Soldiers of Anarchy

Platform

zScore

73%

Soldiers of Anarchy

Developer:Silver Style Genre:Strategy Release Date: Download Games Free Now!

About The Game

Ten years will certainly change a place, not to mention a planet. That basically sums the premise of Soldiers of Anarchy from Simon & Schuster Interactive, a title being developed in Europe. After a disease is unleashed that threatens the global populace, much of humanity is forced to venture underground to survive. You, along with hordes or others, have sought that shelter, and after emerging ten years later, you're charged with leading a group of resourceful military veterans to restore order and free the world from its oppressors.

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Soldiers of Anarchy

Soldiers of Anarchy Review

By Jimmy Goldstein |

Real time strategy is the most overused genre in the gaming industry along with first person shooters. Which is why when something in those areas comes along that tries some new things and really makes an effort, I like to get behind them. One such game I'm going to go ahead and give some props to is Soldiers of Anarchy coming from Silver Style and Simon & Schuster. The game pretty effectively combines titles like the mighty X-Com and Commandos with the quick pace of real time play. The RPGish elements for building your force over the course of the game and watching them grow add to some good level design, fantastic sound, and an awesome engine. The game is really only hampered by it's near brainless pathfinding AI and some odd choices for voice over work.

Soldiers of Anarchy takes place about 12 years in the future. The threat of bio-terrorism finally came to a head in 2004 when a man made virus was created and billions of the Earth's inhabitants died. Countries were forced to quarantine entire cities until they realized they could never hold in the millions of citizens. France even went so far as to drop two tactical nukes on Paris to stem the tide of the disease and save humanity from extinction. Eventually, society and government fell apart and chaos reigned.

Six people, five men and one woman (poor, poor woman), part of a combined forces team from Russia, Germany, and the United States all decided to hole themselves up in a basement bunker in an old military base in Russia and wait out the virus. After collapsing the entrance to the valley in which the base was situated, they remained 10 years underground for fear of a nasty death. As you might imagine, 10 years is a little long to stay confined indoors, underground, without the light of the sun, and knowing that your septic tank has got to reach its limit one of these days. So the six decided it was time to open up the bunker, wander into the world, and take their chances with the virus. Only when crawling out of the basement, they had no idea what they would find, if they could find anything at all.

So began the game as your bring your five beginning troops out into the valley, set a charge and open up the base to the world at large. Soon thereafter you quickly discover that the world had not completely died. But you'll also realize that it has gone to complete crap. The world has dropped into a state of anarchy with large gangs that have either managed to salvage weapons of war or former military groups have banded together into gangs for profit and survival. Things are very violent in this world and it seems things are just going to get stranger. People are being abducted for experiments and you still have no idea the origins of the 2004 disaster. You'll have to investigate these things and more as you recruit more men and women to your team and salvage any equipment that you come across.

One of the best things about Soldiers of Anarchy is perhaps the way it deals with resources and troops. Nothing is used lightly in this game, especially your individual troops. They're your most important assets and you'll begin to care about them enough that you most definitely won't want to see them die. Each of these soldiers has the chance to gain experience and level up over the course of the game. They get more accurate and skilled as they progress in rank and even have the opportunity to gain specific skills to round your troops out. They can be promoted to small arms specialists, heavy weapons specialists, explosive experts, medics, sharpshooters, or even be given an athletic boost so they can do everything faster than normal. You'll need to balance your forces wisely over the course of the game to be successful.

You'll also be able to pump your forces up and build them appropriately through outfitting them and giving them medical enhancements in between missions when you return to your base. In order to outfit your men with new weapons and items, you're going to have to find them in the game. Your only resources, since money has gone the way of the dodo, are the things you can find in the field. Each of the soldiers you come across in the game will be carrying some kind of weapons and equipment. When you kill them, they'll drop their stuff and you can pick it up for use or for trade. Of course, your soldiers can only carry a certain amount, so you can bring vehicles along with you to hold extra equipment (which I'll get into in a minute). In order to be successful in each of the missions, you'll need to outfit your team wisely with weapons that correspond to their specialties. So giving the RPG or M-60 to a heavy weapons specialist is smarter than giving it to the sharpshooter. You can also give them special items like grenades, binoculars or night vision, and personal armor. Giving your guys the right equipment to stay alive is key.

If there're some weapons that you don't have that you want, then you can trade with the Seekers, who are the traders in the game. Once you meet them, they'll be at your base from then on so you don't have to wait and find them like Silver Style had originally planned. I'm really glad they did this cause it makes things a lot easier and much more fun. Of course, the trader won't let you get a steal of a deal, but you'll also be able to tell when you're giving him too good a deal because he gets pretty excited. You'll also be able to trade for vehicles, ammunition, and items so you'll need to pick everything up on the field of play that you possibly can.

Also in the base is a lab where you can manufacture health kits and pills that will give your soldiers enhancements for a short period of time. You can also give your soldiers permanent enhancements by giving them hormone treatment. This will allow them to live longer and be stronger. All of these things take time though. You'll see at the bottom of the screen how many hours you have total before your next mission. Healing soldiers, making medpack and pills, and giving hormone treatments all take a certain amount of time. You'll need to choose where to spend your time on each trip back to the base.

Once you've got your crew outfitted, healed and prepped, you can choose who you want to go on your missions (you can command twelve in all) and then head out onto the field. Soldiers in the field have a pretty nice array of options for them. They can run, crouch, or crawl, climb certain areas walls and fences, jump into any empty vehicles and put them to use, throw grenades, use any and all weapons, plant explosives, pick up and place mines, and salvage all of the goods you need. They're all fully articulated models, so you can see them pick up weapons, run across the landscape, bring out different weapons, crawl into the various vehicles and so on. The animations are done surprisingly well giving you the distinct impression that these are real little people running across the world.

Soldiers of Anarchy Cheats

During a mission, hit enter and then type in the following codes:CheatEffectimmortaloneGod ModewinmissionWin the Current MissionEndlessmunitionInfinite Ammohittingandhealing[CTRL] + Left Mouse Button damages an object. [SHIFT] + Left Mouse Button heals an object.speedhackChange speed of game by pressing T and ZshowtraderSeeker has all weapons and vehicles while in bunkerallvehiclesOne of each vehicle while in bunkersoldierspawnSpawn new soldier while in bunkerquitterEnd game

Soldiers of Anarchy Game Walkthrough


    +---------------+
    |               |
    |  Soldiers of  |
    |    Anarchy    |
    |               |
    |   Strategy    |
    |     Guide     |
    |               |
    +---------------+

By: UnSub )evilasahobby (at) graffiti (dot) net(
Version: 1.01
Date: 1 March 2005

+---------------------------------------------------------------------------+

CONTENTS
________

1.0 Introduction
 .1 Email Policy
 .2 Reproduction of this Guide
 .3 What You Should Do Before You Play...

2.0 Equipment
 .1 Personal Weapons
 .2 Throwing Weapons
 .3 Personal Armour
 .4 Personal Amunitions
 .5 Personal Items and Miscellaneous
 .6 Units
 .7 Unit Accessories
 .8 Unit Ammunition

3.0 Personnel
 .1 Skills
 .2 Suggested Squad Selection

4.0 General Tactics
 .1 Included Readme File
 .2 In the Field
 .3 Between Missions

5.0 Walkthrough
 .1 A Leap in the Dark
 .2 The Raid
 .3 Market Day
 .4 Two Roads. One Way.

 .5T Heroes Die Young
 .6T The Snare

 .5C In the Eye of the Storm
 .6C They Came in the Dusk

 .7 And Follow Your Destiny

 .8A Inside the Rat Hole
 .9A The Judgement

 .8W The Sign
 .9W Everlasting Life

6.0 Endings & Spoilers
 .1 Eyes Toward the Future
 .2 A Hard Knight
 .3 Played for a Fool

 .4 An Explanation on SGDS
 

7.0 Final Notes
 .1 Thanks and Contributors
 .2 Version History

++++

1.0 INTRODUCTION
________________
It's a sad fact that some very good games don't get the attention they 
deserve. For my money, Soldiers of Anarchy was one of the better RTS's I'd 
played in a long time, but it didn't attract much attention in gaming circles
or from reviewers. The patch did make a big difference, but it looked like 
(to me) that unless an RTS has "Blizzard" stamped on the box then players
don't notice it. A post-apocalyptic world, lots of different types of
hardware, a decent story and mostly interesting gameplay - what's not to 
love?

Having seen SoA in a bargin bin for $15 the other day and that it still had 
no guides on Gamefaqs, I thought "Enough's enough" and decided to write a 
guide. Given that you can pick up SoA very cheaply, I'm hoping a few more 
players might give this game a shot if they see a guide is available - SoA
deserves better than being bargin bin fodder!


1.1 EMAIL POLICY
----------------
If I've made a mistake in this guide or you need some help, you can email me.
HOWEVER... please include "Soldiers of Anarchy" in the email subject line
and or you run the risk of me mistaking if for spam. I can't always promise
that I will be able to help you, since once I finish a guide for a game I 
usually put it away and forget about it. Asking me the exact steps to 
finishing a level I last played 5 months ago isn't going to be successful.

Also, please don't email me about something that is already stated in the 
guide (I HATE THAT!) unless I've been unclear. Finally, if you need help, 
please be clear about what you help you need in the email - the more detail 
I have, the better the chance I can do something for you.


1.2 REPRODUCTION OF THIS GUIDE
------------------------------
You have my permission to reproduce this guide so long as 1) it is unaltered
and 2) the reproduction will be free to those who want it. So no slapping 
your name on this and then charging people to read it, okay?

If you want to alter this guide for reproduction, please email me.


1.3 WHAT YOU SHOULD DO BEFORE YOU PLAY...
-----------------------------------------
Go and download the latest patches for SoA - they are currently version 
1.1.2.178. This will give you the ability to issue commands whilst the game 
is paused, which is absolutely vital and makes things fun rather than just 
frustrating.

Get the patch from:

http://www.soldiers-of-anarchy.com/downloads/index.html

++++


2.0 EQUIPMENT
_____________
Below is a list of equipment that can be used in SoA. Knowing what your 
equipment can do is vital to successfully fighting your enemies and keeping
your squad alive. For a full overview of your equipment and units, take a 
look at the manual - below are just my opinions.


2.1 PERSONAL WEAPONS
---------------------
Beretta - You start with these. It has a very short range and its rate of
fire isn't great. You should be able to replace your Berettas with something
better fairly quickly though. Uses 9mm ammunition.

Uzi - Its got a longer range and fires faster than the Beretta and will 
probably be the main weapon you supply your squad in the early stages of the 
game. Given what's available though, it still isn't great. Uses 9mm 
ammunition.

Shotgun - At close range, a shotgun can be very effective in taking out
enemies. However, the key here is "close range" - unless you are setting up
an ambush, there's a chance that you'll have to run through enemy fire to get
within shotgun firing range. Early on having a shotgun or two in the squad 
isn't a problem, but shotguns should be replaced as soon as you can with 
MP5's or AK-74's. Uses 20mm shotgun shells.

MP5 - The best of the 9mm weapons, with the longest range and highest rate 
of fire. Useful to have until you can equip everyone with AK-74's (or 
better). Uses 9mm ammunition.

Crossbow - A sharpshooter weapon. A single bolt can kill an unarmoured 
enemy; it takes three to take out an enemy in a heavy vest. It's also silent,
so it's great for those stealth operations. Uses crossbow bolts, which can be
hard to acquire. It's range is pretty good, but it's rate of fire is pretty
slow. Overall though, it's a great weapon to have. Uses Bolts.

AK-74 - These are likely to become your standard squad weapon once your 
enemies start dropping them. They've got a good range on them and are 
fairly available in mid- to later in the game. It's range and rate of fire
are both pretty good. It won't let you take on everything, but it is a 
great all-round anti-personnel weapon and the ammo is quite plentiful in
later stages. Uses 5.45mm bullets.

M60 - One of two heavy machine guns. It's got a pretty good range and rate
of fire and is useful if you need to take out lightly armoured vehicles. 
The biggest problem is that it uses 7.62mm ammunition, which (early on, 
anyway) means you have to decide if you are going to use this weapon in 
your squad or give the ammo to a weapon mounted on a vehicle. Still, it's a
good weapon to have one or two of in the squad.

RPK - The other heavy machine gun. According to the manual, this is more
accurate the the M60, but everything else I've said above applies. I also 
found it harder to come across RPK's than M60's. Uses 7.62mm rounds.

Dragunov - A sniper rifle and a sharpshooter weapon. Any personnel hit by a 
Dragunov round is dead, regardless of armour. In fact, you'll find a sniper
armed with this weapon leaves a lot of heavy vests for you to collect. The
range on this weapon is incredible and is great for picking off isolated
enemies that you can't easily sneak up on. Also, apparently the Dragunov can
shoot the soldiers out of certain vehicles, but I haven't played around
enough with it to determine how to do that. The only problem is ammunition - 
you only get five rounds a clip, while clips can be hard to find. Uses 
5.65mm bullets.

M79 - The grenade launcher. I've got mixed feelings about this weapon. It 
takes up too much room for it's effectiveness in my opinion. Sure, it can 
be a one-shot kill and has it's uses, but it just lacks something. Fires
40mm Playma rounds.

RPG-7 - Fires rocket propelled grenades that are just great for taking out
armoured vehicles. Make sure the vehicles are motionless however, as RPG's 
don't track targets. Squad members equipped with RPG's will find themselves
short on inventory space (since you'll want to take along a few spare 
rounds and each RPG takes up an inventory slot). Fires PG-7 rounds.

SA-7 - The surface-to-air missile launcher, which is vital for taking out
attack aircraft who will otherwise spoil your day. There aren't a lot of 
enemy aircraft in SoA, but if you have access to an SA-7 it doesn't hurt 
to take it along just in case. Uses SA-7 missiles.


2.2 THROWING WEAPONS
--------------------
Molotov Cocktail - Hmm, another questionable weapon. It's great for throwing
over walls onto unsuspecting soldiers / Humvees, but you often find yourself
wondering (or at least I did) if _this_ was the right time to use it, or 
to hold off just in case the next bit of the mission would be easier with it.
If you're lucky, you can throw it onto a vehicle and the vehicle will stay
in the flames, possibly blowing up. Molotovs have do have their uses, but I
tended to prefer other grenade types over them.

Hand Grenade - Can be very useful to taking out numerous enemies at once. One
tactic is to try and bottleneck the enemies (say, when they rush out the gate
of their base at you) then throw one of these into their midst. Hitting 
moving targets can be hard, so try to use them on stationary targets. One
warning - sometimes your guys won't throw so well (particulary if you have
them too close to a wall) and you can run the risk of blowing yourself up.

Smoke Grenade - Can be very useful for setting up ambushes, forcing long
range enemies into range (either them coming to you or you going to them) or
for covering retreats. Again, you (or at least I did) run into the problem of
"is now the time?" for using them. Put a bit of planning into it, however, 
and smoke grenades can be very useful.

Stun Grenade - This is almost a "what's the point?" weapon. Sure, you can
knock an enemy unconscious. But you will still need to kill them and I'm a 
bit morally conflicted over shooting sleeping men. Everything else being 
equal, use a hand grenade instead - the end result is the same and it'll save
you the bullets.

Throwing Knife - A one-hit kill that's pretty stealthy. However, you have 
to get pretty close and in line-of-sight to pull this off, so it's up to 
you. Almost "bragging rights" weapon, but they aren't too common.


2.3 PERSONAL ARMOUR
-------------------
Kevlar Vest - The "light" vest. Keeps your guys alive and is certainly better
than nothing. At the bare minimum every member of your field team should have
one of these (once they become available). 

Heavy Vest - Stronger than the kevlar version. Vital for keeping your squad 
alive.

 -- Trade for these whenever possible, especially early on. You will run 
into the issue of damaged vests being mixed in with your good vests. If this
is the case, take along a spare vest or two in a car / Ural that you can 
swap over once a vest is destroyed. Alternatively, equip your squad with the 
good vests and then trade away the badly damaged ones. --


2.4 PERSONAL AMMUNITION
-----------------------
9mm - The weakest ammo type. Comes in rounds of 20. Fairly plentiful early on
so it will be your main ammo type early on in the game.

20mm shotgun shells - According to the manual, this does "high" damage to 
physical targets (ie people). This is good early on, but given the factors of
how close you have to be (very) and that once enemies start getting armour
this ammo type is severely impeded, it isn't something you'll be using for 
long. Comes in sets of 10.

Crossbow bolts - These do high damage to soft targets and also have a pretty 
good penetration, but can be hard to find. However, given that a Crossbow can
be a one-shot kill, they are very handy to have. Comes in sets of 6.

*One thing I have noticed about the crossbow is that, when fired from range
and your unit is crouching / lying down, it is very possible that the enemy
will not be able to work out where the attack is coming from and die before
going aggressive. This can be very useful in infiltrating bases.

7.62mm - This is the heavy machine gun ammo, used by both your squad and a 
few mounted weapons. These guns can spit out the rounds very quickly, so be 
sure to keep an eye on how much you've got left before you have to reload. 
Overall, this ammunition type isn't too hard to find - Humvees that were 
armed with mounted machine guns will drop this ammo type when you blow them
up. This ammo type comes in clips of 50 and is a good all-round munition for
attacking the enemy with.

5.45mm - This specialist (in game, anyway) AK-74 ammo does good damage to
physical targets and is fairly available in the later stages. Comes in clips 
of 30.

5.65mm - Used by the Dragunov sniper rifle, this ammo type is worth its 
weight in gold and is as rare as hen's teeth (just to mix colloquialisms).
Since a Dragunov is a one-hit kill against any soft target, it becomes
an essential in taking out solitary guards or enemies that are otherwise
difficult / dangerous to kill (eg those equipped with RPGs). The problem
is that there are only 5 bullets per clip and clips are very hard to come
by.

40mm Plamya Grenades - Comes in two types: high explosive and incindiary. 
Both are effective against soft targets, but its better to have the HE 
version in case you run into some lightly armoured targets (eg Humvee). 
Incindiaries aren't bad if you want to damage some structures or stationary
targets. 

PG-7 - This is the hand weapon of choice if you have to take out an armoured
target. Note well that if the target moves you can miss and that it may take
more than one RPG to finish the job, so plan carefully. These also work 
pretty well against Death Knights.

SA-7 - Best for taking out flying targets and should be saved for just such
an occasion. In a pinch they can be used for blowing up ground targets, but
this can lead you in trouble if the enemy calls in ground support. One SA 
rocket is enough to take out almost all aircraft.


2.4 PERSONAL ITEMS AND MISCELLANEOUS
------------------------------------
Medipacks - Used for healing injured soldiers and keeping available to fight.
Best placed in the hands of a trained medic. You can manufacture these in 
your Base's infirmary.

Fly - A combat drug that can enhance your soldiers' abilities. To be honest, 
I never used this (less an anti-drug thing than a "there is a comedown and too
many may kill you" thing). However, you can manufacture these in your Base's
infirmary and trade them for other goods from the Seeker.

Binoculars - Enhances your soldier's ability to see the enemy. Apparently
works only during the day, but I didn't see the difference between day / 
night in-game. 

Night Vision Goggles - Enhances your soldier's ability to see the enemy at 
night. Again, I saw no difference between day / night, so I just took
binoculars instead.

Anti-tank Mines - A guerilla's dream (that only trained explosives 
professionals should use)! Put them in the path of patrolling vehicles, use 
them to set traps in front of gates or bottlenecks - an anti-tank mine can 
be used to take vehicles out of commission without putting your men in the 
firing line. Ignore the "anti-tank" prefix as these things will work on 
humvees et al as easily as with an M1A1 (although quantity required for 
vehicle destruction may vary). There are actually plenty around, so be sure 
to steal them from your enemy whenever possible. 

Please note that:
- 1) your demolitions guy will not always lay the mines where
you indicate. It's best to watch him / her to make sure they aren't 
leaving a big gap through which enemy vehicles can pass through and kill you 
(it happens, believe me).
 - 2) When laying mines, put them in a stagger pattern (eg below, with X 
symbolising mines):

 X  X  X  X
  X  X  X  X

This ensures that a vehicle that passes through one gap is very likely to hit
the mine in the second row and will increase the effectiveness of any traps
you set using mines. 

Explosives / Dynamite - Blows up big. Should only be used on stationary 
targets since you don't want to miss. Should only be used by your trained 
explosives squad member. 

SOMETHING TO KNOW ABOUT EXPLOSIVES - You can pause the game (under patch
1.1.2.178) and _then_ set the timer on the explosive and prime it (ie hit 
the 'tick' button. This makes dashing in and out of areas to drop 
explosives a bit easier when you are trying to avoid patrols. However, 
if you drop three explosives, the third one will appear behind the "Pause" 
button at the top of the screen, making it impossible to use this trick 
on the third explosive.

Thumper Decoy - These are used to take out thumper mines on a 1-to-1 basis 
(so if you need to take out 5 thumper mines, you'll need 5 decoys). Take care
in planting these, since you don't want to blow up your own squad member 
while attempting the job. They do have a good attraction range though, so you
won't have to get ridiculously close to use a decoy. These only come into 
play later in SoA. Once you use them, you can pick them up again (provided
they aren't blown up, of course).

Tracking Device - You plant these on a target to paint them for aerial 
bombing. Most useful against stationary targets, but if you can drop it close
enough to encamped enemy armour it can be great in dealing some damage to 
them too. These only come into play in the later stages of the game, once 
you've "requisitioned" some boming air craft.

Thumper Mines - Mines that are attracted by nearby movement. I don't think
that your side ever gets some of these to use themselves, but they are 
around in the later stages of the game. Please note that your explosives guy
 / gal can't pick them up and that they don't blow up "friendly" vehicles 
(ie if the enemy planted them, then the enemies vehicles are designated 
"friendly" to the thumper mines).


2.5 UNITS
---------
Vehicles are great for transporting your squad around, protecting them from 
enemy fire, trading for Seeker equipment, increasing your firepower and for 
providing storage space to put equipment you scavenge off the enemy. Some 
you'll find empty on the field of battle, some you'll be able to scavenge in
a battle-scarred condition and some you'll trade for. Having the right unit
can make a lot of difference within a mission. Below is a brief overview of
each unit.

UNARMOURED VEHICLES:

Bull (Motorbike) - Don't know. Never seen it.

Gaz - A car that can carry two people. Using these is quicker than walking 
and does give you some storage space to put the stuff you scavenge. However,
it won't be too long before you'll trade this to the Seeker for something
better.

Gaz A - This can carry four people, but everything else I've said about the 
Gaz applies.

Wolf - Faster than the Gaz. Holds two people. It's most useful as trading 
fodder.

Rager - Holds four people and seems to be a bit faster than the GAZ. Should
be used as trading fodder.

Humvee - You'll get one of these in the first mission. Humvees can get a 
number of weapons (machine gun, grenade launcher, TOW launcher), meaning you
can adapt them to the mission you are going into. That said, the lack of 
armour on Humvees means that it's only really useful against soft or lightly-
armoured targets. Put them up against anything else and you'll be left with 
scrap. Overall, not bad in the early missions, but you'll want something 
armoured before too long.

Ural - This is almost essential up until to the last few missions. It provides 
a lot of room for troop transport... but the important thing is the 
equipment storage, meaning you can scavenge quite a bit from the battlefield
if you have a Ural. I recommend to take one on all missions up to the point
where you choose to either assist or attack the COTUC (NB: you can get one
for "free" in the second stage).


ARMOURED VEHICLES:

BTR-80 - An armoured troop transport with a heavy machine gun that fires 14.5
mm rounds and has a smoke grenade launcher. Early on you'll find this to be 
very helpful for keeping your squad alive and for taking on soft targets, but 
once you start coming up against tanks you'll need something heavier. Can 
take up to eight units.

BMP-1 - Another armoured troop transport that has a 73mm gun and anti-tank
missile launcher. BMP's are better suited for taking on other armoured units
and become quite useful around the middle of the game. Can carry up to 8 
members of your squad. 

Vulcan - Armed with a 14.5mm rotary cannon, Vulcans can put lots of lead into 
the air and quickly. You can take on other armoured vehicles in a Vulcan and
have a reasonable chance of winning. These units are also good for putting 
down aerial units. Can hold up to 8 squad members.

Shilka - Like a heavier version of a Vulcan. Shilkas can both give and take
quite a bit of punishment. Uses 14.5mm ammuntion and can carry up to 3 squad
members.


ARTILLERY:

BM-21 - I call these "Finger of God" since they can just reach out and touch
anything on the battle field. Use a squad member to see a stationary bit of 
armour, have your BM-21 hit that target with 3 of its rockets (122mm HE) and
you'll be left with (hopefully) a still operational but now empty unit for 
you to scavenge. The biggest drawback of the BM-21 is its small payload and
difficulty in getting rockets for it, but if used tactically this unit will
make a world of difference in completing missions. Can carry up to 2 troops.

*NOTE: You will have to micromanage the use of the BM-21 since it has a habit
of firing until the target is destroyed. This means that your third missile
might actually destroy the unit, but the BM-21 will have launched two more
missiles at a now-smoking chassis. Three 122mm rockets will destroy pretty 
much everything (bar an M1A1, which will take 4) so once you've launched three
missiles, stop the BM-21 from firing.

2S3 - Another unit with massive range. It isn't as accurate as the BM-21, but
it can hold more ammunition (152mm rounds) and is a bit easier to manage. 
Given the option, I'd take the BM-21 though. Can carry up to four squad 
members.


TANKS:

T-55 - Tanks are the workhorses of battle in SoA. You'll find using them
essential to your success and every time you come across an enemy tank you'll
need to take it out with care. The T-55 is the first tank type you'll come
across. It's got a 125mm main gun, a machine gun (7.62mm) and a smoke grenade 
launcher. It can carry up to 4 squad members, but works best with 3 - that
way you'll be able to use your machine gun as well as your main gun. However,
it's not recommemded to leave your machine gunner exposed if you get into
combat with other armoured units - there's a good chance the gunner will die
in this kind of combat.

M1A1 - The same thing that stands for the T-55 stands for the M1A1. It's got
a 125mm main gun, 1 machine gun, smoke launcher and 40mm grenade launcher.
The M1A1 can take more of a pounding than the T-55. Can carry up to 4 troops.

T-80 - Same as the T-55, but better. Comes with a 125mm main gun, machine 
guns, smoke launcher and a flamethrower. Can carry up to 3 of your squad.


AIR SUPPORT:

MD 500 - A light helicopter than can carry up to two troops. Best used 
against soft targets. Makes scouting out a mission area a breeze though.

OH-58 - This is meant to be faster than the MD 500. Can carry up to 2 troops.

Mi-8 - A more battle-orientated helicopter, the Mi-8 can carry up to 10 squad
members, so it comes in handy for troop transport. It can also be outfitted
with a wide range of weapons systems. However, it won't last too long in a
stand-up fight with a tank, so keep it moving and use it wisely. Also
known as a Hind.

Mi-24 - An assault helicopter that is better armoured and can be better 
equipped than its bretheren. Can carry up to 8 squad members.

MiG-27 - I can't really tell the difference in performance by plane type. 
They all drop bombs when properly equipped and can be very good at wiping out
enemy structures / stationary targets.

MiG-29 - I can't really tell the difference in performance by plane type. 
They all drop bombs when properly equipped and can be very good at wiping out
enemy structures / stationary targets.

F-15 - I can't really tell the difference in performance by plane type. 
They all drop bombs when properly equipped and can be very good at wiping out
enemy structures / stationary targets. And yes, I did use cut'n'paste; why
do you ask?


2.6 UNIT ACCESSORIES
--------------------
Hummer Machine Gun - The mounted version of the M60. Best for engaging soft
targets. Uses 7.62mm ammunition.

Hummer Plamya - The mounted version of the grenade launcher. Can take on soft
targets and lightly armoured units. Fires 40mm grenades.

Hummer TOW - This turns your Humvee into quite a destructive force, but
unfortunately one without a lot of ammo (max of 5). A TOW will light- to 
mid-armoured units. However, it is an absolute waste on soft targets. 
Fires TOW rockets.

Heli Machine Gun - Uses 14.5mm ammo and is absolutely fantastic for taking
on enemy soldiers. You can take a maximum of 250 rounds into any mission. 
Can't be reloaded outside of your Base hangar.

Heli TOW - Same as the Humvee TOW, but on a helicopter. Can't be reloaded 
outside of your Base hangar.

Heli AT-6 Single - Apparently this is the Russian version of the TOW. Uses 
AT-6 rockets. Can't be reloaded outside of your Base hangar.

Heli AT-6 4-Rocket - Only available on the Mi-24 and I've never used it, 
but being able to fire four AT-6 rockets at once makes this something to be
feared. However, it'd probably chew through rockets at an insane rate.Can't 
be reloaded outside of your Base hangar.

Heli SA-7 - Fires SA-7 missiles. These missiles track targets (I'm pretty 
sure they do, anyway) so you could almost fire and forget. Can't be reloaded 
outside of your Base hangar.

Heli UV-7 - Fires 57mm unguided rockets. Best used against lightly armoured
targets and packs of soldiers. Can't be reloaded outside of your Base hangar.

Heli UV-32 - Same as the UV-7, but bigger.

Heli UB-20 - Fires 80mm rockets, but I didn't notice a huge difference 
between this and the UV models. Can't be reloaded outside of your Base 
hangar.


2.8 UNIT AMMUNITION
-------------------
7.62mm - Please see the entry under the Personnel Ammunition for this item.
Used by the Humvee Machine Gun and by some tank heavy machine guns.

40mm Plamya grenades - Please see the entry under the Personnel Ammunition 
for this item. Used by the Humvee Plamya Launcher and the M1A1.

40mm Smoke - Can only be used from the tanks' and BTR's smoke grenade 
launcher. Provides cover for your units / squad.

73mm shells - Comes in HEAT (High Explosive Anti Tank - best for armoured 
targets) and HESH (High Explosive Squash Head - best for soft targets).
Used by the BMP-1.

125mm shells - Comes in HEAT (for hard targets), HEFRAG (for soft targets) and
APFSDS (for when you want to kill the guys inside the armour, but want to 
leave the unit intact for scavenging). APFSDS can come in very handy but can 
be hard to find. The tanks use these kinds of ammunition.

152mm shells - Comes in HE (for hard targets), Smoke (for distractions), Mine
(for laying mines from a distance) and Flare (to light up the sky). Only
the HE does direct damage. Used by the 2S3.

*NOTE: I'm yet to see a mine, smoke or flare version of this ammo type.

SA-7 - Please see the entry under the Personnel Ammunition for this item.
Used by the Heli SA-7.

TOW rocket - A fairly powerful unguided rocket. Can be fired from the Humvee
TOW or Heli TOW launchers.

AT-2 rocket - An anti-tank missile that can be fired from a BMP-1. According
to the manual, it's got great range but isn't as powerful as some of the 
other rockets. For some reason I think this is a guided rocket...

AT-6 rocket - As powerful as a TOW but able to be loaded onto more vehicles.
Can be placed on the OH-58, MD 500 and Mi-24 (which can have the AT-6 
4-Rocket attached). 

57mm rocket - Used by the UV-7 and UV-32 launchers. Best used against soft
targets or light armour.

80mm rocket - Used by the UB-20 launchers. Best used against soft targets or 
light armour.

122mm rocket - Comes in HE, Smoke and Mine flavours. Used by the BM-21. It 
takes about 3 HE 122mm rockets to knock out most armoured units - remember to
stop the BM-21 to fire more than that or you will just be wasting ammunition.

*NOTE: I'm yet to see a mine or smoke version of this ammo type.

500lb bomb - Once you've painted a target with a tracker, you can drop one of
these on said target. Creates a big explosion and does a lot of damage. Can
be equipped on the jets (ie F-15, MiG-27 and MiG-29).

1000lb bomb - Like the 500lb bomb, but bigger.

++++


3.0 PERSONNEL
_____________
Once you've got your equipment you need to be able to use it effectively. A
number of different skills exist and having a good mix of them on the field
will make your life a lot easier.


3.1 SKILLS
----------
Athletics - This skill will let your guys run a lot faster. As such, it is 
important for your scouts / point-men to have, since getting out of the way is
a vital skill for SoA. It also means your squad can be faster on the ground,
allowing you to come back more easily if something unfortunate happens (eg
one of your guys gets spotted).

Light Weapons - Whoever has this skill is more proficient at using light 
weapons. Light weapons are things like the Berreta, Uzi and MP5. This 
sounds good early on, but unfortunately given that heavy weapons are  
frequently available later on in the game, it is a wasted skill. Don't
get it; get Heavy Weapons instead. 

Heavy Weapons - Makes your guys more proficient at using heavy weapons. This 
is the skill to have as it is more useful through-out the entire SoA campaign.
Heavy weapons are M60's, AK-74's, RPG's and SA-7's.

Sharpshooter - Whoever has this skill can use sharpshooter weapons more 
effectively and can be used to snipe enemies with either the Crossbow or 
Dragunov. Given that the sharpshooter weapons can lead to one-shot kills, 
having a sniper on the squad can make things a lot easier for you.

Medical - Those with medical skill can wring more hitpoints out of medikits 
when you use them.

Explosives - Squad members with knowledge of explosives can lay/pick up mines 
and lay explosive charges without accidentally setting them off.


3.2 SUGGESTED SQUAD SELECTION
-----------------------------
SoA starts with you having squad members who have Medical skill, Explosives 
skill and Light Weapons skill. All of these are useful, but unfortunately the
Light Weapons skill guy finds his usefulness fall off as the game progresses,
simply because you can get better weapons. By the end of the first mission
you can pick up someone with the Sharpshooter skill - this is also great to
have.

Whenever you go into the field, always take someone with the explosives skill
since you never know when you'll need to defuse some mines or plant 
explosives. A medic is great for keeping your guys alive and for freeing up
inventory space (ie give all the medikits to the medic rather than one per
squad member).

Of the skills, my ranking for them is as follows:

1) Athletics
2) Heavy Weapons
3) Sharpshooter
4) Explosives
5) Medical
6) Light Weapons

Athletics means you can get into (and out of) places more quickly. Being 
able to pull off a successful hit-and-run or just sneak through enemy 
defences quickly is great to have in SoA. I typically have my two point-men 
(aka scouts) with this skill.

Heavy Weapons include AK-74's, which will become a fairly standard weapon
in the mid- to end-game of SoA. Heavy Weapons also mean your squad members 
will be better at using their RPGs to destroy armoured enemy units which 
also comes in handy.

Sharpshooter is good to have, but you only really need one (maximum of two) 
in the field at once. This is partly due to the fact that sniper ammunition 
is hard to come across, so having more than one sniper will just lead to you 
running low on rounds. Given that you can get a Sharpshooter to join your 
squad in the first mission, you only need to pick this skill for someone else 
if you want a back-up or if your sniper dies.

Explosives is a very important skill, but you only really need one (or two) 
on the squad. You may want to have a spare person with this skill just in 
case your main guy dies, but with care one Explosives guy will do you fine.
You'll get an Explosives guy in level 5.

Medical is important, but again you only need one on the field. Have them 
come and heal your guys as necessary (or the injured go to them) and keep 
them out of the front lines (someone has to drive that Ural!).

Light Weapons is the least useful, just because you'll have access to 
heavy weapons before too long that'll make leave your Light Weapons 
specialists looking stupid.

The squad I aim to build has:

2 Point-men (with Athletics and either Heavy Weapons or Sharpshooter)
1 Demolitions (with Explosives and Athletics)
1 Medic (with Medical)
7 Assaulters (with Heavy Weapons and maybe Athletics if they get that far)

This squad gives me a good mix of skills and abilities to deal with most 
situations in SoA.

VEHICLES: 

It is too hard to absolutely recommend any particular vehicles 
for each mission. You may not have those vehicles, or you may not like 
using the same vehicles that I do. However, in general I recommend that 
you do not bring any more than 4 vehicles per mission. It is more than 
likely that you will come across at least one empty vehicle per mission, 
and since you need at least two people to use an attack vehicle (ie 
driver and gunner) if you bring more than 4 vehicles you will have to 
either dump one of your current vehicles or else drive around with your 
squad spread out thinly over a number of vehicles.

The above statement is based on having two squad members as dedicated, 
on-foot point-men. If you do not use this method, you could probably take
more vehicles and not be disadvantaged.

You can, if you have enough ammo, take along some vehicles as "spares" ie 
to replace the vehicles that will get damaged during the next mission. 
However, you don't want take too many just in case you end up with
some enemy vehicles that can be scavenged. So, if you do choose to take 
some spares, just take one or two extra. 

Also, keep in mind that when a vehicle takes damage, the soldiers inside
it also take some damage. Keep your eyes on your squads' armour and health
when they are inside armoured vehicles.

++++


4.0 GENERAL TACTICS
___________________
Below are a list of broad tips that I found to be very helpful in playing
SoA. 


4.1 INCLUDED README FILE
------------------------
If you look at the files on the SoA cd, you'll come across a hints'n'tips
file from the devs. I've included it below for the sake of completeness.

--

From Adrian Miller, Lead Tester:

HEAL YOUR PEOPLE AT THE END OF MISSIONS

At the end of a mission Heal all injured soldiers with the Medic so they
are at full health. Then end the mission and go to Base.  Once at base
click on the Lab. Since all your units are at full health you will be
able to perform Hormone treatments on 2 soldiers instead of one.

EXPLORE EACH MISSION MAP

There are similar extras hidden throughout the game, so explore each map.

SAVE OFTEN

You will want to save frequently, because experienced guys are very
helpful.  Don't let them die.

CHOOSE THE ATHLETIC SKILL

Choose the "Athletic" skill for at least 2 soldiers and use these
soldiers as your scouts.  Athletic soldiers are much faster than regular
soldiers.

CAMERA CONTROL

Camera control can be changed by hitting the space bar or by hitting the
Follow Mode or Free Mode option in the game window. Toggle that button to
switch to the mode shown.

PATCH TO ALLOW TURN-BASED PLAY

Due to heavy user request, we have created a patch to allow users to pause
Soldiers of Anarchy in single-player and issue orders.  Please go to
http://www.soldiers-of-anarchy.com/downloads/ if you would like to use this
patch.

--


4.2 IN THE FIELD
----------------
 - The key rule of combat in SoA is to catch your enemy in a crossfire at 
every opportunity. You are outnumbered and outgunned. Trying to fight the 
enemy on a 1-to-1 basis will just leave you too depleted to finish your 
missions. Take your enemy on when you can do so quickly and with minimum 
chance of damage to your squad.

 - By the same token, do not let the enemy catch you in a crossfire. 

 - Scavenge everything. Anything you don't want, you can trade and you 
never know when that extra item you picked up may just be what you need to
complete a trade with the Seeker.

 - Learn to stack items in your Ural / other vehicles. Most guns stack in 
loads of 5 and you can have up to 9 anti-tank mines in a vehicle. A little 
bit of planning and keeping track of which vehicle is carrying what will 
mean you'll be able to carry more back to base.

 - Know what your vehicles can carry. For example, Humvees and most armour
have limited space for equipment, but you can always dump 7.62mm ammo that 
you find on them. If you want to see if you can place some equipment in a 
vehicle, drag that equipment over the vehicle icon at the bottom of the 
screen. That will tell you if that vehicle can take it.

 - Lay traps and ambushes for your enemy. Use mines to disable vehicles. 
Plant them across roads you think the enemy will come down or around corners 
and try to lure vehicles onto them.

 - Whenever you go into the field, always take someone with the 
Explosives skill since you will need to defuse / plant mines all the time and
to occasionally plant explosives.

 - Whenever possible take a set of explosives into the field with you. You 
never know when it might come in handy.

 - Reconnaissance is very important to successfully taking out enemy 
outposts. Move your men to positions around the base so you can see what you 
are up against. It's no fun storming a base only to find out they have a M1A1
waiting for you!

 - The enemy AI works on a line-of-sight and area of influence format. If 
you kill an enemy in clear sight of another enemy, you will alert them. The 
same can happen if you kill one enemy too close to another (especially with 
a noisy weapon). Try to take out isolated enemies first and whittle their
numbers down.

 - Take your time. SoA gives no rewards for speed, so take your time planning
 how you are going to execute your objectives. If it takes you half-an-hour 
to successfully take a base with no casualties on your side, then that's what 
it takes.

 - If you alert the enemy to your presence, don't be afraid to pull back. Let
 them run around and try and find you. Eliminate those who venture too far 
out after you as targets of opportunity.

 - Don't be afraid of armour, since you will have to deal with it. Two squad
members with RPG's can take out most enemy armour if they catch it by 
surprise - it takes about three RPG's to finish most tanks.

 - QuickSave (F8) is your friend! Use it frequently! (Or not, if you want 
to play hardcore..)

 - When using vehicles, always have a scout out in front. As far as I 
know, characters in vehicles won't see mines - you need a person on foot 
to spot them. Be wary of driving through an unscouted area or one where 
mines once were - it sucks to see your tank full of guys explode because 
you missed a mine on your first pass through the area!

 - Also, keep in mind that when a vehicle takes damage, the soldiers inside
it also take some damage. Keep your eye on your squads armour and health
when they are inside armoured vehicles.

 - To take an empty vehicle home with you, I think that you need to have a 
squad member sit in it at some point during the mission. So, if you empty a
vehicle of its previous owners, just send someone to get in, then get them
out again.

 - Get used to selecting what ammo type you want your vehicles to use / not
use. By this, I mean get used to switching off ammo types so that your T-55
(for example) will use HEAT and APFSDS against armoured targets, while 
saving HEFRAG for soft targets. The last thing you want to do is waste your
precious heavy ammo on the wrong targets.

 - When ending a mission, always check that in the "Mission End?" screen
that you have all the empty vehicles / vehicles that you have acquired from
the mission before leaving the mission zone.


4.3 BETWEEN MISSIONS
--------------------
 - Tempting though it is, don't rip off the Seeker early on. If you rip him 
off (that "If you want.." message) he gives you less range the next time. 
Give him a few "Delighted!"'s to prompt him into offering more stuff.

 - You can turn certain Base functions to "Automatic". The only one I use is 
for the Medical Bay - all the others I keep off since I want to be able to 
pick my own equipment and which vehicles to repair. If you leave these on, 
you can end up having the wrong vehicle repaired.

 - Always empty your squad and vehicle inventories before trading, then 
re-equip them after trading. You don't want to trade away a vehicle full 
of scavenged equipment by accident.

 - A quick way to equip a squad is to turn the Automatic function in the 
stock room on, then off. This will distribute equipment to the squad that
you can then fine-tune.

 - If you are going to trade a vehicle away, it is sometimes better to take 
the mounted weapons off it and trade them separately. Firstly, this lets you
distinguish between the same vehicle type armed with different weapons (if 
you have two Humvees, taking off their weapons means you won't accidentally
trade the TOW launcher when you wanted to off-load the machine gun one).
Secondly, you might be overtrading with the both the unit and the weapon -
if you trade one first, you will get a better idea of what you can get for it.

 - Early on I recommend trading for personnel armour. It will always come 
in useful and you will always be using it.

 - Don't forget to re-equip vehicles before you go into the field. It is 
painful to enter the mission, then realise that you haven't restocked your
units' ammunition supplies.


++++


5.0 WALKTHROUGH
_______________
Below are mission walkthroughs for getting through SoA. Things may not
always work out as I have described them - you may accidentally alert a 
guard or the AI may behave differently during your missions than it did for
mine, changing what happens. You may also not get access to the same sorts
of vehicles, or you may have units destroyed that I later refer to - sorry
about that, but I'm just recounting how I passed the missions.

That said, I hope the walkthroughs are useful to those playing through the 
campaign.

Before starting the campaign, I recommend doing the tutorial to get an idea 
of the controls are and what is available in SoA.


CAMPAIGN DIFFICULTY: This walkthrough was written based on a Hard campaign. 

GLOSSARY: To save myself a bit of typing, I abbreviate directions to their 
first letter (eg North = N, South-East = SE, West South-West = WSW, etc).


5.1 A LEAP IN THE DARK
----------------------
Head towards the source of the green waves (ie the green waypoint), but head 
W where the first path intersects. You'll find a bear near some crates. As 
your first act upon leaving the compound, kill the bear to again stamp 
man's dominance over nature. Pick up the crates [2 x Uzis & some 9mm clips] 
and give your Light Weapon Guy an uzi. Resume your path towards the green 
waypoint.

Kill the wolves on your way there and in front of the dam. Just in front of 
the dam, you'll come across an empty Humvee. Have your non-Explosives squad
members get in and send your Explosives guy up to the dam. Plant your 
explosives by the wall, program in 20 seconds and run away. Once it explodes,
get all of your guys into the Humvee and proceed to the yellow waypoint (the
lumber yard).

Grab the crates [7.62mm ammunition? - I didn't record this] (again killing 
the wildlife first) then head towards the green marker. Save the guy from the
wolves (not that he needs much help) and talk to him. Follow him to his village.
Talk to him again.

Avoiding the bad guys, take the path that leads SW from the village. Follow 
it down until you see a house. It'll blow up (!!). Take out the two Slingers 
and talk to the guy who ran away. He'll join up. Give him a weapon, scavenge 
the Slingers' equipment and don't forget to grab the crate behind the shed 
[3 x medikits]. Head back to the village.

Leap the wall next to the Seeker's house. Pick up the crates [2 x MP5s, 9mm
clips, 7.62mm ammo, molotov cocktails]. There is another crate [2 x Kevlar 
vests] around the front of the house, but watch out for the Slinger who will
walk down that way. Equip 3 members of your squad with your best equipment 
and send the other two back to the Humvee with the 7.62mm ammo. (I'd 
quicksave here).

Draw the Slingers into a crossfire. Have your Humvee not too far away to 
assist if required. Try to attract the enemy Humvee into an ambush - molotov 
it if necessary or bring in your Humvee to open fire on it, then have your 
squad open fire on it too. Don't lose a squad member or the Humvee.

Scavenge all that you can. Talk to the men in the centre of the village - 
some will join up. Before you finish the level, have one of your guys hop 
into the Seekers car, parked out the front of the village.


-- BETWEEN MISSIONS: Trade the Seeker's car back to him for personnel 
armour. Move your guys away from having Berettas, towards Uzis and MP5s. 
Get the crossbow bolts and give them to your Sharpshooter. --


5.2 THE RAID
------------
Split your squad into three groups - two groups of foot soldiers and one 
group in the Humvee. Carefully send your Humvee around to cover the back 
road leading out of the base. Move your foot patrols closer to the base,
watching how the patrols move as you approach. The aim is to take out 
these patrols without alerting the entire base. Take this slowly and do 
it right, working your way from the outside in.

My preferred method was to work around the W side of the base first, taking 
out the patrols one-by-one. By the time you've got around to the N side of 
the base you'll be able to sneak up on those Slingers in the centre area 
much more easily. You should also aim to take out the stationary Slinger in 
the centre of the base without alerting him - if he is alerted, he'll get in 
the car and drive off. If you take him out without alerting him, you get to 
keep the car (!). 

There are mines on the road heading W - get your explosives guy to grab them 
once you've taken out the two guards nearby. The crate in the S-most yard 
(next to the train carriages) has a [Crossbow] in it - give that to your 
Sharpshooter who (if you have the crossbow bolts) will be able to take out 
guys silently.

Once the base is clear, scavenge all you can and grab the crates in the 
compound [which has guns, ammo, crossbow bolts and medikits]. Head to the 
next objective (but make sure those mines are cleared!). Two guards need to 
be taken out at the radar station. Grab the crate [2 x 7.62mm ammo] that is
there as well.

Head to the next objective. If you go NE from the radar station you'll see a
drunken man in the forest who has some stories to tell about demons... When 
you get to the town that is the objective, you'll see 5 Slingers near a 
truck, gathering the villagers. Move into position carefully, then open fire,
aiming to take the enemy out as quickly as possible. There is one patrolling
 Slinger - try to take him out as far away from the other Slingers as 
possible. If you tip off the Slingers, they will open fire on the villagers, 
but this doesn't appear to have any serious consequences. It is, however, 
easier to take out the Slingers if their attention is divided between the 
villagers and you.

Once you've rescued the villagers, talk to the woman and you'll get two 
new recruits. Scavenge everything and dump your excess into the Ural and 
your other vehicles. Jump into your vehicles and head to the next objective.

Recon the base and see where everything is. Take out the patrolling Humvee - 
one well placed mine should do the trick. Plant a mine after you see its 
path around the base.

Taking the base is a bit harder. If you kill the guard on the N wall you 
can alert the base, but this can make things easier for you as the enemy 
split up a bit. In the base is an empty APC - if you can sneak two men into 
it (by jumping the gate in the N wall) you'll end up with a lot more 
firepower. In the APC you should be able to take on the Slinger guards 
and Humvees one-on-one, but if it gets too hot for you, move the APC 
outside and have your men support it with their firepower. Also have your 
squad ready to move in and help the APC as required.

You can also try lobbing molotov cocktails over the walls of the base onto
Humvees - if you are lucky you'll be able to destroy / severely damage a 
Humvee this way, but don't bet on it.

After clearing the base, shoot out one side of the prison fence that is 
keeping the old man and talk to him. Scavenge everything - there are some 
crates in the base [with Heavy Vests in one, Binolculars and Medikits in 
the other]. Grab the GAZ as well. See the destroyed helicopter? Open it up 
by shooting it with a Beretta (it'll take about 10 bullets, then make sure
you stop before you blow up the helicopter!) for a free Gaz.


-- BETWEEN MISSIONS: Start to upgrade your weapons. Hopefully some of your 
squad will have gotten some new skills, so take advantage of this. Take an
APC and the Ural with you at least. Your point-men should have a Crossbow 
and mines, depending on their specialty. Also, try to take / trade for as
many molotovs / grenades as you can and bring them on the next mission.--


5.3 MARKET DAY
--------------
There are four Slingers at a mined checkpoint just up the road from where 
you start. Send your point-men up to ID the area, then use your vehicles
to take them out. De-mine the area (both sides of the checkpoint) then 
move up the road.

Use your point-men to look around the area. There's a Humvee circling the
base and three guys on a small hill. One of these guys has an RPG and 
possibly a heavy vest, so ID him and take him out quickly (eg grenades).
The other two guards are easier to deal with. Watch the path of the Humvee
and drop a couple of mines for it to hit. Move around to the back of the 
base (I recommend going the long way around since there are fewer Slingers 
to deal with - you get bears instead), where another Humvee is patrolling. 
Take that one out too - you can probably just use your attack vehicles to 
deal with it.

Once you are on the W side of the base, set up an ambush. Position your 
vehicles around a corner, then lay a couple of mines of the other side 
of the corner. Move your vehicles into position last - there is a chance
that their noise will alert guards on the other side of the wall. Also,
there are four Slingers in a small camp to the S - they may join in 
the battle if alerted. What you want is for the guards to run around 
the corner and into a crossfire, and for the enemy vehicles (two 
Humvees and an APC) to hit the mines and be destroyed (or at least
have one or two of them taken out). Use the captured RPG if you need 
to.

Once clear, open up the gate by operating the switch and talk to
the villager. You'll get two new squad members. Scavenge all that 
you can. If you've taken out the four Slingers to the S, there is
a crate [Fly and Medipacks] you can get from them; if they are still
there, have your vehicles take them out. There are three crates in
the area that was being guarded: #1 is behind the building opposite
where the villagers were being held [4 x Playma HE Grenades]; #2 is
next to the T-shaped building [Medipack, 2 x Heavy Vest; Explosives];
and #3 is up near the train tracks [4 x 9mm ammo and 2 x 7.62mm ammo].

In the train area, the suspended train car holds a Wolf vehicle. To
get it, shoot a train care underneath the suspended car - the explosion
will snap the cable and drop the car. Save your game just in case of mishap.

You'll have a new objective. Head NW up to it. You'll see two Slingers and
an APC. Set up another small ambush (but it's unlikely the APC will drive 
over any mines, so don't worry about that). Throw a grenade over the wall at
the APC to attract the guards towards the ambush. Talk to the scientist they
were guarding. Get the crate [3 x Grenades] and scavenge. To your N will be
a group of enemy vehicles - just ignore and avoid them.

Head W to the next mission objective, but be careful of the three APCs that
are in a small area next to the road. Ignore them too, and go off-road to 
avoid them as necessary. There is an area with a hill in front of a road 
leading W from the base - I find this area to be the safest to park any
vehicles you aren't going to use in the assault of the base. You are going
to want only a gunner and driver in your attack vehicles, with the rest
of your squad ready to enter the base. 

Crossbow the guard who is patrolling the W side of the base when he is out
of sight of those behind the wall, then recon the base. You've got a number
of Slingers and their vehicles (including a BMP) to take out.  I recommend
throwing grenades / molotovs over the wall at the BMP - with a little luck,
you can damage it enough to scare it off / take it out. Once this is done, 
shoot down the W gate and have your vehicles kill any Slingers who come at 
you. De-mine the W gate and then send your squad into the base. Take out the 
remaining enemies - if you feel more confident about it (or can't spare a 
grenade to take out the Humvee) send in your APC as well, although you may
need to shoot out a wall to do so. Once the final Slinger is killed, you'll
get a short dialogue scene. 

What you want to do is now quickly scavenge and grab the two crates: #1 is
near the obstacle course [SA-7 Launcher and missile] and #2 is next to
the burnt out cars [AK-74 and 3 x 5.45mm ammo - there are mines next to this
crate as well].

If you have a scout on the hill (preferably with binoculars) you'll see 
enemy vehicles start to move towards the base. This isn't something to panic
about - provided your squad stays out of line of sight, you'll be okay. What
you do get to see is these vehicles battle it out. Be sure to wait and make
sure that all the vehicles have finished fighting before going to finish off
the survivors - some times it takes a couple of minutes for everyone to 
arrive. Once the fireworks have settled (and you've taken out any remaining
units), with a bit of luck you'll have a few second-hand vehicles ready 
to be scavenged.

Go back to where you started this mission. Once you've got all your units 
close enough to the nav point you'll be able to exit the mission.


-- BETWEEN MISSIONS: You'll get a free Hummer with TOW launcher next 
mission, so you might want to bring along a few TOW missiles if you can get
them. If you've got two APCs (or heavier armoured vehicles) bring them and 
leave your other Humvees at base (or trade them away}. Repair up your 
vehicles and re-stock your grenade supplies. Bring all your mines. --


5.4 TWO ROADS. ONE WAY.
-----------------------
Grab your free Humvee and the crates [RPG Launcher and RPG's; 7.62mm ammo].
Talk to the mechanic to the S, then pick your poison - the Claws are E, the
TFR are W.

Next to the church (near the graveyard) is a priest delivering a sermon to
a group of villagers. Send someone over to listen in, then talk to him.
This will give you your first view of a unit that will appear later on in
SOA. Don't worry - it won't attack you (unless you attack them first).

If you head N and follow a road that leads E out of the city, then take a
side road N and follow it around, you should find an empty Humvee at a small
camp.

IF YOU DECIDE TO SIDE WITH THE TFR: Send your point-men E to plant mines on
the main road that leads out of the Claw base. A line of mines that leads
between the hill and the graveyard (at least covering the road) will save
you a lot of time and effort. Head over to the TFR. Have your Explosives
expert de-mine the road to the TFR base. Keep your vehicles in front of the 
base in that sandy area. Send one squad member in and talk to the TFR 
members that you need to talk to (ie the gate guard and the base commander).
Leave your Ural in the base and get in the vehicle they give you.

The Claws will attack. Hopefully a good number will drive straight into your
mines, but you will still probably have to take out a few yourself. Wait for
the message that the Claws are heading for the TFR base and pull back for
the Claw to show up. Try to get the TFR vehilces to draw the incoming fire, 
then open up on the target with your vehicles. Once the final Claw unit is 
destroyed (probably a T-55) you'll get a dialogue scene and new mission 
objectives.

Grab the crate [3 x Explosives] next to the base commander. Scavenge from 
the battle and also take all the crates in the TFR base.

+IN THE TFR BASE+: Heavy Ammo next to entrance, N section of base next to 
other crates and by the helipads; Three crates: #1 at front of base 
[7.62mm ammo]; #2 and #3 in the N section of the base [Medipacks and Heavy 
Vests]. NB: Heavy Ammo crates are sent to your base for use in the next 
mission.

Head up towards the Claw base. Stop to grab a crate [2 x Medipacks] that is
behind a house next to the park area in the town. Also, you can probably 
scavenge here for equipment that remains as a result of the battle here.

Send your point-men up the road. De-mine the road, especially the new mines
that the Claw have laid. You will see that there are Claw guards at the 
outposts, some armed with RPG's. 

My recommendation is to destroy the mission targets the sneaky way. Send 
your point-men in to the base via a short wall on the W side of the base in
the S section (it's near a lot of small buildings). Time the entrance to 
avoid the patrolling guard from seeing you leap the fence. Your aim is to 
use your Crossbow to take out the guards who patrol your objectives without
alerting the base. This isn't too hard to do - just take them out when they
are not near / in the line of sight of other Claw units. I'd try taking out 
the Claw guarding the S-most objective first, then taking out the other
guard once he is a good distance away from any other Claws. Save your game
as neccessary.

Three other recommendations to make this easier - 1) remember to crawl to 
keep out of sight, but run when you have to; 2) set your point-men's 
aggressiveness to the least aggressive level so they won't stop to attack 
any target that attacks them if they get spotted (this makes running away a 
lot easier) and  3) see SOMETHING TO KNOW ABOUT EXPLOSIVES in section 2.4 
above.

Sneak in and plant explosives at the middle objective. Set the timer to 
about 6 minutes and activate it. Plant the explosives at the S-most target
and set the timer to about the same time that is remaining on your first
explosive. Now, sneak out and leap the fence that you used to enter the 
base. Head up to the N-most objective (the train yard) and time your entry 
to avoid the guard. Drop the explosive, give yourself 30s and leap the fence 
again. Get out of the way of the explosion.

*NOTE: If you having trouble doing it this way, try changing the order
around. Blowing up the train yard first (or getting spotted there) can 
draw _some_ Claw units up to that section of the base, making it easier to
take out the other targets. However, a base that is on alert can also
make things harder as vehicles start to move around and become 
unpredictable.

Once all three objectives are destroyed, the Claw will leave their base, 
heading E. Stay out of their way. Once the base is cleared, bring your 
squad in to scavenge what you can. 

+IN THE CLAW BASE+: In the middle area of the base there are 2 x Heavy Ammo
crates and 3 x crates [Heavy Vests and Medipacks - the Medipack crate is
slightly hidden in the building to the E]. There is also a crate next to
the house to the N of the Claw base [2 x Medipacks] and a crate behind a
wall in the refinery that is also to the N of the Claw base [4 x 7.62mm 
ammo].

Send your Explosives expert to collect the mines on the N road of the Claw
base (if he carrying too much, give some of the other mines he is carrying
to someone else to hold or store them in the Ural). Have another squad 
member go back to the nav point and talk to the Trader. Get in the T-55 to
end the mission.

Completing this option will make your next mission HEROES DIE YOUNG.


IF YOU DECIDE TO SIDE WITH THE CLAW: Send your Explosives expert W to the 
TFR base. Plant about half the mines you have one the main road leading out 
of the TFR base just before it connects to that crescent-shaped road. Use 
the rest of the mines you have to cover the road that wasn't mined (because 
the TFR won't drive through their mine field to get to town, taking the top 
road instead). Take the mines the TFR have planted across their road.

Move your squad up to near the Claw base. Send your Explosives expert to 
clear their mine field N of their base. Have one squad member move near the
base entrance, then talk to the guard (after the dialogue) and the base
commander (who channels Dennis Hopper). The TFR will attack. Get into the 
T-55. With a bit of luck, your mines should take out a good number of the 
TFR. Don't stray too far from base - be ready to move back as soon as you 
are told that the TFR are headed to the Claw base. Wait behind the Claw 
units so they draw the incoming fire, then open up on enemy targets.

Once the enemy vehicles have been destroyed, you will be told to blow up
the TFR base. Grab the crate [3 x Explosives] from next to the Cobra ...
errr ... Claw Commander and then scavenge what else you can. 

+IN THE CLAW BASE+: In the middle area of the base there are 2 x Heavy Ammo
crates and 3 x crates [Heavy Vests and Medipacks - the Medipack crate is
slightly hidden in the building to the E]. There is also a crate next to
the house to the N of the Claw base [2 x Medipacks] and a crate behind a
wall in the refinery that is also to the N of the Claw base [4 x 7.62mm 
ammo].

Head up towards the TFR base. Stop to grab a crate [2 x Medipacks] that is
behind a house next to the park area in the town. Also, you can probably 
scavenge here for equipment that remains as a result of the battle here.

As you move towards the TFR base, you will see some guards located at 
outposts near on the road. Have your point-men sneak around them and take
a look over the base. Save your game. Have your Sharpshooter crossbow 
bolt the guard at the small gate to the S when the patrol isn't nearby. 
Have your Explosives expert hop the fence, then crawl and hide behind the 
crates. Keep out of sight of that patrol. I was fortunate that my
Sharpshooter was close enough to the gate to crossbow bolt both members
of the patrol, which didn't set off an alarm. However, it should be possible
to have your Explosives expert run and plant the explosives at both 
objectives and at least be able to find a place to hide before the patrol 
comes back. Set the timers for 5 (or so) minutes.

Three other recommendations to make this easier - 1) remember to crawl to 
keep out of sight, but run when you have to; 2) set your point-mens' 
aggressiveness to the least aggressive level so they won't stop to attack 
any target that attacks them if they get spotted (this makes running away a 
lot easier) and  3) see SOMETHING TO KNOW ABOUT EXPLOSIVES in section 2.4 
above.

Once the two targets on this side of the base are set, leap back over the 
fence and head to the NW side of the base. Use an M60 to blow a hole in 
the fence just behind the buildings that surround the three crates - it 
will take approximately 100 7.62mm rounds to destroy a section of the fence. 
There should be no guards in this area. Crawl over to the last objective and
plant the explosive, setting the timer to approximately go off at the same
time as the others. Escape the base, then find a place that isn't on the S 
side of the base to watch things go bang.

The TFR will exit the base once the three objectives are destr 
                    

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