Green Berets

GAME GUIDE

TABLE OF CONTENTS

Scenario 6

Scenario 7

Scenario 8

Scenario 9

Scenario 10

# SCENARIO 6: DE OPRESSO LIBER

Objective: Your mission is twofold: assist the ARVN soldiers to fight back the VC invasion of the ridge; once you are given the all clear, head to the northwest to make your way to the captured village.

Summary: In this scenario you start off by setting up a defense while being attacked from the north and east. Shortly after arriving, you gain control of the ARVN soldiers to assist you in defeating the seemingly endless waves of soldiers that come at you. Luckily placed nearby is a cache of arms and medical packs to help you replenish your supplies.

In this mission, your Team Leader has access to air strikes. The ability will not kick in right away. After you join with the ARVN troops, your Team Leader will call on his radio set. When you hear a plane fly overhead, the air strike ability is available. Use air strikes carefully. The blue bar above the Team leader represents the amount of time it takes to call another strike, assuming you used one.

It takes a few minutes to call in another air strike once you’ve used it, so use this ability wisely. Save the air strike for large groups of VC (you can’t miss them--the large groups will be indicated by a huge number of red dots, the likes of which you haven’t seen thus far). Time the air strike about 8 seconds ahead of the enemy’s current position. It takes that much time for the air strike to take effect once you’ve called it in, therefore, you’ll want to call it where you THINK the enemy will be when the bombs are dropped.

Walkthrough:

- The white arrows show you where to position troops to defend the hill. The red arrows indicate the enemy assault. The blue arrows represent the path to the northwest to end the mission.

- Immediately take control of your soldiers once they appear on screen and send them to the larger of the two gaps between the sandbag fortifications (the one without the trees blocking your view of the south). There should be a few VC Commandoes you need to eliminate either in the stream valley, or atop the ridge beyond it. Once those soldiers are out of the picture, a short scripted sequence informs you of both the village in the northwest, and the impending attacks by the VC at your present position.

- Once you regain control of your soldiers, place them to the north of the ammo dump (marked with the flag), and face them to the northwest; there’s a hillside with a number of entrances you should keep an eye on, since lots of soldiers will be coming to you from there. If you need to, get the ARVN soldiers to face that direction as well. You’ll probably want to keep a unit or two to the north side of the hill, behind the sandbags, and on the east side of the hill. The ARVN medic (ARVN unit with a white pack on his back) will heal your units automatically, as they take damage.

- About halfway through the assault, your Team Leader will gain the ability to call in air strikes, which will send down a salvo of impressively large bombs that vaporize any enemies within their blast radius. It is especially useful to call this air strike when a large group of enemies wander their way into the natural bottleneck at the end of the stream, just in front of the ridge with the sandbag walls.

- After you’ve fended off the assault (about three large waves), heralded by a text and audio message, it’s time to move on. Move your soldiers (the ARVN do not need to accompany you, but they can if you feel it necessary) to the northwest corner.

- Along the way you’ll meet up with wandering patrols of VC Commandoes and snipers. This will be relatively easy going, thanks to the lack of heavy artillery like mortars and rocket launchers.

- You’ll know you made it to the pass when you head up a dirt track flanked by two snipers; once you enter far enough, the yellow boxes around the units will turn blue, and the computer will guide them off the map.

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# SCENARIO 7: FAITH OF THE FALLEN

Objective: Rescue the POWs from the prisoner compound at the center of the map, then move to the northwest corner to exit the area.

Summary: This map is a real treat and a great challenge, even on Timid difficulty. Don’t get too frustrated if it all seems to fall apart at the end. Save your position prior to making a large move or a massive attack if you have a feeling that you may need to make several attempts. One thing that will help is the addition of ARVN soldiers to your command; you’ll find a group of six near the southwest corner of the map. With those extra guns, it’ll be easier to pick off the mortar launchers and NVA regulars that surround the POW camp.

After the rescue, make your way to the northwest; take out the rocket launchers and the VC disguised as farmers, and head off the map by walking up the hill between the rice paddies.

Walkthrough:

- The white arrows show the general path you want to get to the POWs. The red arrows indicate where enemies will attack from at various pointst throughout the mission. Other enemies are marked accordingly on the above map.

- Be on guard. Almost immediately as you appear on the map, you’ll be approached by a group of VC Commandoes from both the north and the west. Head due west until you reach the village to the southern middle of the map. An NVA officer should attack from the North, just before you reach the huts.

- There is a mortar unit to the immediate northwest of the village huts. Use a Green Beret unit to dodge between the huts and dispatch the mortar unit.

- Continuing west, there is a small field with skirmishing VC Commandoes and a small detachment of ARVN soldiers. The quicker you get there, the better, as the enemy will tear the reinforcements apart. If you’ve saved any reinforcements you will hear the message “New Units Received” and you can now control any ARVN units available.

- Now, with suitable reinforcements, head north along the western ridge of mountains, towards the rice paddies in the northwest. Be on the lookout for a rocket launcher unit, snipers and other enemies, at the top of the western ridge, on your journey. When you reach the area with the hostile peasants, VC assassins are likely to attack from the southeast.

- Working in the rice paddies to the northwest, are hostile peasants (marked as such on the above map). When you’re units are in range they will open fire, therefore it is advisable to take them out before rescuing the prisoners. They only take a couple hits. If you have any ARVN units, you may want to use them for this task, and conserve the health of your stronger units.

- Now it’s time to assault the POW camp and rescue those POWs. Here’s where it starts to get a little tricky. At nearly every corner of this prison compound will be fortified mortar launcher positions, indicated by a half-circle-shaped formation of rocks. Your best strategy is to take a single Green Beret within grenade range of those places and blast the mortar launchers before they even appear on your map. This will save you a lot of grief, especially when you consider that there are some areas in the compound where you can be in range of more than one mortar at once.

- Additionally, there are snipers hiding in both of the larger buildings at the north/southwest of the camp. They are best dispatched with a thrown grenade (M60 gunner or Team Leader).

- Finally, you have a lot of NVA to deal with in this area. They don’t fire very fast, however, they pack a powerful shot. Take them out as soon as possible, so they don’t accumulate and become a genuine problem.

- Amidst all of this, the POWs sit calmly in the pools at the center of the camp. To release them, target the small posts that surround their makeshift cells. Walk close to the POWs so they will join your units and so you can control them. Lead the POWs out of the prison cells and have them follow you. You need at least six of the available ten POWs to survive the long walk to the northwest to successfully complete the mission.

- Once you have the POWs, begin the trek to the northwest by heading west from the top left corner of the prison compound. It’s a quick two-island hop from there to the edge of the rice paddies. Right about there, you’ll hear the sounds of another fight nearby. Looking to the north, you may get there in time to see a helicopter get shot down. Don’t freak out—it’s not your ride. What you should be concerned about are the pair of rocket launching VC Commandoes at the edge of the map on the western side, between the rice paddies. Hopefully you’ll have some remaining grenade rounds to make eliminating them a little easier. Look out for NVA regulars that cross the bridge to the east of the exit. If you haven’t cleared out the hostile peasants, they will shoot at you or run up and detonate themselves.

- You may want to lead the POWs out the way you came in. This takes longer than the previous instruction, but allows you to better prepare for the skirmish at the exit in the northwest.

- Be sure to keep your group more or less together when you exit this level. Once a single unit crosses the line and ‘turns blue’ (signifying it is under computer control), dozens and dozens of units will pop up on the eastern two thirds of the map, and will do everything in their power to destroy you (so get out of there). The machete-wielding VC are a great problem here; they’ll quickly run up to any of your soldiers in large groups, and hack unaware player’s units. Get at least one soldier and six POWs across the line, and you’re home free.

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# SCENARIO 8: DARKEST BEFORE DAWN

Objective: Defend your position and the POWs, and await the hoppers for extraction.

Using the helicopter, deal some serious damage to enemy forces.

Summary: Considering what happened to the helicopters at the end of mission 7, your units and the POWs have had to hoof it to a safe spot in the swamps. You’re going to have to fend off waves of enemy attacks until the choppers show. Once everyone is aboard, it’s time to tear the enemy apart with your very own chopper. The mission will end when you’ve done enough damage (most of the enemies need to be wiped out).

Walkthrough:

- Once the opening cutscene ends, get your men into position. Keep the POWs confined to the dead center of the starting area and use your units to defend the perimeter. Use the white arrows on the map above to determine approximate unit placement.

- Whatever you do, DO NOT leave the area. There is a sickening number of mortar and rocket units surrounding the area (you’ll hear the constant barrage throughout the mission). You should be relatively safe from mortar fire, except perhaps for the very fringe of the starting area.

- Keep in mind that many commandos and assassins will flow from the hills to the immediate north and south of the starting area.

- Your POWs have been through a terrible ordeal, to say the least, therefore they will constantly shaken up by the assault on the area. They will often get scared and confused and leave their position in the center of the starting area. As an added bonus to defending against the onslaught, you will have to constantly manage them as well. If too many of the POWs perish, the mission will end in a defeat.

- This mission is just a matter of defending until the choppers show up, but don’t expect them to show up immediately. (You may want to save the game after particularly grueling parts of the assault).

- Once the chopper shows you are almost home free. At least the POWs will be safe. You’re chopper stays to clean up some of the assaulting enemy forces.

- The Huey controls just like the other units, however you have the added ability to fire missiles. Once you gain control, head to the south and take out the first large mass of enemies. This will allow you to prepare for the larger onslaught on its way from the North.

- For the most part, try and use the fire and dodge method, to unleash hell on the enemy and then avoid their fire. If you ever, seem overwhelmed, simply fly past the enemy (you move so fast it’s hard for them to get a bead on you) and take another position at a less populated area of the map. There’s no reason to really go to the enemy, as they will be coming for you.

- If possible, wait to fire missiles until the enemy is grouped together. It would be unwise to waste a missile on any group of less then 10 or 15 enemies.

- The large red boxes indicate where large groups of enemies appear during the Huey part of the mission. Keep in mind that there are a lot of rocket units that can wreak serious damage on your chopper.

- Once you’ve destroyed the south force and the north force (it’s path is indicated by the red arrows) the mission should end. Onto the next defensive mission.

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# SCENARIO 9: FROM ALL SIDES

Objective: Defend the camp from the enemy onslaught. As the title suggests, the enemy will approach from all sides. If the enemy takes your flag, the mission is lost.

Summary: The level can be won using any combination of your units, so long as you keep the enemy away from your flag. You have a little bit of help on this mission in the way of computer-controlled cannons and ARVN.

Walkthrough:

- This mission is pure defense. There is no point in taking any of your units outside of the base. Well, not unless you want to get them killed.

- There are an unusual amount of VC assassins on this level. For the most part, they will try and take out the surrounding fences. Once the fences are breached, the enemy is able to get to the middle of your base much easier.

- Additionally, there are many mortars units attacking your base with the main goal of busting your fences and destroying your cannons.

- Be sure to keep a few units (Team Leader/s, Medic/s) at the center of the base, protecting the flag as a last resort.

- Use your M60 gunners to protect the south side of the base.

- Try and keep an M16 unit where the white arrows appear in the map above. This allows you to have a grenade ready for large groups of enemies, or mortar threats. This also keeps the pathways to the middle of the base covered.

- There will be a constant flow of enemies attacking on an almost continual basis. You will also meet the occasional massive force. There are some supplies at the center of the base in case you run low.

- On timid this map can be a real cakewalk, as long as you pay attention to the enemy, and be careful not to let assassins sneak up on your flag. However, on higher difficulties, you’re in for a difficult battle.

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## SCENARIO 10: A RIVER RUNS RED

Objective: Destroy the AAA guns in the front of the camp to the north. Destroy AAA guns along the way to protect your chopper and to protect reinforcement choppers.

Summary: This is no easy mission. After you fend off the first attack using the Huey, your men will parachute in. This mission requires you to use a balanced attack to move forward. You use your ground troops to take out the AAA guns, and then bring in your Huey for defense of your ground troops. Don’t even think about moving your Huey forward until you know that the AAA guns are disabled. AAA guns fire hard and fast and your Huey will be destroyed in just a few hits.

If you mistakenly bring your Huey into range, you will hear the sound of AAA fire. Pull it back as quickly as possible!

Walkthrough:

- The large white arrows show the general path you should take to complete the mission. The red X’s indicate AAA guns.

- The mission start is fairly simple. Use your Huey to pick off all invading VC. The faster you kill the enemy, the more ARVN troops you will have for the rest of the mission. You won’t have to waste any missiles for this part of the mission, so don’t use them.

- Once your troops parachute in, move them to the northwest to take out the first AAA gun. All guns are protected by a couple of NVA troops.

- Try not to use any grenades to take out the AAA guns. You will need them more to destroy the guns around the camp to the extreme north, and it can often take 2 grenades to destroy a gun. Instead, use your green beret’s melee attack to disable guns. It only takes about 3 hits. Or, use your medic’s HEAL ability. This will completely disable an AAA gun.

- You really should be able to take up 1 M16 unit and take out most of the cannons, using the rest of your units and the Huey for defense as you progress north. Be prepared. Once you destroy an AAA gun, VC will attack you. After destroying or disabling a gun, move your Huey forward to take out attacking VC.

- Be sure to move your troops forward as well. It’s a good idea to break them up into 2 groups; 1 group protecting forward while the other group protects your right flank. The red arrows show the general attacking direction from the VC as you destroy the AAA guns.

- When you get about 2/3 up the map, you will want to start moving some units inward (east) to take out the cannons in the area BEFORE the base. This will help clear the way for the Huey reinforcements later. Follow the white arrows to get to additional AAA guns.

- It’s a good move to take out some of the other AAA guns as well. Disabling these AAA guns will allow the Huey reinforcements to make it to the base camp safely. It’s not necessary to take out all of the AAA guns, but you might want to at least clear the ones located near the vertical center of the map.

- Now it’s time to take out the AAA in the very front of the base. If you didn’t save any grenades, you may as well start over. The base is crawling with massive enemy forces (NVA, commandos, and rocket launcher units). Once you get close to the river in front of the base, enemy units will begin pouring from the base. (No, you don’t get a red carpet welcome).

- If you retreat from the base, most enemies will pull back as well, but some will come after you. Point being, you’ll need to take those forward 3 AAA guns out with the grenade launcher. It is possible to do it with throwing grenades, but your units only stand a chance to get 1 off. If your original Huey survived, and you have some missiles left, you might be able to take out an AAA gun or 2 with your Huey, but don’t rely on that method.

- When all 3 of the AAA guns are destroyed, your reinforcement Hueys will show up at the very South of the map and make their way to the camp. Keep a distance, sit back, relax and enjoy the fireworks, as the Hueys are going to blow the hell out of the camp. Game over, man.

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Ultra, super cool, mongo, wango tango Special Thanks to Stephen Thomas and Thom Ling.