Operation Flashpoint - Resistance Weapons Guide and Walkthrough - ____________________________________ By: UnSub (evilasahobby@graffiti.net) Version: 1.0 Date: 24 September 2002 Copyright Notice: I write this guide so that OpF:R players who need some help can get it. As such, I don't mind it being freely distributed in an unaltered form. What would bother me is charging a direct financial cost for the acquistion of this guide and / or altering this document in any form without prior permission. If you want to put it up at your site feel free. Just don't charge money to get at it or alter it. If you really want to alter it, ask first. Contents -------- Introduction Weapons Guide - Rifles - Handguns - Things that Go "Boom" Walkthrough - General Notes - Invasion - Crossroad - Contact - No Turning Back - Ammo Low - Scrap - Field Exercise - First Strike - Hostages - Information - Occupation (1) - Occupation (2) - Counterattack - Contraband - Reckoning - Fireworks - The Pass - Hunting - Trap - Fire Fight - The Endings Bugs Thanks INTRODUCTION ____________ Having really got into Operation Flashpoint (OpF) I rushed out and bought Resistance as soon as was possible. Resistance serves as a large update on the original engine (now V 1.75) along with a prequel campaign. Although not perfect, the Resistance campaign does add a lot to the OpF world and was worth buying. The campaign is 20 missions long, but due to branching paths you will only ever play 18 in one campaign. I won't be going into huge depth on all the changes that Resistance brings, or on every strategy that can be used to finish a mission. The material below is purely my observations and opinions developed from playing the campaign. This guide is in no way definitive, nor written by the OpF expert. It includes an overview of the weapons available and on the ways I found easiest to complete the OpF:R missions. I'll assume that you have prior exposure to OpF and so know what to do when I say "Drive the T80 to Df43" and other such stuff. I played OpF:R in Cadet mode - I know, I sux0r, but I had to turn down my resolution to get a decent frame rate which made some ranged firefights very hard in Veteran (yeah, excuses, excuses...) The official OpF board is located at www.flashpoint1985.com/cgi-bin/ikonboard301/ikonboard.cgi and is a rich source of information about the OpF universe. DO NOT go there thinking that it is like the gamefaqs boards and that you can just throw up any topic as you WILL get modded so fast your head will spin. Use the search function to see if people have already discussed what you want to know. The Avon Lady (www.theavonlady.org) also has a lot of information about the OpF universe so have a look there too. My email policy: If I've got something factually incorrect, or you know something I've overlooked, email me and I'll include it in future updates of this faq. Don't email me to fill time in an otherwise empty social calendar or to send me a virus / trojan. I may or may not get back to you if you send me something. Thanks. WEAPONS GUIDE _____________ Rifles ====== Rifles form your primary weapon in OpF games. They vary from assault rifles to sniper rifles with others that lie in between these poles. The rifles available in OpF:R are listed below in no particular order. If you would like more information on the real world capabilities / statistics of (some of) these weapons, I recommend you have a look at the Real Weapon FAQ for Half-Life: Counterstrike written by Wavehawk (located at http://www.gamefaqs.com/computer/doswin/game/26218.html). I'm only going to provide a general overview of the weapons available. You will have to scavenge the majority of these weapons off the corpses of the enemy. I had no problems with ammunition shortages across my OpF:R games, but I made sure to collect as many weapons as possible. Scavenge what you can to avoid running into logistical shortages. Most of the weapons below take one or two bullets to neutralise an enemy (depending on where you hit them, of course - headshots are almost always instant kills; legs can take a number of hits). This will be assumed for these weapons unless stated otherwise. Kozlice ------- A shotgun rather not a rifle, but since it takes the place of your primary weapon, I'm putting it here. Shotguns work great at close distances. Since you will be fighting the majority of this game on wide open spaces at distances of 150m+, the Kozlice is not really that useful at all. Haing to reload after every shot makes it a death sentence if you try to take on a group of enemy soldiers. You can get it in the second mission, but that will probably be the last time you will use it. Single fire mode only. AK 47 CZ -------- The starting weapon of any new recruit. AK47CZs are the cheap Czech version of the well-known AK47. They will kill the enemy well enough, but I found their recoil to be much larger than that on other similar weapons. There may be other differences. Get at least an AK74 as soon as possible. Has 30 rounds per magazine. Single fire, burst fire and full auto fire modes available. AK 47 ----- Better than the CZ version, but superceded by the AK74. The recoil is a bit higher than the AK74, but it performs its duties as a weapon very adequately. Has 30 rounds per magazine. Single fire, burst fire and full automatic fire modes available. AK 74 ----- Probably the most common rifle in OpF:R. Standard issue to Russian soldiers. Seems to have less recoil than the AK 47 and there is almost no shortage of ammunition available for it when scavenging. Also available with a Grenade Launcher attachment. Has 30 rounds per magazine. Single fire, burst fire and full automatic fire modes available. AK 74 SU -------- The carbine form of the AK74. It is smaller and lighter than the AK 74 and is a bit less available since it is typically used by tank crews and spetznatz as their weapon of choice. Pretty interchangeable with the AK 74 when it comes to performance. Has 30 rounds per magazine. Single fire, burst fire and full automatic fire modes available. PK -- The Russian machine gun. Generally regarded as horrible to aim with and not particular effective in one-on-one encounters. However, you should almost always have a machine gunner in your squad. Machine guns serve to cover a particular zone with suppressing fire and you may get lucky and kill the odd enemy soldier. The AI uses this weapon quite well. I didn't use it myself but gave it to two squad mates who became very effective with them. Can chew up ammo very quickly but PK supplies are usually easy to find. If you have a PK, you can't get an RPG/AT/AA Launcher. Has 100 rounds per magazine. Full auto fire mode only. HK -- A silenced HK MP5 sub-machine gun. Having a silencer means that you can often dispatch enemies without alerting the entire base to your location. It is a very effective stealth weapon, having sacrificed little power for its quietness. Use for missions where you don't want to attract much attention. Has 30 rounds per magazine. Single fire and full auto fire modes. Bizon ----- The Russian silenced sub-machine gun. This weapon has lots of ammo with little power - I shot a soldier at 10m in the back of the head with it and he turned around to shoot me! However, it is available early on and will not give away your position when firing, so it does have its uses. Just make sure you hit them multiple times. Has 64 rounds per magazine. Single fire and full auto fire modes. UZI --- This is a silenced weapon available in OpF:R but I didn't find it in the single player game. You can find it in the ammo crates of the single player mission UnderHill. Has 32 rounds per magazine. Single fire and full auto fire modes. XM-177E2 -------- Not a bad rifle, but is noted to have a large muzzle flash and make a loud noise when firing. As such, don't expect to snipe unseen with this rifle for very long. Has 30 rounds per magazine. Single fire and full auto fire modes. XM-177S ------- The same rifle as the XM-177E2 but this version is equipped with a scope. The scope makes hitting targets much easier, so I would recommend that you use this over non-scoped rifles. Has 30 rounds per magazine. Single fire and full auto fire modes. Steyr Aug --------- A sentimental favourite for me. This rifle is equiped with a scope making hitting targets much easier. I will almost always take this rifle for assault missions. Has 30 rounds per magazine. Single fire and full auto fire modes. FN-FAL & HK G3A4 ------ ------- A bug in OpF:R makes these rifles look the same, differing only a little bit when you look through the sights. As it is, there capabilities are pretty similar. Not outstanding but with no real deficits either. Has ** rounds per magazine. Single fire and full auto fire modes. SVD Dragunov ------------ The Russian sniper rifle. If you haven't had much experience with this weapon before, looking through the sights can be a little daunting. With a bit of practice you will soon realise the value of this weapon. Its major short-coming is the small magazine, so you better make those shots count! Has 10 rounds per magazine. Single fire mode only. M21 --- The US sniper rifle. Easier to just point and shoot than the Dragunov and with more bullets. It is a bit less powerful than the Dragunov, but when you hit the enemy in the head, it doesn't really matter. Has 20 rounds per magazine. Single fire mode only. Handguns ======== A new feature of OpF, handguns serve as secondary weapons for when you really need a weapon but your primary isn't fit to fire. There has been some questioning about exactly how useful handguns are, but it does add to your options when equipping gear. I give handguns to snipers over other troop types - sniper rifles are generally pretty lousy at close range and Dragunov-wielding snipers tend to run out of ammo quickly. Most handguns have single fire mode only, but that doesn't make them any less deadly at close range. A current complaint about handguns is that they fire as far and as accurately as rifles over a long range. This may be changed in future patches to OpF:R. Soldiers armed with handguns walk rather than run. This can be useful if you are sneaking up on a target. I haven't really done any extensive testing on the effectiveness of handguns since rifles are more effective in OpF:R. If someone wants to email me with a more detailed report of each models' effectiveness I'd be happy to include it in this guide. Tokarev T33 ----------- You will come across T33s early in the OpF:R campaign. It tends to take a couple of shots to drop a soldier, so if you've got someone lined up, just keep firing until they fall. Has 8 rounds per magazine. Sa61 Scorpion ------------- An excellent handgun. Use it in preference other handguns when you have it available. Has 20 rounds per magazine. Also has a full auto fire mode. Beretta 92F ----------- A handgun supplied by the US later on in the game. Again, it seemed to take a couple of body shots to drop a soldier, so just keep firing. Has 10 rounds per magazine. CZ 75 ----- Seems a bit more powerful than the T33 and has a larger magazine capacity. Has 14 rounds per magazine. Glock-17 -------- I didn't find this weapon in the single player game but it is available in the single player mission UnderHill. Has 17 rounds per magazine. Things that go "Boom" ===================== OpF has a number of weapons / items that fall into the category of explosive ordinance. The general rule in using these pieces of equipment is to not be anywhere near them when they go off! Be aware that what you see in the sights of your RPG/AT/AA Launcher isn't always what you'll hit - I've managed to blow myself up by having an RPG clip a tree. My notes on Grenades - they aren't worth it. Trying to get close enough to an enemy to throw one is very hard and I haven't had the practise necessary to be able to throw accurately. Can they be useful? Yes. Just don't count on an enemy getting close enough to use them in a mission. However, if you think an enemy is hidden somewhere but can't quite see him, throw a grenade or two to sort him out. When noting how many you can carry, I'm assuming that 4 of your inventory spots have been reserved for rifle magazines. If this isn't the case, you would be able to carry more. Flares ------ Okay, so they don't really go boom, but you need a Grenade Launcher to use them. They can be used to illuminate an area or to signal friendlies. You will only come across them in one mission of OpF:R. Flares take up 1 inventory slot. Smoke Grenades -------------- They release a large smoke cloud around the area they land in. However, since the AI ignores smoke and players can alter their setting to see through smoke, this grenade is useless. You can carry up to 8. Smoke Grenades take up 1 inventory slot. Hand Grenades ------------- Pull the pin and throw where your crosshairs are pointing. Since you have to get pretty close to use them (ie >45m) Hand Grenades are only useful if you manage to sneak up on a grouped enemy or to eliminate an enemy hiding in nearby bushes. You can carry up to 8. Hand Grenades take up 1 inventory slot. Grenades ------- You need the Grenade Launcher attachment to be able to fire this Grenade, but it be fired further than Hand Grenades can be thrown. I also think the explosion radius is bigger. You can carry up to 3. Grenades take 2 inventory slots. RPG Launcher / Rocket Propelled Grenades ---------------------------------------- Since you need a Launcher to fire an RPG, I'm including these items together. The RPG forms the bulk of your anti-armour weaponry. One RPG can take out an APC or a Helicopter, two RPGs can take out most tanks and three RPGs are almost never necessary on one target. It does take a bit of time to learn how to aim the RPG Launcher effectively, but once you have that down things get much easier. You have to reload between each RPG fired, which will often be your death as the tank you just hit returns fire. Try to use RPGs from the protection of cover - this way the enemy know that an RPG soldier is around, they just don't know where. You can carry only one RPG Launcher and it takes the secondary weapon inventory position. You can carry up to three RPGs. Each RPG takes up 2 inventory slots. LAWs ---- In OpF:R I received a couple of LAWs, but no Launcher. This didn't matter as the number of RPGs and Launchers I collected was more than enough to satisfy my needs. See the RPG entry above, replace "RPG" with "LAW" and you've got all you need to know. AT Launcher (Carl Gustav / AT4) ------------------------------- Anti-tank launchers fire big anti-tank ordinance (makes sense, doesn't it?). These AT weapons can take out most tanks in 1 hit (with the exception of the heavier tanks - the T80 and the Abrams). You only can carry one rocket at a time, so missing with that one shot is inadvisable. Soldiers can carry only one AT Launcher and it takes the secondary weapon inventory position. You can carry only 1 AT missile. Each AT missile takes up 8 inventory slots. AA Launcher (Strela / AA) ------------------------- Anti-aircraft missiles are best used to take out aircraft, but watch your AA guys fire them at any piece of armour they come across. Try to stop this happening. Anyway, AA missiles are guided. You can right-click on a target when equipped with an AA Launcher and see a white diamond come up around your target indicating when to fire. Although I have seen Hinds brought down with a single AA missile, I advise you to have two (or more) AA soldiers if you want to be certain of taking out an aircraft. Soldiers can carry only one AA Launcher and it takes the secondary weapon inventory position. You can carry only 1 AA missile. Each AA missile takes up 8 inventory slots. Mines ----- You won't get access to many mines in OpF:R, but they do come in handy when you have them. Planting them on a road in front of armour is a great way to get rid of that armour. I've found mines to be about as powerful as RPGs in terms of blowing up tanks. That said, a fast-moving tank can hit a mine and flip over, meaning that one mine can potentially take out an Abrahms. Try to stagger your mine placement - unless you know you are facing only one tank, putting your mines in a straight line will mean that only one tank will hit them while the other tanks will go around its smoking chassis. Make sure you are out of the blast radius of any mines you plant. I'd recommend being at least 40m away or more if you can get away with it. As an interesting (well, maybe) note on mines, they blow up in the proximity of armour (maybe about 8m), not on contact. If you are trying to sabotage tanks by laying mines in front of them, make sure you leave a decent gap. You can carry up to 3 mines. Each mine takes up 2 inventory slots. Satchel Charges --------------- Probably the most powerful explosive in the game. Satchel charges are great for blowing up any stationary target or for laying traps. You must be at least 50m from the satchel charge when you set it off or risk being killed / injured in the explosion. If you are laying satchel charges to take out a convoy, place them in a straight line with a reasonable gap in between each charge. You want to destroy as much of the convoy in one go as possible, so use the large blast radius to its full effect. Always try to place satchel charges in direct line of sight (LOS) to where you are going to position yourself. There is nothing worse than trying to guess when a moving vehicle (such as a T80) is over charge to detonate it. Having LOS (even if you have to use your weapon scope) makes effective use of satchel charges much easier. Always plant the charge(s) as close as possible to stationary targets. You can carry up to 3 satchel charges. Each charge takes up 2 inventory slots. Sabot vs HEAT rounds -------------------- Since some people have trouble with this: Sabot rounds are used by armoured vehicles to penetrate armour. HEAT rounds are high explosive rounds best used against troops or lightly armoured vehicles. Use HEAT rounds to clear a region of soldiers. Use Sabot rounds to clear a region of tanks. HEAT rounds do damage armoured targets but take longer for that damage to come into effect. Sabot rounds will kill soldiers but have a smaller explosion zone than HEAT rounds. WALKTHROUGH ___________ General Notes ============= The OpF:R campaign has 20 missions with two branching paths along the way. You will end up in the same place at the end regardless of what missions you do. Scavenging will form a big part of your gameplay in the early missions. At the very least you want to give your guys an AK74 and some form of optical equipment (ie night vision goggles or binoculars). Always try to keep the weapons you already have by having your men put their weapons into a truck / tank that you control before running off to get new rifles. To do this select a soldier using the F* key (where * is a number), hit 6 (the action menu for that soldier) and choose "Put X in Y" where X is a weapon and Y is a location. Watch what you ask your guy to do - sometimes you will find him taking stuff you'd already put on a truck / tank, which defeats the purpose of scavenging. I found it much easier to do all the scavenging myself and just have my squad guard me. You have to care about your men in OpF:R. Having everyone wiped out makes things much harder for you in future missions as you lose potential assistance versus the Russian army. You may have to revert a mission or two that you pass but leave your side decimated. Make no mistake - new recruits to your side are only slightly smarter than the bullets they shoot. Over time they will improve in intelligence and effectiveness, so be patient. It makes things much easier if you keep the two medics alive across the course of your campaign (you start with one as soon as you join the Resistance and the second joins in Scrap). Being able heal yourself and your men isn't something that you should take for granted. I gave both medics sniper / scoped rifles as soon as I was able in order to keep them out of the enemy's range. If you choose to replay an OpF:R mission you WILL NOT HAVE ACCESS TO YOUR WEAPONS POOL, only the weapons you had selected at the point in time. To gain access to your weapons pool you will have to revert to the mission in question. Tank Driving Method ------------------- The easiest way to operate a tank is to order a squad member to be the gunner, then to get in as commander. Swap to the driver's seat. This way you get the ability to pick targets, choose the ammunition type and to drive the tank directly. I also drive using squad mode as it is easier to see what is going on. In all of the tank missions listed below, this was the method I used. Directions: N - North, S - South, W - West, E - East (etc), NV - night vision Missions ======== Invasion -------- You can catch the bus or run across the road to ride your motorbike. The bus comes from the W at about 7:35am and waits for about a minute before driving off. Accelerate time to reduce your waiting period. Your motorbike is behind the wall just across from the bus stop you start at, so run across the road to get it. The motorbike needs some fuel available at Eb60. Either way, you get some bad news. The bus is probably marginally quicker, but you see more of the island on your bike, so the choice is yours. If you do ride your bike just follow the main road until after you cross the bridge - you need to make a turn-off to get to your work at Ie75. Once you get to the building you'll get a cutscene. Once this cutscene is finished, run back downstairs and hop on your bike / hop in a car and take the N road out of town. Crossroad --------- You can either turn the guy in to get this mission completed very quickly or get a weapon and fight off the soldiers. If you turn the rebel in your next mission will be Contact. If you fight your next mission will be No Turning Back. To turn the rebel in, just select the option in your actions menu. To fight, run into the shed where the rebel is hiding and get his AK47CZ. Use this to mow down the Russians (it's better than your Kozlice). Once they are dead, get an AK74, the T33 and the binoculars. Load up the truck with a couple of AK74s to take to the Resistance. Watch the skies S of your position - four spetnatz will be parachuted in. One of them has a Bizon that you can take off him if you manage to kill off this squad. If you wait for a while, a UAZ with two soldiers will come up the road the Ural came up. If you wait even longer, a tank comes from the S. In the end, it's just easier to head towards the Resistance base around Db26 before the spetznatz reach your position. CHOICE: What does your choice cost you? Giving up the rebel completes Crossroad very quickly and the next mission is also pretty easy too. By taking this path you lose the chance to start building up your weapons pool by scavenging off dead Russians. Your call. Contact ------- So, you turned him in? Take the red car and drive between the contacts at Ef31 and Ec25. You'll find out that the Resistance base is at Fg22. Drive their and go up to the tents to meet Geronimo. Here your action menu gives you the choice of giving up the Resistance or telling the truth to Geronimo. If you give up the Resistance, the Russians move in - go hide in the forest until the mission is over. Guba will then give you a reward. If you want a bit more value for the money you've outlaid on OpF:R, tell Geronimo the truth. No Turning Back --------------- Victor finds out that he sucks at giving encouragement. Anyway, take out the squad coming from the S. After a cutscene you get given a squad to control. Tell some of them to get RPG Launchers and move to the S sandbagged area near the weapons crates. You can put a guy on the M2 Machine Gun if you like. Take out the BMP, T72 and soldiers coming from the S. Start telling your guys to scavenge better equipment off the Russians. Don't worry about loading up the truck. Watch out for another Russian squad coming your way. Before the next set of tanks arrive head to your evac point and have all your squad get in the truck. Try not to lose any soldiers on this mission. Also, make sure a couple of troops have a full contingent of RPGs and a Launcher when they get to the evac truck. Ammo Low -------- You want to have at least 2 RPG Launchers with your with 3 RPGs each. There is plenty of time to run to the ambush point marked on the map but you can drive if you want to. Set your guys up on one side of the valley (if you set them on opposite sides facing each other, there is a chance they will hit each other in the crossfire). Position them behind cover and even at the top of the valley - spread them out across the area in which you plan to launch the ambush. Save once you are happy with your set-up. Tell them to hold fire and wait for the convoy (T72, two Urals, BMP) to come rolling by. Get your RPG guys to target the BMP and T72 first. One of the Urals has troops on board. Also watch for the Ural Ammo trying to escape. Your aim is to take out the convoy but to leave the Ural Ammo in working order. Once you have taken out the convoy you will reach a Retry Update point. Check that the Ural Ammo still drives. Take the Dragunov and two satchel charges from the Ural Ammo. Plant the charges on the road well in front of the smoking ruins of the other vehicles. Move a safe distance away and use the Dragunov scope to watch the road around the charges. Tell your guys to hold fire again. When the tanks (BMP, T72) roll over / close to the satchel charges to neutralise them. Tell your squad to open fire to take out any surviving tanks / soldiers. Once this is done, scavenge like crazy, trying to get all the AK74s (normal and SUs), night vision goggles, binoculars, etc. Get your squad to grab what they can. Put some into the Ural Ammo for transportation to the Resistance base. You've got a couple of minutes before a Russian squad of soldiers comes down from the sides of the valley to attack you. Only three people can fit into the Ural Ammo, so those who can't fit in will have to run back to base. Scrap ----- Premission: Try to have all your guys get AK74s or better. You don't need any RPG Launchers for this mission. You want to take the Dragunov for yourself. I found plan B to be easier to do, even though I followed plan A's tactics. Why? This way I kept control of my squad but kept them out of the way. First, tell your guys to hold fire and send them down to the area marked on the map for reinforcements. Run towards the enemy base using the forest as cover until you can see the NV crew member standing in front of the BMP. Scout the base and see where your tanks are. Watch the two-man patrol in the camp and shoot the crew man when they are out of sight. There is another two-man patrol that wanders the hill between the castle and the town, but you don't have to worry about them just yet. Get to the forest around Ge24 and call your squad back to you. What you are trying to do is run from this forest and get into the tanks before the alarm gets everyone moving. I found using the house between the tanks and the forest to be the best place to locate myself. I'd watch the in-base patrol and when they had their backs to the tanks I would order my guys to get into them from their forest postion. If you feel adventurous, use your Dragunov to take out an RPG soldiers - these are the only guys you have to worry about when it comes to the tanks. Once you have the tanks, call in the reinforcements (new recruits) while sending your armour up the hill. Watch out for the spetznatz being parachuted in. Have your reinforcements hop into tanks when they arrive. After you get a radio transmission, listen out for the Russian tanks to arrive (BMP and T72). It can take a while for them to get to you (and they may get stuck on the way). Neutralise them then tell your guys to "scan horizon" to watch for spetznatz / soldiers they have missed. Move your tanks around a bit to take out all the Russians. Once the "...take them out" objective has been achieved, scavenge. After you are happy you have got everything (one of the spetznatz has a Bizon and you can do with their satchel charges) retreat to your mountain base. Take the ammo truck with you. When you get back to base, pack your guys in close together to hit the end mission trigger (ie they can't be spread out too much). As an addendum - you need at least two AI guys to drive a tank effectively. First time I did this mission I didn't have enough men to have both a driver and a gunner to get the tanks home. Thinking a driver would suffice, I watched in horror as my soldiers became the Three Stooges and refused to drive back to base. I had to drive soldiers that had already delivered their tanks back to the "stuck" tanks and have them assist in getting back to base. It was a bit frustrating and took a very long time... Field Exercise -------------- Get everyone into the tanks. Switch to HEAT and hold fire (for scouting purposes). Travel to about Db20 and scout the base - the RPG soldiers, crew and UAZ are your priorities. Order your guys to open fire at selected targets. With the HEAT rounds it shouldn't take long to meet the objective. Scavenge and take the BMP 2 if you want. Move towards Modrava and get into line formation. Hold fire when scouting the base and switch to Sabot rounds. The T72 should be a prime target, as should any RPG soldiers and crew (who will attempt to get to the empty tanks). I'd save before attempting to take the town to make life easier. Order the grenade attack and commence attack at the same time. Send your tanks to different parts of the town to wipe out any hidden soldiers. Watch out for two T72s coming down the SE road. Once you've taken them out, mop up any survivors but be careful not to shoot your own troops. First Strike ------------ Premission: The only weapon you will need is a handgun, so take the best you have. This is a tank mission. Order any guys who aren't in tanks to get in an empty one. Get four mines from the ammo crates nearby. Hop in the tank of your choice. Send your squad to the hill around Bj33 - a lot of tanks will be coming your way and you don't want any of your armour exposed to combined enemy fire. Drive your tank to the straight stretch of road and plant your mines. Drive back to your squad and try to get everyone a clear line of fire (ie so they are not behind a friendly tank) yet still protected from the road by the hill. Save your mission if you want to avoid having to redo things from the start if something goes wrong. At about 7:36 you will get a sighting message, with the tanks coming down the road a couple of minutes later. Hopefully some will be wiped out by the mines - the survivors then seem to make a bee-line for you. Take them out as they come over the hill. The next wave come down the road, so don't leave your protected position just yet. Once they are past a certain point your tanks will be able to hit the enemy with combined fire, meaning it won't take long to eliminate them. Once you are happy that the tanks (and soldiers - watch for any survivors) have been neutralised, head back to where you started from - in the town there may be a couple of T72s that need eliminating. With this done, the mission is over. Hostages -------- Premission: Use a Bizon if you have one. Equip your medics with Drugunovs if you have them. Get everyone to hold fire. Position your team around Hb56 to cover you. Sneak around to enter the base at Gj56 then move towards the hole in the church wall around Gj57 - there is a soldier at the back of the base. Move quietly so as not to alert him. When you are comfortable, tell your guys to open fire on the two man squad at the front of the base. Kill the soldier(s) that are guarding the hostages. Once the hostages are free you will get retry update and the rest of your squad will arrive. If you fail to rescue the hostages, you are simply instructed to get to the evac point at Hg54. You can try assaulting the other base, but you do not receive any reinforcements on top of the men you started the mission with. Order these arrivals to meet you on top of the hill around Hc52. With everyone together, head towards Hi45 but watch out for an enemy squad on the way. Now you can head towards the base. The BMP is the biggest problem, so try to take it out before assaulting the infantry positions. I found telling my men to engage at will (3, 5) made things pretty easy. Take out soldiers until the objectives are met. Grab the Dragunov from the ammo crates (have someone with an AK 74 get it). Get the Ural Ammo and Ural to transport your men back to Hg54. If enemy reinforcements came up from the bridge to the first village, you may find that 2 BMPs and a T72 are approaching the second base. Either avoid them in the Urals or take them out. *MISSION BUG*: According to one of the OpF:R's designers: "Unfortunatelly there is a bug in this mission - your "backup" forces (the soldier that join you after you release hostages) will not fire at all unless you change their weapons. (I am surprised not many people discovered this bug). Fortunatelly there is a workaround, a little cumbersome, but working: - Force each backup soldier (numbers 4 and higher) to pick some magazine or weapon (if you have no additional weapons, tell each one to drop one magazine and pick it up again.)" (from http://www.flashpoint1985.com/cgi-bin/ikonboard301/ikonboard.cgi?s=3d8fafb81 40affff;act=ST;f=1;t=20087) Information ----------- Run towards the house using the bushes for cover. Dodge the patrol by waiting until they pause at the far corner - move to the bushes closest to the hole. When they turn the corner get through the hole in the back fence. It's harder than it sounds. Once inside the compound sneak to the left so you are out of sight of the guards as they patrol the front section. A short cutscene should occur giving you the information you need. Save to make it easier on yourself. Sneak back out to the bushes (dodging the patrol again) and get to the evac position unnoticed to complete the mission. Of course, if you want to screw it up, just shoot someone from near your starting position. CHOICE: If you pass this mission successfully, you don't have to face a T72 and T80 in your next mission (Occupation (2)). If you fail, you go to Occupation (1). Occupation (1) -------------- Premission: Take a scoped weapon and an RPG Launcher. Make sure your a couple of your men are carrying RPG Launchers. Head towards the first objective. Once you are just outside of the town on the way to the base at the top of the hill, look E along the road for a two man patrol. Take them out, which may alert the base. No matter. Take out the soldiers guarding the building and the accompanying BMP. Once it looks like you've killed all the external base forces, carefully approach the building's courtyard - often an officer and a soldier can be found lying prone in this area. The first objective is met when all the soldiers are killed. Scavenge - pick up the Dragunov and ammo from the fallen Russians. At Dc37 the Ural is carrying a Scorpion handgun, which is good to have. Move to the next position (you can take the Ural if you want, but may run into a patrol on the way). Order your men to hold fire and scout the base yourself. You will see a group of soldiers standing in a clearing at the S end of the base, a small patrol (including a sniper) patrolling in the N section of the base and a group of soldiers stand near the tents at the E side of the base. A T80 and a T72 is towards the NE section of the base. Save your game here to make life easier. Set up your men in a stealthy / go prone fashion. I found it easiest to take the base from the W side - there are trees and bushes to provide you with some cover. When you are happy, call in Bravo. When they start firing, order your men to open fire. The enemy tanks will usually head across the N side of the base towards the W side - if you are there then take them out. Take out all the soldiers in the base, reloading the game if you lose too many men. Also try to keep your friendly tanks from getting destroyed. I found issuing the "Engage at will" orders very useful in taking the base. Remember to shift your guys from their prone position when you want them to move into the cleared base. When the base is cleared, order a gunner into the BMP 2. Hop in as commander and switch to driver. Move some of your squad towards covered postions within the town. A group of enemy soldiers will attack from the NE - use HEAT rounds to wipe them out while your guys provide assistance (put a couple into the M2 Machine Gun positions if you like). With the infantry gone, you will have completed the mission. * I've heard stories of armour backing up this second assault on the base, but have never seen it myself, so be careful. Also a pathfinding bug may stop this mission from finishing - you may need to head NE to eliminate soldiers / armour that has become stuck. Occupation (2) -------------- This is just like Occupation (1) above, but you don't have to worry about the tanks at the second base. This makes things a lot easier. Counterattack ------------- Premission: Drop your RPG Launcher and all but 1 magazine - this is a tank mission. Make sure you have 3 or more guys equiped with AT weaponry. Notice that you will have received some new recruits (I think you get them if the friendly tanks have survived the previous mission). These were the last new recruits I received in the game. Direct your men into the 4 S M2 Machine Gun positions and move the rest towards cover. Take out the squads of soldiers coming down the S road and over the SE / SSE hill (use your binoculars to find them at the start of the mission). With the squads wiped out, position RPG / AT soldiers in covered positions where they can hit targets moving down the S road. I advise moving away from the base with these soldiers - you want to cover the bottleneck on the S road formed by the hills. Once you have ordered these guys into position, order people to use stealth. Order a gunner into the BMP and go and pick up the mines from the white ammo crates under some of the camo netting. Drive the BMP S and plant the mines to cover the bottleneck formed by the sloping ground. I managed to lay 9 mines with plenty of time to spare. Drive the BMP up on of the slopes and try to move it out of sight from the road. You can hide behind the trees around Ec48 if you are really unsure. Save to make your life easier. The tanks start coming down the road around 11:31. The first set will be a BMP and a T80. If you are confident that the mines will take them order your RPG guys to hold fire. With this first wave of tanks destroyed, remember to tell them to open fire again. The second wave is made up of a BMP, a T72 and a T80. Use a combination of mines, RPGs and sabot rounds to take them out. Try not to drive your BMP onto one of your own mines (it will make you feel really stupid)! With all the tanks gone, switch to HEAT rounds and take out the remaining soldiers - the BMPs will have discharged soldiers. You may have to work back along the S road to find them all. While doing this, try to get your guys as reloaded as possible - full ammo and RPGs where possible. With this objective completed, hop out of the BMP and retreat all your men to Dg39. A V-80 and a Mi17 will crash your party, with the Mi17 dropping paratroopers to deal with you if you hang around. Be careful of the choppers as they can open fire on you. Contraband ---------- Hop into the Ural and drive SW to the meeting place near the pier. Launch a flare like you would fire a grenade. Wait for the boat to arrive and once the cutscene is finished, hop back into the truck and head NE. Watch out for a BMP and an Mi17 on the way back - I found if I just kept moving, this mission was pretty easy. Try to keep the Ural's lights off until you have gotten over the hill on your way back to base; this makes you a harder target to hit. Reckoning --------- Premission: Take some AAs, some RPGs and equip your squad with the new guns provided by the previous mission. Grab a sniper rifle for yourself. Try and give every man NV goggles. Order your AA guys to hold fire, then order everyone into the Ural. Head W over hilly terrain (Bi70 to Be65) and disembark around Be65. Mark the Ural position on the map. A BMP and a BMP 2 patrol the area between the hills and the airport, so take them out with RPGs. Head towards the airport by running between the beach and the tarmac. Take out the infantry patrolling the tarmac and any other patrols you see. You can kill every soldier in the base, but remember - your objective is to destroy the three Hinds on the tarmac and the V-80 located in the second hanger. Your AA guys will be able to destroy the exposed Hinds from a good distance (ie 500m), but you may have to get up close to be able to take out the V-80. Try to stick to the darkness when taking the base. Retry position is updated when the objective is met. Watch out for a Russian squad near the tarmac as you head S back towards your Ural. A BMP and T72 can also come into the area so try to avoid them. Get into the Ural and drive along the coast (using the terrain as cover) until you reach the designated safe village. Fireworks --------- Premission: Set your men up for a ranged assault. Get rid of the AA weapons. Take 3 satchel charges for yourself. Head SE towards your suggested position, but be aware that a BMP and two infantry squads are located in the Village S of your starting position. You can take them out from around Fb65 and then use their Ural to get to your designated position. Your retry position will be updated once you reach the suggested position on the hill. Tell your guys to hold fire and scout the target zone. When you are happy with your set-up, order the artillery to start firing, order the snipers to open fire and order your squad to open fire. When the shelling stops, order your tanks to come in. Watch out for the BMP that crosses through the water next to the bridge. Finally, watch out for the squad of Russians crossing the bridge from the other side. With the area swept clear, send your guys to the tented area and plant three satchel charges over one of the bridge's pylons (use third person or squad view to better see the target pylon). You only have to blow up one section of the bridge to meet the objective. Pick up a couple of mines from the crates near the tents and head N to Fi58 to finish the mission. The Pass -------- Premission: Take three satchel charges. Maybe a sniper rifle. Order all your guys into the armour - three into the T72 and the rest into the BMP. Tell them to stop. Head NE and hide in the ambush area until the UAZ goes past. At about 12:16 you will get the first convoy message with the convoy passing at about 12:24. Plant three satchel charges running down the middle of the road with a reasonable distance placed between them. Run back up into a hiding position (far away enough so the satchel blast won't kill you) that will allow you to see the last charge that the convoy will drive over. Let the armour roll by unscathed but when the BMP (followed by the Urals) is over the final charge, detonate it. If placed correctly, three satchel charges can destroy the BMP and the Ural convoy. If the Urals aren't all destroyed, call your T72 in to finish the job. Do this quickly - a BMP and T72 aren't too far behind the convoy. With the objective met, run back to the BMP and get in and order your armour to the evac point. You shouldn't be attacked on your way to this location but you will get some useful information. Hunting ------- Premission: Take a sniper rifle. Order all your guys into the armour. Run to the sniper position designated on the map (Ib73) and if you've brought another sniper have them hold fire. Radio the tanks in, wait about thirty seconds, then send your tanks over the the hill opposite you above the fortified position. When you see the AT soldiers in the fortified position start to twitch, open fire (getting your accompanying sniper to do so to if you have one). When all the soldiers in this first location are dead, reinforcements will be brought in by Ural. Once you commence the attack on the first location some tanks will move up from the town - if your tanks are behind the hill it will protect them from ranged fire and your forces will quickly demolish the enemy tanks as they come over the hill. Call in the special forces whenever you want to. With the tanks gone, switch your guys to HEAT rounds and maybe hop in some armour for protection. Start to place your tanks around the town to mop up any remaining infantry. It can take a while to finish this mission - there always seems to be one or two soldiers who hide themselves. If you do enter the town be careful of RPG soldiers. Neutralise all the enemy to finish the mission. Trap ---- Premission: Take some mines and arm your squad with RPGs. A BMP and a T72 come from the E at about 6:15. Plant some mines along the road and position your RPG soldiers to take them out. If you get seen the T72 tends to head S and hide so chase it down and neutralise it. With this armour destroyed your ersatz patrol will move and trigger a retry update when it gets into position. Go to Ea63 and hop in your tanks and head NNE to Db54 via Dh54. There are two infantry squads around Db54 - take them both out. When you are in position order your ersatz patrol to move in. Give them about 45 - 60 seconds (or move into a position where you can see them and once they enter the town) call Tiger group in. Head down towards the town and take out all the armour / infantry you see. I advise not driving through the middle of the town - there are a lot of AT soldiers who can do you damage. Try to stay on the S side of the village because... A T72, T80 and BMP will move in from the N after a little while. Neutralise them to finish the mission. Hopefully you will have enough tanks to make this a very short and unfair fight. Fire Fight ---------- Premission: Take a silenced weapon and an RPG Launcher with RPGs. Four spetznatz come in from the W at the start of the mission - I found heading right and positioning myself between the corner of the house and the tree just next to it to be the best location to finish them from. Leave the car and run NW towards to airfield (you will get a retry update at some point after you leave the location around the house). Run to the hill and travel over it (about Bj63-Bf61) as you can avoid tanks and infantry by doing so. You will get another retry update as you approach the airfield. At about Bd59 save your game (assuming you haven't been spotted and are under fire - if this is the case you are probably better in loading up your retry and trying to be undetected next time). What you are aiming to do is to blow up the bombers with RPGs. With three RPGs and three bombers you had better be pretty accurate! You need to aim for the bodies of the planes to hit them - aim too low and the RPG will pass through their landing gear and explode behind them. As such, aim a little higher than normal to account for the raised target. The Russians aren't going to let you do this in peace, so once planes start exploding expect some attention. Quickly blow up the bombers and go prone. With the bombers destroyed you will have to wait a couple of seconds before the mission finishes. The Endings ----------- There are two reported endings - I've only received the first. I don't know how to get the second ending, only that it means you fail to destroy the bombers. Brief spoilers below. 1) With the planes destroyed, Nogova is saved. Things end unhappily for Victor. The US comes and saves the day. Guba flies off, never to be seen again. James Gastovski retires after his experiences. 2) The bombers aren't destroyed, Nogova gets bombed into oblivion. BUGS ____ The two most noticeable ones I found were: - Handguns fire tracers. - Reports exist of missions loading only to find that you have "lost" your weapons stockpile. If this happens, you should revert to the last point directly in front of that mission, be it a cutscene or the mission you have completed. For a larger list of bugs have a search at http://www.flashpoint1985.com/cgi-bin/ikonboard301/ikonboard.cgi. A patch is expected in the near future that may clean up some of these problems. THANKS ______ Thanks to my girlfriend for her encouragement ("Are you writing another nerdsheet?") and to those who have helped me with this guide: Expert Gamer, Iroqouis Pliskin and others from the Gamefaqs OpF:R boards; The Avon Lady (www.theavonlady.org) for providing information on her site; the people on the official OpF boards where I did some searching / posting for information - thanks to all. Thanks to BIS, Codemasters, OziSoft and EB for getting this piece of software to my hard drive. THE END! ____________________________ Version 1.0 completed: 24 September 2002