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GHOST RECON *DESERT SIEGE* WALKTHROUGH - VETERAN LEVEL
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A few more words from the author...
Again, I've included the text of the briefings because
I believe it provides useful information and sets the
tone of the missions. Squad members from a previous
Stealth at mission each earn a Combat Point and I like
to keep least one point ahead of Weapon, ignoring
Endurance and Leadership altogether. Why? Because the
point of this walkthrough is that no one gets hurt --
no body bags or Purple Hearts. My choice of platoon
members in both Ghost Recon and Desert Siege is based
strictly on the initial Combat Points of each soldier.
Feel free, however, to choose whomever you like.
Specialist Jodit Haile joins the platoon in Mission 6.
Her character may very well be based on Jodit Jemahe,
who was wounded and lost her sight in 1990 while
fighting in Massawa, Eritrea.
March 30, 2003
Jedi Writer (aka Ed Hassler)
jedi_writer@macmail.com
Copyright (c) 2003
All rights reserved.
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DS MISSION 01 - BURNING SANDS
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Samhar Awraja, Eritrea
May 16, 2009
03:00
=Briefing=
"This is the Horn of Africa, gentlemen. I hope you like it, because we're going
to be here a while.
"This is our situation: We're going in as part of a multinational force
operating at the request of the Eritrean government. It seems that one of the
ways our friends back in Russia bankrolled their coup was selling surplus
weapons, cheap. A faction of the Ethiopian military led by a certain Col.
Tesfaye Wolde was one of their best customers. Once they got their arms, Wolde
and his supporters made their move, overthrowing the legitimate government and
then making a push for the Red Sea coast. Right now they own everything on the
water south of Massawa, and they're rolling up the Eritrean army as they head
north. We're here to do something about that.
"In order to leave some kind of infrastructure intact, the Eritrean government
has also requested that we try to preserve as much of the local architecture as
possible. That means that your unit is going to be getting a lot of work. Your
first mission is to secure a radio transmitter on the beach north of Massawa.
The beach is guarded lightly, but the approach up the bluffs that the station's
sitting on is another story. Clear the beach first, then work your way up to the
heights and take that transmitter. Once that's in hand, clear out the machine
gun nests guarding the beach approaches. If you can, clear the area of all
hostiles. The troops following you will appreciate it."
=Objectives=
1 - Eliminate Beach Encampment
2 - Neutralize Machine Guns
3 - Secure Area Around Radio Tower
X - Eliminate Main Tent Camp
=Platoon=
ALPHA: Wong, Homes, Kline
BRAVO: Fuentes, Port
CHARLIE: Turner
=Notes=
Charlie packs sniper kit 2 with an M9SD.
BEACH ENCAMPMENT
Switch to Charlie, activate night vision, and set a waypoint for both Alpha and
Bravo on the west side of the small rock on the beach to the NE. Run north, past
them, to the rock cliff, crouch, follow it a short distance to the point where
the cliff angles east, and locate and shoot the two enemy standing to the left
of the north tent -- if you don't see them, start taking out the ones standing
by the campfire. When they return fire, hit the sand and wait for them to appear.
When all six are down and objective one is complete, head south halfway to Alpha
and Bravo's rock (to get on slightly higher ground), crouch, and wait for three
more to come down the East Approach and into view. If no one shows up, send
Alpha behind the large rock to the east. Easy.
MACHINE GUNS
Put Alpha and Bravo by the campfire, if you wish, so they can dry their boots.
Run west along the shore, crouch as you near the West Approach such that you can
see both walls of the ravine, go prone as you near the level grade of the palms,
and take out the west machine gunner at the top and the accompanying three
hostiles from right to left. If you don't get all three, they'll sneak down
either side of the ravine, so move high enough on your grade to have a clear
view of its entrance. Next crawl sideways to your right, if necessary, just out
of sight of the east machine gunner and take out three more -- they, too, will
try to sneak down the side of the ravine. Crawl sideways to the west and shoot
the east machine gunner to complete objective two. Too easy.
MAIN TENT CAMP
Head up the west wall of the West Approach ravine, go prone and poke your head
over at the top, then pick off the six enemy to the north by the tent camp. A
seventh, hidden by a rock below the watchtower, tries to sneak up. Move to your
left, if necessary, and shoot the eighth in the tower to complete the optional
objective. Way too easy.
RADIO TOWER
Hike up to the north side of the large rock NE of the tent camp, go prone as you
approach the valley to the east, and pick off the four hostiles next to the
radio tower building. If you don't see them, they'll soon come into view as they
circle it clockwise. Move north a short distance to the mountainside and find
and kill a fifth on the roof. Run down to the SW corner of the low cut stone
wall enclosing the radio tower complex, couch, and find a sixth in the open
doorway of the shed in the SE corner of the complex. Continue east along the
wall about 15 meters until you spot the small building east of and overlooking
the complex and shoot three more. If you don't get all of them, retrace your
steps, stay couched behind the west wall, and pick them off as they head for the
shed or as appear from behind it.
Move north along the west wall, to the second breach, then head NE for the shed
between you and the radio tower building, step around its NW corner and find the
top of the head of another enemy in a room through the far lighted window of the
radio tower building. He's crouched, and if you can't see him even when you're
standing, continue to the open stairway on the west side, go up, open the door,
enter, stay crouched, pull out your sidearm, find the interior stairway down,
descend, and nail him around to the right with a leisurely head shot.
Head back to the building (house?) in the SW corner of the complex, open the
back door (the one on the north side), and kill the remaining enemy with another
sidearm slug to the head to end the mission.
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DS MISSION 02 - FLAME PILLAR
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Massawa, Eritrea
May 23, 2009
11:00
=Briefing=
"It looks like we have a rush job on our hands. We're making good progress in
the push for Massawa itself, but the Ethiopian forces have adopted a scorched-
earth policy as they fall back. Their latest target is the refinery complex just
outside the city, one which Eritrea desperately needs intact. Recon reports that
the Ethiopians have already leveled part of it, however, and they're in the
process of planting the charges that will destroy the rest. We can't allow that
to happen.
"You'll be approaching the refinery from the south. Move in, secure it, and deal
with the squad planting the demo charges. We've also heard that some members of
the refinery staff were taken hostage, back when the invaders thought they were
going to be operating the refinery themselves and needed expertise on hand. Find
the survivors still being held hostage and extract them along the rail line that
links the complex to the main track grid. Again, if you can, eliminate all of
the enemy forces on site. However, rescuing the hostages and the refinery is
more important."
=Objectives=
1 - Eliminate Explosives Squad
2 - Rescue Captive Workers
3 - Reach Extraction Zone
X - Eliminate All Enemy Units
=Platoon=
ALPHA: Cohen, Wong, Homes
BRAVO: Kline, Fuentes
CHARLIE: Turner
=Notes=
Cohen joins Alpha; Kline moves to Bravo replacing Port. Specialist Lindy Cohen
is back -- this time to lead the platoon. Gentlemen, I expect you to accord her
the utmost respect.
Nine minutes after the mission begins, the Ethiopians blow up the refinery and
the mission fails. We have plenty of time to save it.
ROAD TO THE REFINERY
Switch to Charlie, crouch, move NW along the long low rock by the river, stop
where the rock angles to the west, and go prone facing north. In your scope
you'll see a lone tree, rocks on either side, and four enemy -- pick them off
from left to right and try to prevent any from taking cover behind the rock on
the left. If two are behind the rock on the left, wait until they walk toward
the tree. After twenty seconds from your first shot, cease fire and wait a few
more seconds for a jeep to come into view from behind the rock on the right --
if you fire as it comes into view, its occupants are alerted to our presence.
Scenario One
If the gunner in the back of the moving vehicle is facing east, they don't know
Charlie's position: wait until it comes to a halt, shoot the gunner, then the
driver as he jumps out and either runs for cover or tries to pull a grenade out
of his pocket. (Or go for the trick two-for-one shot: put a slug in the upper
right of the driver's head and into the gunner's upper body.)
Scenario Two
If the gunner is pointing his weapon at you, they know where you are: take him
out first as they approach, then the driver as he jumps out. Eliminate any of
the four on foot you may have previously missed.
Crouch, move west, face north when you come to the low rock, continue
sidestepping west, zoom scope, and find the head of the enemy to the right of
large rock to the NE.
THE REFINERY
Run NE to the wall of the refinery, step in and quickly step out of the doorway
with the open chain link door, move west along the wall halfway to the chain
link section, stop, and do not move. Shortly thereafter, your threat indicator
glows as four enemy in various parts of the refinery sense the intrusion, rush
to investigate, and seeing and hearing nothing, pass from east to west in the
alley on the other side of the wall, then head north to a gate in the NW corner
of the refinery complex. It is imperative that you do not move as they pass
UNLESS you shuffle (move slowly and silently), otherwise they may hear you and...
well, I don't even want to talk about it. If you dare, peek through the chain
link section of the wall and watch them leave or play it safe and wait until
your threat indicator signals their departure.
Once they're gone, mount your M9SD, head through the open door (you can run
again), head east then north between the buildings (a building with three large
plate glass windows is to your right), east again between the building and the
low twin pipelines to your left, follow the pipelines north, and stop where they
end. Crouch, head east around the building to your right, move toward the two
large storage tanks, shuffle silently when you reach the first tank, continue
east, and notice the large electrical transformer box between the tanks. The
enemy demo guy is happily whistling and humming to himself while planting a
charge on the east side of the box -- sneak up and put a silent slug in his head.
Objective one is complete.
Silently continue east and head for the near end of the three small tanks lined
up north-south. Move south along the west side of them, stop between the second
and third, and wait a few moments for two guards to appear in front of you,
heading left to right. They don't know where you are but seem to sense something
is wrong and may appear singly or one behind the other. Confirm their suspicions
with quick shots to the head -- very quick shots if they're together. Head back
between the two large tanks, step over the demo guy's corpse, and make for the
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