Chapter 11
Objective 1--Proceed through the factories and rescue the hostages
This 11th and final chapter is obviously going to be the most difficult one of the game. There are quite a few situations where you simply cant cover all of the angles from which an enemy might appear, especially while moving. If you take it slowly, however, and dont try any ridiculously long movements, you should be all right. Even though Full Spectrum Warrior comes closer to being a true military simulation than any console game before it, its still balanced enough to be entertaining, so you wont have to worry about anything cheesy, like enemies popping up from behind your position and shooting you in the back.
Luckily, youll retain your Ranger comrades from last mission as you begin this one. They wont stick around forever, but theyll tag along long enough for you to bust through the first little factory complex. To begin, move your primary teams through the door to the northwest and shuttle them along the northern wall until they can pop their heads out from behind the corner. They should have a clear shot at an enemy on the northern side of the factory, so eliminate him, then leave them on point fire until another enemy attempts to run across the floor. Hell be an easy kill.
Now, move your primary team around the corner and have them take up a position near the corner leading to the eastern room here. They should be able to spot two enemies, so use suppression fire on them while you move your Charlie team up behind one of the piles of girders in the middle of the room. When the Rangers have line of sight on both Zekes, bust some caps and then do the same thing for the tango in the southwestern corner of the same room. Youll get a SITREP point afterwards.
The last room in the factory has no fewer than four tangos set up behind cover. Your Rangers dont seem to like firing until everyone is thoroughly suppressed, so you may have to move both teams out, have them both set up suppressing fire, then move the Rangers over to the small pile of girders along the northern wall before they can take out the enemies. Dont worry about your ammo supplies; after these guys are dead, youll be heading into a CASEVAC area, where youll be able to resupply and save your game.
Objective 2--Follow Al-Afad and order an airstrike on his vehicle
When youre geared up for the final run, head to your west and locate the entrance to the trainyards. These yards are going to be full of elevated enemies, so as you lay down point fire vectors, be sure to encompass the railings above and around the trainyard in your firing cursors.
Begin by moving one of your teams to the left side of the door, and having them set up a fire vector on the eastern railing of the trainyard. Then, move the secondary team into the trainyard itself, taking cover behind one the pile of wood just inside the entrance. An enemy RPG will fire, but its not aimed at you; it sets off a trap thats intended to squash you with a train, but you wont get hit at your current locations.
After you clear out any tangos that appear, move the primary team into the trainyard and position them behind the woodpile just to the southeast of the train itself. They should come under fire from three different tangos at this point, at three different elevations, but theyll be able to fit all of them into one firing cursor, so open up with point fire. For some reason or another, your shooting sets off an explosion thatll immediately kill all three targets.
Two more tangos await you in the northwestern corner of the yard. One will appear behind a metal container, and will be covered from your fire, and another will be on the railings. To take these guys down, youll need to set up your primary team on the eastern end of the train, where theyll be able to take a corner position looking to the northwest. After both tangos are firing at them, move the second team up to the woodpile near the train. Between the two teams, you should be able to nab the Zeke in the railings with point fire; after hes down, you can smoke the tango on ground level, then move the second team up to the pillar immediately beneath the water reservoir and finish off this area.
The second, partially-covered trainyard will be a deathtrap for your soldiers if you dont move with extreme caution. Your best bet is to get both teams up on either side of the entrance, then lay down a couple of smoke grenades so that their smoke completely covers the woodpile near the door. When youre certain that youre covered, move up to the woodpile, then immediately retreat back into the first trainyard when you hear the RPG go off. This will trigger the appearance of a few enemies on the railings above; if you had stayed near the woodpile, you probably wouldve gotten hit a couple of times, but if both of your teams are set up near the entrance to the area, you should be able to kill off your targets without much of a hassle. After the first three tangos go down, move one of your teams up to the western end of the woodpile to take out the final gunmen, then hit your SITREP.
Theres one more enemy in this trainyard, so dont get too cocky as you move north. Hell appear as soon as you head north of the train itself, so use the train to set up a corner position and eliminate him.
The northernmost trainyard will appear to be quiet as you move your teams into position around the entrance, but when you shuffle one of your teams to the corner of the red traincar immediately inside the yard, a few enemies will appear all at once. The first will be rather gruesomely eliminated by a speeding traincar trap, while your team should automatically open fire on the enemy that appears on the southwestern railings, since they wont have cover. Youre close enough to a SITREP that you shouldnt have to worry overmuch if someone gets shot, but you should be able to eliminate this tango without a problem. The last Zeke will take up cover to the northeast. Occupy him with point fire, then move your secondary team into the trainyard. Have them shuffle all the way to the eastern wall, until they can come around the grey traincar and eliminate the Zeke on the western railings.
Theres only the one last Zeke between you and Al-Afad, so do whatever nasty things you want to to him. By this point in the game, you shouldnt have a problem eliminating a single target, so take him down and head for the objective marker. When you reach it, youll need to have one of your teams dash through the door and head for the woodpile, from where theyll be able to paint Al-Afads car with your airstrike marker. From there, the games ending runs on autopilot, so sit back and enjoy the show.
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