****************************************************** * SOCOM Navy SEALs Online Multiplayer FAQ/Guide v2.0 * * by Professer Revolution * * This document is copyright(c)2003 by the author * * The game is (c)2002 Sony Computer Entertainment * ****************************************************** WARNING! This document is intended for private and personal use only, and is made soley for www.gamefaqs.com and it's readers. I used to let other sites use my FAQs, but they don't keep them updated or show ads around them or something else. It's too big of a hassle, so: 1. This document may ONLY be shown on GameFAQs, if it's on any other site it is unauthorized. Sorry guys, there's some nice webmasters out there, but a majority of you are backstabbing, greasy slimeball idiots who don't keep up with the latest version, or change the text to promote your own site, show the FAQs with ads around them, and so on. So from now on, this and any future guides I write are GameFAQs ONLY. 2. You can not reprint this document with intent to sell it or use it as incentive to sell a product...Sadly, it's been done before. So this little warning has to be here, people are scum. 3. UNDER NO CIRCUMSTANCES can this document be printed in a gaming magazine, e-zine, whatever, or ANY for-profit publication without the author's consent. Consent only given upon receipt of large amounts of money. =============== VERSION HISTORY =============== <6/4/03> v2.0--Fixed layout -Final version <4/9/03> v1.5--Added new section: Router Problems -Added In-Depth SEAL info for Blizzard -Added info about Clans in Online Menu section -Added KNOWN CHEATS/GLITCHES section -Added more info "How do I setup my network connection?" in FAQ -Next Revision updated <1/31/03> (minor update) v1.0--Added a couple questions to the FAQ section(10,11) -Added Thank You section -Next Revision updated <9/14/02> v0.9--Added In-Depth info for Desert Glory -Added In-Depth info for Abandoned -Added In-Depth info(Terrorist only) for Blizzard -Added a couple new questions to the FAQ section -General spelling and grammar correction -Minor formatting changes <9/8/02> v0.6--Added In-Depth info for Frostfire -Grammar/Spelling corrections -GENERAL TIPS for each playmode disposed of -Next Revision updated <9/3/02> v0.5--First Draft -Intro, Controls, FAQ, Weapons, and Basic Strategy sections in -Online Main Menu section is in -Started In-Depth Strategies Section(very incomplete) ======================================================================== CONTENTS ======================================================================== 1. INTRODUCTION 2. FAQ 3. CONTROLS 4. ONLINE MAIN MENU 5. BASIC STRATEGY 6. IN DEPTH STRATEGY a.DEMOLITION -Blizzard b.SUPRESSION -Frostfire -Abandoned c.EXTRACTION -Desert Glory 7. WEAPONS a.SEALS b.TERRORISTS c.EQUIPMENT 8. ROUTER PROBLEMS 8A. D-Link DI604 9. KNOWN CHEATS/GLITCHES 10. THANK YOUS 11. NEXT REVISION 12. ABOUT THE AUTHOR ======================================================================== 1. INTRODUCTION ======================================================================== Hello, and welcome to my FAQ/Guide/whatever you wanna call it for the very fun game SOCOM Navy SEALs. From the second I started playing this game, I've been hooked. Well, hooked on the multiplayer anyway, I honestly haven't even touched the single player mode, hence this guide is all about the online multiplayer aspect of the game(which is the main reason for buying it anyway). While it seems a bit early to be releasing a guide on the tactics of SOCOM, from the time I've played I've seen(and discovered) some tactics for the different maps and modes of play. And I enjoy this game so much I want EVERYONE to be able to enjoy it as much as me. This is a bit different than the online gaming norm. Usually, when great tactics or secrets are found, only a few people know about them, and they want to keep them secret so only they can use it, and keep everyone else wondering why they're winning so much. Personally, I like it when the quality of play is better overall. Close, nail biting games full of intense shoot-outs and edged out victories are always more fun than washouts where one team, or a couple players on one team, dominate. So, with this guide, I hope to help more people become better at the game. This isn't a step by step guide to where you should go when, on each map, it's more of a collection of useful tactics that you can employ as you see fit. And hopefully, in time, you'll develop your own tactics(and send them in to me!) and, basically, just have fun with this great game. Now, online play is constantly evolving and changing, new routes are discovered, better sniper spots found, etc. The way maps are played changes over time. The tactics listed here might be new and dominating now, but in a month, they might be ones everyone watches out for. It's my goal to keep this document up to date with the newest ways people are playing each particular map. I won't delete anything, but I do hope to be constantly adding new tactics and make this the premier guide to playing SOCOM online. Haughty words, but I feel the combination of MY infatuation with this amazingly fun game, along with many of the OTHER players' love of it, this guide can become something truly special. That said, I will need YOUR help to make this guide as great as it can be. If you've got some seemingly unbeatable tactic, neat trick, or useful sniper/lookout spot, by all means SEND IT IN: ProfRev@neo.rr.com Enough babbling, let's get to the good stuff. Enjoy! ======================================================================== 2. FAQ ======================================================================== Here is where I'll answer some of the more common questions about SOCOM. Keep in mind, any technical Router questions and stuff like that aren't my thing. I can't, and won't, answer any router/adapter/modem troubleshooting type questions. I'll just delete them. Also, please don't mail me any of the question found here in the FAQ, they're in here so you don't have to(amazing!). --------------------------------------- 1. What do I need to play SOCOM online? --------------------------------------- The List: PS2(natch): $199 new PS2 Network Adapter: $40 SOCOM game: $50 Broadband Router: $30-$80+ (depending on ports, brand, etc) Ethernet Cables(2): $20-$50+ (depending on brand, length, etc) Pre-existing broadband(Cable/DSL) ISP: Varies ---------------------------------------- 2. How do I setup my network connection? ---------------------------------------- First, the physical setup: 1. Connect the Network Adapter to the PS2 via the Expansion Bay on the back, the Adapter manual has visual instructions to help, but it's not hard. 2. Connect an Ethernet cable to the Network Adapter and run it to where your router is going to be, you can hook it into one of the router ports now if you want. 3. On your Cable/DSL modem(I've only seen cable, so DSL may be different) there's two main cords besides the power cord. The regular coax cable(the round black one, the "cable" cable so to speak) that comes from the wall and you connect to your modem, and the Ethernet Cable(looks like a big phone line, with a big phone line plug at each end) that plugs into your modem and the other end plugs into your computer's Ethernet Card. Take the plug OUT of the COMPUTER'S Ethernet card, and plug it into the router in the port specified by the router manual(usually the WAN port). * A note on Routers: I use a $30(after $10 mail in rebate) "D-Link DI-604 Residential Gateway" router I picked up from Best Buy and it works great. I guess I was lucky, I never had to setup the router software or anything, just plugged everything in and off I went. Plus it comes with a short Ethernet cable that was perfect for connecting my PC to the router. There ARE problems with this router however, see the ROUTER PROBLEMS section. 4. Use another Ethernet cable to connect the computer's Ethernet Card to one of the ports on the router(The D-Link just has them labeled 1-4), and plug in(if you haven't already) the cord from the PS2 Network Adapter into another port on the Router. Plug in the Router power cord and you should(hopefully) be all set. ******** *BONUS!* ******** MY AMAZING ASCII ART SECTION! Yes, many FAQ Authors use gaudy, worthless ASCII art to bump the KBs up on their FAQs, but MY ASCII art serves a purpose! I also take the minimalest of minimal approaches to it. So now, bask in the glory of my visual help: Cable Modem Setup: [PS2] | [ ] (Ethernet Cable)->| [WALL]~~(coax cable)~~~[MODEM]---(Ethernet Cable)--[ROUTER] [ ] (Ethernet Cable)->| | [PC] There, that's gotta be good for a few extra KBs! I SHALL BE KING OF FAQ LAND! Also, if someone can come up with an amazingly complex and detailed ASCII aid of the normal DSL setup, that would be nice. Of course, I don't expect you to match my amazingness, but I'll take it anyway. ***** *END* ***** Second, Software Setup: 1. Put the Network CD into your PS2, select Network Setup 2. Select the appropriate option depending on your ISP *Again, I think I was lucky in that I just set everything to auto detect and was fine. I'm using Road Runner, no static IP or DNS setup or any such thing...Hopefully it's as easy as this for you... 3. Register and all that fun stuff, click Yes on the User Agreement (get ready to see lots of those), and god/satan/bishnu/buddha willing you'll be ready to play online! Again I have to reiterate that I really can't answer any technical quesitons about what you have to do for a particular ISP and such, I'll post tips that people send in, but again, I just plugged everthing in, set all to auto, and played away... Here's a couple alternative network setups sent in by readers: Windows XP setup, from Sean Maxwell: If you are running Windows XP with Cable internet access, you can set up your PS2 without buying a router. I got a 2nd ethernet card for $4.99 after rebate and installed it on my PC. I ran one Ethernet cable from the modem to the 1st Ethernet card another cable from the second Ethernet card to the PS2. Then I just ran the Network setup wizard and selected "This computer connects directly to the internet. Other computers on my network connect to the internet through this computer." Set the PS2 network settings on automatic and you are all set. Some DSL setup tips from Nick: To set up a DSL connection, the phone line goes into the modem, and the ethernet cable goes out to the router. To set up the router, you have to choose a PPPoE (or similar, not sure exactly) and type in your username and password for the internet connection. Then you should set the dmz to the PS2's IP address to make sure everything works nicely. You should also do the same for your PC if you want to host anything on it. The DMZ turns the firewall off. Also, when you're setting up the PS2 modem, you only have to put in your username and password if you don't have a router. If you have one, the router is already connected to the internet so the ps2 won't have to sign on. ---------------------------- 3. I can't get online! Help! ---------------------------- First, make sure everything's setup right, cables/adapter/etc connected completely. If you can't get past the sign on screen, it's definitely ISP/Network related, and I can't really answer anything about that. If you have a Static IP, be sure to choose that in the Network Setup, and enter all the field accordingly. In Windows, you can findout your IP with the WinIP program in the Windows folder, and find out your Subnet mask and all that fun stuff by clicking on the Network icon in the Control Panel folder. That's as much as I can tell you, anything else you'll have to call your ISP or some tech help hotline and speak to those friendly, helpful people(can you FEEEEL the sarcasm?!) Also, check out the PS2 Online FAQ here: http://www.gamefaqs.com/console/ps2/game/26308.html ------------------------------------- 4. I keep getting disconnected! Help! ------------------------------------- If you get Logged In and all that, but keep getting disconnected, don't sweat it(too much). At least you're getting online, so you know your connection is kosher, YOUR problem is the same as everyone else's that can get online: The servers are kinda boned at the moment. The past couple days have seen some drastic improvement, but you're still susceptible to the odd booting. Welcome to the world of online gaming! Stuff just happens for whatever reason and sometimes there's nothing you can do but suck it up and sign back on. Recently, I've been getting kicked while trying to join the "offical" games(Medley, map/mode dedicated games that are always up, see Online Main Menu section), right back out to the starting LOADING...screen. -------------------------- 5. My game keeps freezing! -------------------------- Again, welcome to the world of online gaming! If you're not getting kicked off from the server randomly, you're game is freezing during a load or between rounds, or even in the middle of a firefight. Again, I'm not technically edumacated enough to tell you why this stuff happens. It has to do with netcode and packets and synch errors and magical warlocks and fairies and Bill Gates and stuff like that...Again, just suck it up, reset, and log back in... Note that sometimes it's just lag, and your game will become "unstuck" after a minute or so. This is fairly common between rounds, so if you're waiting for 10 seconds and nothing's happening, don't go throwing a tantrum just yet, wait it out and see if the game gets back to normal, usually it will. Save your best outbursts for when you've just mowed down your 5th enemy and your game freezes just as you line up the next one's head in your sights... ------------------------------------ 6. What Briefing Room should I join? ------------------------------------ Finally, an EASY one! Well, join the room of the area you're in. If you live in New York, pick US East(or East 1/2 if it's full), and so on. You'll get the best connections and pings if everyone is in the same area as you. The main rooms for each area usually have the "official" games with FF on, the ones with 1 or 2 following are generally all FF Off games, and 3 and beyond are usually all player-made games. ------------------------------ 7. I SUCK! Help me get better! ------------------------------ That's what this guide is here for, silly! Well, I'll give you a couple quick tips that were too brief to fit in the Basic Strategies section: First, EVERYONE SUCKS WHEN THEY START. Get used to getting killed by people that have put alot of hours into the game and know every inch of the maps and such...it happens. What you SHOULD do if you die early all the time is follow your teammates(especially the high scoring ones, hit Select for scores) and see what they're doing. Second, as important as developing your "combat skill" is, getting to know the maps is just as important. If you can, create a locked game with a friend with the Player Limit at 2, and just run around and get to know the maps. If you can't do that, just create a regular game(more on Creating games in the Online Main Menu section) with the map/s you want to see and have at it. The best way to learn something is to just dive right in! Lastly, jump into an "official" game dedicated to a particular map you need to work on, hopefully they'll be other people in there... Next, in actual games. Get to know the high traffic areas, spots where shootouts occur frequently, get to know the lesser traveled spots, areas where you can get the drop on the enemy and escape quickly(if possible), places that get crowded, or bombarded with grenades. All this comes from just playing the game, and not getting TOO frustrated when you mess up and get killed, or just get completely suprised... Lastly, check out the Basic Strategy section for more combat basics, and the In-Depth section for map and mode specific tactics, duh. ------------------------------------------------- 8. Do I have to pay a monthly fee to play online? ------------------------------------------------- For SOCOM, no. I know a couple upcoming online games like FFXI will charge you a monthly fee, but with SOCOM all you need to pay for is the $50 or so for the game and you're golden. -------------------------------------------------------------------- 9. Will I have to pay my cable company/ISP extra for using a router? -------------------------------------------------------------------- No. You're still only using 1 connection, you're just splitting it up from that one connection to run a couple different things. Nothing wrong with that. ------------------------------------------------ 10. I can't hear people when I'm playing online! ------------------------------------------------ This apparently has something to do with the router, and guess what, the D-Link is the main culprit. But fear not! There actually IS a way you can hear people with the D-Link. This is such a prevelant question that I gave it it's own section, so check there for all your voice chat needs. But here's a couple places you can check out for help with the problem as well: PS2 Online FAQ by Brutal E: http://www.gamefaqs.com/console/ps2/game/26308.html GameFAQs PS2 Online Message Board: http://s2.cgi.gamefaqs.com/boards/gentopic.asp?board=559 -------------------------------------- 11. What's your name/rank/clan online? -------------------------------------- I get this question alot for some reason, but sorry I won't say. I don't want to deal with people asking me about the FAQ or telling me it sucks or anything like that while I'm playing. Sometimes I just want to play, and staying incognito is just a better idea for me. ======================================================================== 3. CONTROLS ======================================================================== There are 4 Controller Setups you can choose from: --------- SURE SHOT --------- D-Pad Left/Right: Lean L/R D-Pad Up/Down: Zoom in, Nightvision/Zoom out Left Stick L/R: Turn(Ain in Aim Mode) Left Stick U/D: Move forward/back (Aim in Aim Mode) Right Stick U/D: Pitch Up/Down Triangle Button: Change stance Square Button: Open TCM Circle Button: Jump/Perform action X Button: Fire Weapon/Confirm order or Command L1 Button: Aim Mode L2 Button: Strafe Left L3 Button: Change Firing Mode R1 Button: Open Inventory R2 Button: Strafe Left R3 Button: Reload ----------------- PRECISION SHOOTER ----------------- D-Pad Left/Right: Lean L/R D-Pad Up/Down: Zoom in, Nightvision/Zoom out Left Stick: Move Forward/Back, Strafe Left/Right Right Stick: Aim, rotate Left/Right Triangle Button: Change Stance Square Button: Jump Circle Button: Open TCM/Hold down to use Headset X Button: Perform action L1 Button: Quick Select Primary Weapon L2 Button: Quick Select Secondary Weapon L3 Button: Change Firing Modes R1 Button: Fire Weapon/Throw Grenade R2 Button: Open Inventory R3 Button: Reload ----- LEFTY ----- Same as Precision Shooter, except the functions of the Analog Sticks are reversed. The Right Stick moves and the Left Stick aims. ----- SCOUT ----- Same as Precision Shooter, except the Analog Sticks function differently: Left Stick: Move Forward/Back, Turn Left/Right Right Stick: Pitch, Strafe Left/Right ======================================================================== 4. ONLINE MAIN MENU ======================================================================== ------------- NEWS/MESSAGES ------------- The screen you start out on, shows the news messages from the SOCOM team. Use L1 and L2 to scroll. -------------- BRIEFING ROOMS -------------- Shows the list of Rooms you can join, and join games in. Each room has 16 games that are always going, I just call these the "official" games, then below them the player made games are listed. The main rooms don't have numbers following them, and their official games usually have FF on, the room WITH numbers after them(US East 1) usually have FF off in their official games. Pick the room for the area you're in and you're presented with another side menu and the list of games currently taking place: CREATE GAME: Game name Max # of Players Map 1 Map 2 Map 3 Password Yes/No (choosing yes will bring up the keyboard) Friendly Fire Yes/No Clan Members SEAL/Terrorists Create (makes your game and puts you in the game lobby) JOIN GAME Bomb=Demolition, Cage=Extraction, Gun=Suppression Ping, Green dot means a very good connection Locked or Unlocked Friendy Fire(Checked means yes, blank means no) Password Yes/No Once you Join a game, you're taken to the Game Lobby, here you decide what team you'll play on and setup your Loadout(Guns+Equipment). When you're done, hit Ready. A room leader can Force the game to start after 30 seconds. If you join a game already in progress, you'll be a ghost in the current round, and begin playing in the next one. PLAYER LIST Lists all the SOCOM players in that Briefing Room REFRESH LIST Refreshes the list of games -------- AUTOPLAY -------- Set your filters in the OPTIONS tab and then click on Autoplay and you'll join a game based on your specifications(Map/Gametype/Ping) ---- CLAN ---- Clans work now! Hooray! The Clan screen looks a little different if you a Leader or just a Member. If you're starting a new clan, then the first time you click on the CLAN button you'll be prompted to create the clan. From there, you'll be taken to a screen with some options. If you're a member of a clan, then you'll just be taken to your clan's page. EDIT NEWS This lets you edit the message that appears on your clan page, just like the News message from the main page when you first logon to SOCOM. Put any important reminders like Clan matches or something here. INVITATIONS This shows you all the people you've sent invitations to and what they're status is. Undecided or Declined, if they accept then they'll be added to the clan roster. If they're Undecided they haven't seen or accepted/declined the offer yet, and Declined means they don't want to join the clan. To send out an invitation, select this button and you'll be taken to the Invitations screen. Select SEND INVITE and type in the player's name, to revoke an invite, select REVOKE and pick which player you want to revoke the invite from. REMOVE PLAYERS If you want to remove a player from your clan for whatever reason, then select this option and then select the player to remove. This is only available for the leader. LEAVE CLAN If you want to leave the clan you're in, then select this option. APPOINT LEADER If you want to appoint a new leader, then select this option and then select the player you want to be the new leader. Only the current leader can use this. DISBAND CLAN If you want to disband the clan, then select this. Only available for the leader ----------- INVITATIONS ----------- Browse the Invitations you've received for Clans ------------ REFRESH LIST ------------ Refreshes the list of Briefing Rooms ------- OPTIONS ------- PLAYER DESCRIPTION Write a short sentence about yourself, or a website or something. SETUP MESSAGING Set your Default messages to use in game with the O button. INPUT FILTERS Map Type Max # of Players Response Time(ping) Friendly Fire Enabled/Disabled/Don't Care Password Enabled/Disabled/Don't Care Lock Locked/Unlocked Reset(reset all back to default settings) ------- LOG OFF ------- Log off of SOCOM Online and go back to the boring real world, boooo! ======================================================================== 5. BASIC STRATEGY ======================================================================== These are just some basic tips to work on and keep in mind while playing the game. More will be added as needed, or if something particularly useful is sent in. ------------------ Learn the Controls ------------------ One of the most basic, but still most important, aspect of the game is to get used to the controls, and customize them so they become second nature to you. Choose the best Controller Preset for you, I use Sharp Shooter, and then tweak the controls in the options. I crank my turning and Acceleration speed all the way up, and keep the Dead Zone around the middle. If you're used to PC FPS this might be a good setup for you to try. Basically, you want to get to a point where the controls just feel natural, then you can work on everything else. Also important is getting used to the different views in the game. Personally, I find it easiest move around in the 3rd person view, I stay in it basically all the time if I'm using a Rifle or SMG(see Weapons section). The only time I switch, is when I'm using a Sniper Rifle and some zooming is in order. I suggest just staying in the 3rd Person view most of the time and getting used to it. It's the easiest way to know if you're safely behind cover, it's easier to move your crosshairs from target to target, and it just plain looks cooler... Ok, that's not a REAL reason, but it's true :D ------------------- Use Cover Wisely ------------------- Speaking of cover, USE IT. Cover is basically any item or obstacle in the environment that can act as a sheild between you and the enemy's bullets. Barrels, boxes, thicker trees, rock columns, walls, etc. Simply put: COVER WILL SAVE YOUR ASS! SO use it as much as possible. Stick to areas of the map with plenty of cover spots. Now, there are times when you don't need to stick to cover, specifically when a round starts and you're rushing to get into position(See In Depth Strategy section for more), or when there's only a couple people left on each team in a Supression match. I'm not suggesting running around without a care in the world, but you don't have to inch from rock to rock in these situations...Once the bullets start flying, however, you better find yourself some cover if you wanna live. -------------------- Lean, lean, lean! -------------------- "But if I'm stuck behind some lousy tree or barrel, how will I shoot the other team!?" you may be thinking to yourself. "DARE YOU DOUBT ME!!!?" I might respond, but then again, I am a jerk. After shouting at you mightily, I'd tell you that leaning is the answer. Yes leaning. Pressing left or right on the D-Pad will allow you to lean in that direction. This is very useful as it let you fire at the other guy while exposing as little of yourself as possible. And the less of you that's exposed, the better off you are. When you're in an intense shootout with Assault rifles blazing on each side, leaning out to take a few shots, ducking back, then leaning out the other side is a great tactic. This is when you're caught in a Mexican standoff-type shootout, basically you don't want to stay in the same spot for too long, which brings me to my next point(Am I good or what? It's like I planned this out ahead of time!) ----------------------------------------- Keep moving! But stop to shoot...maybe ----------------------------------------- The most basic strategy in any shooter game is to KEEP MOVING, granted there ARE times when you'll want to stay and defend an area, BUT even in doing that you don't want to stay in the same spot the whole time. If you're attacking, or just in an unorganized Demolition/Suppresion game where everyone's doing their own thing, you want to keep changing your position. No, you shouldn't run out into the open during a hot exchange of bullets, but you should take advantage of a break in the action to move even the slightest bit. If you stay in the same spot while the other team manuvers around you, they'll know exactly where you are and get the drop on you. However, if you keep moving as well they won't be able to get a bead on you and you might catch them off guard. Even the slightest change in position might throw your opponent off. And that should be all you need. ------------------------------ Don't obstruct your crosshairs ------------------------------ As you're moving around the map, keep your crosshairs aiming at open areas, doorways, etc. Just because you're running for a wall for some cover, doesn't mean you have to aim directly at it. Keep your crosshair in a good position and you'll be harder to take by suprise. -------------------------------------- TRY to work as a team(yeah...right) -------------------------------------- This is a team-based game, so acting like one will ALWAYS give you better results. Like I said before, numbers matter in video games, and even just 3 people working together will change the tide of a game. Individual stats are nice, and yes getting the MVP of a game feels good, but if you get 17 kills and your team loses all but 2 rounds, it doesn't really matter all that much. Granted, the SOCOM system doesn't help with the whole MVP and Top 10 player thing, but so far there's been some nice cooperation in all the games I've played. Sure the first couple rounds are chaos, but after that everyone settles down. YOU, yes YOU can help initiate team cooperation simply by being a team player. Say the same guy on your team keeps grabbing the bomb in a Demo match and keeps getting killed by the defense at the enemy base, well you can help turn the tide by helping him, either with support fire, attacking from a different side, lobbing some grenades in there, whatever. The point is, initiate some teamplay and other will more than likley be happy to oblige. Sure you'll get the L337 *-m4st4 2nIp4-* type or the "I can do everything and I rule and have been playing this game non- stop since it was just an idea in the developer's head" types, but overall teamplay is contagious. If a few people are attacking with rifles and SMG each round but are getting picked off by snipers, you should consider backing them up with some sniping of your own, or if you're whole team is hanging back and sniping, try gathering some troops for an assault. It works, and well. ======================================================================== 6. IN DEPTH STRATEGY ======================================================================== Here's where I'll get a little more specific with the tactics. They're broken down by game type and map. Unless credited, these are just my observations and discoveries from playing the game. I'm always looking for new and better ways to play the game, so be sure to drop me some tips and strats that work for you, and you'll be properly credited. ============ a.DEMOLITION ============ In Demolition there's 1 bomb on the map, and two, a SEAL and a T, bases. The goal is to grab the bomb and blow up the other team's base by setting it in a designated area inside. This designated area has a flashing floor so it's hard to miss. All you have to do is look down while standing in the area until the SET BOMB icon appears, then hold down the X Button and a little guage will appear on the lower right side of you screen, keep holding X until it's full and you'll set the bomb. If the other team doesn't defuse it, it will blow up in 30 seconds and your team will win the round. You can also win by just killing everyone on the opposite team. -------- Blizzard -------- ---------------------------------[OVERVIEW]----------------------------- A big snowy map with plenty of hills and different paths to take, high or low, open and well shrouded, you've got tight areas as well, and plenty of sniping opportunity. The bomb is in the center of the map in a small shack. It's been my experence that the Terrorists can usually get to the bomb first, but it's close. ----------------------------------[SEALS]------------------------------- The SEALs are at a slight disadvantage in terms of getting to the bomb first, so most of the time their strategy is a kind of defensive bomb rush. That is, rush to the bomb site then setup and wait for the Terrorists to make their move for the bomb. It IS possible to rush the bomb site via a less covered path and get there at about the same time, but this puts the SEALS in a disadvantage because the T's will have open shots at them from 3 sides. If you DO get ahold of the bomb, you'll want to approach the T base with caution, I'll cover this second. And finally, you can also play Defensively, opting to let the T's get the bomb and waiting for them to come to you. First, the offensive tactics. From the SEAL base you can go left(West), Middle(North), or Right(East). If you go left you have to make your way down the side of the hill the base is on, if you just jump down you'll die, and that's embarassing and frustrating. When you get to the bottom turn back to the North and approach the bomb shack from either the upper or lower path. The upper path is more to the left, the left edge of the map to be exact, go up the slope then jump across the gap and you'll be on a small hill(still high up enough for you to die from falling off of it though) overlooking the bomb shack and the open area directly in front of it. This is a great spot to go prone with a sniper rifle or MG. You can watch the shack or cover your teammates as they approach it. Especially the ones who choose to climb up the wall right by the shack. Also be sure to check the hillside to your left and the path below it from time to time as there's a good chance a couple T's will come from that side. It's not a high traffic area, but you can get caught off guard by a rushing T or two from there. The middle path is the most straightforward and quickest, but also the most dangerous. From the SEAL base, just head North, go down the right side of the base hill then stay heading North. After the small, tight tunnel you'll reach the wide open area with the bomb shack up on the ridge. Watch for T's coming from both sides of the ridge and also lobbing grenades from behind the ridge. Be sure to lob a couple nades of your own both near the shack and more to the West. If you're daring, or the T's haven't really been rushing the bomb site then you can climb the ridge and either go for the bomb, or creep to the West and try to get the drop on any T's taking that path. I use the middle path the least, it's just too open and dangerous, and most of the time you can't rely on your teammates to cover the sides. Of course, my opinion might change if I were playing a clan match or something, but this guide is for basic public use... The last general path is to the right, East. From what I've seen and played this is the most unpredictable path. First and foremost it's the best sniping path for both teams, the East side of the map is raised, there's plenty of trees for cover, and you can get a good look at most of the action spots with little movement. I've been in a couple games where snipers from both teams were setup VERY close to one another without even realizing it. But, this East side also has a lower path that can either see alot or very little action. First, if you plan on sniping from this side, go right from the base and make your way up the East edge of the map heading North, you can focus in on the bomb shack to pick off any rushing T's, or the hills just to the right of it to look for T snipers. Also be sure to check to the North from time to time to make sure you won't get rushed while zoomed in, and also to look for T snipers. Alot of the time you can stay motionless underneath a tree and any approaching enemy won't even see you. Most good players will check the trees as they approach though, so don't count on this saving you all the time. When/If your team gets the bomb you can make your way towards the T base scanning for snipers as you go to protect your squad with the bomb. If you're taking the right path for action, keep close to the hill side to use it as cover from any T's coming around the bend and also from any snipers overlooking the area. Be sure to toss an HE or two(or whatever type of grenade you have) up on the hills at both of your sides to clear them of any snipers(not YOUR snipers though). Once you get into the Terrorist side of the map you can circle back around towards the bomb, or run to the T base and scout it out for any T's playing Defense. ALWAYS approach the T base with caution, there's plenty of great sniping spots around it. Generally I go towards the bomb most of the time so I can catch the T's from their flank, and also take out any pesky snipers up in the hills overlooking the bombshack. Alright, so you've advanced and your team has the bomb. Now you have to approach the Terrorist base. Depending on how the battle is going it might be safer to backtrack into the SEAL side of the map, but if the battle is raging behind you then by all means move ahead to the T base. There is no real "safe" way to approach the T base. There's just too much open ground that leaves you open for sniping, so you can take any route to it. (All these are from the bomb shack) The quickest way is to just go up the middle to the North, you come out directly in front of the T base with some fences. This path leaves you open to sniping from the East, but not so much from the West. Just run in zig zags towards the center of the base, watching the windows. A smoke grenade or two will help, also. Approach the base and then sweep around it, checking the immediate outside area for prone snipers near the trees and the East ridge. If you take either of the side routes, be sure to scan ahead for snipers back away from the base, then approach it in the same manner, toss out a smoke nade and zig zag. If you're with a couple other SEALs then the smoke might not be necessary, but if you're alone it's a good idea. When you finally get to the base, you'll be heading into some close quarters. The first thing to do is sweep through the first floor and take out any T's there, usually they're in better spots so don't expect to find many just hanging out here from round to round. There's two stairwells that lead up to the second floor where the bomb target is located. The Northern one(the one at the "back" of the T base) is a little safer, and gives you a more open view of the second floor, but the Southern one (at the "front" of the base) is closer to the bomb site. Go up the stairwells with caution, I usually go up the North one while walking backwards(looking to the West) since a T or two likes to go prone just behind these stairs and pick off SEALs as they come up. You'll certainly want to spam some nades up onto the second floor before charging up. Once you're on the second floor, sweep around the pipes (check in them, it's a seldom used hiding spot but can catch you by suprise) and head to the bomb site at the South West corner of the map. If you're not the one with the bomb, provide cover to the bomber. Once the bomb is set it's time to spam the smoke grenades on both floors. This makes it's hard for any T rushing back to disarm the bomb to actually get to it. You can also take up those nice sniping spots the T's were using against you to shoot down the T's coming back at you. Finally, you can opt to play the map defensively. The SEALs can do this quite well on this map, especially if it's a team effort. First, you can do the defensive bomb rush that I mentioned before. Get to the bomb site as quickly as possible but don't go for the bomb. Instead, setup on all the little hills and ridges overlooking it, and in the trees in the paths and let the T's get the bomb. Then take them out as they come. A more effective tactic is to stick near the SEAL base and setup some defense there. Claymores are helpful in this respect, you can place a couple inside the small SEAL base, either out in the open or hidden behind the table, then stay South of the base and scan for the approaching T's. Hopefully your teammates will alert you as to which way they're coming, but probably not. Just watch the left side the most and occasionally the base itself. If you see a T go in the base then set off the mines. Watching the West path with a sniper rifle is a great defensive tactic as well. You don't really want to stay too close to the base. Watching from the South West ridge is also a good idea for D. I'll have more Defensive tactics in another update, most of the games I've played the SEALs are usually all out Offense so I'm still putting together some better Defensive schemes. (Thanks to Eric Hammond for help with these tactics) --------------------------------[TERRORISTS]---------------------------- The Terrorists can play this map either Offensively or Defensively and be effective at both, really. You can get the bomb quicker, which is a good tactic, and you have a few different ways to get it to the SEAL base and under more cover than the SEALs have to get to the T base. First, rushing to the bomb. From the start, take the middle path South and it leads right up to the bomb shack. The SEALs come from the SE, so lobbing a few grenades down their path to the shack isn't a bad idea. Stay near the outside wall of the shack and make sure the coast is clear before dashing in to get it. If someone else on your team is getting it, be sure to provide them cover by either continuing to throw grenades or just watching the area around the shack until they grab it. Once your team has the bomb there are a few ways to go with it. Go can go back to the West and take the paths there, or cut across all the way to the East, or just keep heading South right up the middle, more on these paths below. The Western path is okay, it's easy to play defensively but tougher if you're rushing into the open area from it to the SEALs part of the path (by "their" part I just mean the area closer to their base), there's a few trees the SEALs can use as cover that you can miss with just a quick once over of the area. Keeping on the West path will let you circle around all the way the South part of the map and come up from behind the SEAL base, watch for snipers along the ridges though. There's also a skinny path right by the bigger West path on the SEAL side of the map, this is good to duck into from the bigger path if the SEALs are expecting you to come from the West. The Eastern path is a little tricky. Each side has some good sniping spots, and can stake out the bomb schack pretty well. Since your team will most likely be getting there first, you can back them up from here on the upper path, and then continue on to the base, scoping that out as well. Taking the lower path is a little more tricky, as the SEALs again have a few trees and other good cover spots they can use to take you by suprise. Just before the open area that "seperates" this map, stand by the edge of the hill and lean out and do a quick check of the area a couple times to see if you can spot any SEALs running around or coming from their side of the path. Watch for snipers up on the hill to the slight West, it seems to be a favorite spot. The South, middle path is the most dangerous, leaving you in open area for a long run, but it's also the quickest way to the SEAL base and it actually goes unguarded alot. You just have to watch out for SEALs running around the hills on either side, or coming in from the outer paths. You can make it to the side of the mountain that the SEALs jump down to start the round, and climb up it, and you'll be right at the base. At the SEAL base always scope out the area outside the base, the boxes and South ridge, etc, AND the inside of the base for any SEALs playing defense. Once the area is clear, go in and plant the bomb, and toss a smoke grenade or two in there to keep the SEALs form having a good look at where the bomb is. Once the bomb is set, you basically play defense on their base to keep them from getting to it in time. So you can use their Defensive spots against them. Camping your own base is actually pretty effective in this map. There are plenty of spots you can snipe from, and others where you'll see the SEALs before they usually see you. First, the outside of the base has a few good spots you can snipe from, or just get the drop on the SEALs. The trees to the West of the base are a good spot, but you have to get in there and STAY STILL. Going prone directly behind them work as well. One the lower floor you can stand near the ramp at the East end and have a good look at that general area while staying pretty covered. Upstairs you can actually go prone in the bombing area and face East to see any SEALs coming up those stairs, or go prone on the other side, next to the other stairway. You can also go inside the big pipe in the room and go prone. This will catch some people by suprise. ============ b.SUPRESSION ============ Suppression is just Team Deathmatch, basically kill everybody else on the other team and you win. A multiplayer staple. --------- Frostfire --------- -------------------------------[OVERVIEW]------------------------------- This map is a small boat, with alot of action taking place in close quarters. There are some long "alleys" and open spots, but as a whole this map is fast and tight. The action generally comes quick. Roughly 7-10 seconds after the start you can expect to be in a firefight. SMG's work well in this map, since they're designed to quickly deliver alot of bullets in a short range. Sniping isn't too useful, you can do it effectively at the beginning of the round, and when it becomes a 2 on 3, or 1 v 1 match near the end, but there's a whole lot of time there in the middle where you'll only have a pistol and everyone else will be bearing down with some Rifles and SMGs. Plus, there aren't alot of good "out of the action" sniping spots to be found. You're better off just loading up and getting ready for some up close action. I noticed that the SEALs generally have an advantage on this map, if only because they don't need alot of organization for an assault. While the Terrorist's, who usually play defensive, aren't prepared. To counter this, it's essential for the T's to go on the offensive and abandon the starting position. Spreading out the action will help them last longer, which will drag out the round, which gives them a better chance of throwing the SEALs off their game(which should basically be ATTACK ATTACK ATTACK!). This is the map that's also most likely to end up in a 1v1 or 2v3 deathmatch. For whatever reason, alot of the late round action takes place in the tunnels below the ship. If you're running around topside and don't see the last one or two enemies, chances are they're hiding out in the tunnels. Don't go waltzing into a trap, lob some nades down there and take it cautiously. Lean around corners quickly enough to get a peek, then turn back to the main open area. If there's no one down there, it's safe to say that they're camping or running down there to look for you. If you've got some fire coming your way and you're not sure where it's coming from, run down to the tunnels and wait at a hard angle to ambush the(hopefully) chasing enemy. ----------------------------------[SEALS]------------------------------- The SEALs have the advantage because of a few things, and if they use these then they'll have a hard time losing. This map is basically yours to give away if you're a SEAL. You have more of the ship open to you at the beginning, so you can get in more useful positions or attack the Terrorist's from any angle. You can cover more of the ship quicker than the Terrorist's, and lastly, you can bear down on the T's before they can really put any kind of offense or useful defense together. This is probably the most important advantage. You have to bear down on the Terrorists quickly, but cautiously, or else they'll get a chance to spread out and give you some trouble. There are three basic routes you can take, depending on the flow of the game, you can expect a lot, a little, or NO resistence each way. Aren't online games fun? :D The directions represent the way you're going from the starting point. For example, when I say the "South Route" you start out heading South, but end up turning West to get to the T's position. First, you can go South, which is the most wide open way. Head South directly from the starting point and you can use the two cargo boxes for cover, or try to get down the stairwell(but that's no fun!). Depending on how the T's are playing, you may be met with some up close resitence right away, or you might be able to quickly creep up using the crates along the right wall as cover. If a couple SEALs go this route, and a couple come in from the North route(see below) you can pinch and cut off the offensive T's from the rest of the group and mow them down. When using the South route, watch for sniping from the deck, and early round nade tossing. Also watch for the odd Terrorist ducking in the narrow passage at the South-most point on the ship. The T's also have good cover in the opening next to the stairs up to the deck, so be wary of that spot. If you're actually planning with a couple teammates, consider playing the support role with an MG or Sniper Rifle and centering in on that section. If you make it to the stairs to the deck area, be sure to check a nade or HE up there before going up, in case there's heavy defense up there. Keep your eye on the room directly in front of the stairs while going up, and also the doorway to the right. If everything's clear at this point, you can sweep the control room, or head down the North stairs and start roving the map. Next, there's the North route. This way is a little safer, as you have more cover, and there are a couple ways you can approach the T's starting position. First, you can go all the way North, then turn West and you'll be approaching the deck on the side with the small room. For your own sake, please use the towers and walls as cover or you'll be sniper/assault rifle meat in no time. Again, you want to approach cautiously but quickly. Most of the SEAL team just go this way instinctively for whatever reason, so you'll have the most support on this route(usually). So don't be afraid to toss some grenades up onto the deck, Flashbangs and HE's will throw the defensive T's off, get good enough to toss one into the small room's window as well and catch the T's by suprise. Just be sure to alert your team if you screw up and it bounces back to your position(D'OH!). After a little nade clearout, rush the stairs with your teammates and lay down some fire. Alternatively, you can take the short passageway UNDER the stairs and see if there's any T's using it as cover to take out your 'mates coming from the South. The other alternative you have is to break to the West early, under the bridge that your 'mates using the West route cross to get to the control room, and help out the South route squad. There's really no cover heading under the bridge, so only go when the coast is clear(as clear as it can get). Check your crosshair for the shot indicator and react accordingly. If there's nothing coming from the right side, then head up the deck stairs or sweep the passage to the underside of the ship. Finally, you have the West route, where you go through the large cargo storage area. Up the righthand stairs is a door that leads to a bridge, which goes right into the Control Room of the ship. Usually at least a couple Terrorists will be guarding this door, waiting for you to open it, so be sure to use lean to peek through the window. If there's no one there then it's your lucky day(round), since you can now rush into the heart of the Terrorists and take them by suprise if you have a couple other SEALs with you. Be sure to check all the hard angles as you make your way through the tight control room area. If you plan on taking this route alot in the game, you should probably be using an SMG. If you ARE met with some T's waiting to take you down, you have a couple options. Nades or fleeing. Flashbangs or a well placed smoke nade can help your cause, and let you lean around the doorway and fire on the T's and in the rare instance that a flashbang works, you can rush their position and try to take'em out before they recover. Otherwise, if it's you against two or three T's, just abandon the rush on this route and join in one of the other routes. You can suprise some T's involved in a firefight to the South by taking the door next to the steps, or you can sweep back to the North and try to get the drop on some unsuspecting T's who think they're getting the drop on your teammates. Yeah, fleeing isn't the bravest of choices, but that tiny, open bridge really puts you at a disadvantage, plus the T's might be so preoccupied with waiting for you to make your move they can get mowed down by some teammates rushing the control room from the South doorway. You could also fall back and use the crates as cover and see if the T's try to come across the bridge to your position. Keep in mind these are just some basic routes. If you wanted to, you could equip a sniper rifle and head for the tall tower to the North and just snipe, or you could duck into the undership tunnels and get into some nice firefights down there(see OVERVIEW above). But as a general rule, the SEALs want to bear down on the Terrorist's quickly so they don't have a chance to scatter and make things tougher than they need to be. Exploiting the attack potential you have in this map will wield round win after win on this map. -------------------------[TERRORISTS]----------------------------------- Quite simple, as a Terrorist you only have two options at the beginning. One is to play defensively and camp the starting deck/control room area, this CAN be done with a well-organized team. But unless your team is made up entirely of people you know/clanmates then this is nigh impossible to pull off. You may be able to hold down your side, say the South stairs, but you'll get rushed from the North, and vice versa. No, your best bet is to get off of the starting deck as fast as possible. You'll still be at a basic disadvantage, but you won't be a sitting duck, and you can get into a few well covered positions to ward off the first wave of SEAL attackers. You're goal as a Terrorist is to make it into the late round where the SEAL advantage is basically gone and you have free roam of the ship with them. Depending on your starting position, it's quickest to just run down the stairs by you. If you start more to the South, by the control room door, then run down the South stairs and use the opening underneath for cover and wait for the attacking SEALs to come from the East or North. If you're daring, you can set a Claymore near the stairs and take out a careless SEAL, more on CLaymore's later. Otherwise, use the walls of the opening as cover and lean out and wait for the SEALs. You can also run into the underground tunnels to take the SEALs by suprise, since they usually neglect this area until the late round, but stay alert. A couple more options that will have varied succes depending on the awerness and experience of your opponents is running to the narrow Southmost walkway and going prone, and focusing either on the stairs or to the East where an unwary SEAL may come running into your sights. Another tactic that will work once in awhile is to climb on top of a crate against the wall and go prone with an MG or Sniper Rifle, you can take a few SEALs by suprise with this, but overuse will only get you a quick, annoying death. And yet another option is to rush all the way to the SEAL starting position if you're met with no resistence at all. It's rare but it DOES happen. If so, take advantage of it to come around and suprise the SEALs from behind. If you are contstantly seeing 2 or 3 or more SEALs coming from the East consider sniping from the deck by going prone near the barrels, or lobbing a couple HE's/Frags in their direction. If you start more to the North, running down the north stairs and moving to the left of the northmost "building" will let you flank the attacking SEALs, depending on their awareness. Don't even bother climbing up to the walkway, it's a death trap. You can also duck into the dark opening next to the stairs and use it as cover. This is a much better defensive position than the top deck because you can scramble down to the tunnels. Setting a couple CLaymore's on the stairs isn't a bad idea either, you can catch a couple unwitting SEALs off-guard with them. Whatever you do, avoid the small room, it's another death trap. You can be nade spammed and rushed to hell if you hold up in there. It's where most newbie T's run to and where they usually die as well. Lastly, defending the brdige to the control room isn't a bad idea, or, if no one is attacking from it, using it to get behind the SEALs is a good idea too. Leaning with an SMG or regular Rifle is your best bet, or even going prone with an MG would work if 3 or more SEALs are constantly coming across. And once again, Claymore can be your friend if you can use them well. Set one next to the doorway leading to the bridge, out of the SEALs' view and when they rush across, BOOM! Ideally, as a Terrorist, you want to drag the round out so you can roam the ship as freely as the SEALs, where the game evens out, and your early round disadvantage is gone. I still need some better strategies for the Terr's on this map, which I'll be working on, like setting up an effective defense of the starting position. ---------- Abandoned ---------- -----------------------------[OVERVIEW]--------------------------------- A wide open map, with a lot of spots to hide, and several high traveled shoot-out spots. This map can be played a lot of different ways, your team can stick together and sweep the map from end to the other, you can break out into smaller groups of two or three and engage in smaller firefights. Or you can totally spread out and make it a slow paced match. Sometimes an enemy can be hard to distinguish from the background unless they're cutting across some open terrain. The bridge and the larger temple get alot of traffic in the early and mid round, during the late round it's basically a big game of hide n seek. What's written here is just the beginning really, this map just has so many different paths and good hiding spots that it'll probably end up having the most info for it. But hey, you gotta start somewhere right? ------------------------------[SEALS]----------------------------------- The SEALs have a few options at the start, and you can go NE and go through either of the tunnels there, OR climb up to the bridge. Or you can go NW to the bridge and go under it, or climb up on it and go to the smaller bridge. From there you can take a couple different paths as well. We'll deal with the tunnels first: Head SW to the big tree, you can climb up to the bridge and try to snipe any T's waiting to ambush or advancing over the hill, under the bridge. The tunnel to the right goes up to a small bridge that leads right to the large temple, with the smaller on to your right. Advance up to the top cautiously, most of the time the T's leave this tunnel and the small bridge relatively undefended, but if you come out of there and mess them up a couple rounds in a row, they'll be looking for you. When you get to the top, lean to see if any T's are on top of the large temple, then lean to check the smaller one and the hills in front of it. The key is to not expose yourself. If you DO see some action, be sure to let your team know. Lobbing a few HE grenades down into the temple, and over each side of the bridge is a nice way to say hello. From here you can jump over the side of the bridge, or run to the temple, though this leaves you open to sniping from the small temple. If you go through the left tunnel, be on your guard, there's two ways the T's can come from and they can get there in a hurry, not to mention come up behind you if they come over the hill. Stay near the walls and keep your crosshair out in the open area, with some camera manuvering you'll be able to spot any enemy coming at you without showing yourself, which is always a good thing. In this tunnel, if you up to the right you'll come out from a doorway in the leg of the small bridge leading to the temple. Or you can run through the large opening through the water which leads to the temple steps. If you go NW to the bridge there's two basic paths you can go, up onto the bridge and then either through the cave or back down the hill on the other side, or under the bridge to the water in front of the temple. First, if you go up on the small bridge West of the big one you can stay by the cave to the left, which is a big shootout and grenade trading area. Always take this route with caution, even just running across the small bridge can be dangerous if the T's are rushing up to that point. If they are, consider climbing up to the even smaller ledge above the West bridge and going prone near the cave entrance to catch them off guard. If no one's guarding it, or you defeat the enemy in the cave, sweep over the grassy area and turn back to the East and move to the small temple. The ground between the two temples see a ton of action, so always be looking around. It's a good idea to make a quick check of the small temple, but don't stick around if no one's there. If you don't go to the cave, butr go down the other side of the bridge you'll be vulnerable, but it's a pretty good route to take every now and then. Carefully move down to the broken bridge, and make sure it's okay to jump over before you do. Then just sweep through the temple. If your teammates are in a firefight near the cave, you can come in from behind and take out the T's, but always be careful moving through the temple area. If you just go right under the bridge, your best bet is to make it to the stairs just in front of the temple. Use the small rock structure for cover and check the roof and windows of the temple before you run. Going prone in the trees to the East of the structure and sniping will net you a couple kills sometimes. Make your run to the steps, in the water be sure to keep an eye on the tunnel opening to your right(East). Once you make it up the steps, it's best to move right into the temple rather than running around in front of it. Late round just keep sweeping through the map, the bridge usually sees the most late roudn action along with the temple. Camping in the tunnel by the big bridge where the starting position is isn't a bad idea, just keep checking to make sure any T's aren't climbing up from behind though. ------------------------------[TERRORISTS]------------------------------ This is one of the few maps where the Terrorists have more of the map open to them at the beginning than the SEALs, so you have to take advantage of that. Most of the SEALs will come from the SW bridge area, either on it or below it, and a couple will take the tunnels. There are a couple spots where you can get the drop on the SEALs usually. First is in that small tunnel to the NE that leads to the temple, there are a couple things ways you can play that tunnel. Second is in the cave by the upper bridge area, you can scout that out or the area before that, the patch of grass with the mountains on either side that leads to the smaller temple. Third, you can stake out the broken small bridge for any SEALs coming from under, or down from on the big bridge. First, the small tunnel. This is actually a fairly useful tunnel to control, it gets you on the offensive quickly and with alot of cover. Don't go barreling down it and out into the open though, play it a little defensively. I usually go right to where it curves slightly to the right and go prone with an AKS-74, and lean out to the left a little. This is a great spot to catch an unwitting SEAL off gaurd, as with any spot don't overuse it or you'll get swarmed or naded. Another option, that I usually don't use too often, is to move to the far corner of the big temple and lean out to where you can see the opening. This leaves you vulnerable to any SEAL coming from the stairs though. The third, and maybe most satisfying, way to defend the tunnel is with Claymores. Set up a couple right at the mouth of the opening, inside a little so they're harder to see, then pull back to that far corner and go prone, and wait for a SEAL to come up, then BOOM! If you're gonna use Claymores it's a good idea to set the Detonator as your Quick Select 2 weapon, and have your Prime weapon out until you see a SEAL, then switch and set them off and switch back. Another way to defend that tunnel is to not even go up to the temple, but instead take a position right up against the mountains by and wait to see if anyone comes from it and see what they do. You also have the advantage of seeing anyone come up from the other tunnel as well. If you want to play the tunnel offensively, or after you've taken out the SEALs foolish enough to use it :) , you can move down to the end and use the camera to look for any SEALs in the water, and most likely up on the end of the bridge by the short wall. From there you can go back into the other tunnel, or SW to the open area by the big bridge, or climb up on the bridge and sweep across it, carefully. After the initial onslaughts, this map becomes wide open, so it's harder to recommend a solid tactic. Next up, the bridge area. The cave becomes a main shootout area because both teams can get there pretty quickly. If that's the case, just take a position at one side and lean in and see if the SEALs will advance through, watch for well thrown nades. You should also toss some nades of your own. If you want to make it "interesting" toss a smoker or two in the cave. Shootouts here are basically stalemates until one team decides to make a move, or it takes so long that one side is flanked form the other team's other members. A good tactic for the T's is trade a nade or two, then pull back a bit to the grassy area and wait for the SEAL team to come through. Then you can mine or shoot them. There's a couple decent sniping and general shooting spots up on the hills in the grassy area, but they get alot of use so don't stay there too long. Another good tactic is to hide UNDER the broken bridge here, and wait for SEALs to come from either side, you can set up mines nearby as well to catch them off guard. Finally(for now anyway), there's the area under the big bridge. A good tactic I've seen used is to have a few T's just rush up to the cave area and spread out from there. Watch the bridge on the left, and then move into the cave on the right and take out the SEALs(if there are any). You can also run to the front of the temple and use one of the windows, staying near the edges and leaning out of course, to watch for any SEALs coming through the water to the steps. These rooms are also good camping spots for late rounds. Some good sniping spots are, naturally on the top of the smaller temple, though you're VERY open to sniping yourself, I usually just crouch at the top of one of the side sets of stairs. Second, the small hills by the grassy area at the SW part of the map is okay, but again very open. In the late round, and this can by used by either team really, up on the short bridge there's an even HIGHER ledge that you can run across and get to the top of the cave entrance. Going prone here will get you a couple suprise kills for a round or two. A spot that was MADE for sniping is the mining shaft opening in the mountain that looks out at the short bridge and the cave,while there's wood blocking the way, there's a small portion that's broken away enough to let you go prone and snipe. A couple shots from here and people will be looking though, so strafe left or right to make them think no one's there. You can reach this spot through the tunnels in the temple. Speaking of the tunnels, not alot of action goes on down there, but if you know them well enough, you can camp down there late round and pick off SEALs as they come down look for you(if they know how to get there). This is pretty boring though... From SJSNA: On abandoned, there is a GREAT sniping spot that was not mentioned. I can explain this well from the terrorist perspective, but it can be used by both teams. In the beginning, if a terrorist makes a left and goes toward the pond, there is a mountain that can be climbed to a great sniping position. To get there, you must climb the left side of the mountain, that separates the lake and the river. follow it up an go into a prone position. This spot looks over the entire middle section of the map and it is difficult to be seen when here because the fog blocks the other people from seing you, but you can still see them, and you blend into the mountain so well, it is dark brown, that you probably wont be seen. ============ c.EXTRACTION ============ In Extraction, your goal as a SEAL is to rescue hostages from the T's As a Terrorist, you must keep the SEALs from getting the hostages. As a SEAL you win if you rescue all the hostages or kill all the T's, as a Terrorist you win if you kill all the SEALs. ------------ Desert Glory ------------ --------------------------------[OVERVIEW]------------------------------ A blown out city in some "random Middle Eastern country" is the setting for this map. The SEALs seem to have a slight disadvantage here, as the Terrorist's have some good defensive spots for mowing down and Sniping the SEALs. The hostages are located in the North-most building, all three are in a cell in a small room. There are plenty of ways to play this map, it's wide open with up close shootout spots littered around, not to mention plenty of sniping spots. When in tight areas like buildings and stairs, I generally change to my pistol regardless of my primary weapon. They're steadier than a rifle, and quicker to fire off single shots. There are a variety of ways each side can play this map, but in general, the SEALs want to get to the hostages quickly, while the T's can either defend the hostages staunchly or let the SEALs have'em and defend the Extraction Point, or a combination of both.. ----------------------------------[SEALS]------------------------------- In my view, the best bet for the SEALs is rushing the building with the Hostages from the North route from the starting point. The T's will most likely be rushing to the Hostage room to set up defense, and they can get there first. There's a couple things you can do: Your first choice will be whether to rush right up to the hostage building, or hang back and use the small building to the right for cover and provide support. If you stick by the small building you'll have a good view of most of the immediate area with the added bonus of plenty of cover. You can snipe and climb up to the upper area, or just stay on the ground with a Rifle. You'll be able to get some potshots in at the T's expecting the ___ route SEALs, and also be able to try and pick off the T's rushing to the hostage room. This is also a good position to be in to provide backup for the SEALs coming out from the hostage room once the "HOSTAGE FREED!" message is sounded. Watch for Terrorist's on the stairs/walkway to the hostage room, and also coming in from the South What I usually do though, is just rush to the hostage building. While doing so, watch for T's on the right, above, and most importantly, in the hole in the hostage building. If all's clear or after you take care of any pesky T's inside the opening, I usually take a little time to chuck an HE or Frag nade or two inside the window above. You won't kill any hostages, but you may get a T or two trying to setup some mines or scoping out the door. Making your way up to the hostage room is usually suprisingly easy, but stay cautious. You might want to switch to first person for the stair climbs, but that's personal preference. Getting through the doorway that leads to the walkway to the hostage room is kinda tough in 3rd person though, since you NEED to strafe. I almost always go first person, unless a couple people are going before me. Lean out and check the doorway, and if no one's nudging you out, turn and check behind you just in case. If the coast is clear, make your way to the hostage room, but DO NOT go beyond the first wall. As you enter, check the doorway and immediate area for CLaymores, then inch up to the edge of the wall. You can use the camera to get a look at most of the room without showing youself. CHeck the floor and see if Claymores are everywhere, or if you can see any T's hiding out in the hostage cage. If you DO see mines, alert your team by radio. Things get tricky with Claymores in the room, usually one of you has to be a sacrificial lamb and run in there to attract the T's to blow up their mines, while the others rush in after they're blown up. With or without mines, the best way to go if no T's are visible in the cage, is to hug the North wall with your back and face South. Strafe to the left and lean in and see if one of the T's is on the other side of the wall. The good thing about the T's having mines everywhere is that they usually have their Detonator out, which means they can't shoot. Try to get the guy hiding there if possible, if not hopefully your teammates will rush in and get the guy before he can switch to his gun and get you while you're still stunned. If you DO get the T, or there's no one there, then the other most popular spot for the T's is to crouch at the very North end of the hostage cage, so keep moving along the North wall and then quickly circle around and back up and see if there's one there. That's usually the way I go about sweeping the hostage room, but if there's no mines you can go about it much less carefully. Once the resitence is taken out, or there is no defense on the hostages(rare), get the hostages to follow and make your way back down pretty much the same way you came. It's quick, and safer than running through the big building area where you can get picked off from any angle. You can also take the long route around the South side of the map, there's two main paths you can take here. The first is all the way South, near the large garage, and the other is basically up the "middle" of the map to the NorthEast. I don't really like the middle route all that much though, you're too open and can't really see the enemies unless they're right in the open patch in front of you, bah. Taking the South route gives you plenty of cover, and you can come up and suprise any Terrorist sniping from the garage, usually. Just stick to the outer edge of the map to garage, then keep it on your right as you sweep across the lower area, then head to the very East end of the map, and stay near the wall there until you make your roundabout way to the Hostage building. I don't recommend exposing yourself on any of the many ledges in this map, it's basically a death sentence. ----------------------------[TERRORISTS]------------------------------ As a Terrorist, your best bet is to guard the building that the hostages are in. There are a couple keys points take you can pinch and really take out unwitting SEALs. Right at the start, beeline North to where the hostages are being held. You'll enter from the rear, and there's a stairway leading up to your left. The SEALs come up from the other end of these stairs, so you can camp right in front of them, and lean out and train your crosshairs at a decent hight, juuust a bit away from the actual stairwell wall. Also consider laying a Claymore or two right in the path of the SEALs if you think you have enough time. Once they start coming, mow'em down. After a round or two, they'll get wise to this spot(usually), so position yourself up the stairs a bit, and turn so you can still see a decent amount of the room below. When they come blasting away around the corner this time, they'll hit nothing and then you can blast'em from above or toss an HE down there. Or, just run right to the room with the hostages in it. Once in here you can lay down some Claymores, the more out of sight the better, or camp inside the cage. One funny tactic is stand directly behind a hostage, usually the SEAL won't notice you until it's too late, OR they'll start blasting away and kill the hostage, hah. Another trick inside the cage is to line all 3 hostages up and duck down behind them. Hilarity ensues again when you reveal yourself(and set off the mines inside the room). Messing with the SEALs minds in the hostage room is one of the great joys of being a T on this map :D One of the best positions I've found, that catches the SEALs totally off guard for the first couple rounds, is if you stand to the left of the doorway to the hostage room, and swing the camera around so you can see the walkway up to the room out the door. You'll be facing the wall, but when they get close just turn and blast'em as they walk through the door. I got 5 kills in one round in this spot more than once. If 3 or more come at a time you'll be boned, but you still might take all 3 out before you go down :) There are a couple other good defensive positions in other areas of the map. The easiest being the roof of the garage right next to the starting point. Run East and climb the ladder, get to the edge and go prone, and zoom in on the area between the building with the smoldering fire by it and the SEAL starting point. This is a high traffic area with alot of people running around in it from both sides. You also have a pretty good view of the area near the hostage building, so any SEALs making a dash can fall into your sights as well. The only downside to this spot is basically everyone knows about it, and at least 1 SEAL will always try to check it out each round. If you're smart and get up to check the ladder with your pistol every now and then you'll be fine. Be sure to change spots on the roof as well. Use the ducts for cover, use different sides, etc etc. Alternately, you could stay and defend the South area of the map. Just move West a bit to where the upper path curves and lean out from the wall and wait for the SEALs to come. Or you can jump down to the garage area and head West and keep watching the two buildings past the big one with the fire pit. You can also try to sweep the SEAL starting position from this way, but it's tricky if there's 4 or 5 of them and only 1 of you... ======================================================================== 7. WEAPONS ======================================================================== SOCOM features a large list of weapons you can use, with most of them being side-specific, meaning the SEALs have their own set of weapons and the T's have their own set of weapons. They both share a couple rifles and the same Equipment. Each weapon(except the Equipment) is rated 1-6 in 4 Categories, plus what firing modes are available. These categories are: Volume(loudness, not capacity), Accuracy(the higher the better!), Range(the distance a weapon is still useful, higher number means a better/longer range), and Fire Rate(how fast the gun fires). The modes of fire are: Single(one press of the trigger=one bullet fired), Burst(One press=3 or 4 bullets fired), and Auto(hold down button= continuous fire, most inaccurate firing mode). This isn't an in-depth guide to the history and origin and use of each gun, and how they contribute to the war efforts of various countries, and blah de blah blah. No, this is a quick guide to their usefulnes in the game, and in this game, as in most, the numbers mean everything. So, sticking to the guns that rate high in most of the categories will give you a better chance of winning. That's video game basics right there, and they're clearly at work in SOCOM. The key for this section is as follows: NAME OF GUN Volume/Accuracy/Range/Fire Rate FIRE MODES* *S=Single B=Burst A=Auto So S-B-A after the ratings would mean that gun has all three firing modes, while just S or S-B would mean only Single or Single and Burst modes. ======= a.SEALS ======= --------------------- Rifles/Assault Rifles --------------------- M14 5/5/4/2.5 S-A M16A2 5/5.5/3.5/2.5 S-B M4A1 5/5/4/5 S-B-A M4A1 SD .5/4/3.5/5 S-B-A As you can see, the SEAL's rifles are all pretty highly rated, personally I go for the M4A1 or the silenced SD version if noise matters. You've got good accuracy and range and firing rate, a couple well-aimed burst shots will put anyone down. The M16A2 is middle of the road, good accuracy but less range and slower firing rate. The M14 I hardly ever touch, even if it does have range on par with the M4A1. These guns give the SEALs a HUGE advantage in larger games as far as I'm concerned, the T's guns are just weaker overall, and not much can stand up to a rush with 4 or 5 of these babies firing away... ------------- Sniper Rifles ------------- M40A1 5/6/4.5/.5 S SR-25 6/6/5/.5 S SR-25 SD 2/5.5/4/.5 S M87 6/5.5/6/.5 S I love the SR-25 guns, the SD version is especially useful in maps like Blizzard where you can find a good sniper spot and pick away at the T's without being in too much danger of giving your position away. Yes, you lose some range, but it can be worth it in some cases. The M87 has the longest range of any rifle in the game(for the SEALs), so if you REALLY want to hang back out of the action, this is the gun for you. It's loud shot will give you away quickly though, so make your shots count. The M40A1 has no real advantages as far as I can tell, the other rifles are better in basically every category. ----------------------------- Machine Guns/Sub Machine Guns ----------------------------- HK5 3/5/2.5/4 S-B-A HK5 SD 1/5/2.5/4 S-B-A M63A 6/3/3.5/4.5 S-B-A Where Rifles are more useful all around, the HK5 guns are great for delivering a deadly barrage of bullets in close quarter fights. I'd recommend it for maps with tight areas like Frostfire, but they can be useful on any map if you're the type who likes to get up close and personal. The sole MG for the SEALs is good for support and defense, but you have to be in the Prone position to get the most out of it. ------- Pistols ------- Mark 23 4/3.5/3/2 S Mark 23 SD .5/3/2/2 S 226 4/3.5/3/2 S 9MM .5/3/2/2 S Not much difference in the pistols, the Mark 23 and 226 are better overall, good choices if you're a sniper and changing position or joining the assault. Silenced pistols are a good secondary weapon if you've got a Rifle/SMG, you might be able to sneak a couple shots in on someone, which is all you really should need. Altogether, unless you're sniping, you'll rarely use your pistol, but they CAN come in handy in tight situations every now and then. Don't consider them useless... ============ b.TERRORISTS ============ --------------------- Rifles/Assault Rifles --------------------- AK-47 4/2.5/3.5/4 S-B-A AKS-74 5/5/4/4 S-B-A M14 5/5/4/2.5 S-A 552 4.5/5/4/4 S-B-A The T's get the short end of the stick with their Rifle selection, just stick with the AKS-74 or 552, with the AK-47 you'll only make alot of noise and miss alot. The M14 is an afterthought on the SEAL side, and rates up there with the T's best Rifles, there's a clue that the T rifles aren't that great. ------------- Sniper Rifles ------------- M82A1A 6/6/6/.5 S M4OA1 5/6/4.5/.5 S The best Sniper Rifle in the game, and another mediocre SEAL gun. If you plan on sniping, NEVER use anything but the M82A1A, easy as that... ----------------------------- Machine Guns/Sub Machine Guns ----------------------------- 9MM SUB .5/2.5/2.5/5 S-B-A F90 5/3/3.5/6 S-B-A M60E3 6/2.5/3.5/5.5 A Again, not much of a selection. The F90 is a fun gun, it shoots a ridiculous amount of bullets in very little time. If you can keep a handle on it and not get too wild, you can take down a couple SEALs in the blink of an eye. Up close fighting only, naturally. The T's MG is okay, but inferior to the SEAL counterpart. Use it for support, keeping a couple campers pinned down while your assault teams goes in for the kill and stuff like that. ------- Pistols ------- Model 18 4/.5/2/6 A F57 4/3/2.5/2 S M9 3.5/2/3.5/2 S DE .50 6/1/3.5/1 S There's the F57, and then everything else. The Model 18 is a novelty item and not much else, unless you're RIGHT NEXT to an enemy, and if you are you're probably dead anyway...The M9 is average, but the F57 is better in every way. The only reason to use the DE is to quote Bullet Tooth Tony as you run around firing wildly, unfortunately the other team's guns don't have REPLICA on the side. Who knows though, you might score a headshot on someone if you TOTALLY suprise them. =========== c.EQUIPMENT =========== -------- Grenades -------- M67 (Frag) HE (Conc) AN-M8 (Smoke) MARK 141 (Flash) Your typical Tactical FPS stuff, spam high traffic areas with the Frag and Concs. Throwing Smokes around the target area in Demolition is a good way to buy some extra time to set the bomb. Flashbangs are annoying and should be used as such, blinding a sniper and rushing him has never been so fun! Grenades are generally useful if the other team is bunching up in a close area for Defense, or if you want clear out an area you can't really see, like a platform above you. They're dead giveaways that you're coming though, so be ready to switch back to your Primary/Secondary weapon quickly. -------- Claymore -------- The Claymore is a fun item, but difficult to use without some teamwork and communication. If you're setting them up yourself, you have to stick around and wait to see when the enemy is coming in range, BUT if you're that close to the action, there's a good chance you'll get plugged before you have a chance to detonate the mine. You can set up a few mines at a time, then detonate them all. Rare is the occasion you'll get the other team bunched up in the right spot, BUT if it does happen and you get 4-5 kills with a HUGE 2-3 mine explosion(I've seen it but once) you'll be laughing for hours. ----------- Double Ammo ----------- Doubles the amount of ammo you can carry for your Primary and Secondary weapons. I always keep one Equipped, extra ammo is always good. ======================================================================== 8. ROUTER PROBLEMS ======================================================================== Since Router trouble and not hearing voices online is a major issue with this game, and since I get tons of mail on the subject, I added this section to help deal with any and all router issues. I'll break the sections down by specific router, starting with the D-Link DI604 since that's the one I have, AND the one which seems to be having the most problems. I'll add other routers as I find out about them or info on them is sent to me. ================= 8A. D-LINK DI-604 ================= This seems to be the main culprit. To get voices working you need to do a couple of things: 1. Update your Firmware 2. Add the PS2 IP to the DMZ of the router ----------------------- 1. Update your Firmware ----------------------- The DI604 ships with version 2.00 of it's Firmware, there's an update on the D-Link site for version 2.10(and also v2.16, but as of this writing 2.16 is still beta so we won't use it). Updating your Firmware to 2.10 helps tremondously, so here's what to do: 1. Goto the D-Link support site for the DI604: http://support.dlink.com/products/view.asp?productid=DI-604 2. Scroll down to the Firmware section and find version 2.10(as of this writing it's the middle selection), click on the Download Now button and download the file. If you get the file in .ZIP format, unzip it to the desktop, the file you want is "di604_firmware_210.bin" 3. Open up Interent Explorer/Netscape(must be at least version 5.5/6.0 respectively) and goto the router's IP address, I'm using the defaults here, if you've changed anything with yours then use that information instead: -Type in http://192.168.0.1, a security box will pop up -Put "admin" (no quotes) as the name, and leave the password blank -Click on the "TOOLS" tab in the overhead menu -Click on the "FIRMWARE" tab on the side bar -Hit the BROWSE button on this page and find the firmware file you downloaded -Hit the "APPLY" button on the bottom right to update the firmware, it will take a few minutes -Hit OK when the message pops up that the firmware has been updated If you're like me, then you're browser was getting stalled when trying to update the Firmware. My problem was that I was still using an old Internet Explorer(IE), so I updated to 6.0 and it worked fine. For some reason Netscape 7.0.2 didn't work for me, so it's my advice to not use it. Even if you hate IE, just download the new one to update then delete it. Login to the router again using IE/NS, and go to TOOLS->MISC and make sure "Gaming Mode" is marked as Enabled. After updating your firmware to version 2.10, try a game and see if you can hear people now, if you can then congrats! If not, move on to step 2. ---------------------------- 2. Add the PS2 IP to the DMZ ---------------------------- Login to the router using IE/NS as stated in the last step. Then click on the DHCP tab and look at the DHCP Client List near the bottom of the page. The PS2 is usually the one marked , so look at the IP of that client, they all start with 192.168.0.___ The ___ space is what you need to remember. Now, go to the ADVANCED tab on the overhead menu, then click on the DMZ tab in the side bar. Enter the last three digits of the PS2's IP adress and click on the ENABLED button, then hit the APPLY button on the bottom right. You'll get a notice that the settings have been saved. Thanks to Mike Esposito for the help with this section Hopefully, doing these two steps will fix your voice problem. If not, try going to the GameFAQs "PS2 Online Message Board" and searching around there. Be sure to check and see if your question has been answered before posting it. http://s2.cgi.gamefaqs.com/boards/gentopic.asp?board=559 Also check out the PS2 Online FAQ located here: http://www.gamefaqs.com/console/ps2/game/26308.html ======================================================================== 9. KNOWN CHEATS/GLITCHES ======================================================================== It happens in any online game, and cheating has reared it's ugly head in SOCOM. There are two distinct kinds of cheating: The true cheats, i.e the gameshark codes that give you infinite health and ammo, etc, and the glitches that let you go through a wall or outside of the map in certain spots. In this section I'll list all the known cheats and glitches, BUT NOT HOW TO DO THEM. While ideally I feel that getting the info out there to as many people as possible would put the game in such a state of dissarray that Sony/Zipper would HAVE to do something about it, reallistically I don't expect them to do anything so I'll just let as many people know what to watch out for. If you do see a cheater, then be sure to alert your teammates and use the voting system to vote the cheater out of the game. If you suspect someone of cheating, don't vote them off right away, follow them a couple times and MAKE SURE they are. I've been in plenty of games where someone is just good and gets accused of cheating. ------ CHEATS ------ The cheats are the gameshark/Action Replay/etc codes that alter the game code to make give a player a bunch of different abilities. Right now the major cheats are: Infinite Health Infinite Ammo No Voting Off If someone is using the "can't vote off" cheat, then all you have to do is vote them off, then vote them on again, then vote OFF again and it will override the cheat. As for the other cheats, it's pretty obvious to spot when they're being used. -------- GLITCHES -------- The Glitches are little parts of a map that let a player get into an area of the map they weren't intended to go. I'll list the maps and general glitch areas, but not the actual way to perform the glitch. Right now I don't have any, if you want to send in the glitches you've seen/know then send them my way and I'll list them here. Supposedly Zipper Inc. is going to update the game over the summer('03) and fix some of these, but I'll believe it when I see it... None yet. ======================================================================== 10. THANK YOU'S ======================================================================== Mike Esposito-- Info on setting up the D-Link to hear voices Sean Maxwall-- Windows XP alternate setup SJSNA-- Sniping spot on Abandoned Eric Hammond-- SEAL tactics for Blizzard ======================================================================== 11. NEXT REVISION ======================================================================== This is most likely the final revision. I don't play SOCOM anymore, for various reasons, so I never think to write about it. I hope this semi-complete version will continue to help people since it contains good info about the most played maps. ======================================================================== 12. ABOUT THE AUTHOR ======================================================================== This is just one of a few FAQs I've written, all of which are available at GameFAQS. A few my FAQs are on various other websites (usually with proper creditO_o) as well. I hope this or any of the other FAQs I've written help you in some way, or allow you to enjoy a game more than before, or maybe just get a good read out of it. If you have any questions about this game, or any other I've written a FAQ for, feel free to drop me an E-Mail. BUT keep in mind a few things: 1. Please don't ask when the next revision will be out, or if I can send it to you. I don't really have a set schedule for these things,and you can pick up the FAQ(s) at GameFAQs. 2. Please don't ask about something already covered in the FAQ. Usually once a FAQ comes out I'm swamped with E-Mails and skip ones that are covered in the FAQ. 3. Don't mail asking for codes, I don't have a Gameshark or keep track of cheat codes or anything. Other than that, I try to answer every single E-Mail I get and am usually pretty good at getting back to people quickly, but sometimes I lose letters in my computer or forget to keep them as new. If I don't answer in a week or so it's safe to say I won't be getting back to you, sorry. My E-Mail address: ProfRev@cox.net === END ===