body{ color:white; word-wrap:break-word; } function setHeight() { parent.document.getElementById('walkthroughframe').style.height = ( document['body'].offsetHeight + 25 ) + 'px'; } Conflict - Desert Storm _______ __ _ / _____/ / _\ | | / / | | | | _ _ _ / / _| |_ | | (_) _| |_ (_) / / ___ _ ___ |_ _| | | _ ____ |_ _| \ \ / _ \ | \/__ \ | | | | | | / __/ | | \ \ ( / \ ) | / \ | | | | | | | / / | | _ \ \_____ ( \_/ ) | | | | | | | |_ | | \ \__ | |__ (_) \_______\ \___/ |_| |_| |_| |___/ |_| \___\ \___/ ______ | __ \ | | \ \ | | \ \ _ | | \ \ ___ _____ ___ _ __ _| |_ | | / / / _ \ / ___/ / _ \ | \/__\|_ _| | | / / / ____\ \___ \ / ____\ | / | | | |__/ / \ \__ ___/ / \ \__ | | | |__ |______/ \___/ \____/ \___/ |_| \___/ _______ / _____\ / / _ / /____ _| |_ ___ _ __ ___ ___ \____ \ |_ _| / _ \ | \/__\ | _\_/_ | / / | | ( / \ ) | / | / \_/ \ | ____/ / | |__ ( \_/ ) | | | | | | \______/ \___/ \___/ |_| |_| |_| ___________ /Information\____________________________________ | | | Game - Conflict: Desert Storm | | Console - P.C. | | Type of Guide - Walkthrough | | Version - 1.1 | | Starting Date - January 31st, 2003 - 20:18:43 | | Finished Date - | | Author - Katana Death | | E-mail - [email protected] | | | | *********************************************** | | *********WARNING: MAY CONTAIN SPOILERS********* | | *********************************************** | | ** The following guide is for the U.S. Delta ** | | ** Force and may not follow the same ********** | | ** objectives, weapons and level layout as **** | | ** that of the British S.A.S. ***************** | | *********************************************** | |_________________________________________________| --------------------------------------------------------------------- 0 - Table Of Contents --------------------------------------------------------------------- 0 - Table Of Contents/ 0.1 - Introduction/ 0.2 - Controls/ 0.3 - The Squad/ 0.4 - Medals And Promotions/ 0.41 - Medals/ 0.42 - Promotions/ 0.5 - Weapons/ 0.51 - Pistols/ 0.52 - Sub-Machine Guns (SMG)/ 0.53 - Assault Rifles (AR)/ 0.54 - Machine Guns 0.55 - Shotguns/ 0.56 - Sniper Rifles/ 0.57 - Explosives 0.58 - Misceallaneous/ 1 - Levels/ 1.1 - Training/ 1.11 - Basic Training/ 1.12 - Advanced Weapons Training/ 1.13 - Squad Training/ 1.2 - The Game 1.201 - The Rescue/ 1.202 - Safe age/ 1.203 - Special Delivery/ 1.204 - Desert Watch 1.205 - SCUD Boulevard 1.206 - SCUD Alley 1.207 - Crash & Burn 1.208 - Patriotic Defense 1.209 - No Retreat 1.210 - Cavalry Charge 1.211 - Human Shield 1.212 - On The Brink 1.213 - Edge Of Destruction 1.214 - Counter Attack 1.215 - Lights Out 2 - Legal Stuff/ 3 - Thanks/ 3.1 - Other Guides/ 3.2 - A Final Note/ --------------------------------------------------------------------- 0.1 - Introduction --------------------------------------------------------------------- This is a brilliant game. There is so much to do, like the setting up cross fire to trap your enemy to the elabourate setting up of explosives and blasting tanks with a precision anti-tank rocket launcher. This game is also very good for real life simulation. You have to go through training (as with real life), get on to the field and earn experience and what not. If you the mission, you gain experience. If you rise above and beyond the call of duty, you'll be eligible for promotions and medals - provided all your men come back in one piece. --------------------------------------------------------------------- 0.2 - Controls --------------------------------------------------------------------- Esc - Game menu F1 - Objective screen Moving your men... Mouse up - Look/aim up Mouse down - Look/aim down Mouse left - Turn left Mouse right - Turn right Right mouse button - Aim mode Mouse wheel - Switch weapons (+shift), zoom in/out Left mouse button - Fire, change fire mode (+highlighted weapon) w - Foward a - Strafe left s - Backward d - Strafe right Ctrl+w - Walk forwards Ctrl+s - Walk backwards R - Action button Space bar - Crouch Space bar (hold) - Go prone Shift - Inventory screen 1 - Switch to Bradley 2 - Switch to Foley 3 - Switch to Connors 4 - Switch to Jones Commanding your men... Alt+a - Advance (press again to confirm) Alt+d - Tell all team to advance to your position/hold Alt+f - Tell individual to advance to your position Alt+g - Tell individual to fire at will g - Tell team to fire at will Alt+h - Tell individual to hold Alt+1 - Tell Bradley to follow/hold Alt+2 - Tell Foley to follow/hold Alt+3 - Tell Connors to follow/hold Alt+4 - Tell Jones to follow/hold --------------------------------------------------------------------- 0.3 - The Squad --------------------------------------------------------------------- * Exp. = Experience In each case I have named out the basic soldiers skills, ranks and exp.* (see above) levels. Then, I have named out all the weapons they get when they are resupplied. In the case where I have typed 'And sometimes...', the item named will replace the other item in the same class. e.g. Franchi SPAS-12 will replace Remmington 870, e.g.(ii) LAW 80 will replace LAW 66. Next, I have put in a description of the soldier and which areas he is good to use in. --------------------------------------------------------------------- John Bradley - Team Leader Starting Rank: Sergeant Starting Skills: Rifleman *** Pistol ** Combat Engineer * Starting Exp.* Level: Trained Weapons: Combat Knife Medikit M16A2/M203 Assault Rifle M18 Smoke Grenade M67 Fragmentation Grenade SIG P228 Silenced Pistol And Sometimes... Colt M16 Silenced Sub Machine Gun Laser Designator P319 Communications Headset Bradley is the leader of your team and gets all the hi-tech stuff (P319, Laser Designator etc.). He will be the best to use until you get Connors and will always carry an assault rifle. Overall, he is good in most situations. --------------------------------------------------------------------- Paul 'Eagle Eye' Foley - Sniper Starting Rank: Corporal Starting Skills: Sniper Rifle *** Rifleman ** Pistol * Starting Exp.* Level: Trained Weapons: Beretta Model 92 Pistol Combat Knife Hekler and Koch PSG1 Sniper Rifle Medikit M18 Smoke Grenade M67 Fragmentation Grenade And Sometimes... Accuracy International L96A1 Moderated Sniper Rifle Barrett M82A1 'Light Fifty' Sniper Rifle Foley isn't the greatest soldier to use in the field, unless he's got plenty of space to snipe and scope around. He will usually alert some men if you don't have the L96. Otherwise, just arm him with an AK and you're off. --------------------------------------------------------------------- Mick Connors - Heany Weapons Specialist Starting Rank: Corporal Starting skills: Anti-tank *** Machine Gun ** Pistols * Starting Exp.* Level: Trained Weapons: Combat Knife Desert Eagle LAW 66 Anti-Tank Rocket Launcher Medikit M18 Smoke Grenade M60E3 Light Machine Gun M67 Fragmentation Grenade And sometimes... LAW 80 Anti-Tank Rocket Launcher M249 SAW Light Machine Gun Connors is probably my favourite soldier. He isn't great for the silent kills, but when there's an alerted base rushing towards you, Connors will take care of it. Just put him in front of the squad, equip his light machine gun and every enemy will be dead with in a few seconds. --------------------------------------------------------------------- David Jones - Demolitions Expert Starting Rank: Corporal Starting Skills: Medic *** Combat Engineer ** Rifleman * Starting Exp.* Level: Trained Weapons: Anti-Tank Mine Combat Knife C4 Plastic Explosive MP5-SD Sub Machine Gun M18 Smoke Grenades M67 Fragmentation Grenades Remmington 870 Combat Shotgun And sometimes... Franchi SPAS-12 Combat Shotgun Jones is great when you can get his 'rifleman' skill up as he has a MP5-SD. This is great for silenced kills, but with Jones' limited skills he not the best for field combat. He is the one with all the heavy explosives (C4 etc.) and will be the best to use when taking out SCUD's and what not. --------------------------------------------------------------------- 0.4 - Medals And Promotions --------------------------------------------------------------------- In this section I will list out the medals and promotions respectively. They heighten a soldiers awareness, skill and what not. You may not notice at the start, but if you cheat and go onto the last level, you will be extremely susceptable to gunfire and you aiming will be crap! --------------------------------------------------------------------- 0.41 Medals --------------------------------------------------------------------- Medals are fairly hard to get. They are received when you rise above and beyond the call of duty. Say, for example, if there are about 20 soldiers in a level that you will more than likely have to kill to advance on. If you kill 50+ soldiers, you might get a medal (completely unrelated to the game). SAS |Delta Force --- |----------- Military Medal |Armed Forces Service Medal Conspicuous Gallantry Medal |Army Distinguished Service Cross Distinguished Conduct Medal |Army Commendation Medal Military Cross |Bronze Star Distinguished Service Cross |Silver Star Distinguished Service Order |Legion of Merit *Victoria Cross |*Medal of Honour *Can only be achived on Hard difficulty --------------------------------------------------------------------- 0.42 Promotions --------------------------------------------------------------------- Promotions are much the same as medals. They are received when you rise above and beyo... bla bla bla etc. etc.... Where was I? Oh yeah, you receive them for kicking ass. SAS --- Non Commisioned Ranks |Commisioned Ranks --------------------- |----------------- Private |2nd Lieutenant Lance Corporal |Lieutenant Corporal |Captain Sergeant |Major Staff Sergeant |Colonel Sergeant Major --------------------------------------------------------------------- Delta Force ----------- Non Commisioned Ranks |Commisioned Ranks --------------------- |----------------- Private |2nd Lieutenant Private 1st Class |1st Lieutenant Corporal |Captain Sergeant |Major Master Sergeant |Colonel Sergeant Major --------------------------------------------------------------------- 0.5 - Weapons --------------------------------------------------------------------- The weapons will be listed out in alphabetical order and under seperate headings. The factors will go under noise rating, power rating, accuracy, rate of fire, capacity and fire modes. These will be from number 1 -> 5...1 being bad and 5 being good. Sometimes it may depend on the weapon I'm talking about. For example, 3 might be a good rate of fire for a shotgun, but 3 on an AR might mean slow for an AR. I will also add in a bit of technical info. Sometimes it may depend on the weapon I'm talking about. 0.51 Pistols (i) Beretta Model 92 Pistol (ii) Desert Eagle .50 Pistol (iii)SIG P228 Silenced Pistol 0.52 Sub-Machine Guns (i) Colt M16 Silenced (ii) MP5-SD Sub-Machine Gun 0.53 Assault Rifles (i) AKSU-74 Sub-Machine Gun (ii) Colt M16A2/M203 (iii)AK-47 (iv) AK-74 0.54 Machine Gun (i) M249 SAW Light Machine Gun (ii) M60E3 Light Machine Gun (iii)PK Light Machine Gun 0.55 Sniper Rifles (i) Accuracy International L96A1 Moderated Sniper Rifle (ii) HK PSG1 Sniper Rifle (iii)M82A1 Barrett 'Light Fifty' Sniper Rifle (iv) SVD Dragunov 0.56 Combat Shotguns (i) Fanchi SPAS-12 Combat Shotgun (ii) Remmington 870 Combat Shotgun 0.57 Explosives (i) Anti-Tank Mine (ii) C4 Plastic Explosive (iii)LAW-66 Anti-Tank Rocket Launcher (iv) LAW-80 Anti-Tank Rocket Launcher (v) M203 40mm Grenade Launcher (vi) M67 Fragmentation Grenade (vii)SA-7 Grail Anti-Aircraft Rocket Launcher (viii)RPG-7 Anti-Tank Rocket Launcher 0.58 Misceallaneous (i) Binoculars (ii) Combat Knife (iii)Detonator (iv) Laser Designator (v) Medikit (vi) M18 Smoke Grenades (vii)ive Night Vision Goggles (viii)P319 Communications Headset --------------------------------------------------------------------- 0.51 Pistols --------------------------------------------------------------------- Every pistol can be shot while running. This is about the only advantage with them. There is no extra ammo in the game for pistols, so use them sparingly. --------------------------------------------------------------------- (i) Beretta Model 92 Pistol Noise: 3 (fairly loud) Power: 3 Accuracy: 2 Rate of fire: 2 Capacity: 15 Fire Modes: Single Shot The beretta is mainly carried by Foley although it isn't very useful. It isn't silenced and it isn't very powerful, which makes it kind of crappy. Technical Originating in Italy the Beretta Model 92 Pistol entered production about 1976 and is a copy of the Beretta Model 1951. There are about 10 or 11 different types and none of them look like the Beretta in this game. The closest match would be the Beretta 92FS-C. Beretta (make) Model (model) 92 (model no.) F (model no. type. (eg. Ma HS-C. HS-A and B were only prototypes)) S (modified safety) C (compact). This pistol holds 13 9x19mm Luger/parabellum rounds in a double stack magazine. --------------------------------------------------------------------- (ii) Desert Eagle .50 Noise: 5 (very loud) Power: 5 Accuracy: 2 Rate of fire: 2 Capacity: 9 Fire Modes: Single Shot The Desert Eagle .50 is mainly carried by Connors and is useful when you run out of your other heavy weapons. Its accuracy could be a lot better so only use it at close range. Technical The Desert Eagle was concieved in 1979 and the designs were made a year later. In 1981, the first prototype Desert Eagle Pistol was made by Magnum Research Inc. This pistol, however, fired .357 Magnum rounds - not the .50 calibers in this game. The Desert Eagle .50 was developed about the late 1980's to the early 1990's. It has a 9 round .50AE clip. --------------------------------------------------------------------- (iii) SIG P228 Silenced Pistol Noise: 1 (silenced) Power: 2 Accuracy: 3 Rate of fire: 2 Capacity: 13 Fire Modes: Single Shot The P228 is carried by Bradley and is fairly handy for taking out enemies in silent. It isn't very strong or accurate, so it's only good for close silent kills - or when you can't get close enough to use the knife. Technical Real name is SIG-Sauer P228. The P228 is a compact varient of the P226. It originated in Switzerland in 1989 with the ing of the Swiss based SIG Arms company and the German based J.P. Sauer&Sohn company. SIG (make (Sweizerishe Industrie Gesellschaft)) Sauer (make) P (model no. type) 228 (model no.). The P228 has a double action/double action only trigger with a magazine capacity of 13 9x19mm Luger/parabellum rounds. --------------------------------------------------------------------- 0.52 Sub-Machine Guns (SMG) --------------------------------------------------------------------- How do you define a SMG? Simple - it is any automatic weapon that uses pistol rounds. Proof? Take a Steyr AUG, for example. Take a few SMG conversion kit items and within 5 minutes it will have changed from an AR (Assault Rifle) Steyr AUG that takes 5.56's to a SMG Steyr AUG - para that takes 9mm Luger rounds. Anyway, all the SMG's in this game (both of them) are silenced. You can run with them so make use of this when your storming the enemy. --------------------------------------------------------------------- (i) Colt M16 Silenced Sub-Machine Gun Noise: 1 Power: 3 Accuracy: 4 Rate of fire: 3 Capacity: 32 Fire Modes: Single Shot, Full Auto The Colt M16 SMG is the same as the M16 AR except for a few minor changes. The only difference is that it has a silencer and no longer has the bulky M203. It can hold 32 rounds which is expected from a SMG when it is converted from an AR (e.g. Steyr AUG - 30 rounds. Steyr AUG para - 32 rounds. It is mainly carried by Bradley and is very handy when the P228 won't do. Technical: I have already shown most of the data above, but here's some more. As most gun crazed freaks should know, a sub machine gun is any machine gun that fires pistol rounds. This typical example used to be an M16 with rifle rounds (5.56mmX45mm) which has been altered, using barrels, clip converters etc, to an M16 with pistol rounds (9mmX19mm). There is a change in the buttstock also. It has been converted to the CAR-15 buttstock. This makes ot a hybrid between a CAR-15, a pistol and an M16. --------------------------------------------------------------------- (ii) MP5-SD Sub-Machine Gun Noise: 1 Power: 3 Accuracy: 4 Rate of fire: 3 Capacity: 30 Fire Modes: Single Shot, Fully Automatic The MP5-SD Sub-Machine Gun is really useful in the first few levels of the game. It is silenced so it can be used to take out close enemies on single shot mode, or can be switched to full auto and a few shots can be fired at the torso for that all important silent kill bonus. It is carried by Jones and is handy as an assault rifle when you're storming an area. It can be fired while running. Technical: This MP5-SD is probably an MP-5N. The barrel on the MP-5N is threaded to accept silencers. It couldn't possibly be the MP-5SD3 as that has an integral silencer and this MP-5 dosen't match it. The MP-5 was made in 1964 by the infamous company Heckler and Koch and has been in production ever since. The MP-5 is probably the most famous sub machine gun in the world. The MP-5 has a 30 round magazine and takes 9mmX19mm parabellum, .40S&W or 10mm auto rounds. --------------------------------------------------------------------- 0.53 Assault Rifles (AR) --------------------------------------------------------------------- Assault Rifles are known throughout the world and are commonly refered to as machine guns. This, they are, but machine guns are actually weapons like the M249 SAW Light Machine Gun. Assault rifles are great for any purpose, like storming a base or defending an injured squad member. You can run while firing an AR. --------------------------------------------------------------------- (i) AKSU-74 Noise: 3 Power: 3 Accuracy: 3 Rate of fire: 4 Capacity: 30 Fire Modes: Single Shot, Fully Automatic I haven't got much to say about this AR, but it is not an SMG. It uses rifle rounds, making it an AR! You don't get it very much, but it is fairly good. Technical: Known commonly as the 'Snubby', the AKS-74U (yes, I spelled it right) was a replacement for SMG's. It has alright accuracy but isn't the best choice at all. It is also known in the USSR as the 'Spitter'. --------------------------------------------------------------------- (ii) Colt M16A2/M203 Noise: 4 Power: 4 Accuracy: 3 Rate of fire: 3 Capacity: 30 Fire Modes: Single Shot, 3 Round Burst, Grenade Launcher Probably the most general wepon in the world. The M16 is a highly overrated gun. It is O.K. in this game, but only in the first few levels. The grenade launcher is handy if you are no good with grenades. The only set back is the fire modes. It only has single shot and burst fire but you can use it as if it were an automatic. Simply keep tapping the left mouse button when its switched to burst fire. Technical: The history or data of the M16 is a long tedious one. If you want to know the 'less cut' story, check the 'Thanks' section and go to weapon details. It was in it's developement stages in 1948. U.S. Army's Operations Research Office (ORO). The Armalite Division of the Fairchild Aircraft Corp wanted a rifle that could penetrate a steel helmet from 500 metres Armalite then developed the first M16's, although they were known as the AR-15 then. 8,000 AR-15's were sold to General LeMay. He wanted to replace ageing M1 and M2 carbines. From 1962 to 1966, almost 1,000,000 M16's were sold to government organisations (under names as XM16E1, AR- 16 and, of course, M-16's). In the Vietnam War (1965-67), the M16 was prompted as 'low maintanence', so soldiers didn't need to clean them that much. As a result, they often jammed, leaving the soldier helpless. After that the M16 earned it's title back and was sold under a million and one other names. The M16 is one of the most flexible weapons in the world taking dozens of different rounds (.13 Remmington to the .458 SOCOM!), barrels and fire select handles. --------------------------------------------------------------------- (iii) AK-47 Noise: 4 Power: 3 Accuracy: 4 Rate of fire: 5 Capacity: 30 Fire Modes: Single Shot, Fully Automatic The AK-47 is another one of the most common AR's in the world. It comes in really handy when storming a base. This AK can be picked up anywhere around the enemy base. It is an excellent weapon for taking out infantry. Technical: The AK-47 (Automat Kalashnikova 47, Kalashnikov automatic rifle, model of 1947) was, obviously, developed in 1947. In 50 years, 90,000,000+ of these have been developed! The AK-47 is one of the most versitile weapon ever! It is known throughout the world a very reliable weapon as it is able to witstand even the most harsh conditions. --------------------------------------------------------------------- (iv) AK-74 Noise: 4 Power: 3 Accuracy: 4 Rate of fire: 5 Capacity: 30 Fire Modes: Single Shot, Fully Automatic The AK-74 is the exact same as the AK-47. The only two differences are the buttstock (AK-74 has a 'Classic Design' buttstock while the AK-47 has a 'Bull-pup Design' buttstock) and the cartridges. The AK-47 is much heavier, but also more powerful. Technical: The AK-74 was developed in 1974. The Soviet Army adopted a new 5.45X39mm round. To do this they needed to create a new weapon to chamber that round. The AK-74 was originally a wooden brown, but was changed to complete black with a plastic black clip. --------------------------------------------------------------------- 0.54 Machine Guns --------------------------------------------------------------------- Machine Gun aren't as universal as AR's, but they do come in handy for defense and cover fire. Equip Connors with one of these and he is unstoppable (except for tanks!). Any member of your squad is great with one of these. --------------------------------------------------------------------- (i) M249 SAW Light Machine Gun Noise: 5 Power: 4 Accuracy: 3 Rate of fire: 4 Capacity: 100 Fire Modes: Single Shot, Fully Automatic Mainly carried by Connors and recieved about half way through the game. It is fairly equal to the M60, but it looks cooler. It is handy for taking out a squad, a platoon, or even a whole army. The only thing is, they might fight back! Technical: --------------------------------------------------------------------- (ii) M60E3 Universal Machine Gun Noise: 4 Power: 4 Accuracy: 3 Rate of fire: 3 Capacity: 100 Fire Modes: Single Shot, Fully Automatic The M60E3 Light Machine Gun is the first machine gun that you get. Make good use of it as it had a high magazine capacity and a strong round, making it very useful for cover fire or defending. Technical: The M60E3 was developed from the WWII MG42s' feeding mechanism and the FG42s' gas driven action. The M60E3 is the 'improved' version of the M60 and is, apparently, lighter that its predecessor. The barrel easily overheats due to it's lightness (or flimsyness!). --------------------------------------------------------------------- (iii) PK Universal Macine Gun Noise: 3 Power: 3 Accuracy: 3 Rate of fire: 4 Capacity: 100 Fire Modes: Single Shot, Fully Automatic This is pretty much the Iraqi equivalent of the M249 SAW or the M60E3. Technical: The PK (Pulemyot Kalishnikov was developed in 1960 to replace SMG's. It uses an old rimmed cartridge, and thus, uses an old feed system. When the bolt is moving back, it simulateonously retrieves a new shell from the belt and ejects the spent shell. When the bolt then moves forward, it moves the new shell into place. --------------------------------------------------------------------- 0.55 Sniper Rifles --------------------------------------------------------------------- Sniper Rifles are good weapons for defending and taking out enemies at a distance. The only set back is the amount of noise they make. The only nearly silenced rifle is received near the end of the game. All the other rifles might as well be Grenade Launchers! --------------------------------------------------------------------- (i) Accuracy International L96A1 Moderated Sniper Rifle Noise: 1.5 (not silenced, but won't sound alarm) Power: 2 Accuracy: 5 Rate of fire: 2 Capacity: 10 Fire Modes: Single Shot Sight: Leupold Mark 4, fixed 10 X The Accuracy International L96A1 Moderated Sniper Rifle is not completely silenced, but it is handy for taking out the odd guard here and there. Th L96 is good for light defense, or some scouting ahead. Take your pick, this is an excellent rifle! Technical: In the mid 1980's the British Army was looking for a replacement for the old L42 Enfield. They remedied this by creating a new L96. This rifle was designed to withstand heavy conditions and earned the name 'Artic Warfare'. This is one of the worlds best sniper rifles. --------------------------------------------------------------------- (ii) HK PSG1 Sniper Rifle Noise: 4 Power: 5 Accuracy: 5 Rate of fire: 1 Capacity: 5 Fire Modes: Single Shot Sight: Hensoldt, fixed 6 X The Heckler and Koch PSG1 Sniper Rifle is the first rifle you start off with. This is an excellent rifle also, coming close to the L96. The only set back about this is the extremely loud noise that it makes when fired, and the massive recoil, which sends your scope aiming towards the sky! Technical: The Heckler and Koch PSG1 Sniper Rifle was developed for various mititary groups around the world. There is a special cheek plate on the butt-stock for added comfort. The receiver is designed to take all NATO STANAG claw mounts. With all that stuff and the standard Hensoldt 6 X fixed telescopic sight, this rifle will fetch a hefty $9,000 on the market! --------------------------------------------------------------------- (iii) M82A1 Barrett 'Light Fifty' Sniper Rifle Noise: 3 Power: 5 Accuracy: 5 Rate of fire: 2 Capacity: 11 Fire Modes: Single Shot Sight: 10 X Telescopic The M28A1 Barrett Sniper Rifle is a step from your regular PSG1 (for some reason I prefer the PSG1!?!). There is 11 rounds in this one but thats about it. The lighter frame does not help or increase recoil or anything, so its just a PSG1 with a bigger clip. Technical: I haven't got much on this rifle. It's a semi-auto rifle with .50 BMG rounds. I could tell you the lenght and width, but thats just a load of crap! --------------------------------------------------------------------- (iv) SVD Dragunov Noise: 4 Power: 4 Accuracy: 5 Rate of fire: 1 Capacity: 10 Fire Modes: Single Shot Sight: PSO-1 The SVD Dragunov Sniper Rifle is just a variant of any other sniper rifle you get in this game. It's just there when you run out of ammo for your standard issue rifle. Technical: This rifle is supposed to be a very good rifle in it's class. It is designed to withstand heavy battle conditions and is capable of taking any sort of 7.62X42 round. SVD stands for Snaiperskaya Vintovka Dragunova, or, in English, Dragunov Dniper Rifle. Every infantry squad in the Soviet army had a least one man carrying an SVD. --------------------------------------------------------------------- 0.56 Combat Shotguns --------------------------------------------------------------------- A shotgun is... well... a shotgun. It's the original boggers (farmer) weapon, making it handy for taking out cows or Paki's. But seriously, shotguns are very handy for taking out enemies at close range. Use these when you run out of assault rifle rounds. They are mainly carried by Jones. --------------------------------------------------------------------- (i) Franchi SPAS-12 Combat Shotgun Noise: 3 Power: 5-2 (depends on range) Accuracy: 1 Rate of fire: 3 Capacity: 8 Fire Modes: Pump Action The Franchi SPAS-12 Combat Shotgun is a nice step up from the Remmington, being able to hold 8 rounds in the magazine and its power is slightly more increased. Technical: The Franchi SPAS-12 Combat Shotgun was developed in the 1970's by the Italian company Luigi Franchi Spa. SPAS can mean different things depending on your source. They would be Sporting Purpose Automatic Shotgun or Special Purpose Automatic Shotgun. This Shotgun can be fitted with pistol grips. --------------------------------------------------------------------- (ii) Remmington 870 Combat Shotgun Noise: 4 Power: 4-1 Accuracy: 1 Rate of fire: 2 Capacity: 5 Fire Modes: Pump Action The Remmington 870 Combat Shotgun is not one of the greatest weapons in this game. I only used it a few times when I got it (level 4) and then when ever I ran out of ammo for the MP5. Technical: The Remmington 870 'Wingmaster' entered production in 1970 with the famous company Remmington. This particular Remmington is able to accept extended magazines (7-8), bayonets, non-glare and heat shields. This Shotgun has been fitted with pistol grips. --------------------------------------------------------------------- 0.57 Explosives --------------------------------------------------------------------- (i) Anti-Tank Mine Noise: 5 Power: 5 Accuracy: N/A Rate of fire: N/A Capacity: N/A Fire Modes: Place on the ground I never use this. It would take too much planning and precise timing to get it right. You should use this when you run out of anti-tank rockets. Technical: N/A --------------------------------------------------------------------- (ii) C4 Plastic Explosive Noise: 5 Power: 5 Accuracy: N/A Rate of fire: N/A Capacity: N/A Fire Modes: Place on the ground Ahhh! The infamous C4. A two piece explosive device. One part is the plastic explosive and the other is the detonator. Take out pretty much anything with these - tanks, SAM's, trucks etc. Use in conjunction with the Detonator. Technical: N/A --------------------------------------------------------------------- (iii) LAW-66 Anti-Tank Rocket Launcher Noise: 5 Power: 5 Accuracy: 4 Rate of fire: 1 Capacity: N/A Fire Modes: Single Shot The LAW-66 Anti-Tank Rocket Launcher is great for taking out structures or vehicles to do with objectives. Alternatively, you can use them to take out tanks or Paki infantry. Use it wisely as ammo is short Technical: N/A --------------------------------------------------------------------- (iv) LAW-80 Anti-Tank Rocket Launcher Noise: 5 Power: 5 Accuracy: 4 Rate of fire: 1 Capacity: N/A Fire Modes: Single Shot The bigger cousin of the LAW-66. As far as I can see, there is no difference in the rocket launchers in this game. Technical: N/A --------------------------------------------------------------------- (v) M203 40mm Grenade Launcher Noise: 5 Power: 5 Accuracy: 2 Rate of fire: 1 Capacity: 1 Fire Modes: Single Shot The Grenade Launcher is always handy for taking out small groups of enemies or taking out light vehicles or buildings. Use it wisely as you can not load it with normal grenades. Technical: N/A --------------------------------------------------------------------- (vi) M67 Fragmentation Grenade Noise: 5 Power: 5 Accuracy: 1 Rate of fire: 1 Capacity: N/A Fire Modes: Throw it The classic grenade. You'll get plenty of these so throw them at whatever you like. Technical: N/A --------------------------------------------------------------------- (vii) SA-7 Grail Anti-Aircraft Rocket Launcher Noise: 5 Power: 5 Accuracy: 4 Rate of fire: 1 Capacity: N/A Fire Modes: Single Shot It's like a rocket launcher except it's used to take out helicopters. Technical: N/A --------------------------------------------------------------------- (viii)RPG-7 Anti-Tank Rocket Launcher Noise: 5 Power: 5 Accuracy: 4 Rate of fire: 1 Capacity: N/A Fire Modes: Single Shot The Iraqi equivalent to the LAW-66 or LAW-80. Technical: N/A --------------------------------------------------------------------- 0.58 Misceallaneous --------------------------------------------------------------------- (i) Binoculars Noise: N/A Power: N/A Accuracy: N/A Rate of fire: N/A Capacity: N/A Use these to zoom in or out. They zoom in a good bit and they're kind of handy sometimes. Technical: N/A --------------------------------------------------------------------- (ii) Combat Knife Noise: 1 Power: 5 Accuracy: 5 Rate of fire: It's a Knife! Capacity: It's a Knife! Handy for those all important 'Stealth Kills', the combat knife stays with you throughout most of the game. You can slice a guy while running. Technical: N/A --------------------------------------------------------------------- (iii) Detonator Noise: N/A Power: N/A Accuracy: N/A Rate of fire: N/A Capacity: N/A Use it with the C4 Plastic Explosive. Technical: N/A --------------------------------------------------------------------- (iv) Laser Designator Noise: 5 Power: 5 Accuracy: 5 Rate of fire: 1 Capacity: N/A Use the Laser Designator to take out tanks and structural buildings and what not. If there are anti-aircraft tanks or anything like that you won't be able to use it. Technical: N/A --------------------------------------------------------------------- (v) Medikit Noise: N/A Power: N/A Accuracy: N/A Rate of fire: N/A Capacity: 6 per cache Use it to heal people - golly gee gosh, I would've never have thought it'd do that. Technical: N/A --------------------------------------------------------------------- (vi) M18 Smoke Grenades Noise: 1 Power: N/A Accuracy: 1 Rate of fire: 1 Capacity: N/A Fire Modes: Throw it Smoke Grenades are pretty useless unless you need to get ed one enemy that is looking towards the place you want to go and you have no ammo to take him out. Trust me - that never happens in this game. Technical: N/A --------------------------------------------------------------------- (vii) ive Night Vision Goggles Noise: N/A Power: N/A Accuracy: N/A Rate of fire: N/A Capacity: N/A Use these to see in the dark. They are useless in bright light as they only hurt your eyes! Technical: N/A --------------------------------------------------------------------- (viii)P319 Communications Headset Noise: 5 Power: 5 Accuracy: 5 Rate of fire: 1 Capacity: N/A Use this to take out tanks and objectives in much the same way as the 'Laser Designator' Technical: N/A --------------------------------------------------------------------- 1 - Levels --------------------------------------------------------------------- Training Levels Game Levels 0.1 - Basic Training 01 - Rescue 0.2 - Advanced Weapons Training 02 - Safe age 0.3 - Squad Training 03 - Special Delivery 04 - Desert Watch 05 - SCUD Boulevard 06 - SCUD Alley 07 - Crash & Burn 08 - Patriotic Defense 09 - No Retreat 10 - Cavalry Charge 11 - Human Shield 12 - On the Brink 13 - Edge of Destruction 14 - Counter Attack 15 - Lights Out --------------------------------------------------------------------- 1.1 - Training --------------------------------------------------------------------- Level 0.1 - Basic Training --------------------------------------------------------------------- July 28th, 1990 Special Forces Basic Training Area Soldier(s): Bradley Listen to Master Sergeant Franks and follow his instructions. (i) Move forwards (w). (ii) Move backwards (s). (iii) Side step (a/d, works best with forwards or backwards). (iv) Turn left and right (> or you can use the mouse, which I recommend). (v) Now crouch (space). (vi) Go prone (hold space). Crouching and going prone makes you a smaller target for the enemy and improves accuracy, but makes you slower. Now advance into the next area, which is an assault course. You have to do this, apparently, because you're a sorry ass! (vii) Go prone and head underneath the beams. Running in between makes you go faster. (viii)Go prone again and go through the tunnel. (ix) Get up and go left over the bridge. (x) Go across beam 1, turn left, go across beam 2, turn right and go across beam 3. (xi) Go up the ladders using action (r). (xii) Go across the beam at the top and hop down the ledges at the end. (xiii)Stop at the point marked finsh. Go left if you want to try the course again or go straight ahead to try a weapons evaluation. (xiv)Step up to the armoury and take all the weapons (r). (xv) Turn around and step up to the firing range. (xvi) Equip the Berreta Model 92 Pistol (Shift+mouse wheel up/down). (xvii)Fire off a few rounds (left mouse button). (xviii)Go into aim mode (right mouse) and move the reticule over one of the targets. (xix) Now shoot down both targets. (xx) Now for the timed targets. Shoot them all down. If you do well you're Drill Sergeant will compliment you!!! (xxi) Equip the Colt M16A2 Assault Rifle. (xxii)Switch through the aim modes (Shift+left mouse button). (xxiii)Switch to burst mode and gun down all targets, as before. (xxiv)Equip the Heckler and Koch PSG1 Sniper Rifle. (xxv) Go into aim mode and zoom in and out (mouse wheel) (xxvi)Yet again, gun down all the targets and you're finished. Level 0.2 - Advanced Weapons Training --------------------------------------------------------------------- July 29th, 1990 Special Forces Advanced Weapons Training Area Soldiers(s): Connors Listen to Master Sergeant Johnson and follow his instructions. (i) Step up to the machine gun nest and man it (r). (ii) This is the M2HB Browning .50 caliber (cal for short). Gun down the targets. (iii) Unmount and head to the next training area. Listen to Master Segeant Boo and follow his instructions. (iv) Pick up the LAW 80 anti-tank rocket laucher (r). (v) Wait for a tank to come out of the gate marked 'A'. (vi) Take a shot at the tank. (vii) Let it turn around and then blast it. This should always be done with the 'heavier' tanks (T-72 etc.). Head into the Vehicle Training Area. There is no Master Sergeant. (viii)Embark on the M998 (r) and switch to driver (Shift+mouse wheel). (ix) Drive the truck to the next training area (controls are the same). (x) Disembark (r) and advance. Listen to Master Sergeant ??? and follow his instructions. (xi) Go over to the table and pick up the P319 Comm. Headset. (xii) Go over to the viewpoint. (xiii)Go into aim mode and call in an airstrike (r) on the infantry and the artillery. (xiv) Pick up the Laser Designator. (xv) Head over to the viewpoint again. (xvi) Wait for the tanks and laser designate them. Wait for it to lock on and then call in an air strike. The Laser Designator works well as binoculars too. (xvii)Take out the other tank to complete your advanced weapon training. Level 0.3 - Squad Training --------------------------------------------------------------------- July 31st, 1990 Special Forces Squad Training Area Soldier(s): Bradley, Foley, Connors, Jones Listen to Master Sergeant Franks and follow his instructions. (i) Go through the door after Franks is done talking. (ii) Step up to the blue flag station. (iii) Tell the rest of your squad to follow you (Alt+d). (iv) When they reach you, tell them all to stop (Alt+d). (v) Move to the red flag station. (vi) Tell one soldier to follow you (highlight+Alt+f). (vii) Tell that same soldier to hold (highlight+Alt+h). (viii)Tell the other soldier to advance to the green flag station (highlight+Alt+a - choose position - a). (ix) After getting hit from nothing, follow your men over to the yellow flag station. (x) Heal yourself using the Medikit (left mouse button). (xi) Connors has just been gunned down by an invisible and stealthy Paki. Go into aim mode and center the screen on him. Use the medikit (left mouse button) when it appears over him. (xii) Give a medikit to one of your men (r+.). Follow you men and go into the next area (behind the red flag station) to listen to the instructions of Master Sergeant Johnson. (xiii)Step up to the free firing plate next to Foley. (xiv) Pick up your weapon (r). (xv) Gun down a few targets and switch to a different soldier (1 - 4/Page up - page down). (xvi) After you're done, order the whole squad to open fire (g). (xvii)Now Johnson will activate a series of timed targets. Gun them down with your favourite soldier (Connors). That concludes all of your training. Now your ready to get down to business. --------------------------------------------------------------------- 1.2 - The Game --------------------------------------------------------------------- Level 01 - Rescue --------------------------------------------------------------------- On July 24, 1990 Iraqi forces began massing on the Kuwait border. As negotiations broke down, United Nations Special Forces teams were dispatched to the Middle East. On August 2, Iraq invaded Kuwait. As the Iraqi tanks crossed the border the Special Forces moved into action. August 2nd, 1990 Kuwait-Iraqi Border Soldier(s): Bradley, Foley Briefing: Paul 'Eagle-Eye' Foley, one of our best snipers, was captured while trying to destroy one of the bridges along the Kuwait-Iraqi border. This bridge must be destroyed to slow down the Iraqi advance. We can't spare enough men for a full-scale assault, but one man should be able to penetrate the defenses, locate and rescue Foley, then destroy the bridge. Once the mission has been completed, return to the LZ (Landing Zone) for helicopter extraction. Objectives: 1. Rescue Foley is being held in a small building, northeast of the bridge. Secure the position, then rescue Foley. 2. C4 When Foley was captured, the guards took his C4 plastic explosive charge. Find the C4, then use it to blow the bridge. 3. Bridge Use the C4 to destroy the upper central struts of the bridge. 4. Extraction Return to the landing zone with Foley for helicopter extraction. --------------------------------------------------------------------- This is the first level of the game and is one of the easiest (obviously). You start off with Bradley and you have to rescue Foley. After that you have to find C4 and blow up a bridge. When all that is done you have to return to the LZ for extraction. It is fairly hard to stay silent in this level, and in all levels at that! Take out your SIG P228 Silenced Pistol (SIG or P228 for short) and run out right. Go down the first part of the hill. When the guard comes out of the guard house and the bombers blow up the convoy, go around the corner, keeping behind the guard, but in front of the window of the guard house. Take out the guard inside with a headshot and the then the other one in front of the the guard house. Another guard will come around the side of a blown up truck so gun him down (he is already alerted). Go inside the guard house and take the Medikit (1 cache supplies 6 Medikits). Go across the small bridge and go right. Go down into the canyon with the P228 and crouch. You might be able to get a silent kill bonus, but otherwise you can just blast everyone. Enter the canyon adjacent and wait for the far away guard to turn around. Some gunships will fly overhead, but its nothing to worry about. Go prone and sneak past over near the APC. Once it starts to move past you, go slowly forward and make sure it doesn't see you. If this is too hard for you, you can just blast the front of it with yor LAW 66 Anti- Tank Rocket Launcher (LAW 66 for short) and alert the whole base. When you're past it, go to the canyon on the right. Take out your SIG and try to blast the soldier. If you can't, he'll come running down, but won't alert the base. Alternatively, you could just keep running and slit his neck with the Combat Knife (knife for short). Take out the Colt M16A2 Assault Rifle (M16 for short) and blast the guy on the other side of the tent. Take the AK-47 Assault Rifle (AK for short) and keep it for Foley. Continue along anyway and you'll meet a truck, but fret not! It will you by so you can take care of it later. Take out your SIG and blast the look out on the hill. This take precision and you might want to use your knife. Continue along right, and watch out for the sneaky guy on your left. This part is very hard to do in silent so you might as well get the jump on them. Equip the M16 and prepare for hell. Two Paki's will try to storm you, but with your M16 on 'burst', they're no problem. An interrogator will come at you with a pistol so take care of him. Another less bulk interrogator (probably a trainee) will limp away, so kill him. If you see a chopper you can blow it up, but there is no point. Go into the interrogation room and take the RPG-7 Anti-Tank Rocket Launcher (RPG for short) and the Cell Key. Some Paki's might try to storm you so take care of them first. Unlock the gate to free Foley. It looks funny if you open it and shoot him. He'll take his stuff off the table and your ready for some demolitions. Give him an RPG and an AK. Press Alt+d and head out the door. Hold Bradley where you picked off that guy two paragraphs ago. Go up to the top of the hill and with Foley and tell him to 'go loud' (g). Pick off the guy on the roof and leave Foley there. Go into the gate house ahead and take the Medikit, the C4 and the Detinator. Go over to the pill box, take the RPG and man the turret. Two guys will come out of the barracks on your left so watch out for them. With Foley covering you, go into the barracks. Take the RPG, the AK and three clips. When you exit, you'll be faced with a tank so take it out with the RPG. Go onto the middle of the bridge and plant the C4. Cover him with Foley as best you can and then switch back to Bradley when the C4 is planted. On the other side of the bridge there is a pill box with a guard inside. Take him out with your silenced pistol and signal for Foley to advance to your position. Make your way back to the LZ (armed with AK's, of course) and detonate the C4 once there. The chopper will come for extraction once all objectives are complete. Well done on completing your first level! Level 02 - Safe age --------------------------------------------------------------------- August 30th, 1990 Kuwait City Soldier(s): Bradley, Foley, Conners(, Emir) Briefing: The Iraqi Army has invaded Kuwait city. Your team must locate the Emir of Kuwait and get him safely out of the city. Connors, your heavy weapons specialist, has been sent ahead to clear the way through the city. Rendezvous with him, then make your way to the extraction. Objectives: 1. Rescue The Emir and his entourage have been ambushed by forward elements of the Iraqi invading force. Get to the ambush spot and rescue the Emir before he is captured or killed. NOTE: You cannot control the Emir or give him weapons. This goes for any other additional characters in this game. 2. Armor The Iraqi forces have deployed Russian-made BMPs and T-62 Main Battle Tanks in Kuwait City. Destroy any you encounter. 3. Rendezvous Corporal Connors, your heavy weapons specialist, is waiting for you at Position Blue. Rendezvous with him as soon as possible. 4. Extraction Get the Emir and your team to the extraction point, where an RAF helicopter will fly you to safety. --------------------------------------------------------------------- In this level you will up with Conners. He is a great addition to your team and will help a lot. Use him for taking out tanks and other heavy weapon jobs. You will start off the mission with Foley and Bradley. Choose Foley and advance up a bit. Some Paki villagers will run (or limp) past you so don't shoot them. Move up to the brown van and scope for enemies. On the building past the smoking car, there is an enemy. Zoom in and blast him. Move up a bit more and two guards will come out of an alley. Another guard will come out of the alley when you advance again. Gun him down. Go up to the white car and zoom in. Gun the guy behind the hedge. Switch to Bradley and go past Foley. Go into the little market place next to the limousine. The Emir will be hiding in here. Switch back to Foley and go down the alley aross from the little market place. Equip the Heckler and Koch PSG1 Sniper Rifle (PSG1 for short) and snipe the guy at the other end. Another guy will come shortly so keep watch. Once he's dead, advance to the alley T-junction. There is a guy on the bridge thingy to your right, so blast him with your Beretta Model 92 Pistol (Beretta or M9 for short). If you can't see him, bounce a grenade of the wall next to him. Equip the PSG1 and advance up to the tunnel. Take the RPG's and watch out for any enemies. Amoung the Paki villagers running around you will see a couple of guards. Kill them all. Blow up the T-62 Tank with the RPG. Leave Foley there and switch to Bradley. From the Emir's hiding place, follow the road away from your starting position. Bring the Emir with you (of course) and rendezvous to Foley's position. Tell the Emir to hold there. Equip your P-228 and go down the first alley on your right. Go through the door straight ahead and stop at the top of the stairs. Crouch and take out the guard with a shot to the head. Grab the AK, the medikit (both on the table) and the RPG's (by the window). While still on Bradley, go back to Foley's position. Go right and into the building. Don't go all the up the stairs (about half way should do). Lob a grenade towards the window. Bring the rest of the squad up here. Get Bradley to take the RPG and get Foley to grab the SVD Drugunov Sniper Rifle (SVD for short) and the Medikit. Tell Foley (as well as the Emir) to hold in the corner and equip his M9. From the window you can see a road. Thats where your heading. Switch to Foley and tell Bradley to advance to that road, while laying down covering fire for him. Once Bradley is there, get Foley back in the same position with the M9. Equip your SIG and sneak around the corner. You have a chance to get a 'Stealth Bonus'. It is pretty hard to do this and you have to be very fast! Advance the rest of your squad to your position and hide the Emir somewhere safe. Go down the street with Bradley and talk to Conners. Blast the guy in by the little market place and keep blasting guys while bringing him up to the rest of your team. Use Conners to take out the APC and bring Foley down with the sniper rifle of your choice. The enemy will keep pushing forward, so push back. Watch out for guys hiding behind crates and hedges. Near the end of the road you will see a sniper on a balcony of a building. He's not much of a sniper, but if he hits you, he can inflict serious damage. Once everybody is dead, bring the rest of the team up. Go half way up the stairs with Conners and wait until the T-72 Tank goes past you. This tank, unlike the T-62, has additional front armour and a gunner on top. Wait until it es and fire a LAW at it. Tell the rest of your team to pull up. From the stairs, keep going forward and down the gap in the road (watch out for the two snipers in the buildings). Keep pushing forward and go towards the red flare when it sparks. This signals the LZ. Once you have completed all the mission objectives, you will finish the level. Level 03 - Special Delivery --------------------------------------------------------------------- The United Nations deadline for the Iraq to withdraw from Kuwait expired at midnight on January 16th. The UN and its allies were authorised to use all measures to force Iraq out of Kuwait. Cruise missiles were launched from the Gulf to mark the beginning of Operation: Desert Storm. Your Special Forces team is ordered to destroy Iraqs early warning radars. January 17th, 1991 Soldiers: Bradley, Foley, Connors, Jones Briefing: Before the air campaign can begin, it is essential that several early- warning radars installations along the Iraqi and Saudi Arabian border are destroyed. These strikes will be followed by an F-15 fighter-bomber strike against the local air-defense command in the center of An-Nagaf. This combined strike will cripple Iraqs ability to launch intercept flights against Allied aircraft, thereby insuring Coallition air superiority over Iraq. One of the key Early Warning Radar installations is located inside the local Iraqi airforce base near An-Nagaf. Your team is to be air-dropped near to the enemy base. Infiltrate the base undetected, and destroy or disable SAM emplacements protecting the airbase from airborne attacks. Once this has been done, Apache strike mission 'Alpha 2-1' will fly into the area and destroy the Early Warning Radar installations. The secondary phase of this mission is to retrieve any data concerning Iraq's SCUD launcher capability. Search for this information within the base mainframe. Iraqi computer security is likely to be lax, so retrieving the data should not be a problem. Command authorizes the destruction of any liable targets of opportunity such as military aircraft or airbase supply buildings. The fourth member of your team s you on this mission. Corporal Jones is a demolitions expert and a close assault specialist. Tactical Suggestion: Instead of destroying the SAM emplacements with C4 and alerting the base to your position, infiltrate the base undetected and destroy the main power generator with C4. This should shut of the power to the Early Warning Radar, and render the SAM emplacements useless. Objectives: 1. Camp If you do not neutralize it, this small guard camp is likely to compromise your mission. A stealthy approach on the camp, followed by the setting up of crossfire, is advised. 2. SAM Sites Use C4 charges to destroy the SAM sites or the power generator. 3. Retrieve Locate the airbase mainframe room and remove any information regarding the Iraqi SCUD launchers in northern Iraq. 4. Disrupt To disrupt Iraqi aircraft operations, destroy the MiG fighter planes and the bases' fuel dump. 5. Extraction Exit the base for helicopter exraction. --------------------------------------------------------------------- See below for map. This level is fairly hard compared to the first two. You'll start of the level with your whole squad. Try out Jones - he's great for stealth kills and demo work. Switch to Jones and bring your whole team down the hill. Wait for the Paki farmer to have his back facing away. Quickly run to a spot where he won't see you. If he sees you, he'll run towards the small encampment and alert the whole base. You could shoot him as well but that would effect your out come on the mission. You can use the goats as target practise if your not that good. Go around the corner with Jones and take out the soldiers. Again, you can get a 'stealth kill bonus' if your lucky. There are about 7-10 guards in the base so just storm it. Watch out for the pillbox. Use Foley to take out the guard inside. You can blow up the tents if you want, but there's no point. Take Connors and follow the minor road. Go past the boulder and take out your LAW 66. Wait for the truck and blast it when it comes around the corner. Move up to the truck and advance all your other soldiers. Use Bradley to slit the lone soldiers neck. Use Foley to take out the guys in the pillboxes and any other guys to get in your way. Unfortunately, this will raise the alarm. Use Foley and arm him with the M9 and and give him everybody elses pistols (and Jones' pistol equivalent, the 870 Remmington Shotgun). Have everybody around you at all times (firing at will, of course) as there will be Iraqi's running at you left, right and centre. Around the right somewhere, there is another small canyon. Go in here and kill this guard silently with Jones. Continue on with Jones. Go to the right of the electric fence and pick off yet another lone soldier. Continue on with Foley. Here's where things get rough and you'll have to equip your Nightvision Goggles (goggles for short). There will be another soldier there shortly, so take him out too. I won't say every soldier in the next part, as there's simply too many of them. Instead I will just direct you to where you need to go. As you go up the ramp, a MiG fighter jet will fly over you. Ignore it and go right. Enter this building from behind the sandbags and go left. Go all the way down this hall and go left and left again into the second room, watching out for the two guards. Pick up the Medikit here and exit right via the first room. Go straight down the hall once you exit, ing the toilet (hehehe!) and take another right. Go up the stairwell a bit and take the right on the first flight. Take two rights, watching out for the guard in the room on the right, and into the room at the end of the hall. Take the SCUD data on the right and return to the stairwell. Go up about four or five more flights of stairs and blast the two guys at the top (one is out on the balcony, and he's pretty hard to see). Take the Armoury Security Key Card and the Medikit, then leav the building. You might want to put on your goggles as it is fairly dark and this makes hard to see the enemy. Anywho, from the ramp go right and go up to the big barrel thingies and blow them up with your C4. Go straight forward from there and then right to the small building behind the fence. Enter from the right and blow up the generator using C4 again. This will disable all SAM launchers. Go around to the back of the building adjacent and use the key card on the door. Go in and, yet again, blow up the MiG fighter jet with C4. Retrace your steps back to the barrels, and near there is another locked door. Go in here and repeat as with the last MiG jet. That was your last objective so return to the extraction zone for, well... extraction! Map of Base with loctions of objectives: ________________________________ || _ _ ______ || || 1 |2| | | |3 __ | || || ? |_| |_| |_| | | _________ || 4_| | | || ------------------------------------- || _ __ _ _ |_________| || | | | 2| | | | | _ 6 || |_| |__| |_| |_| | | | || | | | |_________________________ 5 | | | |___/|| | | |___ | 1 - Generator: Disables all SAM launchers 2 - MiG Fighter Jets 3 - SCUD Data: Building in which SCUD Data is held 4 - Entrance to buildings in which SCUD Data is held 5 - Barrel thingy (see guide) 6 - Ramp: refered to alot in the guide Level 04 - Desert Watch --------------------------------------------------------------------- January 19th, 1991 Nothern Saudi Arabia Soldier(s): Bradley, Foley, Conners, Jones Briefing: Intelligence analysis of the data taken from the airbase has shown that a large number of Iraq's mobile SCUD carriers are operating north-west of Highway 10 near Al-Qaim in northern Iraq. It is believed that these SCUDs will be launched against Isreal in an attemp to daw them into the war. Your team is to be flown in by helicopter to a DOP (drop-off point) south of Highway 10. Your mission is to infiltrate this area undetected and observe Highway 10 for any signs of SCUD activity. This hunting ground has been designated 'SCUD Boulevard'. Destroy all SCUDs in the area before they can be launched against Isreal. HQ has given the go-ahead to destroy the local signal booster system that powers the Iraqi communications landline. This landline runs parallel to the MSR (main supply route) The signal booster is situated in a small concrete bunker next to the MSR. A C4 charge placed on the signal booster system will interrupt Baghdad's ability to communicate with their forces in the Al-Qaim area. Once all mission objectives have been completed, proceed to the LZ for helicopter extraction. Objectives: 1. SCUD Use your LAW rocket launchers or C4 charges to destroy all SCUD launchers in the area. 2. Ensure that all SCUD missiles are eradicated by destroying any SCUD vehicles you encounter. 3. Anti-Aircraft Locate and destroy any self-propelled anti-aircraft guns operating in this area to ensure allied air superiority 4. Signal Booster Destroy the signal booster that powers the communications landline that runs parallel to Highway 10. Ensure its complete detruction by destroying the computer systems inside the bunker. This will severly disrupt Iraqi military communications in northern Iraq. 5. Extraction When you have successively completed all you mission objectives, get all surviving team to the LZ for helicopter exraction --------------------------------------------------------------------- The briefing is fairly wierd. If you look closely there is a Jones double in the background! Anywho, take Jones and wait for a guard to come round the corner. Gun him down for a silenced kill and the other guy too. Keep going on straight and pop the guy down the canyon. Up here is a great sniping spot so bring up Foley and start popping guys in the head (provided that you have already set off the alarm). From here on I will write this level as if the alarm had went off (which it shouldn't have!), and, again, I won't be naming all the guards. Go over to the ledge on the left with Foley and Connors. Use Connors to take out the artillery up ahead. Keep going with Connors and gun down any men that are out of Foleys' range. Use your LAW 66 to take out the SCUD launcher. It will launch so taking these out is your number one priority. When you go up the hill a T-62 will come right for you! Retreat and blow it up. Bring up all your men and tell the to fire at will. Go past the SCUD launcher and enter another canyon. Keep going, with your men following, and kill all enemies on your way. You'll see a kind of 'makeshift' camp. Take all the stuff here with the respective cahracters. After a while you'll come to a junction. Go right, as there is a mine field to the left. Now you'll see a SCUD convoy and you'll have to blow it up straight away. Take Connors and Jones and take the first left. Straight ahead is a base. Go to it. Chuck a grenade in the door and it will blow up the base and the two guys inside. Take the RPG-7 and the Medikit with Connors, then blow up the tank down below. Go down the hill on the right and take out the tank in front of the convoy. This will stop the two SCUD launchers. Set some C4 between them to blow them up. Continue along the road, killing any enemies that you come across. Tell Foley to advance up to your position. Use Foley to take out the guys on top of the next base and Connors to take out the tank opposite, thats if you have any rockets left. Go inside the base and take all the equipment with anybody you want. If you don't have any rockets, there's some on top of the base. After you take out that tank you'll complete the '' objective. Go back along the road and take the second left into the canyon (its the steeper one). Make a run for the SCUD. Any explosive will do - grenade, RPG, C4 or LAW. Take out the armour with Connors M60E3 and then go to the LZ to finsh. Level 05 - SCUD Boulevard --------------------------------------------------------------------- With the successful destruction of the SCUD launchers operating near Al-Qaim, attacks against Israel have dropped dramatically. However, there is still a large number of operational SCUD launchers in the area farther north. We must put an end to the SCUD threat once and for all. If Iraq is successful in bringing Israel into the war, the Arab coalition is likely to collapse. January 21st, 1991 Main Supply Route, Northern Iraq Soldier(s): Bradley, Foley, Conners, Jones Briefing: Last night, satellite imagery picked up several tell-tale heat signatures of SCUD launchers from 2 areas to the north of your position. These 2 areas are both close to the Iraq/Syrian border, and well within striking distance of Israel. Your squad is ordered to Area 1, designated 'SCUD Boulevard'. Destroy all SCUD launchers in the area before they launch their payloads towards Tel Aviv. Once this is done, assemble your squad and make your way to the second area, designated 'SCUD Alley'. You have permission to take out any targets of oppurtunity. Once you have completed this mission, you will not be resupplied before the next mission, so watch your ammunition expenditure carefully. Objectives: 1. SCUD Locate and neutralize the SCUD threat in Area 1 before they can launch their payloads at Israel. 2. Assemble Once Area 1 has been cleared of SCUD launchers, assemble your squad at the canyon road at the northern edge of the combat zone. --------------------------------------------------------------------- Level 06 - SCUD Alley --------------------------------------------------------------------- January 22nd, 1991 SCUD Alley, Northern Iraq Soldier(s): Bradley, Foley, Conners, Jones Briefing: You are to destroy any functioning SCUD launchers in Area 2, designated 'SCUD Alley'. Intelligence indicates that the SCUD launchers are heavily guarded by infantry and armored units. Once this area has been cleared of SCUDs, make your way to the southern edge of the valley for helicopter extraction. Objectives: 1. SCUD Destroy all SCUDs in Area 2 before they attack Israel. 2. Extraction Once all SCUDs have been destroyed, proceed to the landing zone and wait for pick-up. --------------------------------------------------------------------- Level 07 - Crash and Burn --------------------------------------------------------------------- January 24th, 1991 Southern Iraq Soldier(s): Bradley, Foley, Conners, Jones Briefing: Situation Report: Your extraction helicopter has been shot down by an Iraqi SAM. Enemy forces are closing in on your position. This force consistsyyyy,''"".-- infantry ed by BMPs, plus enemy gunships. Coalition Search and Rescue teams are on their way to your position. Hold the plateau until they arrive. Tactical Suggestion: Set up your squad across the length of the plateau with overlapping fields of fire. It is crucial that any armored targets are quickly destroyed before they can get a foothold on the plateau. Once the Search and Rescue helicopter arrives, protect it until your squad and the helicopter crew can get on board. Objectives: 1. Defend A large Iraqi force is closing on your position. Hold the plateau until the Search & Rescue helicopter arrives. 2. Protect Make sure the co-pilot and the gunner get onto the Search & Rescue helicopter safely. 3. Search & Rescue When the Search & Rescue helicopter arrives, defend it and ensure that everyone escapes safely. --------------------------------------------------------------------- Level 08 - Patriotic Defense --------------------------------------------------------------------- January 24th, 1991 Al-Khafji, Saudi Arabian border Soldier(s): Bradley, Foley, Conners, Jones Briefing: Elements of the Iraqi 5th Mechanized Division have crossed the Kuwait/Saudi Arabian border and have occupied the border town of Al- Khafji. Your squad is cut off from friendly forces, and must attempt to destroy as much of the occupying force as possible. MLRS (Multiple Launch Rocket Systems) have been ordered to assist you. These long-range rocket strikes are capable of defeating armored targets as well as concentrations of infantry. The MLRS are currently moving into position to you. Until they are deployed, use LAW anti-tank rockets against the invaders. We cannot allow the Iraqis to get a foothold in Saudi Arabia. Drive the 5th Mechanized Division back across the border. Objectives: 1. Infantry Iraqi infantry squads have entered the town and are advancing on your position. They must be destroyed before they get a chance to dig-in. 2. Armor The enemy has deployed several BMPs and T-62s. In the narrow streets of Al-Khafji, your squad has the advantage with LAWs. In open areas, use your radar to call in MLRS strikes. --------------------------------------------------------------------- Level 09 - No Retreat --------------------------------------------------------------------- As Iraq fails to comply with President Bush's ultimatum for withdrawal of all Iraqi forces from Kuwait the Allied ground offensive begins. Operation: Desert Sabre is launched from Saudi Arabia into Kuwait and southern Iraq. Your Special Forces team is orderd to prepare the way for the attack. February 24th, 1991 Basra, Sothern Iraq Soldier(s): Bradley, Foley, Conners, Jones Briefing: Your Special Forces team is ordered to prepare the way for the attack. With most of the Iraqi occupation force retreating towards the border, the elite Republican Guard remain a threat. Satellite imagery has shown elements of the 'Tawalkana' Division entering a large canyon system south of Basca. This canyon leads to the Iraqi front lines. In order to through the canyon, the enemy must cross a bridge defended by three static SAM emplacements and a number of SA-8 GECKO mobile SAM launchers. Infiltrate the canyon system. Locate and destroy the defending SAM emplacements and mobile SAM launchers. Once this is done, laser designate the bridge for air strike. The destruction of the bridge will prevent the Republican Guard Division from escaping, and allow the US 1st and 2nd Armored Brigade to catch them in a devastating armored attack. If your vehicle is destroyed continue the mission on foot. Objectives: 1. SAM Sites There are three static SAM emplacements guarding the bridge from air attack. Destroy the control trailers and the missile launchers. 2. Anti-aircraft Satellite imaging has picked up heat traces of a number of SA-8 Gecko mobile SAM launchers. Locate and destroy them. 3. Armor The Republican Guard has deployed BMPs and T-72s to defend the bridge. Locate and destroy all enemy armor. 4. Bridge Laser designate the bridge for air strike 'Reaper-One'. 'Reaper-One' will not start its attack run until all static and mobile SAM launchers have been destroyed. 5. Escape Once your team has successfully completed all mission objectives, head to the north of the bridge and escape into the desert. --------------------------------------------------------------------- Level 10 - Cavalry Charge --------------------------------------------------------------------- February 26th, 1991 Front line - Sothern Iraq Soldier(s): Bradley, Foley, Conners, Jones Briefing: With all regular Iraqi army units retreating to the interior of Iraq, Coalition HQ has ordered the US 1st and 2nd Armored Cavalry to attack the elite Republican Guard division dug in to the south of Basca. With your successful destruction of the only bridge behind them, the Republican Guard has nowhere to run. However, before the 2nd Cavalry can get into attack position, they must make a treacherous run through the canyons to the south. Rear-guard elements of the 'Tawalkana' Armored division are entrenched in the canyon. Your orders are to link up with the 2nd Armored Cavalry to act as a scout reconnaissance for the journey through the canyon. Your squad has been supplied with an M2 Bradley Infantry Fighting Vehicle. This gives your team protection against small arms fire, but it is vulnerable to anti-tank weapons. A-10 Thunderbolt tank-killer planes are on stand-by to destroy any dug- in T- 72 main battle tanks that you laser designate. The T-72 tanks are protected by SHILKA mobile AA platforms. It is imperative that you take these defenses out, otherwise the A-10 strikes will be unable to safely attack the T-72s. If the A-10 strikes are unable to defeat the dug-in T- 72s, then the Bradley is fitted with a small supply of TOW anti-tank rockets, which should be able to defeat the tank's armor. The Republican Guard has set up tank traps and fortifications throughout the canyon system. Use C4 charges to destroy the fortifications. If your vehicle is destroyed continue the mission on foot. Objectives: 1. Armor The canyon must be cleared of all enemy armor. Use the laser designator to "paint" the enemy tanks for the A-10s, or use LAWs on the rear of the enemy tanks. 2. Anti-aircraft The Republican Guard has deployed mobile ZSU-23-4 AA guns; NATO- designated SHILKA. Destroy them to allow the A-10s to attack. 3. Clear Road The road leading through the canyon has been blocked off with "Hedgehog" tank traps. Destroy them to allow the 2nd Cavalry to advance. --------------------------------------------------------------------- Level 11 - Human Shield --------------------------------------------------------------------- February 27th, 1991 Baghdad Soldier(s): Bradley, Foley, Conners, Jones Briefing: One of our intelligence sources within Baghdad discovered a site where Coalition prisoners of war are being held. Coalition Command has given the green light for a small operation to infiltrate the compound and free the Prisoners of War. This rescue mission has been timed to coincide with Stealth Fighter and Cruise Missile strikes on targets in Baghdad. Command is hoping that, in the ensuing chaos, your team can successfully gain access to the compound, locate and rescue the prisoners, and then head for the meeting point, where an escape vehicle is waiting to take everybody to safety. Tactical Suggestion: It is imperative that you take out any guards quickly and quietly. Silenced weapons are the order of the day. Objectives: 1. Infiltrate Infiltrate the compound under cover of the air raid. 2. Rescue Liberate all POWs and escort them out of the compound. 3. Escape Get your squad and the POWs back to the over road tunnel, where a truck will be waiting to take you out of Baghdad. --------------------------------------------------------------------- Level 12 - On The Brink --------------------------------------------------------------------- February 28th, 1991 South Baghdad Soldier(s): Bradley, Foley, Conners, Dr. Franklin Briefing: As the ground war draws to a close, Washington is concerned that Iraq will unlease weapons of mass-destruction either on our front-line troops or a member country of the Arab coalition. The West has long suspected that Iraq has being tring to procure weapons-grade plutonium from unscrupulous arms manufacturers in its bid to become a nuclear power. Two hours ago our worst fears were confirmed when satellite picked up what our analysts believes to be an old Russian SS-8 SASIN ICBM entering a factory on the outskirts of Baghdad. Whilst the technology of this Russian-made ballistic missile is old in comparison to newer missiles, it still has an awesomely destructive warhead capable of leveling any city within its 1,000-mile range. Coalition HQ has given the go-ahead to infiltrate the factory and defuse the warhead. You will enter the mission area via a civilian truck. Dr. Franklin, an expert familiar with Russian-made warheads, will accompany you. His job is to defuse the warhead. Make sure he comes to no harm. Once you have finished this mission, you will not be resupplied before the next mission, so watch your ammunition expenditure carefully. Objectives: 1. Sewer The Iraqis have sealed the factory complex. Old sewers run underneath the whole area; use them to find a way into the factory. 2. Protect Make sure that Dr. Franklin comes to no harm. Without him, you cannot complete the mission. NOTE: You cannot control Dr. Franklin or give him weapons. This goes for any other additional characters in this game. --------------------------------------------------------------------- Level 13 - Edge Of Destruction --------------------------------------------------------------------- February 28th, 1991 South Baghdad Soldier(s): Bradley, Foley, Conners, Dr. Franklin Briefing: It is imperative that you locate the ICBM before it can be prepared for launch. Infiltrate the factory, and get Dr. Franklin to defuse the missile. Once this has been done, return to the LZ for extraction. Objectives: 1. Locate ICBM The warhead is being prepared for launch somewhere in the factory complex. Find is so that Dr. Franklin can defuse it. 2. Protect Make sure that Dr. Franklin comes to no harm. Without him, you cannot complete your mission. 3. Plutonium The Iraqis have a small supply of weapons-grade plutonium that could be used to make tactical nuclear missiles. Locate and remove the plutonium. 4. Extraction Get your squad and the plutonium to the landing zone and board the waiting helicopter. --------------------------------------------------------------------- Level 14 - Counter Attack --------------------------------------------------------------------- Kuwait has finally been liberated. After long and bloody fighting in the streets of Kuwait City, Arab coalition soldiers have eliminated the last pockets of resistance. All across the front, Iraqi divisions are drawing back to the border. The end of the war is in sight. March 2nd, 1991 Iraq - 50 miles North of Baghdad Soldier(s): Bradley, Foley, Conners, Jones Briefing: We are now presented with a unique chance to end the war quickly. Our Kurdish allies have managed to locate General Aziz, the Supreme Commander of the Iraqi Army. He is currently planning a counter-attack from within the confines of a bunker built deep within the ruins of an old 13th century Crusader fort. General Aziz is intent on fighting to the last Iraqi soldier. We cannot allow this man to drag out this war. Your squad has been handpicked to take Aziz out. You will be air-dropped into the area. Once on the ground, find a way into the fortress. The main gate is likely to be heavily defended, so we recommend you find another way in. Once inside, locate and destroy any air defenses protecting the site. Once this has been done, find the bunker and laser designate it for an air strike. Air Planning has equipped the Stealth Fighter with GBU-28 "Bunker Buster" laser-guided bombs. These devices can penetrate 20 feet of reinforced concrete. This should be more than enough to completely annihilate General Aziz's bunker. Once you have completed this mission, you will not be resupplied before the next mission, so watch your ammunition expenditure carefully. Objectives: 1. Fortress Attacking the main gate would be costly and would alert the enemy to your presence. Find another way into the fortress. --------------------------------------------------------------------- Level 15 - Lights Out --------------------------------------------------------------------- March 2nd, 1991 General Aziz's Headquarters Soldier(s): Bradley, Foley, Conners, Jones Briefing: Find an exit out of the sewers and catacombs and head for the interior of the fortress. Once this has been done, neutralize the SAM defenses so that the Stealth Fighter can target the bunker. Be aware that the fortress is guarded by the very best of the elite Republican Guard. They are aware of your presence and will fight to the last man to protect General Aziz. If Aziz somehow survives the strike, close in and eliminate him before he can escape. Once Aziz has been eliminated, return to the LZ for extraction. Objectives: 1. SAM Sites The fortress is protected from air strike by several SAM sites. Destroy them to allow the air strike to proceed. 2. Eliminate Eliminating General Aziz would essentially end all serious Iraqi resistance. If the air strike fails, take him out by any means necessary. 3. Extraction Once your mission objectives have been completed, make your way to the extraction point for pick-up. --------------------------------------------------------------------- --------------------------------------------------------------------- 2 - Legal Stuff --------------------------------------------------------------------- To the disclaimer:- This walkthrough (Conflict: Desert Storm) is copyright of me, Katana Death (hereby refered to as first party). If anybody (hereby refered to as second party) takes part or all of this guide (Conflict: Desert Storm) from the first party, the first party is liable to take legal action on the second party. If any web master (hereby refered to as the third party) takes all or part this guide (Conflict: Desert Storm), the first party is, again, liable to take legal action on the third party. This guide (Conflict: Desert Storm) is meant for personal use only. The first party is liable to take legal action on the second or third party if this guide is duplicated, printed and handed out, sold to another person (hereby refered to as the fourth party), or in any way reproduced or molested. Now that I have got my message across I can talk a little less strictly. If a web master wants this guide on his/her web page, just me via e-mail. I will check out the site and send a reply. If anybody wants to reproduce a part of this guide, just me via e- mail. I will not stand for people reproducing this whole guide. If I agree to any of this, I want full credit given. If you haven't received a reply, it probably means I'm not checking my e-mail. I will check it any time I'm online, so the odds of it happening are slim to none. 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