Spec Ops: Stealth Patrol Walkthrough



  S P E C   O P S :  S T E A L T H   P A T R O L

  Game Walkthrough by [email protected]
  rev 001  28 Aug 00


Table of Contents
-----------------
[A] Game Setup - Info and Tips
[B] Strategies - Info and Tips
[C] Weapons    - Info and Tips
[D] Weapons / Rounds Comparisons Table

Walkthroughs:

Forest in Siberia
[1-1] Mission 1 - Phase 1  Destroy Enemy Ops Radio  
[1-2] Mission 1 - Phase 2  Recover Aircraft Data Module

Snowy Mountains in Bosnia
[2-1] Mission 2 - Phase 1  Secure Intel Report, Raid Militia Base
[2-2] Mission 2 - Phase 2  Capture the Serbian Commander
[2-3] Mission 2 - Phase 3  Recapture UN Outpost, Destroy Bridge

Desert in Iraq
[3-1] Mission 3 - Phase 1  Stop Biological Weapons Dispersal
[3-2] Mission 3 - Phase 2  Escort Truck Transferring Captured Weapons
[3-3] Mission 3 - Phase 3  Destoy Secret Chemical Storage Bunker

Snowy Mountains in North Korea
[4-1] Mission 4 - Phase 1  Destroy the Radar Antenna, Tank and Bridge
[4-2] Mission 4 - Phase 2  Raid Airbase and Destroy MIG Aircraft
[4-3] Mission 4 - Phase 3  Destroy Scud Missle Launchers
[4-4] Mission 4 - Phase 4  Destroy Radar Antenna and Pipeline Manifolds 

Jungle in Vietnam
[5-1] Mission 5 - Phase 1  Destroy Enemy Weapons Caches
[5-2] Mission 5 - Phase 2  Destroy Mortor Launcher Emplacements
[5-3] Mission 5 - Phase 3  Locate and Rescue the Downed Pilot

Awards Ceremony (if you complete Mission 5 Phase 3)  



[ A ] - Game Setup - Information and Tips
-----------------------------------------
I completed all 5 Missions without the aid of a Gameshark, and it wasn't easy.  As of this date, there are no valid 
cheat codes on the net, except for Gameshark codes.  There are usually several ways to complete each phase, so I 
tried to find the easiest path possible.  The logic I used to design the routes in this walkthrough are ranked in 
this order of importance:  (1)Ranger safety and phase completion,  (2)reduce enemy contact when possible,  (3)perform 
only the tasks or objectives absolutely required for extraction.  


Before you start, on the main menu page, go to Game Options and change the difficulty level to PRIVATE.  Default is 
CORPORAL and it is harder.  You cannot change this after you start a game and you are stuck with it forever.  I would 
also suggest you maximize the sound effects and stop or minimize the music.  If you want to double check to see what 
difficulty level you have been playing, load a saved game, then use the triangle button to go all the way back to the 
main menu page and select Game Options.  If you want to change the difficulty level, you have to select the level from 
Game Options, start over at Mission 1 - Phase 1, then complete the phase and make a save of it.  All missions played from 
this new save will be of the same level.


When the game is first powered up, it checks for a Spec Ops save on memory card 1.  If one is found, it reads the very 
first save on the card and loads the volume and other option settings from that save.  Then when you load a saved game, 
the option settings are reset to the new values, but they won't take effect until the mission starts.


When you have finished two or more missions, you can reach any completed mission or phase lower than the one just loaded 
from a save.  To change to another mission, use your triangle button to go to the SELECT MISSION page.  Then use your left 
and right controls to change missions.  You can then change phases on the next page displayed in the sequence.  When a 
phase is started from the save of a completed mission, it will be initially loaded with 5 fresh rangers. 


The game booklet that came with your game is full of good tips.  After you have played a while, reread it.  I tried not 
to repeat the basic operations from the game booklet.


[ B ] - Strategies - Information and Tips
-----------------------------------------
The rangers seem to shoot all weapons equally well, regardless of their individual specialties.  Also, the type or 
quantity of explosives you choose, and the weight of the loadout, and the number of items picked up during the game, 
does not seem to effect gameplay.  In other words, there is no punishment for being greedy.  

Reducing contact with the enemy leads to a higher percentage of phase completions.  You do not have to clear the 
area of enemies even though it is listed as an objective on nearly every phase.

Only one ranger has to board the helicopter for the phase to be successful.  If one ranger boards and time expires before 
the second ranger can board, as long as he is not killed, it dosen't count against you.  Both rangers will still be 
available for future phases of the mission.

The most valuable survival tip I can give you is this: Always at the start of each phase and throughout the game, make 
sure your medkit is ready to access.  

Anytime you hear gunfire, check your radar for a red dot.  Lots of times you can kill an enemy without ever seeing him.  
Turn until the red dot is exactly at the top point of your compass and fire.  You can even do this while still running, 
as long as there are still rounds in your current clip.  You must stop running to load a new clip.

Enemies only show up on the radar if they are firing at you.  So grenadiers won't show up, and snipers using single shot 
rifles will only show up for a couple of seconds at a time.

Enemies carry different weapons too.  You can determine the weapon being fired at you by it's sound.  If you hear a loud 
single shot, that is the most dangerous weapon, the sniper rifle.  Even with full life, two hits from a sniper and you are 
dead.  If you have less than half a life, one hit can kill you.  My advice is to charge toward the sniper while strafing 
and hope you get him before he cocks his weapon again.  There are usually one or two snipers in each phase.

Another sound to listen for is the click-----click-click of a grenade pin being pulled.  Is also sounds like a pop can 
tab being pulled.  The enemy throwing the grenade is usually behind a mound, bunker, or bush and you can only see his 
head or feet.  The good news is that grenades have a very short range.  If you have a scope then snipe him.  If you don't 
have a scope, stay out of range, run to the side of the bunker and target him.  If a grenade lands near you, run away 
before it explodes.  
If he is behind a bush, shoot through the bush.  Remember grenadiers don't show up on the radar.

If you ever lose track of where you are, where you are going, or what you are supposed to be doing, there is some help.  
(1) There is a satcom radio in the equipment list accessed by the circle button.  The radio will tell you what the current 
objective is.  
(2) The select button, to the left of the start button, shows a map.  With the map showing, hit the X button and it will 
give you the list of objectives you saw before the mission started.  
(3) The white dot on the radar is the objective nearest to you, but it may or may not be the current objective. 

When your lead ranger has used his medkit and has less than full life, go ahead and let him follow.  If you find a medkit 
or flak jacket, you can reactivate him to go pick it up.  The same goes for rounds of ammo.  Swap out the lead while he 
still has a couple of clips so he can protect your flank.  Never let your life stay below 1/4 unless a medkit or flak 
jacket is in sight.  One hit at 1/8th life will almost always kill you.
Always have your medkit ready to access.  When you are getting shot at from three directions, you don't have time to fumble 
with a long inventory list.

Every time you finish a mission, (5 total), you will be given 5 fresh new rangers.  Try to limit casualties in the first 
phases of a mission so you don't get stuck having to reuse the same ones at the end.  Rangers get tired, as shown by their 
fatigue indicators when you select them in the helicopter.  After skipping a phase, they will be rested and ready to use 
again.


[ C ] - Weapons - Information and Tips
--------------------------------------

Explosives:  The satchel charges are very powerful and relatively safe and easy to use.  Using the L2 and R2 buttons you 
can change the detonation time from 5 to 20 seconds.  The M203 grenade launcher shells are necessary in some circumstances 
and are discussed below.  

Be careful throwing grenades.  Remember the longer you hold the square button, the farther you will throw.  There is a red 
indicator bar that flashes on the screen the grows longer as you hold the square button.  If you just tap the square button,
 the grenade will fall at your feet and may kill you if you don't run.  Throwing grenades to kill enemies rarely works 
unless you are high above them.  Grenades have a very short range.

You can blow up trucks with some rifles if you expend enough rounds.  You can detonate enemy landmines with an assault 
rifle with a scope, and it is much more efficient than trying to hit one with a grenade.  Most buildings require a satchel 
charge or a M203 grenade launcher shell. The weaker the explosive, the more direct hits it requires to destroy a target.  
I usually delete all equipment and explosives, except for the satchel charges I need, because it helps to speed up the list 
search for an item or a medkit during the mission.


   Rank of Explosives' Power
   -------------------------
   1. Satchel Charge         - Destroys anything that can be destroyed
   2. M203 Grenade Shell     - Destroys anything, takes several hits
   3. High Explosives        - Destoys most things with several hits
   4. Claymore Mine          - Destroys some things, remote activation 
   4. Phosphorus Grenade     - Destroys some things, starts fires
   5. Fragmentation Grenade  - A standard grenade, pretty weak
   6. Smoke Grenade          - To hide from the enemy
   


Weapons:  The number of rounds, caliber and firing range are factors to consider in weapon selection.  Sniper rifles shoot 
the farthest but take longer to site on a target.  You can easily target by strafing a general area with a machine gun, 
but it's range is usually shorter.  The exception to this is the M60.  It's large caliber makes easy kills by even shooting 
near an enemy, and it has a range equal to the assault rifles.  The two drawbacks are that there is no scope and the rounds 
are really heavy, requiring you to forfeit most of your explosives.
  
When selecting M60 machine gun, delete all unneeded explosives, select the number of satchel charges for the phase, then 
increase the ammo count until you reach your max weight.  For example, with 3 satchel charges, you will max out at 
6/8 clips or 7/8 clips of ammo, depending on which ranger you selected.  

The H&K G11 is one of the better assault rifles.  It has good killing power, good range, a scope and the most rounds in 
it's class.  If you want to do a little snipering or carry more weight in explosives, this is the weapon for you.

The M203 machine gun / grenade launcher is required for some phases.  The grenades for this launcher are given to you 
automatically and they are not available in the loadout.  If you select the M203 you will be given 30 'shells' at the 
start of the phase.  You must have 'shells' selected on your inventory list, then when you hit the square button, you 
will launch a grenade.  Hitting the X still activates the maching gun, giving you lots of firepower at your fingertips.  
This launcher has a very good range and is the second most powerful explosive next to a satchel charge.  Launched shells 
work well against all types of armored vehicles.

I usually try to have both rangers outfitted with the same weapon.  This gives you LOTS of rounds if your buddy buys the 
farm, and you are close enough to pick up his weapon.  Another tactic is to set one up with a M60 and the other with G11, 
then you can either strafe or snipe.  The drawback is that you have to keep switching rangers back and forth.



[ D ] - Weapons / Rounds Comparisons Table
------------------------------------------

This table compares weapons by rounds in each clip, total clips, total rounds, rounds shot on each trigger pull, and total 
number of trigger pulls for the rounds available.

     rounds x clips =  total  /  rptp  =  total tp's  
     -----    -----    -----     ----     ----------
M60    90   x   8   =   720   /   3    =   240   machine guns
M249  200   x   5   =  1000   /   5    =   200
RPK    45   x  10   =   450   /   3    =   150
MP5    30   x  12   =   360   /   3    =   120   sub-machine gun
M203   30   x   8   =   240   /   3    =    80   also grenade launcher

G11    45   x  10   =   450   /   3    =   150   assault rifles (scopes)
M16    30   x  12   =   360   /   3    =   120
M4     30   x  10   =   300   /   3    =   100
AK74   30   x  10   =   300   /   3    =   100   From this save you will be able to replay any phase of any mission.



 
[5 - 3] Mission 5 - Phase 3  Locate and Rescue the Downed Pilot
---------------------------------------------------------------

Suggested Weapons:  M60 machine guns.  No explosives are required for this phase.

When doing the loadout this time, be sure to delete your explosives and maximize your ammo clips to 8/8.  Then you 
can restock explosives until you reach max weight.

Let's go find the pilot.  Turn and run south.  You will be forced to curve to the east.  Follow the wall on your right 
side and turn back to the south as soon a possible.  If you swing too wide around the corner you may hit the landmine.  
When you are heading south again, put the wall on your left side.  Follow the long curve southward then southwest the 
finally west.  Always run between the wall and the tree line to avoid mines.

Behind the very first tree on the grass is a flak jacket.  Very slowly, about 5 steps at a time, approach the bushes to 
the west while shooting at bushes in a fan pattern.  You have lots of rounds so light up those bushes.  As you appraoch 
the bushes a sniper will appear running at you on top of the ridge.  As you pass the bushes, several enemies will pop in 
all directions.  Since you don't have a scope, just keep strafing with your M60.  Continue moving west along the top of 
the ridge.  If you have stayed on the ridge, you will come to a flak jacket.  Continue west a little farther and a stone 
tower will come into view on your right.  On the north side of the tower is a flak jacket.  

Now face north and check your map.  When you get past the blue patch you are standing on, the next building to the north 
is a pyramid with a ramp on the southeast conner.  Wind your way to the very top of the pyramid to find the pilot.  As 
you approach him, he will run in front of you all the way back down to the ground.  Once the helicopter is deployed you 
don't really need him.  You can even exit straight down the side of the pyramid to save time.  You are only allowed 
3 minutes to make it to the extraction site.

Southwest back towards the ridge is another flak jacket near the jungle wall.  Follow the white dot radar northwest to 
the extraction site.  When you turn the last corner and see the helicopter, there will be 5 or more enemies to your right.  
Light them up with your M60 as you run up the hill, then board the helicopter.

The objective of finding the UH helicopter crash site is not required for extraction, but it gives you a good reason 
to replay the mission.

If your mission was successful, after the statistics page is displayed, you will see a 15 second video clip of still 
photos of an awards ceremony hosted by President Bill Clinton. ---  The End.

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end rev 001
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Extra special thanks to Revolution reader xclone!