new one, which is to push the Germans out of Koevering. Your first objective is to take out four 88s. The beginning of this mission is hard to give advice on, since it's so wide open. Basically you'll have dunes everywhere, covering wide open spaces. Every now and then you'll find some flat surfaces to take cover behind, but not too often. Basically head south to the first combat zone. You always want to put your MG team in the best position, and space all three of your teams as far apart as is practical. You should head down the east side, taking cover every now and then until you get a good flanking position on an enemy team. As you take out the close teams, have your teams move forward from time to time so they're still in an effective range. After the first combat zone you'll find a nice flat surface for cover on the southeast side. Set your MG team up here and send your other teams up into the meatgrinder. Split suppressing fire evenly among the enemy teams and start making your way around the west, and eventually along the south side. Save your grenades for later. After this area is cleared there is a little road heading east. You can hit the first team of enemies through a window in the little garage. Otherwise have your soldiers take cover behind the curved stone fence to offer suppressing fire. If it ends up that you can't get one or two of them just charge them with your Thompson out. This road will lead further east, and you'll want to start setting up your teams for the next engagement, which is just a few yards away. Give your MG team the flat, elevated cover as usual, and send your other teams into the dangerous territory. You should go around the southern side of the truck while your teams keep the enemy suppressed and the 88 distracted. Sprint right up to the 88 and take out the gentlemen who are manning it, plant your satchel charge and head back to the truck. After the 88 blows up, finish off any remaining enemies then head further east. You'll come to a stream, with a sort of tiered trench area right after it. There's an 88 far off to the northeast, and enemy teams scattered throughout the trenches, as well as a couple MG teams towards the southeastern part of the combat area. One of the MGs is in a building and is hard to get at until you're close, unless you can take him out from long range with your rifle. Otherwise it's the same old routine, give your MG some high ground (there's some across the stream and behind some sandbags) while your other teams occupy an area slightly in front of him in the trenches. You should head up around the north side, making your way to the 88 while you clean up anyone from their flank. Just don't hide behind the sandbags near the 88, or he'll just shoot the sandbags and either kill you or wound you so badly you'll die before reaching cover. If you're having problems on the north just stay in the trenches and head under the sheet metal bridge to the south side. From here you can easily take out the two MGs then head through the building they were occupying and clean up the troops around the 88. Once it's clean and tidy, sprint in and take out the last two gentlemen who are manning the 88 and place your satchel charge. Continue east to the crest of the hill and you'll be on the fray of the next combat area, which just so happens to be the location of the last two 88s. There's a massive amount of troops in this area, mainly focused in the northeast and southeast corners, where the two 88s are. Just have all your teams focus their suppressing fire on the southeastern 88 to start with, while you slowly make your way through the trenches towards it. You'll have to kill a team or two of enemies on your way, and ultimately when you get there you'll need one or two grenades, depending on the performance of your teamates. You'll want to use your grenade for destroying the MG team's sandbags, or for destroying both sets of sandbags if you want to use two grenades. Then just sprint on up there, take out the 88 crew, plant your satchel charge and take cover. The last 88 can be either tricky or really easy. Move all your teams forward while you sprint towards a trench to the north, acting as a diversion. Take cover whenever you feel really threatened and hopefully your teams will make it the rest of the way. You want them to lay down suppressing fire only on the enemies right next to the 88, don't worry about any that are off a ways. Make your way north and under the bridge, taking out the sandbags (the one the enemy MG team is occupying) if you have any grenades left. If you don't have grenades then just be patient and pick them off one by one. Really, you can just hit the guy with the MG42 and just rush whatever is left. Which is what you want to do with your Thompson. If you take out the enemies north of the 88 you should be able to get the 88 crew off the 88, and plant your satchel charge while you hide behind it. Once your charge is placed, head back under the bridge. If all went well you won't even need to clean up the stragglers. You'll move right on to the next section of the mission. The first step in pushing the Germans out of Koevering is to destroy an 88. Move forward until you see an enemy MG team pop out. Have your MG and BoF teams keep him occupied while you and the Assault team head south to the barns and their yard. You can look right in the western-most barn and pick off almost everyone in it. Those who have keen senses will flee out into the yard east of it. Too bad for them, the cover in the yard isn't so great. Set your Assault team up in the barn and have them lay suppressing fire on the next barn over to the east while you take out those who fled into the yard. After you're done with the ones in the yard, try and shoot the elevated MG with your rifle. The last team of enemies in the eastern barn didn't want to fight me, so I had to run in the front door and shoot them all in the flank with my Thompson. You might have to do the same. If the original enemy MG team isn't dead yet, head north of the eastern barn and pop out into view. He's pretty close, so you should be able to easily kill him if his head is showing and your gun is shouldered. Once he's dead have everyone move north on the road behind him. This will bring you to an area with a silo and some enemies. Just one MG team and a bunch of run-of-the-mill soldiers here. You've got nice cover before crossing the bridge, so just clean everyone from there. Cross the bridge north and have everyone set up shop in a different location to clean out the building to your east. Once again, if the enemy won't show their faces then just head along the north side and gun them down from the northern door. Now the 88 should be just east of you. Head south with your crew and take some cover behind the truck, moving up to the stone fence just east of you whenever you can. Obviously, if you haven't taken out the team to your south before moving to the truck then you'll want to do that now. Now, send one team across the opening in the fence to the other section of fence, making sure they're still taking cover from the 88 fire. Vault the stone fence and head northwest along the wall as fast as you can while your teams lay down suppressing fire. When you get to the northern end of the structure you're hiding behind, take out whatever infantry you can see from there and head in to eliminate the 88 crew, then the 88. Your next objective is to rendezvous with the 502D. Just head to the northeast corner of the area and then head south under the bridge. Now you'll be commanding a tank with the order of taking out some Panzers and an 88. Head east and stick to the southern part of the area so you only have to worry about firing on one side. There's an enemy Bazooka team to the northeast almost immediately, be sure to take them out pronto. After you kill about 10 or 15 infantry the rest will start to frantically flee. Just keep to the south until you make it to a silo, which is where you'll likely encounter the first panzer. Head east, going south around the silo, afterwards to engage the second panzer in a field right next to this. It'll be either sideways or facing you, so it should take more than one shot to destroy it. Finally, the 88 will be to the north of the second panzer, and should go down in a shot or two. After that be sure to clean up any infantry that hasn't fled, and your last objective will be to link up with the 506th. Right around the corner behind the 88 will be a tank, lying in wait. Take it out with a couple shots, trying to evade the incoming fire if at all possible. Continue north once it is dead and watch out for an 88, as well as several Bazooka teams. The 88 will be right in the road quite a ways away, the Bazooka teams will come out of the woodwork periodically. Try to be thorough, but you'll be getting air support and an allied tank to help you out along the way. After you see your air support and tank support, just keep heading north to the edge of town. Upon reaching the edge of town you will be finished with this mission, and with this game. Congratulations. ======================================================================= THE SMALL PRINT [FG16] ======================================================================= I have no contact information. If you somehow get ahold of it, please don't contact me. Thankyou. Copyright 2009, Anthony Forrestal Do anything you want with this guide except profit off of it. It is free, and always should be. -Feral