216563 ghost recon manual - exentvztimg.exent.com/prem/products/199050/manual.pdf · 5 216563 ghost...

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TM © 2001 Red Storm Entertainment, Inc. Red Storm and Red Storm Entertainment are trademarks of Red Storm Entertainment, Inc. Red StormEntertainment, Inc. is a Ubi Soft Entertainment company. All Rights Reserved. Tom Clancy's Ghost Recon is a trademark of Rubicon, Inc. under license to Ubi Soft Entertainment. SPECIAL OPERATIONS MANUAL 216563 GHOST RECON MANUAL.qxd 2/11/02 10:37 AM Page 1

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Page 1: 216563 GHOST RECON MANUAL - Exentvztimg.exent.com/Prem/products/199050/manual.pdf · 5 216563 GHOST RECON MANUAL.qxd 2/11/02 10:37 AM Page 4. In order to play Ghost Recon on your

TM

© 2001 Red Storm Entertainment, Inc. Red Storm and Red StormEntertainment are trademarks of Red Storm Entertainment, Inc. Red StormEntertainment, Inc. is a Ubi Soft Entertainment company.

All Rights Reserved. Tom Clancy's Ghost Recon is a trademark of Rubicon, Inc. under license to Ubi Soft Entertainment.

SPECIALOPERATIONS

MANUAL

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Introduction. . . . . . . . . . . . . . . . . . . . . . . . . . . . 4Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4Quick Start. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5

Quickstart - Starting a New Campaign . . . . . 5

Quickstart - Joining a Multiplayer Game . . . . 5

Quickstart - Starting a Multiplayer Game . . . 5

Minimum Specifications . . . . . . . . . . . . . . . . . . . 6Installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7Uninstalling Ghost Recon . . . . . . . . . . . . . . . . . . 7Main Menu . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8Training Menu . . . . . . . . . . . . . . . . . . . . . . . . . . 9

Playing the Training Missions . . . . . . . . . . 9

Do-Over . . . . . . . . . . . . . . . . . . . . . . . . 9

The Training Missions are:. . . . . . . . . . . 10

T01- Obstacle Course . . . . . . . . . . . . . . . 10

T02- Small Arms. . . . . . . . . . . . . . . . . . . 10

T03- Grenades . . . . . . . . . . . . . . . . . . . . 10

T04- Heavy Weapons. . . . . . . . . . . . . . . . 10

T05- Machine Guns . . . . . . . . . . . . . . . . . 10

T06- Demolitions. . . . . . . . . . . . . . . . . . . 10

T07- Command. . . . . . . . . . . . . . . . . . . . 10

Don’t Go There . . . . . . . . . . . . . . . . . . 10

Training Status . . . . . . . . . . . . . . . . . . 10

Ending Training . . . . . . . . . . . . . . . . . . 10

Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11New Campaign . . . . . . . . . . . . . . . . . . . . 11

Deleting a Campaign . . . . . . . . . . . . . . . . 11

Resuming a Campaign . . . . . . . . . . . . . . . 12

Campaign Mission . . . . . . . . . . . . . . . . 12

Select Saved Games. . . . . . . . . . . . . . . 12

Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13Cancel . . . . . . . . . . . . . . . . . . . . . . . . 13

Reset to Defaults . . . . . . . . . . . . . . . . 13

Accept . . . . . . . . . . . . . . . . . . . . . . . . 13

Where You’re Coming From. . . . . . . . . . 13

Changing Options . . . . . . . . . . . . . . . . . . 13

Gameplay . . . . . . . . . . . . . . . . . . . . . . . . 14

Input . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

Already Taken . . . . . . . . . . . . . . . . . . . 14

Saving a Key Configuration . . . . . . . . . . 14

Loading a Key Configuration. . . . . . . . . . 15

Mouse Look Reverse Y . . . . . . . . . . . . . 15

Multiplayer . . . . . . . . . . . . . . . . . . . . . . . 15

Chat Messages . . . . . . . . . . . . . . . . . . 15

Server Name. . . . . . . . . . . . . . . . . . . . 16

Allow Remote Access. . . . . . . . . . . . . . 16

Remote Access Password. . . . . . . . . . . 16

MotD. . . . . . . . . . . . . . . . . . . . . . . . . 16

Player Name . . . . . . . . . . . . . . . . . . . . 16

Multiplayer - Main Menu Only . . . . . . . . . . 16

Behind Firewall . . . . . . . . . . . . . . . . . . 16

Choose Network Interface Card . . . . . . . 16

Join Port . . . . . . . . . . . . . . . . . . . . . . 16

If It Ain’t Broke... . . . . . . . . . . . . . . . . . 16

Graphics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17Resolution . . . . . . . . . . . . . . . . . . . . . 17

Texture Detail . . . . . . . . . . . . . . . . . . . 17

Shadows . . . . . . . . . . . . . . . . . . . . . . 17

Why Change Shadows?. . . . . . . . . . . . . 17

Show Dead Bodies . . . . . . . . . . . . . . . . 17

Compress Textures . . . . . . . . . . . . . . . 17

Character Vertex Weighting . . . . . . . . . 17

Maximum Bullet Holes . . . . . . . . . . . . . 18

Gamma Setting . . . . . . . . . . . . . . . . . . 18

Fast Changes . . . . . . . . . . . . . . . . . . . 18

Particle Detail . . . . . . . . . . . . . . . . . . . 18

Z-Buffer Depth . . . . . . . . . . . . . . . . . . 18

Mods . . . . . . . . . . . . . . . . . . . . . . . . . . 18

Sound . . . . . . . . . . . . . . . . . . . . . . . . . . 19

Master Switch. . . . . . . . . . . . . . . . . . . 19

Volume. . . . . . . . . . . . . . . . . . . . . . . . 19

Quick Mission . . . . . . . . . . . . . . . . . . . . . . . . . 20Difficulty and Game Type . . . . . . . . . . . . 20

Load Saved Game . . . . . . . . . . . . . . . . 20

Main Menu . . . . . . . . . . . . . . . . . . . . . 20

Start . . . . . . . . . . . . . . . . . . . . . . . . . 20

Replays . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20Starting a Game . . . . . . . . . . . . . . . . . . . . . . . . 21

Briefing . . . . . . . . . . . . . . . . . . . . . . . . . 21

Objective List . . . . . . . . . . . . . . . . . . . 21

Default Objectives . . . . . . . . . . . . . . . . 21

Briefing Text . . . . . . . . . . . . . . . . . . . . 21

Mission Information . . . . . . . . . . . . . . . 22

Screen Buttons . . . . . . . . . . . . . . . . . . 22

Platoon Setup . . . . . . . . . . . . . . . . . . . . . 22

Fireteam Designation . . . . . . . . . . . . . . 22

Soldiers . . . . . . . . . . . . . . . . . . . . . . . 23

Specialists . . . . . . . . . . . . . . . . . . . . . 23

Statistics . . . . . . . . . . . . . . . . . . . . . . 24

Unassigning Combat Points . . . . . . . . . . 24

1

CONTENTS

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CONTENTS

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CONTENTSKit. . . . . . . . . . . . . . . . . . . . . . . . . . . 24

The Right Tools for the Right Job . . . . . . 24

Screen Buttons . . . . . . . . . . . . . . . . . . 25

Action Screen . . . . . . . . . . . . . . . . . . . . . . . . . 26Movement . . . . . . . . . . . . . . . . . . . . . . . 26

Looking . . . . . . . . . . . . . . . . . . . . . . . 26

Walking . . . . . . . . . . . . . . . . . . . . . . . 26

Stance . . . . . . . . . . . . . . . . . . . . . . . . 26

Fireteam Stance . . . . . . . . . . . . . . . . . 27

Running . . . . . . . . . . . . . . . . . . . . . . . 27

Shuffling . . . . . . . . . . . . . . . . . . . . . . . 27

Peeking . . . . . . . . . . . . . . . . . . . . . . . 27

Switching Fireteams. . . . . . . . . . . . . . . 28

Actions . . . . . . . . . . . . . . . . . . . . . . . . . 28

.50 Caliber Machine Guns . . . . . . . . . . . 28

Doors . . . . . . . . . . . . . . . . . . . . . . . . 28

Out of My Way . . . . . . . . . . . . . . . . . . 28

Combat . . . . . . . . . . . . . . . . . . . . . . . . . 28

Firing . . . . . . . . . . . . . . . . . . . . . . . . . 29

Rate of Fire . . . . . . . . . . . . . . . . . . . . 29

Switching Weapons . . . . . . . . . . . . . . . 29

Changing Magazines. . . . . . . . . . . . . . . 29

Zoom In and Zoom Out . . . . . . . . . . . . . 29

Binoculars . . . . . . . . . . . . . . . . . . . . . 30

Demolitions Charges . . . . . . . . . . . . . . 30

Claymores . . . . . . . . . . . . . . . . . . . . . 30

Sensors . . . . . . . . . . . . . . . . . . . . . . . 30

The On-Screen Interface . . . . . . . . . . . . . . . . . . 31In-Game Screen Elements. . . . . . . . . . . . . 31

Friendly Troops . . . . . . . . . . . . . . . . . . 31

Hostiles . . . . . . . . . . . . . . . . . . . . . . . 31

Vehicles . . . . . . . . . . . . . . . . . . . . . . . 31

Terrain . . . . . . . . . . . . . . . . . . . . . . . . 31

Refugees . . . . . . . . . . . . . . . . . . . . . . 31

Rescuing Hostages . . . . . . . . . . . . . . . 31

Interface Elements . . . . . . . . . . . . . . . . . 32

Soldier Panel. . . . . . . . . . . . . . . . . . . . 32

Threat Indicator. . . . . . . . . . . . . . . . . . 32

Weapon Panel . . . . . . . . . . . . . . . . . . . 33

No Clip Number? . . . . . . . . . . . . . . . . . 33

Reticle . . . . . . . . . . . . . . . . . . . . . . . . 33

Night Vision . . . . . . . . . . . . . . . . . . . . 34

Messages . . . . . . . . . . . . . . . . . . . . . 34

The Command Interface . . . . . . . . . . . . . . . . . . 35The Command Map . . . . . . . . . . . . . . . . . 35

Edit Server . . . . . . . . . . . . . . . . . . . . . 45

Request Eject . . . . . . . . . . . . . . . . . . . 45

Server Info . . . . . . . . . . . . . . . . . . . . . 46

Exiting the Screen . . . . . . . . . . . . . . . . 46

Server Setup . . . . . . . . . . . . . . . . . . . . . 46

Map Selection . . . . . . . . . . . . . . . . . . . 46

Team Selector . . . . . . . . . . . . . . . . . . . 46

Game Details . . . . . . . . . . . . . . . . . . . 47

Game Types . . . . . . . . . . . . . . . . . . . . . . 47

Solo. . . . . . . . . . . . . . . . . . . . . . . . . . 47

Co-Op . . . . . . . . . . . . . . . . . . . . . . . . 47

Team . . . . . . . . . . . . . . . . . . . . . . . . . 47

Mission List . . . . . . . . . . . . . . . . . . . . 48

Respawn . . . . . . . . . . . . . . . . . . . . . . 48

Kit Restrictions . . . . . . . . . . . . . . . . . . 48

Pregame Session Timeout . . . . . . . . . . . 49

Loading and Saving Game Settings . . . . . 49

OK . . . . . . . . . . . . . . . . . . . . . . . . . . 49

Cancel . . . . . . . . . . . . . . . . . . . . . . . . 49

Escape. . . . . . . . . . . . . . . . . . . . . . . . 49

Message Window . . . . . . . . . . . . . . . . 49

Remote Access. . . . . . . . . . . . . . . . . . . . 49

Multiplayer Gameplay . . . . . . . . . . . . . . . . 50

After Action Review (AAR) Screen . . . . . 50

Replays (AAR Screen) . . . . . . . . . . . . . 50

Moving On . . . . . . . . . . . . . . . . . . . . . 50

Soldier Classes . . . . . . . . . . . . . . . . . . . . . . . . 51Rifleman . . . . . . . . . . . . . . . . . . . . . . . . 51

Support . . . . . . . . . . . . . . . . . . . . . . . . . 51

Demolitions . . . . . . . . . . . . . . . . . . . . . . 51

Sniper . . . . . . . . . . . . . . . . . . . . . . . . . . 51

Specialist . . . . . . . . . . . . . . . . . . . . . . . . 51

Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52Hand-Held . . . . . . . . . . . . . . . . . . . . . . . 52

M18 Claymore . . . . . . . . . . . . . . . . . . 52

M2 Demolitions Charge . . . . . . . . . . . . 52

AN/GVS-5 Binoculars . . . . . . . . . . . . . . 52

AN/GSQ-187 Sensor . . . . . . . . . . . . . . 52

M67 Hand Grenade . . . . . . . . . . . . . . . 52

Assault Rifles . . . . . . . . . . . . . . . . . . . . . 52

M24 . . . . . . . . . . . . . . . . . . . . . . . . . 52

L96A1 . . . . . . . . . . . . . . . . . . . . . . . . 52

SVD. . . . . . . . . . . . . . . . . . . . . . . . . . 52

M82A1 . . . . . . . . . . . . . . . . . . . . . . . 53

M16A2 . . . . . . . . . . . . . . . . . . . . . . . 53

M16/M203 . . . . . . . . . . . . . . . . . . . . 53

OICW . . . . . . . . . . . . . . . . . . . . . . . . 53

Carbines . . . . . . . . . . . . . . . . . . . . . . . . 53

M4 . . . . . . . . . . . . . . . . . . . . . . . . . . 53

SA-80 . . . . . . . . . . . . . . . . . . . . . . . . 53

Sub-machineguns . . . . . . . . . . . . . . . . . . 53

MP5 . . . . . . . . . . . . . . . . . . . . . . . . . 53

MP5SD . . . . . . . . . . . . . . . . . . . . . . . 53

Light Machineguns. . . . . . . . . . . . . . . . . . 54

M249 SAW . . . . . . . . . . . . . . . . . . . . 54

MG3 . . . . . . . . . . . . . . . . . . . . . . . . . 54

RPK74. . . . . . . . . . . . . . . . . . . . . . . . 54

Pistols. . . . . . . . . . . . . . . . . . . . . . . . . . 54

M9 . . . . . . . . . . . . . . . . . . . . . . . . . . 54

M9SD . . . . . . . . . . . . . . . . . . . . . . . . 54

Anti-Tank . . . . . . . . . . . . . . . . . . . . . . . . 54

M136 . . . . . . . . . . . . . . . . . . . . . . . . 54

Careful Where You Point That Thing . . . . 54

Credits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 58Ghost Recon Team. . . . . . . . . . . . . . . . . . 58

Ubisoft Europe . . . . . . . . . . . . . . . . . . . . 59

International Content Management . . . . . 59

Marketing. . . . . . . . . . . . . . . . . . . . . . 59

Ubisoft U.S. . . . . . . . . . . . . . . . . . . . . . . 60

Ubi.com Engineering Team . . . . . . . . . . . . 60

Soundelux Credits . . . . . . . . . . . . . . . . . . 60

Motion Capture Provided By . . . . . . . . . . . 61

Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 61

Rules of Engagement . . . . . . . . . . . . . . 35

RoE, Cover and Formations . . . . . . . . . . 36

Waypoints . . . . . . . . . . . . . . . . . . . . . 37

Firing Arcs . . . . . . . . . . . . . . . . . . . . . 37

Soldier Cards . . . . . . . . . . . . . . . . . . . . . 38

Nothing to See Here. . . . . . . . . . . . . . . 38

Quick Save and Quick Load . . . . . . . . . . . . 38

Quick Load . . . . . . . . . . . . . . . . . . . . . 38

Quick Save . . . . . . . . . . . . . . . . . . . . . 38

Mission Status . . . . . . . . . . . . . . . . . . . . 39

Continue. . . . . . . . . . . . . . . . . . . . . . . 39

Save Game . . . . . . . . . . . . . . . . . . . . . 39

Options . . . . . . . . . . . . . . . . . . . . . . . 39

Restart . . . . . . . . . . . . . . . . . . . . . . . 39

Abort. . . . . . . . . . . . . . . . . . . . . . . . . 39

End Mission . . . . . . . . . . . . . . . . . . . . 39

Quit . . . . . . . . . . . . . . . . . . . . . . . . . . 39

Finishing a Mission. . . . . . . . . . . . . . . . . . . . . . 40After Action Review (AAR) Screen . . . . . . . 40

Mission Info . . . . . . . . . . . . . . . . . . . . 40

Objective Status . . . . . . . . . . . . . . . . . 40

Platoon Status . . . . . . . . . . . . . . . . . . 40

View Replay . . . . . . . . . . . . . . . . . . . . 40

Save Replay . . . . . . . . . . . . . . . . . . . . 40

Menu Button. . . . . . . . . . . . . . . . . . . . 40

Forward Button . . . . . . . . . . . . . . . . . . 40

Back Button . . . . . . . . . . . . . . . . . . . . 40

Saving a Replay . . . . . . . . . . . . . . . . . . 41

Multiplayer . . . . . . . . . . . . . . . . . . . . . . . . . . . 42Multiplayer Setup . . . . . . . . . . . . . . . . . . 42

Create Game . . . . . . . . . . . . . . . . . . . 42

Game List. . . . . . . . . . . . . . . . . . . . . . 42

LAN Game List . . . . . . . . . . . . . . . . . . 42

Joining a Game . . . . . . . . . . . . . . . . . . 42

Internet Game List. . . . . . . . . . . . . . . . 43

Join Port . . . . . . . . . . . . . . . . . . . . . . 43

Player Setup. . . . . . . . . . . . . . . . . . . . . . 43

Persistent Settings . . . . . . . . . . . . . . . 43

Soldier/Roster. . . . . . . . . . . . . . . . . . . 44

Roster . . . . . . . . . . . . . . . . . . . . . . . . 44

Observer Mode . . . . . . . . . . . . . . . . . . 44

Soldier . . . . . . . . . . . . . . . . . . . . . . . . 44

Game Information . . . . . . . . . . . . . . . . 45

Warning . . . . . . . . . . . . . . . . . . . . . . . 45

Message Window . . . . . . . . . . . . . . . . 45

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QUICKSTARTQuickstart - Starting a New Campaign

1. Insert the Ghost Recon CD into yourcomputer and start the game.

2. When the Main Menu appears, click on Campaign.

3. At the Campaign Screen, click on New Campaign.

4. Type in a name for your new campaign.

5. Click on Start.6. When you’re finished with the briefing,

click on the right arrow button at the lower right of the screen.

7. Click Auto-Assign.Click on the right arrow button at the lowerright of the screen.

Quickstart - Joining a Multiplayer Game1. Insert the Ghost Recon CD-ROM and

start the game.2. From the Main Menu,

click on Options.3. Click on the Multiplayer Tab.4. Select the Player Name field.5. Type in the name you want to be

known as in the game.6. Click Accept. This will take you

back to the Main Menu.7. Click on Multiplayer.8. Select LAN or Internet.9. Click on the name of the game

you want to join.10. Type in the password and/or

port if necessary.11. Select Join Game.12. Add yourself to a platoon by clicking

on a platoon tab, then clicking on a spot within that platoon.

13. Click on the Soldier tab.14. Scroll through the available soldier

types with the left and right arrows atthe top of the screen. Stop when you find the soldier you want to play.

15. Scroll through the available kit types

The year is 2008, and the world teeters onthe brink of war. Radical ultranationalistshave seized power in Moscow - their goal,the reestablishment of the old Soviet empire.Ukraine, Belarus, Kazakhstan - one by onethe nearby independent republics slip backinto the Russian orbit. Russian tanks sit inthe Caucasus Mountains and the Balticforests, poised to strike to the south andeast. The world holds its breath, and waits.For one small group of elite soldiers, the warhas already begun: U.S. Special Forces

Group 5, First Battalion, D Company.Deployed on peacekeeping duty to theRepublic of Georgia in the Caucasus, thishandful of Green Berets represents the verytip of the spear - the first line of defense.Equipped with the latest battlefieldtechnology, and trained in the latesttechniques of covert warfare, they strike -swiftly, silently, invisibly.

They call themselves “The Ghosts.”

In Ghost Recon, you lead the Ghosts, an eliteAmerican infantry unit using the mostadvanced technology the United States hasto offer, onto the front lines and into battle.The Ghosts are the spearhead of the UnitedStates Army’s quick response. They are thefirst unit deployed into dangerous situationsand the last ones to leave when things getrough. As the leader of a platoon of Ghosts in the field, it is your responsibility to selectyour fireteam members, train them, kit them out, and command them once theshooting starts. You control them as theyseek to execute your orders, which you give during the heat of battle, and completetheir missions. Particularly spectacularperformance and the completion of specialobjectives will unlock Specialist characters,who bring new weapons and new levels ofexpertise to your platoon.

The game consists of a series of fifteenmissions along a single storyline, whichforms a campaign. While many of thegameplay elements of Ghost Recon mayseem familiar if you have played Rainbow Sixor Rogue Spear, it is an entirely new game inan entirely new setting. If you’ve playedRogue Spear or Rainbow Six, prepareyourself for the next step in squad-basedtactical games. If you are new to this style ofgame, get ready for edge-of-your-seat actionand challenging tactical gameplay.

And in either case, be ready to test yourwits, your eye and your nerves against aterrifying new threat to world peace andsecurity. The fate of the world just mightdepend on you.

No pressure.

INTRODUCTION

OVERVIEW

4

for your soldier with the left and right arrows that bracket the kit names. Stop when you find the kit you want to use.

16. Click on the Ready box, and wait for the game to start.

Quickstart - Starting a Multiplayer Game1. Insert the Ghost Recon CD-ROM into

your computer and start the game.2. Click on the Multiplayer Tab.3. Select the Player Name field.4. Type in the name you want to be

known as in the game.5. Click Accept. This will take you back

to the Main Menu.6. Click on Multiplayer.7. Click on Create Game.8. Add yourself to a platoon by clicking

on a platoon tab, then clicking on a spot within that platoon.

9. Click on the Soldier tab.10. Scroll through the available soldier

types with the left and right arrows atthe top of the screen. Stop when you find the soldier you want to play.

11. Scroll through the available kit types for your soldier with the left and right arrows that bracket the kit names. Stop when you find the kit you want to use.

12. Click on Edit Server.13. Choose the game settings you want.14. Click on OK.15. Click on Ready, which will

automatically start the game when all players indicate that they are ready. If you want to start the game regardless, click on the right arrow at the bottom right of the screen. This will start the game automatically.If you set an autostart in the Edit Server Screen, the game will also start automatically.

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In order to play Ghost Recon on yourcomputer, your system must meet thefollowing criteria:

• Computer: Pentium 2 with 450 MHzprocessor or the equivalent

• Memory: 128 MB of RAM

• Operating System: Windows9X/ME/2000/XP

• DirectX: DirectX 8.0 or higher (included on CD)

• Video Card: 16MB DirectX 8 compatible 3D card

• Drive Space: 1GB minimum hard drive space

• CD-ROM: 4X or better

• Sound Card: DirectX 8.0 compatiblesound card

• Internet/Network Play: Properlyconfigured TCP/IP connection at 28.8 KBPS or faster

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MINIMUM SPECIFICATIONS

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To Install Ghost Recon, follow these simple steps:

1. Start your computer’s operating system,

2. Insert the Ghost Recon CD into your CD-ROM drive. The Autorun Menu shouldappear.

Note: If the Autorun Menu does notautomatically appear, double click on the MyComputer Icon located on your desktop, thendouble-click the icon that corresponds to yourcomputer’s CD-ROM drive. The Autorun Menushould now appear.

3. Click the Install Ghost Recon button. Theinstallation routine will now walk youthrough each step of the setup andinstallation process for the game.

Once you have created a directory for GhostRecon, the game will automatically beinstalled on your hard drive. The game willautomatically ask you if you want to installDirectX v. 8.0. You will not be able to playGhost Recon without version 8.0 or higheron your computer. If you already have aversion of DirectX that is v.8.0 or higher,simply click the no button, and it will notinstall DirectX.If you are not sure, click yes, and the DirectX installer will do its own verification.

4. After you have finished installing thegame, you can select Ghost Reconfrom your computer’s Start menu ordouble-click on the Ghost Recon.EXEfile in the installed directory. Doingeither will start the game.

To uninstall Ghost Recon:

1. Start the operating system on yourcomputer.

2. Insert the Ghost Recon CD into your CD-ROM drive.

3. When it appears, click the UninstallGhost Recon button. You will be asked ifyou really want to uninstall the game. Ifyou are sure you want to remove GhostRecon from your hard drive, click Yes. Ifyou do not want to uninstall the game,click No, which will cancel the process.

If you uninstall Ghost Recon, any previouslysaved Campaigns and games will remain onyour hard drive if you choose to save themduring the uninstall process. Simply followthe uninstaller dialogs.Note: You can also uninstall Ghost Recon byusing the Add/Remove Programs controlpanel in Windows.

INSTALLATION

UNINSTALLINGGHOST RECON

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TRAINING MENU

The Training Menu provides you with a list ofmissions where you can hone your skillsbefore starting a campaign. At the left of thescreen is a list of training missions,numbered 1 through 7. Each also indicateswhich particular skill set it tests. Theindividual mission in the list can be selectedby clicking on it with the mouse.

To the right is a window showing the selectedmission. You can switch missions as much asyou like while you are in the Training Menu.At the bottom of the screen are two buttons:Start and Main Menu. Selecting Main Menutakes you back to the Main Menu withoutstarting a training mission. Selecting Startbegins the currently selected trainingmission and sends you to the action screenfor the actual training.

Playing the Training MissionsWhen you enter a training mission, you willsee red lines on the ground of the trainingarea. These are your paths, laying out whatyou’re supposed to do and where you’resupposed to go during each mission. Inaddition, you’ll hear voice cues as you movethrough training. These will tell you whatyou’re supposed to be learning at each site,and how you’re supposed to performimportant tasks in the game.

When you first start Ghost Recon, you arepresented with the Main Menu, which givesyou the following 8 options:

• Training - This button takes you to theTraining Menu, which allows you topractice the skills you’ll need to playGhost Recon.

• Campaign - This button takes you to the single-player game and starts a campaign.

• Quick Mission - This button takes you tothe Quick Mission Menu, which allowsyou to play a single mission on anydifficulty level without starting a newcampaign. You must unlock the missionsin a campaign first, but once unlockedthey are available thereafter.

• Multiplayer - This button takes you to theMultiplayer Menu.

• Replays - This button takes you to theReplays Menu, which allows you to viewsaved video replays of games.

• Options - This button takes you to theOptions menu, where you can setgameplay, input, multiplayer, graphicsand sound options.

• Credits - This button shows you thecredits of everyone who worked onthe game.

• Quit - This button allows you to quit the game.

MAIN MENU

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At certain points in the training missions,you’ll see squares outlined in red on theground. In other spots, you’ll see yellow-and-black hazard markings. These are placeswhere you’re supposed to stop and partake inparticular training exercises.

During training, you will have unlimitedammunition. Individual magazines will runout, and individual weapons will need to bereloaded, but you have an infinite number ofmagazines with which to practice.

Do-OverIf you decide you’d like to repeat a trainingsession, just step back out of the trainingarea and then re-enter it. This will reloadyour ammunition, restock your kit, and resetall of the targets.

The entire set of training courses takes placein a single mission space. What this meansis that when you finish one training mission,you can go forward to the next one withoutexiting the action screen. You can also followthe red line back to a previous trainingstation and repeat that one as well. And asyou have infinite ammunition in the trainingmission, you can repeat the scenarios asoften as you’d like for as long as you’d like.

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CAMPAIGNSelecting the Campaign button on the MainMenu takes you to the Campaign Screen. Thisscreen allows you to start a new campaign, re-enter an existing one, or delete an oldcampaign you no longer wish to play.

At the upper left of the Campaign Screen is alist of your currently saved campaigns. If this isyour first time playing Ghost Recon, or if youhave no saved campaigns, this box is empty.Beneath it are three buttons. The first, NewCampaign, allows you to start a new campaignfrom the beginning of the game. The second,Delete Campaign, allows you to remove a savedcampaign from your current list. The third,Resume Campaign, lets you pick up a savedcampaign and either advance it or replaymissions you’ve already completed.

To the right is a box that shows scenes andmaps from the next mission of the currentlyselected campaign. If you have no campaignselected, or are starting a new one, imagesfrom mission M01- Iron Dragon, appearinstead. Underneath the images you will see themission number and name, along with thecurrently selected difficulty level.

At the bottom of the screen is a button labeledMain Menu. Selecting this closes the CampaignScreen and takes you back to the game’s Main Menu.

New CampaignTo start a new campaign, click on the NewCampaign button. This takes you to the NewCampaign Screen.

At the upper left, you will see a text box. Typein the name of your new campaign here. It’sa good idea to make it distinctive, to avoidany later confusion between saved campaigns.

Below the text box are your difficulty ratings:Recruit, Veteran, and Elite. Select one ofthese to set the difficulty for your campaign.Recruit offers unlimited ammunition for someweapons, as well as less skilled opponents.Veteran is standard gameplay, and Elite setsyou up to face extremely skilled, lethalhostiles. Note that you cannot changedifficulty levels within a campaign. If youbegin a campaign at Recruit, you will have tostart a new one if you decide that you’reready to tackle Veteran missions.

At the bottom left of the screen is a buttonlabeled Cancel. This deletes your choices and takes you back to the previous(Campaign) screen.

At the lower right is a button marked Start.Clicking on this begins your campaign.

Deleting a CampaignTo delete a campaign, select it by clicking onit with your mouse, then click the Delete

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TRAINING MENUEach mission starts you at a differentinsertion zone within the training complex. As you move from training mission to trainingmission, your soldier will be re-kitted so that he has the appropriate equipment at all times.

Through most of the training missions, youwill have just one soldier. However, in some ofthe later missions you will command afireteam or even the entire platoon.

The Training Missions are:T01- Obstacle CourseThis mission trains you in the variousmovement modes in Ghost Recon, includingcrawling, running, and peeking.

T02- Small ArmsThe Small Arms training missiondemonstrates the use of handguns and othersmall arms.

T03- GrenadesThis mission teaches you how to usegrenades, including the M203 grenadelauncher.

T04- Heavy WeaponsThe Heavy Weapons training mission teachesyou how to use heavier guns effectively incombat, including anti-tank weapons.

T05- Machine GunsThis mission teaches the appropriate use ofmachine guns in combat.

T06- DemolitionsDemolitions shows you how to set democharges and use a claymore.

T07- CommandThe Command training teaches you how touse the Command Interface properly andeffectively.

Don’t Go ThereThere are some areas of the training sitethat don’t correspond to any training area,and don’t have a red line running throughthem. While you can certainly explore theseareas by shooting the doors open, they’re notattached to any formal part of the trainingcycle, so don’t be surprised if nothinghappens on this map - at least in singleplayer mode.

Training StatusPressing ESCAPE during a training missionbrings up the Mission Status dialog. Thisdiffers from the regular Mission Statusdialog only in that during a training mission,you have no objectives.

Ending TrainingTo exit Training, press ESCAPE, then chooseQuit from the Mission Status Dialog. This willtake you back to the Main Menu.

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OPTIONScampaign you’d like to play, then click onResume Campaign. This will take you to theCampaign Mission Screen.

Campaign MissionThis screen lets you restart a mission fromwithin a saved campaign. A list of missionscontaining saved games appears at theupper left. If you click on a mission with asaved game, the Load Saved Game buttonbecomes active. Clicking on it takes you tothe Select Saved Games Screen.

There are two other buttons on theCampaign Mission Screen. Clicking on theCancel button, at the bottom of the screen,takes you back to the Campaign Screen.Clicking on Start starts the currentlyselected campaign from the point where youlast left it.

Select Saved GamesThis screen lets you see a list of savedgames within that campaign. Note that youcan go back and redo missions that you havealready completed, or pick up already-completed missions from early on, in orderto experiment with tactics or attempt tocomplete them with fewer casualties.

Clicking on a game from the list selects it. Clicking on Start begins that game.Clicking on the Back button at the bottom of the screen takes you to the CampaignMission Screen.

CAMPAIGNCampaign button. A dialog box asking if youwish to continue will appear. If you decidethat you’d rather save the campaign after all,click No. If you do in fact want to delete thecampaign, click on Yes. This will delete thecampaign from your saved campaign list, andremove it from the list at the upper left of thescreen. If you delete a campaign, anyindividual games you’ve saved as part of thatcampaign are deleted as well.

Saving a Game vs. Saving a CampaignYou can save up to five separate campaignsin Ghost Recon and as many games as you’dlike within that particular campaign. In otherwords, if you’re in the middle of mission 6and decide you want to take another crack atit later, you can save that game and move onwithin the campaign itself, returning to thatparticular version of mission 6 at yourleisure. You can delete individually savedgames without deleting the campaign as awhole, but you cannot delete the campaignwithout losing all of the saved games that go with it.

Resuming a CampaignIf you have saved campaigns, the ResumeCampaign button will be available to select.(If not, it will be grayed out.) A list of yoursaved campaigns will appear in the box abovethe buttons. To resume one, select the

before the mission starts. It’s best to set allof the big options - control scheme,recording, etc. - before you start acampaign, and then to tweak the smallerones to improve game performance to yourliking once you’re actually playing.

Changing OptionsAs noted previously, the row of tabs acrossthe screen indicates the various types ofoptions that are available for you to change.The tabs are clickable, and selecting onebrings up a screen with a list of options on it.The six subsections of options are:

• Gameplay - Options related to overallgameplay

• Input - Player controls both in the actionphase and on the command map

• Multiplayer - Options related tomultiplayer gaming

• Graphics - Screen resolution, level ofdetail and other options related to what’son the screen

• Mods - Activating and de-activating mods

• Sound - Turning various sound effects onand off, and setting volume levels.

The Options Screen is where you can changea wide variety of options on Ghost Recon tooptimize your play experience.

You’ll find three buttons at the bottom of theOptions Screen, as well as a row of tabsalong the top. The buttons are labeledCancel, Reset to Defaults and Accept, whilethe tabs let you access submenus where youcan change specific types of Options.

CancelClicking this button cancels any and allchanges you’ve made on the Options Screen,and takes you back to the previous screen. Ifyou accessed the Options Screen from theMain Menu, then you’ll be returned there. Ifyou accessed it from the in-game menu, thenyou’ll be returned to wherever you brought upthat menu.

Reset to DefaultsSelecting Reset to Defaults does not closethe Options Screen. Instead, it simplyreturns all Options settings to their defaultstate. This lets you start over if you feelyou’ve made a mistake and aren’t sure how tocorrect it.

AcceptThe Accept button accepts the changesyou’ve made to the options and returns youto the screen from which you accessed theOptions Screen.

Where You’re Coming FromYou can access the Options Screen from anumber of places within the game, rangingfrom the Main Menu to in the middle of afirefight. Depending on where you access it,certain Options may be locked against beingchanged. For example, you cannot turn thejournal on to save a replay of your currentmission halfway through - you need to do that

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OPTIONS– MULTIPLAYER

Config and enter a name for thatconfiguration so you’ll be able to identify itlater. If you decide you don’t want to save thekey config, just hit Cancel. Otherwise, type inthe name and hit Accept.

If you’ve modified a key config that’s alreadyin place, you have a choice of clicking on NewKey Config and saving it under a new name,or clicking on Save Key Config, which willoverwrite the current one. If you decide tooverwrite the current one, you’ll get a windowasking you if you really want to do this. Asalways, you can click No and avoidoverwriting your key config. If you click Yes,then your changes will be saved. You can alsodelete a key configuration if you’d like byselecting it and then clicking the Delete KeyConfig button. Again, you’ll be asked if youreally want to do this. If so, click Yes. If not,click No.

Loading a Key ConfigurationClicking on this takes you to a similar windowas Save Key Config. You’ll have the option ofloading a key config, deleting one, orcanceling the operation, and a list of savedkey configurations to choose from. You canalso Cancel out of this screen.

Mouselook Reverse YClicking on this box changes the orientationof your mouselook. If you turn on this option,moving the mouse forward now moves yourviewpoint down, and moving it backwardsends your viewpoint up. Clicking this offrestores the normal mouse look.

MultiplayerHere you can set various options for yourmultiplayer game not related to the formatand rules of the game itself. (Those are setunder the Multiplayer Menu.)

Chat MessagesChat messages are pre-scripted messagesthat you send out either to your team or to everyone in the game during amultiplayer game.

To set a message, click on a slot in the ChatMessages window and then click on the EditChat Message Button. This will bring up awindow where you can type in or edit yourchat message. Clicking on Accept saves themessage and any changes you’ve made to it,and takes you back to the Multiplayer OptionsScreen. Clicking on Cancel aborts anychanges and also closes the window.

Once you’ve entered the text of a message, itwill display in the Chat Messages window. Tothe right of the window is a checkbox forTeam Chat. Clicking on this means that themessage only goes out to your team whenyou send it. Otherwise, everyone in the gamesees it. (In other words, it’s a good idea tomake sure that only your teammates see “Goleft while I draw the fire from that bunker,”and a better one to make sure that someonebesides your teammates sees “I own you.”)

GameplayThere are relatively few Gameplay options,and they must be set before you start amission. Each has a box next to it which youcan click to turn the option on or off.

• Blood On - Whether or not you want tosee blood when a bullet hits, and pools of blood underneath corpses.

• Record Game - Whether or not you wantto record your games so you can re-watch them and save them

• Show Intro Movie - Whether or not youwant to see the intro movie every timeyou start the game

InputInput Options control how your input reachesthe game. In practical terms, that’s your keyconfiguration and how your mouse interpretsthe Y axis (up and down).

The center of the Input screen is a windowlisting all of your key inputs and their currentassignments (which key you hit to get thateffect). There are two tabs at the top of thiswindow, labeled Action and Command Map.These are clickable, and selecting thembrings up the list of assigned keys for,respectively, the Action Phase and theCommand Map.

OPTIONS– GAMEPLAY/INPUT

To change a key assignment, select thefunction you want to remap. You can do thisby clicking the function with your mouse.Then, click on the Map key button. This willbring up a window that tells you which key thefunction is currently mapped to, and whichtells you to hit a key to re-assign thatfunction. If you want to re-map the function,hit the key you want to use for that function.That key will now be attached to thatfunction, and the window closes. If you decideyou like the key assignment the way it is afterall, you can click on the Cancel buttoninstead. This will close the window withoutchanging any key assignments.

Already TakenIf you remap a function to a key that’s alreadyassigned, the new assignment will overridethe old one. As soon as you remap the key,the function that key was previously attachedto will be unattached, and will have a blankspace next to it in the list. You’ll want to re-map a key for that function as well, if youintend to use it in the game.

Saving a Key ConfigurationIf you come up with a Key Config that you like,you’ll probably want to save it. To do so, clickon the Save keys button at the lower right ofthe screen. This brings up the SavedConfiguration Window. Click on New Key

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OPTIONS– GRAPHICS

Graphics Options allow you to change bothtechnical and cosmetic aspects of the wayGhost Recon appears on your system.

ResolutionsAt the left of the screen is a list of possiblescreen resolutions. Ghost Recon will auto-select one for you when you install the game,but if you want to change it, you can. Justscroll down the list until you find the screenresolution and color-bit depth you want andthen click on it.

TexturesThere are three options for Texture Detail:Map, Character, and Effects. Each can be setto High, Medium or Low. Map Texturesmodify the way the terrain appears in yourgame. Character Textures changes the waycharacter models appear, and EffectsTextures determines how detailed the effectsare. Generally, the higher the setting, thebetter the game looks, though turning themdown may improve performance.

ShadowsTo the right of the list of screen resolutionsare the options for vehicle and humanshadows in the game. Vehicle shadows havethree choices: None, Low LOD (level of detail)and Detail. Human shadows have four: None,All Low LOD, Team Detail Enemy Low, and AllDetail. To choose a setting, click on it withyour mouse.

OPTIONS– MULTIPLAYER

Each chat message in multiplayer is assigneda key (1 through 9 on the Numpad is thedefault setting). To send your message out,simply press that key. You can send the samemessage as many times as you like, thoughit’s considered impolite to flood other playerswith chatter while they’re trying to shoot you.

To edit the text of the message, select amessage and then click on the Edit ChatMessage button. This will bring up the text ofthe message, which you can change. Click onAccept to keep the changed text, or Cancelto go back to the old version.

Server NameThis lets you create a name for your server ifyou’re going to host a game. This name willappear in the Server Name list on theMultiplayer Screen.

Allow Remote AccessYou can click this on and off to allow peopleoutside your server - if they have the correctpassword - to access your server settingsand alter them.

Remote Access PasswordThis allows you to set a password forRemote Access.

MotDMotD, or Message of the Day, is a string ofinformational text that people will read whenthey click on the Info button for your server.Clicking on the MotD text field lets you typein a new message or edit the current one.

Player NameThis allows you to set the name you’ll beknown by in multiplayer games.

Multiplayer - Main Menu OnlyThe following settings appear underMultiplayer Options, but can only be changedwhen you access the Options Screen fromthe Main Menu. Once gameplay starts, youcannot alter these options.

Behind FirewallClicking this lets the game know that you areplaying (or hosting) from behind a firewall.The firewall may interfere with the operationof the game by blocking the default ports,and clicking on this lets Ghost Recon know to look for available ones.

Choose Network Interface CardThis lets you select the network card you’ll beusing to access the network with the gameon it. You can scroll through your options -generally NIC and modem choices - byclicking the left and right arrows around thecard’s name.

Join PortThis selects the port through which you join games, and through which players can join a server which you set up on yourcurrent computer.

If It Ain’t Broke...Most likely, you’ll never want to touch thePort settings in Ghost Recon. The defaultsettings will provide you with the mostpopular port numbers for the game, meaningthat you’ll see and be seen by the maximumnumber of servers and players out there.About the only time you might want tochange your port settings manually (unlessyou really want to keep your server private)would be if you were playing behind a firewall,and only certain port numbers were open.

Why Change Shadows?The higher the detail you choose, the moreprocessor power it takes to draw themaccurately. This can contribute to the speedof your game diminishing. If you feel thegame’s moving unnecessarily slowly, tryturning down the level of detail on theshadows. On the other hand, if your systemhas the power to handle them, you shouldturn them up as high as you like to add to therealism of gameplay.

Show Dead BodiesClicking this on and off determines whethercadavers stay on the field of battle afterthey’ve been killed. Note that even if youswitch this feature off, the location of corpseswill still be noted on the Command Map.

Compress TexturesCompress Textures depends on your videocard. If your card supports it, havingCompress Textures on reduces the size of alltextures in the game so that everything looksmore crisp. If this is not available throughyour video card, the option is grayed out.Reducing textures also gives a slightperformance increase. It is recommendedthat you turn it on if possible.

Character SmoothingTurning on Character Vertex Weightingallows characters to move more smoothly inthe game. Weighted vertices can make thegame run more slowly than normal.

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OPTIONS– SOUND

Sound options let you determine what soundsdo and don’t play in Ghost Recon, as well assetting their relative volumes. There are foursound options that can be set:

• Master - Controls all sound, includingEffects, Music and Voice.

• Effects - Controls the level of soundeffects like gunfire, vehicle noises, etc.

• Music - Controls the level of thebackground game music.

• Voice - Controls the level of in-game voice.

Each sound option has a Master Switch and a volume setting.

Master SwitchTo turn a sound option off or on, click on theMaster Switch box next to it. Doing so turnsthat option completely on or off. An X in thebox means that the sound option is on, whilean empty box means that it is off.

VolumeEach sound option also has a volume setting.Volume can be set anywhere from 1 to 10(10 being the loudest) by clicking on the leftand right arrows that bracket the currentvolume setting. Clicking on the right arrowincreases that option’s volume, while clickingon the left arrow decreases it.

Use Alternate Sound CacheSome older sound cards may not produceperfect audio for Ghost Recon. In that case,you can select Use Alternate Sound Cache byclicking on the checkbox. This allows the cardto use an alternate approach to reading thesound files, producing better audio quality foryour game. If you select Use Alternate SoundCache, you'll need to quit Ghost Recon andthen re-start it for the change to take effect.

Use EAXEAX is the environmental sound used forGhost Recon. It provides the audio ambiencefor the various spaces you'll be playing in,from the echoes you'll hear in caves to thereverberation of distant artillery. Normally,you'll want to leave EAX on, but if there'strouble with the way the ambient audiosounds, you may want to switch it off. Notethat you cannot switch EAX off or on duringan actual mission. Between missions,however, you can change this setting.

Z-Buffer DepthZ-Buffer Depth changes how well the gamesees distinct objects that are behind oneanother. The higher your Z-Buffer Depthsetting, the better. At worst, your Z-BufferDepth should be equal to the number of bitsyou select for your Resolution.

ModsThis screen allows you to use third-partymodifications to Ghost Recon. Red Stormdoes not officially support mods, and any modifications to Ghost Recon from a third party may hinder the performance of the game. In addition, the Ghost ReconMission Editor, IGOR, can be found in the directory you installed the game to. IGOR is not officially supported by Red Storm Entertainment.

ModelsYou can set the level of definition (i.e., howsharp they are) on the character and treemodels in Ghost Recon to High, Medium orLow. The higher the level of detail, thecrisper and more realistic they look. Thelower level of detail enables higherperformance of the game.

OPTIONS– GRAPHICS

Maximum Bullet HolesThis allows you to set the maximum numberof bullet holes that will appear onscreen atany given time. To decrease the currentnumber, which defaults to 100, click on theleft arrow. Each click reduces the setting by1. To increase it, click on the right arrow.100 is the maximum number you can set thisoption to, and 0 is the minimum.

Gamma SettingThis option allows you to change the GammaSetting, i.e. the brightness, on your monitor.It defaults to 50, and can be increased ordecreased by clicking the right and leftarrows. Your Gamma Setting increases ordecreases by 10 every time you click on oneof the arrows. Be careful; if you set yourgamma too high or too low the screen will goeither all black or all white, and the game willbecome unplayable.

Fast ChangesTo scroll through the Bullet Hole Max orGamma Settings quickly, click on theappropriate arrow and hold the left mousebutton down. This will let you speed throughthe range of settings.

Effects DetailParticle Detail allows you to set how clearlythe particle systems (fire, sparks, smoke andso forth) in the game appear. There are threesettings: High, Medium and Low. The lowerthe setting, the more your systemperformance is likely to improve.

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STARTING A GAMEYou can start a game of Ghost Recon eitherby beginning a new campaign or by calling upa saved campaign. If you are loading a savedgame, you will start play immediately at thepoint where the game was saved.

If, however, you are starting a new campaign,or starting a mission from the beginning in anexisting campaign, you will find yourself atthe Briefing Screen, which is the first step onthe way to the new mission.

BriefingThe Briefing Screen gives you everything youneed to know in order to start a mission. It lays out where your platoon is going, what your objectives are, and what the currentsituation is.

At the top of the screen is the missiondesignation. This tells you which mission in the campaign you’re about to undertake. Each mission has a numerical designation (M01 to M15) as well as a code name, such as Iron Dragon.

Objective ListAt the top left of the screen is a list of yourobjectives. These are the tasks your platoonneeds to complete in order for you to finishthe mission successfully. Some objectivesare numbered, while others are marked withan X. The objectives marked with a numberare the core objectives of the mission, while

those marked with an X are specialobjectives. Completing a special objectiveunlocks a Specialist, whom you can theninsert into your platoon on followingmissions. Each of the first 12 missions has aspecial objective.

Achieving all numbered objectives completesthe mission successfully. Once the missionhas been completed, it ends, and you are taken to the After Action Record (AAR) Screen. Any special objectives must be completed before the last coreobjective, as you won’t get a chance to trythem afterwards.

Default ObjectivesWiping out all enemy forces is considered a default objective. If you eliminate allresistance, even if you don’t meet allnumbered objectives, the mission isconsidered to have been completedsuccessfully, and you can move on. However,completing a mission in this fashion does notmeet special objectives, and thus does not unlock Specialists unless you completed the Special Objective prior to wiping out thelast enemy.

Briefing TextBelow the Objective List is the text of yourbriefing. This lets you know what the currentsituation is, where you are going and why youare going there. The text briefing is also readto you. You can toggle the sound portion ofthe briefing on and off by clicking the StopBriefing/Play Briefing button underneath thebriefing text.

The Quick Mission Screen lets you pick asingle mission to play in a variety of formats,without starting a campaign. As notedpreviously, you must unlock that missionspace in a previous campaign. Until a missionhas been unlocked, it will not appear on themission list.

When you access the Quick Mission Screenfrom the Main Menu, you’ll see a list ofavailable missions at the upper left. A seriesof images from the currently selectedmission will play next to the list. Clicking on amission selects it.

Difficulty and Game TypeYou can play a Quick Mission in any of threedifficulties: Recruit (the easiest), Veteran, orElite (the hardest). The same benefits andhandicaps apply to these levels of difficultyhere as they do in the campaign game.

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QUICK MISSION

REPLAYS

Next to the list of difficulties is a list of GameTypes. These are the sorts of mission typesyou can set up. They come in three varieties:

• Mission - You play the mission as in the campaign game.

• Firefight - No objectives, just kill or be killed

• Recon - You need to make it from aninsertion zone to an extraction zone on the other side of the map.

You can select the option you choose fromeach of these lists by clicking on it.

Load Saved GameClicking on this button takes you to the LoadSaved Game Screen.

Main MenuClicking on this button takes you back to theMain Menu.

StartClicking on this button starts the selectedmission at your chosen difficulty and game type.

Clicking on the Replays button on the MainMenu takes you to the Replays Screen. Hereyou can replay saved videos of missions frompast games.

Starting a game replay is very simple. Simplyclick on the replay you want from the list atthe left of the screen, then press Start.

To exit this screen, click on the Main Menu button. That will take you back to theMain Menu.

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STARTING A GAMEThe top of the screen shows the name and specialty of the currently selectedsoldier. His image appears in the center ofthe screen.

Fireteam DesignationAt the top left of the screen is the fireteamdesignator. This lets you assign individualsoldiers to fireteams. You can have up to six soldiers assigned at any given time, and a maximum of three per fireteam. You canmove soldiers between fireteams, so long as you don’t exceed any maximums (even temporarily), and you can leave afireteam empty.

The fireteam designator has four buttonsacross the top: A, B, C and X. The first threecorrespond to your Alpha, Bravo and Charliefireteams. The fourth lets you remove thecurrently selected soldier from his fireteam.If a fireteam is full and you select a soldiernot currently on that team, then its button isgrayed out and cannot be selected. If theplatoon as a whole is full and you selectsomeone not currently assigned to thatplatoon, all of the fireteam buttons aregrayed out, and cannot be selected. Unless asoldier currently assigned to a fireteam isselected, the X button is grayed out andcannot be clicked.

Directly beneath the fireteam buttons is the Auto Assign button. Clicking thisautomatically fills your fireteams with a default selection of soldiers. However, once even a single soldier has been assigned to your platoon, this becomes the UnassignAll button. Clicking it in this state removes all currently assigned soldiers fromtheir fireteams.

Underneath the Auto Assign button is a listof your fireteams and who’s currentlyassigned to them. You can click on the name

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STARTING A GAMEMission InformationThe right side of the screen shows you theWorld Map, an image of the region yourplatoon will be going into. There is also aCommand Map, which shows cycling imagesrelated to each mission objective. You canswitch back and forth between the two byclicking on the named tabs at the top of the map.

Underneath the map is some basicinformation about the mission, including thename of the region, the date the mission isstarting, the time of insertion into the field,and local weather conditions. Weather isextremely important in Ghost Recon, as itcan affect both visibility and hearing for yourtroops in the field. If you’re counting onperfect weather conditions for each andevery mission, you’re in for a surprise.

Screen ButtonsAt the bottom right of the screen is a set ofthree buttons: a left arrow, a box, and a rightarrow. You will also find these buttons on thePlatoon Setup Screen. Clicking on the LeftArrow takes you back to the previous screen.Clicking on the Right Arrow closes theBriefing Screen and takes you to the nextscreen. Clicking on the Box pauses the gameand brings up a dialog box that allows you toContinue, go to the Options Menu, or Quit.Selecting Continue returns you to the game.Selecting Options takes you directly to theOptions Screen. Selecting Quit takes youdirectly to the Main Menu.

Platoon SetupAfter you complete the Briefing, you aretaken to the Platoon Setup Screen. Thisscreen allows you to set up your platoon for combat, pick your soldiers, allocate their Combat Points and prepare to go into combat.

of any soldier in any fireteam to select him.This makes his image appear in the center ofthe screen, puts his name at the top of thescreen, and allows you to move him betweenfireteams or drop him entirely.

Each fireteam button also has an arrow on it.Clicking the down arrow allows you to movesoldiers between fireteams or to place apreviously unassigned soldier on thefireteam. A double up arrow indicates that byclicking the button, you’ll be promoting himwithin that team.

SoldiersBeneath the fireteam designator is a list ofthe soldiers currently available to beassigned to your platoon. The list has twotabs: Standard and Specialist. The Standardlist is your basic list of candidates for theplatoon. It consists of soldiers with basicstatistics. Each soldier has a class(Rifleman, Sniper, Demolitions, Support) anda name, and there are 12 soldiers in the list.The Specialist Tab shows the list ofSpecialists that you have unlocked. EachSpecialist also has a name and a class, aswell as above-average skills.

SpecialistsSpecialists are those specialized - andspecial - soldiers whom you can unlock byachieving the special objectives on missions.Each Specialist has a unique stat set as well as a unique Kit. Many of them useweapons that are unavailable to regularsoldiers, such as the OICW (ObjectiveIndividual Combat Weapon).

At the top right of the screen is a list of the various decorations the currentlyselected soldier can earn or has earned.These include:

Bottom Row:• Combat Infantry Badge (CIB) - This is

given after a soldier has participated in one combat mission. It is givenposthumously if the soldier is killed in the line of duty.

• Campaign Ribbon 1 - This is awarded if a soldier has participated in any of themissions that make up the first part ofthe campaign.

• Campaign Ribbon 2 - This is awarded if a soldier has participated in any of themissions that make up the second partof the campaign.

• Campaign Ribbon 3 - This is awarded if a soldier has participated in any of themissions that make up the final part ofthe campaign.

Top Row:• Purple Heart - This is awarded if the

soldier was wounded on a mission.

• Bronze Star - This, and all other medals,are awarded for killing large numbers ofenemy soldiers and repeated exposure to enemy fire.

• Silver Star

• Distinguished Service Cross

• Congressional Medal of Honor -Decorations which have not been earnedare grayed out.

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STARTING A GAMEIn some cases, special objectives alsorequire specific kit items. If you attempt to start the mission without the required kit items for the special objective, you’llinstead receive a recommendation that you take along those items. At this point, youcan return to the Platoon Setup Screen tomodify your soldiers’ kits, or proceed into the mission.

Screen ButtonsBelow the Kit interface are the Screenbuttons, which function in precisely the sameway as they did on the Briefing Screen. You will not be allowed to advance unless you have attached at least one soldier to a fireteam.

Clicking on the Forward button starts the mission.

StatisticsEach soldier has a set of statistics whichinclude his ratings for the following attributes:

• Weapon - His accuracy with his weapons;reflected in how quickly the reticle pipsconverge when he is the active character.

• Stealth - His skill at moving quietly,reflected in how close he can get to an enemy before being detected.

• Endurance - His ability to take physicaldamage, reflected in the number ofwounds he can take. Having a soldierwith low Endurance carry too muchweight may slow him in combat.

• Leadership - His ability to make all of thesoldiers around him better, reflected by a one-dot increase in all skills for allsoldiers in his platoon for every threedots he has of Leadership. Note that a platoon gets the benefit of a singleleader (the soldier with the highestLeadership rating). The effect is notcumulative, even if you have multiplesoldiers in a platoon with Leadershipratings of 8.

Each skill is rated one to eight. Charactersare assigned a single Combat Point aftereach mission successfully completed, andstatistics increases can be bought at a onedot per one Combat Point rate. Clicking onthe Plus button next to a skill assigns aCombat Point to that skill.

Unassigning Combat PointsIf you decide you don’t like the way you’vedoled out your soldiers’ Combat Points,simply click the Back button at the lowerright of the screen. This will take you back one screen, and when you re-accessPlatoon Setup, the changes will havevanished. If you proceed from Platoon Setup,any Combat Point assignments you makebecome permanent.

KitIn the lower right-hand section of the screenis the Kit interface. This allows you to assigna field kit to each soldier. Each soldier hasfour possible kits. The default kit for arifleman is labeled Rifleman Kit 1, and theothers are labeled Rifleman Kit 2 through 4.The same pattern follows for all other soldierclasses. You can scroll through the kitselections by clicking on the right and leftarrows around the kit name. Underneath thekit name is information on the contents of thekit. This includes pictures of the weapons orother items, as well as details of theirammunition capacity. The first number shownnext to the weapon is the total number ofrounds available, while the second is thenumber of clips the soldier will be taking intothe field.

The Right Tools for the Right JobCertain missions require specific kit items tocomplete. After all, it’s hard to demolish abridge if you’ve forgotten to pack thedemolitions charges. Therefore, if you try toadvance into a mission without the requiredkit for the base mission objectives, you willinstead receive a warning letting you knowwhat the mission requires. As soon as youre-kit your platoon accordingly, you’ll beallowed to start the mission.

STARTING A GAME

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ACTION SCREENTo move to a lower stance, press the DropStance key (defaults to X). This lowers yoursoldier by one stance. To go from standing tocrouch requires pressing the key once. To gofrom standing to prone requires pressing it twice.

To move to a higher stance, press the RaiseStance key (defaults to C). It takes twokeystrokes to move prone to standing, one tomove from prone to crouched.

Be aware that you may not be able to risefrom a crouch or prone position if you areunder some sort of overhang or otherobstacle. Also, there is some terrain,including deep water, on which you cannot go prone.

Fireteam StanceWhen you change the stance of your currentsoldier, the rest of his fireteam changesstance along with him. This is very usefulwhen you have to crawl under obstacles suchas barbed wire, as you don’t need to changeeach soldier’s stance individually before thefireteam can advance.

RunningTo Run, hold down the Run button (defaults toRight Mouse button) while moving forward.Running increases your rate of movement,and you can run in all upright or crouchedstances. Running while crouched, however, isa great deal slower that walking upright.

You can only run while moving forward.Sidestepping or moving back while pressingthe Run button has no effect.

ShufflingShuffle is a slower and quieter form ofmovement than walking. You can shuffle inany direction by holding down the Shuffle key(which defaults to the Left Alt key) and thedirection you want to move in. You cannot runand shuffle at the same time.

PeekingPeeking lets you look around a corner withoutexposing your soldier to undue attention andfire. Peeking doesn’t move your soldier’s feet.It just shifts your perspective to the side ofwhatever you happen to be taking coverbehind at the moment.

You can peek either to the left or to the right.Peek Left defaults to the Q key, while PeekRight defaults to E. The peek remains ineffect as long as you are holding down thePeek key. As soon as you release it, yoursoldier’s view returns to normal.

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ACTION SCREEN

The Action Screen is where you actually rollup your sleeves and play Ghost Recon. It’sthe section of the game where you simulategetting into the field with the Ghosts andgoing to war. Technically, we call it the Actionphase. Hopefully you’ll just call it fun.

Gameplay in the action phase consists ofseveral elements: Movement, combat, andcommand. By combining these elements, youcontrol the Ghosts as they move through thecourse of a mission.

MovementAt any given time in the action phase, you are in direct control of a single soldier(though through the Command Map, you giveorders to an entire platoon). You control howhe moves, where he looks and what stancehe takes.

LookingYou control your character’s perspectivethrough the mouse. Forward motion with themouse defaults to looking up, while pullingback makes him look down. Moving to the leftor to the right turns the soldier in place.Note that you can invert this setting from theOptions Screen.

Your soldier will always move in the directionhe is currently facing. Changing his facingwhile he is moving will change the directionhe is moving in.

WalkingThe default movement keys are W, S, A, andD. These correspond to Forward, Back,Sidestep Left and Sidestep Right. Forwardmakes the soldier walk forward at a regularpace, while Back allows him to step back.Sidestep Left and Sidestep Right move himto the left or the right. None of these changethe soldier’s direction. In other words, if youwere looking due south when you did asidestep to the left, you’ll still be facing duesouth when you’re finished.

You’ll continue to move in whatever directionyou select as long as you hold down thecurrent movement key. Changing keyschanges the direction of your movement, butnot your facing.

When you walk in a direction, that soldier’sfireteam will follow you wherever you go.

StanceStance is the position your soldier is currentlyin. There are three stances in Ghost Recon:upright, crouched and prone. Each offersdistinct advantages and disadvantages.

Upright lets you move the fastest. However, while standing upright you make a bigger target.

Crouched offers the best of both worlds - asmaller target and a medium movement rate.

Prone is the most difficult to hit, but movesthe slowest. Also, unless you are moving,mouselook is limited in prone position.

You can move forward and back and sidestepwhile in any of the three stances.

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ACTION SCREENFiringTo fire your weapon, press the Use Item key(defaults to Left Mouse button). This firesthe currently selected weapon at its currentRate of Fire.

The Use Item key also uses in-hand itemssuch as Demolition Charges and Binoculars.

Rate of FireThe Rate of Fire is how many rounds yourweapon squeezes off each time you press theFire button. Depending on the weapon, it can have one or more of the followingrates of fire:

• Single Shot

• Three-Round Burst

• Fully Automatic

You can switch between various rates of firefor a weapon by pressing the Next Selectivekey (which defaults to F). Checking theWeapon Indicator at the lower right of theAction Screen will tell you which fire modeyou’re in.

Switching WeaponsYou can switch between your primary andsecondary weapons by pressing the swapweapons key (defaults to ~). Hitting this keyswaps out your current weapon for the otherone you carry - Primary to Secondary, orSecondary to Primary.

Changing MagazinesReloading is simply a matter of hitting theChange Magazine key (which defaults to theZ key). Doing so swaps out the current clipand inserts a new one, regardless of whetheror not the clip is empty. A clip is onlydiscarded if it is completely empty.Otherwise, a clip that has been popped out

Switching FireteamsYou can move between fireteams instantly by pressing the fireteam’s hotkey. Thesedefault to 1 for Fireteam Alpha, 2 forFireteam Bravo, and 3 for Fireteam Charlie.Hitting a fireteam’s hotkey instantly selectsthe leader of that fireteam and gives youcontrol of that soldier. If the leader of thefireteam is down, you’ll be given control ofthe next ranking team member, and so forth.If the entire fireteam has been killed orincapacitated, then attempting to select thatteam has no effect.

ActionsThe Action button is used to perform anaction or use a specific item. It defaults tothe Space Bar. Actions that you can performinclude opening doors and taking control ofmachine gun emplacements.

.50 Caliber Machine GunsSome missions feature emplaced .50 calibermachine guns which you can have a soldiertake command of and fire. To take commandof a machine gun emplacement, have asoldier walk up to it, and then press theAction key. This will give you control of themachine gun, which you can direct as youwould a soldier by moving your mouse.

You can fire the machine gun by pressing theUse Item key. However, if you fire themachine gun for too long, you run the risk ofoverheating it. When the gun first starts tooverheat, you’ll see wispy white smokeemerging from the barrel. If you continuefiring, eventually you’ll see black smoke. Thismeans the gun has overheated, and you willnot be able to fire again until the gun coolsdown. To leave a gun, simply move in anydirection, and you will no longer be controllingthe gun.

DoorsMany of the buildings you will encounter inGhost Recon will have closed doors. To opena door, walk up to it and press the Actionbutton (defaults to Space Bar). The door willthen open, unless someone is standing in theway, in which case it will wait until that figuremoves before opening completely.

Some doors cannot be opened. Others will belocked, but can be opened by shooting them.

Out of My WayIf you find that you’ve entered a space, suchas a small room, that you want to leave, butcan’t because the rest of your currentfireteam has filed in behind you, you have twooptions. First of all, you can simply turn andwalk out by going through where your alliesare standing. They will shuffle out of the wayand eventually let you out. Otherwise, you canjump to the Soldier Cards and switch to thesoldier at the back of the fireteam. Once he’sactive, you can simply exit and the rest of thefireteam will follow.

CombatCombat, in its simplest form, involvesshooting, blowing up or otherwise wreakinghavoc on your enemies. To do this, yoursoldiers are equipped with a variety ofweapons ranging from pistols to anti-tankweapons. Each character goes into combatwith two weapons, a primary and secondary,which you can switch between without penalty.

ACTION SCREEN

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previously can be re-inserted and used untilit is emptied.

Reloading is not instantaneous. Your reticlewill change to show the progress of yourreloading procedure. When it finishes, thereticle reverts to normal. You cannot firewhile reloading, but can start immediatelyonce the reloading process finishes.

Zoom In and Zoom OutSome of your weapons allow you to zoom infor a better look. Zooming in (also known asSniper Mode) gives you a much clearer view ofthings on the map that are far away, but limitsyour field of view. Zooming back out makesdistant targets that much less distinct, butlets you see more of the battlefield.

To switch to Sniper Mode, press the WeaponZoom In key (which defaults to R). To go backto normal view, press the Weapon Zoom Outkey (which defaults to T). You can switchbetween modes while you are moving.

For soldiers other than snipers, the reticleand other screen elements do not changewhile you are in Sniper Mode. You simply seeless of the field, but in more detail. Forsnipers, the view does change and the areaoutside your scope fades out as you zoom in.If you have a mouse with a mousewheel, italso serves as a default zoom control.

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THE ON-SCREEN INTERFACE

This is what you see when you are actually in theaction phase of Ghost Recon. Most of thescreen is taken up by the currently selectedcharacter’s view of the world. In other words,you see what he sees, whether it be trees,buildings, tanks, enemy soldiers or driving rain.

In-Game ScreenElementsThe bulk of what you’ll see in the game can bestbe described as the game itself. This includes:

Friendly TroopsThere are two varieties of friendly troops: thoseattached to your platoon and those who areworking in concert with you. Members of yourvarious fireteams will be easy to pick out, astheir names will appear as the reticle sweepsover them. Other friendly troops will notgenerate this effect, but will be identifiable bytheir uniforms and by the fact that they willmove in concert with your troops withoutopening fire.

HostilesHostile soldiers are those enemies who aretrying to eliminate you and your platoon. Theycarry weapons, and generally dress in eithercivilian clothing or regulation uniforms for anopposing military. Hostiles will not register anyname text when the reticle sweeps over them,but they will react to evidence of your presence(sight, sound, or the fact that one of their allieshas suddenly been shot).

VehiclesA wide variety of military vehicles, ranging fromthe M1 Abrams tank to the An-74 Coaler, arerepresented onscreen in Ghost Recon. Somewill be moving and/or shooting at you, whileothers will be static elements. If a vehicle is inmotion, it can be destroyed. You cannot,however, ride, steer or otherwise control anyvehicles in the game.

TerrainTerrain is the basic landscape of the game,including trees, bunkers, buildings and soforth. Most terrain can be moved across bywalking. Steep terrain may not be accessibleat all. While there will be cliffs and otherterrain hazards in Ghost Recon, you will notbe able to walk over a cliff or otherwise injurea soldier by means of the terrain.

Visibility of terrain varies according toambient light and weather conditions.

RefugeesRefugees may be dressed like hostile soldiers,however, they are unarmed. Shootingrefugees is considered counter-productive,and may cause you to fail certain missions.

Rescuing HostagesCertain missions require you to rescuehostages or to take enemies prisoner inorder to complete objectives. Hostages willremain in place even if you eliminate theircaptors, so in order to get a hostage tofollow you, you’ll need to have a soldier runinto them. Once the hostage has beenbumped, he or she will follow the soldier whobumped them. You can switch the soldier thehostage follows by having a different soldierbump them.

Enemies eligible to be taken prisoner can becaptured in the same manner, i.e. by havinga soldier bump them. Bear in mind that mostenemies are not eligible to be taken prisoner,and will fire if you attempt to bump them.

However, instead of skipping up levels ofzoom, it provides a smooth zoom in and zoom out.

BinocularsBinoculars are best described as working like“a sniper rifle that doesn’t fire.” They providea much better long-distance view than mostweapons, but have no impact on the enemy.Binoculars are used by making them theactive weapon, then pressing the Use Itemkey. Your view will then change to reflect the use of the binoculars.

Demolitions ChargesCertain missions require that you plantdemolitions charges to complete objectives.To use a demolitions charge, select it as theactive weapon and move to the spot whereyou want to drop the charge. Pressing theUse Item key drops the charge. It will thendetonate at the end of the mission on its own accord.

ClaymoresClaymores are dropped on the field likedemolitions charges. At this point, theweapons indicator changes the claymore iconto that of a detonator. Pressing the Use Itemkey again sets the claymore off. Be awarethat there is also a small area of lethalitydirectly behind the claymore as it is detonating.

SensorsSensors function like an extra soldier interms of detection. When a hostile or avehicle passes within detection range of asensor, they appear on the command map.Sensors are placed on the field in the sameway that demolitions charges are.

ACTION SCREEN

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THE ON-SCREEN INTERFACE

If you are down to 30% of full ammunitioncapacity on you current clip, the selectedweapon changes to appear bright yellow.When the clip is emptied, it changes color to red.

ReticleAt the center of the screen is your reticle.The reticle is your means of targeting whereyou are shooting.

There are different reticles for each of thefollowing weapons:

• Sniper weapons

• Assault rifles

• Light machine guns

• Carbines

• Pistols

• Grenades

• Grenade launchers

• Anti-tank rockets

• Binoculars

The reticle consists of two parts: the staticcomponent and the pips. The staticcomponent is always centered on yourscreen and represents the center of yourcurrent aim. Any firing you do will hitsomewhere within the area marked off by the reticle pips.

The pips around the reticle represent therange of accuracy you have at any givenmoment. The longer you focus on a particulartarget, the closer to the center of the reticlethe pips move and the more accurate your

Interface ElementsThere are several additional elements to the on-screen interface besides a view of the 3-D world. These other elements give you additional information that is crucial toplaying Ghost Recon, including details of yourweapon, your currently selected soldier, and whether or not any hostile troops are in the vicinity.

Soldier Panel This appears at the lower left corner of thescreen. It tells you which soldier you havecurrently selected.

At the far left of the Panel is a series of threedots arranged vertically. This is your stanceindicator, and shows you which stance(standing, crouched, prone) the soldier iscurrently in. Immediately to its right is anicon representing the current soldier, whichalso shows current stance.

At the far right are three lines of text. Thetop line shows the soldier’s current healthstate - Healthy, Wounded or Dead. When a character is Wounded, the line turnsyellow. When the character has been killed, itturns red.

Below the current health state is the name ofthe soldier’s fireteam, and below that, his orher last name.

You can toggle the Soldier Indicator on or offby pressing the Toggle Soldier Panel key,which defaults to F11. Toggling it off removesit from the screen. Toggling it back onreturns it to view.

THE ON-SCREEN INTERFACE

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Weapon PanelAt the lower right of the Action Screen is theWeapon Panel. This lets you know whichweapons the current character carries,which is active, and how much ammunition isloaded/left.

There are two lines to the Weapon Panel.The top line is the soldier’s primary weapon,while the second line is the secondaryweapon (or other kit item, such as binocularsor explosive charges). Two numbers appearto the left of the image of the weapon. The first is the number of rounds left in the current clip, while the second indicatesthe number of clips remaining for thatweapon. In some cases, the second numberis replaced by a dash. This means that # ofclips is not applicable.

You can toggle the Weapon Panel off and onby pressing the Toggle Weapon Panel key,which defaults to F12. Toggling it off removesit from the screen. Toggling it on returns it.

No Clip Number?There are two reasons for there to be no clipnumber attached to a particular weapon.Some weapons, such as fragmentationgrenades, are simply counted as individualunits and are not rated by clips. Also whenyou play on Rookie level, certain weaponshave an unlimited number of clips available.Hence, there is no clip # shown.

The bottom line on the Weapons Panel showswhich weapon is currently selected. To theright is the Rate of Fire indicator, whichshows whether the weapon is on single shot,three shot burst, or full auto mode. Hittingthe F key toggles your current rate of fire.

Threat IndicatorThe Threat Indicator appears at the center ofthe bottom of the screen. It serves multiplefunctions, allowing you to orient the currentsoldier without opening the Command Mapand also displaying the presence of anyhostiles in the area.

There are five elements to the ThreatIndicator. The furthest from the center is atriangle that indicates the nearest waypoint.This stays absolute no matter whichdirection the currently selected character is facing.

The colored pip inside the largest ring ofThreat Indicator indicates North. This alsostays absolute no matter which direction thesoldier is facing.

The outermost ring of the Threat Indicatordisplays according to the selectedcharacter’s current facing. It is broken upinto quadrants, and serves as your FireIndicator. The regions that are illuminated tell you from which direction you are hearingfire. Active segments of the Fire Indicatorare red. Inactive ones are black.

The middle ring of the Threat Indicator showsthe general direction of other units beyond40 meters on the map. Like the FireIndicator, this is broken up into quadrantswhich are displayed relative to thecharacter’s current facing. Active quadrantsdisplay yellow, while inactive ones are black. Note that this ring only shows thepresence of enemies, and will not detectfriendly soldiers.

The center of the Threat Indicator lets youknow when there’s a hostile within 40 metersof your current position. When active, itshows red. When it is inactive, it istransparent, and shows the terrain behind it.

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THE COMMAND INTERFACE

The Command Interface is how you controland select your soldiers during the actionphase of Ghost Recon. It consists of twoelements: The Command Map and theSoldier Cards.

You can call up the Command Map by hittingthe Left Shift key and holding it. However, assoon as you release the Tab key, theCommand Map vanishes. You can call up the Soldier Cards by hitting the Tab key and holding it. Releasing it closes the Soldier Cards.

If you hit the Control key, you call upwhichever element of the Command Interfaceyou viewed last. This defaults to theCommand Map. Whichever element you callup - and you can switch between the two -will stay onscreen until you close it.

The Command MapThe Command Map allows you to see where your platoon is located on the field of battle, and to start them moving byinserting waypoints.

At the left of the Command Map are twotabs, one for the Command Map itself andthe other for the Soldier Cards. Clicking on atab allows you to switch between the two.Next to them are three tabs for yourfireteams. They are labeled by name, andallow you to select a team and set its Rulesof Engagement (RoE).

fire is. Any firing you do will hit somewherewithin the area market off by the reticle pips.Each time you move, the pips go back out tothe edge of their range and your accuracydecreases accordingly.

If your reticle sweeps over a friendly soldier,the soldier’s name will appear onscreen for as long as he is targeted. Hostiles’ names do not appear when the reticlepasses over them.

Night VisionWhen fighting occurs under less-than-optimal lighting conditions, you have theoption of turning on night vision. This allowsyou to see in the dark, though night vision isby no means perfect. It is, however, betterthan stumbling around in the dark hoping thatno one on the other side can see any betterthan you can.

Night Vision can be toggled on and off bypressing the Toggle Night Vision key, whichdefaults to V. When night vision is on,everything on the screen will appear green.Turning night vision off returns you to normalvision mode. Moving into an area with regularillumination while night vision is turned onmay provide inferior vision temporarily.However, you can switch between visionmodes instantly.

MessagesYou will occasionally receive messages from the game (or in Multiplayer, from other players) passing along importantinformation. This includes changes infireteams’ Rules of Engagement, servermessages and so forth. These messages will appear in the upper left of your screen.

THE ON-SCREEN INTERFACE

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Rules of EngagementThere are two types of Rules of Engagement:Movement and Combat.

There are three settings for each set of RoEs.

For Movement, they are:

• Hold - Halts your fireteam in position.Hold is signified by a red X.

• Advance - Moves your fireteam towardtheir next waypoint. Advance is signifiedby a yellow arrow. If a fireteam set toAdvance is fired upon, they will dropdown to Hold until you manually adjusttheir RoE.

• Advance at All Costs - Moves yourfireteam forward regardless ofopposition. Advance at All Costs issignified by a green double arrow.

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THE COMMAND INTERFACE

WaypointsWaypoints are spots on the map that yourfireteams will move to once you start them inmotion. Setting waypoints also allows you tocheck your fireteams’ progress when you lookat the Command Map. The line between yourfireteam and its waypoints show up on themap as a white line that lets you see exactlywhere your troops are going before they get there.

You set waypoints by selecting a fireteamand then left-clicking the spot on the mapwhere you want the team to go. You can setmultiple waypoints in sequence, allowing thefireteam to move along a preset path. Assoon as a waypoint is set, the team will startmoving unless its RoEs are set to Hold.When the waypoint is set, a line appears onthe Command Map between the leader of thefireteam and the waypoint, along which thesoldier will move.

If you set a waypoint with an invalid path -such as one that requires the fireteam toclimb a cliff, or walk through a wall, the pathwill flash red. This indicates that the pathyou’ve set won’t work, but the fireteam will doits best to get there in any case. The gamemay then attempt to recalculate a path foryour fireteam to follow, though it may not beable to do so under certain specializedcircumstances. While the game isrecalculating your path, the path itselfappears as a flashing line. The recalculatedpath appears as a normal path.

If you click on an invalid destination (such as a cliff face) for a waypoint, the cursor will flash red and you’ll receive an audiowarning letting you know that no waypointhas been set.

For Combat, the RoEs are:

• Assault - Tells your fireteams to shoot onsight. This is the default setting, and issignified by the silhouette of a pistol.

• Suppress - Tells you fireteam to shoot on the suspicion that hostiles are nearby.They’ll lay down a great deal of fire, but not very accurately. Suppress issignified by the silhouette of a pistolabove a plus sign.

• Recon - Instructs your fireteam to take pains to avoid shooting, but they will fire back if fired upon. Recon issignified by the silhoutte of a pistol above a minus sign.

RoE, Cover and FormationsRegardless of your RoE, your soldiers will always seek available cover when youstop moving.

The formation you move in under Recon will change, depending on whether you havetwo or three soldiers in your fireteam. Withthree soldiers, you’ll move in a V-formation,with one soldier always taking point. Withtwo, your soldiers will constantly switch offas lead.

At the top of the Command Map are a seriesof tabs listing the fireteams by name.Clicking on one of these tabs selects thatfireteam and makes it current, allowing youto set waypoints for it or change its RoE.

The center of the Command Map is the map itself. This shows you the layout of the mission space. On the map you’ll seelandmarks (which often are tied into mission objectives) and other indicators.These include:

• Your Troops - Appear as white circleswith the letter of their fireteam inside.The soldier you are currently controllingappears as a green circle with thefireteam’s designation inside.

• Soldiers - Appear as small diamonds.Friendly soldiers appear green, whileunfriendly ones appear red.

• Vehicles - Each vehicle type (includingtanks, APCs, SAMs and Humvees) hasits own icon.

Non-permanent items, such as enemysoldiers, only appear on the Command Map ifone of your soldiers has line of sight on them.Items that have been destroyed, such asburned-out vehicles or dead soldiers, appearon the map with a darker color than normal.These do not vanish even if your troops nolonger have line of sight.

Moving the mouse over the icon representingone of your soldiers brings up that soldier’sname, so you can identify the disposition ofeach member of your fireteams. Also,moving the mouse over an objective or othersignificant map element, such as theinsertion zone, brings up identifying text.

At the bottom left of the Command Mapscreen is a magnifying glass icon. This allows you to zoom in on a section of the map. Clicking on it again restores thenormal perspective.

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To delete a waypoint, right-click. This deletesthe most recent waypoint. If you delete allcurrent waypoints, the fireteam will stop inits current position.

Only the path for the currently selectedfireteam will be visible when you look at theCommand Map. Switching fireteams bringsup each team’s individual path.

Some maps have more than one level thatyou can plan your team to. Hitting the StanceUp, or Stance Down keys will move the mapup or down one level respectively. Thosesections of the map that have multiple levelswill have an icon above them. The icon will bea circle with a number inside of it. Thatnumber indicates what level of that structureyour team will find a path to when you click inthe structure.

Firing ArcsFiring arcs are scans your soldiers do of anarea when they reach a waypoint. They serveto let your fireteams check for trouble and hopefully take it down before plunginginto a situation.

To set a firing arc, hold down the mousebutton when you set a waypoint. After a fewseconds, a yellow arc will appear on theCommand Map. This is your firing arc. Youcan direct it by using the mouse, thusestablishing the arc your soldiers will coverbefore moving on to their next waypoint.

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THE COMMAND INTERFACE

Mission StatusSelecting the ESCAPE key during a missionbrings up the Mission Status dialog box. Thisis a fast way for you to check your objectivesduring a mission, as well as letting yourestart, save, or otherwise modify a mission.The top of the Mission Status dialog listsyour current objectives along with theirnumerical designation. Below that is a seriesof buttons.

ContinueSelecting the Continue button returns you tothe game exactly where you left off.

Save GameThis saves the current game and brings upthe Save Game dialog.

OptionsThis brings up the in-game Options Menu.

Restart Clicking on Restart restarts the mission with your current platoon and kit. Anycasualties are erased, all expendedammunition is restored and all hostiles areback in place.

AbortSelecting Abort takes you out of the missionand back to the Briefing Screen.

End MissionSelecting End Mission ends the missionimmediately. It takes you to the After Action Review screen, and the mission isconsidered “Failed.”

QuitChoosing Quit takes you back to the Main Menu.

Soldier CardsThe Soldier Cards allow you to switchbetween soldiers. It also shows you yourentire platoon’s current status, includingammunition, current health and statistics.Soldier Cards are broken down by fireteams.As in the Command Map, there are tabs foreach fireteam with buttons for each team’sRoE. At the top of the Soldier Cards screenare tabs for each fireteam, which are grayedout and cannot be selected.

The individual Soldier Cards give all of thepertinent information for each soldier. At theleft is an indicator for which character iscurrent. Next to that is a stance indicator,which lets you know if the soldier is standing,crouching or prone. Clicking on the stanceindicator also selects that soldier as theviewpoint character when you close theSoldier Cards. Next to it is an icon whichserves as a wound indicator. The icon is inthe shape of a human figure, and indicateswhere, if anywhere, that soldier has takenany wounds.

To the right of the stance indicator are twolines of text that give you the soldier’s nameand specialty. Next to the text are thecharacter’s kit items (usually weapons) andthen an ammunition indicator. This tells youhow many shots you have in the current clipand how many clips you have remaining forthat particular weapon. At the far right arethe soldier’s skills.

If a soldier has been killed, his or her card appears red. Slain soldiers cannot be selected.

Nothing to See HereAt the bottom of the Soldier Cards screen isthe Platoon Selector. This allows observers ina multiplayer game to choose which platoonthey wish to watch. It has no function in thesingle-player game.

At the bottom left is a magnifying glass icon,which has no function with Soldier Cards andis grayed out.

Quick-save and Quick-loadQuick-loadQuick-load allows you to load up a game while in the Action phase. Pressing the quick-load key, which defaults to F7, loads up the last quick-saved game automatically. If you have a recording going, the quick-loadwill cause you to lose all information aboutthe mission up until the point where you havequick-loaded. If you view the replay, it willstart at that point and go forward. This istrue for all quick-loads that are done whileplaying a mission.

Quick-saveIf you want to save a game without exiting theaction, press the quick-save key, whichdefaults to F6. This creates a saved game ina dedicated quick save slot.

THE COMMAND INTERFACE

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FINISHING A MISSION

Back ButtonSelecting the Back button gives you a chanceto retry the just-completed mission. Clickingon the button brings up a dialog asking you ifyou want to retry the mission. If you selectYes, you’re taken back to the Briefing Screenfor the mission. If you choose No, you returnto the AAR Screen.

Saving a ReplayIf you choose to save a mission replay, you’llbe taken to the Save Replay Dialog.

When you enter this screen, you will see atext box that lets you type in a name for thereplay you want to save, as well as ascrollable list of all currently saved replays.There are two buttons on this screen: OKand Cancel. Selecting Cancel takes you backto the AAR Screen without saving yourreplay. Selecting OK saves the replay beforetaking you back to the AAR Screen.

• Hits - the number of hits the soldier achieved

• Hit % - the percent of shots fired thatfound a target

• Kills - the number of kills registered bythe soldier

• Decorations - whether or not the soldierwill be decorated for his performance

View ReplaySelecting this button allows you to watch areplay of the just-completed mission.

Save ReplaySelecting this button lets you save the replayof the just-completed mission for laterviewing through the View Replay menus.

Menu ButtonPressing this button brings up the in-gamemenu. This is identical to the menu you callup during gameplay with the ESCAPE button.

Forward ButtonSelecting the Forward button advances youto the next screen. If you’re playing acampaign, this will take you to the nextmission’s briefing screen. If you’re playing aquick mission, you’ll go to the Quick MissionScreen. If you select Yes, you’ll be taken tothe Quick Mission Screen. If not, you’ll betaken to the Main Menu.

In a campaign, the Forward button is grayedout if the mission is considered “failed.”

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FINISHING A MISSION

A mission is considered finished if either youhave completed all of the mission objectivesor your entire platoon has been killed. Whenthe mission is over, you will be taken to theAAR screen. In some cases, you’ll be showna brief cut scene before you go to the AARscreen, but not in all cases.

After Action Review(AAR) ScreenThe AAR Screen shows you how you did onthe just-completed mission. It gives you adetailed listing of how you performed on themission overall, as well as individualstatistics for each of your soldiers.

Mission InfoThis shows you the basic details of themission. It includes mission type, difficulty,elapsed time, best time and fastest player.

Objective StatusEach mission objective is listed here, alongwith an indication of whether you succeededor failed its conditions. Note that it ispossible to succeed at some missionswithout meeting all mission objectives, if thedefault objectives have been met instead.

Platoon StatusThis displays a list of all of the soldiers inyour platoon for the previous mission. Each islisted with the following information:

• Name - the soldier’s name

• Specialty - the soldier’s class

• Status - whether the soldier is healthy,wounded or dead

• Shots - the number of shots the soldier fired

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MULTIPLAYERThere will be a box on the screen for apassword. If the game you are joiningrequires one, enter it in this box. Not allgames require passwords - it must bespecially set by the host. If you try to join a password-protected game without enteringa password, you won’t be allowed to advanceto the next screen and you’ll get a dialog box indicating that you’d entered an incorrect password.

Internet Game ListClicking on the Internet tab brings up thislist, which is similar to the LAN list. Itprovides the same information aboutavailable games as the LAN list, and offerssome additional options as well.

The list of server names here shows all of theserver addresses that you’ve chosen to save.The game will automatically look to see ifgames are available at these sites for youwhen you enter this screen.

Underneath the list of server names is a textfield where you can type in the address of anew server you want to check for an availablegame. Clicking on the Add button adds theserver to your list. Selecting a server fromthe list and clicking on the Delete buttonremoves that server from your list. Clickingthe Info button gives you information on thecurrently selected server, and if no server isselected, the button is grayed out.

Clicking on the Refresh List button makesGhost Recon run through your list of serversagain to see if there’s been any change instatus since the last time you looked.

At the bottom of the screen is the MainMenu button, which takes you back to theMain Menu if you click on it.

Join PortYou may need to enter a Join Port if you aretrying to connect to an Internet game thatisn’t using the default setting. The personhosting your game will be able to tell you theport setting, and you will be able to enter it,along with the game’s address, in the field atthe bottom of the game list.

Player SetupThis screen allows you to set yourself up toplay in a multiplayer game. Here you canselect your soldier type, join a unit and seedetails of the mission you’re about to play.

You’ll see this screen regardless of whetheryou’re joining a game (in which case it’s theonly one you need to worry about) or startinga server (or you may wish to alter the serversettings before launching the game).

Persistent SettingsThe multiplayer game settings will pick upwhere you left them in your last game. Thisprevents you from having to go in and changethings every time if you’ve found a set ofsettings you’re comfortable with.

Multiplayer gaming allows you to play withothers, either on a local network or via theInternet. You can either set up your ownserver and host a game, or join someoneelse’s game. Clicking on the Multiplayerbutton on the Main Menu takes you to theMultiplayer Setup Screen.

Multiplayer SetupThis screen lets you either join an existinggame or take the steps toward setting up aserver of your own.

Create GameClicking on this button allows you to set up a game on your system, creating it from scratch and using it as your server.Clicking Create Game takes you to the PlayerSetup Screen.

Game ListThis portion of the screen lists all of thecurrently available games, as well as a bit ofinformation about each. The list has twotabs, one labeled LAN and the other Internet.Clicking on the former shows you all of thegames of Ghost Recon currently running onyour LAN, while clicking on the latter showsyou all of the currently available games onservers you’re familiar with out on the Net.

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MULTIPLAYERLAN Game ListThe LAN tab on the Game List shows yougames on your local area network. Listed foryou will be each game by server name, aswell as the following information:

• Ping Rate

• Mode

• Number of Players

• Password Icon - This informs you as to whether or not the game ispassword protected

• Current Game Status

• Active Mod

You can select a game by clicking on it. Thiswill highlight the game and allow you to join it(assuming the game isn’t full, in progress, orotherwise locked off).

At the bottom of the list is the Info button.Clicking on the Info button gives you moreinformation about the game you’ve selected.If you have no game selected, this button willbe grayed out.

If you decide that you don’t want to join a multiplayer game after all, just select the Main Menu button at the lower left of the screen. This takes you back to the Main Menu.

Joining a GameJoining a game requires two steps. First,select the server you want to join. Then clickon the Join Game button at the lower right of the screen. This will take you to the Player Setup Screen, and allow you to getready to play.

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MULTIPLAYERGame InformationTo the right of the Soldier/Roster area of thescreen is the information about the currentmission for the game. This includes:

• Server Name - the name of the serveryou’re playing on

• Game Type - what style of game you’ll be playing

• Map Name - the name of the currentmap or mission

• Time Limit - how long the game will last

• Images from the map

Beneath that is a box marked Ready. Clickingon the box indicates that you are ready toplay. When everyone in the game clicks onReady, the game begins.

WarningIf you are hosting the game, do not click onReady unless you have all game options setthe way you want. Otherwise, you run the riskof having the game suddenly start whileyou’re still setting things up.

Next to the Ready box is an indicator tellingyou how many people have indicated that theyare ready out of the number of people in the game.

Below the Ready indicator is a list of missionobjectives. They may be full missionobjectives, or they may be as simple as“Eliminate all enemies.”

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MULTIPLAYERSoldier/RosterAt the left of the screen is an area with twotabs: Soldier and Roster. This allows you tochoose what sort of soldier you’re going toplay, join a unit and decide whether you’regoing to play or just observe.

RosterClicking on the Roster tab brings up a list offireteams for the currently selected platoon,as well as a series of four tabs. Each of thetabs corresponds to one platoon in thegame. Click on the platoon you want to join tobring up its current roster listing.

Each platoon’s roster listing is broken downinto three fireteams, and each fireteam’sroster consists of three lines. On each lineyou will find three bits of information: PlayerName, the number of votes that player hasfor squad leader, and a checkbox. Thecheckbox allows you to cast your vote forsquad leader. To cast a vote, click on the boxnext to the player whom you want to vote for.Underneath the roster listing is a boxshowing the other players in the game. Toadd your soldier to a fireteam, click on anempty spot on the fireteam you want to join.Your name will appear in that slot, and will be grayed out in the listing below.

Observer ModeAt the very bottom is a box labeled ObserverMode. Clicking on this box puts you intoObserver Mode, which lets you watch,instead of playing. When you go intoObserver Mode, click on the player you wantto follow (and whose eyes you’ll be seeingthrough when the game starts). When inObserver Mode, you have no control overwhich soldier you’re attached to at the startof a mission. Observers can, however,

change their viewpoint during the game byusing Soldier Cards Note that you cannot joina platoon while Observer Mode is selected.

SoldierClicking on the Soldier tab allows you toselect what sort of soldier you’re going toplay and what you’re going to be known as inthe game.

At the very top of this section of the screenis a window showing the current soldier type.You can scroll back and forth between the four options - Rifleman, Demolitions,Sniper, Support - by clicking on the left andright arrows.

Underneath the soldier class designator is awindow that shows you what your soldierlooks like. This varies by platoon - if youchange your platoon in the Roster section of the screen, then your soldier will change appearance.

Below the image is a text box where you canname the soldier you want to play. Type in the name you want to be known by on the server. This can also be set in theMultiplayer options.

The next item down is the kit selection area.Here is where you select the kit for yoursoldier. The name of the kit appears in a textwindow, while the kit’s contents appear belowit. There are a limited number of kits(including specialist kits) available, which youcan scroll through by clicking the right andleft arrows.

Message WindowAt the lower right is a message window,which allows you to see both servermessages and comments from other players.

Edit ServerUnderneath the list of mission objectives isthe Edit Server button. Clicking on it takesyou to the Server Setup Screen. If RemoteAccess is not available, the button will bedisabled on clients. If it is available, thebutton will open a dialog asking for an accesscode before taking you to the screen.Beneath that you’ll find a message windowthat lets you know what’s been going on inthe game (who’s joined, who’s been electedleader and so forth). These messages willscroll up from the bottom of the window.

Request EjectClicking this button starts a vote to eject a player. When you click on it, the EjectPlayer window comes up. On the left is a list of all players on the current server. Onthe right are three buttons: Eject Player,Don’t Eject Player, and Cancel. To start a vote to eject a current player, click on the player’s name at left and then click on the Eject Player button. This registersyour vote to kick the player off the server, and sends out a message to the otherplayers that a vote has been called regardingthat player’s possible ejection. Once a votehas started, the other players have oneminute (with updates sent out ever fifteenseconds) to vote. Abstaining from votingcounts as a “no” vote.

Once someone has called a vote, the EjectPlayer button changes into the Cast Votebutton. To vote to eject the player inquestion, click on Cast Vote and select EjectPlayer. To vote against ejecting the player,click on Cast Vote and then select Don’t EjectPlayer. Clicking Cancel from the Eject Player

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MULTIPLAYERTeam SelectorAt the very bottom left of the screen is theteam selector. This lets you assign platoonsto teams. Next to each platoon number is anarrow, and each platoon’s number issurrounded by a colored box. Clicking on thearrow changes the color of the box. Platoonswith the same color are on the same team.

Game DetailsOn the right side of the screen is where thebulk of the choices for the game are made.They include:

• Game Mode - Gameplay style. Can be Solo,Cooperative, or Team. Each game typeallows specific play types.

Game TypesEach mode has three distinct game types, aswell as some unique setting dependencies.

SoloSolo has three game types:

• Hamburger Hill - The player who spendsthe most time in the central area of themap wins. If no duration is set for thegame, the game ends when only oneplayer is left. However, the last manstanding isn’t necessarily the winner.

• Last Man Standing - The winner is thelast one standing.

• Sharpshooter - The winner is the playerwho has the most kills at the end of the game.

While in Solo mode, you cannot turn on AIBackup or Random Teams. Furthermore, thePlatoon tab of the Player Setup Screencannot be accessed.

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MULTIPLAYERwindow closes the window without a votebeing cast. It is possible to go back into theEject Player window and change your vote,simply by re-selecting the name of the playerin question and re-voting.

Voting is done against the total number ofplayers in the game. If more than half theplayers voting elect to eject the player inquestion, he receives a text messageinforming him of this just before he is bootedfrom the server. If there aren’t enough votesto kick a player off, the vote ends with nothingelse happening.

Note that the name of the host neverappears on the list of player names eligible tobe voted on.

Server InfoClicking on this button shows you currentserver settings by taking you to the ServerSetup Screen. However, no buttons exceptCancel (which takes you back the PlayerSetup Screen) are active.

Exiting the ScreenAt the bottom of the screen are threebuttons. The left button will take you back tothe Multiplayer Setup Screen. The rightbutton is enabled only on the server, and willlaunch the game. The center button, whichhas a square on it, is not. Clicking on thesquare button brings up a dialog box withfour buttons: Continue, Options, Quit andSecurity. Clicking Continue brings you back to the original screen. Clicking Options takesyou to the Options Screen. Clicking Quittakes you out of the current game andreturns you to the Main Menu. Clicking on theSecurity button will open a dialog allowing theserver to kick players.

Server SetupThis Screen is where you set up the serveroptions if you are hosting a game. The entirescreen is a set of choices that help you definethe game in terms of how long it lasts, whatrestrictions are on it, what map it’s playedon, and so forth.

Map SelectionAt the left of the screen is the map selectionarea. There’s a list of maps underneath awindow that shows images from thecurrently selected map. The selectiondefaults to whichever map is up first, but youcan change it by clicking on whichever mapyou’d like to play. You can scroll through thelist of maps by clicking on the up and downarrows at the top and bottom of the list.

Below the list of maps is a series of fourcheckboxes. They are:

• Allow Observers - Lets people play inObserver Mode

• Arcade Mode - Speeds up the gameaction and makes soldiers moreresistant to damage

• AI Backup - Has the game fill out anyplatoons that are short with riflemen

• Random Teams - Assigns players toteams randomly

Co-OpCo-Op mode has the following three game types:

• Firefight - The map is seeded withrandomly placed enemies, whom theplayer must defeat.

• Mission - The game plays precisely like a single-player mission, with the sameobjectives, enemies and so on.

• Recon - The players must make it fromthe insertion zone to the extraction zone.

While in Co-Op mode, Random Teams isautomatically switched off. There is only oneplatoon, and you cannot activate RandomInsertion Zones.

TeamTeam mode has the following three game types

• Hamburger Hill - The winner of aHamburger Hill game is the team thatspends the most time in the central areaof the map. If no duration is set for thegame, the game ends when only oneplayer is left. However, the last teamstanding isn’t necessarily the winner.

• Search and Rescue - The winner is theteam that finds the three hostagesplaced on the map and escorts them to safety successfully. The hostages are invulnerable to fire.

• Last Man Standing - The winner of thisgame is the last team still alive at theend of the game. If time runs out beforeone team can eliminate all of its rivals,the win goes to the team with the most kills.

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MULTIPLAYERPregame Session TimeoutThis is a countdown timer between games.Once it reaches zero, the next game starts.Note that changing the server options resetsthe timer to its maximum value in order togive players a chance to respond to thechanges. The timeout will not reset if youexit the screen by hitting “Cancel,” as nochanges will be applied. Timeout values range from 5 seconds to five minutes. Note that you can override the timeout bymanually starting the game, or by havingeveryone in the game click Ready on thePlayer Setup Screen.

Loading and Saving Game SettingsIf you come up with a set of Multiplayer gamesettings that you like, you can save them forfuture use. Simply click on the Save button.The saved settings are called a script file,and you can also create a script with the leveleditor included with Ghost Recon. To Load agame script file, click on the Load button.You’ll see a list of available scripts. Click onthe one you want and it will become active.Note that a loaded script’s settings do nottake effect until you click OK on the ServerSetup Screen.

If you load a script that you’ve created that’sincompatible with Ghost Recon, you’ll receivetext messages letting you know what theproblems are with the script. In themeantime, the previous game settings willremain active.

OKClicking on OK applies the changes you made,and returns you to the Player Setup Screen.

CancelClicking on Cancel removes any changesyou’ve made on this screen and takes youback to the Player Setup Screen.

EscapePressing the Escape key brings up the Statuswindow for the Server Setup Screen, which isdifferent from any other in the game. At thebottom of the Status window is a buttonmarked Eject. Clicking on Eject brings up theEject Player window. At the left you’ll see alist of all players in the current game. Toeject a player from the current game, click onhis name and then click on the Eject Playerbutton on the right. This boots the playerautomatically from the game without a votebeing called. The Do Not Eject Current Playerbutton is grayed out in this window. Click onCancel to close the window without ejecting aplayer. This can be done by any player withServer Access privileges.

Message WindowAt the lower right is a message window,which allows you to see both servermessages and comments from other players.

Remote AccessRemote Server Access is password-governed. If you’ve enabled Remote Accesson your server, the Edit Server button on thePlayer Setup Screen will be active. If theyclick on it, they’ll get a dialogue asking for theserver password (which you set underMultiplayer Options). Typing in the passwordallows them to enter the Server SetupScreen and make changes.

If someone with Remote Access has enteredthe Server Setup screen, the host will seethe Edit Server button on his Player SetupScreen turn red. If he clicks on it, he has theoption of booting the user from the EditServer Screen (thus canceling all of thatuser’s changes to the server). Other remoteusers, however, will not be able to click onEdit Server while the Edit Server Screen isbeing accessed by anyone - user or host.

While in Team mode, you cannot change thegame Difficulty. Also, a player in a Teamgame who has not selected a team to join bythe time play starts will be automaticallyassigned to one.

Mission ListThe game type you select determineswhether your mission list gives you thenames of individual maps or individual missions.

• Difficulty - How hard the game is. Can beRecruit, Veteran or Elite

• Next Map - Selects the order in whichnew maps are used in the game - eithera preset order that includes thecampaignsequence (In Order), random (Random),or repeated (Same). If you select Same,then Max Reps is disabled.

• Password - Password, if any, to join the game

• Time Limit - How long the game will go on.

• Type - The style of game you are playing.The available Game Types will varydepending on the Game Mode. Note that because of this, changing the GameMode will reset the Game Type.

• Max Players - The maximum number ofplayers allowed in the game

• Map Reps - The number of times thecurrent map will repeat before advancingto the next one in sequence.

• IFF - Whether IFF (Identify Friend or Foe)is switched on. If IFF is on, your shots donot do any damage to teammates.

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MULTIPLAYER• Use Threat Indicator - Turns the threat

indicator at the bottom of the screen inthe action phase on or off.

• Random Insertion Zones - Causes playersor teams to be placed randomly on themap, instead of always in the same start zones.

RespawnRespawn lets you set up how many times a player or team can respawn in a game, andunder what circumstances. There are fourtypes of respawning you can set:

• None - Once you’re dead, you’re dead. No respawning.

• Individual - Respawning is limited on anindividual basis. Each person willrespawn the stated number of times,then stay down.

• Team - Respawning is limited on a per-teambasis. Each team has a pool of respawnsavailable. Each time any team memberdies the team uses one respawn until theteam limit is exhausted.

• Infinite - Players will keep respawning aslong as the game lasts.

Respawn and AI Backup are mutuallyexclusive. If one is switched on, the other isautomatically switched off.

Kit RestrictionsThis allows you to set restrictions on whichkits can or can’t be used in the game. Youcan scroll through them by using the left andright arrows. The kit restriction namesdescribe their parameters.

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SOLDIER CLASSESThe soldiers in your platoon fall into four mainclasses: Rifleman, Support, Demolitions andSniper. Each class has a unique set of kitsand serves a unique function in the Ghosts’operations in the field.

RiflemanThe standard infantry rifleman makes up thebulk of the Ghosts. A rifleman carries theM16A2 weapons system, and has the optionof attaching the M203 grenade launcher tohis weapon.

SupportThe support class carries the Light MachineGuns (LMG’s). The support class is armedwith the M249 SAW (Squad AutomaticWeapon). Because of the extra weight theycarry in the field, the support class is alsothe toughest of the four classes of soldier.

DemolitionsIf something needs to be blown up, thedemolitions class will provide the soldier todo it. Demolitions soldiers are armed withthe M4 carbine, and carry a variety of specialgear, ranging from the M2 demolitionscharge to the M136 anti-tank rocket.

SniperThe sniper class is the master of the long-range kill. Armed with the M24 sniper rifleand skilled in stealth maneuvers, the snipercan sneak into a location that overlooks theenemy’s position and methodically takehostiles out.

SpecialistIn addition to the four default classes, youmay unlock certain specialist characters,whom you can then attach to your unit. Thereare a dozen specialists (each of whom alsobelongs to one of the other classes), andthey come equipped with their own weapons.These range from the technologicallyadvanced OICW to the MG3, which can laydown devastating support fire.

Multiplayer GameplayGameplay in multiplayer is almost identical togameplay in single player mode. However,rather than going through a briefing andselection phase, you start immediately in theAction phase. Gameplay then continues untileither the preset objectives are met or thetime allotted for the mission expires.

There are two other major differences fromsingle player gameplay: Respawning andCommand Map access. Respawning allowsplayers who’ve been killed in game to rejoin agame in progress.

Only the platoon leader can issue orders onthe Command Map in multiplayer games. Ifthe platoon leader is killed, the player withthe second-highest number of votesbecomes platoon leader, and so on down theline. Ties (even those at zero votes) arebroken randomly.

After Action Review (AAR) ScreenAfter the mission is completed, you’ll betaken to the AAR screen. At the top of thescreen is a platoon record that shows youthe name and performance of each soldier inthat platoon. Included is the soldier’s status,specialty, number of kills, number of shotstaken and number of hits scored. Below thelisting are the cumulative statistics for theplatoon, including kills, shots fired, hits andhit percentage. Tabs at the top of this let youswitch between platoons.

Underneath the platoon record is a messageletting you know whether you won or lost, aswell as the elapsed time of the mission. Atthe lower left is the Save Replay button, andto the lower right is a chat window. Toadvance out of the AAR screen, click on the right arrow button at the lower right,

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MULTIPLAYERor wait 45 seconds, at which point it willclose automatically.

Replays (AAR Screen)You can save a replay of the just-completedgame by clicking on Save Replay. However,only the server can record a multiplayer game.

Moving OnIf you have a Pregame Session Timeout set,all you have to do to continue is wait. Thenext game will start automatically. Your otherchoices are to click the square button at thelower right, which offers you the choice ofcontinuing, going to the Options Screen, orcanceling; or clicking the Right Arrow, whichtakes you to the Player Setup Screen.

Playing on ubi.comIn addition to playing multiplayer locally orthrough single internet games, you can also goto ubi.com for multiplayer Ghost Recon action.

Going Directly to ubi.comTo be able to play Ghost Recon on ubi.com,you'll need to install the ubi.com software at the same time you install Ghost Recon. (If you've already got it installed for anothergame, you can skip this step.) Once theinstallation is finished, you'll see an icon on your desktop. Clicking on that will take you directly to the ubi.com web site, where you can set up or join a game and play Ghost Recon against competitors fromaround the world.

Going to ubi.com Within GhostReconYou can also join a game at Ubi.Com afterstarting Ghost Recon. First, go to theMultiplayer Screen. At the top right, you'llsee a button labeled Play it on ubi.com. Clickon that, and you'll be taken directly to thelobby of the Ubi.Com web site. From there,you can join or set up a game.

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WEAPONSM82A1The M82A1 is a 0.50 cal semi-automaticrifle. The extreme power of the rounds it firesmakes it ideal for taking out lightly armoredvehicles. The weapon is fed from a 10 roundbox magazine that is mounted right in frontof the trigger of the weapon. Unloaded, theweapon weighs approximately 12.9 kg, andthe overall length of the weapon is just shy of1.5 meters.

M16A2The M16A2 is the standard U.S. Army issuerifle. It is semi-automatic, and fires 5.56 x45mm ammunition. The weapon is fed by a 30-round magazine that mounts justforward of the trigger. The M16A2 has a selective with a safe, single shot, and 3-round burst position.

M16/M203This variant of the M16A2 rifle comes withthe M203 underbarrel 40mm grenadelauncher attached. The addition of the M203raises the weight of the weapon from 2.52kg unloaded to approximately 5.48 kg. TheM203 is a single-shot, breech-loadingweapon. The M203 has a maximum range ofapproximately 400 meters. During combat,the recommended minimum safe range forfiring the grenade is 31 meters.

OICWThe OICW, or Objective Individual CombatWeapon, is a weapons system that iscurrently being tested for possibleimplementation by the U.S. Army. Theweapons system consists of an assault riflecapable of firing the 5.56 x 45 mmammunition currently used by the M16 familyof weapons and a 20 mm semi-automaticgrenade launcher. The grenade launcherbarrel is mounted above the rifle barrel, andthe launcher loads from a 6-round magazinenear the rear of the weapon in a bullpup

configuration. The two systems can beseparated, and the lighter, assault rifle-onlyportion can be used independently of thegrenade launcher.

CarbinesM4The M4 carbine is a scaled-down version ofthe M16 rifle. It fires the same 5.56 x 45mm ammunition from the same magazines.Its selector allows for safe, semi-automatic,and fully automatic modes of fire.

SA-80Just as the M4 is a scaled-down carbineversion of the M16, the SA-80 is a scaleddown carbine version of the L85 Individualweapon. It fires the NATO standard 5.56 x45 mm round from a 30 round magazineloaded into the weapon in a bullpupconfiguration. The selector allows theoperator to choose from safe, semi-automatic, and fully automatic modes of fire.

Sub-machinegunsMP5The MP5 is a sub-machinegun firing a 9 x 19mm pistol ammunition round. The selectorallows the MP5 safe, semi-automatic, three-round burst, and fully automatic modes offire from a 30-round magazine. The MP5 iswidely used by both military and police forcesaround the world.

MP5SDThe MP5SD is the MP5 sub-machinegunequipped with an integral silencer. It fires a subsonic 9 mm round. This combination of subsonic ammunition and integral silencermeans that just about the only sound heardwhen the weapon fires is that of the firing mechanism in operation. The SDvariant supports the same modes of fire as the MP5.

There are a wide variety of weapons availablefor use - or in the hands of hostiles - in GhostRecon. Below is some real-world informationon how these weapons work, what they do, and why you might find them useful in the game.

Hand-HeldM18 ClaymoreThe M18 Claymore anti-personnel mineconsists of a curved rectangular plastic shellwith a layer of 3/4 of a pound of compositionC3 explosive. It has a fragmentation face ofrectangular steel fragments designed toblow out in a fan-shaped pattern. Because ofthe explosive charge, there is a small area oflethality directly behind the mine, as well asthe area of devastation in front of the blast.

M2 Demolitions ChargeThe M2 Demolitions charge is a shapeddirectional charge capable of cutting throughconcrete and other light building materials.Placed properly, these charges are capableof destroying roads, bridges, and otherpermanent structures.

AN/GVS-5 BinocularsThe AN/GVS-5 is a lightweight, hand-heldbinocular-like laser range finder. It hasmagnification capabilities of up to 7X. Withthe battery in place, the system weighsapproximately 5 pounds. It can determineranges out to approximately 10,000 meterswith an accuracy of + or - 10 meters.

AN/GSQ-187 SensorThe AN/GSQ-187 sensor is a placed remotesensor that can pick up enemy movementsbased upon several types of input. Thesensor can detect changes in seismic,acoustic, thermal, and magnetic energy inthe area. It can then process this informationand relay to a computer the location, speed,

and direction of travel of any units passingthrough the area. It is even capable ofdetermining the difference between trackedand wheeled vehicles through seismic data.

M67 Hand GrenadeThe M67 fragmentation hand grenade is thecurrent U.S. Army-issue hand grenade. It islethal to 5 meters, and is capable of causingcasualties out to 15 meters. It consists of anexplosive charge, which is contained in asteel shell. The shell shatters into fragmentswhen the grenade explodes. The timer in thegrenade will cause it to explode between 3and 5 seconds after the spoon is releasedfrom the body of the device.

Assault RiflesM24The M24 weapons system is the currentsniper rifle system of the U.S. Army. It is abolt-action rifle, firing a 7.62x51mm round.It has a 6-round integral magazine, andweighs approximately 5.5 kg. The 10x powertelescopic sight adds approximately 800 gmore to the weight of the system.Additionally, the weapon can be outfitted witha bipod or iron sights, depending on theintended use for the weapon.

L96A1The L96A1 is a bolt-action single-shot riflefiring 7.62x51mm ammunition. It has a 10-round box magazine that feeds just infront of the trigger of the weapon. Empty, the weapon weighs approximately 6.4 kg.

SVDThe SVD, or Dragunov, is a semi-automaticrifle firing 7.62x54 mm ammunition ofRussian design. It is fed from a 10-round box magazine that loads in front of thetrigger of the weapon. The SVD weighsapproximately 4.3 kg.

WEAPONS

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Light MachinegunsM249 SAWThe M249 SAW (Squad Automatic Weapon)is the light support weapon currently used bythe U.S. Army today on the squad level. TheM249 fires the same 5.56 x 45 mmammunition as the M16, and can even usethe M16 magazines. However, the M249 ismore commonly fed from a 200-round boxmagazine. The weapon only has safe and fullyautomatic modes of fire.

MG3The MG3 fires a 7.62 x 51 mm round. Whenoriginally made, the MG3 only supportedbelt-fed ammunition and did not have a boxfor feeding ammunition into the weapon.However, a specially made drum has beenmanufactured to hold 100 rounds of linkedammunition, and this configuration is incommon use. With the bipod mounted on thefront of the MG3, it weighs approximately11.05 kg.

RPK74The RPK74 is a heavier variant of the AK-74assault rifle. The barrel has been extendedand made heavier to support the role of lightmachinegun. Like the AK-74, the RPK74 firesa 5.45 x 39 mm round. The selector allowsfor safe, semi-automatic, and fully automaticmodes of fire. Empty, the weapon weighsapproximately 4.6 kg.

PistolsM9The M9 is the current standard issuesidearm in use in the U.S. Army today. It is a9mm pistol with a magazine capacity of 15rounds. It replaced the 0.45 cal M1911.

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WEAPONSM9SDThe M9SD is the standard M9 pistol,equipped with a silencer for quieteroperation. In addition, the SD variant usessubsonic ammunition to keep the firing evenquieter. It sacrifices power for the silence,but the quietness of the weapon makes it an ideal backup weapon in those situationswhere the noise of an assault rifle is not acceptable.

Anti-TankM136The M136 is a disposable recoillessweapons system that fires an 84 mm HEAT(High Explosive Anti-Tank) rocket capable ofdestroying light armored vehicles. The HEATround is capable of penetrating 420 mm ofarmor. In addition to the HEAT round, theM136 is capable of firing an HP (HighPenetration) round that is capable ofpenetrating up to 600 mm of armor, which is sufficient to penetrate the armor of mostmain battle tanks.

Careful Where You Point That ThingThe M136 rocket launcher operates undercertain fire restrictions. In Ghost Recon, it is always fired over the soldier’s rightshoulder, which makes it difficult anddangerous to use it when peeking.Remember, just because you can see aroundthe edge of the building doesn’t mean thatyour M136 can too. There’s nothing quite asfrustrating as lining up a perfect shot andthen uncorking a rocket point-blank into thewall directly in front of you.

In addition, the M136 cannot be fired from aprone position.

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CREDITSRussian Authenticity Advisor

Roman Steponov

Red Storm CorporateYves Guillemot, CEOLaurent Detoc, President

Steve Reid, Vice President of Product Development

Chris Olson, Vice President of Operations

Elizabeth Loverso, Director of Product Development

Todd Lewis, Director of Engineering

Jonathan Peedin, Director of Art

Kevin Perry, Director of Design

Jon Schweitzer, Quality Control Manager

Red Storm Support StaffPaul D’Agostino, Systems Administrator

Scott Reid, Associate Systems Administrator

Jonathan Corum, Accountant

Michelle Benson, Human Resources Generalist

Meg Bachman, Receptionist/HR Assistant

Manual WriterRichard Dansky

Special ThanksKristian Hawkinson

Doug Oglesby

Chris Reeves

Lucas Smith

Rick Campbell

Mike Gibbons

Judah Graham

Mike Grasso

Ghost Recon TeamProducer

Darren Chukitus

Chief DesignerBrian Upton

Associate ProducerRobbie Edwards

Lead EngineerClark Gibson

Lead ArtistsEric Armstrong

Mike Haynes

John Sonedecker

Travis Getz

Quality Control AnalystDerek Earwood

Assistant DesignersMatthias Dohmen

Gary Stelmack

ArtistsTim Alexander

Sloan Anderson

Jeremy Brown

Thomas DeVries

Joseph Drust

Yongha Hwang

Kim Kirchstein

Kareem Leggett

Jeff McFadyen

Suzanne Meiler

John Michel

Brian Reynolds

Demond Roger

Dion Rogers

Eric Terry

Ray Tylak

Steve Wasaff

Chris Wells

EngineersGarner Halloran

David Hamm

Philip Hebert

Robert Hunt

Jon Owen

Christopher Port

Joe Sauder

Curtis Smith

Jason Snyder

Craig Staley

Diana Stelmack

Greg Stelmack

Jeff Wesevich

Marketing SupportHeather Maxwell

CinematicsMike Cosner

Lead TesterChris Curry

Beau Norris

TestersKen Turner

Paula Giordana

Prince Arrington, IV

Ryan Garvy

Darrin Gatewood

Joseph Hurdle

Matt Jacobs

Sen-Hao Lai

Scott Reid

CREDITS

58

Lee Harker

Sam Kalat

Todd Kelley

Scott Williams

Ubi Soft EuropeInternational Content Management

Editor in ChiefSerge Hascoet

Director of ProductionChristine Burgess-Quemard

International Content ManagerTravis Getz

MarketingEMEA Marketing Director

Laurence Buisson-Nollent

EMEA Marketing Group ManagerAxelle Verny

EMEA Brand ManagerCedrick Delmas

Local Brand ManagersSoren Lass

Marcel Keij

Stephane Catherine

Michael Thielmann

Antonio Rabanera

Vera Shah

Valeria Iodeserto

Christian Born

Vanessa Leclercq

Evelyn de Vooght

Localization Project ManagerAnne Perreau

Special Thanks toRonan Després

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Ubi.com Engineering Team

Luc Bouchard

Guillaume Plante

Philippe Lalande

Karine Renaud

Alexandre Begnoche

Stephane Caissie

Louis Lamarche

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CREDITSUbi Soft U.S.U.S. Marketing

Helene Juguet

Sean McCann

Sarah Ohring

Public RelationsMarcus Beer

Creative Services

Melissa Wilks

David Herman

David Gene Oh

Mari Sakai

Marc Fortier

Kevin Lalli

Ubisoft.comJason Rubinstein

Joe Toledo

Andy McCurdy

Kurtis Buckmaster

Sam Copur

North American Technical Support ManagerBrent Wilkinson

Lead Technical Support RepresentativeTrent Giardino

Technical Support RepresentativeMoye Daniel

Kirk Sanford

Jason Jennings

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CREDITSSoundelux

Supervising Sound DesignerR. Dutch Hill

ComposerBill Brown

Casting DirectorCarole Ruggier

Sound DesignerPeter Zinda

Bryan Cleano

Glynna Grimala

Dialogue EditorJed Dodge

Production ManagerAmanda Wyatt

ProducerBecky Allen

Weapons Provided byStembridge Gun Rental

Voice TalentCarole Ruggier

Dublin James

Dato Bhakadze

Wayne Duval

Michael Philip

Motion CaptureProvided By

Joe Nolan

Keith Robinson

Bryon Wanderer

Chuck Mongelli

Motion TalentJim Illingworth

Chuck Artazone

John Flynne

NoticeAll companies, products, persons, personalities and/or names mentioned in this product areintended to be purely fictional and in no way deemed to represent real individuals, companies,products or events. Any trademarks that appear herein are owned by their respective ownersand are used solely for literary, creative and first amendment purposes in this fictional workof authorship.

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TM

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