operation flashpoint-r walkthrough

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 Operation Flashpoint: Resistance - Version: 1.29 Date: 24 January 2006 WALKTHROUGH General Notes ============= The OpF:R campaign has 20 missions with two branching paths along the way. You will end up in the same place at the end regardless of what missions you do. Scavenging will form a big part of your gameplay in the early missions. At the very least you want to give your guys an AK74 and some form of optical equipment (ie night vision goggles or binoculars). Always try to keep the weapons you already have by having your men put their weapons into a truck /tank that you control before running off to get new rifles. To do this select a soldier using the F* key (where * is a number), hit 6 (the action menu for that soldier) and choose "Put X in Y" where X is a weapon and Y is a location. Watch what you ask your guy to do - sometimes you will find him taking stuff you'd already put on a truck / tank, which defeats the purpose of scavenging. I found it much easier to do all the scavenging myself and just have my squad guard me. You have to care about your men in OpF:R. Having everyone wiped out makes things much harder for you in future missions as you lose potential assistan ce versus the Russian army. You may have to revert a mission or two that you pass but leave your side decimated. Make no mistake  new recruits to your side are only slightly smarter than the bullets they shoot. Over time they will improve in intelligence and effectiveness, so be patient. It makes things much easier if you keep the two medics alive across the course of your campaign (you start with one as soon as you join the Resistance and the second joins in Scrap). Being able heal yourself and your men isn't something that you should take for granted. I gave both medics sniper / scoped rifles as soon as I was able in order to keep them out of the enemy's range. If you choose to replay an OpF:R mission you WILL NOT HAVE ACCESS TO YOUR WEAPONS POOL, only the weapons you had selected at the point in time. To gain access to your weapons pool you will have to revert to the mission in question. *Kaiser Fang adds: "It's not really good for more than two people to have a sniper gun, cuz if you have a sniper gun, and your "Medic" for example also has one, if he dies, then you m ight lose a sniper gun if you didn't have time to have one of your other teammates get it. I recommend yourself to be the only sniper or the "Lone Sniper."" Missions ======== 1. Invasion You can catch the bus or run across the road to ride your motorbike. The bus comes from the W at about 7:35am and waits for about a minute before driving off. Accelerate time to reduce your waiting period. Your motorbike is behind the wall just across from the bus stop you start at, so run across the road to get it. The motorbike needs some fuel available at Eb60. either way, you get some bad news. The bus is probably marginally quicker, but you see more of the island on your bike, so the choice is yours. If you do ride your bike just follow the main road until after you cross the bridge   you need to make a turn-off to get to your work at Ie75. Once you get to the building you'll get a cutscene. Once this cutscene is finished, run back downstairs and hop on your bike / hop in a car and take the N road out of town. 2. Crossroad You can either turn the guy in to get this mission completed very quickly or get a weapon and fight off the soldiers. If you turn the rebel in your next mission will be Contact. If you fight your next mission will be No Turning Back. To turn the rebel in, just select the option in your actions menu. To fight, run into the shed where the rebel is hiding and get his AK47CZ. Use this to mow down the Russians (it's better than your Kozlice). Once they are dead, get an AK74, the T33 and the binoculars. Load up the truck with a couple of AK74s to take to the Resistance. Watch the skies S of your position - four spetznatz will be parachuted in. One of them has a Bizon that you can take off him if you manage to kill off this squad. If you wait for a while, a UAZ with two soldiers will come up the road the Ural came up. If you wait even longer, a tank comes from the S. In the end, it's just easier to head towards the Resistance base around Db26 before the spetznatz reach your position. CHOICE: What does your choice cost you? Giving up the rebel completes Crossroad very quickly and the next mission is also pretty easy. By taking this path you lose the chance to start building up your weapons pool by scavenging off dead Russians. Your call.

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Operation Flashpoint: Resistance -

Version: 1.29

Date: 24 January 2006

WALKTHROUGH

General Notes=============

The OpF:R campaign has 20 missions with two branching paths along the way. You will end up in the same place at the end

regardless of what missions you do.

Scavenging will form a big part of your gameplay in the early missions. At the very least you want to give your guys an AK74

and some form of optical equipment (ie night vision goggles or binoculars). Always try to keep the weapons you already have by

having your men put their weapons into a truck /tank that you control before running off to get new rifles. To do this select

a soldier using the F* key (where * is a number), hit 6 (the action menu for that soldier) and choose "Put X in Y" where X is a

weapon and Y is a location. Watch what you ask your guy to do - sometimes you will find him taking stuff you'd already put on a

truck / tank, which defeats the purpose of scavenging. I found it much easier to do all the scavenging myself and just have my

squad guard me.

You have to care about your men in OpF:R. Having everyone wiped out makes things much harder for you in future missions asyou lose potential assistance versus the Russian army. You may have to revert a mission or two that you pass but leave your side

decimated. Make no mistake – new recruits to your side are only slightly smarter than the bullets they shoot.

Over time they will improve in intelligence and effectiveness, so be patient.

It makes things much easier if you keep the two medics alive across the course of your campaign (you start with one as soon as

you join the Resistance and the second joins in Scrap). Being able heal yourself and your men isn't something that you should

take for granted. I gave both medics sniper / scoped rifles as soon as I was able in order to keep them out of the enemy's range.

If you choose to replay an OpF:R mission you WILL NOT HAVE ACCESS TO YOUR WEAPONS POOL, only the weapons

you had selected at the point in time. To gain access to your weapons pool you will have to revert to the mission in question.

*Kaiser Fang adds:

"It's not really good for more than two people to have a sniper gun, cuz if you have a sniper gun, and your "Medic" for example

also has one, if he dies, then you might lose a sniper gun if you didn't have time to have one of your other teammates get it. I

recommend yourself to be the only sniper or the "Lone Sniper.""

Missions

========

1. Invasion

You can catch the bus or run across the road to ride your motorbike. The bus comes from the W at about 7:35am and waits for

about a minute before driving off. Accelerate time to reduce your waiting period. Your motorbike is behind the wall just across

from the bus stop you start at, so run across the road to get it. The motorbike needs some fuel available at Eb60. either way, you

get some bad news. The bus is probably marginally quicker, but you see more of the island on your bike, so the choice is yours. If 

you do ride your bike just follow the main road until after you cross the bridge  – you need to make a turn-off to get to your work at Ie75.

Once you get to the building you'll get a cutscene. Once this cutscene is finished, run back downstairs and hop on your

bike / hop in a car and take the N road out of town.

2. Crossroad

You can either turn the guy in to get this mission completed very quickly or get a weapon and fight off the soldiers. If you turn

the rebel in your next mission will be Contact. If you fight your next mission will be No Turning Back. To turn the rebel in, just

select the option in your actions menu.

To fight, run into the shed where the rebel is hiding and get his AK47CZ. Use this to mow down the Russians (it's better than

your Kozlice). Once they are dead, get an AK74, the T33 and the binoculars. Load up the truck with a couple of AK74s to take to

the Resistance. Watch the skies S of your position - four spetznatz will be parachuted in. One of them has a Bizon that you can

take off him if you manage to kill off this squad. If you wait for a while, a UAZ with two soldiers will come up the road the Ural

came up. If you wait even longer, a tank comes from the S. In the end, it's just easier to head towards the Resistance base around

Db26 before the spetznatz reach your position.

CHOICE: What does your choice cost you? Giving up the rebel completes Crossroad very quickly and the next mission is also

pretty easy. By taking this path you lose the chance to start building up your weapons pool by scavenging off dead Russians.

Your call.

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3. Contact

So, you turned him in? Take the red car and drive between the contacts at Ef31 and Ec25. You'll find out that the Resistance base

is at Fg22. Drive their and go up to the tents to meet Geronimo. Here your action menu gives you the choice of giving up the

Resistance or telling the truth to Geronimo. If you give up the Resistance, the Russians move in - go hide in the forest until the

mission is over. Guba will then give you a reward. If you want a bit more value for the money you've outlaid

on OpF:R, tell Geronimo the truth.

4. No Turning Back

Victor finds out that he sucks at giving encouragement. Anyway, take out the squad coming from the S. After a cutscene you get

given a squad to control. Tell some of them to get RPG Launchers and move to the S sandbagged area

near the weapons crates. You can put a guy on the M2 Machine Gun if you like. Take out the BMP, T72 and soldiers coming

from the S. Start telling your guys to scavenge better equipment off the Russians. Don't worry about loading up - the truck.

Watch out for another Russian squad coming your way. Before the next set of tanks arrive head to your evac point and have all

your squad get in the truck.

Try not to lose any soldiers on this mission. Also, make sure a couple of troops have a full contingent of RPGs and a Launcher

when they get to the evac truck.

5. Ammo Low

--------You want to have at least 2 RPG Launchers with your with 3 RPGs each. There is plenty of time to run to the ambush point

marked on the map but you can drive if you want to. Set your guys up on one side of the valley (if you set them on opposite sides

facing each other, there is a chance they will hit each other in the crossfire). Position them behind cover and even at the

top of the valley - spread them out across the area in which you plan to launch the ambush. Save once you are happy with your

set-up.

Tell them to hold fire and wait for the convoy (T72, two Urals, BMP) tocome rolling by. Get your RPG guys to target the BMP

and T72 first. One of the Urals has troops on board. Also watch for the Ural Ammo trying to escape. Your aim is to take out the

convoy but to leave the Ural Ammo in working order. Once you have taken out the convoy you will reach a Retry Update point.

Check that the Ural Ammo still drives. Take the Dragunov and two satchel charges from the Ural Ammo. Plant the charges on

the road well in front of the smoking ruins of the other vehicles. Move a safe distance away and use the Dragunov scope to watch

the road around the charges. Tell your guys to hold fire again.

When the tanks (BMP, T72) roll over / close to the satchel charges set them off. Tell your squad to open fire to take out any

surviving tanks / soldiers. Once this is done, scavenge like crazy, trying to get all the AK74s (normal and SUs), night vision

goggles, binoculars, etc. Get your squad to grab what they can. Put some into the Ural Ammo for transportation to the Resistance

base. You've got a couple of minutes before a Russian squad of soldiers comes down from the sides of the valley to attack you.

Only three people can fit into the Ural Ammo, so those who can't fit in will have to run back to base.

*Kaiser Fang adds:

"[...] you should aim to take out the Ural Truck, because it has all the troops on board. Once it's taken out, then you wouldn't

have to worry about facing infantry any more. After the Ural Truck is smoking, tell your squad members to take out the two

tanks."

6. Scrap

Pre-mission: Try to have all your guys get AK74s or better. You don't need any RPG Launchers for this mission. You want totake the Dragunov for yourself.

I found plan B to be easier, even though I followed plan A's tactics. Why? This way I kept control of my squad but kept them out

of the way.

First, tell your guys to hold fire and send them down to the area marked on the map for reinforcements. Run towards the enemy

base using the forest as cover until you can see the NV crew member standing in front of the BMP. Scout the base and see where

your tanks are. Watch the two-man patrol in the camp and shoot

the crew man when they are out of sight. There is another two-man

patrol that wanders the hill between the castle and the town, butyou don't have to worry about them just yet. Get to the forest

around Ge24 and call your squad back to you.

What you are trying to do is run from this forest and get into the tanks before the alarm gets everyone moving. I found using

the house between the tanks and the forest to be the best place to locate myself. I'd watch the in-base patrol and when they had

their backs to the tanks I would order my guys to get into them from their forest position. If you feel adventurous, use your

Dragunov to take out an RPG soldiers - these are the only guys you have to worry about when it comes to the tanks.

Once you have the tanks, call in the reinforcements (new recruits) while sending your armour up the hill. Watch out for the

spetznatz being parachuted in. Have your reinforcements hop into tanks when they arrive. After you get a radio transmission,

listen out for the Russian tanks to arrive (BMP and T72). It can take a while for them to get to you (and they may get stuck on the

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way). Neutralise them then tell your guys to "scan horizon" to watch for spetznatz / soldiers they have missed. Move your tanks

around a bit to take out all the Russians.

Once the "...take them out" objective has been achieved, scavenge. After you are happy you have got everything (one of the

spetznatz has a Bizon and you can do with their satchel charges) retreat to your mountain base. Take the ammo truck with you.

When you get back to base, pack your guys in close together to hit the end mission trigger (ie they can't be spread out too much).

As an addendum - you need at least two AI guys to drive a tank effectively. First time I did this mission I didn't have enough men

to have both a driver and a gunner to get the tanks home. Thinking a driver would suffice, I watched in horror as my soldiers

became the Three Stooges and refused to drive back to base. I had to drive soldiers that had already delivered their tanks back to

the "stuck" tanks and have them assist in getting back to base. It was a bit frustrating and took a very long time...

*Kaiser Fang adds:

"[...] you want the Bizon, obviously, you should have it if you took out the Spetz Natz group in the mission "Crossroads." You

should take out the one tank crew first, but make sure no patrols are around when you're doing it... and then you can take out the

patrols quietly. Plan A would work better, because 1 person is better for stealth. Once you have control of the base,

lie prone behind a building so that the people in the castle ruins wouldn't see you, and call your team to crew up the tanks."

7. Field ExerciseGet everyone into the tanks. Switch to HEAT and hold fire (for scouting purposes). Travel to about Db20 and scout the base - the

RPG soldiers, crew and UAZ are your priorities. Order your guys to open fire at selected targets. With the HEAT rounds it

shouldn't take long to meet the objective. Scavenge and take the BMP 2 if you want.

Move towards Modrava and get into line formation. Hold fire when scouting the base and switch to Sabot rounds. The T72

should be a prime target, as should any RPG soldiers and crew (who will attempt to get to the empty tanks). I'd save before

attempting to take the town to make life easier. Order the grenade attack and commence attack at the same time. Send your tanks

to

different parts of the town to wipe out any hidden soldiers. Watch out for two T72s coming down the SE road. Once you've taken

them out, mop up any survivors but be careful not to shoot your own troops.

8. First StrikePre-mission: The only weapon you will need is a handgun, so take the best you have. This is a tank mission. Order any guys who

aren't in tanks to get in an empty one. Get four mines from the ammo crates nearby. Hop in the tank of your choice. Send your

squad to the hill around Bj33 - a lot of tanks will be coming your way and you don't want any of your armour exposed to

combined enemy fire. Drive your tank to the straight stretch of road and plant your mines. Drive back to your squad and try to get

everyone a clear line of fire (ie so they are not behind a friendly tank) yet still protected from the road by the hill. Save your

mission if you want to avoid having to redo things from the start if something goes wrong.

At about 7:36 you will get a sighting message, with the tanks coming down the road a couple of minutes later. Hopefully the

mines will wipe out some - the survivors then seem to make a beeline for you. Take them out as they come over the hill. The next

wave come down the road, so don't leave your protected position just yet. Once they are past a certain point your tanks

will be able to hit the enemy with combined fire, meaning it won't take long to eliminate them. Once you are happy that the tanks

(and soldiers - watch for any survivors) have been neutralised, head back to where you started - a couple of T72s that need

eliminating may be in the town. With this done, the mission is over.

9. Hostages

Pre-mission: Use a Bizon if you have one. Equip your medics with Dragunovs if you have them.

Get everyone to hold fire. Position your team around Hb56 to cover you. Sneak around to enter the base at Gj56 then move

towards the hole in the church wall around Gj57 - there is a soldier at the back of the base. Move quietly so as not to alert him.

When you are comfortable, tell your guys to open fire on the two man squad at the front of the base. Kill the soldier(s) that are

guarding the hostages. Once the hostages are free you will get retry update and the rest of your squad will arrive.

If you fail to rescue the hostages, you are simply instructed to get to the evac point at Hg54. You can try assaulting the other base,

but you do not receive any reinforcements on top of the men you started the mission with.

Order these arrivals to meet you on top of the hill around Hc52. With everyone together, head towards Hi45 but watch out for an

enemy squad on the way. Now you can head towards the base. The BMP is the biggest problem, so try to take it out before

assaulting the infantry positions. I found telling my men to engage at will (3, 5) made things pretty easy. Take out soldiers until

the objectives are met. Grab the Dragunov from the ammo crates (have someone with an AK 74 get it). Get the Ural Ammo and

Ural to transport your men back to Hg54. If enemy reinforcements came up from the bridge to the first village, you may find that

2 BMPs and a T72 are approaching the second base. Either avoid them in the Urals or take them out.

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*MISSION BUG*: According to one of the OpF:R's designers:

"Unfortunately there is a bug in this mission - your "backup" forces (the soldier that join you after you release hostages) will not

fire at all unless you change their weapons. (I am surprised not many people discovered this bug).

Fortunately there is a work-around, a little cumbersome, but working:

- Force each backup soldier (numbers 4 and higher) to pick some magazine or weapon (if you have no additional weapons, tell

each one to drop one magazine and pick it up again.)"

(from http://www.flashpoint1985.com/cgi-bin/ikonboard301/ikonboard.cgi?

s=3d8fafb8140affff;act=ST;f=1;t=20087)

10. Information

Run towards the house using the bushes for cover. Dodge the patrol by waiting until they pause at the far corner - move to the

bushes closest to the hole. When they turn the corner get through the hole in the back fence. It's harder than it sounds. Once

inside the compound sneak to the left so you are out of sight of the guards as they patrol the front section. A short cutscene

should occur giving you the information you need. Save to make it easier on yourself.

Sneak back out to the bushes (dodging the patrol again) and get to the evac position unnoticed to complete the mission.

Of course, if you want to screw it up, just shoot someone from near your starting position.

CHOICE: If you pass this mission successfully, you don't have to face a T72 and T80 in your next mission (Occupation (2)). If 

you fail, you go to Occupation (1).

11. Occupation (1)

Pre-mission: Take a scoped weapon and an RPG Launcher. Make sure that a couple of your men are carrying RPG Launchers.

Head towards the first objective. Once you are just outside of the town on the way to the base at the top of the hill, look E along

the road for a two man patrol. Take them out, which may alert the base. No matter. Take out the soldiers guarding the building

and the accompanying BMP. Once it looks like you've killed all the external base forces, carefully approach the building's

courtyard - often an officer and a soldier can be found lying prone in thisarea. The first objective is met when all the soldiers are killed.

Scavenge - pick up the Dragunov and ammo from the fallen Russians. At Dc37 the Ural is carrying a Scorpion handgun, which is

good to have. Move to the next position (you can take the Ural if you want, but may run into a patrol on the way). Order your

men to hold fire and scout the base yourself. You will see a group of soldiers standing in a clearing at the S end of the base,

a small patrol (including a sniper) patrolling in the N section of the base and a group of soldiers stand near the tents at the E side

of the base. A T80 and a T72 is towards the NE section of the base. Save your game here to make life easier.

Set up your men in a stealthy / go prone fashion. I found it easiest to take the base from the W side - there are trees and bushes to

provide you with some cover. When you are happy, call in Bravo. When they start firing, order your men to open fire. The enemy

tanks will usually head across the N side of the base towards the W side - if you are there then take them out. Take

out all the soldiers in the base, reloading the game if you lose too many men. Also try to keep your friendly tanks from getting

destroyed. I found issuing the "Engage at will" orders very useful in taking the base. Remember to shift your guys from theirprone position when you want them to move into the cleared base.

When the base is cleared, order a gunner into the BMP 2. Hop in as commander and switch to driver. Move some of your squad

towards covered positions within the town. A group of enemy soldiers will attack from the NE - use HEAT rounds to wipe them

out while your guys provide assistance (put a couple into the M2 Machine Gun positions if you like). With the infantry gone,

you will have completed the mission.

* I've heard stories of armour backing up this second assault on the base, but have never seen it myself, so be careful. Also a

pathfinding bug may stop this mission from finishing - you may need to head NE to eliminate soldiers

 / armour that has become stuck.

Occupation (2)

This is just like Occupation (1) above, but you don't have to worry about the tanks at the second base. This makes things a lot

easier.

12. Counterattack

Pre-mission: Drop your RPG Launcher and all but 1 magazine - this is a tank mission. Make sure you have 3 or more guys

equipped with AT weaponry. Notice that you will have received some new recruits (I think you get them if the ' friendly tanks

have survived the previous mission). These were the last new recruits I received in the game.

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Direct your men into the 4 S M2 Machine Gun positions and move the rest towards cover. Take out the squads of soldiers coming

down the S road and over the SE / SSE hill (use your binoculars to find them at the start of the mission). With the squads wiped

out, position RPG / AT soldiers in covered

positions where they can hit targets moving down the S road. I advise moving away from the base with these soldiers - you want

to cover the bottleneck on the S road formed by the hills. Once you have ordered these guys into position, order people to use

stealth. Order a gunner into the BMP and go and pick up the mines from the white ammo crates under some of the camo

netting. Drive the BMP S and plant the mines to cover the bottleneck formed by the sloping ground. I managed to lay 9 mineswith plenty of time to spare. Drive the BMP up on of the slopes and try to move it out of sight from the road. You can hide

behind the trees around Ec48 if you are unsure. Save to make your life easier.

The tanks start coming down the road around 11:31. The first set will be a BMP and a T80. If you are confident that the mines

will take them order your RPG guys to hold fire. With this first wave of tanks destroyed, remember to tell them to open fire

again. The second wave is made up of a BMP, a T72 and a T80. Use a combination of mines, RPGs and sabot rounds to take

them out. Try not to drive your BMP onto one of your own mines (it will make

you feel really stupid)! With all the tanks gone, switch to HEAT rounds and

take out the remaining soldiers - the BMPs will have discharged soldiers. You

may have to work back along the S road to find them all. While doing this,

try to get your guys as reloaded with full ammo and RPGs where possible.

With this objective completed, hop out of the BMP and retreat all your men to Dg39. A V-80 and a Mi17 will crash your party,with the Mi17 dropping paratroopers to deal with you if you hang around. Be careful of the choppers as they can open fire on

you.

*Kaiser Fang adds:

"[...] there are enemies attacking the base before the armour arrives. The best way to take care of them, is to get into some sort of 

an armoured unit that can withstand an RPG, (such as a T-72 or better if you managed to preserve them) and take it to run over

the enemies advancing on the road, once they are all squashed, switch to gunner and take the troops on the

hill to your left. Once that's done, [the above] strategy is followed. Note that the enemies ran over will not be counted in your

mission statistics."

13. Contraband

Hop into the Ural and drive SW to the meeting place near the pier. Launch a flare like you would fire a grenade. Wait for the boatto arrive and once the cutscene is finished, hop back into the truck and head NE. Watch out for a BMP and an Mi17 on the way

back - I found if I just kept moving, this mission was pretty easy. Try to keep the Ural's lights off until you have gotten over

the hill on your way back to base; this makes you a harder target to hit.

*Kaiser Fang adds:

"[...] after you load your truck up, there would be a white flare in the sky. This is tricky, because you think the Russians are

gonna attack you in THAT direction, although the BMP comes from the direction you want to go (away from the flare). Instead,

drive away from the BMP, and towards the flare... BUT NOT TOO CLOSE!! And you can reach your base in peace."

14. Reckoning

Pre-mission: Take some AAs, some RPGs and equip your squad with the new guns provided by the previous mission. Grab asniper rifle for yourself. Try and give every man NV goggles.

Order your AA guys to hold fire, then order everyone into the Ural. Head W over hilly terrain (Bi70 to Be65) and disembark 

around Be65. Mark the Ural position on the map. A BMP and a BMP 2 patrol the area between the hills and the airport, so take

them out with RPGs. Head towards the airport by running between the beach and the tarmac. Take out the infantry patrolling the

tarmac and any other patrols you see. You can kill every soldier in the base, but remember - your objective is to destroy the three

Hinds on the tarmac and

the V-80 located in the second hanger. Your AA guys will be able to destroy the exposed Hinds from a good distance (ie 500m),

but you may have to get up close to be able to take out the V-80. Try to stick to the darkness when taking the base. Retry position

is updated when the objective is met. Watch out for a Russian squad near the tarmac as you head S back towards your

Ural. A BMP and T72 can also come into the area so try to avoid them. Get into the Ural and drive along the coast (using the

terrain as cover) until you reach the designated safe village.

*Kaiser Fang adds:

"At the start of the mission, order your men to hold fire, and have them board the Civil Truck. Drive directly to the west coast

using hills and terrains as cover from enemy tank patrols. Destroying them would give em' attention. Drive along the coast

practically touching the water towards the base (Jeez, one thing I really hate about Flashpoint is that you can't swim!).

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Now order your troops to disembark below the ridge next to the base. Turn your truck around, and tell your troops to guard the

truck (Lie prone and face different directions). Tell em' to open fire and engage at will... although you will not be encountering

enemies NOW... crawl up the ridge to get a good view of the airport. You want to sneak into the Hind Gunship at the left most

area (from your point of view), and avoid the two patrols. Get to the Hind by running left along the ridge, and crawling up to it.

Use it for Destruction! Fly up a bit so that RPG soldiers can't engage you. Take out (I think about 3) Shilkas in the north, and

continue wrecking the base. Also fly over and destroy the enemy tank patrols, so it would be a lot safer for your truck later.

When you think it's over, get your men to drive the truck a safe distance away from the airport before landing, andland. Destroy the Hind with your AA, and drive the truck back to the village... SIMPLE!!"

15. Fireworks

Pre-mission: Set your men up for a ranged assault. Get rid of the AA weapons. Take 3 satchel charges for yourself.

Head SE towards your suggested position, but be aware that a BMP and two infantry squads are located in the Village S of your

starting position. You can take them out from around Fb65 and then use their Ural to get to your designated position. Your retry

position will be updated once you reach the suggested position on the hill.

Tell your guys to hold fire and scout the target zone. When you are happy with your set-up, order the artillery to start firing, order

the snipers to open fire and order your squad to open fire. When the shelling stops, order your tanks to come in. Watch out for the

BMP that crosses through the water next to the bridge. Finally, watch out for the squad of Russians crossing the

bridge from the other side. With the area swept clear, send your guys to the tented area and plant three satchel charges over oneof the bridge's pylons (use third person or squad view to better see the target pylon). You only have to blow up one section of the

bridge to meet the objective. Pick up a couple of mines from the crates near the tents and head N to Fi58 to finish the mission.

*Kaiser Fang adds:

"[...] you should have only one AA, even though you get rid of the extras, because there is a V-80 that comes circling around you,

destroying your tanks after you engage the village Davle. One AA is enough, just order one of your squads to take it down."

*James wrote in to add:

"1.) There is a 9K32 Strela Launcher in the Russian base as you approach the bridge. It can be found in the ammo crates near the

tents. This can be used against the chopper or kept if you don't use the tank support (which is what triggers the chopper to attack I

believe).

2.) After you complete all mission objectives & are on your way to the evac point it's a good idea to run up to the church where

your sniper support is shown on the map. I seem to remember seeing 2 friendly snipers up there when I have done this mission in

the past but just recently I could only find 1. You can shoot the sniper & then order 1 of your squad to pick up his M21, he also

has extra ammo so make sure you order the guy who picked up the gun to also pick up the extra clips."

16. The Pass

Pre-mission: Take three satchel charges. Maybe a sniper rifle.

Order all your guys into the armour - three into the T72 and the rest into the BMP. Tell them to stop. Head NE and hide in the

ambush area until the UAZ goes past. At about 12:16 you will get the first convoy message with the convoy passing at about

12:24. Plant three satchel charges running down the middle of the road with a reasonable distance placed between them. Run

back up into a hiding position (far away enough so the satchel blast won't kill you) that will allow you to see the last charge thatthe convoy will drive over. Let the armour roll by unscathed but when the BMP (followed by the Urals) is over the final charge,

detonate it.

If placed correctly, three satchel charges can destroy the BMP and the Ural convoy. If the Urals aren't all destroyed, call your T72

in to finish the job. Do this quickly - a BMP and T72 aren't too far behind the convoy. With the objective met, run back to the

BMP and get in and order your armour to the evac point. You shouldn't be attacked on your way to this location but you will get

some useful information.

*UPDATE - John sent me this info on how he did the mission.

"wanted to get into a big firefight with the convoy but game wont seem to let this happen if i touch the lead armor units easiest

way ive found is to place your units well back of the ambush point jump in t72 go down into pass and move forward til tank is at

an downward slope usually just past crest of hill place it so you have a relatively clear angle at narrow part of road way down

by the lake, jump out and run down hill and place a number of mine in path of lead tanks far enough away that there not gonna be

takin shots at you while you wait for rest of convoy once you see the first truck way down by the lake usually a little before the

road begins to ascend plaster it and the area with heat shells this kills the drivers of the trucks and creates a bottleneck 

between the mountain and the lake the tanks following the convoy will move forward trying to zero in on you and usually 3-5

shots their zeroed in but you should of already destroyed the convoy by then just jump into the drivers seat and back up til they

cant get a bead on you .

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After that just wait til the lead tanks go boom from the mines and down by the convoy at least half of those tanks end up sliding

off into the lake and destroying themselves usually the only ones left are the bmp,s as they can float but they cant get up the hill

back onto the road ,sometimes ive had to take out the lead t72 and the following t80 with rpg,s but only sometimes

otherwise its a slaughter and yes its kinda cheesy blocking up the road with the destroyed convoy and watching the following

tanks slide off into the lake but hey it works"

17. HuntingPre-mission: Take a sniper rifle.

Order all your guys into the armour. Run to the sniper position designated on the map (Ib73) and if you've brought another sniper

have them hold fire. Radio the tanks in, wait about thirty seconds, then send your tanks over the hill opposite you above the

fortified position. When you see the AT soldiers in the fortified position start to twitch, open fire (getting your

accompanying sniper to do so to if you have one). When all the soldiers in this first location are dead, reinforcements will be

brought in by Ural. Once you commence the attack on the first location some tanks will move up from the town - if your tanks

are behind the hill it will protect them from ranged fire and your forces will quickly demolish the enemy tanks as they come over

the hill. Call in the Special Forces whenever you want to.

With the tanks gone, switch your guys to HEAT rounds and maybe hop in some armour for protection. Start to place your tanks

around the town to mop up any remaining infantry. It can take a while to finish this mission - there always seems to be one or two

soldiers who hide themselves. If you do enter the town be careful of RPG soldiers. Neutralise all the enemy to finish the mission.

18. Trap

Pre-mission: Take some mines and arm your squad with RPGs.

A BMP and a T72 come from the E at about 6:15. Plant some mines along the road and position your RPG soldiers to take them

out. If you get seen the T72 tends to head S and hide so chase it down and neutralise it. With this armour destroyed your ersatz

patrol will move and trigger a retry update when it gets into position.

Go to Ea63 and hop in your tanks and head NNE to Db54 via Dh54. There are two infantry squads around Db54 - take them both

out. When you are in position order your ersatz patrol to move in. Give them about 45  – 60 seconds (or move into a position

where you can see them and once they enter the town) call Tiger group in. Head down towards the town and take out all the

armour / infantry you see. I advise not driving through the middle of the town - there are a lot of AT soldiers who can do you

damage. Try to stay on the S side of the village because...

A T72, T80 and BMP will move in from the N after a little while. Neutralise hem to finish the mission. Hopefully you will have

enough tanks to make this a very short and unfair fight.

19. Fire Fight

Pre-mission: Take a silenced weapon and an RPG Launcher with RPGs.

Four spetznatz come in from the W at the start of the mission - I found heading right and positioning myself between the corner

of the house and the tree just next to it to be the best location to finish them from. Leave the car and run NW towards to airfield

(you will get a retry update at some point after you leave the location around the house). Run to the hill and travel over it (about

Bj63-Bf61) as you can avoid tanks and infantry by doing so. You will get another retry update as you approach the airfield. At

about Bd59 save your game (assuming you haven't been spotted and are under fire - if this is the case you are probably better in

loading up your retry and trying to be undetected next time).

What you are aiming to do is to blow up the bombers with RPGs. With three RPGs and three bombers you had better be pretty

accurate! You need to aim for the bodies of the planes to hit them - aim too low and the RPG will pass through their landing gear

and explode behind them. As such, aim a little higher than normal to account for the raised target. The Russians aren't going to let

you do this in peace, so once planes start exploding expect some attention. Quickly blow up the bombers and go prone. With the

bombers destroyed you will have to wait a couple of seconds before the mission finishes.

* UPDATE - Elmar Schmitz sent in the following information:

"I tried to fail the last Mission of Operation Flashpoint Resistance. But I failed to fail it because a couple of BMPs und soldiers

which came to visit me at the starting location where I was waiting until the planes start. To solve the problem I took the jeep and

headed south. I followed the road to the village and found two tanks. So I took one and finished the mission with no great

inconvinience. I still didn't see the alternate ending. But I try next time."

* MORE from Elmar Schmitz:

"I forgot to mention that it is even easier if you follow the normal asphalted roads to the airport, so you won’t meet any tanks.

You just have to keep going fast to be at the airport before some enemy tanks arrive near the airport.

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To fail the last mission and see the alternate ending, you just go to the village with the tanks and have to wait an hour. Increase

the time by four and you just have to wait under 15 minutes. The ending is not so spectacular like the alternate ending of “Cold

war crisis” with the EMP gag “Hey, I was listening to that!”. 

20. The Endings

There are two reported endings - I've only received the first. I don't know how to get the second ending, only that it means you

fail to destroy the bombers. Brief spoilers below.

1) With the planes destroyed, Nogova is saved. Things end unhappily for Victor. The US comes and saves the day. Guba flies

off, never to be seen again. James Gastovski retires after his experiences.

2) The bombers aren't destroyed, Nogova gets bombed into oblivion.

+-------------------------------------+--------------------------------------+

BUGS

____

The two most noticeable ones I found were:

- Handguns fire tracers.

- Reports exist of missions loading only to find that you have "lost" your weapons stockpile. If this happens, you should revert to

the last point directly in front of that mission, be it a cutscene or the mission you have completed.

For a larger list of bugs have a search at http://www.flashpoint1985.com/cgi-bin/ikonboard301/ikonboard.cgi. A patch is

expected in the near future that may clean up some of these problems.

*Kaiser Fang adds:

"It's a bit funny, and I don't think a lot of people know this: When you have an automatic weapon such as an AK-74, when you

sprint and shoot the ground (point directly down) for a while, you kill yourself!! It's pretty funny, although you see no blood.

Weird..."

*NB*: I haven't played any of the recent patches, so I don't know what they contain / what has been changed. Be aware of this.