und die fortsetzung
16 - Act I Shock and Awe - After jumping down from the building where the advance recon team was holed up in, check the building directly straight ahead. Like previous intels, check the second story of that building. It's in a closet if you're honestly lost.
17 - Act II Safehouse - After clearing the forest (which takes all the five
seconds of your life), check the first building you see -- it's next to the
church and has a satellite dish attached to it. As before, check the second
level of the house for the intel.
18 - Act II Safehouse - Check the building next to the water tower. It is in
one of the restaurant booths on the first floor.
19 - Act II All Gillied Up - Atop the ladder in the church. Let the allied
sniper take the lead so he can open the door for you. Otherwise, there's no
way in. Get the intel quickly before the chopper appears, or you may not be able to get to it later.
20 - Act II All Gillied Up - Mid-way through the container maze, a makeshift camp full of terrorists will have intel on a table made from 55 gallon drums.If you want the intel, you may have to kill the enemies if you are not able to sneak by them. Note if you enter the next area and start sneaking under the trucks, you may not be able to go back and grab this intel.
21 - Act II All Gillied Up - After sneaking under the trucks, you come to a
building with an enemy sniper on a fire escape. Brain (headshot) the sniper and check the top of the fire escape for a small room with the intel.
22 - Act II One Shot, One Kill - After downing the enemy chopper, you need to carry your allied NPC to the extraction point. During this sequence, you will enter a building to attempt to lose your pursuers. Fight off the terrorists and attack dogs inside. Once you leave that building, locate the gray fire escape on that building and grab the intel at the top. You need to hurry back down before the timer (or your ally) expires.
23 - Act II One Shot, One Kill - Carry the allied NPC "McMillian" to the
Pripyat ferris wheel but do not place him on the highlighted spot on the hill yet; you need to scout around this area so you know where to go once enemies appear and general mayhem occurs. Put the ferris wheel behind your character and look for a side street towards the southeast (use your HUD compass). There should be a non-descript (closed) door to a sad looking Communist Russian apartment building. This door will open later during the firefight (enemies are spawned from there). Place the allied NPC at the spot on the hill and prepare for hordes of enemies. Once enemy choppers appear to fast-rope troops, the aforementioned door will be open. Head into that room now and grab the intel on the floor. If you are having difficulty grabbing this intel, you can always stage select and use the easiest (Recruit) difficulty to survive the enemy onslaught.
24 - Act II Sins of the Father - After securing the diner, you will enter a
Russian diner. Immediately check the tables to your left (upon entering) to grab the intel. Once the screen fades for "uniform change", you cannot get this intel.
25 - Act II Sins of the Father - After the target flees into a Russian
village, the team stays behind to do rear guard while you pursue the target into a side alley. Your chase leads to an area which is covered by several snipers and many terrorists on the ground. A red dumpster and a green car signifies where you can go left (suicide) or right (flanking route). Take a right at that fork and look for a side staircase leading up to a house room. A few terrorists will be in there (it is a kitchen of sorts). The intel is on the table. Grab it quickly and continue your pursuit.
26 - Act III Ultimatum - After destroying the power tower, your team will
infiltrate a Russian base. Pass through the breach in the wall and follow the allied NPCs through the motor pool. Across the base's courtyard, there is a large room where a majority of the enemies will come from (it's basically their spawn point). Fight into it and turn right. The intel is in a small partition to the side.
27 - Act III All In - After destroying the first enemy BMP but before going
past the silo's gate, check the alleyway behind the building to the gate's
right. The intel is at the end of the alley by some weapons.
28 - Act III All In - Once inside the silo base, there are three missile tanks
(not BMPs - those are your targets) parked in the base. Align your map with compass (true) north and use your main HUD compass to identify the
southernmost missile tank. South of that missile tank, there are three
buildings on your map (when you pause and check your mini-map). Investigate the center southern building (it will be an army warehouse) for intel just lying on the floor. Quickly grab it and get out of there before the enemy choppers shred everything.
29 - Act III No Fighting in the War Room - Follow the ally NPC "Price" and
drop into the locker/shower/bathroom facilities. Exit that area and you find
you can take the left or right; take the left route so you come across a
darkened meeting room when the hallway starts to angle (the right goes to the base's kitchen and is a longer way around). The intel is inside the dark meeting room (left route).
30 - Act III No Fighting in the War Room - Once you breach the wall to get into the launch control room, go straight ahead, up the stairs to your left, and look for a small meeting room that has the intel on a table within. Time should be tight, but a checkpoint occurs just before blowing the wall, giving you (technically) infinite chances to re-attempt your search. Note you can probably abort the launch and then grab the intel, if time is really tight.
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09.11.2007, 07:17 #5
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