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Tom Clancy's Ghost Recon Advanced Warfighter - Prima Official Game Guide(1), Poradniki Do Gier !
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PRIMA GAMES
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www.primagames.com
The Prima Games logo is a registered trademark of Random House, Inc.,
registered in the United States and other countries. Primagames.com is a
registered trademark of Random House, Inc., registered in the
United States.
TABLE OF CONTENTS
© 2006 by Prima Games. All rights reserved. No part of this book may be reproduced or
transmitted in any form or by any means, electronic or mechanical, including
photocopying, recording, or by any information storage or retrieval system without
written permission from Prima Games. Prima Games is a division of Random House, Inc.
Product Manager: Mario De Govia
Editor: Amanda Peckham
Training and Tactics . . . . . . . . . .2
Integrated Warfighter
System . . . . . . . . . . . . . . . . . . .2
Combat Fundmentals . . . . . .2
Battlefield Assets . . . . . . . . .4
The Cross-Com . . . . . . . . . . . .4
Advanced Tactics . . . . . . . . . .5
The Arsenal . . . . . . . . . . . . . . . . .9
Assault Rifles and
Submachine Guns . . . . . . . . .9
Grenade Launchers and
Anti-Tank Weapons . . . . . . .12
Sniper Rifles . . . . . . . . . . . . .14
Light Machine Guns . . . . . .15
Other Weapons . . . . . . . . . . .16
Xbox 360 Walkthrough . . . . . .18
Retrieve the Package . . . . .18
Coup D'etat . . . . . . . . . . . . . .22
VIP 2 is Down . . . . . . . . . . . .26
Strong Point . . . . . . . . . . . . .29
Mayday! Mayday! . . . . . . . .33
Ready for Bear . . . . . . . . . . .36
Quarterback . . . . . . . . . . . . .40
Guardrail IX . . . . . . . . . . . . . .45
Bulldog . . . . . . . . . . . . . . . . .49
Fierce Resistance . . . . . . . .53
NORAD on the Line . . . . . . .57
Xbox Walkthrough . . . . . . . . . .61
Industrial District . . . . . . . .61
Suburbs . . . . . . . . . . . . . . . . .65
Downtown . . . . . . . . . . . . . . .68
Santa Fe Hills . . . . . . . . . . . .72
Chapultepec Park . . . . . . . .75
Chaputlepec Palace . . . . . .78
Shanty Town . . . . . . . . . . . . .81
Industrial District
Revisited . . . . . . . . . . . . . . . .84
Suburbs Revisited . . . . . . . .87
Zocalo Plaza . . . . . . . . . . . . .91
Downtown Revisited . . . . . .97
Xbox Multiplayer . . . . . . . . . .100
Game Options . . . . . . . . . .100
Xbox Maps . . . . . . . . . . . . .105
Xbox 360 Multiplayer . . . . . .142
Game Modes and Types .145
Map: Old Town . . . . . . . . . .149
© 2006 Ubisoft Entertainment. All Rights Reserved. Ghost Recon, Ghost Recon
Advanced Warfighter, the Soldier Icon, Ubisoft, Ubi.com and the Ubisoft logo are
trademarks of Ubisoft Entertainment in the US and/or other countries. PC version
developed by Grin.
Xbox, Xbox 360, and Xbox Live are either registered trademarks or trademarks of
Microsoft Corporation in the United States and/or other countries.
All products and characters mentioned in this book are trademarks of their respective
companies.
Please be advised that the ESRB Ratings icons, “EC,” “E,” “E10+,” “T,” “M,” “AO,” and “RP”
are trademarks owned by the Entertainment Software Association, and may only be
used with their permission and authority. For information regarding whether a product
has been rated by the ESRB, please visit www.esrb.org. For permission to use the
Ratings icons, please contact the ESA at esrblicenseinfo.com.
Important:
Prima Games has made every effort to determine that the information contained in this
book is accurate. However, the publisher makes no warranty, either expressed or
implied, as to the accuracy, effectiveness, or completeness of the material in this book;
nor does the publisher assume liability for damages, either incidental or consequential,
that may result from using the information in this book. The publisher cannot provide
information regarding gameplay, hints and strategies, or problems with hardware or
software. Questions should be directed to the support numbers provided by the game
and device manufacturers in their documentation. Some game tricks require precise
timing and may require repeated attempts before the desired result is achieved.
ISBN: 0-7615-5193-X
Map: Wharf . . . . . . . . . . . . .159
Map: Treasury . . . . . . . . . .170
Map: Temple . . . . . . . . . . . .179
Map: Boneyard . . . . . . . . .186
Map: Desert Gulch . . . . . .193
Map: Dry Dock . . . . . . . . . .199
Map: Fishing Village . . . . .204
Library of Congress Catalog Card Number: 2005906154
Printed in the United States of America
06 07 08 09 GG 10 9 8 7 6 5 4 3 2 1
Map: Nowhere . . . . . . . . . .209
Map: Rocky Cove . . . . . . . .214
Protected by copyright. Unauthorized or unlawful copying or downloading expressly prohibited.
Training and Tactics
Introduction
In the year 2013, the heads of the Mexican, Canadian, and U.S.
governments meet in Mexico City to sign the North American Joint
Security Agreement (NAJSA). But all hell is about to break loose as
elements in the Mexican military take drastic steps to prevent the
signing of the treaty. Captain Scott Mitchell and his Ghost Squad are
about to find themselves in the middle of a military coup...and the
stakes couldn’t be any higher.
Welcome to Tom Clancy’s
Ghost Recon Advanced Warfighter
, the
latest installment in the popular series that helped define the tactical
shooter genre. In this guide, we take an in-depth look at the Xbox and
Xbox 360 versions of the game, covering the single-player campaigns
as well as all multiplayer maps and game modes. There have been
some major changes and improvements to all aspects of gameplay, so
even if you’re a Ghost veteran, browse through this chapter to review
the new features offered by the Integrated Warfighter System.
Information on all the weapons can be found in the next chapter,
followed by the single-player walkthroughs and the multiplayer
section. So set aside your gear for now, soldier, and read up!
M
OVEMENT
All movement is controlled with the two analog sticks. Use the left
analog stick to move forward, backward, and step sideways. This stick
also controls speed. For instance, gently pushing the stick forward
causes you to walk, while pushing the stick completely forward makes
you run. The right analog stick controls where you’re looking or
aiming—up, down, left, or right. If you’re new to this sort of game,
getting used to the controls can take some practice. But after a few
minutes of gameplay, you’ll get the hang of it.
The Integrated Warfighter
System
All members of the Ghost Recon team are equipped with the
Integrated Warfighter System (IWS), the latest in military technology.
This high-tech system provides all units in the battlefield with
constant situational awareness updates, including reconnaissance,
enemy positioning objectives, and status of friendly forces. The IWS
helps you detect, monitor, and eliminate enemy forces, and it
provides you with all the information you need to form attack
strategies.
S
TANCE
Standing is the default stance,
allowing for the quickest
movement and decent weapon
accuracy. Crouching reduces
speed considerably, but constricts
the weapon’s aiming reticle,
indicating a more stable shooting
stance. Stealth is also increased
when crouched, allowing you to
more easily evade detection, even if you’re not hiding behind an
object. In the Xbox 360 version, you can also drop prone. Crawling in
the prone position is the slowest form of movement, but it’s also the
most stable shooting stance, capable of enhancing the accuracy of
any weapon. Light machine guns and sniper rifles benefit greatly from
the prone stance, allowing the shooter to better manage the weapon’s
weight and intense recoil. While prone, it’s also possible to roll
laterally. This is useful for quickly moving in and out of cover without
switching stances. For example, try rolling around a corner to engage
hostiles and then rolling back behind cover to reload.
Combat Fundamentals
Before setting out on your first mission in Mexico City, take a few
minutes to review the basics of movement, importance of cover, and
principles of weapon deployment.
2
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C
OVER
W
EAPONS
T
RAINING
The Ghosts have a variety of weapons at their disposal, each capable
of inflicting serious damage. Take a moment to review their functions
and capabilities.
FIREARMS
Surviving firefights relies heavily on your ability to utilize cover. It’s easy
enough, too. Simply put a sturdy object between yourself and the
incoming bullets. In both versions of the game, it’s possible to peek
around your cover in an attempt to spot and engage a threat. However,
the mechanics of the processes are a bit different. On the Xbox, you lean
around corners by holding down
7
and use the right analog stick to
peek left or right. In the Xbox 360, you enter cover mode by pressing up
against an object. Once in cover mode, you can move along the object
and peek around the sides by moving to the object’s corners. You can exit
cover mode by pulling away from the object or pressing
4
. Be careful
when choosing an object to hide behind, as all forms of cover are not
equal. For best results, seek out objects constructed from heavy
materials like steel, stone, or concrete.
Although each firearm in the Ghosts’ arsenal has unique
characteristics, they all function similarly. Simply center a target in the
aiming reticle on the HUD and squeeze the trigger. The aiming reticle
shows where your bullets are likely to hit. This circle constricts and
expands based on movement, stance, and weapon recoil. For example,
the circle expands to its largest size when running while firing an
automatic weapon. It shrinks to its smallest size when stationary and
prone—or crouched in the Xbox version. As a result, your weapon is
most accurate when fired from a stationary and stable stance.
Most firearms have different firing modes governing how many
rounds are fired with each trigger pull. These modes include
automatic, semi-automatic, and burst. To conserve ammo and reduce
the effects of recoil, consider operating your weapons in semi-
automatic or burst modes. If automatic is the only setting available,
fire in short bursts to keep the weapon on target. Monitor the
expansion of the aiming reticle while firing. As it grows, lay off the
trigger and wait for it to shrink before firing another burst.
O
PTICS
TIP
When peering through
a weapon’s scope, hold
your breath to steady
your aim and always go
for head shots to
guarantee a kill.
The Integrated Warfighter’s optic system benefits from both low-light
amplification and thermal imaging. In the Xbox 360 version, the
Enhanced Night Vision Goggles (ENVG) conveniently combines both
technologies in one package. The two imaging options are separated
in the Xbox version, allowing you to toggle between Day View and
Night View. Activate these optics when entering low-light
environments or when you need help spotting threats. Thermal
imaging allows you to see the heat signatures of enemies and
vehicles, even when obscured by fog, smoke, or thin materials.
3
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EXPLOSIVES
These fixed weapons are much more stable than their hand-held
counterparts, capable of accurate, sustained fire. They also have
unlimited ammo. But they have a tendency to overheat, leading to
misfires and complete malfunction. Watch the weapon’s heat meter in
the bottom right corner of the screen, and fire in short bursts to keep
the temperature low.
TIP
In the Xbox version, teammates can use fixed
machine gun positions. When possible, put a
team member behind a machine gun while you
provide support with a sniper rifle.
The Ghosts have access to two different types of explosives:
fragmentation grenades and C4. In the Xbox 360 version, frag grenades
can be thrown at varying distances based on the amount of time the
trigger is depressed. For a long throw, hold down
8
for a few seconds,
then release. A short toss can be accomplished by tapping
8
—just
make sure you’re behind cover when using grenades in close-range
engagements. Grenades are thrown with consistent force in the Xbox
version, no matter how long
8
is held down. The grenade will not be
thrown until
8
is released, nor will it explode in your hand. It’s
equipped with a 4–5-second fuse, activated when thrown, allowing it to
bounce and roll around. Grenades are most effective against infantry,
but can also damage vehicles. Try tossing them beneath vehicles to
maximize the damage. If you throw the grenade directly at a vehicle, it
will probably bounce off, landing several feet away from the target.
C4 is a more specialized explosive, used primarily to destroy
enemy equipment and vehicles. In most cases, the deployment of C4
is associated with the demolition of a specific objective. These
charges are equipped with a timer that is set automatically when the
explosive is stuck to an object. As the timer ticks down, run away and
seek cover before the charge detonates. In the Xbox version, a second
type of C4 charge is available with a remote detonator. These charges
can be placed anywhere and are useful for staging ambushes or
destroying enemy vehicles.
Battlefield Assets
As you run low on ammo and sustain injuries on the battlefield, watch
for the following resources positioned around the map.
R
ALLY
P
OINTS
In the Xbox 360 version, rally points are set up by supply trucks,
allowing you to change teammates and weapons. There are five
different classes of teammates, but not every type is represented at
each rally point. Each class carries a specific weapon:
• Rifleman: Each rifleman carries a scope-equipped assault rifle;
good for short to mid-range infantry engagements.
• Grenadier: The grenadier’s assault rifle/grenade launcher combo
is useful when facing a variety of threats, including lightly
armored vehicles.
FIXED WEAPONS
Sometimes standard hand-held
firearms aren’t enough to hold
back the enemy. In such
instances, get familiar with fixed
weapons such as the M60 and the
Blackhawk-mounted mini-gun.
Mounted M60 machine guns are
scattered across the battlefields in
the single-player campaigns.
These guns are often manned by hostiles, but you can also use them.
The presence of these weapons usually hints at an upcoming
challenge that requires heavy firepower. So always keep your eyes
peeled for these machine guns and put them to use whenever
possible. In the Xbox 360 version, you have the opportunity to make
several gun runs in the Blackhawk using the door-mounted mini-gun.
This rapid-firing behemoth uses rotating barrels to unleash a barrage of
automatic fire. It takes a second or two for the barrels to begin
spinning, so prepare for a slight warm-up delay after pulling the trigger.
• Gunner: Equipped with a light machine gun, the gunners can lay
down heavy suppressing fire, but lack the precision of the other
classes.
• Marksman: This is your sniper. Their high-powered rifle is great
for long-range kills, but practically worthless in firefights.
• Anti-Tank Gunner: The anti-tank gunner carries the Zeus MPAR, a
vital weapon system used to destroy heavily armored vehicles,
such as APCs and tanks.
4
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