Green Berets

GAME GUIDE

TABLE OF CONTENTS

General Tips

Scenario 1

Scenario 2

Scenario 3

Scenario 4

Scenario 5

GENERAL TIPS:

- PROTECT YOUR MEDIC: Only one unit in the game has the ability to heal your teammates, and that is the aptly named medical specialist. Do not let him get killed early on, or you'll have fewer survivors (if any).

- M 16 Units: Use an M 16 soldier as a point man. He’s faster than the others and can avoid enemy fire much easier. You also have more than 1 of him.

- GRENADE LAUNCHERS RULE!!! Practice, practice, practice with the green berets' grenade launchers. Masterful use of them will make it much easier for you in many areas and spare you casualties.

- USE A BIG SCREEN: Kind of an elementary hint, but it is often overlooked. The higher resolution you set the game to (in the preference menu) means more will be visible to you on-screen. Set it to the highest possible. Keep in mind that you can toggle the top Status bar ON and OFF by pressing F6.

- SCATTER / RETREAT: If an enemy throws a grenade at you, or you hear the telltale whistle of an incoming mortar or rocket launcher round, press the “B” key to scatter your soldiers. Though it can be unpredictable, this may save some soldiers as a last resort. Use the “R” key to retreat your units.

- USE FORMATIONS: Arrange your soldiers in such a way as to give them all a clear shot in the way they are facing. An easy way to do this is by using the formations, accessed by either pressing the icons at the lower right, or by pressing number keys across the top of your keyboard. Choose a formation that will help you the best depending on your terrain. Experiment; I prefer the shallow encirclement, since no soldier remains too far away from your medic while each has a clear shot forward. If you tend to scatter a lot at the first sign of grenades, mortar, or rocket fire, then perhaps circle is the best formation for you.

- HIGHER GROUND: Elevation is critical to success. Due to the particulars of the Myth II engine (in which missile weapons originally had arced trajectories), weapons that fire in a straight line will sometimes end up firing into mountainsides or the edges of hills and rises. Take the highest position possible before firing at an enemy. Sitting in a pond or streambed is generally not a good idea, in any case. Also, remember that trees and high brush will also obscure bullets (and they make good cover from the same). Sometimes trees are impervious to grenades as well, and grenades will bounce off of them, and even grenade rounds will sometimes bounce off of them.

- CAMERA CONTROLS: Spend a game or two focusing on getting used to the Camera Controls. Using the mouse is trickier than the keyboard, so frequently use both hands while playing to maneuver units and change your camera view. If you are familiar with the “first-person-shooter/WASD” setup for keys, we recommend you configure Camera Controls as follows:

W – Move camera forward.

S – Move camera backward.

A – Slide camera to left.

D – Slide camera to right.

Q – Rotate camera to left.

E – Rotate camera to right.

Z – Orbit Left. (You do not need to use this function.)

X – Orbit Right. (You do not need to use this function.)

- THINGS GET TOUGH: Finally, it is best for you to begin on the easiest difficulty level, Timid. Though this may seem like a cake-walk at first (it should still take you a few times to beat any level on this difficulty level), even seasoned veterans of Myth II may need to familiarize themselves with the units and weapons in the game. Besides, higher difficulty levels get extremely difficult, complete with more enemies, bigger weapons, and no rest for the weary. SAVE YOUR GAME FREQUENTLY. Some ‘hardcore’ gamers may not like this approach, but you may find it less vexing to resort to save game files to help you through the tougher spots. We recommend saving the game after successful firefights, or before a tough area.

- ZIGZAG: It is very possible, and quite easy--after some practice, for one of your Green Beret units to take out several enemies. Fire at an enemy and then move. Fire and then move. Use a zigzag pattern and time your moves when the enemy fires. This way, the enemy fires on your last, instead of your current, position. Moving side to side eliminates the chance of random shots to hit your unit. This can be done against any enemy, machine gun or mortar or rocket.

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# SCENARIO 1: INTO THE BUSH

Objective: Find a clear mountain pass; escape off the edge of the map. If your Team Leader dies, the scenario is lost.

Summary: The scenario has several exits (marked by numbers on the following map), but the first 2 exits encountered will always be blocked.

Walkthrough:

- The large white arrows show the general path you should take to complete the mission.

- The numbers 1, 2 and 3 represent the three possible paths you can take to exit the level. We recommend passing the paths in that order (i.e.: go to path 1 first, it’s blocked; then go to path 2, it’s blocked; then finally go to path 3 which will be the correct path). Keep in mind, you can go in any order you wish, but the first 2 paths you encounter will always be blocked.

- After the first bend take the path leading up to the left. Take the high ground and continue West and North along the western edge to get Path 1 out of the way.

- Continue along the northern edge until you cross the second path, midway through the map.

- Finally, take the higher ground around the east and travel south until you find Path 3. There will be heavier enemy presence protecting the last path (as well as the occasional encounter along the way to the last path).

- You know you’ve found the last path when the yellow boxes around your units turn blue. When the Team Leader’s box turns blue, you’ve beaten the scenario.

- To up your chances for survival, arrange your soldiers with the green berets in front and the medic and captain behind them. Don’t depend on the heavy machine gunner because he moves too slowly.

- The X’s represent known enemies. After these first few encounters on the path leading from the Player Start, enemies appear more randomly. The quicker you complete this mission, the better, since more enemies appear as time passes. They are aggressive and will continually hunt you down.

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# SCENARIO 2: DEAD RINGER

Objective: Use your Team Leader to destroy the communications building. Escape via the L.Z. in the northwest.

Summary: Try to eliminate all foot soldiers encountered. If you do not, one (a “runner”) will run to VC camp to the west. If a runner makes contact with the camp, an alarm will ring, and droves, literally, of enemies will be after you. Use grenade launchers to take out mortars without getting too close.

Walkthrough:

1. Once you begin, take out the mortar launcher on the ridge directly ahead of you. You’ll see him as the in-game cutscene is still playing, so just be ready once you gain control of your soldiers.

2. Work your way south, being sure to face towards the mountain ridge eastward. This keeps any other mortars or foot soldiers in sight. There’s a good chance enemies will appear at the top of the ridge.

There may be snipers, barely visible, sitting in bushes along the path around this path. Once spotted, a rifle will take them out easily.

Hint: If a sniper is in range, check your overhead map to find his position, before he wreaks havoc on your party.

3. The first squad of foot soldiers will be seen around the bend at the southern tip of the mountain ridge. Do not let any escape, or the VC camp will be alerted. There is also a sniper camping on the other side of the ridge by the stream, most noticeable after his gun lets off a puff of smoke. A grenade round from a distance will take him out, once you locate his position.

4. Follow up the side of the ridge until you see a path leading up to the top of it on your left. Send a single green beret up there to deal with the mortar launcher further north; once it’s clear, send the rest of your party to join him.

5. Follow the path down again to the right. In the same direction as that path is the Comm. Building. Bombard the areas to the left and right of it (next to the two other huts) with grenade rounds to take out the mortars. It’s best to bombard from either the hill at the landing zone or from the ridge where your one Green Berets dispatches the mortars (see 6).

6. Once your team leader gets to the building (the one with the rotating radar vane atop it) place all four C4 charges at the foot of the building. Some reports state that only a single block of C4 is necessary to detonate the building, however it is recommended that you unload your whole satchel on the building to save yourself some trouble.

Get your team clear of the blast radius, and then detonate the building (your team leader will automatically run to a safe distance before detonating the explosives).

7. The exit from the level is directly to the northwest along a wide path. Take any survivors you have in that direction, and they will eventually be picked up by helicopters.

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# SCENARIO 3: BROKEN WING

Objective: Find the downed pilot and accompany him back to the starting point for extraction.

Summary: Follow a “U” shape patter to find the downed pilot. When he finally appears, he the P.O.W. will show up as a blue dot on your overhead map. When you get very close to him, he will join your team, and the blue dot on the overhead map will turn green. Get him to the extraction point in the northwest, but be wary of enemy resistance.

Walkthrough:

- The large white arrows show the general path you should take to complete the mission.

- Many (and well-placed) mortars and rocket launcher units make this a tricky map. Combine that with some grenade-throwing VC commandos in narrow passages and it’s lethal. Mortars and rocket launchers are marked on the above map accordingly. Expected enemy presence is indicated by the X’s on the above map.

- Utilize your Team Leader’s signal flares. You can constantly re-supply your troops with an abundance med kits and grenade rounds, so don’t be shy delivering a lot of special weapon hurt to the enemy. There’s plenty more where that came from.

- Take your time to clear a path; get rid of all mortar launchers nearby, so that your near defenseless (he carries a pistol) downed pilot can make it to the extraction point with the rest of your troops.

- It’s advisable to take one Green Beret into the mortar/rocket areas to take them out, instead of having to manage your entire team in a mortar-blasted area.

- Head all the way South, to the point (after the third white arrow, across the river from the large village). At this time the pilot should show up in the Pilot A position in the southwest corner of the map (he is the BLUE dot).

- After taking out any mortars and enemies in the village go west and follow the river to meet the pilot. Be wary of the rocket launcher and mortar unit just north of that area. Get close enough to the pilot so that he runs over to your unit(s). The blue dot will change to green, meaning he has joined your group. You can control him when he turns green, and you will want to hold him back while your unit(s) deal with the immediate threats.

- If you took out all the mortars nearby and along the way, the trip back to the landing zone should be easier. You can expect some resistance from VC commandos. Keep going north to the extraction point in the far northwest (just behind the player start area).

- The pilot is extremely weak, and therefore moves somewhat slower than your other units. You’ll want to keep a few of your units in the front to clear the way, and a few in the back to protect the pilot.

- The mission ends when your units and the pilot reach the extraction point and the helicopters pick them up.

- Note that the pilot CAN appear in other places on the map, depending upon your route (Pilot B and Pilot C). You will have to change your game plan in those situations. Most mortar and rocket placements have been marked so there are no surprises. Additionally, known enemy presence is indicated by the X’s on the above map.

- If the pilot DOES appear in any of the other positions, the BLUE ARROWS indicate the path you should take to meet the pilot and the RED ARROWS highlight the return path to the extraction point.

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# SCENARIO 4: ROLLING THUNDER

Objective: Destroy an ammunitions depot; exit the map through one of the cave entrances. It is not necessary to kill all enemy soldiers on the map, though the objectives may allude to this. Killing them all, though, is rather helpful.

Summary: Use grenade rounds on most of the heavy weapons you encounter along the winding path toward the ammo dump. A wrecked helicopter holds more grenade rounds and medical packs for you. Do not throw a grenade anywhere near that location! You can find the ammo dump near the top center edge. Destroy it by tossing a grenade round into it; a huge, rippling explosion will indicate the dump is destroyed adequately. BE SURE TO SPARE A GRENADE FOR THIS PURPORSE, OR YOU CANNOT WIN THE LEVEL. Leave the level through a cave entrance further east, but keep an eye out for snipers.

Walkthrough:

- The large white arrows show the general path you should take to complete the mission.

- At the starting point, there’s a VC Rocket Launcher just beyond the ridge ahead of you. Take him out with a well-placed grenade round. Keep in mind that there will be a VC commando sneaking up the ridge towards you from behind.

- Follow the winding path. Once that path splits, follow it to the upper left. There are some enemies on the other side of the mountain, so be careful following the path in this area.

- Take the mortar out on the mountain on the West side of the map.

- Once you get to the left edge of the ravine, do not attempt to cross it right away. Instead train your green berets’ grenade launchers on the sandbag bunkers on the other side of the ravine. The grenade launchers have a range at least equal to that of the mortars, so try to get a jump on them as soon as possible.

- If you run out of munitions, a wrecked helicopter shows up in the center of the map (resupply) – the wrecked helicopter is actually an Easter egg appearing when you kill the mortar(s) in instruction 4.

- There are two entrances to the ravine once you’re in shape to cross it. There’s a narrow, steep trail on the left side of the ravine, and there’s also a wide, sloping passage that winds down on the right side. Going to the left tends to be more effective since you can attack the final bridge defenders—NVA regulars—much easier, but the right side is closer to the downed ‘copter.

- Make your way down the ravine, being wary about left over mortars and such that might attack you on your way to the ammo dump. Try and spread your units up and move them in a zigzag pattern to avoid incoming mortar shells.

- Getting up the path to the ammo dump (in the northern center of the map) won’t be easy. NVA regulars and others will attack as you make your assault. A little perseverance is in order. While the majority of the NVA regulars will fight, one unit will flee towards the nearer of two cave entrances (this shows the player how to exit the level). This runner is extremely resilient and does not die, even if hit with several grenade rounds to the face! It’s too much trouble to worry about him, so let him run. Instead, focus your attention on the ammo dump, which you will find slightly to the Northwest.

- Lob a grenade (or another explosive) at the ammo dump to destroy it, then head east. There you’ll find some snipers on a ledge above a cave entrance. Once the snipers are eliminated, you can leave the level through that cave. There is another cave exit further to the east, guarded by a VC armed with a rocket launcher. Opt for the closer of the two options and you’ll have more survivors.

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## SCENARIO 5: TUNNEL RATS

Objective: Locate the NVA general and force his surrender. Although it is alluded to, it is not necessary to destroy munitions dumps.

Summary: Surprisingly, this level can be really quick and straightforward, if you so desire. However, you will miss out on some neat eye candy if you do (explained later). The cramped tunnels of this level can work to your advantage—enemies will only be able to approach you from an obvious few directions. Though this level is cosmetically different from every other scenario in Green Berets, do not ignore the basics. Keep in mind that the blast radius of your grenade rounds may be closer than you think, and low ceilings make your grenades fall low and short.

You start out with fewer units; two Green Berets accompanied by a Medic. If these three are killed, the A-Team Leader and the Weapons Sergeant take over. Initially this is a disadvantage, however, the tight corridors would make it a challenge to escape friendly fire if there were too many soldiers…so you’re not as bad off as you may think. Keep your soldiers together to concentrate your firepower and eliminate enemies quickly. Be ready, they will come from every opening possible and there will be a lot of them.

Walkthrough:

- The large white arrows show the general path you should take to complete the mission.

- Immediately zoom out on the map when you gain control of your units at the start of the scenario. Select all your soldiers, get moving and get set to attack some machete-wielding VC assassins and commandos that will be coming your way from the two passages ahead of you.

- As you walk through this level, you’ll quickly discover that after every ten steps or so into a new area, you will attract a number of enemies from different directions. Keep your men together and pay particular attention to your overhead map. You may be able to move your guys away from incoming enemies and plan ambushes. Keep alert for machete-wielding VC—these guys tend to sneak up on you quietly and are able to chop up your soldiers quickly if you don’t pay attention; the cramped tunnels make retreat particularly difficult. In general, be wary of both frontal assaults and enemies coming from the rear.

Hint: Your medic is the only unit without a melee attack; however, he’s also the only soldier that can fire point-blank. You’re M-16 soldiers must have some distance between them and the enemy in order to use their rifles.

- Once the first wave of enemies is eliminated, you can go one of two ways—the long way or the short way. The short way (shown by the arrows on the map above) is a direct route to the General.

- You’ll know you’re close to the general if a number of NVA regulars (dressed in tan uniforms) start marching your way from the North end. The general will be running away from you but will still be nearby. Take out his bodyguards then start shooting him. If you continue to fire upon him, he will eventually surrender and the mission will end in a Win after a few moments. If you lose him, he may have decided to hide out in one of the short side passages. Be sure to check your overhead map for clues to his whereabouts.

- The long way: There are three ammunition dumps on this level, created especially for all you fans of big explosions. The first is just to the north and west of the starting point; a gate lies open in front of a room full of boxes and barrels of bullets. Keep a safe distance, then use a grenade round to destroy it.

- The second ammo dump is located to the Northeast of the first ammo dump.

- The last ammo dump is found in a very large chamber at the far Northeast of the map. This ammo dump goes out with a big bang!

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