Freedom Fighters Weapons and Enemies Guide: Last Updated: January 1, 2007 by Alan Chan (joylock @ hotmail.com) The Usual: This document is mine. Please don't rip it off or take credit for it. That being said, feel free to post it on any site you want, provided you a) don't make any changes to it, and b) don't charge money for it. You don't even have to get my permission to post it (as long as it remains unaltered), but it would be nice if you emailed me and let me know (joylock @ hotmail.com). The information and statistics in this guide were arrived at through my own original observation and research, so you must credit me if you use my information or stats for your own guide or other publication. Why? Freedom Fighters might not have the most diverse cast of enemies out there, but there a few different Soviet types with different attributes and slightly varied behavior. So I decided to write a quick weapons/enemy guide for the game. Version History: 1.0: Initial Release 1.1: Some formatting for easier reading The latest version of this FAQ can be found at www.gamefaqs.com. Contents: - General Notes - Weapons - Allies - Enemies **************** *GENERAL NOTES:* ******************************************************************************** - Health indicates the amount of health each character has for each difficulty setting, in the order of Demonstrator/Rebel/Freedom fighter/Revolutionary. A ? indicates I don't know the health for Demonstrator difficulty, because I never bothered to finish the game on Demonstrator difficulty (it's just so Kindergarten). - Headshots do 5x damage. You cannot score headshots with melee attacks or explosives. - You can carry a total of 8 health kits at any one time. Since your health kits will be refilled up to the maximum amount every time you revisit the Rebel Base, there is no real need to conserve them, and you can use them freely. - Ammo for weapons not in your inventory does not carry over into the next map. So, if you pick up 90 shotgun shells in a map, you can use those shells any time you pick up a shotgun on that map, but as soon as you leave the map those shells are gone (unless you're carrying a shotgun with you when you go). - Every time you re-enter a map, all enemies, allies, and items respawn in their original positions. You can use this to stock up on ammo for weapons whose ammo supply is otherwise very rare, such as the rocket launcher or sniper rifle. ********** *WEAPONS:* ******************************************************************************** In Freedom Fighters, your carrying capacity is limited. You can carry 1 pistol and 1 primary weapon, and must drop your current firearm if you want to pick up a new one. You can always carry grenades and your monkey wrench, however, and never have to drop them. Punch: Real Name: Mr. Fist Damage: 17.5 Your basic melee attack. Like in Halo, punch and shoot are two separate commands, so you can punch an enemy at any time, with any weapon. You can even punch enemies with your medkits, which is pretty ironic, although not as ironic as if your guns squirted a healing salve that cured all wounds (shameless Red vs. Blue reference). Because most of the game's combat involves firearms and takes place at long range, you won't use your punch that often. Still, it can be a decent ammo-saving move in close quarters and indoor areas. You can run at an enemy while shooting them to stun them and prevent them from firing back, then punch them to death to save on the last couple of bullets you'd otherwise have used to kill them. Alternatively, if you run low on ammo you can try sneaking up behind a lone Soviet soldier and punch him to death to steal his weapon. Each punch will stagger an enemy for a split second, so if you punch fast enough you can kill an enemy without letting them fire back at you. However, this usually doesn't work against enemies with lots of health, such as Soviet black ops or heavy machine gunners, since it takes so many punches to kill them that they can eventually shrug off your punches and gun you down. Wrench: Real Name: Stillson Pipe Wrench Damage: 30 Your trusty metal monkey wrench, from your former life as a hapless Manhattan plumber. You start the game out with this weapon, and will always have it available to you. The wrench actually hits pretty hard: it does more damage than your basic melee attack, and is in fact just as powerful as the revolver or sniper rifle. The downside of the wrench is that it is completely limited to melee combat, and you'll need to switch to another weapon to shoot someone. You also cannot score headshots with it. Just as with your regular melee attack, hitting an enemy with the wrench will cause them to stagger for a split second. Thus, if you hit fast enough, you can pummel an enemy to death without allowing them to fire back. Because the wrench does more damage than the basic punch, you can even do this against enemies with lots of health. It is possible to pummel a Soviet heavy machine gunner to death using only the wrench, provided that 1) you can get the jump on him before he has a chance to start shooting at you (try luring him around a corner), and 2) there are no other enemies to shoot you while you're busy wailing on him (it takes at least a minute of constant hitting to do the job). Pistol: Real Name: 9mm Beretta 92F Damage: 15 Accuracy: Average Clip Size: 17 Max Ammo: 17 + 43 DESCRIPTION: This Soviet 9mm pistol is the first firearm you'll acquire. The pistol actually has decent stopping power; it does slightly more damage than the assault rifle, and a clean headshot will drop a regular Soviet soldier on all but the highest difficulty level. It also has a good rate of fire, a decent clip size, and a faster than usual reload time. Unfortunately, its accuracy is only average, so you won't be able to hit anything with it past medium range. EVALUATION: The pistol makes a good backup weapon for when you're low on ammo for your primary weapon, or when your primary weapon slot is occupied by a special weapon such as the sniper rifle or rocket launcher rather than your trusty assault rifle. However, because of the pistol's lack of range, the more accurate assault rifle makes a far better gun for most of the game's firefights. Pistol ammo also becomes less common after the first couple of missions, as fewer and fewer enemies will carry them (you can still get pistol ammo by picking up ammo boxes, though). On the whole, the pistol is a decent gun and is a preferable secondary weapon than its alternative, the revolver. However, it is still a secondary weapon, and you're better off mainly using a primary weapon such as the assault rifle, shotgun, or machine gun. ENEMY USAGE: Soviet Security forces will mainly use the pistol against you on the first couple of missions, and afterwards you'll occasionally see Soviet soldiers fighting with it. Overall, these enemies are relatively easy to fight since the pistol has less accuracy and a lower rate of fire than the assault rifle, although they do have decent aim and can hurt you at medium range. NOTE: There's an odd glitch in the game where, if you pick up a pistol at the Rebel Base, it might come with more ammo than you can normally carry. I once picked up a pistol with more than 800,000 rounds in reserve. As far as I can tell, this glitch mostly occurs when you replay a mission after beating the game. Revolver: Real Name: .44 Magnum Damage: 30 Accuracy: Average Clip Size: 6 Max Ammo: 6 + 54 DESCRIPTION: This .44 Magnum-style revolver is the only American weapon in the game. You'll be able to pick one up from the Rebel Base after finishing the first mission. It does twice as much damage as the regular pistol. However, as a trade-off, it has a slower rate of fire, a much smaller clip size, and is a wee bit less accurate (as a result, it's overall accuracy is crappy). Additionally, the reload time is somewhat longer than for most other weapons. EVALUATION: The revolver is as powerful as a sniper rifle, and a single headshot will kill regular Soviet soldiers even on the highest difficulty setting. Unfortunately, because of the revolver's below-average accuracy, it can be difficult if not impossible to score a headshot with it. Additionally, the small clip size and relatively long reload time are a serious handicap, especially in large firefights against multiple enemies. Also, the extra power really doesn't make all that much difference (it takes 3 shots to kill a Soviet soldier with the revolver, while the pistol requires 5 shots). On the whole, I'd prefer the pistol over the revolver, as the fact you can get off so many more shots before needing to stop and reload more than compensates for the slightly reduced damage of each individual shot. ENEMY USAGE: Soviet enemies almost never use this American-made weapon. Throughout the entire game, I've only ever seen one or two Soviet soldiers equipped with revolvers. This makes revolver ammo a bit more scarce than regular pistol ammo. However, since you still receive several rounds of revolver ammo from every ammo box that you pick up, you can still max out on revolver ammo by collecting ammo boxes (although you will run out if you rely on it solely as your main weapon). Shotgun: Real Name: SPAS-12 Damage: 50 Accuracy: Poor Clip Size: 8 Max Ammo: 8 + 112 DESCRIPTION: As expected, the shotgun fires a spread of several pellets that disperse over distance. It has a decent clip size and a relatively fast semi-automatic rate of fire. It also does good damage, and at close range can kill most enemies with just a couple shots to the chest or a single shot to the head. At close range, you can quickly defeat multiple Soviets with good use of the shotgun. EVALUATION: Ammo for the shotgun can be a bit uncommon, but you'll use up less ammo with it than with an automatic weapon, and thus won't run out quite as quickly. It only takes 1 or 2 shots from the shotgun to kill a regular Soviet soldier, as opposed to 7 or more shots from the assault rifle. You can also pick up a shotgun at any time from the Rebel Base, loaded with a generous supply of 60 shells. Shotgun ammo also becomes somewhat more common in later missions, when the Soviet officers who carry it start to show up more often. The downside of the shotgun is that it's not as handy as the assault rifle at medium range, and it's almost impossible to hit anything with it at long range. You cannot precision target an enemy at medium range with the shotgun, because the pellets disperse so widely at that distance. On the plus side, since the gun fires a spread of shots, at least a couple will usually hit the enemy at medium range, and you can even hit multiple enemies with one shot if they're grouped together. You can still fight reasonably well at medium range with the shotgun, you just need to use up more ammo since the enemy won't be hit as often. For long range shootouts, however, you'll need to find an assault rifle. ENEMY USAGE: Shotguns are used by Soviet officers, and can seriously hurt you at close range. 4 or 5 close range shots from the shotgun will kill you on Freedom Fighter difficulty. Fortunately, the damage done by the shotgun decreases over distance, so as long as you avoid fighting Soviet officers up close, their shots shouldn't do too much damage to you. Assault Rifle: Real Name: AK-74 Damage: 10 Accuracy: Very Good Clip Size: 30 Max Ammo: 30 + 150 DESCRIPTION: The stock weapon of fictional bad guys everywhere, this is easily the most common firearm in the game. Most of the Soviet soldiers you encounter carry one. As a result, it's easy to obtain, and ammo for it will always be plentiful. That fact alone will make the assault rifle your primary weapon for most of the game. It's a good general, all-purpose weapon. Other guns usually do one thing better than the assault rifle (better accuracy, more power, greater rate of fire...), but the assault rifle is the most well-rounded gun and is decent in all aspects. EVALUATION: As accuracy goes, it's second only to the sniper rifle. While you won't be able to hit enemies at extreme long range, the assault rifle is still accurate enough to snipe enemies outside their range of fire (just don't expect to be accurate enough to score headshots with it). Use aim mode and fire single shots rather than bursts for maximum accuracy. You'll miss a few shots at long range, but will score enough hits to kill enemy soldiers relatively effectively. The assault rifle also has a quick rate of fire, and a reasonably fast reload time, so you can run-and-gun with it at close range too (just don't go up against too many enemies at once without someplace to take cover). Overall, it's good for both close range and long range combat, making it a nice, dependable weapon for a variety of situations. The only downside to the assault rifle is that it is the weakest weapon in the game. You'll need several shots to the body, or 2 of 3 headshots, to bring down a single Soviet soldier. Because of this, you'll want to pick off enemies one-by-one while firing from cover. Never try to rush a group of Soviets with the assault rifle. ENEMY USAGE: The majority of Soviet soldiers will use the assault rifle against you. The individual bullets are weak and do only minor damage, but several consecutive hits can do significant harm. Since Soviets have very good accuracy and a high rate of fire, you'll probably want to fight from cover rather than facing them head-on, especially when confronted by a group of several Soviets. Fortunately, Soviet soldiers fire in bursts, rather than emptying their entire clip into you, so even if you do stray into their line of fire, if you act quickly you'll probably be able to take cover before being killed. Sub Machine Gun: Real Name: Bizon SMG Damage: 10 Accuracy: Poor Clip Size: 40 Max Ammo: 40 + 140 DESCRIPTION: The sub machine gun does the same amount of damage as the assault rifle, but it has a much higher rate of fire, spraying out bullets more than three times as quickly. It also has an extremely quick reload time, allowing you to maintain a steady output of hot lead. The downside is that it's also much less accurate at range than the assault rifle, making it almost impossible to hit anything past medium range. You can cut through enemies quickly in close quarters with the sub machine gun, but won't be able to hit anything at medium or long range. EVALUATION: It's extremely difficult to use the sub machine gun as your primary weapon for an extended length of time, largely because it's hard to maintain enough ammo for it. Ammo for the sub machine gun is fairly rare, and because of the high rate of fire and low hit rate the gun also burns through ammo all too quickly. ENEMY USAGE: The game's A.I. characters can actually be pretty deadly with this gun, mainly because they have infinite ammo and can pretty much constantly spray bullets at you, guaranteeing that at least some will hit even at longer range. As a result, many of the high-end Soviet units carry the sub machine gun, and can really hurt you with it, especially in close quarters. You, on the other hand, are limited to 180 bullets, and due to the low hit rate it's quite easy to spend 20 to 30 shots just to kill one enemy at longer range. In general, it's best to stick to the assault rifle, which is more accurate and easier to control. Sniper Rifle: Real Name: Dragunov SVD Damage: 30 Accuracy: Excellent Clip Size: 7 Max Ammo: 7 + 23 DESCRIPTION: As you would expect, the sniper rifle has the longest range and greatest accuracy out of all the game's weapons. Use aim mode to activate the scope and zoom in on distant targets. The sniper rifle is 100% accurate, and your bullets will always hit precisely where the crosshair points. While you can fire the sniper rifle unzoomed, the whole point of the weapon is to use the scope to sniper distant targets. The rifle actually has a pretty decent rate of fire, and while there is a brief pause between shots, it's shorter than you might think (after every shot, you can hear your character bolt the next round into the chamber. However, you can actually fire BEFORE the bolting sound finishes). EVALUATION: Scoring consistent headshots is essential for effective use of the sniper rifle, since shots to the body with it aren't particularly powerful. You'll need 3 shots to the body to kill a regular Soviet soldier (4 on the highest difficulty level), and more if you're trying to kill an officer or commando. Headshots, on the other hand, do 150 damage each and thus are consistantly lethal against most enemies on all but the highest difficulty setting. Unfortunately, the sniper rifle is more of a specialty weapon for specific situations rather than a general purpose weapon you can use all the time. Ammo for it is quite scarce, and you can only carry a very small amount in reserve. Usually, if you find a sniper rifle, you'll only have the 7 or so bullets in the clip when you pick it up. Generally, you should make those shots count (by finding a good spot and sniping a few particularly obnoxious enemies, such as soldiers in guard towers or manning machine gun turrets), then discard the empty sniper rifle for another weapon. If you have a high charisma score and have several Freedom Fighters with you, you can find an elevated position, command your squad to attack an enemy encampment, then use the sniper rifle to pick off particularly dangerous enemies (such as soldiers who try to man the machine gun turrets) while your squad mops up the rest. ENEMY USAGE: Only Soviet snipers will use the sniper rifle against you. Fortunately they cannot score headshots, so the amount of damage they do to you is not instantly lethal, and they will need to snipe you several times to kill you. Additionally, Soviet snipers do not have perfect aim, and can miss, especially if you keep moving. Machine Gun: Real Name: PKM machine gun Damage: 20 Accuracy: Good Clip Size: 300 Max Ammo: 300 + 0 DESCRIPTION: The machine gun is a portable version of the powerful machine gun turrets you've previously encountered. You start finding them about halfway through the game, after "Desperate Revenge", when the Soviet heavy machine gunners who carry it start showing up. It's not as accurate as the mounted version (mainly because it isn't bolted to the floor), but it has the same high rate of fire and damaging bullets. EVALUATION: Overall, the machine gun is an awesome weapon. It does twice as much damage as the assault rifle and is almost as accurate, even at long range. It also has a high rate of fire (slightly greater than that of the assault rifle), and you never need to reload. Great for mowing through the heavier opposition you'll encounter in the game's later levels. The only downside is that ammo for it fairly rare. However, when you do find ammo for it, you'll usually find a lot. Each Soviet heavy machine gunner usually drops about 150 machine gun bullets, and heavy machine gunners become more common in the game's last couple of missions. If you conserve ammo by having your Freedom Fighters do a fair share of the fighting, and make sure to grab ammo from every heavy machine gunner you kill, you can actually stretch this weapon out to be your primary gun on the last couple of missions. ENEMY USAGE: Soviet heavy machine gunners use the machine gun against you, and they are extremely dangerous. Not only do their bullets do a decent amount of damage, but they also have a high rate of fire and won't stop shooting until you die. On the higher difficulty settings, they can cut you to pieces in just a couple of seconds, and even on the lower difficulty settings they can do severe damage. Like the mounted machine gun turrets, you should never directly attack a machine gun carrying enemy, and instead find indirect means (such as grenades or your squad) to beat them. Rocket Launcher: Real Name: RPG-7 Damage: 400 Accuracy: Excellent Clip Size: 1 Max Ammo: 1 + 9 DESCRIPTION: The rocket launcher is easily the most powerful weapon in the game, a single direct hit will kill any opponent with the exception of the heavily armored Soviet heavy machine gunners. The rockets also have a respectable splash damage radius, and can send a group of Soviet soldiers flying into the air (the rockets' splash damage is somewhat less than the damage from a direct hit, but still enough to kill most enemies with one shot). The rocket launcher is also highly accurate, and will always hit dead-on where you point the crosshair. However, since it doesn't have a scope you can zoom with, you really can't snipe with it. Also, the rockets do not hit instantly and instead must travel the distance, so it is possible to miss a moving target at long range (although the splash damage will usually still damage them if the rocket hits a wall or floor nearby). The rocket launcher is also the only weapon that can destroy Soviet vehicles, such as assault helicopters and tanks. EVALUATION: The rocket launcher has two big drawbacks. Firstly, it needs to be reloaded after each shot and thus has a relatively slow rate of fire. Secondly, you can only hold a maximum of 10 rockets at a time, and ammo for the rocket launcher is EXTREMELY scarce (each ammo pickup only gives you 1 additional rocket). The large splash damage of the rockets also means that you cannot use it at close range, or else you will seriously harm or even kill yourself. Overall, the rocket launcher is best used for specific tasks, such as destroying enemy vehicles. The low ammo amount and rarity of ammo prevents you from carrying it around for an extended period of time, so you should just use it when you find it, then discard it for a more general purpose weapon. ENEMY USAGE: Only a couple Soviet soldiers throughout the entire game are equipped with rocket launchers. These guys can kill you in one shot, and they can also seriously mess up a squad of your Freedom Fighters. If you spot a Soviet soldier firing rockets at you, don't try to send your squad to rush him. If you've got enough guys, you might take him down, but you'll lose a few men in the process. Instead, take him on yourself (you can dodge rockets, your men cannot). If possible, try sniping the rocketeer from just outside his firing range with your assault rifle. Alternatively, chuck a grenade or molotov at him, then run in and gun him down when he tries to dive for cover. Molotov Cocktail: Damage: 150 Accuracy: Average Max Ammo: 10 DESCRIPTION: A glass bottle filled with gasoline, the Molotov cocktail is the incendiary weapon of choice for rioters and malcontents. Molotov cocktails are thrown in a gravity-affected arc, the longer you hold down the fire button, the further you'll toss them. Since they don't travel in a straight line, it may take some practice before you can throw them with decent accuracy. As soon as they hit a hard surface, such as a wall or floor, the Molotov cocktail will shatter and spill out a wall of flames more than a dozen feet in diameter. Any enemies caught in the flames will be set on fire and take damage. As a bonus, enemies on fire will be occupied with flailing around in pain, and will have difficulty concentrating enough to shoot at you. EVALUATION: The great thing about Molotov cocktails is that they detonate on impact. This prevents enemies from diving for cover, like they do with grenades. Molotovs also do lots of damage. On Rebel difficulty, a single direct hit will kill any enemy soldier except for the heavy machine gunners and the female black ops. As a plus, the wall of flames created by a Molotov cocktail will last for a couple of seconds, and sometimes Soviet soldiers not caught in the initial blast will stumble into the flames and set themselves on fire. ENEMY USAGE: Molotovs are a Rebel-only weapon. Soviet forces do not carry them, and you will not find any Molotov pickups inside Soviet bases. However, you'll be restocked with a full 10 Molotovs every time you revisit the Rebel Base, and you'll also sometimes find them lying around the map in areas where Rebels hang out, such as Rebel hideouts or near manholes. Fragmentation Grenade: Damage: 100 Accuracy: Average Max Ammo: 10 DESCRIPTION: Frag grenades are thrown in an arc, with the strength of your throw determined by how long you hold down the fire button before releasing it. They don't do as much damage as Molotov cocktails, but they still pack a decent punch. A direct hit will kill a regular Soviet soldier on any difficulty level (although you will need multiple grenades to kill any of the higher-end Soviet units). The problem is that grenades don't explode immedietely, instead they lay on the ground for a few seconds before detontating (unlike other games, you can't make the grenade explode faster by holding onto it longer). The enemies in this game are no idiots, and are quite good at diving for cover the moment they spot a grenade land. They might take partial splash damage, but they'll rarely take the full amount of damage (however, even partial splash damage can kill regular Soviet troops on the lower difficulty levels). One way to get around this is to throw multiple grenades... while they're still on the ground from diving from the first grenade, the second grenade will explode next to them and kill them. EVALUATION: While grenades might not be as lethal as Molotov cocktails, they're good at scattering a group of enemy soldiers. Chuck a grenade into the middle of a group of Soviets, and they'll dive haphazardly for cover. If you're lucky, the explosion may even kill a few unfortunate Soviet troops who were unable to get clear of the blast radius in time. Also, because they rebound off walls, you can bounce grenades around corners to take out Soviet troops without getting directly into their line of fire. ENEMY USAGE: Grenades are reasonably common among the Soviet forces. Within any large group of Soviet troops, at least one or two will carry a few grenades. You'll also often find grenade pickups in Soviet weapon stockpiles. Be careful of Soviets that toss grenades at you; the blast can do significant damage to you, and in the middle of a firefight its easy to miss noticing a grenade sail through the air and land next to you. Fortunately, grenades make a distinct clinking sound when they land, which you should learn to recognize and take as a sign to dive for cover. Grenades are also annoying as they can seriously damage your squad of Freedom Fighters (who seem less adept at dodging them than the Soviet troops). On the plus side, it's fairly uncommon for Soviets to actually use grenades in battle. ********* *ALLIES:* ******************************************************************************** Chris Stone: Health: 750/250/150/100 This is you. This shows how much health you have on each of the game's difficulty settings. On "demonstrator" difficulty, you're a walking tank, while on "revolutionary" difficulty you have the same amount of health as the regular Soviet troops you're facing. Proceed accordingly. Freedom Fighter: Appearance: Varies Health: Varies Favorite Weapon: Assault Rifle Other Weapons: Pistol, Revolver, Shotgun, SMG, Molotov Cocktails DESCRIPTION: Your ragtag squad of rebels. A large portion of the game's gameplay mechanics revolve around you commanding a squad of these guys into battle. The higher your charisma, the more Freedom Fighters you can have in your squad, for a total of 12. They can be ordered to defend a position, attack an area, or to simply follow you. They are also essentially immortal, as whenever they run out of health they simply are knocked "unconcious" and can be restored with a health kit. BEHAVIOR: Freedom Fighters are superior in every way to Soviet troops. They have better aim, superior range, they fire in longer bursts, and they have much more health. Freedom Fighters have more than twice as much health as you do on any difficulty level, and thus on all but the highest difficulty setting, they have more health than any single Soviet unit, save for the heavy machine gunner. Don't be shy about sending them into combat, a squad of 5 or more Freedom Fighters can pretty much mop the floor with any opposition the Soviets can send against you. To minimize damage to your fighters, have them take cover behind something (by ordering them to defend behind a wall or car), and let them mow down Soviet troops from their shielded position. Out of all the Soviet troops, only Soviet heavy machine gunners can really stand up to your Freedom Fighters. However, those troops never appear in groups of more than one, and a squad of 5 or more Freedom Fighters can effectively overwhelm a lone heavy machine gunner (especially if you help out with your own firepower). In the normal course of the game, you will not find any Freedom Fighters equipped with grenades, sniper rifles, rocket launchers, or heavy machine guns. However, on the "Liberty Island" bonus level, some recruitable defecting Soviet soldiers carry heavy machine guns. Be sure to grab these guys when you find them, with their high health and great weapon it's almost like having your very own Soviet heavy machine gunner in your squad. STRATEGY: The only things that really pose a danger to your Freedom Fighters are explosives (such as grenades or rockets), mounted machine gun turrets, or assault helicopters. Few enemies use explosives, so they aren't a common concern. Assault helicopters can be disabled by destroying their helipads before tackling the area they patrol. As for machine gun turrets, never send your squad to rush them, they'll just be cut down. Elminate the gunners yourself before sending in your squad to mop up the rest. In "Follow" mode, your fighters can be a bit reckless, and will sometimes charge right into enemy machine gun fire. To prevent them from doing this, order them to "Defend" an area, and this will keep them from running off on their own. NOTE: On Revolutionary difficulty, your Freedom Fighters aren't quite as durable. They only have about 200 health each, and thus tend to die more quickly than usual. On this difficulty, you'll need to position your squad intelligently behind good cover to maximize their survival, and be generous with your medikits. Mr. Jones: Appearance: Gruff, older ex-military guy, wearing an Army surplus jacket. Health: Infinite Weapon: Revolver Mr. Jones, the first ally you meet upon starting the game, will help you fight your way through the game's first map (which is essentially a tutorial). You won't encounter many enemies in the first level, but Jones will help you kill the few that you do run across. Jones leads you along a pre-scripted path. You follow him around, but can't issue him orders or lead him off the beaten path. He's got exceptionally good aim, and can often score headshots with his revolver. He is also invincible, so there's no need to worry about his safety. Isabella Angelina: Appearance: Cute redhead gal, wearing brown winter jacket. Health: Infinitel Weapon: Sub Machine Gun You'll find and rescue your resistance leader and love interest Isabella Angelina in the last map of the game's last level. She's armed with an SMG, and will accompany you for the remainder of the last level. You are unable to issue orders to Isabella, but she will follow you around and attack any enemy soldiers she sees. Isabella is invincible, so you don't have to worry about her losing any firefights. Isabella also appears as a recruitable fighter at the beginning of the game's bonus level, Liberty island. She's still armed with an SMG, but is no longer invincible. ********** *ENEMIES:* ******************************************************************************** ================== =SOVIET INFANTRY:= ================================================================================ Soviet Security: Appearance: Average-sized Soviets, wearing dark brown Fascist-style uniforms and brown caps. Health: 45 / 65 / 70 / 100 Favorite Weapon: Pistol Other Weapons: Assault Rifle Special Skills: None Soviet Security forces are the first and weakest enemies you'll encounter. They only show up in the game's first two missions, "Soviet Domination" and "In A New York Minute". They behave more or less like regular Soviet soldiers, except they're usually armed only with pistols rather than with assault rifles. Their pistols do about as much damage as an assault rifle, but have less accuracy and a slower rate of fire. They also generally do not travel in large groups, so unlike Soviet soldiers they can't gang up on you in great numbers. Once you get an assault rifle, it's fairly easy to mow through these guys. Also, since their pistols have slightly less range than your assault rifle, you can actually snipe them down before they can get close enough to shoot at you. Soviet Soldier: Appearance: Average-sized Soviet wearing round helmet and light brown camouflage coat. Winter Appearance: Average-sized Soviet wearing long white coat and green cap. Health: 45 / 65 / 70 / 100 Favorite Weapon: Assault Rifle Other Weapons: Pistol, Revolver, Shotgun, Rocket Launcher, Grenades Special Skills: Can wield many different weapon types DESCRIPTION: The most common and versatile Soviet troop, you'll spend most of the game facing off against these guys. Soviet soldiers are quite bright; they fire from behind cover, advance in squads, and can even try to flank you. If they're feeling confident, they can charge straight at you firing their weapons, but if you're dug in behind cover they duck down low and advance cautiously towards you. BEHAVIOR: Most soldiers are armed with assault rifles. Their aim is very accurate and they fire in bursts of several shots, allowing them to hit you with multiple bullets in the space of a couple seconds. This can seriously hurt you on the higher difficulty levels. Fortunately, because they fire in bursts, if you get caught in their line of fire you may take some hits, but should have time to run for cover between bursts before they finish you off. Although most Soviet soldiers use assault rifles, they can occasionally be seen using other weapons as well. Most commonly, they sometimes use pistols or grenades against you. A couple soldiers in the game are armed with revolvers, shotguns, and even rocket launchers. KILL STRATEGY: Soldiers can survive several bullets before dying, but compared to the other enemies in the game, they're relatively weak. However, soldiers never appear alone, and you'll usually fight squads of several of them at once. It's a bad idea to charge straight at a group of soldiers, especially on the higher difficulty levels. Instead, you should dig in behind some cover and pick them off one by one from there. Although Soviets are pretty accurate, their assault rifles become less accurate at long range, and they won't even try to shoot at you past a certain distance. If you're armed with an assault rifle or machine gun, you can actually shoot at soldiers just outside their range of fire. You'll miss a bit, but every few shots should hit your target. Your squad also works well against Soviet soldiers. Your squaddies have better aim, fire in longer bursts, and have much more health than Soviet troops, so as long as you give them a decent cover position to fire from, they can easily mow down Soviets as they approach. Soviet Sniper: Appearance: Average-sized Soviet wearing green uniform and green cap. Winter Appearance: Average-sized Soviet wearing Eskimo-style white parka. Health: 45 / 65 / 70 / 100 Weapon: Sniper Rifle Special Skills: Sniping DESCRIPTION: Soviet snipers set up sniper nests in windows or towers, and snipe at you when you come into range. They've got better sight and longer range than the regular Soviet forces. If you start getting shot despite not seeing any enemies around you, odds are a sniper is firing at you from above. You should take cover as soon as this starts to happen. Snipers have very low aggression, and usually stay in their sniper nests. They will almost never leave their positions and try to pursue you if you retreat out of their line of sight. Snipers can be difficult to locate, as you usually can't trace their shots back to them. However, they tend to fire from guard towers or open windows, telltale signs you should try to spot using your over-the- shoulder 3rd person perspective. BEHAVIOR: Snipers can be annoying, but they're not the frustrating instant death variety you see in games like Allied Assault or Iron Storm. Their aim isn't perfect, and they miss some of their shots, especially if you dodge around or take cover. Additionally, their shots don't kill you instantly; even on the highest difficulty setting it takes 4 sniper shots to kill you, and you can survive more than that on the lower difficulty levels (5 on Freedom Fighter, 9 on Rebel, and 25 on Demonstrator). KILL STRATEGY: There are several ways to deal with snipers. If you've got a sniper rifle of your own, you can simply counter-snipe them. If you know where the sniper's nest is, you can even snipe them before they realize you're there. You can even counter-snipe snipers with the assault rifle if you're close enough. Alternatively, you can sneak up on snipers and kill them from behind. Most sniper nests are accessible from behind, search around the building the sniper is shooting from to see if there are any staircases or holes in the wall you can use to get in. Snipers are the one enemy that your squad isn't particularly effective against. Often, they can shoot at your squad at such a long range that your fighters won't be able to fire back. Even if your soldiers can see and fire at the sniper, they might not be accurate enough to hit him, especially if the sniper is dug in behind cover. It's best to order your squad to take cover somewhere outside the sniper's field of vision, then take out the sniper yourself before letting your squad advance through the area the sniper was guarding. Soviet Officer: Appearance: Big, burly-looking Soviet wearing light brown uniform and red beret. Winter Appearance: Big, burly-looking Soviet wearing white coat and red beret. Health: ? / 150 / 165 / 200 Weapon: Shotgun Special Skills: Giving orders to troops DESCRIPTION: Soviet officers can be seen guarding the flags on the game's first mission, and begin appearing on the streets and front lines afterwards. They can often be seen leading a squad of Soviet soldiers. Soviet officers are easy to recognize; they're larger than the regular Soviet troops, and they sport distinct red berets on their heads. BEHAVIOR: Officers are a bit more aggressive than the troops under their command, but they still approach cautiously when they spot you at long range, and make extensive use of cover to protect themselves. They're also tougher and meaner than the regular soldiers, carrying shotguns and capable of surviving almost 2.5 times as much damage as regular troops. It takes more than a dozen bullets to take them down, and they can even survive multiple headshots from the assault rifle or pistol. KILL STRATEGY: Their shotguns make Soviet officers very dangerous in close quarters, and at close range they can kill you with just a few shots. However, the damage and accuracy of their shotguns decreases over distance, so that at medium or long range they won't do much damage to you if they can even hit you at all. One weakness Soviet officers have is that they don't shoot at you as soon as they spot you. Instead, they spend a couple of seconds yelling orders to their men (even if there are no other soldiers around), which leaves them vulnerable to being shot. Overall, Soviet Officers aren't too much of a threat, just keep your distance and be prepared to use up more ammo taking them down. Soviet Commando: Appearance: Big, burly-looking Soviet wearing dark-brown uniform and orange scarf. Winter Appearance: Big, burly-looking Soviet wearing dark grey coat and orange scarf. Health: ? / 125 / 145 / 100 Weapon: Sub Machine Gun Special Skills: Rolling dodge, choking grip DESCRIPTION: Soviet Commandos begin to appear towards the end of the second mission, "In a New York Minute", and become progressively more common after that. They've got almost twice as much health as a regular Soviet soldier (although not as much as a Soviet offcer), and carry sub machine guns which give them an extremely high rate of fire and make them deadly in close quarters. Just standing in their line of sight for a couple of seconds can get you killed on the higher difficulty settings. A squad of several Soviet Commandos can be extremely deadly, but fortunately you'll seldom face more than one or two of them at a time, usually mixed in amongst the regular Soviet soldiers. BEHAVIOR: Besides their rapid-fire weaponry, the distinguishing feature of commandos is that they are extremely aggressive. While most Soviet troops will either go for cover or crouch down and cautiously approach your position once they've spotted you, commandos generally just charge straight for you once they see where you're hiding. This can be problematic if they catch you by surprise while you're trying to reload to are focused on another enemy. Although you can usually mow down a single commando who charges behind your cover area, a squad of commandos rushing you can easily overwhelm you while you're trying to reload. It's a good idea to have your squad defend you while you cover and reload so that you don't leave yourself vulnerable to these guys. Soviet commandos also have two special moves unique to them. One is a rolling dodge they use to avoid your shots, which they usually use when you try to aim at them (other Soviet troops can occasionally roll, but the commandos do it all the time). Commandos can also run up to your Freedom Fighters and strangle them from behind. Your Freedom Fighters are unable to block this attack, and will die after several seconds of being choked. To prevent this, you must shoot and kill the commando while he's choking your man. KILL STRATEGY: The best way to deal with them is to mow them down from a distance using the assault rifle, before they get close enough to start shooting at you. In close quarters, use full automatic fire and don't be afraid to empty an entire clip into them. Your Freedom Fighters also put up a good fight against them, as long as they don't get close enough to start choking your men. Soviet Heavy Machine Gunner: Appearance: HUGE Soviet wearing dark grey, steel plate armor and steel helmet. Health: ? / 600 / 750 / 800 Weapon: Machine Gun Special Skills: Stun resistant DESCRIPTION: These massive, heavily armored Soviet behemoths begin to appear about halfway through the game, after "Desperate Revenge". They are easily the toughest enemies you'll face. Extremely durable, these guys take two direct hits from the rocket launcher to kill, or 2-3 clips of constant assault rifle fire. It also takes multiple sniper rifle shots to the head (4 on Rebel, 5 on Freedom Fighter, and 6 on Revolutionary difficulty) to bring them down. Despite their large size and heavy armor, they're just as manueverable as any other Soviet soldier, and can use cover, dive away from grenades, and run forward to attack just like your other enemies. They seem a wee bit slower than other Soviet troops, but no so much that it disadvantages them at all in combat. Normally, they don't bother with fancy manuevers and just stand in one place and shoot at you, but they can do the fancy manuevers if they want to. BEHAVIOR: These guys carry machine guns, portable versions of the machine gun turrets you've been facing. Just like the turrets, heavy machine gunners have a very high rate of fire, very damaging bullets, and very high accuracy. Also, they do not fire in bursts, but rather fire a continous stream of bullets into you until you die. On the higher difficulty levels, they can literally kill you in a couple of seconds. The same rules that applied to the machine gun turrets apply to the heavy machine gunners. Never, ever launch a frontal assault against them, and never get into their line of fire. Soviet heavy machine gunners wear heavy armor that cushions them from the force of your bullets. Unlike every other soldier, they won't "flinch" when you shoot them in the chest. This means your weapons won't stun them, and they can continue to shoot you even as you empty your weapon into them. Therefore, if you face one head-on, he'll easily kill you before you can kill him. KILL STRATEGY: The Soviet heavy machine gunners' big weakness is that they are still vulnerable to headshots. So if you shoot one in the head, he'll flinch. If you can score repeated headshots on one with your assault rifle or machine gun, you can keep a heavy machine gunner stunned and prevent them from counter-attacking. If you're in close quarters and absolutely MUST fight one of these guys head-on, go into aim mode and keep targeting their head. It's best to do this near a wall or obstacle you can use for cover in case you need to reload to dodge his fire. ONLY try this if the machine gunner is alone. If he's got backup, kill the other Soviet troops first before trying to focus on the machine gunner. While it is possible to down a heavy machine gunner by yourself using headshots, this is not advisable. The best way to deal with them is either to blast them indirectly using grenades and molotovs while hiding behind cover, or to send your squad to attack them. A squad of 6 or more Freedom Fighters should be able to take down a heavy machine gunner, especially if you lend your own firepower to the fight. Soviet Black Ops: Appearance: Average-sized female Soviet clad in green bodysuit, wearing night-vision googles. Health: ? / 200 / 250 / 350 Weapon: Sub Machine Gun Special Skills: Cartwheel dodge DESCRIPTION: These ninja-like Soviet special forces don't show up until the last couple of missions. They look like female versions of Splinter Cell's Sam Fisher, and are quite tough fighters. They carry sub machine guns, and have even more health than the Soviet officers. BEHAVIOR: Like Soviet commandos, they're quite aggressive and tend to charge your position, but they also make good use of cover as well. They move faster than other Soviet units, and have very high accuracy with their rapid-fire sub machine gun shots. Like the Soviet Commandos, they can kill you very quickly with the SMG at close to medium range, especially on the higher difficulty levels. Soviet Black Ops also have a special cartwheel backflip which they use to avoid enemy fire. They generally use this either when you try to aim at them, or in order to dive behind cover. Fortunately, you should still be quick enough to nail them with assault rifle fire even when they're flipping around. KILL STRATEGY: These gals are actually pretty rare, and you'll only see a handful of them throughout the entire game. Because of their high health, you should empty your entire clip into them and try to score headshots. As with Soviet Commandos, you're best off either picking them off before they get too close, or stunning them with rapid consecutive shots to prevent them from firing back. Alternatively, you can send your squad in to eliminate them. They're tougher than average, but alone they're not too much of an obstacle against you or your squad. However, while they never appear in pairs, they usually ARE accompanied by a squad of several Soviet soldiers as well as officers or commandos. General Tatarin: Appearance: Huge, burly Soviet General wearing brown shirt and pants. Health: 45 / 65 / 70 / 100 Weapon: Assault Rifle Special Skills: Commander-In-Chief DESCRIPTION: Tatarin, your arch-nemesis, leader of the Soviet invasion, the great warrior-general... actually dies pretty easily. He's huge and looks tough, but he's actually no stronger than the average Soviet soldier. He's also only armed with an assault rifle. The thing is, you won't fight him by himself. Tatarin paces back and forth on an outdoors balcony at the center of the Soviet base. The courtyard in front of his balcony is protected by a small army, consisting of a couple dozen soldiers, a squad of several commandos, as well as Tatarin's personal bodyguard, a Soviet heavy machine gunner. You could wipe out this horde by luring them into a tight corridor, then killing them with Molotov cocktails when they bunch together, but it's an awful lot of trouble to go through. KILL STRATEGY: The best way to kill Tatarin, and the way the game probably expects you to do it, is to snipe him from the sniper tower. One headshot will do him. However, that always seemed a bit anti-climatic to me, so I prefer to fight him up close and personal. The sniper's tower is a good place to get rid of the General's guards, however. From the tower, you can snipe the heavy machine gunner and (depending on how much ammo you've got) cull out most or even all of the regular soldiers milling about. Go down and try to enter the courtyard where Tatarin's building is, and you'll be ambushed by a squad of several commandos who swarm in from out of nowhere. Retreat back to some cover and take them out with Molotov cocktails (or, if you still have ammo, the sniper rifle). Don't try to face them directly, you'll be wiped out in seconds. Once all resistance has been eliminated, walk up to Tatarin's balcony and throw down. Shoot Tatarin. Blast Tatarin. Set Tatarin on fire. Chuck grenades at him and laugh as he dives for cover. Have fun killing him however you like, he's not going to do much harm to you with his lone assault rifle. For kicks, you can even use a grenade to blow Tatarin right out of his balcony and onto the ground, where you can run up to him and get into a punching match when he gets back up. Soviet Elite Guards: Appearance: A pair of HUGE Soviets, wearing white steel plate armor with a big red star on the chest, and steel helmets with a similar red star emblem. Health: NA/NA/600/700 Weapons: Machine Gun, Super Shotgun Special skills: Stun resistant DESCRIPTION: The final bosses! Well, not exactly. These two guys guard the Statute of Liberty's torch at the very end of the final Liberty Island bonus level. They're almost identical to the regular Soviet heavy machine gunners, except their armor is a bit fancier, and in addition to a regular machine gun each one also carries a special "super shotgun" that fires and reloads extremely rapidly (they can fire off eight consecutive shotgun blasts in one second). These two guys are devastating in close combat, so you don't want to climb up onto their platform to challenge them directly. Unfortunately, their platform is only accessible by climbing a thin log bridge. It is extremely difficult to get your Freedom Fighters to climb this bridge, so you can't just order you squad to swarm the Elites for you. You'll just have to kill them yourself. KILL STRATEGY: The Elite on the left can be targeted from the ground using aim mode. At this range, he shouldn't be able to shoot at you. Snipe him with your assault rifle or heavy machine gun. Some of your shots will miss at that range, but some will still hit. It takes a LOT of hits to kill him (since you're probably too far away to score headshots), so you may need to run back to the previous battlefield to grab more ammo, but he should eventually die. If you park your squad in sight of him, they might even be able to shoot at him for you. Once the Elite on the left is down, the Elite on the right is vulnerable. Climb up the log leading to the Torch. When you get near the top, use the top part of the log as cover. The remaining Elite will try to shoot at you, but as long as your head isn't in his line of sight the log should absorb the shots. When he's not shooting, run up and unleash a stream of lead into his head. If you need to reload, run back down the log for cover. The last Elite should die quickly enough, allowing you to enter the Torch and finish the game. ================== =SOVIET VEHICLES:= ================================================================================ Soviet Mounted Machine Gun: Appearance: Stationary .50 machine gun mounted on a tripod, with a metal shield in front. Health: Indestructible DESCRIPTION: The Soviets have set up mounted machine gun turrets all over New York to fortify their positions. Such turrets are usually protected by short bunker walls, and are placed strategically at choke points to hinder your progress through a level. BEHAVIOR: As soon as they spot you or your Freedom Fighters, Soviet soldiers near a machine gun turret will usually run to that turret and use it to attack you. Turrets have an extremely high rate of fire and very damaging bullets. On the higher difficulty settings, a single turret can mow you down in seconds, or kill off your entire squad of Freedom Fighters. As such, you should never approach a turret head-on. Even running sideways to avoid the turret's fire usually isn't enough, as the turret gunner can usually compensate and hit you after a few tries. The biggest problem with turrets is that they are protected by a mounted shield that makes it extremely difficult to shoot the gunner manning the turret. Only the top portion of the gunner's head is visible from in front of the shield. At long range, your assault rifle simply isn't accurate enough to hit such a small target. At closer range, you won't have time to aim and fire at the gunner's head before he mows you down. KILL STRATEGY: The best way to take out a turret's gunner is to find an alternate path that lets you ambush him from the side. Since turrets can only rotate to a small degree and have a limited field of fire, they are vulnerable from the sides and the back. You can also throw grenades or molotov cocktails at the turret from cover, and with a little practice you should be able to successfully kill the gunner with bombs without exposing yourself to attack. Alternatively, if you have a sniper rifle, you can use it to snipe turret gunners in the head at long range, but this strategy can be problematic since you don't have much sniper ammo, and other Soviet soldiers can sometimes run in and replace the one you just killed at the controls of the turret. On the plus side, you can commandeer any unoccupied machine gun turrets, and turn them against the enemy. Besides being very powerful, these turrets have perfect aim and unlimited ammo, allowing you to mow down any Soviets in your line of sight. As a plus, the metal shield mounted in front of the turret also defends you almost completely against any return fire the Soviets might send back at you. The only downside of the mounted machine gun is that it cannot rotate more than 45 degrees in either direction, limiting you to a narrow field of fire. Soviet Armored Personnel Carrier: Appearance: Armored car Health: Indestructible DESCRIPTION: Soviet APCs drive through the embattled streets of New York, dropping off squads of Soviet reinforcements at pre-designated drop- off points. New APCs arrive every couple of minutes to deposit fresh troops. APCs are bulletproof and respawn infinitely, so the only way to stop them from coming is to destroy the bridges they travel over (usually located in a different map from the one the APCs actually appear in). APCs will also run you over if you're standing on the road in their path, and they'll also sometimes try to back up into you or your Freedom Fighters if you're standing on the sidewalk. Your Freedom Fighters are sometimes smart enough to run for cover when an APC is approaching down the road, but sometimes they just stand there and get run over. Just make sure one doesn't run you over, since they make very little noise and can be missed if you're not looking in the right direction. Getting hit by an APC is instantly fatal for you or your soldiers. KILL STRATEGY: The constantly respawning stream of Soviet soldiers that come from the APCs can be annoying, but since they tend to clump together in one single area, it is possible to get around them by killing them off, then running past the APC's drop-off point before a new APC arrives with more reinforcements. Taking this approach, you can proceed to the end of the level without having to deal with the troops the APCs constantly drop off, but the downside is you can't backtrack and revisit the area near the APC drop-off point, as fresh soldiers will be waiting for you there. Soviet Transportation Helicopter: Appearance: Cargo helicopter Health: Indestructible DESCRIPTION: Transport Helicopters ferry in fresh supplies of Soviet soldiers to replace those killed by you and your troops. They hover over pre-set locations while depositing their troops onto the ground, and return with more soldiers every couple of minutes. Usually helicopters carry Soviet soldiers, but they can also carry commandos, officers, and (on one map) even heavy machine gunners. The only way to stop them from coming is to destroy their helipad, always located in a different map from the area in which they appear. However, stopping transport helicopters isn't essential to finishing a map. There are ways to deal with the reinforcements they ferry in. KILL STRATEGY: Transport helicopters have one weakness; they unload their troops one at a time, and there's a gap of a few seconds between each soldier getting off the helicopter. If you position your squad in a fortified position facing the area where the helicopter deposits its troops, you can have them mow down each Soviet soldier as he steps off the helicopter, before he can orient himself and return fire. You'll need a squad of 5 or more Freedom Fighters to pull this off, otherwise the Soviets will be able to get off the helicopter quicker than your squad can kill them off. Also, just as with Soviet APCs, the Soviet soldiers that come in via helicopter tend to stand around where they're dropped off, rather than wander elsewhere on the map. Thus, if you stay away from the drop- off point, these soldiers won't bother you and you can progress to the end of the level. Soviet Assault Helicopter: Appearance: Hind-D Assault Chopper Health: Special (1 rocket shot) DESCRIPTION: These flying weapons platforms are extremely dangerous, and should be totally avoided if at all possible. Each assault helicopter is equipped with several machine guns, as well as multiple rocket batteries. They can either bombard you with simaltaneous fire from each of their machine guns, or blast you with a barrage of several rockets. Either attack can kill you in just a few seconds. They only appear one at a time, but one is more than enough to destroy you and your entire squad. Assault helicopters generally patrol a very small area, attacking anything that strays into their path. It might be possible for your to get past them by using buildings and debris as cover to avoid their attacks, but your squad is not so smart and will almost always be wiped out if you bring them with you into the assault helicopter's area of patrol. KILL STRATEGY: Assault helicopters are bulletproof, but they can be destroyed by a shot from the rocket launcher. However, there really isn't much point in doing this, as another assault helicopter will show up to take the previous one's place after a minute or so. The only way to permenantly clear an area of assault helicopters is to destroy their landing pads, usually located in a different area from the one in which the helicopters actually appear. Unlike APCs or transport helicopters, assault helicopters are very difficult to get past, and you probably HAVE to destroy their helipad before you can reach the end of the map they appear in. If you complete the maps in the right order, you'll never actually have to face one in the regular game. There is ONE assault helicopter that you'll actually have to fight. It appears near the end of the Liberty Island bonus level, guarding the Statue of Liberty's torch. You can spot it off in the distance as soon as you climb the tablet and reach the final battlefield. It flies back and forth near the torch, all the while firing missiles at you and the Freedom Fighters engaged in battle below you. You'll need to destroy it with a rocket (and, coincidentally enough, a rocket launcher is right there in front of you as soon as you reach the top of the tablet), but because it flies back and forth, it's a moving target and can be difficult to hit. Your best bet is to aim at the center of its flight path, and fire several rockets at it all at once. Some will miss, but the helicopter should stray into one of the rockets in the line, and explode. Soviet Tank: Appearance: It's a friggin' tank! Health: Special (2 rocket shots) DESCRIPTION: There's only one Soviet Tank in the entire game. It appears in the mission "Winter Revolt", guarding the entrance to the Soviet's TV Propaganda Studios. The tank will roll into view just as you get within range of the TV studio's entrance. The tank is an extremely dangerous opponent. A single blast from it's massive cannon will kill you on any difficulty level, and because of the weapon's large splash damage it's almost impossible to dodge the tank's shots. The tank is also completely bulletproof, as well as resistant against flames and grenades. The only weapon that can harm it is the rocket launcher. You'll need a total of two direct hits from the rocket launcher to take it down. KILL STRATEGY: The best way to destroy the tank is to blow it up before it can roll into firing position to blast you. There's a rocket launcher conveniently located in one of the bombed out buildings just before you reach the tank. As soon as you enter the building, you should hear the tank rolling into position just outside. Quickly grab the rocket launcher, run outside, and fire two rockets at the tank before it gets into firing position. Don't try to face the tank head-on out in the open, it will blast you before you can destroy it. However, if the tank does manage to roll into firing position before you can get to it, that's OK. You can still fire rockets at it from the windows of the building you got the rocket launcher from. Just be sure to aim and fire quickly, and duck back behind cover before the tank can blast you. Some of the splash damage might come through the wall and hurt you, but it shouldn't be enough to kill you. Finally, you can retreat all the way back to the elevated bunker with the machine gun turret, near the highway. At this distance, the tank can't hit you, but you can hit it just fine with your rocket launcher. Copyright 2005 Alan Chan