Chapter 4
Objective 1--Make your way through the airport to the front gate
The first portion of this level can be fairly difficult if youre not used to moving under fire and engaging enemies to distract them. Therell be two Zekes inside the first hangar through which you have to move, and both of them will have impenetrable cover, so youll need to split your teams up and have each one move up along either side of the hangar. You should be able to get both tangos in a point fire vector until you get up close to them; youll want to make sure that you always have point fire active before moving one of your teams, because the tangos will retreat as you advance, and you can sometimes grab an easy kill while theyre moving. If you start having trouble when attempting to use point fire on them, you can use smoke grenades to ease your movement. Eventually youll get close enough to either have a clean shot or to be able to plop down a frag grenade. Also watch out for two more Zekes wholl attempt to cross the open land behind the hangar; if youre laying down appropriate point fire, you should be able to tag them before they reach cover.
When you reach the far side of the hangar, therell be a SITREP waiting for you in open ground, so hit it before moving east. Another few tangos will be waiting for you around the shipping containers, so ease up and get as close as you can before laying down a frag grenade or shaped charge to blow the car behind that one of them hide behinds. The other two will book it to the east; if you have one of your teams lay down point fire in that direction, they may get lucky and drop them before they can reach cover.
Regardless of what happens, youll have to deal with at least one more Zeke as you move to the hangar towards the southeast. Hell dance around a bit, and will eventually wind up taking cover inside the hangar itself, but he should be within easy frag range of a team that takes up position next to the hangar entrance. The SITREP here is a bit out of the way; youll need to head into the hangar and nab it, then backtrack out and continue on your way.
There are only a couple more tangos between you and your next objective point / SITREP location, both of which can be easily taken out with frag grenades or a point fire / flanking maneuver. The approach to the front gates is a wee bit more difficult, however, as youll be going up against both a tank and a machine gun. After approaching the main gate area, youll be required to approach close enough to the tank to get a mortar firing signal on it. If you recall, this is done by holding down the X button, then pressing up on your d-pad, but youll need to get pretty darn close to pull it off.
Begin by moving your teams up to the two pieces of cover in the northwestern corner of the courtyard. You should have a decent shot at the RPG positions near the gate itself, so take them out and assess the situation. The machine gunner will be opening up on one of your teams by this point, so you should be able to move the other team up to one of the nearby cars and start moving them around to the east, using the vehicles along the way for cover. As you move, a BMP will roll up and hopefully start firing on the team thats distracting the machine gunner; if it doesnt, you may have to use smoke grenades to move.
After you clear the last car, youll have to hop between the planters until you reach the next objective marker, from which you should finally be able to call down the forces of justice upon the BMP. After the Apache takes out the tank, the machine gunner will magically disappear, leaving you and your teams to regroup with Lt. Philips and get new orders. You dont have to actually use the SITREP or the resupply point here; another instance of both will appear along the path back to the baggage claim area.
Objective 2--Assist the fireteam at the baggage terminal
When you get your new orders, youll have to make a lengthy backtrack to the last hangar you passed through. The objective markers should do a decent job of pointing the way.
As you head west from the SITREP and CASEVAC point, youll come across a few more tangos thatll fire on you from narrow alleyways. The first one probably wont be too difficult to kill, but youll likely need to split your teams up to tackle the second Zeke. From there, youll need to proceed into the rather dangerous baggage area.
The first Zeke you come across will hunker down behind a metallic object, so youll have to pin him down with point fire while one of your teams sweeps around him and takes him out. A SITREP will pop up, which you should definitely hit, as your next opponent will be an machine gunner in an elevated position to the south.
If you want to have a little fun, you can try and get by the MG without actually taking him out; its possible, if you dont mind throwing out three or four smoke grenades. After you get both teams to the wall underneath him, hell start firing randomly, and as you move to the west, hell disengage and wont trouble you any further. Its definitely easier to just get him firing on one of your teams and use your M203 to blow him away. He wont be killed by a shaped charge that hits the wall in front of him, or the ceiling behind him, however, so youll need to get him right in the middle of your targeting reticule, and even then you might have to try two or three times to hit him. Youre right past a save point, however, so redeploy if the situation goes fubar.
A few more Zekes stands between you and the soldiers that are pinned down to the southwest, but nothing that should really stop you. When you reach the soldiers, use your shaped charges and set up a crossfire to take out any Zekes foolish enough to hide behind the wooden obstacles nearby. Upon rescuing your friends, youll be retasked and asked to head out to Al-Afads palace.
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