Go through the other door, and you'll be back at the entrance of the whole area. Turn left and go through the other double doors to the hall you have otherwise sealed. In this hall, there is only a single door unwedged. Hit that room with a bang, clear it, and you should be finished.
If the mission still is not complete, someone probably got around you and went upstairs. Head back up and retrace your steps, but do so carefully. If you've opened doors, remember to look for closed ones to follow your prey, and use liberal use of your Optiwand.
+-------------------------------------------+ |4i. Mission 9: Children of Taronne Tenement| +-------------------------------------------+
SITUATION: Police received a call that states a cult called the Children of Taronne is about blow up the dilapidated apartment building in which they have taken residence. Police checked the paper trail, and they found large amounts of chemicals and fertilizer being bought to the house. The danger is imminent, and the explosives are unprotected, so now is the time to move.
LOCATION DETAILS: The tenement is two floors high, plus a basement. The true fly in the cottage cheese is the fact that the buildings are shaped like a U, so while you're on one side, you can be seen from the other. This makes movement difficult, and stealth of the essence.
RECOMMENDED GEAR: No one is wearing body armor here. Suppressed MP5s with JHP rounds, tasers, standard tactical stuff.
WALKTHROUGH: Like the second mission, you'll see something in this one that's very dark and disturbing. Remember not to blow away the suspects when you see it; remember your ROE.
By now, you're getting the hang of the proper patterns to clear areas. Start at the fire escape for two reasons: 1) it's easier to shoot down than up, and 2) you'll only have to move one direction (down) instead of two (up then down or down then up).
Remember that you're trying this one Metal Gear Solid style, so pick the lock on the door to get inside the building. Bang and clear the hall. Wedge the first door to your right; this is a stairwell, and you need to seal it as soon as possible. Continue down the hall, but watch your right when you're exposed in the windows.
Tell blue to cover the hall (when they're away from the windows), then take red and clear the first room on the left, which leads to a kitchen. The first door on your left leads to a large area that serves as a makeshift staircase down to the first floor. Tell red to wedge the door; we'll worry about that room later. For now, clear the other door attached to the kitchen.
Turn left to go into an even smaller kitchen, and stack up at the next door. Scout it; it should lead to a room with a projector, sort of looking like a worship or meeting room. If you see a threat and the door is locked, breach and clear. If you don't see a threat, or if you see a threat and the door is unlocked, bang and clear the room instead.
Go through there, then stack up at the next door. The next room where Sniper One is scouting. Clear the area with your sniper as much as you can, then bang and clear the room. Ignore the first door to your right, and instead take the door around the corner; they lead to the same room. The white door in this little room leads back to the hallway, so don't worry about it.
Instead, personally gas and clear the adjacent door-less bathroom if there are any threats, then stack up at the final door with red. This room is being watched by Sniper Two. Clear it with the sniper and then go in as you did before.
With that done, the whole second floor is secure, clear, and cut off from the enemy. We're not *quite* done up here, but we are done for now. Return to the hallway, call blue back over, and descend to the first floor using the stairs in the hall at the opposite end from where you entered it.
Now, because you started from the fire escape, there is a slim chance that someone will be in the small entrance to the building which is at the foot of the stairs. You can see if there's anyone there through the windows, but open the door regardless of threats. If the door is locked, pick it; no reason to waste a C2 charge.
Okay, red has had all the glory so far, so it's their turn to cover the hallway. Assuming you're coming down the stairs, bang and clear the first door on your right.
There are three attached rooms here. Look left as you come into the room; this is Door H. To the right is Door I. Across from you is a kitchen. Personally gas and clear the kitchen, then bang and clear Door H with blue. With that done, bang and clear Door I.
Now, in Door I, there is a white wooden door without a design. This is Door J, which leads to that stairwell we wedged earlier. Tell blue to wedge Door J, then personally clear the door with a design (it leads to a tiny bathroom). Return to the first floor hallway; we'll deal with the stairwell later too.
Okay, reunite the element, then bang and clear the remaining door of this hall. The first door on the left leads to that big room joining the first and second floors; wedge it. We'll deal with it soon.
Lead the element back to the first door you wedged on this floor (near the stairs and entrance). Cut it, then gas and clear. As soon as you're through, tell the element to gas and clear the first door to the right. Meanwhile, you need to gas and clear the kitchen, then cover the door there in case the element scares anyone out of it.
Once that section is clear, you have successfully cleared the entire upper floors save the big room. That's what we're hitting next. Tell the element to fall in, then return to the top floor. Cut your wedge away from the door leading to the staircase. Bang and clear that room by working your way down and around; if the door is locked, breach, bang, and clear it. Remember that the lower door is wedged, so no one can run.
All that's left is the stairwell and basement. Return to the top floor, and cut away the wedge you placed. Head down the stairs slowly. When you get to the bottom-most door, it will probably be locked. Breach it, but don't use a grenade because there's no room for your guys to have cover while you throw it.
Prepare yourself for what you're about to see... You'll be in a room with a graveyard full of the cultists' children. Like Lawrence Fairfax before him, I almost executed Andrew Taronne on the spot for this. I mean, I know it's just a game, but still... The best games make you *feel* what's going on, and the combination of the visual and the way TOC and Officer Fields react to it, plus the creepy music... It's just chilling.
Anyway, if you're still not done, there's one room attached to the graveyard. Bang it, clear it, and that should do it. Here's hoping Andrew Taronne gets life.
+-------------------------------------------+ |4j. Mission 10: St. Michaels Medical Center| +-------------------------------------------+
SITUATION: A diplomat representing South Korea was attacked just after he left a restaurant. Although he was saved, many of the surviving attackers escaped. The diplomat was taken to a hospital for treatment, but several gunmen rushed the hospital hours after. There was not enough time for a proper security detail to guard him, and it can only be assumed the gunmen are not going to be beaten back.
LOCATION DETAILS: The medical center is two floors high. The top floor has the lobby and operating rooms, while the bottom floor has research rooms. No snipers will be available to assist you.
RECOMMENDED GEAR: The gunmen are well-armed and wearing body armor, similar to the guys from the DuPlessis Diamond Center. M4A1 Carbines for everyone with FMJ rounds, standard tactical gear. C2 for breaching equipment.
WALKTHROUGH: This place has a lot of windows, most of which are embedded in the doors. Your bullets easily penetrate the glass, but for some reason the enemies won't take advantage of it. You can shout compliance through the glass, and you won't have to worry about them firing at you until they have a clear (non-window-blocking) shot.
The bad guys don't want to be taken alive. They will often do a "suicide by cop" technique, either aiming at you or hostages once they hear your voice. Remember that if they're on the other side of a window, hear you, and aim at a hostage, you are cleared to kill them.
Start the mission from the front door, and bang and clear the first room (the lobby). As you enter the lobby, bear left. There is a door leading to a small waiting area, but beyond that is a door leading downstairs. Wedge that door. Then, get behind the reception desk, clear that little room, and wedge the far door.
Return to the lobby, then follow the wall left from the room behind the reception desk. The next pair of double doors is your next target. Get in there, bang, and clear. Check the side room to your right (the operating room) as you travel down this hall.
Two rooms that are connected to each other are slightly off the hall you're currently in, so we're going to take care of those. Turn the corner to the right, and tell blue to cover the hall. Then, take red into the door closest to you. Clear that room and the one through it, then you'll rejoin blue in the hall.
Continue down the hall, past the dead girl on the stretcher to the left, and approach the small desk to the right. First, scout the double doors to the left in case anyone is in that hall. Then, look at the single doors; the one to the right is directly behind the small desk. Have blue cover that door, then tell red to gas and clear the other one.
With that done, you'll have cleared the first floor. Return to the lobby, and go to the single door leading to the staircase. Cut away your wedge and enter the stairwell.
Open and clear the door at the bottom of the stairwell without a grenade. Wedge the double doors to your left, then turn right. There's a single door at the end of this tiny hall. Tell blue to cover it, then go down the main hall and take the first door on your right. Bang and clear, then gas and clear the adjacent shower room.
Reunite the element, then go back into the main hall. Go the end, scout and turn the corner to the left, then observe the door to the autopsy room. This is Door K. Gas and clear the autopsy room. Tell blue to stay in there and cover the other door, then take red back through Door K. Turn left, then bang and clear the hall through the double doors. At the next corner, bang and clear again. You're basically chasing any remaining suspects into the doors you wedged and/or the door blue is covering. Finish that hall, and you should be done.
+------------------------------------+ |4k. Mission 11: The Wolcott Projects| +------------------------------------+
SITUATION: Hadeon Koshka is a frequent visitor to the United States. Whenever he stops by, a bunch of illegal Russian weapons show up on the streets. The police have managed to get an undercover officer into Koshka's operation, who reported a Koshka's latest deal. Although normally the ATF (Bureau of Alcohol, Tobacco, Firearms, and Explosives) handles illegal arms busts, but SWAT can respond to this one faster, so SWAT gets the call.
LOCATION DETAILS: The meeting is going down in a dilapidated building in the projects. It's two stories tall plus a one-room basement, with enough of an external area to be a problem.
RECOMMENDED GEAR: All the suspects are fairly well armed, but no one is wearing body armor. Go in with the standard setup: MP5s with JHP for everyone, two gas, two bangs, C2, a wedge for team, and the Optiwand for you.
WALKTHROUGH: First of all, there's a special objective you have to be careful of. The undercover officer who got into the Koshka operation is named Keith Jennings. You need to meet up with him. He will immediately drop his weapon and surrender no matter what difficulty you're on, once you shout compliance of course. However, be aware that he is carrying a pistol, and he will "act" like a suspect to secure his role.
The reason I point that out is that you get your snipers back for this one. You do *not* want to snipe Jennings. Jennings wears an unbuttoned green coat over a white sweater and brown pants, has short dark brown hair, wears glasses, and carries a silver-colored pistol. You can also see a picture of him on the briefing screen. If you have him in your sniper's crosshairs, do not pull that trigger.
Okay, starting out, make your entry from the side alley. Pull up your snipers and eliminate anyone you can, again being aware of Keith Jennings. Once you're ready to move out, follow the wall to your right. You'll end up entering the building through a hole in the wall. Tell blue to cover the door to the right, then take red and clear room behind the left. In that room is another, smaller room (a bathroom). Otherwise, that room is by its lonesome.
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