When the kill-the-flunkie condition is satisfied, you will have take the villa, and have completed the first official PMC mission. Mercenaries 2 Wiki Guide. Last Edited: 30 Mar pm. Was this guide helpful? YES NO. In This Wiki Guide. Mercenaries 2: World in Flames. Mercenaries 2: World in Flames is an explosive open-world action game set in a massive, highly reactive, war-torn world. Use of Alcohol and Tobacco, Violence, Language. Release Date. The Biggest Games of There's a good chance you missed one of these.
These are seven of the hardest to find or obtain upgrades that require the Speed Booster or Shinespark upgrades. Presented by truth. Top 10 Anime of Table of Contents. Drive the officer down to a lonely road and drop him off using the White or L2 key your merc stays in the car. Head back to the gate when the disguise takes effect once more. If the disguise is not appearing, then someone or something is in the line of sight of your jeep. You need to locate a barren stretch of road to regain the disguise.
With the officer elsewhere, you simply drive into the airport and slowly and carefully drive around the place, avoiding soldiers, officers, and other vehicles. One of the three buildings may hold the agent -- it is random -- drive to the gold circles and Fiona will either confirm or deny the agent's appearance. While driving, your merc can pick up the various bonuses without exiiting the jeep. Simply touch the boxes gently and you grab the item.
The agent needs to be spoken to meaning your merc needs to exit the jeep, dropping the disguise. That should be little problem though, since once you make contact with the SK agent, you get back into the jeep, honk that horn and escape through the gate you came through.
Drive back to Kaesong, hijacking any other vehicle if your ride explodes, and drop the agent off at Buford's door step. Russia 2 - Gimme My Money! Opposition - Chinese Loadout - None Restrictions - Chopper cannot be destroyed Objectives - Take cargo to the drop off, return the chopper after Bonuses - Kill Chinese officer responsible for theft This mission is a short one if you can fly the chopper.
The Russians provide a chopper for this mission only -- make sure that you enter a different vehicle before starting the next contract after this one, since the chopper you are lent is a "special" vehicle that cannnot be used after this contract is over. You may wind up with a "dead" vehicle if that chopper was the last machine your merc used. Simply head over to the helipad press context action at the door next to the Russian garage to head to the roof and board the provided chopper.
If you already have a chopper or other vehicle, leave it be in the parking lot, since there's no need to use it -- you'll want to enter and exit your personal vehicle before you start your next contract, so no sense in destroying it now. Fly the Russian chopper to the designated marker and use either rockets or the machinegun to kill the green marked soldier. Once he's dead, Fiona will notify you about it.
The Russian chopper can be shot down quickly by prolonged exposure to small arms, so use the D-pad to lower the winch. Cargo attaches to the winch's "magnet" after a long enough exposure. Note that wooden boxes and other stray junk can get caught by the winch, so be wary of using the winch to grab crap in cluttered areas. Grab the crate be sure to have killed the marked for death Chinese fella and then head back to the Russian area of East Pyongyang.
Drop off the crate in the marked area and park the chopper back on the pad to collect. This little chopper is blown up in one hit by a SAM, but the guns will be necessary to fulfill the bonus part of the contract.
The sniper rifle is provided in the supply drop right in front of the HQ when you begin. Grab the sniper rifle and fly south to Haeju as Fiona suggests. As your merc nears Haeju, the targets' positions become known on your PDA's map.
Check it out. The western most officer is the easiest to take out undetected if you land on the docks outside of the Russian held area just west of the target's position. Look for the bright yellow tell-tale sign of the target. Your sniper rifle is loud unsilenced supersonic rounds are necessary to achieve a hit at such distances but it cannot be detected when the game is forced to draw such immense distances.
You should be able to kill the sucker easily. Climb back into the chopper and head south towards the restricted zone. Look north and see if you can get the yellow marker of your second target the officer in the middle to just appear past the fog. Select your chopper's chaingun and empty the gun at the target until the guy dies. Most of the time, you will remain undetected, but you'll be operating very close to the restricted zone almost touching it.
Once the second target is dead and you're still OK to go, head east to a stubby peninsula between Haeju and the Propaganda Village. This is outside of the mafia territory, and should be easy to spot on your PDA map. Land the chopper and get out. Since you are so far from the Russian roadblocks and such, you should be able to hike far enough just so the yellow marked target is visible. Snipe him from this distance and you should be collecting a crap load of cash. Next assignment! Face card missions are a lot like normal contracts, except the pay-off is really dependent on how well you can use non-lethal force in the face of hostiles using deadly force.
You need to exploit the rules of engagement, enemy placement, and your current loadout players will have different loadouts and shop items, depending on how much they choose to claim bounties and bonuses to get your biggest pay-off by capturing a Deck of 52 face card. For starters, see if you can claim a DPRK scout chopper for this mission before you start. Having a disguised chopper where you may fly around the area to see the area where you will be fighting is vital to planning your attack.
Assuming you do take the chopper route, head to the DMZ and look for the vehicle ammo box at the spot where the Two of Clubs was. Winch it to a nice, safe, flat area near Inchon airport so you can use later. There is a second vehicular ammo crate near a DPRK airbase -- if you fly around, you may be able to spot it. The second box is "just in case" but assuming you did at least two of the three missions for the Chinese, you should have access to the vehicle ammo item in the Mafia shop.
These boxes are just to help you save a little money. Flying around Inchon, you should notice that there is a jammer on a hill in the area, preventing you from calling in support. Take that out first using your chopper's anti-tank missiles. If you are in danger of being shot at, cruise west to Sariwon preferably over water and above metres to regain your disguise.
Alternately, putting a mountain between you and your enemies can also re-disguise your chopper. Head back to Inchon and notice the big fat fuel and missile trucks near the launchers. Since they are so close to the missiles, you can use the scout chopper's anti-tank missiles or minigun to explode a few -- note this only takes out a few of the missile sites there are three. Grab the vehicular ammo boxes and finish off all the missile sites.
Follow Fiona's lead and inspect the large building in the center of Inchon. The King of Clubs will appear shortly if you hover long enough over the circle or land and get out.
Immediately, enemy choppers will arrive on the scene to let the card escape or blow you up. A few DPRK choppers are also on the tarmac if you need a replacement. Kill all the choppers buzzing about esp. Land on the roof and capture the king with a flashbang or melee followed by take down.
The ramps on the building let you place the extraction beacon on the roof. Carry the king to the chopper and enjoy all that money. For starters, you will want to see if you can get a DPRK scout chopper for the ride. You only need one of the Russian toughs to accompany you on this mission. Once you begin, take one of the three Russian fellows and head to the DMZ to pick up a vehicular ammo box.
Head to Sariwon -- preferably with a disguise active and carefully place the ammo box on a flat roof of any building. The Jack of Clubs is at the Sariwon train station, as well as a half dozen fighting vehicles.
Using your scout chopper, take out the four vehicles on the north side of the train station note this is 'map north' on the PDA map. Those vehicles will be blocking your exit strategy for the bonus and you don't need that.
Once those four vehicles are gone, clear the area around the FROG7 truck and drop off your Russian pal. He should automatically get into the truck and drive it off to East Pyongyang, completing your bonus. After Fiona's notification, all you need to do now is land at the train station and verify the jack. If you're afraid of an emey taking your chopper, place it in a hard to access area, or simply land and blow it up.
The jack should be fairly straight forward to approach. If you need to take out the BMPs near the station, trade a weapon for the RPGs in the various supply boxes on the platform and blow up the BMPs; alternately, you can can simply hijack them, although only the black merc may be able to survive running up to those vehicles like that.
The train is indestructable, if you really need to take cover. Whether you capture or kill the card, you'll finish the mission, so make your best judgement about what you can get away with. Three of Clubs: The description for the Three of Clubs that Fiona gives you "South of Pyongyang, across the river" is vaguely accurate, but he's well off to the west, and is in fact closer to Nampo than Pyongyang.
If you follow the road leading from southern Namp to the Allied MASH station, he should pop up on your map, but the road leading to him is even further south; it's the one connecting the NK Artillery Base to the NK Base near the middle of the map.
He's lightly protected; if you can man the BRDM Scout turret near him, you should be able to kill all of the soldiers, leaving you an easy subduement. Four of Clubs: The Four is located in the Farmlands just north of Haeju, right near the "a" in the "Farmland" label on your map. He's not difficult to kill, but he is located near civilians, some GSRN reporters, and an explosive barrel, meaning that you'll have to be quite certain that you aren't aiming at something sensitive before pulling the trigger, unless you're crazy like that.
The GSRN cameraman will insist on filming your capture, so let him; killing him will incur a substantial financial penalty. Five of Clubs : The Five is one of the easier Clubs to capture.
He's located in a little construction site to the northwest of the northern half of Pyongyang, connected to the city by a paved road. He only has a few guards to deal with, so take them down, subdue him, then call for an extraction.
This tank can earn you a good bit of money if you hand it in to the Mafia after you capture the card. He's extremely well-protected by both a gaggle of soldiers and a tank, so if you're going to try and take him down, you'll be best served by either going in with a humvee loaded up with soldiers of your own, or infiltrating with a North Korean vehicle and attempting to get as close as possible to the tank before hopping out.
If you jack the tank, you should be able to kill most of the soldiers before getting out again and subduing the six. Of course, if your only objective is to kill the Six, then you can go in guns blazing.
When you've extracted him, you can bring the T tank to the Mafia's chop shop for an extra 20, dollars. Seven of Clubs: The Seven can be difficult to find; he's in the hills to the southeast of Kaesong, right near the marker designated 40 on your map. In order to get him, you can follow the rough path from the road north of him the paved road is on your map, the road leading to his area is not , or grab a helicopter from the North Korean base near the 41 marker and fly over to him.
He's standing next to a huge supply of cash, so kill his soldiers, subdue him, then bash the crates open to grab a whole boatload of extra money.
There's another crate in the rear of the truck nearby him, so get that too. He's well protected by soldiers, but he's also standing next to a crate full of first aid packs, so if you can get underneath the overhang of the hotel and engage his troops at close range, you should have multiple life bars to play around with.
Killing the Eight's guards without taking him out may be difficult, so you may want to make a beeline for him and subdue him before shooting out the rest of the soldiers in the area.
Nine of Clubs: The Nine is well north of the Allied Nations' headquarters, at the end of one of the dirt road sections up there. He's going to be difficult to get to without help, since the path leading to him is crawling with North Korean soldiers barricaded behind sandbags. If you want to take the path, you'll want either a North Korean vehicle to get you up to the end, or some kind of tank or APC to withstand all of the shots you'll be taking.
Alternately, you can just fly up there with a helicopter and use its minigun to kill all of the Nine's defenders before landing and subduing him, but you'll have to be careful because of the way that North Koreans will pour out of the bunker nearby.
In order to safely extract the Nine after you take him down, you'll likely need to either move or destroy the helicopter on the helipad nearby, as that's one of the few places in the area with enough room to bring down the evac chopper. Ten of Clubs : To find the Ten, you'll need to get south of the road that leads southeast from the Propaganda Village.
He's situated on the train tracks there near one of the dollar signs on your map , but has a lot of protection, including anti-air vehicles, so don't attempt to approach with a helicopter. If you approach along the tracks which is really the only way to get close to him , you can either massacre your way through the troops, or start picking them off from long rang with a sniper rifle. The Ten is hidden away near a broken railway.
Don't forget to take out the SA-8's in the area before extracting him. When you reach the Ten, you'll have to extract him, but this can be difficult due to the presence of the anti-air vehicles in the area.
There's one in the valley south of the Ten's position and one on the hills to the northeast. They're far enough away to probably not cause any problems, but if you wish, you can take them out with some air support before you call for the extraction. Your first Ace contract takes place on a heavily fortified island where the Ace of Clubs has holed up, inside a fortified building known as Song Tower.
You have two primary and one bonus objective here: the primaries involve clearing out three NK radar jammers scattered around the island, then using your satellite signals to track down and verify the Ace of Clubs. The bonus sees you clearing a spit of land on the southwestern edge of the island and ensuring that a supply helicopter can drop. Your first goal, though, is to survive your landing, which will take place while you're under fire from NK forces.
If you don't want to deal with dispatching the group of enemies at your landing zone, just head down to the water and use the small slope there to protect yourself from their fire. If you do happen to chew through them, then you should be able to grab one of the jeeps nearby and use it to disguise yourself, allowing you to roam the island at your leisure.
Bonus Objective: Whichever your tactic, you'll almost definitely want to head to the bonus objective marker immediately after you arrive. It isn't necessary to complete the mission, but obtaining the help of a half-dozen Allied soldiers will make your life much easier. Unfortunately, the zone is guarded by a half-dozen NK troops, as well as a couple of helicopters.
These latter will be the tougher part of the equation; if you want to take them down, you'll probably have to use the AA vehicle nearby, as helicopters are quite able to dodge RPG fire unless you're at close range.
If you do use the AA vehicle, be sure to take down the choppers before killing the sixth soldier on the ground, as that will trigger the arrival of the supply chopper. This APC will be helpful in getting around the island without having to worry about rifle fire.
When the supply chopper comes in, you'll be pleased to note the arrival of the aforementioned soldiers, and an Allied M APC Delivery will be granted to you; use it immediately to grab a pretty serious armored vehicle, which should let you withstand anything up to enemy RPGs which are unfortunately rather dense on the island, meaning that you shouldn't run right up to concentrations of enemies.
First Objective: In order to kill off the three jammers, you're going to either need some better equipment or use your Cluster Bomb or Tank Buster special attacks.
Unfortunately, most of the jammers are situated in positions such that you're required to get awfully close before you can use these attacks, meaning that you'll be in their zone of signals interference, meaning that you won't be able to select said attacks.
Thus, you'll normally be forced to leave your vehicle and use either an RPG or a bunch of grenades on the jammers to take them out. Having a tank at your disposal will be quite helpful while dealing with these jammers. The most palatable alternate here is to get yourself a tank. There is indeed a T guarding the southeasternmost jammer; if you can get in close, either on foot or in a North Korean vehicle, you should be able to kill the gunner atop it, then hijack it by getting underneath the turret.
This is the best bet for killing the rest of the jammers without taking an absurd amount of damage. Your Allied friends won't be able to come along, but you will be able to retain one of them to man the gun mounted atop the turret.
The main problem here will be avoiding the RPG rounds that will periodically come your way, but if you wait long enough to get disguised as a North Korean, you'll be able to place the tank in such a manner that you can fire off around, blow a jammer, then run away before the NK troops even know what's going on; just keep an eye out for officers, who'll use their X-Ray vision to see through the tank walls and figure out that you're a vicious mercenary.
Another alternative is to grab a helicopter. There's a semi-hidden airbase on the northeastern end of the island, to the southeast of the northernmost jammer. It's well defended, with a couple of machinegun emplacements and a barracks that will endlessly spew out soldiers, and the helicopter will also be manned and flown away as soon as the soldiers within detect your presence. Your only real hope of getting it is to enter the base in a North Korean vehicle, park it next to the helicopter, then jump into it as quickly as possible.
This isn't as preferable as the tank option, though, since the NK troops do have a bit of anti-air scattered around the island.
Whatever your techniques, you'll have to destroy all three jammers before you can acquire Hwangbo's transmitter signal. Second Objective: After you locate Hwangbo, you'll be given a Bunker Buster special attack, which will be just what the doctor ordered to destroy Song Towers. If possible, try to use the laser designator from the northeastern corner of the island, as this is where Hwangbo will run after the Tower is destroyed; how he manages to survive the destruction of such a huge building is anyone's guess, but survive he does.
Somehow, the Ace of Clubs manages to survive this blast, allowing you to capture him alive, if you wish. After you blow the building, a few enemies will spawn in the form of a helicopter or two and some more jeeps, but your primary goal is to track down Hwangbo before he reaches the helipad. If you're already standing between him and it, this should be a simple matter of waiting for him to come to you before knocking him senseless and calling for an extraction.
Although you may have a few enemies in the area, you should be able to call for the extraction right away. Since evac choppers are equipped with miniguns, they'll be able to defend themselves while they settle down, and the mission will end as soon as you load the Ace onto the chopper, meaning that all you have to do is ensure that they can safely land.
If necessary, leave Hwangbo on the ground while you take down any nearby enemies before calling in for the extraction. Alternately, you can of course just pop Hwangbo in the head with a bullet and settle for half of the bounty. His bounty isn't big enough to warrant too much trouble, especially since a death here means that you'll have to go through the rest of the mission all over again. This is something of a taxi mission, where you're contracted to ferry a journalist from site to site within an alloted amount of time.
In order to start the mission, you'll need to head northwest of the Allied HQ to meet the journalist. From there, you'll need to take him to Ichon, then to Pyongyang, Nampo, Haeju, Propaganda Village, and then finally drop him off at a train station. Try to bring along a turret gunner if possible; he'll help protect the journalist while he's filming. The main challenges here involve obstacles on the roadway; so long as you proceed at a brisk pace in a fast car, such as the Scout you're likely to pick up right at the beginning of the mission, you should be able to get to each checkpoint with a good surfeit of time.
There will be various roadblocks, though; you'll occasionally come across firefights between North Korean and factional troops, or a traffic accident around which civilians happen to be milling, forcing you to slow down to avoid hitting them. Still, so long as you can avoid tipping or overturning your car, you shouldn't have a problem keeping the journalist alive, as none of the factional forces you run across will treat him as hostile.
A UH chopper has crashed behind enemy lines, and you're being sent in to rescue any survivors before North Korean reinforcements reach the crash site. In addition, the Allies will give you a bonus mission, which entails taking out three anti-air emplacements in the area around the crash site.
To begin with, head out along the bridge heading west of the Allied HQ; you should note an APC parked on the far side of said bridge, with a soldier already manning the turret, so hop in and start driving along the dirt path leading up to Ichon. Don't worry about the break in the road; there's a bridge across the ravine at this location that'll let you keep moving.
When you reach the dirt road leading to the crash site, you'll have to maneuver your way through a firefight between NK and South Korean forces, so just jam on the gas and get onto the road. That isn't your fight. The first antiaircraft location will be your first challenge, as there's a tank-like APC waiting for you.
Your goal here should obviously be to hijack it before it can rip your own APC to shreds; it'll also make a handy tool for blowing the anti-aircraft vehicles in the area. Be sure to get all of them before heading towards the survivors, if you intend to nab the bonus cash for this mission. Actually, it'll be much simpler completing the mission as a whole if you go ahead and take out the AA, so you'll probably want to do so. The bonus is substantial, as well. The reason for this is that extracting the soldiers is going to be mighty difficult unless you have a vehicle, and whatever you have is likely going to be destroyed by RPG fire.
To even get to them, though, you'll want to clear out the entire area nearby their position to ensure that they aren't taken out by stray bullets when you attempt the extraction.
If you're vehicleless, you might want to use your free Surgical Strikes in the special attacks menu to take out the buildings near the soldiers; this will have the added benefit of killing any NK troops nearby. If you don't have a vehicle, feel free to get one delivered to you; you'll need something to drive the survivors out of the area. When the area's clear, feel free to honk your horn and get the soldiers in your car before jetting off. If you don't have a vehicle, then there likely isn't one nearby, so feel free to call in for a vehicle drop.
Just make sure you choose something with enough room for all of the soldiers, or else you're just wasting your cash. When you have a suitable vehicle, start driving back down the hill. The timer will cease when you reach the end of the dirt road, leaving a seemingly easy drive back to Allied HQ as your only remaining task.
Unfortunately, the dirt road to the south of Ichon will be blocked off, and an NK helicopter there will shell you if you attempt to go back across the bridge, so avoid that route and head back to HQ the long way, and you shouldn't have any trouble. This is one of those annoying missions that has a chance to severely damage your reputation with a given faction.
In this case, it's the Chinese, since Buford wants you to hamper their operations in Korea by running up the price of their gasoline. To this end, he's asking you to destroy three of their fuel depots in Nampo as well as ten of the fuel trucks in the area. There's a lot of destruction going on, and if you're not smart, you can find yourself well in the tank with the Chinese.
There are some techniques you can use to soften the faction reputation blow, however. First off, if you really want the bonus cash, you're going to need either a tank, an APC with a driver-usable cannon on top of it, or an attack helicopter.
You may be able to find a Chinese tank in Nampo, so if you really need the extra cash, you can use one of them to take out the fuel depots and the fuel trucks. This is going to be dangerous, though, as you'll be an easy target for rocket-launcher soldiers and other tanks.
The attack helicopter option is probably better, but it will require you to have the chopper in your possession before accepting the mission, as there aren't any that are really accessible within the six-minute window given to you by the mission.
In our opinion, it's best to just screw the bonus money and let the timer run down to zero. When this occurs, a few helicopters will fly out from Ichon and start sweeping Nampo, but so long as you haven't been actively aggravating the Chinese in the area, they won't be hostile to you.
You lose a bit of bonus cash, but the benefit of saving Chinese faction reputation is well worth it. This is obviously going to turn out well Now, it is possible to destroy the fuel trucks and depots without taking Chinese factional reputation hits, but only if the fuel trucks aren't being driven around.
To this end, we found it easiest to just find ten fuel trucks, hijack them, park them all near one of the fuel depots, then blow the whole thing to kingdom come. If there aren't any Chinese soldiers standing nearby, then you shouldn't take a factional reputation hit; they will still view this as a hostile act, though, and will start to open fire on you, forcing you to quickly finish off the remaining fuel depots and get the hell out of dodge before you get killed. The main area of difficulty here is going to be in finding the ten trucks, as they can become somewhat sparse after you pack an area full of them.
The game doesn't have a hard limit of ten, but definitely seems to stop populating the roads after you jack a bunch of them, probably for memory issues. You don't necessarily have to blow all ten of them at once; you can kill any remaining trucks after the one big bang by jacking their drivers, driving them to an isolated spot, and then hitting them with an RPG round or a few grenades.
So long as the driver isn't in the truck when it blows, you won't take a faction reputation hit. After you have all three of the fuel depots and the ten trucks blown away, you'll need to quickly get out of Nampo, since every Chinese there will likely be gunning for you. Alternately, you can just blow the three fuel depots, then let the Chinese kill you, so long as you get the reward for the mission; this will respawn you safely away from the town. This is another downed-plane-and-pilot-rescue mission, save for the fact that Buford wants you to find the plane and destroy it before rescuing the pilot; he doesn't want the North Koreans sifting through the technology found within it.
If you check your map, you'll find that the crash site is located on a dirt path to the northeast of Ichon, so grab a vehicle, load it out with South Korean soldiers, and head out that way.
After fighting or driving past the substantial number of North Korean soldiers on the path, you'll need to blow the plane. It'll require a pair of RPG rounds or some C4, so use whatever resources you have available to you and blow the damn thing; you'll need to do so before Fiona can track down the pilot. When she does clue you into the location of the pilot, grab one of the North Koren vehicles near the plane and start booking it towards his location; he's being transported in a troop truck to the Black Gate, a high-security North Korean base.
If he reaches the gates, he'll be lost to you, so you'll have to catch up with the truck and get him back. The best way to do this is to cut off the truck by parking in front of it, then running up to the driver's side door and jacking it.
The pilot seems to automatically get out of the truck when you take control of it, so honk to get him back in, then head back towards Ichon on the double. If you're lucky, you'll be able to get a North Korean disguise on your way back, which will let you avoid any NK troop fire. Just honk your horn when you reach Ichon to lose the disguise and get into the base.
The Jack of Diamonds is going to be your first high-priority target in chapter two of the game. He's somehow managed to build a huge artillery gun with which to bomb Seoul, and it's up to you to take him out. In addition, he's got seven smaller guns that he's using to shell the rest of the map that you're on; those will have to be taken out as well. You're going to be operating on a time limit here; as you approach Ichon, Fiona will pop up a casualty timer on your screen, denoting the carnage back in Seoul.
If this meter hits 25, dead, then you'll have to try the mission again. If you grab one of these LHX choppers from Ichon, it'll be much easier to complete the mission before the casualty meter goes too high.
Luckily, Ichon will have just the tool you need to quickly dispatch the seven smaller guns. If you head into the airbase's interior, you'll note a new breed of helicopter, the LHX Light Attack chopper. It only has rounds in its minigun, but it'll be more than able to take out at least the southernmost four of the artillery pieces that are targeted on your minimap; you can also use the R2 button to flip over to air-to-ground missiles if you wish.
Don't hover, though; there are a few flak tanks on the ground below you, and they'll easily hit you if you don't move around a bit.
You'll also want to keep an ear out for rockets, which make distinct sounds as they approach your chopper; so long as you veer off in one direction after you hear a rocket, they should be easily avoidable. Unfortunately, the northern three artillery pieces won't be destroyable with your chopper.
You might be able to get one of them, actually, but there are too many anti-aircraft trucks and soldiers with Stingers to make this place safe for any kind of aerial incursion. In order to get the artillery pieces here, you'll either need to land and assault their positions with RPG rounds each piece will require two rockets, meaning that you'll likely have to scrounge for crates to refill your ammo; there should be crates near the eastern and western guns , or find a safe spot to hide while you use special attacks to take them out.
The latter option is probably the easier, as there are a ton of troops on the ground. Fighting your way through all of them will be a dicey proposition.
Complicating matters somewhat are the two choppers that will take off and start attacking you around this point in time. You can take them out in one of three ways. One is to commandeer one of the AA missile trucks and blow them; this works well if you manage to get in the truck before the choppers take off, or as they're rising up. When they're already in the air, they'll pelt the car as you get into it, making this a challenge to pull off.
The second is to grab one of the Stinger missiles some of the soldiers here will be dropping and use those to pop them from a distance. Thirdly, you can whip out an assault rifle, carbine, or whatever variety of weapon you're using and start shooting at them; they're not so tough that they can take an infinite amount of ammo in their belly before they blow up.
Even a gun this big can't stand up to a cruise missile strike. Getting the Jack: After you've cleared the seven artillery pieces, Fiona will clue you in to the location of the Big Gun. Now, if you happened to park your LHX chopper somewhere safe, you can probably return to it and use that to get your way up to the Big Gun.
If not, you'll have to shoot your way through a couple of roadblocks on the path leading up to it. When you reach it, you'll earn a Cruise Missile Strike, but you won't be able to actually use it until you take out the radar jammer situated behind the artillery piece. When you do so, you still might want to hold out on using the cruise missile, and instead focus on killing off the rest of the soldiers in the area, as it'll make it easier to subdue the Jack of Diamonds, who'll pop out of the artillery piece after it gets blowed up by the missile.
When you have the Jack down, either verify him or call for an extraction. Before laying down your smoke, though, be absolutely sure the area is clear of RPG-wielding baddies. The chopper can handle normal soldiers, but gets pounded when there are rockets in the air. After the Jack has been extracted, it's probably safest to just grab one of the North Korean vehicles and hightail it back to Ichon or one of the other faction HQs.
If you wish, you can just jump off a cliff or let the troops take you out; you'll pay a thousand bucks to get back to the Allied MASH unit elsewhere on the map. It would appear that North Korea is a dangerous place, as yet another officer has become surrounded by NK troops and is in need of extraction.
In this case, it'll be a Chinese officer, whom you'll need to locate, pick up, then escort to Haeju. Start by driving south from the Chinese HQ. If you stop in Nampo, you should be able to track down an APC circling the town there, if you're in the mood for something a bit more hearty than the Scout you're likely using. You'll likely appreciate its firepower, too, since there's a Tank or APC guarding the southern end of the nearby bridge; it'll be tough to speed past it in a scout, due to the placement of the burning rubble, so it's best to just blow it with an APC rocket of your own, or hijack it.
This APC will make it much easier to extract the officer and get back home safely. When you come across the officer, honk your horn to get him in your car before moving on to the south. You'll soon come to the bonus objective; a set of three tents inside a larger NK base. Destroy them all if you want the bonus money; otherwise, just speed through the base and get on your way to Haeju. Now, since you took a mission from the South Koreans that probably dented your respect with the Chinese, it's time for a mission from the Chinese that'll absolutely trash your rep with the South Koreans.
In Persuasion, you'll be tasked with defending the Propaganda Village from a wave of incoming South Korean troops. There's no way to finesse the damage here; you're going to have no choice but to kill a whole bunch of South Koreans. This isn't too big of a deal, though: since you already finished the South Korean missions for this chapter, you can feel free to save their missions for last in the next chapter, which will let you kill them without remorse until you're forced to bribe their officer to regain their esteem.
Sorry, South Korea. We'll make this up to you with bribe money later on. When you reach the Propaganda Village, you'll have to defend six Chinese officers and ensure that the South Koreans don't overrun their position.
Luckily, the South Koreans will pretty much exclusively come from the south, giving you a single vector to cover. You can approach this problem in a number of ways, but we found the best to be hijacking the Type 80 tank near the officers and just blasting the Scout vehicles as they approach the town. You'll have to be somewhat careful about the rocket-turret Scouts, but with a little luck, you should be able to take all of the Scouts out without getting blown up yourself.
Be warned, though; after Fiona radios in and lets you know that the South Koreans are considering pulling out, they'll actually ramp up their attack. If you blow enough scouts, the rubble from the wreckage will block off the rest of the bad guys from coming in, letting you kill them from a distance.
Towards the end of the battle, you'll be tasked with bringing down an APC. It'll appear from the northwestern road to town, so blow it with any explosives you have or tank shells to end the contract. Contract: Knock Knock In order to track down and verify the King of Diamonds, you'll have to penetrate his artillery base, destroy the guns that the Chinese have marked for you, then flush out the King and tag him.
This mission is a bit easier than the one you did for the Jack, so don't sweat it too much; it would be a wise idea to have an RPG at your side, though. If you hop into a Chinese vehicle and start heading south, you'll notice two things.
The first is the random scattering of artillery shells that are coming down. Most of these should land well off the road, so you won't need to worry too much about them. The second is the fact that South Korean forces will now likely fire on you if you're disguised as Chinese, since the two factions are now more or less at war.
You might want to honk your horn as you're heading through Nampo so that everyone knows you're neutral. If you can jack the T, you can make easy work of the compound's front gate. When you reach the turnoff leading to the base it's best to approach it from the north, via the paved road , you'll come to a roadblock, where you can jack a T tank. This will be useful because it can either get you inside the gate of the artillery base although the officer there will spot you, causing you to be fired upon , or its shells can be used to destroy the gate from a distance away.
It's probably best to just go for the latter option, since it'll keep you safe out of harm's way. The gate itself can take a lot of rounds, but you can probably take it out more quickly by firing on the walls to either side. Don't neglect to dispatch the alarm towers on either side of the gate, on the inside of the base, to lessen the flow of soldiers when you get inside.
After the gate comes down, your first goal should be to blow the flak tank inside the walls; if you're still a way back from the entrance, it probably won't fire on you. Inside, there'll also be a signal jammer and a couple of anti-air vehicles. If you still have the tank in your possession, you can also use it to blow away the two northernmost artillery pieces on the hill above the lower portion of the base, as well as the gate leading up that way. If not, you may have to destroy the first jammer and either C4 the gate or call in some kind of airstrike to take it down.
If worst comes to worst, you can also try jacking a North Korean vehicle from somewhere perhaps even the signals truck , and using that to get through the gate. On the southern side of the base, you'll have to take out three more of the artillery guns. This can be difficult to do if you're running low on health and ammo; luckily for you, there's plenty of both beneath the metal helipads here, so restock your RPG, if you're using one, then go to town on the guns.
If you absolutely have to, you can use airstrikes to destroy the guns, or call in for a supply drop for more C4. If you go for the latter option, you'll need to be sure that there aren't any more AA vehicles active nearby. The fearsome North Korean tactic of running away is somewhat annoying here, but you should be able to catch up to the King without a problem. When all of the guns are out of the way, the King will appear in a tank in the northern end of the base.
When this is either destroyed or hijacked, he'll pop out and start escaping on foot. Drive out in front of him, knock him when he runs past, then subdue and call for extraction to end the contract.
Luckily, you can pull this off without taking any South Korean factional reputation hits, if you play your cards right. If you're unconcerned with this, then feel free to just blow through all of the South Korean forces. The first thing you'll want to do is head towards the man marked in turquoise on your map - this is a Chinese artillery officer, whom you can bribe to gain access to a couple of Artillery Barrages; these will cost you 50, bucks, but it'll be well worth it in terms of pure destructive power.
The officer is being assailed by NK troops in North Pyongyang, so rescue him, pay him the money, then head to the NK base that the South Koreans are attacking. You can enter through Sariwon, if you wish, but keep in mind that the whole place is considered to be South Korean territory, meaning that they'll attack you unless you're disguised as a South Korean. This is really only a problem on the way in to the base; in the actual combat zone, they'll be more focused on the NK base defenders.
Now, when you do reach the base, your goal will be to reduce the South Korean troop strength meter to zero. We'll go ahead and posit an ancillary goal: do this without reducing your faction reputation with them to zero, as well. The circle on your map denotes the main concentration of South Korean vehicles, so head there and get to work.
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