Operation Flashpoint – Resistance Weapons Guide

Operation Flashpoint - Resistance Weapons Guide
____________________________________

- Operation Flashpoint: Resistance -
-                                  -
-   Weapons Guide and Walkthrough  -
____________________________________

By: UnSub )evilasahobby {at} graffiti {dot} net(
Version: 1.29
Date: 24 January 2006

Copyright Notice: I wrote this guide so those 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
acquisition 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 usually
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 that useful at all. Having 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.

Kaiser Fang adds:

"The Kozlice Shotgun, you don't have to fire and reload.  There is a Kozlice
Shell mode, and Kozlice Ball mode.  The Kozlice Shell mode will fire 7 shots
at a time, acting like a real shotgun, and after that, hit space and fire a
Kozlice Ball.  Kozlice Ball only fires a bullet at a time.  After doing these,
take cover and reload both the Shell and the Ball for a two round shot next
time."


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 superseded 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
particularly 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.

Kaiser Fang adds:

"[...] it is silenced, and a bug in the earlier version also makes it very
effective over long distances, and it's highly accurate.  Although, it's only
good for medium range, and is quite accurate if you fire in single or burst
shots. Very good for close range stealth combat."


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 equipped with a scope making
hitting targets much easier. I will usually 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, their capabilities are pretty
similar. Not outstanding but with no real deficits either. Has 30 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
shortcoming 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.

*Kaiser Fang has added a lot to this, so I'll note his contributions with a
*"[his submitted text]" below.


General Info
------------
*" The Tokarev T33 is believed to be more powerful than the CZ-75, and the
most powerful pistol is the S&W Revolver."


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.

*"This pistol is the second most powerful pistol in the game, and it takes 1
or 2 body shots to drop a soldier.  The magazine is although rather small."


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.

*"This handgun is slightly a bit weak, but the full automatic fire makes
it quite deadly."


Beretta 92F
-----------
A US handgun available later 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.

*"This pistol is highly accurate, but has a weaker punch, so it takes
about 2 or 3 shots to kill an enemy.  There is also a silenced version of
the pistol, but it is slightly weaker.  Called the Glock 17S."


*"S&W Revolver
--------------
You forgot to include this pistol in the guide.  It is far by the most
powerful pistol in the game, and 1 shot will drop a soldier if it hits above
the waist.  Fires very slowly, and has a 6 round clip."

+-------------------------------------+--------------------------------------+

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 cover.

You can carry up to 8. Hand Grenades take up 1 inventory slot.

*Kaiser Fang adds:

"[...] You can take out an APC with a huge amount of grenades, it's
cumbersome, but worth it if there was only 1 APC, and you wanted to save your
ass... plus the amount of grenades you have.  A Grenade is aimed not by the
crosshair, but by the tiny dot above the crosshair, that's the direction
you're throwing, so make sure that dot is above the watermark when you are
throwing it."


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.


MM-1 Grenade Launcher
---------------------
*As Michiel pointed out to me by email, I didn't include this weapon (I
thought I had, but was thinking about my other OpF guide). In Michiel's
opinion:

"This grenade thrower is hard to aim but has a good punch.

It stocks op to 6 grenades that can be fired in rapid mode. It needs some
practice but it really cleans up indeed."


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.

*Kaiser Fang adds:

"RPG Rockets are not as strong as you think, although they can take out a
parked helicopter and an APC in a single shot.	It would take them 2 rounds
to destroy a T-72 (Medium Armoured Tank), and AT LEAST 3 for the heavy
armoured tanks such as the T-80 and Abrams..."


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 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.

*Kaiser Fang adds:

"Note this very surprising fact: A Satchel charge may be VERY powerful, and
the blast can take out anything, but here's a trick, if you plant a satchel
charge behind something solid like a building, or even a wall, and you stand
on the other side of that obstacle not being exposed to the explosion, you
can survive the blast without any injury!  It's so amazing, the first time I
tested it out, it shocked me as well!  Try it!  It's worth a laugh!"


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.

!!!I've had some queries about this, particularly since HEAT stands for High
Explosive Anti-Tank round. The above reflects my experience with the two
tank ammo types. I found when I hit an enemy tank with a HEAT round it took
longer for the tank to neutralised than when I used SABOT rounds. Your
experiences may differ.

+-------------------------------------+--------------------------------------+

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.

*Kaiser Fang adds:

"It's not really good for more than two people to have a sniper gun, cuz if
you have a sniper gun, and your "Medic" for example also has one, if he dies,
then you might lose a sniper gun if you didn't have time to have one of your
other teammates get it.  I recommend yourself to be the only sniper or the
"Lone Sniper.""


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, I used this method.


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 spetznatz 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. 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 set
them off. 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.

*Kaiser Fang adds:

"[...] you should aim to take out the Ural Truck, because it has all
the troops on board.  Once it's taken out, then you wouldn't have to
worry about facing infantry any more.  After the Ural Truck is
smoking, tell your squad members to take out the two tanks."


Scrap
-----
Pre-mission: 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, 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 position. 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...

*Kaiser Fang adds:

"[...] you want the Bizon, obviously, you should have it if you took out the
Spetz Natz group in the mission "Crossroads." You should take out the one
tank crew first, but make sure no patrols are around when you're doing it...
and then you can take out the patrols quietly.  Plan A would work better,
because 1 person is better for stealth.  Once you have control of the base,
lie prone behind a building so that the people in the castle ruins wouldn't
see you, and call your team to crew up the tanks."


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
------------
Pre-mission: 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 the mines will wipe out some
- the survivors then seem to make a beeline 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 -
a couple of T72s that need eliminating may be in the town. With this
done, the mission is over.


Hostages
--------
Pre-mission: Use a Bizon if you have one. Equip your medics with Dragunovs 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:

"Unfortunately 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).

Fortunately there is a work-around, 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=3d8fafb8140affff;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)
--------------
Pre-mission: Take a scoped weapon and an RPG Launcher. Make sure that 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 positions 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
-------------
Pre-mission: Drop your RPG Launcher and all but 1 magazine - this is a tank
mission. Make sure you have 3 or more guys equipped 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 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 with 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.

*Kaiser Fang adds:

"[...] there are enemies attacking the base before the armour arrives.  The
best way to take care of them, is to get into some sort of an armoured unit
that can withstand an RPG, (such as a T-72 or better if you managed to
preserve them) and take it to run over the enemies advancing on the road,
once they are all squashed, switch to gunner and take the troops on the
hill to your left.  Once that's done, [the above] strategy is followed.
Note that the enemies ran over will not be counted in your mission
statistics."


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.

*Kaiser Fang adds:

"[...] after you load your truck up, there would be a white flare in the sky.  This
is tricky, because you think the Russians are gonna attack you in THAT direction,
although the BMP comes from the direction you want to go (away from the flare).
Instead, drive away from the BMP, and towards the flare... BUT NOT TOO CLOSE!!
And you can reach your base in peace."


Reckoning
---------
Pre-mission: 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.

*Kaiser Fang adds:

"At the start of the mission, order your men to hold fire, and have them
board the Civil Truck. Drive directly to the west coast using hills and
terrains as cover from enemy tank patrols.  Destroying them would give em'
attention.  Drive along the coast practically touching the water towards
the base (Jeez, one thing I really hate about Flashpoint is that you can't
swim!).

Now order your troops to disembark below the ridge next to the base.  Turn
your truck around, and tell your troops to guard the truck (Lie prone and face
different directions).  Tell em' to open fire and engage at will... although
you will not be encountering enemies NOW... crawl up the ridge to get a good
view of the airport.  You want to sneak into the Hind Gunship at the left
most area (from your point of view), and avoid the two patrols.  Get to the
Hind by running left along the ridge, and crawling up to it. Use it for
Destruction!  Fly up a bit so that RPG soldiers can't engage you.  Take
out (I think about 3) Shilkas in the north, and continue wrecking the base.
Also fly over and destroy the enemy tank patrols, so it would be a lot
safer for your truck later.  When you think it's over, get your men
to drive the truck a safe distance away from the airport before landing, and
land.  Destroy the Hind with your AA, and drive the truck back to the village...
SIMPLE!!"


Fireworks
---------
Pre-mission: 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.

*Kaiser Fang adds:

"[...] you should have only one AA, even though you get rid of the
extras, because there is a V-80 that comes circling around you, destroying
your tanks after you engage the village Davle.  One AA is enough, just
order one of your squads to take it down."

*James wrote in to add:

"1.) There is a 9K32 Strela Launcher in the Russian base as you
approach the bridge. It can be found in the ammo crates near the
tents. This can be used against the chopper or kept if you don't use
the tank support (which is what triggers the chopper to attack I
believe).

2.) After you complete all mission objectives & are on your way to
the evac point it's a good idea to run up to the church where your
sniper support is shown on the map. I seem to remember seeing 2
friendly snipers up there when I have done this mission in the past
but just recently I could only find 1. You can shoot the sniper &
then order 1 of your squad to pick up his M21, he also has extra ammo
so make sure you order the guy who picked up the gun to also pick up
the extra clips."


The Pass
--------
Pre-mission: 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.

*UPDATE - John sent me this info on how he did the mission.

"wanted to get into a big firefight with the convoy but game wont seem to let
this happen if i touch the lead armor units easiest way ive found is to place
your units well back of the ambush point jump in t72 go down into pass and
move forward til tank is at an downward slope usually just past crest of hill
place it so you have a relatively clear angle at narrow part of road way down
by the lake, jump out and run down hill and place a number of mine in path of
lead tanks far enough away that there not gonna be takin shots at you while
you wait for rest of convoy once you see the first truck way down by the lake
usually a little before the road begins to ascend plaster it and the area
with heat shells this kills the drivers of the trucks and creates a bottleneck
between the mountain and the lake the tanks following the convoy will move
forward trying to zero in on you and usually 3-5 shots their zeroed in but
you should of already destroyed the convoy by then just jump into
the drivers seat and back up til they cant get a bead on you .

after that just wait til the lead tanks go boom from the mines and down by
the convoy at least half of those tanks end up sliding off into the lake and
destroying themselves usually the only ones left are the bmp,s as they can
float but they cant get up the hill back onto the road ,sometimes ive had to
take out the lead t72 and the following t80 with rpg,s but only sometimes
otherwise its a slaughter and yes its kinda cheesy blocking up the road with
the destroyed convoy and watching the following tanks slide off into the lake
but hey it works"


Hunting
-------
Pre-mission: 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
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
----
Pre-mission: 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
----------
Pre-mission: 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.

* UPDATE - Elmar Schmitz sent in the following information:

"I tried to fail the last Mission of Operation Flashpoint Resistance. But
I failed to fail it because a couple of BMPs und soldiers which came to
visit me at the starting location where I was waiting until the planes start.
To solve the problem I took the jeep and headed south. I followed the road
to the village and found two tanks. So I took one and finished the mission
with no great inconvinience. I still didn't see the alternate ending. But
I try next time."

* MORE from Elmar Schmitz:

"I forgot to mention that it is even easier if you follow the normal
asphalted roads to the airport, so you won’t meet any tanks. You just
have to keep going fast to be at the airport before some enemy tanks
arrive near the airport.

To fail the last mission and see the alternate ending, you just go to
the village with the tanks and have to wait an hour. Increase the time
by four and you just have to wait under 15 minutes. The ending is not
so spectacular like the alternate ending of “Cold war crisis” with the
EMP gag “Hey, I was listening to that!”.


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.

*Kaiser Fang adds:

"It's a bit funny, and I don't think a lot of people know this: When you have
an automatic weapon such as an AK-74, when you sprint and shoot the ground
(point directly down) for a while, you kill yourself!! It's pretty funny,
although you see no blood.  Weird..."

*NB*: I haven't played any of the recent patches, so I don't know what they
contain / what has been changed. Be aware of this.

+-------------------------------------+--------------------------------------+

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 HISTORY
_______________
1.29: Added in some extra material sent in by Elmar Schmitz.

1.28: Added in material sent to me by James.

1.27: Elmar Schmitz contacted me about the final mission. I've included his
email message.

1.26: Roger complained about my poor spelling in this guide! I've been through
and fixed those mistakes that appeared in my spellchecker.

1.25: Added in more contributor info from Michiel.

1.2: Added more info that was sent to me by a contributor (Kaiser Fang).

1.1: Added info that was sent to me.

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Version 1.0 completed: 24 September 2002
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