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Vietcong: Fist Alpha – Windows Manual – English

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vietcong-fist-alpha_win_manual_en_ok3.pdf
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BY RICK BARBA

©2003 Pearson Education

BRADYGames Staff

BradyGames is a registered trademark of Pearson Education, Inc.
Publisher
All rights reserved, including the right of reproduction in whole or in part in any form.
David Waybright
An Imprint of Pearson Education
201 West 103rd Street
Indianapolis, Indiana 46290
©2003 Illusion Softworks. Vietcong, the Vietcong logo, Illusion Softworks , and the Illusion Softworks logo are

Editor-In-Chief
H. Leigh Davis
Creative Director
Robin Lasek

trademarks of Illusion Softworks. Developed by Illusion Softworks in association with development team
Pterodon. Gathering of Developers, the Gathering of Developers logo, Take-Two Interactive Software, Inc. and the

Marketing Manager

A Take-Two Company logo are trademarks of Take-Two Interactive Software, Inc. All rights reserved. All other

Janet Eshenour

trademarks and copyrights are properties of their respective owners.
Licensing Manager
Please be advised that the ESRB rating icons, “E”, “K-A”, “T”, “M”, and “AO” are copyrighted works and certification marks owned by the Interactive Digital Software Association and the Entertainment Software Rating Board
and may only be used with their permission and authority. Under no circumstances may the rating icons be selfapplied to any product that has not been rated by the ESRB. For information regarding whether a product has

Mike Degler
Assistant Marketing Manager
Susie Nieman

been rated by the ESRB, please call the ESRB at (212) 759-0700 or 1-800-771-3772. Please note that ESRB ratings only apply to the content of the game itself and do NOT apply to the content of the books.

Credits

ISBN: 0-7440-0200-1
Library of Congress Catalog No.: 2003102462
Printing Code: The rightmost double-digit number is the year of the book’s printing; the rightmost single-digit

Senior Project Editor
Ken Schmidt

number is the number of the book’s printing. For example, 03-1 shows that the first printing of the book occurred
Screenshot Editor

in 2003.
06 05 04 03

4 3 2 1

Manufactured in the United States of America.

Michael Owen
Book Designer
Ann-Marie Deets

Limits of Liability and Disclaimer of Warranty: THE AUTHOR AND PUBLISHER MAKE NO WARRANTY OF ANY
KIND, EXPRESSED OR IMPLIED, WITH REGARD TO THESE PROGRAMS OR THE DOCUMENTATION CONTAINED
IN THIS BOOK. THE AUTHOR AND PUBLISHER SPECIFICALLY DISCLAIM ANY WARRANTIES OF MER-

Production Designer
Charis Santillie

CHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE. THE AUTHOR AND PUBLISHER SHALL NOT BE
LIABLE IN ANY EVENT FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES IN CONNECTION WITH, OR ARISING
OUT OF, THE FURNISHING, PERFORMANCE, OR USE OF THESE PROGRAMS.

2

3

INTRODUCTION
CONTE NTS
INTRODUCTION .............................................................................................................5
GENERAL TIPS & TACTICS

Welcome to the official strategy guide for Vietcong, one of the most intense and realistic first-person shooter
games we’ve ever seen (and believe us, we’ve seen a lot of them). As Sgt. Steve Hawkins, Special Forces, you
try to survive a dangerous tour of duty in the spectacular but deadly Central Highlands of Vietnam during
the crucial last half of 1967.

Combat Tactics ......................................................................................................6

The game features both Single Player and Multiplayer challenges in terrain ranging from barren hilltops to dense

Weapons ...............................................................................................................10

rainforest, towering ancient ruins to claustrophobic tunnel labyrinths. You fight in sunshine, monsoon, and the

Multiplayer Tips .................................................................................................13

deepest dark of night. All of the unique and harrowing aspects of that controversial war in Southeast Asia are
recreated here with unsettling accuracy.

CAMPAIGN WALKTHROUGH
1. Welcome to Nui Peg........................................................................................18
2. Medic Patrol ....................................................................................................24
3. Ho Chi Minh’s Trail ........................................................................................31

In most missions you have competent backup from well-trained Special Forces squad mates. Your own training is
impeccable. You wield a powerful arsenal of weaponry. But not even all that can help you in some situations.
That’s where we come in.

4. Bahnar Tribe ...................................................................................................48
5. Defend the Basecamp ....................................................................................54
6. The French Route ...........................................................................................59

H OW TO U S E T H I S B O O K

7. Escape to Big River ........................................................................................74

This guide offers plenty of general strategic advice applicable to general combat situations, plus step-by-step

8. Night Rescue ...................................................................................................86

tactical advice for the specific encounters you face in the Vietcong Campaign. The book is divided simply into

9. Brush and Sweep............................................................................................94

two parts.

10. The Mountain Outpost.................................................................................99
11. Radio Relay.................................................................................................105
12. Jungle Crash ..............................................................................................111
13. Po Tlang Karai: Take the Hill! .................................................................117
14. NVA Base ....................................................................................................122
15. Underground ..............................................................................................128

4

Part 1: General Tips and Tactics is a treasure trove of sage advice from many sources, including the
crack Take2 Europe testing team for Vietcong. Hey, who knows the game better than these folks who
lived it, day and night, for weeks on end? This section provides basic and advanced combat tactics, plus
takes a closer look at how to maximize the efficacy of your weapons. It concludes with some dynamite
multiplayer gaming tips.

16. Escape and Evade ......................................................................................132

Part 2: Vietcong Campaign Walkthrough takes you step-by-step from your basecamp at Nui Pek through

17. Trek Along the Stream .............................................................................139

the steaming jungles and rice paddies of the Central Highlands missions, all 19 of them. This includes

18. The Bridge...................................................................................................149

detailed overhead maps that point out hotspots, “firebase” targets, booby-traps, and other locations of inter-

19. Final Defense ..............................................................................................153

est.

5

G E N E R A L T I P S A N D TAC T I C S

This is perhaps the most fundamental combat technique in the game, and the one most essential for survival.
Fighting from cover is crucial in Vietcong, and the quick “lean and shoot” is your key to success in most firefights.

Before diving into the jungle of Vietcong’s Singleplayer Campaign
missions, let’s pick up a few combat tips from the experts. The

STOP AND LISTEN FREQUENTLY!

following section features invaluable advice from the guys who

Your enemies in Vietcong are “real” in the sense that they move, talk, reload their weapons, and do other things

know how Vietcong “plays,” inside and out, better than anyone

that make noise. Whether you’re crawling unnoticed through a commie camp or pouring hot fire into a wild VC

else: the game’s testers. These fellows have been pounding on

assault, use your ears!

Vietcong day and night for weeks on end. So listen up.
As you advance quietly through jungle or along serpentine tunnels, listen for VC chatter to warn you of enemies
Special thanks to Take2 Europe’s “QA Specialist Force Team” of

ahead. In a gunfight, listen for the clacking sounds of your foe popping in a new clip; this often gives you a good

Jim Cree, Charlie Kinloch, Tim Bates, Andy Mason, Denby Grace,

opportunity to pop up and pop off a few rounds without taking return fire.

Kit Brown, Lee Johnson, Mike Emeny, Phil Alexander, Rob
Dunkin, Jason Kokkorakis, Jono Stones, and Steve Bell for their
brilliant contributions to this chapter. Thanks also to assistant
producer Lee Brown for compiling the team’s tips…and adding a
couple of his own (using a very sneaky alias).

RELY ON YOUR POINTMAN.
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Combat in Vietcong requires sound overall strategy
and clever, patient tactics.

From tester Jim Cree, Take2 Europe: “At first, Vietcong may surprise players familiar with other first-person
shooters. Your initial urge is to lead the charge into battle, guns blazing, seeking your own way through the jungle and taking on the VC single-handed. This simply does not work in Vietcong, due to the nature of the terrain
and enemy.

B A S I C C O M B AT TAC T I C S

“If you stray just 5 meters off the jungle path, you can find your-

Combat is combat, and Vietcong certainly calls for standard tactics that apply to most games of the “first-person

self hopelessly lost, and sometimes you can walk within 10

shooter” genre. But jungle warfare presents some unique challenges, as well. Here are some general combat tips

meters of a VC soldier and not notice until he empties his AK-47

that can help keep you alive in the bush.

into your back.
“To successfully navigate most missions in Vietcong, take advan-

QUICK SAVE AFTER EACH SUCCESSFUL SKIRMISH.

tage of your savvy Vietnamese pointman, Le Duy Nhut. He

It’s best to lead with this most basic of gaming tips. Veteran players make it a habit to save regularly, especially

knows the terrain, and he has a keen eye for signs of VC pres-

after successfully completing a task. In Vietcong, hit Quick Save (default is [7] on the number pad) every time

ence—whether

you nail another VC enemy…as long as you have a reasonable amount of health remaining. Do not Quick Save if

actual enemy
soldiers or their

you’re on the verge of death, unless you have a ready medikit or your medic, Crocker, is nearby to provide some
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quick healing.

LEAN AND FIRE.
From tester Lee Johnson, Take2 Europe: “When you’re tucked in behind cover, you can use the Lean Left/Right
keys (default are [Q] and [E]) to pop your head round the object and fire off a few bursts. When you release the

Le Dhuy Nhut has an infallible sense of direction and
can find even the most cleverly hidden booby trap.

nasty leavebehinds such as
tripwire booby-

traps. Always let Nhut lead, carefully follow in his footsteps, and
listen to what he says—he will save your life.”

Lean key, you duck back behind cover. Perfect for hiding behind trees or rocks.”

TAKE ANY SHOT YOU CAN GET.
Shoot immediately when enemies are visible, even if you see
only a sliver of a VC body. If you wound a target, he may stagger,
presenting more of himself for a follow-up shot. Plus he’s momentarily incapacitated, so you can move forward quickly for a fin-

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Shoot when you see any part of an enemy around a
corner. A wounded foe is temporarily unable to shoot
back, so you can close in for the kill.

ishing shot without taking return fire.
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7

DON’T CHASE AFTER TEAMMATES!

“Don’t get caught in open spaces! Crouch and run from rock to rock, bush to bush. Find anything that can inter-

From tester Charlie Kinloch, Take2 Europe: “When engaging enemy forces, you will encounter situations where

cept a bullet and keep it from burrowing into your frail flesh. Once you do, pop up and lay down fire, then move

you must make contact with squad members in the heat of combat. For example, if your health is low, you need

quickly a short distance to the next safe haven. You will learn quickly the value of cover.”

Crocker for some healing; or if you want to call in a quick situation report to HQ, you need Defort and his radio.
“Instead of running around, trying to find your guys for re-supply or support, call them over to you by using the
number pad keys. With one key press, you can get any squad mate to make his way to your position. Thus you
can get your ammo topped up by Bronson or your wounds dressed by Crocker. If the mud really hits the fan, call
over your M-60 wielding son-of-a-gun Hornster for some heavy firepower backup!”

SEARCH BODIES.
Fallen enemies often have good, useful stuff…and what the heck,
they don’t need it anymore, do they? Especially those life-saving
medikits. Go ahead. Help yourself. Really, they’d want you to
have it. Grab all the ammo you can find, too. Do this even if the
ammo type you gather is for weapons not currently in your pos-

CROUCH!

session.

Look, crouching is always good and never bad. First, it reduces
your target area, making you harder to hit. Second, it steadies
your aim, making your own shots more accurate. Always travel
in a crouch when approaching new areas, whether or not cover
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is available.

It may seem distasteful, but scavenge fallen foes for
intel, weapons, ammo—and especially medikits.
Why? Well, suppose you run out of ammo clips for your current weapon in the heat of battle, and Bronson (your
ammo-supplying squad mate) isn’t nearby. You have to plunder a new gun from a downed enemy. If you already
have a full load of ammo for that weapon, you can just grab the gun and start shooting instead of scavenging
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Crouching makes you a smaller target. Stay in a
crouch whenever you move through uncertain areas.

around for more ammo while VC pepper your hide.

SCAN AHEAD FREQUENTLY WITH YOUR BINOCULARS.
And here’s a reminder from tester Tim Bates, Take2 Europe: “When you have to crouch or lie in the prone posi-

From tester Denby Grace, Take2 Europe: “Not all the guns in the

tion for any length of time, you may find your fingers seizing up as you hold down the Crouch or Lie key.

game have good quality sights, and only the M1 Garand and the

However, remember that a short single tap of either key will toggle on that mode, leaving the fingers free for

Dragenov have telescopic sights. Often, however, you’ll want to

selecting movement, weapons, or other Vietcong activities.”

scope out a place before you commit to an attack. Perfect for this
are your U.S.-issue binoculars, which have great range and are
always available (default key is [B]). Very handy equipment. Use

USE COVER!

them often.”

From tester Andy Mason, Take2 Europe: “Cover is a soldier’s best
friend, both in real life and in Vietcong. The game is littered with
boulders, fallen logs, foliage, and other objects, allowing you to
maneuver through your missions stealthily and out of the enemy
line of fire. The smart player stays on the lookout for good cover

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at all times.

Binoculars can reveal waiting ambushes. Stop and use
them frequently to scan ahead.
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Cover is truly a soldier’s best friend.

8

9

DON’T WASTE YOUR MEDIKITS.

FIRE BIG GUNS PRONE.

Waste is evil, so if your health rating is anywhere above 50 percent, hang onto your medikit for later use. These

Sure, Hornster looks cool slinging his M60 from the hip, but it is very difficult to fire a big honking machinegun

lifesavers can be few and far between. Unless you’ve just dusted a squad of VC that dropped extra medikits, wait

with any accuracy while standing straight up. Crouch to fire if you must move. But better yet, drop to the ground

until your poor punctured body seriously needs repair before you crack open your own medikit.

behind a tree, sidle to the side, hold down the Right Mouse Button to aim, and open fire from the prone position.

FLUSH YOUR PREY.
From tester Kit Brown: “In Vietnam, the U.S. always had superior firepower, and thus would often use gunfire or

DO NOT UNDERESTIMATE THE
POWER OF THE KNIFE.

fragmentation grenades to flush out a suspected VC position. Use this tactic in Vietcong, too. A well-placed

From tester Steve Bell, Take2 Europe: “If you can maneuver in

grenade delivered into a suspicious looking area may chase VC from their nest, running for their lives. As they

close to foes, a few quick jabs of the knife will kill silently and

flee the impending explosion, pick them off.

efficiently. In dense foliage and other areas with lots of visionobscuring objects, such as boulder fields or ruins, you can rush

“This can also work with automatic weapons: indeed, ‘Spray and Pray’ was a well-used tactic in Vietnam. In fact,
it has been estimated that one million rounds were fired for every enemy soldier killed!”

the VC before they get their aim right. Finish them off with the
blade. In a Multiplayer match, the satisfaction and respect
earned from ‘shanking’ someone is well worth the effort.”

EXPEND NEAR-EMPTY CLIPS DURING LULLS IN THE COMBAT.
It’s always nice to have a full clip of ammo when you first engage a squad of enemies. If reserve ammo is plentiful
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and you’re very low on your current clip—say, down to your last bullet or two—then just fire them at any suspi-

“Shanking” foes with your combat knife can be very
effective—particularly in areas with lots of cover.

cious-looking distant clump to empty the clip and trigger auto-reload, or hit [R] to reload. With a full clip, you’re
ready for anything. You won’t have to lose precious seconds reloading in the midst of the next fierce firefight.

SINGLE SHOT VS. AUTOMATIC FIRE MODE.

WEAPON TIPS

From tester Phil Alexander, Take2 Europe: “The sustained burst of a semi-automatic weapon firing in Full

Vietcong puts a stunning array of firepower at your fingertips. Each weapon has its own set of

Automatic mode lays down some scary firepower. But the repetitive recoil of an M16 or AK-47 greatly lessens

characteristics…and idiosyncrasies. Here are some general weapon tactics, as well as a few tips on specific

your ability to aim accurately, as the recoil pulls the gun away from the target. On top of this, automatic fire cre-

weapons available in the game.

ates large muzzle flashes, which obstruct your view to the target.
“However, most semi-automatic weapons have a Change Fire Rate switch that lets you fire single shots. (The

THE HEAVIER THE WEAPON,
THE SLOWER YOU MOVE.

default toggle key is [C].) In Single Shot mode, you can engage targets at a much greater range, due to the
reduced recoil. The muzzle-flash effect is also lessened with Single Shot, and you waste much less ammo.

From tester Mike Emeny, Take2 Europe: “Big, heavy guns like
the M60 and the Degtarev will slow you down considerably when

So switch your semiautomatic weapons—M16, Thompson, PPS-41, or AK-47—to Single Shot mode in most combat

you run. Sub-machine guns and pistols are much lighter, and

situations. But if a swarm of three or more enemies suddenly rushes into close range, a quick punch of the

thus let you move easier. But even better: to run your fastest,

Change Fire Rate key lets you mow them down in Full Automatic mode.

stow away cumbersome guns and unsheath your combat knife.”

HUG THE GROUND WHEN FIRING MACHINE GUNS.
From tester Rob Dunkin, Take2 Europe: “Your accuracy increases when you crouch, and even moreso when you
are prone. Certain weapons, such as the US M-60 and the Degtarev heavy machine gun, can be fired effectively
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The M60 and Degtarev machineguns are heavy
weapons, slowing you down when wielded. Switch to
your pistol or knife to run faster.

10

only in the prone position—in fact, due to the nature of these weapons, they won’t recoil at all when you’re lying
down. Thus, if you want to provide accurate, long-range fire with fully automatic weapons, hug the ground!”

11

JONO LOVES HIS THOMPSON!

AVOID GRENADE DAMAGE BY LYING DOWN.

From tester Jono Stones: “Although the M-16 was the most famous weapon in the Vietnam, the Thompson really

Grenades can kill you in two ways, by concussion and/or shrapnel. If you lie down, you have a better chance of

is my weapon of choice. In the Thompson’s magazine, you have 30 rounds, in the M-16, only 18. The Thompson

avoiding the shrapnel. (Don’t try this at home).

has a lethal range, which is equal to that of the M-16, and can get single burst kills over reasonable ranges. And
for you gung-ho players, it is superb when fired from the hip, saving you time when aiming. Due to its rapid rate

COVER RETREAT WITH A GRENADE OR TWO.

of fire, and the fire rate switch, you can either hose an area, or put down accurate long-range single shots. An all

From the specialist known only as “BrownBoy”: “Most people

round diamond of a weapon!”

think that grenades are primarily used when attacking, but historically, they were actually more effective when trying to break

THROW GRENADES IN TWO WAYS.

off from a firefight. When under enemy attack with no choice but

When you throw a grenade using the standard Fire button/key,

to retreat, your most effective tactic is to throw grenades behind

it flies high and far away. However, you can also use the Aim

you. This often slows (or kills) pursuers and gives you a chance

button/key to toss the grenade underarm. This way you can roll

to escape with your life.”

it along the floor through a doorway and into the next room, for
example.

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As Take2 Europe tester Jason Kokkorakis says, “The underhand

Leave a trail of live grenades behind as you retreat
from superior forces. This buys time for escape.

pitch is handy when you need a bit less power. It’s great for

M U LT I P L AY E R T I P S

bunker clearance, or for fragging a room full of VC. Just pull the

Multiplayer action in Vietcong is fast, ferocious, and unpredictable, and you’ll find there’s no “best way” to win on

pin as normal, but use the Right Mouse Button to toss it.”

a regular basis. Every game—and every Internet or network connection—is different, and the vectors of play shift
wildly with every new foe that jumps into the fray.
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Grenade-tossing is an art form that requires much
practice. The longer you hold down the Fire button, the
farther you throw.

However, there are a few fundamental tactics that can help you survive multiplayer gaming in general and
Vietcong in particular. Many of the following tips come directly from the real experts—the Take2 testing team.

DEVELOP YOUR OWN STYLE…AND PERFECT IT.
LEARN HOW TO REGULATE YOUR THROWING STRENGTH.

The best bit of advice from multiplayer experts is simply to “be yourself.” Find a tactical style that suits your per-

The longer you hold the Fire (or Aim) button/key, the more power will go into the throw. But remember: after you

sonality, and then employ it over and over until you can do it in

pull the pin, the grenade’s time fuse starts “ticking.” The grenade will explode in about five seconds, so you

your sleep.

should hold down the fire button no longer than three seconds before you release it.
For example: Some players are relentlessly mobile—always mov-

TIME THE EXPLOSION OF THE GRENADES.
Jason Kokkorakis, Take2 Europe: “Grenades initially may seem hard to use, but with a few simple techniques,
they can become deadly. Remember: grenades have a 5-6 second fuse, so if you see a running Vietcong, be sure to
throw the grenade about 5 ‘game meters’ ahead of your target, to ensure it detonates underneath the enemy.

ing, always circling and probing, always flanking and trying to
get that kill shot from behind. Others are more patient and deliberate. They find protected positions overlooking open ground or
natural traffic areas, lie in ambush with a scoped M1 Garland or
SVD Dragunov, and wait happily for unsuspecting foes. Still oth-

“Another technique: pop the pin and hold the grenade for 2 or 3 seconds before throwing it. It should detonate

ers prefer the classic frontal assault, willing to sacrifice speed

almost immediately on landing, right on the button, giving opponents no time to run!”

for the raw firepower of an M60 machine gun or M79 grenade
launcher.

12

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Are you a camper or a prowler? Do you lurk on the
periphery or wade in and slug it out? Develop your
own multiplayer style.

13

Again, the general idea is do one thing better than everyone else. Master that one approach, repeating it until
Roam the map and study its layout. Find all the nooks and hiding places, the high ground, the sniper nests, the

your reflexes are lightning-quick.

natural passages and choke-points. Once you have a basic sense of direction, run at top speed through the map
again and again to get the feel of moving at game speed through its unique terrain. Keep running and exploring

BUT DON’T BECOME PREDICTABLE.

until you can move from point to point instinctively, with speed and confidence.

The flip side of mastering a particular style of play is that intelligent foes will soon recognize your patterns and
respond accordingly. So it doesn’t hurt to mix in a few maneuvers that go against the grain of your personal
style. A certain amount of unpredictability can be very unnerving to opponents.

MAKE PROVISIONAL ALLIANCES.
In a standard Death Match, it’s every man for himself. But that shouldn’t preclude forming an occasional
Machiavellian alliance. Find a partner and work in pairs to target particularly skilled or nasty opponents, or to

PLAY THE SINGLEPLAYER MISSIONS.

simply increase both of your kill scores.

The excellent Campaign, Single Mission, and Quick Fight scenarios under Vietcong’s Singleplayer option provide
hours and hours of nerve-racking, pulse-pounding fun. They also present you with almost every type of tactical

Even if your provisional ally outscores you (or backstabs you), you both come out ahead in the long run. It’s

challenge imaginable, and thus provide perfect training for Multiplayer gaming.

much better to end up in second place than last, right? In any case, if you don’t find allies, someone else will. So to
increase survivability, find a partner.

LEARN THE LOCALE.
Really, this can’t be emphasized enough. In multiplayer gam-

PICK SQUAD MATES WITH COMPLEMENTARY WEAPONS/STRENGTHS.

ing, nothing hurts worse than ignorance of the map and its

This tip may seem obvious, but it’s too often ignored. In cooperative or team play, team up with players whose

landscape. Even super-elite warriors can suffer ignominious

weapons compensate for your weaknesses. If you tote a shotgun, find teammates with greater range. A squad of

loss at the hands of foes with lesser combat skill but better map

three hilltop snipers armed with M1 Garands might make a formidable unit from afar, but what happens when

knowledge. The Vietcong multiplayer maps are designed to

enemies pinpoint your location and rush the hill? Better to have one sniper, one M60 machine-gun for defensive

offer plenty of unexpected twists and encounters. Be sure to

purposes, and an M16 for flexibility.

full explore each mission terrain before you play it.

ASSIGN CLEAR ROLES.
Everybody on your team should be very clear about their job. Freelancing against a well-organized enemy is suicide, plus it can lead to friendly fire fatalities. If your assignment is to guard your flag with an M60, don’t start
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Extensively explore multiplayer maps without opponents before jumping into a game.

roaming—stick to your task!
Be sure your team has a nice balance of weaponry, too. Plant heavy gunners around bases/flags, give your “midfielders” semiautomatic weapons, and send your runners forward with pistols and knives for mobility.

AVOID SOLO FORAYS.
No matter how good you are, the odds are against you when you roam the map by yourself. Travel in teams of at
Try this: Host a multiplayer game without opponents. Just select either LAN or Internet as your connection type,

least two, keeping well spaced but in visual contact. As mentioned above, this tactic can apply to Death Match

then click Create and select the map you want. Click Start, then select a Side, Class, and Weapon to put yourself

games as well as team-oriented games, if you’re clever enough to negotiate provisional alliances.

on the map you chose. You are alone on the landscape, so now you can explore.

14

15

WATCH THE POINT.

TEAM DEATH MATCH

In Vietcong, team success often depends on locating well-hidden, camouflaged enemies. Where is that sniper?

It’s best to work in pairs. First, you have extra cover. Second, if you do get killed, your partner can spot and fin-

Does an ambush wait behind those rocks ahead? Is he sitting on high ground, waiting? Where is the biggest con-

ish off the enemy.

centration of force?
Obviously, don’t kill your teammates. You can’t just shoot at anything that moves in Team Death Match.
Here’s where your team’s pointman is important. His primary job is to put his eyes and ears to the landscape. But
he’s also a lightning rod of sorts (though “guinea pig” might be a more accurate term). He draws fire, exposing

CAPTURE THE FLAG

enemy positions. Of course, wily opponents may hold their fire until your entire team creeps into range. But more

Set out roles for team members from the start. For example, you have a seven-person team. Designate one person

often, an enemy ambush begins at the first sight of your pointman.

to guard the base, then deploy the others to the opponent’s flag—two flank left, two flank right, and two up the

When you hear the first shot and see your pointman hit the dirt, keep cool and scan the area for muzzle flashes

middle.

or movement of any kind.

It’s good to have snipers covering highpoints. But “fighters” (guys with M16s or AK-47s) should guard these
snipers. Remember that it’s hard for a sniper to kill an enemy fighter up close.

CONCENTRATE YOUR FIRE.
When a squad vs. squad firefight brews, one effective tactic is to focus your team’s massed fire on individual

LAST MAN STANDING

enemy targets. Multiple guns trained on one foe at a time can often decimate enemy squads much quicker than

Most important thing? Locate a better weapon than the one you start off with.

dispersed fire at multiple targets. Inter-squad communication is the key to this approach, of course.
Caution is the word for this game. Find a well-protected spot with good firing angles to pick off your prey…and
stay there.

QUICK MP TIPS FROM LEE BROWN
Here are a few bonus tips on certain varieties of multiplayer gaming, courtesy of Lee Brown, associate producer

If there’s something to hide behind, do it, it may save your life.

of Vietcong for Take2 Europe. The first is this: Know the particulars and rules of the specific type of Multiplayer
game you are playing.

DEATHMATCH
You’re on your own! So don’t just run out in the open. Unless
you make an alliance, you have no one to watch your back.
The best way to get a load of kills at once is to throw a grenade
into a group.
If you do get killed, lay down quickly when you respawn (as
you may reappear out in the open) and crawl on your belly to
the nearest cover.

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Hit the dirt quickly whenever you respawn in a multiplayer game. Vultures may be lurking nearby!

16

17

Here’s the map issued to you. You start at the heliport. Main points of interest are marked for this first “mission.”

A Heliport
Ammunition Store

WELCOME TO NUI PEK

B (Firing Range)

June 28, 1967. You are Sergeant Steve Hawkins, hitching a chopper ride to your new post at Nui Pek in the

C Field Hospital

Central Highlands of Vietnam, near the Cambodian border. The landscape below is so stunning and beautiful you
find it hard to believe a bloody, brutal war is being fought down there.

D Garage
Operations
E Tactical
Center (TOC)

F Jeep
G NCO Quarters Entry

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1-1. Vietnam, 1967: one of the most beautiful countries you’ve ever seen is also home of a hellish war.

1-2. Meet yourself: Sgt. Steve Hawkins, looking for
action—and about to get it, big time.

Of course, you heard that sentiment expressed a few times back
in Nha Trang. It sounded trite. But now, flying over Vietnam’s
emerald canopy of trees, you see its verity.
Your fellow passenger is C. J. Hornster, a burly weapons specialN

ist full of interesting (and profane) observations about in-country living. The good news is that your new post will no doubt
give you the action you’ve been itching for.

See the Captain in the TOC
(the large bunker with the
US flag outside).

N

Follow the Captain.

N

Go to the firing range and
get a gun.

N

See the Captain again.

That’s also the bad news. Nui Pek is a “hot camp”—that is, people are dying there.
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1-3. Hornster ain’t too pretty, but he sure can tell a
story.

18

Hornster
(Weapons)

Defort
(Radioman)

Crocker
(Medic)

Captain
Bronson
Ro
senfield
r)
(Enginee

YO U R S Q UA D

M I S S I O N 1 : W E LC O M E TO N U I P E K

19

M I S S I O N WA L K T H R O U G H

Approach the guns in the back of the hut. To pick one up, move the cursor over the weapon you want and press
your Use key. If you want, go to the open window next to the Montagnard and shoot at the bottle targets.
Hornster comments on your hits and misses.

This isn’t a “mission,” really. You don’t fight; in fact, you barely
shoulder your weapon. It’s more like an extension of the tutori-

When you’re finished shooting, talk to Hornster—that is, move your cursor over him and press your Use key. He

als you played (or should have played) before jumping into the

suggests you look for Captain Rosenfield, the camp executive officer. Exit the shack.

Vietcong campaign. It also serves as an introduction to your
future team members.
When the chopper arrives at Nui Pek, press the Use key (default
is [F] or [Enter]) to disembark. Follow Hornster to hear the rest
of his comments, then wait until Defort, the radioman, introduces himself.
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Defort tells you the Captain is looking for you. You can meet the
Captain in a minute. For now, hang with the guys and listen to

1-4. Defort is the team radioman who gets a kick out
of Hornster’s R&R exploits.

Hornster as he debriefs Defort on his “adventures” in Cholon.
(See the Caution on this page.)
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Hornster walks away, inviting you to grab a weapon and join him “for some target practice.” (Sounds ominous,

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1-6. Walk past the observation tower to find the camp field hospital, marked with a red cross.

but it turns out that’s exactly what he means.)
Head toward the jeep and veer right, walking past the

AMMUNITION STORE (FIRING RANGE)

observation tower (see 1-6). See the big red cross on

Follow Hornster into the ammunition store (the building with

the roof of the next building? That marks the base field

the sign that shows a bomb and reads “Keep Away.”) He shows

hospital. Go in and meet Joe Crocker, the Nui Pek med-

you an improvised shooting range, currently used to train the

ical specialist.

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Climb the observation tower to get a panoramic view of
the basecamp. Just “walk” straight up the ladder to
reach the top. To descend from the tower, just go to the
ladder opening and “walk” back down.
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Montagnards—”local mountain people.” Hornster admires how
tough and brave these people are, then he invites you to fire a

FIELD HOSPITAL (CROCKER)

few rounds yourself.

As you enter, you hear Crocker, the camp medic, reassuring a
CIDG soldier who looks in bad shape. Approach Crocker to
engage in a dialogue with him. You learn about three men recently killed while repelling Vietcong assaults on the base—assaults
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1-5. Take some target practice at Hornster’s shooting
range.

that include mortar attacks. Nui Pek is indeed a hotspot here in
the Central Highlands.

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1-7. Crocker’s your medic. Be his friend. He will prove
to be a very valuable squad mate.

20

M I S S I O N 1 : W E LC O M E TO N U I P E K

21

Talk to Crocker again to learn the unfortunate fate of the soldier on the cot. He stuck his foot in a spider-infested

He explains that the Tactical Operations Center (TOC) is where

boot! Sickened by a poisonous spider: yet another first-rate benefit of living in the bush.

all team meetings and briefings take place. Then he says he’ll
show you your bunker. Follow the Captain.

Talk to Crocker one more time to learn again that the Captain wishes to say hello. Exit the door you entered. (Or
you can explore the facility a bit before you do, if you so desire.) Climb up the slope toward the jeep, then turn

NCO QUARTERS

right and go down the hill toward another jeep in an open-sided garage.

At your NCO quarters, the Captain unlocks the door, then suggests you pick up a weapon and take a look around the area.

GARAGE (BRONSON)

After he leaves, move the cursor over the door and press your

Approach the jeep to meet Bronson, the engineer working underneath the vehicle. He greets you, acknowledging

Use key to open it. Enter and grab the pistol on the desk. Then

that he’s the demolition specialist for the team. He’s having a really great time with the jeep, as you can hear if
you hang out a minute or so.

turn right and walk into your bunkroom. Move the cursor over
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Talk to him a few times to learn that—guess what?—the captain’s

1-10. Cpt. Rosenfield is your CO. Listen carefully to
what he tells you.

waiting for you in the TOC bunker. Maybe it’s time to go meet the

the cot and press Use to toss down your bag.
Since you’ve already looked around the basecamp and grabbed a
weapon in this walkthrough, exit your quarters and just head

guy and report for duty.

up to the jeep. However, if you don’t have a weapon yet, go to
the firing range and take one now.

Exit the garage heading uphill, veering right. Head to the open
door of the building with American flag hanging on the pole and

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To trigger your final meeting with Cpt. Rosenfield and Crocker at the jeep
(thus triggering the next mission, “Medic Patrol”), you must have already had
your first meeting with the Captain and followed him to your quarters, plus
you must have a weapon in your possession.
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the reddish sign that reads: “A 216, ORD RM.”

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JEEP MEETING

1-8. Then came Bronson. He’s your engineer.

Wait at the jeep. Eventually, Cpt. Rosenfield and
Crocker both arrive. The Captain orders you to accom-

TOC BUNKER: MEET CAPTAIN ROSENFIELD

pany them on a “nice, exciting, [censored] civic

Approach Cpt. Rosenfield. He automatically greets you and tells

action”—a visit to the local village to inoculate kids and

you to “cut the parade field crap” and forget about formalities of

deliver rice.

command. He warns you to watch yourself around camp
because “the VC snipers in this AO [area of operations] are
about the best I’ve ever seen.”

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1-11. Once you’ve picked up a weapon and Captain
Rosenfield has shown you to your quarters, meet him
and Crocker at the jeep for your next mission.
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1-9. Here’s the Tactical Operations Center (TOC), where
the Captain waits for you.

22

M I S S I O N 1 : W E LC O M E TO N U I P E K

23

A Jeep Route

M E D I C PAT R O L
This mission starts with a fun, carefree jeep drive and ends with a harrowing encounter with well-camouflaged
VC snipers. You can actually get zero kills and still complete the mission, but good soldiers aren’t satisfied with
just chasing off the enemy. In any case, the purpose of “Medic Patrol” is to teach the importance of using cover in
jungle warfare.
“Cover” means both “taking cover” (crouching and hiding behind rocks, logs, and so on) as well as the tactic of
laying down “cover fire” in order to make small tactical advances. You must do both in this mission. The VC
snipers cannot be defeated without the use of cover.

B Jarai Village
C Log Cover
D The Big Boulder
E Double-Rock
Formation
F Initial VC

Here’s the map overview of your jeep route from basecamp up to the Jarai village.

G Downhill Trail
H Arroyo
(Turn West Here)
Snipers
I VC
Withdrawal

E

24

M I S S I O N 2 : M E D I C PAT R O L

25

Crocker runs off to take care of his patients. The Captain tells you to follow him to meet the chief. He introduces
you as “our newest soldier” and the chief invites you in for, yes, rice wine.
N

Ride in the jeep to the nearby Jarai
village.

N

Visit the Jarai village.

N

Eliminate the VC snipers.

N

Return to the village.

VC SNIPERS
Suddenly, however, a crew of VC snipers opens fire. Hustle along with the Captain and Crocker as they duck
behind the nearby big log for cover.

ield
Captain Rosenf
n)
ma
(Point

Crocker
(Medic)

YO U R S Q UA D

M I S S I O N WA L K T H R O U G H
Time for a little jeep trek up to the Montagnard village for a meeting with the local chief of the Jarai tribe.
Cpt. Rosenfield lauds the spirit of the
Montagnards, calling them “really
brave fighters” unafraid of the
Vietcong forces in the area. The
Captain also suggests that the local
The snipers are in tough-to-hit positions behind cover on the

mountain folk are a good source of

ridge to the northwest (see 2-4). Look for muzzle flashes (as

info on the activities of “Victor

Rosenfield suggests) and pop a few shots at them…but from

Charlie” (VC).
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2-1. Meet the Jarai chief…and get ready to take some
sniper fire.

here, it’s mostly a waste of your time and ammo. All you do is
risk taking a bullet.
Again, learning cover tactics is the purpose of this mission!
Listen to Cpt. Rosenfield’s directions. He sends Crocker left and
orders you to follow. The idea is to outflank the sniper position
and force them to withdraw.

THE RIDE UP
On the way, you pass a small hamlet torched recently by VC forces. After you pass it and hear the Captain’s story,

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It’s almost impossible to hit the snipers with gunfire
from afar. But if you advance around the left flank to a
certain location, the VC automatically withdraw to a
more vulnerable position in the jungle.
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he warns you about the rice wine you’ll be expected to drink when you arrive. Hey, nobody said it would be easy
being an ambassador of good will.

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2-2. Crouch behind this log with Crocker and the
Captain. The snipers are well hidden atop the far ridge
to the northwest (circled here).
26

M I S S I O N 2 : M E D I C PAT R O L

27

CROUCH AND COVER

FLANK MANEUVER

Follow Crocker to the left (west) along the lengths of

Continue west around the boulder, dashing from rock to rock and moving along the small slope for protection.

the two big logs as the Captain lays down a withering

Take a few peeks at the high ridge and look for the VC muzzle flashes if you want, but remember: each muzzle

cover fire. Stay crouched behind logs and rocks! When

flash is likely a bullet coming your way.

crossing open areas, wait until the Captain opens fire,

Again: Don’t waste time, ammo, and your safety by try-

then hurry the short distance to the next cover. (Just

ing to pick off snipers and firing at the muzzle flashes.

follow Crocker’s lead on this.)

The snipers are well-hidden and camouflaged and make
very small, poor targets.

The VC snipers are aggressive and accurate shooters.
Don’t try to find their exact location and return fire,
because you’ll just expose yourself and take damage,
with little chance of hitting them. Save your ammo and
stay behind cover!

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2-3. Follow Crocker along two logs and down to the
big boulder on the valley floor. Stay low!

k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k
Do not linger in the open! The VC snipers will hit you within seconds.
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Check the binoculars view in 2-5 to see why hitting a
sniper is almost impossible.
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2-5. A binoculars view shows how hard-to-hit the VC
snipers are. This is the most exposed the shooter will
get.

THE BIG BOULDER
Again, the initial goal is to move using cover around the left

When you finally reach the cover of the double-rock for-

flank of the VC position, forcing them to cease firing and with-

mation against the base of the ridge (see 2-7), your

draw from the ridge. After descending the slope from the sec-

flanking maneuver is almost complete. Now just run

ond log to the very large boulder on the valley floor, Crocker

around these rocks with your gun blazing, then sprint

suggests you proceed on your own while he puts up some cover

up the hill to force the VC withdrawal.

fire for you.
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Remember that Crocker’s your medic! Use him to get
healed before you leave him behind to complete your
flanking maneuver around the sniper positions.
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When the sniper fire ceases, Crocker comes running up behind
you. At this point you could simply head back to Cpt. Rosenfield
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2-4. Crocker stays behind the big boulder. From here,
you’re on your own.

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for a glass of rice wine. But if you’re a hardcore soldier, you want
to follow the snipers to their den.

2-6. Take your final cover behind these rocks (circled,
left) against the ridge, just beyond the Y-split tree
trunk seen here. Then attack!

TRACK THE SNIPERS
At the top of the ridge, turn left, and follow the trail downhill (southwest) to the log lying across the path. Turn
right and proceed northwest very carefully. Three VC snipers lurk just ahead, but your buddy Crocker follows in
a support position, so you’re not alone here.

28

M I S S I O N 2 : M E D I C PAT R O L

29

Move forward to the right end of the
first log, fire a couple of shots, and wait
with your gun pointed at the rightmost
(and closest) end of the next log. At
least one VC will come creeping around
that end of the log. Fire fast when you
see him or you’ll take hits.

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2-7. The VC snipers lurk in the trees to the right of this
trail’s bottom.
Once all three enemy soldiers are eliminated,
search the bodies for ammo and intel items,
then make the long trek all the way back to
the Jarai village. Approach Cpt. Rosenfield to
make your report…and accept the offer of
some rice wine.

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2-9. Here’s your first mission debriefing.

30

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2-8. If you set up behind this first log and open fire,
each VC creeps around the right edge (circled) of the
next log.

T H R E E C A N YO N S
Pay attention to your first briefing session in the TOC bunker back at Nui Peg. Cpt. Rosenfield formally introduces
you to the team, then gets right to business. A large VC shipping route, part of the Ho Chi Minh Trail, is thought
to run not far from the base. Your job: Lead a recon team to find it.
The Captain also introduces you to Le Duy Nhut, the LLDB regular who will serve as your pointman on this mission. Then he lays out your route, heading northeast across the AO (area of operations). If you find any VC arms
or food caches along the way, your orders are to blow them sky high with C4 explosives.

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3-1. Captain Rosenfield briefs the team on your first mission as squad leader, a search for the local segment of
the Ho Chi Minh Trail.

The route eventually joins the Song Nong River. Your final objective is to reach the Montagnard village of a tribe
called the Bahnar and make contact with the tribal chief. The “montas” have proven to be good allies in the CIDG
program…and the more tribes on our side, the better.
This is a three-part mission. Note that each part has its own map and set of objectives.

M I S S I O N 3 : T H R E E C A N YO N S

31

PA R T 1 : B O O BY T R A P S
You start the first part of the mission in a clearing near the canyons of the Song Nong River. Your team’s call sign
is Spike One. The “insertion” goes well as Red Bird drops you and bugs out quickly.
Here’s the field map showing the LZ and the first part of your route.

N

Search the canyons.

N

Find the path used by the VC.

N

Disarm the traps so the team can pass
safely.
Le Duy Nhut
(Pointman)

Defort
(Radioman)

Crocker
(Medic)

YO U R S Q UA D

FOLLOW NHUT
As the chopper leaves the LZ, approach Le Duy Nhut, your pointman, and tell him the plan. (Just move the cursor over him and press your Use key.) He leads you northeast through some very dense jungle, weaving back and
forth down into a canyon.
k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k
Avoid running ahead of your pointman, Le Duy Nhut. His keen senses and jungle savvy lets him spot booby traps and VC
ambushes before it’s too late.
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Stay behind him! When he stops the first time, talk to him and
ask what’s going on. He tells you booby traps lie ahead. The VC

A Start

always mark trapped areas with signs such as the pair of sticks
(see 3-3) nearby.

B Tripwire Traps

Guess who’s
going to disarm

C Punji Pit

the traps?

D Dead End!
E VC Stand
F Radio Call (Finish)

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3-2. Le Duy Nhut is your pointman and guide. His
knowledge of the area and facility with local languages
makes him indispensable to your team.

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3-3. This stick marker tells Nhut that VC booby traps
lie ahead. Keep an eye out for more.

32

M I S S I O N 3 : T H R E E C A N YO N S

33

From the first trap (the one you just disarmed), veer to
the right and approach the egg-shaped boulder (see 3-

DISARM THE FIRST TRAP

6). Don’t go past it! A squad of VC waits just down the
ravine behind the boulder.

Crouch and creep slowly downhill to the
northeast. Move just a step at a time, and

Using the boulder for cover, lean

stay crouched! Look for tripwires (see 3-4)

left (default is [Q]) and open fire

stretched just inches above the ground. When

on the VC down the ravine. Just

you find the first wire, trace it (without

lean and fire, lean and fire. After

touching it!) to the grenade at left (see 3-5).

a brief exchange, the VC will
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withdraw down the ravine.

3-4. Here’s what you’re looking for—a tripwire just
inches off the ground. (The wire has been enhanced
here.)

Before you advance down the
ravine after them, crouch and
disarm the second tripwire trap
behind you, just in case.
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3-6. This egg-shaped boulder makes good cover in
your brief firefight with VC troops just down the ravine.
Note the tripwire trap to the left!

Disarm it and proceed carefully.

Proceed down the ravine in a crouch, eyes wary. A third tripwire stretches across the ravine a few feet further ahead, but
this one isn’t attached to a grenade. To disarm it, put the cursor
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on the wire and press your Use key to cut the wire…and release

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a nasty punji whip trap.

3-5. Some traps feature a grenade rigged in a Y-shaped stick. Trace the tripwire carefully over to the grenade
and disarm it.

TWO PIT TRAPS

k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k
Don’t get too close to any tripwire! The slightest touch sets off the booby trap, whether it’s a grenade or punji spikes.

But that’s not all. A couple of ugly pit traps—disguised holes
filled with killer punji sticks…lie up ahead. Proceed from the

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punji whip trap down the ravine, veering left to a fallen log
Crouching still, inch closer very carefully until the cursor turns into a yellow circle when you move it over the
grenade. Then you can press the Use key to disarm the explosive.

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3-7. Another tripwire stretches across the ravine. This
one releases this brutal punji whip trap.

lodged in a boulder pile.
Duck under the log and climb over the boulders, but don’t jump

VC AND MORE TRAPS

down on the other side! Instead, veer over the rocks to the

Whew! But of course, now things get tricky. Two more grenade traps are just down the hill. One tripwire is

right. Note the large leaf speared with a stick (see 3-8). This

stretched ahead to the left. But if you attempt to disarm it, you’ll get ambushed by a VC patrol down the ravine to

marks a pit trap.

the right. You must drive off the attack before focusing on traps again.

34

M I S S I O N 3 : T H R E E C A N YO N S

35

Move carefully toward the discolored patch of ground near the
boulders and remove the trap cover to reveal the deadly punji
stakes. Wow!
Time to use your pointman again. Talk to Nhut to ask him to con-

PA R T 2 : C A N YO N G A U N T L E T
Get ready for your first taste of heavy combat. This part of the mission sends you down a steep, narrow canyon
crawling with VC. Your first goal is merely survival, but your second objective is to find a pair of well-guarded VC
supply caches hidden in the area.

tinue. He leads you around the boulders and down a ravine to
the right, heading southeast. (Continuing north past the punji pit
leads up a ravine to a dead end.) Follow carefully!
Just ahead to the left, notice another pair of sticks arranged
near the ground to mark a trap. Crouch and creep forward until
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3-8. A punji stake pit means instant death. Note the
speared leaf marker (circled), and then pull off the
cover.

N

Follow the enemy footprints.

N

Find and destroy the caches.

your cursor reveals the trap on the ground. Pull back the cover—
another punji pit trap!
Move around it to the right and continue down the ravine, fol-

Here’s your field map showing the second part of your route through the canyons.

lowing Nhut.

JUNGLE’S END
Continue ahead carefully, wary of any VC you haven’t already eliminated. Some make a brief stand behind fallen
trees. But if you don’t get ahead of your squad mates, your team’s combined firepower should make short work of
enemy units, killing them or sending them running.
Remember to search every fallen VC for ammo and intel items. Some carry notes and envelopes that might yield
interesting info to analysts back at HQ.
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Keep an eye out for the radio icon! Whenever it flashes,
it’s time to take or make a call. Approach your radioman,
Defort, and press your Use key to communicate with Hotel
Six.
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Keep Nhut on point and follow him north until you
reach a green corridor of foliage at the end of the
ravine. Your radio icon flashes in the lower left corner.
Approach Defort, your radioman, and press your Use
key to call in a report to Hotel Six. You report that
you’re near the end of the jungle, and the VC withdrew
to the northeast.
This ends Part One of the Three Canyons mission.

36

M I S S I O N 3 : T H R E E C A N YO N S

37

Move downhill carefully. At the bottom, the route doubles back into the canyon, heading southeast. But instead,
veer uphill to the northwest (see B on the map), hugging the canyon wall on the left. Continue forward, bearing
northwest. Stay low, and be ready for more action.

A Start

PUNJI WHIP TRAP!

B Punji Whip

Three more VC patrol the area ahead. Why did they stay behind? What are they up to? Be sure you’ve got a full

C VC Camp (Cache)

Once they fall, keep moving forward, but crouch and go slow. One last trap, a punji whip, stretches its tripwire

clip, because the trio rushes you from behind a tree in quick succession.

between trees not far ahead. Disarm it and continue west up the canyon.

D Narrow Canyon

DEAD-END CANYON CACHE (VC CAMP)
Veer left and climb the slope as it curves around south to a clearing—a VC camp! (See C on the map.) Your radio

to Canyon
E Trail
Rim

icon flashes, so make a report to Hotel Six. Then explore a bit. You find the remains of a campfire and supply hut,
a lantern, a bicycle—and best of all, a cache of supplies, half-buried! So that’s what those three guys were up to.

F Rope Bridge
G Rice Cache
H Exit to Next Canyon

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3-10. The bicycle’s OK, but the real item of interest is this supply cache. Toss in a chunk of C-4 and get clear.

CANYON PATROL
Exit the cave and use your binoculars (default is [B]) to spot the

Stand next to the hole, crouch, and put your cursor over the crate. Press your Use key to place a C-4 explosive

VC patrol marching single file down the canyon below to your

device on the cache. Now run away! You have about 30 seconds to get a good distance, so don’t run in a panic.

right. Open fire! A few tossed grenades can be very effective

After the cache blows, ask Nhut to “find the tracks of the VC.” Follow him out of the clearing and down to the

here. Pick off as many as you can from this high vantage point;

canyon floor.

the more VC you nail now, the easier your own trek proceeds
down the canyon later.

CANYON OF DEATH
Now you must traverse the narrow, twisting, deadly canyon (D on the map). Nhut leads you southeast. Be ready
for many VC attacking from behind rocks and plants. Also watch for VC up high on the canyon rim, tossing down
grenades. Defort says he can “hear ‘em scurrying above us.” Use cover!
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3-9. Rain hot fire down on this VC patrol before it
moves up into the rugged cover of the canyon.

38

M I S S I O N 3 : T H R E E C A N YO N S

39

Fight rock to rock up the

FIND THE RICE CACHE

canyon. Stay low!

Thick foliage on the other side of the bridge makes the going

Remember, if you’re on the

treacherous, so stay crouched and move slowly. Let Nhut get out

ground, grenade shrapnel is

ahead of you to draw fire. (Cruel, maybe, but that’s what a point-

less likely to hit you.

man is for, isn’t it?)

Eventually the canyon nar-

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rows and you reach a trail

VC guerrillas toting Mosin Nagant rifles lay in ambush up ahead,

(E on the map) on the right

crouching behind a trio of large tree trunks, just past the thin Y-

side that doubles back up a

shaped tree (see 3-14). Toss a grenade or rush up to the trunks

slope to the northwest, lead-

and crouch, waiting for them to round the trees. Nail them!

ing up to the canyon rim.

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3-11. This rock-strewn, steep-walled canyon is a
killing ground. Look for a path up to that high bridge
(circled).

3-14. Right after you cross the bridge, look for this
cluster of three big trees. VC wait in ambush, protecting their rice cache.

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Careful! A VC machine gunner hides behind a patch of bushes at the bottom of the slope leading up to the canyon rim.
He’s hard to see, so you might consider tossing a grenade into the clump.
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Note the VC marker (see 3-15) of three crossed sticks; Nhut
points it out. What does it signify? Nhut says “something must
be close.” He couldn’t be more right.
Look at the ground right at the base of the three big tree trunks.

CANYON RIM

If you move your cursor over it, you find you can press your Use

Climb the trail northeast up the canyon rim. Watch out for at least 3 VC hiding on the trail or around corners in

key to “remove cover.” Do so and reveal…a huge VC rice cache!

the rock. Fight your way down to the wooden walk-bridge (F on the map). Cross the bridge.

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3-15. This marker indicates a VC cache is nearby.

Remember, your orders are to destroy all enemy caches you
find. So crouch next to the cache, plant some C-4, and get away.
When the cache blows, you’ve completed your objective and the
radio icon starts flashing.

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3-12. Here’s where the trail doubles back, leading up
to the canyon rim.

3-13. Work your way along the rim to this wooden
walk-bridge. Another enemy cache is stashed in the
brush on the far side.

40

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3-16. Voila! A rice stash is buried at the base of the
three big trees.

M I S S I O N 3 : T H R E E C A N YO N S

41

Approach Defort and make the radio call to Hotel Six, reporting the destruction of a rice
cache. You also report your plans to continue in the same direction.
Find Nhut and order him to follow the footprints. Careful! A few more VC stragglers hide in the surrounding
brush. Eliminate them as Nhut leads you through the maze of vegetation to the end of Part 2.

Spike One’s long trek finally brings you to the Song Nong

D River Brancht

River. It’s a shallow stream currently serving as part of the
Ho Chi Minh Trail, the VC supply line from North to South
way is heavily defended.
For the first time in Vietcong, you face superior numbers in a
single firefight.
Here’s your field map showing the third part of your route through the canyons.

B VC Patrol
C 2 VC

PA R T 3 : R I V E R C AC H E

Vietnam. As a result of its importance, this section of water-

A Log Bridge (Start)

N

Continue patrolling along the trail.

N

Lead your team upstream.

N

Destroy the caches.

E Waterfall
(Dead End)
F High Nook
G Back Route Entry
H Back Route Exit
I Woods
J River Cache
K Rock Ravine
L High Bridges
CHECKPOINT BLUE
Step onto bridge and turn right. See the VC patrol of “trailwatchers” moving up the river (see 3-17)? It’s a tough shot—if you hit
even two with your rifle, you’re doing well. However, two or
three grenades tossed toward the patrol can be very lethal.
Aim high to throw as far as possible. The VC patrol marches in a
fairly tight group, so you can take out 4 or 5 in just one good
toss. (Every VC you nail now makes the impending upriver confrontation easier.)
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3-17. A nine-man VC patrol moves upstream in the
Song Nong River. Nail them with grenades.

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M I S S I O N 3 : T H R E E C A N YO N S

43

At least one VC may retreat up the river branch to the right (southeast). Hunt him down! He can’t escape,

DESCEND TO THE SONG NONG
After your grenade attack, proceed across the log bridge and down the slope to the river.
As you near the water, slide over to the right and pick off the two VC posted in the water below and to the left.
Note your flashing radio icon. Approach Defort and make the call to report your arrival at “Checkpoint Blue.”

because this branch leads to a dead end against a waterfall (E on the map).
Several more VC troops—five or six, at least—join the fight from their positions up the left river branch, approaching from the north. Watch out for them as you secure the deadly area at the juncture of the two streams. A good
firing position is a high nook between two tall rocks (see F on the map) that overlooks the river branch that

Your next move is to proceed upstream. But you can go two different routes. One leads up over the cliffs on the

bends to north.

far (northeast) side of the canyon. That alternate route is discussed in a minute. The other, more obvious way is
to simply wade upstream in the river itself. Either way, you engage in the hottest firefight of your Vietnam career
thus far.

ALTERNATE ROUTE (FIGHTING DOWNSTREAM)
Here’s the backdoor way to get upstream. When you first
descend to the Song Nong at the mission’s start, turn left instead

CONFLUENCE HOTZONE (FIGHTING UPSTREAM)

of right. Head north downstream until you find the narrow

Here’s the direct route. Proceed warily up the Song Nong. About

crevice (G on the map) in the canyon wall on the right side.

200 yards upstream, two branches of the river flow together (see
This crevice leads to a rocky trail that winds up over the cliff

D on the map). Several huge boulders jut from the water at this

tops and drops down far upriver (H on the map), near the cache

juncture. These rocks provide cover for the VC patrol you saw

described in the following section. Watch out for a few VC posted

wading upstream earlier—plus five or six more! (You can see how

along the way.

eliminating some earlier with the grenades can be helpful.)

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3-19. This hidden opening (circled) leads to a trail
over the rocky cliffs—a backdoor to the VC cache area.

Keep to the right bank; the left bank is a steep rock cliff. A few
yards up-river, an overgrown ravine rises to the right and runs
under the bridge you crossed at the very beginning of Part Three.
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Cross the mouth of this ravine, then climb along the rock on the
far side.

3-18. Perch high on the wall overlooking the hot zone
where the river branches converge.

The exit area is swarming with VC, and you’ll have to fight your way downstream to eliminate the defenders in
the area. But it may offer a better fighting position than the midstream rocks at the confluence of the river’s
branches.

Clinging to the side of this rock wall, you get an excellent overview
of the river branch just up ahead (see 3-18)…which, again, hap-

FIND THE CACHE

pens to be crawling with VC.

Once things finally quiet down at the river’s confluence, move up
the left branch—heading east first, then curving north with the

If you didn’t knock out any of the river patrol earlier,

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this is a heck of a fight. But your squad mates—Nhut,
Crocker, and Defort—attack right up the river and draw
a lot of enemy fire, leaving you relatively free to snipe
away from your high post. Even with this advantage,
you still face a brutal, heavy firefight. Good luck!

stream. More VC patrol this area so stay low and keep your eyes
peeled. Just around the bend, a large, heavily wooded area (see I

Get your team involved! They can really help you out in
this battle at the river branch.
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on the map) rises from the river’s right bank.
Hidden in the middle of these woods is a covered, open-sided
structure that serves as a VC food and ammo cache. A few sentries are posted in the area, so proceed carefully, using cover
and movement.
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3-20. Follow the river to these crisscrossing trees,
then turn right to find the hidden VC cache.

44

M I S S I O N 3 : T H R E E C A N YO N S

45

The easiest way to find the cache: follow the river past the first
log lying across the water. Continue upstream around the bend

CLIMB OUT OF
THE CANYON

to the right, moving east from cover to cover, watching for VC

Use Defort to make a

sentries. When you reach a spot where several logs crisscross

radio situation report.

overhead (see 3-20) and a tree juts up from the rock of the left

Now all that’s left is to

bank, turn right and head south, moving inland.

get the rest of the way

Hop over the big fallen log, and there it is—the VC cache! (See J

up the river canyon to

on the map.)

Point Bravo (seen on
your field map). More VC
troops lurk up ahead,

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though, so you can’t

3-21. Find this VC cache and destroy it.

3-23. After you plant the C-4, get away! The explosion
and resultant fire can kill you.

relax just yet.

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Don’t get complacent! Several more VC roam around the cache, so consider combing the area to clear out the enemy threat
before blowing up the supplies.
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The easiest way out is to talk to Le Duy Nhut and let your
trusty pointman lead you out of this mission. But if you’re the
intrepid explorer type and want to find the way yourself, the
best route is to continue wading up the river until you reach

DESTROY THE CACHE

the last place you can exit the water up the right bank. (A

Now comes the fun part. Once you’ve cleared the area of stray

waterfall blocks passage further upriver.)

VC, use the “Follow me” command to lead Nhut, Crocker, and

Follow the rough path as it leads to a trail running up through a

Defort away from the cache hut toward the river. When you

rock ravine (K on the map). Two VC linger just over the crest,

reach the water, give the “Hold” command to keep them from

but you can sneak up on them and catch them unaware if

wandering into danger. Then return to the cache hut.

you’re careful.
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Loot any ammo from the weapons crate or take a gun, if you

3-24. Let Nhut lead you to the high trails running up
the river cliffs.

want. Then move the cursor over the crates until the message at
the bottom of the screen says you can “Press USE to place C-4.”
You have 30 seconds to get clear, so don’t panic. Calmly place a
C-4 charge, retreat to the river, and wait for the explosion. Fun!

Each time you engage another pair of VC, remember to ask
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3-22. Place a C-4 explosive device on the supply
crates in the VC cache hut.

Nhut to continue. Then follow his lead. The trail crosses over a
low bridge and then climbs the steep river cliffs, traversing a
series of spectacular falls, then crossing a pair of precarious
high bridges (L on the map).

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After the explosion, the cache hut burns. Don’t get too close to the fire or you’ll ignite yourself! However, if you do
catch fire accidentally, run back to the river to extinguish the flames.
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Eventually, your each a ladder next to a tall waterfall (see 0324). Approach the ladder to end the mission.

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3-25. Here’s where you emerge from the Three
Canyons area. That ladder is your final destination.

46

M I S S I O N 3 : T H R E E C A N YO N S

47

A Start
Wounded

B Villager

BAH NAR TR I B E

Bahnar Village

C (Triggers Ambush)

Your squad, Spike One, finally emerges from the deadly Three Canyons area. The Vietcong units you contacted
there have withdrawn to the north of the river, and Hotel Six orders you to keep hunting them. Six also warns

D High Nook

you to watch out for civilians as you approach the nearby tribal village.
This mission takes you into the small Montagnard village of the Bahnar tribe…and right into the gun-sites of a
deadly VC ambush. The battle is furious, but short and sweet—a nice change of pace after the harrowing trek up
the canyons.

E VC Squad
F VC Squad

Here’s your field map showing the route to the Bahnar village and the pickup LZ.

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4-1. The Montagnard village of Bahnar looks picturesque and innocent, but VC units lurk nearby.

N

Find the VC.

N

Heal the wounded Montagnard.

N

Go to the village, but be wary of potential attack.

N

Repel the VC attack on the Montagnard
village.

N

Leave the village in the chopper.

Le Duy Nhut
(Pointman)

Defort
(Radioman)

Crocker
(Medic)

YO U R S Q UA D
48

M ISSION 4: BAH NAR TR I B E

49

M I S S I O N WA L K T H R O U G H

Note that your radio icon is flashing on the screen at lower left.

You start out on a high embankment overlooking the river below (see A on the map). You could turn east and just

Use Defort to call headquarters. You report that the VC are

follow the path upstream directly to Bahnar, the Montagnard village. But first, you should lend a helping hand to

preparing an attack on the Montagnard village and you request

one of the friendly locals.

air support. Hotel Six promises to send a chopper right away.
You tell your team: “Chopper’s on the way. Should be easy.”

WOUNDED VILLAGER

Yeah, right.

Approach your pointman, Le Duy Nhut, and order him to “find out where Charlie’s disappeared to.” Follow Nhut
as he starts up the trail. He stops soon, however, when he finds a “banana clip” (an AK-47 magazine) on the
ground. If you talk to him, he points this out to you. Talk to him a second time to order, “Follow their tracks.”
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If you’re impatient, you can ignore Nhut and head
directly east across the river and up the ravine on the
far side. Follow the ravine and you can’t miss the wounded villager.
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Follow Nhut again as he veers left off the trail, heading
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north across the river and then up the opposite bank to
the wounded villager lying in the ravine (see B on the

4-4. Ask Nhut to translate your request for guidance to
the village.

map).
You can try to talk to the Bahnar villager, but he doesn’t speak English, so ask Nhut to translate—that is,
approach Nhut and press your Use key. Via Nhut, you ask the man to lead you to his village. He agrees, then
walks downhill east to a path, which he follows into Bahnar. Stay on his tail; your team follows.

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4-2. Crocker gives medical aid to the wounded Bahnar villager, who responds with thanks and information.
Approach the wounded villager. When you get close, you auto-

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4-5. Follow the Montagnard villager to his home of Bahnar. As you approach, note the woodchopper up the hill to
your left.

matically tell Crocker, “Doc, I’ve got a wounded civilian here.”
Crocker treats the man, who manages to stand and speak to you.
Nhut translates. The Montagnard’s name is Lingh, and he

BAHNAR AMBUSH

thanks you. He says he was cutting down trees when suddenly

As you enter the village area, note the high ground to your left, looming over the village. Looks like prime ambush

ambushed by VC troops. Lingh fears that the enemy will attack

territory, doesn’t it? Note also the villager who chops wood up the hill to the far left of the village clearing.

his village, and asks for help.
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Don’t enter the hut behind Lingh or run past it to the southeast unless you’re ready to repel the VC assault.
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4-3. Approach Defort and use your radio to call in air
support when you see the flashing radio icon.

50

M ISSION 4: BAH NAR TR I B E

51

Approach Lingh (see C on the map), who stands in front of a hut

Another small group of VC attacks the village

HOP THE CHOPPER

directly ahead. Turn left (to face northeast) and take a few steps

from the foliage to the east (F on the map).

Once you’ve eliminated all enemy troops

up the terrace, past the Montagnard gunman. This triggers the

You may have to engage them, too, but there’s

attacking the village, the chopper drops onto

VC ambush from the high ground behind the village.

a good chance the chopper’s big machinegun,

its landing zone (LZ). Approach the “egg beat-

the Montagnards, and/or your own team will

er” and press your Use key to hop aboard and

have wiped out this threat before you reach it.

complete the mission.

Get low! Defort automatically calls for assistance; soon an Army
chopper will arrive and start circling above the village. Now fight
off the assault.

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4-6. The VC ambush comes from the high ground
above and behind the village.

A favorite tactic: Turn left and head west back down the trail a
few steps, then turn right and veer uphill (north) toward the
spot where the villager was chopping wood. (He runs away when
the firefight begins.) Make a zigzag run for the small, protected
clearing in the trees (see D on the map, and figure 4-7) at the top

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4-9. Another VC squad attacks the town from the east. In
most cases, the villagers can hold them off without your help.

4-10. When the area is clear, the chopper lands. Head
straight for it and hop aboard.

of the hill.
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4-7. Head uphill to the safety of a small clearing (circled), then work south toward the VC ambush positions.

From here, sneak safely along the edge of the foliage until you
see VC shooting from their nook ahead (E on the map). If this
group of at least five VC soldiers is closely congregated, toss a
couple of grenades, then pick off any survivors with your rifle.

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4-8. One group of VC is clustered in this nook of the
woods (circled) above the village. Nail it with a
grenade or two.

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Here’s the debriefing for the entire Three Canyons mission.

52

M ISSION 4: BAH NAR TR I B E

53

MIDNIGHT SURPRISE

N

Camp is under attack—stay alive!

N

Eliminate enemies in the inner perimeter.

N

Meet the Captain at the western gate.

N

Move through the west sector,
seek and destroy the enemy there.

N

Search for the VC way into the base.

N

Place C-4 at the end of the tunnel and return to safety.

Here’s a grim taste of the confusion, chaos, and horror of night fighting in Vietnam. VC forces suddenly pour into

Crocker
Hornster
(Medic)
er)
(Machine Gunn

Le Duy Nhut
(Pointman)

the basecamp’s inner perimeter, hitting hard on the heels of a brief mortar assault. You must work with Hornster
to secure the perimeter, then fight through swarms of VC in the west sector, where the breach seems to be.
How are they getting “inside the wire”? Your job: Find out and halt the VC inflow.

Bronson
(Engineer)

YO U R S Q UA D

M I S S I O N WA L K T H R O U G H
This nerve-racking mission starts with a routine debriefing session in the TOC bunker with Cpt. Rosenfield. He applauds your
success with the Bahnar villagers, though you both express surprise at the intensity of the VC activity in the area. As Rosenfield
says, “Seems they’re preparing for something big.”
Prophetic words—as Charlie suddenly launches a fierce nighttime assault on the basecamp.
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5-1. Night combat is a truly harrowing experience, even within the familiar confines of your own basecamp.

A Start (TOC Bunker)

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Switch your M16 to Single Shot mode for most combat situations.
But if a VC swarm of three or more suddenly rushes into close
range, a quick punch of the Change Fire Rate key lets you mow them
down in Full Automatic mode. The default toggle key is [C].
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5-2. Rosenfield is happy with your work in the Three
Canyon area and the Bahnar village. But hang on: the
real work is about to begin…

B Garage Area
C Inner Perimeter
to
D Entrance
West Sector

E VC Assault!
F VC Tunnel Entrance
54

M ISSION 5: M I DN IG HT SU R PR ISE

55

CLEAR THE GARAGE

CLEAR THE WEST SECTOR

As the first VC bursts right into the meeting room, the Captain

Use Crocker to heal any damage you suffered while you listen to

yells, “They’ve tunneled inside the wire!” Gun him down, then

Capt. Rosenfield’s assessment of the situation. He guesses the VC

hustle out of the TOC bunker, switching to grenades as you go.

dug a tunnel under the wire fences in the west sector. Then he
splits up the team, sending Crocker north, Nhut south, and you

Outside the bunker, crouch immediately! Turn right and waddle

and Hornster to the west, where the VC are pouring in from the

to the end of the trench. Use Lean Right to peek around the cor-

suspected breach. Thank you, sir!

ner. Several VC sneak around the vehicles (two trucks and a
jeep) in the garage area below.

Move quickly west through the open gate. The VC attack down
the trench immediately (E on the map). Use the various boxes

Start chucking grenades! Slide right, toss, slide back into cover,
then repeat. You can get most, if not all, of the garage-area

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5-3. Toss grenades into the Charlie swarm by these
trucks in the garage area. Then attack up that hill to
the left into the perimeter yard.

attackers with a couple of well-placed throws.

DEFEND THE INNER PERIMETER
Stay behind your cover. Another VC wave pours into the boxladen yard above you to the left—the inner perimeter, due north
of the TOC bunker. Creep down the hill toward the garage, but

and barrels in the trench for cover, crouching behind them and
using the lean & fire technique.

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5-5. Fend off the stream of VC attackers as you move
west down this trench. Stay behind cover!

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As you move into the west sector, hurry quickly to the third set of boxes/barrels down the trench. (They’re on the left-hand side, just past the trench
opening on the left.) Plant yourself there, crouch, and use Lean Right to fire,
ducking back whenever it’s time to reload or dodge heavy return fire.
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stop at the left turn leading west up to the yard.
Rise and shoot and duck, repeat, repeat. A lot of VC guns open
fire on your position, so don’t show your head for more than 2-3
seconds at a pop.

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5-4. Fight across this yard to the west sector gate area
(circled).

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Play this mission in a dark room! Any glare, even slight, on your
monitor screen can hide an enemy and be deadly to Hawkins.

Many enemy soldiers come at you—usually one at a time, but sometimes in twos. Gun them down, and don’t stray
from cover until the stream of attackers stops for at least 15 seconds. A few attack from the far end of your
trench, but most sneak around the first corner to the right.
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Don’t let any VC get close! Some are suicide bombers who run at you and detonate explosives.
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Move warily forward after the VC attack wanes. One or two more VC may lurk just down the trench to the right,

This is killer combat—crazy, chaotic, dark. Be prepared to fend off at a dozen attackers. When you finally clear

so lean around the corner and pick them off. Move forward to the next right turn in the trench (leads to another

out the inner perimeter area, the “Objectives Updated” message appears onscreen. Hit [Tab] to see that your next

building on the right).

move should be toward the entrance to the west sector.
Move down the trench in front of the TOC bunker, heading west. Continue past the next building on the left until
you see Cpt. Rosenfield and Crocker, the medic (D on the map).

56

M ISSION 5: M I DN IG HT SU R PR ISE

57

FIND THE VC TUNNEL
Hop up out of the trench on its left side (heading southwest).
Bronson, the team engineer, approaches from the far end of the
new trench to join you.
Move through the boxes and barrels until you find the tunnel
hole in the ground and Bronson says, “Looks like they come up
through here.” You reply “I’ll tell Rosenfield” and the radio icon
starts flashing.
Press [4] to call the Captain. You report the tunnel and
announce your plans to seal it up with C-4 explosive. Bronson
gives you some C-4. Here we go!

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5-6. Find this tunnel hole on the ground in the west
sector.

TUNNEL CRAWL
Hop in the hole and crouch. Careful! One VC waits just around the corner. Slide and nail him quickly, then move
down the tunnel in a crouch. Continue to the end, place the C-4, and return to the opening inside the camp.
Mission accomplished!

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Here’s the debriefing for this mission.

58

THE FRENCH ROUTE
High priority alert: air recon shots reveal what appear to be enemy tanks on an old French road near the Khe
Bana river. This is not good—heavy armor near Nui Pek could make the base difficult to defend. Intel also suggests there may be some old French bunkers and fortifications near the road. Captain Rosenfield wants to insert
three separate teams in the vicinity to counter the threat.
Your team is Shrew One, and your primary job is (as Hornster puts it) to kill the tanks. Shrew Two, comprised of
CIDG soldiers, provide support and cover for your river crossing. Shrew Three, a team from Plei Djereng, another
basecamp, support the operation from the other bank.
Once you find the “commie tin boxes,” your orders are to call in the “arty” (artillery) on their position. However,
this mission takes some unexpected turns—and you end up searching for an MIA soldier in an underground
labyrinth of VC tunnels.
This sprawling mission has three separate parts.

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6-1. The Captain briefs your team on air recon photos of possible enemy armored units. Your orders: find the tanks and call in
artillery strikes.

PA R T 1 : TA N KS A N D A R T I L L E RY
The first chopper inserts Shrew Two, which hustles down the road to take up its supporting position on the riverbank. Then your chopper lands with your full team, including Hornster and Bronson. Time to move to the cantilever bridge.

M ISSION 6: TH E FR E NCH ROUTE

59

Here’s your field map showing the LZ and the first part of the mission.

N

Take your team across the
river.

N

Clear the old French
bunkers.

N

Find the tanks.

N

Eliminate the enemy and
assist Shrew Three (use fire
support if necessary).

Le Duy Nhut
(Pointman)

Defort
(Radioman)

Crocker
(Medic)

Hornster
Bronson
(M
ac
hi
ne-Gunner)
(Engineer)

YO U R S Q UA D

THE FRENCH BUNKERS
Order your team to follow you down the road to the bridge over the Khe Bana. (Press your Command key; then
highlight and select “Follow Me” or just press [5].) Shrew Two waits in their support positions. You can see two
old French bunkers across the river (see 6-3). Let’s go!

A LZ (Start)
B Shrew Two
C Cantilever Bridge
D VC Bunker 1
E VC Bunker 2

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6-2. Two choppers drop Shrew One and Two near the fallen bridge. Your full team of five waits for your orders to
cross. Take command, Hawkins!

F Foxhole
G VC Trenches
G Tanks
H VC Hill Bunker
I Roadblock
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6-3. The French bunkers (circled) lie on either side of
the bridge road.
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M ISSION 6: TH E FR E NCH ROUTE

61

The bridge is fallen in the middle. Just run across the gap; you land on the other side
without breaking stride. As you move up the other half, enemy units on the far side open fire.
Here’s the enemy deployment:

The Right Bunker
The bunker on the right is a tougher nut to crack. One VC is posted on top in a small viewing tower; two are
inside; and two more in a sunken, fortified foxhole in front of the bunker.

One VC is on the road just beyond the end of the bridge, behind the first clump of bushes.
One VC is inside the left bunker.
Two VC are posted inside the high bunker on the right side, with one more VC armed with
grenades on its roof.
Two VC occupy a fortified foxhole a few yards in front of the high bunker.

The Left Bunker
Sprint up the left side of the span, nailing the VC

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6-6. The left bunker features a roof post and a nearby sunken foxhole.

behind the bushes up the road. Stop at the last bridge
strut on the left (see 6-4) to block fire from the left

From the first bunker, sprint across the road to cut off the firing
angle. Move to the left until you find the road sloping up to the
high bunker. At the bottom of the slope, crouch and pick off the
VC gunner on the bunker’s roof.

bunker. Pump more lead into the VC in the bushes, but
don’t linger long, because you might take fire from the
high right bunker.
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6-4. Stop here first. The bridge strut cuts off fire from
the left bunker (circled) while you gun down the VC up
the road.

Now sprint straight at the bunker on the left. Don’t try to pick off
the VC inside; it’s a tough shot. Instead, crouch as you get close
and go around the bunker’s left side. Continue around to the
door on the opposite side. Gun down the VC occupant.
Now slide around to the backside of the structure to avoid gun-

Now slowly move just a few steps up the slope and arm yourself
with a grenade. You want to toss it into the fortified foxhole (see
6-7) just to the right and forward of the bunker, and blast the
two VC there.
Finally, lead your team up the slope and sneak around the left
side of the bunker. Slide across the doorway and strafe, nailing
the two fellows inside.
Now you can attend to the radio icon that’s been flashing for
awhile. Approach Defort and use the radio to make your report
of the situation.

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6-7. A well-tossed grenade from the bottom of the
slope up into the foxhole (location circled) can save
you much pain.

fire from the high, opposite bunker. If necessary, call Crocker
over to you (by pressing [2] on the number pad) and get healed.
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6-5. Sprint around the bunker’s left side and continue
around the opposite corner to the door.

Gather your team and continue northwest up the road.

TANKS, BUT NO TANKS
As you come over the first rise, you can see a pair of tanks in the trees down the road on the right side. A quick
perusal with binoculars reveals both to be helpless, rusted shells—abandoned French vehicles, decades old! As
you approach, your radio icon flashes again.

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M ISSION 6: TH E FR E NCH ROUTE

63

Make your report to Hotel Six. You
request a withdrawal, but Six reports that
Shrew Three is pinned down by heavy enemy fire. Your new
directive is to find and relieve them, calling in artillery support
if necessary.
Guess what? It’s necessary.

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6-8. The commie “tanks” turn out to be abandoned
French wrecks.

The aerial photo is per-

Left-click on the map area that corre-

fectly aligned with the

sponds to the spot you want hit by

map coordinates used

artillery strike. You want to pound the

by artillery spotters.

entire VC hillside position, from one

Note that your path

end to the other. With a little patience

from the LZ over the

you can blast out many of the

bridge, the two

entrenched guerrillas, making your

HAMMER THE VC TRENCH

bunkers you captured,

team’s follow-up work much, much easi-

The rusty French tanks are quiet and eerie. The road is blocked

and the tank locations

er. (For a step by step guide to calling

to the northwest. But across the road and rising up the hillside

are all marked in red.

in an artillery strike, see the Note on

to the southwest is a VC stronghold—a trench meandering along

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this page.)

6-10. Left-click the yellow cursor on the photo-map in
the area shown here to pound the VC trenches with
artillery strikes.

the top of the hill with more than a dozen VC soldiers dug in,
and fronted by rows of bristling, razor-sharp punji stakes.

HOW TO CALL IN AN ARTILLERY STRIKE
Whenever you run into a foul nest of VC, you can call in a deadly bombardment on their position if you have a
“firebase” (a battery of artillery) available. Here’s how:

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1.

Turn and face the enemy. Check your compass (upper right corner) to note their direction from
your position.

2.

Press [M] to bring up your map.

3.

Without moving your mouse, click and hold the right mouse button. This brings the map closer, and
a yellow targeting cursor appears. This cursor marks the spot onto which your “firebase” will lob
their shells if you call in a strike by clicking the left mouse button.

4.

Don’t call in a strike yet, though! The cursor always appears over your current position (marked
by the red arrow). If you click before moving the cursor, you call artillery onto your own head. So
remember this: Whenever you bring up the map, the yellow cursor’s starting position always marks
your current location.

5.

Whenever you release the right mouse button, and then click and hold it again, the yellow cursor
reappears at your current map location.

6.

While holding down the right mouse button, move the yellow cursor (at least a quarter of a map
grid square) in the direction that the enemy lurks. For example, if your compass shows the enemy
is due east, then move the yellow cursor slightly to the right (east) of your location.

7.

When the cursor is where
you want, left click once to
call in an artillery strike on
that spot.

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6-9. A VC trench-and-tunnel stronghold lined with punji stakes runs across the top of that hillside across the
road from the rusted tanks.
Your team could beat these guys head to head, but it’s a very, very tough fight. So let’s soften them up first. In
fact, with some help from the cheat map in 6-10, you can wipe much of the VC force without raising a weapon
yourself.
First, lead your team back behind the rusted French tanks to keep them well away from the targets. Then view
your photo-map by pressing the [M] key. Click and hold the right mouse button (Mouse button 1) to get a closer
look (as in 6-10).
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Artillery fire is remarkably accurate, given the distance the shells must travel. However, gunnery is not a pinpoint
science in Vietcong. Rounds will land anywhere within a 30-40 yard radius of the spot you select on the map.
Keep your targeting well away from your team! If you call in a salvo on your own guys, the mission ends in failure.
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64

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Experiment a bit to see how distances on the map correspond to those on the
ground. See how close to your own position you can call in an artillery strike
without blowing up yourself or your team. (You might want to Quick Save
before you try that, of course.)
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M ISSION 6: TH E FR E NCH ROUTE

65

If your own men start getting bold and running up the slope, it means you’ve neutralized much of the VC opposi-

This leads you out to daylight—where you find yourself

tion up there. At this point you probably want to call off the bombardment. You don’t want to risk calling in a

on the other side of the roadblock. Thus ends Part 1 of

round atop a squad mate.

the French Route mission.
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You can get beyond the roadblock through a small opening aboveground, too. Just duck under the dark fallen
log behind the VC hill bunker at the south end of the
trench.
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SCOUR THE TRENCHES AND TUNNELS
Now it’s time to mop up. The safest tactic is to start at the southernmost end of the hill and work your way along the trench.
Halfway down the southern trench is a tunnel marked by two
logs over the entrance. Crouch and enter.
Danger lies ahead. Several VC, safe from the shelling, lie hidden
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in a hill bunker up the twisting tunnel. To reach them: Creep quietly to the first opening on the left.

6-13. Get past the roadblock by ducking under the fallen tree next to the hill bunker (upper right) or crawling
through the tunnel at lower left.

Down a short entry hall, enemy guerrillas wait in a cozy earthen
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room overlooking the bridge and river. Best bet: Roll a grenade

6-11. Start at the southern end of the stronghold and
work your way down the trench and tunnels.

PA R T 2 : F I N D T H E S H R E W T H R E E S U R V I VO R S

into their midst and quickly back away.

The second half of the mission opens with a radio call
from Hotel Six reporting that Shrew Three is not
answering. Again, Six asks you to find the missing

With pistol handy, enter pick up any ammo and “intel” (papers

N

Locate Shrew Three.

N

Find the missing team members.

N

Find the tunnel entrance.

team.

and envelopes) you can find, then exit and turn left. Veer left
again at the next intersection to enter a small storage room with
some pieces of intel available. Exit and turn left at the intersection, following the tunnel out to the next trench.

Here’s your field map showing the second part of the French Route mission.

Now work your way north down the long trench running along the
crest of the hill. Watch for survivors of the artillery bombardment.
The far end of the trench leads into another tunnel. Enter and follow to the intersection, then go right. This leads to another hill
bunker manned by VC defenders. Eliminate them, then exit

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through the back tunnel passage.

6-12. Roll a grenade down the entry into the hill
bunker to nail all VC in one stroke.

66

M ISSION 6: TH E FR E NCH ROUTE

67

BRING IN THE MEDIVAC

A Start

Approach Defort and radio in a report to Hotel Six. You confirm

B Log Cover

medivac chopper for the wounded man, then gives you the green

C VC and Shrew Three

Next you get a call from “Dustoff,” the helicopter, who asks you

D Wooded Hill

Bronson automatically tosses the smoker; use Defort again to

E VC Bunker

smoke and reports VC activity nearby. Soon the chopper lands

two KIA, two MIA, and one wounded. Six tells you to expect a
light to track the VC and get back the prisoners.

to “pop smoke” (toss a smoke grenade) to mark your position.
take another call from Dustoff. The pilot confirms your yellow
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and hauls off the WIA.

F Sgt. O’Neil

6-15. Bronson sends up yellow smoke to guide in the
medivac helicopter, which picks up the wounded
Shrew Three survivor.

Now let’s find those U. S. soldiers.

G Forward VC Positions
TAKE THE WOODED HILL

H VC Trench

Head up the wooded hill to the southwest (D on the map). At the

I Roadblock

top, another ugly French bunker (E on the map) houses a horde
of VC—four inside, one on the roof. Others move down the hillside. Here’s another brutal fight. Pick off the roamers, then take
out the bunker crew, nailing the roof gunner first before rushing
the box. (Your team is good at this. Send them in!)
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THE SHREW MASSACRE

6-16. Another bunker. Send in your boys!

A large party of VC congregates just up the road, moving toward
you on both sides of the road (C on the map). This is just a brutal, down-and-dirty slugfest. Sneak up the right side of the road

Proceed around the bunker’s right side and follow the trail

and attack through the bushes, using the log (B on the map) for

behind it down to the clearing. There, you find the unfortunate

cover—and be sure your team moves with you. (Give the “Follow

Sergeant Jack O’Neil.

Me” command.)
After you finish off the many VC, you find the remains of Shrew
Three in the clearing below. One soldier is still alive, barely, and
reports that the enemy took two prisoners (“Jack and Marv “)
with them. This gives you a new objective: Find the missing team
members.

68

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6-14. A wounded Shrew Team Three survivor reports
two prisoners taken by the enemy.

6-17. Sgt. O’Neil is a lost cause, unfortunately.

M ISSION 6: TH E FR E NCH ROUTE

69

Use Defort to make a sitrep. As you astutely comment, “It’s still hot as hell down here.” You must secure the area

The first stretch ends at a ceiling

before calling in the chopper. Continue up the trail. Just over the next rise you can see (via binoculars) another

hole that leads up into a hill bunker

trench full of VC up against the far hillside.

with three VC. You can sneak up on
them and hit them low without any
return fire. Pop up through the hole

TRENCH AND TUNNEL REDUX
This is yet another vicious fight. The tactic here is to call in artillery fire again (see 6-18), hitting along the trenches to soften up the enemy. Then send your men to attack the trench and lay down cover fire while you head down
the road to the right in a flanking maneuver. You want to reach the far right (southern) end of the trench.

into the hill bunker and continue

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Be patient and creep carefully and very slowly around each bend. Shoot immediately, even if you see only a sliver of VC body. If you wound him, he’s momentarily incapacitated and you can move forward for a better kill shot.
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down the tunnel on the other side.
The next VC down the tunnel is a quick shooter, so you must come around that corner firing. His partner is just
down the tunnel in the next hill bunker. After you waste him, move to the hole in the bunker floor and drop down
to another level.
Continue to a bigger drop, which triggers a radio conversation with Hotel Six and the next part of the mission.

PA R T 3 : T U N N E L R AT
Claustrophobic? Get used to it, Hawkins. You’re down
here all alone. Fortunately, you’ve got a flashlight.
Move out.
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6-18. Call in artillery strikes on the indicated area. Then run to the roadblock seen here, turn left, and hop into the
southernmost end of the VC trench.

GRENADE ROOM

N

Search the tunnels.

N

Find the missing man.

Press [L] to turn on your flashlight. Then start crawling! It’s a long, long way. (Or maybe it just seems long.)

It’s a tough run, and you may take a hit or two, but keep going. Run to the roadblock (I on the map), turn left, and

The first side room you reach is on the left and empty,

duck behind the low rise. Pop up and kill any VC guarding the very end of the trench. Hop in, then methodically

but entering triggers your radio icon. Press [4] to make

fight your way north up the trench, carefully turning corners and picking off VC one by one.

the call. Not much to report, but at least the game performs an Auto-Save.

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Hit your Quick Save key every time you approach a side
room.
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When the trench is finally clear, your radio icon flashes. Find
Defort and answer. It’s Captain Rosenfield, and he’s coming in on

Continue down the tunnel. Uh-oh—

a chopper. You report the sector clear, but no sign of the missing

voices! Proceed to the next opening

man yet. After signoff, the chopper lands and Nhut finds the tun-

on the right. Enter, turn right into

nel entrance.

the VC storage room, and open the
crate to find a nice stash of
American-made grenades! Exit the

DOWN THE HOLE

room, turn right, and continue down

Rosenfield sends you into the tunnel with a flashlight, a radio, an

the unbearably long tunnel.

S&W Model 39 silencer pistol, and some C-4 with a long fuse.
Crawl down the tunnels. The way is linear—you can’t get lost.
But creep carefully around curves in the tunnel.

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6-19. Any hit incapacitates the target enough to close
in for the kill. So shoot at any visible part of an
enemy’s body—even an arm or leg.

70

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6-20. These brand-new grenades sit in the crate in the
second room.

M ISSION 6: TH E FR E NCH ROUTE

71

The next side room on the right is empty, too. Continue onward.

BOTTOMED OUT

As you do, look around and ask yourself: How can people live
like this?

This is the final stretch of the tunnel complex.
Creep forward to the intersection. Careful! A VC

ACTION!

guard may suddenly crawl into view from the

After another long, twisting stretch of tunnel, you reach anoth-

right. Take him out quickly.

er side room on the left. This one, however, is home to two VC
The two directions lead to the following:

spelunkers. Sneak stealthily to the opening, then slide across
(using your Strafe Right key) firing. You have two to hit, so

Left Fork

shoot accurately.
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6-21. Watch out for VC lurking in side rooms.
Nothing of interest lies in this room (other than the dead guys) so exit, turn left, and move on. Just down the pas-

The left turn leads to another intersection with a
second VC. At that intersection you can go right
to find a third VC in a back room, or left to a dead
end.

sage a way is a T-brace holding up the tunnel ceiling. Beyond that another VC fellow in a side room to the right. If
you approach slowly, you can see part of him before he sees you. Wound him, then rush forward to finish him off.
Again, you’ll find nothing of interest in his room. Exit, turn right, and continue ahead.

Right Fork
The right turn leads around two sharp corners to
a storage room with a nice PPS-43 submachine
gun and a couple of ammo magazines. Grab them

AND DOWN AGAIN

and hop down the hole in the floor. The ordeal’s

You crawl over a rough-looking patch of floor. What’s that all

almost over!

about? Looks like a recent cave-in—a nice, reassuring thought as
you proceed. Careful now—one more VC waits just ahead, just

Continue to the ladder to end the mission.

around the bend at a branch in the tunnel path. Ventilate him!
The tunnel’s right branch leads to two more VC in a veritable
suite of rooms. Once you eliminate them, use your radio to make
another report to Hotel Six. Then backtrack to the fork (where
the dead guy lies) and turn right to explore the other branch of
the tunnel. Move past another pile of debris.
A few dozen yards down this passage, notice a discolored piece of
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floor. This is a closed cover that leads down to another passage.
Further down the tunnel is a punji pit trap that you can’t get past,

6-22. This hatch leads down to the lowest level of the
tunnels.

so open this floor cover and hop down.

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M ISSION 6: TH E FR E NCH ROUTE

73

A Start
C VC Units

E S C A P E TO B I G R I V E R
Well, you finally crawled out of those horrifying tunnels. All you

C Turn Southeast
D Rock Arch

have to do now is fight your way down a rocky arroyo while outnumbered dozens to one; then clear out a couple of hill bunkers;

Entrance
C Tunnel
(to 1st Bunker)

crawl through another airless underground maze; and finally
escape to the Khe Bana river—the “big blue line”—for a dramatic

F First Hill Bunker

escape through still more hordes of angry commies. No problem!
This mission has three parts. And it’s just you against the well-

Entrance
G Tunnel
(to 2nd Bunker)

populated VC world.

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PA R T 1 : A R R OYO

H Second Hill Bunker

7-1. VC high, VC low. The arroyo is wild and filled with
lots of hiding places.

Here’s a good, old-fashioned mission. You’re out of the tunnels through a back passage. But it leads right into the
heart of Ho Chi Minh’s guerrilla army, it seems. Your task here is to find a secret tunnel entrance that leads to a
possible river escape route. You’ll have to claw and scrape your way inch by inch down a wild jungle arroyo, tan-

FIRST GULCH

gled and rocky and manned by some of the toughest VC fighters you’ve seen to date.

Just getting out of the first cave into daylight is an accomplishment in
Here’s your field map showing the arroyo leading down to the “big river” area.

N

Find the missing man.

N

Look for a tunnel entrance.

N

Search the tunnels.

this mission. Two VC guards lounge unaware below your cave opening—one out in the
open, one behind a
log. Toss a grenade;
you should take out

the guy in the open, and both if you’re lucky. Then switch to a
gun and switch your attitude into pure gunfight mode.
Pick off the guy bzehind the log (if he survived the grenade).
Then stick like glue to the rock wall on the left. Move very slowly
around the corner.
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7-2. Move deliberately, and use binoculars on unusual
“humps” in logs or rocks to spot VC before they
ambush.
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M I S S I O N 7 : E S C A P E TO B I G R I V E R

75

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One of the first VC you face drops an AK-47 when you
plug him. It’s a great gun, so plunder it if you don’t have
one already. Use it in Single Shot mode.

At least three more VC hunker just down the arroyo to

After you pass through the rock arch, immediately swing right, and get ready for a rush of three VC. Take them

the northeast—one up high on the left, behind a rock,

down then continue forward to the arroyo wall. Look for the cave entrance just to the right a bit.

and another pair low on the left, behind a log. There’s
not much advice to give here. As always, use cover,

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After about a hundred yards, the arroyo bends to the

stay crouched unless running through unavoidable

Enter and follow the tunnel around to the hill bunker, where two VC gunners wait. Roll a grenade around the corner (using the underhand method—pull pin, then use the Right Mouse Button) to make the job easy.

open ground, lean and shoot around rocks and trees,

Grab any ammo or medkits you need quickly—you’re being followed. Turn and face the tunnel, and wait for the VC

and be patient.

to come. Or, if you want, plunge into the tunnel and beat him to the draw when you face him. Two more VC are fol-

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lowing his lead, so you have to shoot your way to daylight.

right, bearing southeast. Continue your slow advance,
Remember that your shot accuracy is better when you
crouch, and better still when you’re prone.

looking for VC up high on the right-hand ledge as well

CAMOUFLAGED CAVE TO THE SECOND BUNKER

as behind the boulders down low to the left. Focus on
one target at a time, and don’t be a hero! If you’re out-

When you emerge, watch for marauders moving through the
rocks, then turn right and continue northeast down the arroyo.

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gunned, just withdraw and try another approach to get

Four or five more enemies lurk amongst the rocks and fallen

different firing angles.

logs, so resume your patient, careful advance.
Once you clear
the area, watch

CAVE TO FIRST HILL BUNKER

out for the high
hill bunker at

Before the arroyo bends back to the left (northeast)
again, look for the thick rock arch (see 7-3) guarded
by a VC soldier. Kill him and go through the arch.
This route lets you avoid a face to face encounter

the end of the
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7-5. A second hill bunker (left) dominates the far end
of the arroyo. Look for the camouflaged cave entrance
(right) that leads to the bunker.

with a deadly hill bunker excavated into the right

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arroyo. Two VC
snipers fire
from this perch;
you can

(south) wall of the arroyo. Instead, we’ll slip in the

exchange fire with them, but they have the advantage. Instead,

back door.

look on the right wall of the arroyo (see 7-5 and 7-6) for a camouIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII

7-3. Pass through this rock arch to avoid the hill
bunker on the right-hand wall.

flaged cave entrance. (It’s just to the right of a dark fallen trunk
leaning against the arroyo wall.)

7-6. The camouflaged cave entrance, outlined in white
for you, is next to that fallen trunk to the left.

The camouflaged cave entrance, outlined in white for you, is next to that fallen trunk to the left.
Enter the cave and make your way to the bunker. Knock off any VC there. You find a tiger hat, which no doubt
belonged to a U.S. soldier. Could it be Marv?

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7-4. The cave on the right side of the arroyo (next to the rock arch) leads into the first hill bunker.

76

M I S S I O N 7 : E S C A P E TO B I G R I V E R

77

PA R T 2 : T H E U N D E R G R O U N D C I T Y

Proceed to a third bunkroom up the corridor, on the left side.

After you make another radio sitrep, press [L] to activate your flashlight, pull out your silencer pistol, and contin-

Use another grenade to clean it out, or just park at the corner of

ue down the tunnel. After a few yards, you hear VC voices up ahead. Approach carefully! Four enemy soldiers

the entrance and pick off VC as they scurry toward you.

crouch in a room up ahead. Creep to the bend in the tunnel, lean left and try to pick them off one at a time.

Continue up the tunnel. The next room on the left is a, well, uh—

At the first intersection, go left. (Right leads to a dead end.) You hear another voice as you approach the next

a lavatory. Bedpans and a waste pit smell ripe and lovely.

room filled with baskets. Pick off the VC and continue through the room. Just after a second room full of baskets,

Proceed down the tunnel to the next intersection. Quickly.

you face another VC in a larger room—a kitchen with a cooking fire and filled with food supplies.

Don’t take the left fork! It leads to a punji pit that you cannot get
around. The right fork is definitely the correct fork. Follow it

DINING HALL

past a dead end tunnel on the left, then around a sharp turn and

Exit that room to another intersection. The right fork leads to a

get ready for a VC attacker. After you nail him, proceed to the

dead end. The left fork, however, leads directly into a large dining

next room on the right.

7-9. Watch out for deadly punji pits! Look for their
vague octagonal outlines on tunnel floors.

hall hung with banners and the North Vietnamese flag. Two diners take offense at your intrusion and try to kill you. End their
meal, violently.

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TRAPDOOR TO AMMO ROOM
The trapdoor in this room leads down to an ammo storeroom loaded with AK-47 clips. Hop down and examine it if

Your radio icon flashes, but if you press [4] to use the radio, you

you want, or just continue down the corridor past the trapdoor room to the next intersection.

find the signal dead. Crouch and continue down the passage
beyond the dining hall, a tunnel braced by wooden struts. Look

VC OFFICERS QUARTERS

out! The next intersection is deadly.

The left fork leads past a red commie flag to a nice, big room—VC officers’ quarters. Unfortunately, several VC offi-

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cers are home. Eliminate them and scour the various rooms for intel and other items. Then return to the intersec-

7-7. This truly is an underground city, including this
full dining hall on your tunnel route.

tion and veer left to take the other fork.

VC BUNKROOMS
Two squads of VC await your arrival here. To the left, a
bunkroom branches off with three VC resting within. Up ahead
on the right, a second bunkroom is full of VC, too (and some
hanging laundry). This is a tough fight unless you use grenades
(if you have any).
Roll one into the first bunkroom on the right, then roll another up
the corridor ahead. Switch quickly back to your pistol and pick off
any survivors. If you have no grenades, duck down the dead end
corridor to the right, then lean and shoot up the tunnel.

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7-8. Use grenades to clear several bunkrooms full of
resting VC soldiers.

78

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7-10. One fork splits left to the VC officer’s quarters—almost plush, by wartime standards—and splits right to a
briefing room that can hold an entire platoon.

M I S S I O N 7 : E S C A P E TO B I G R I V E R

79

VC BRIEFING ROOM

After you eliminate the four VC, use your radio to make a quick report to Hotel Six. Then continue through the

Follow the long, twisting corridor to what looks like a schoolroom with a chalkboard in front. This, no doubt, is the

passage in the back corner of the room, near the desk.

VC equivalent of your own TOC bunker back at basecamp—a site for briefings and lectures on tactical operations.
Continue through the exit in the back corner of the room and follow another length of tunnel.

Go past the weapons store on the right and continue another 30 feet or so to the cover on the floor. (Don’t go past
it! the end of the passage is booby-trapped with another killer punji pit.)
Open the cover to reveal another hole leading down. Hop down to another passage below.

VC HOSPITAL
At the next intersection, swivel right and pick off the VC up the right fork (a dead end). Then take the left fork. It
leads around twists and turns, then up a steep slope to, yes, another intersection. Here, take the right fork, which

EXIT PASSAGE

leads up to an underground VC hospital with a flag on the wall…and a couple of surly, armed patients.

Proceed to the ledge and climb up (using the [Spacebar]). Continue to the next intersection and go right. Climb up
the steep tunnel to the smell of fresh air, at last!

End their convalescence with your pistol, then use your radio to
make a report to Hotel Six.

THE GARBAGE PIT

PA R T 3 : B I G R I V E R
Gosh, there’s just nothing like a little brawl down by the riverside. It’s been a long trek, both above and below
ground, since you set out to destroy tanks on the French Route. But you’re almost home now.

Now exit the hospital room via the west tunnel, just next to
where you entered. Follow it to a dropoff—from the looks of it, a

Here’s your field map of the Khe Bana River and the route to the LLDB outpost on a river island to the west.

garbage pit. Go ahead, jump down into the garbage and continue.
Climb up the passage through an older, crumbling section of tunnel to another intersection.
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7-11. The VC hospital has a few patients who are not
very patient about your admittance procedures.

Take the right fork. (Left leads to a dead end.) Follow the tunnel
past a patch of roots in the tunnel wall to another intersection.
Veer left.

PRISON CHAMBER/INTERROGATION ROOM
The left fork leads to another intersection. Go left, proceed to the
next intersection, then left again along a dilapidated passage full
of falling support timbers. Further ahead, you hear Marv, the
missing soldier, cursing at his communist captors.
Burst into the prison chamber beyond and blast the VC guard,
then move to the ladder and climb it up into the room above.
This upper room is the interrogation room. Careful! A full VC
squad lurks just up the passage to the left, just beyond the red
rooster banner on the wall.
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7-12. The ladder (left) from the prison chamber leads
up to this interrogation room (marked by the red rooster banner). No doubt this is where Marv has been
incarcerated since his capture.

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M I S S I O N 7 : E S C A P E TO B I G R I V E R

81

You automatically toss a yellow smoke grenade, then call Red

A Start

Bird, the helicopter. He can’t find a spot to land, unfortunately,
and suddenly a C-4 charge you set in the tunnels explodes. Well,

B Rang Dong

dang, that should bring Charlie running.

C Two VC Snipers
D

Note: As you can see on the map, the Khe Bana curves around this
patch of land, so there’s river on two sides of you. Head away from

Terraces
(VC Snipers)

Rang Dong village toward the stretch of river to the southeast.

Dong
E Long
(VC Snipers)

TWO SNIPERS

F
G Log Crossing
H Motorboat

base of the hill (C on the map) to your left (northeast). As they

As you do, two tough VC snipers open fire from cover near the

Bridge

I

approach, engage and defeat them.

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7-13. This village on the water is picturesque, but it’s
the wrong stretch of river. Turn around and head west.

After this first fight, answer your radio. Hotel Six calls you, and you report that “the whole place is hot, the slick
can’t land here.” Six replies that there’s an LLDB river camp up the river. He wants you to go there and “we’ll try
to find a way to extract you.”

Skiffs with
VC Snipers

This gives you a new objective: Move up along the river. Head southeast to the river.

J LLDB River Camp

SOUTH ALONG THE RIVERBANK

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Turn right at the water and head south, following the

PLAN B: RIVER WALK
You pop out of the tunnel, emerging in a jungle area.

riverbank. Stay crouched and wary. Two VC wait

Take your time and avoid taking hits. Your health is very
precious in this mission; medikits are hard to come by.

behind the first big log stretched across your path. Use
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cover well! These fellows are excellent shots.

You’ve finally made it back to Khe Bana River—the “big

N

Make contact with the Captain.

N

Move up along the river.

in order. That would be Plan A. But sometimes things

N

Board the boat and man the M-60.

don’t work out.

blue line”—and you might expect a slick pickup would be

You take a radio call from Hotel Six. You report you’re
outside near a river village, Rang Dong (B on the map), which lies directly to the north. Six says he’s sending a
“slick” (helicopter) for your extraction and tells you to “pop smoke.”

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7-14. VC lurk behind logs and rocks all along the riverbank. Use the “lean & shoot” method around trees.

82

M I S S I O N 7 : E S C A P E TO B I G R I V E R

83

Once you beat them, continue along the river, moving carefully from tree to tree. Use your binoculars regularly to
scout ahead. Three more VC open fire about a hundred yards further south. Another tough battle—they have good

Don’t shoot the two guys in the boat! Those are friendly

cover, but then, so do you.

LLDB soldiers, ready to run you to freedom…at last!

TERRACES AND BRIDGE

Approach the boat and press your Use key to climb

Fight past the threesome onto a high, terraced area (D on the map), where two more VC await your arrival. One

aboard. Off you go! Your radio icon flashes; you can

crouches just below the top terrace; look for his head above the dirt.

press [4] to report in with Hotel Six, or just skip it,
because action comes quickly on the water. (Rosenfield
merely warns you to stay alert on the boat because of
“beaucoup activity around the blue line.”) In other
words, your ordeal’s not over yet.
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7-17. Hop aboard the boat and man the big M-60
machine gun in the bow.
You man the massive M-60 machinegun in the bow. Fire short
bursts to pick off any VC visible on the riverbanks or on the
water—in fact, shoot anything that moves. Snipers are posted on
both sides of the river, plus you’ll pass several small boats with
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VC gunners aboard.

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7-15. Cross the bridge and move through the village, which is recently deserted.
Now cross the bridge (F on the map) beyond the terraces, turn right, and enter the village. Use your radio to
make a report to Hotel Six. The Captain tells you to keep moving north and look for LLDB pickup.
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Stay crouched as you move, watching out for another
squad of VC just ahead—two in the rocks on this side of
the water, and three more across the river.

Pick off the three VC across the water before you cross
the river on the fallen tree trunks. You’re helpless and
quite exposed on the logs.

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7-18. Blast anything moving onshore, plus a couple of
skiffs on the water.

k k k k k k k k k k k k k k k k k k k k k k k
Your M-60 ammo is limited! You have only 300 rounds, and numerous
enemies prowl the shores. So don’t just unleash long, indiscriminate streams of bullets. Fire short bursts, and try to be accurate.
If you run out of ammo, you’re dead in the water—literally.
k k k k k k k k k k k k k k k k k k k k k k k

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When you finish the gauntlet, you finally arrive at the
LLDB river camp (J on the
After you nail all five enemies, cross back

map), where a chopper

over the river using the “bridge” of fallen

waits for extraction.

logs (G on the map). Turn left, and follow
the river to the motorboat (H on the map).
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7-19. Safe at last!
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7-16. Cross back over the river using the fallen logs.

84

M I S S I O N 7 : E S C A P E TO B I G R I V E R

85

Here’s your field map showing the path from the LZ to Point Baker.

NIGHT RESCUE
So you made it out alive. Unfortunately, your fellow Special Forces soldier, Sgt. Marv Fisher, is still missing. But
Cpt. Rosenfield believes he’s being held Rang Dong, the village near where you exited from the tunnels on the Khe
Bana River. In a briefing at Nui Peg, he explains the area is crawling with VC because they’re using it as a base to
distribute arms and supplies around local VC cells.
A day operation is too risky, so you and your team will go in
tonight, under cover of darkness. Most of the area is underwater. Without up-to-date maps, the Captain says, “use your initiative and Nhut” to navigate the swamps. The key: Stealth. You
must get into Rang Dong quietly, or Sgt. Fisher has little chance
of survival.
This is a two-part mission. First you must fight through a cargo
loading area teeming with VC guards. Then you must find the

A Start

Vietcong-controlled village, rescue Sgt. Fisher, escape, and call in
an air strike.
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8-1. The Vietcong have Sgt. Fisher caged in a riverside
village. Your job: Get him out under cover of darkness.

B VC Sentry
C VC Hut

PA R T 1 : H E L L AT T H E C A R G O T R A N S F E R P O I N T
This first part of the mission takes you to a heavily defended VC cargo transfer point. Success does not strictly
demand stealth, as Cpt. Rosenfield suggests. However, your progress can be much smoother if you manage to
avoid detection. In order to do so, you’ll have to go it alone once you reach the loading area.
You can successfully complete the mission by leading your team in a fierce frontal assault, as well. But the stealth
approach is much more elegant…and more fun.

D VC Sentries
Transfer
E Cargo
Point

F VC Guards
G Exit Toward Village

86

M ISSION 8: N IG HT R ESCU E

87

Look to the south of where he stands. You should see a wooden sentry post rising from the water, manned by a
single VC guard. (A couple of empty sentry posts rise from the swamp nearby too.) Give the “Hold” command. The
Captain recommended “detection avoidance”…although if your team does run in with guns blazing, you can still

N Walk to the VC controlled

complete the mission.

village.

Le Duy Nhut
(Pointman)

Defort
(Radioman)

Crocker
(Medic)

Bronson
(Engineer)

Hornster
(Machine-gun
ner)

YO U R S Q UA D

Sneak up within range and nail the sentry with your silencer pistol before he can shoot back. Then return to the
team. Talk to Nhut again to get him back on point.

MORE SENTRIES
Nhut continues west, veering slightly southwest. He leads you within sight of a solitary VC hut (C on the map).
Your radio icon is flashing; call Defort to you by pressing [4] on the number pad, then use him to call Hotel Six
and report the hut. Six is surprised and suggests care in your examination.

SWAMP FOX
Nothing’s quite as much fun as wading hip-deep in fetid
Approach the hut and enter. Empty!

swamp water. As the mission opens, your team, code
name “Swamp Fox,” is standing in a wet, mucky bog in

Get Nhut on point again. Follow him south now, until he stops

the dark. You hold a Smith & Wesson Model 39

again. Another VC sentry post! Hold your team, sneak in close,

silencer pistol—nice idea for a stealth mission.

and give the sentry a silent bullet to the brain. Repeat this
process one more time, eliminating the next sentry then issuing
a command to Nhut to lead on.
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Eventually, Nhut stops and says he hears something strange.

8-2. Follow that crazy Nhut!
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Talk to your trusty pointman to set him on his course

Sounds like a boat! You’ve found a VC cargo transfer point.

8-4. The hut is empty—but intelligence reports made
no mention of it. Was it recently built?

to the targeted enemy village (designated Point

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8-3. Watch for VC sentry posts in the swamp. Some
are manned, and some aren’t.

Baker), and fall in behind him. He heads west through

CARGO TRANSFER POINT

a gap in the dark trees. After Nhut trudges west

Call Defort over and use the radio to report the enemy position—

through the swamp for awhile, he suddenly halts: “VC

”from Baker, up one…and it seems pretty hot.” Something unusu-

guard!” (As always, Nhut stops leading you whenever

al is going on around here. Hotel Six tells you to continue as

Vietcong units are nearby.)

planned.

This is a surprise. The area was supposed to be clear.

The area has a number of VC patrols, spread about in squads of

What’s up?

two or three. If you have the patience, it is possible to crawl from
group to group without raising the general alarm; you can eliminate every foe using your Model 38 silencer.
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8-5. The area around this cargo transfer point is
crawling with VC.

88

M ISSION 8: N IG HT R ESCU E

89

If you take this stealth approach, emerge from the water at the

Here’s the map of your operation, with a close-up of the tactical plan at the village.

farthest western end of the area. Move around the outside of the
area, along the foliage boundary. Stop every few feet to thoroughly scan the vicinity for signs of VC guards. Stay behind logs and
other cover as much as possible. If you crawl very far while in a
guard’s line of sight, he will spot you and open fire, and then
stealth becomes no longer possible.
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Use your binoculars frequently! If you see a suspicious looking lump
on a log or a hint of movement, stop crawling and take a closer look.
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8-6. Use your binoculars to spot targets before they
spot you.

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Hit the Quick Save key after every successful assassination, or you can just turn your team loose by giving them
the “Attack” command. It’s riskier—these guards are very tough. Whichever approach you take, you must eliminate every VC unit in the area. When you’ve cleared the bush, talk to Nhut and tell him to “lead us through these
bushes to Point Baker.”
Then follow Nhut to the end of Part 1.

PA R T 2 : F I N D I N G F I S H E R
Now you must carry out the tactical plan devised by Cpt. Rosenfield. Here, the element of surprise is vital.
Detection would be fatal for Sgt. Fisher. So the drill is as follows:

Nhut leads your team to the village.
Crocker and Nhut take a support position on the hill overlooking the village.
Hornster and Defort block the area between village and jungle.
You and Bronson sneak undetected into village.
Bronson sets an explosive charge near a hut used as a VC store, while you locate and free
Sgt. Fisher.
Team escapes to a nearby LZ, with air support ready, plus big guns from Pleiku FSB (fire
support base) if necessary.

N

Eliminate the village
guards.

N

Save the POW.

N

Call in an airstrike on
the VC village.

A Start
to
B Route
Village Overlook
Point
C Rendezvous
(2 VC Guards)
Hornster,
D Bronson,
Defort

E Crawl Route
Dong Village
F Rang
(Prisoner)

G Khe Bana River

90

M ISSION 8: N IG HT R ESCU E

91

CLEAR THE HILL

When you turn toward the cage where Fisher is held in the village center, you can give Bronson the signal to set

You start by making a radio call to Hotel Six, who reit-

off the charge. (Just press your Use key.) When the hut blows, rush to the cage, eliminate any nearby enemy sol-

erates the importance of remaining undetected. After

diers, unlock the cage (press your Use key), and lead the POW out of the far end of the camp to rendezvous with

promising you’ll “float like ghosts,” approach Nhut and

Hornster, Bronson, and Defort. (Fisher automatically follows you, so don’t worry about giving him orders.)

follow him southeast through the jungle (B on the map).
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Keeping the POW alive as you escape the village is very difficult.
In fact, this is one of the harder tasks in the Campaign.

Stay with him as he veers east, and then doubles back
up the slope to the hill (C on the map) above Rang Dong.

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When you meet Defort, use his radio to get
orders to go back to the LZ. Then head back
up the slope to the hilltop overlook where
Crocker and Nhut wait for you. Use Defort
again to call in a pickup chopper and watch
the flyboys pummel the village.

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8-7. Crawl closer to the two hilltop sentries (circled)
and nail them with your silencer pistol.
At the hilltop, you see two sentries by the log up ahead,

When you turn toward the cage where Fisher is held in the village center, you can give Bronson the signal to set
off the charge. (Just press your Use key.) When the hut blows, rush to the cage, unlock it, and lead Marv out of
the camp and back up to the overlook.

overlooking the village. Nhut starts crawling; follow
this lead. When you crawl close enough, pick off the
sentries with your silencer pistol. Nail them fast, and
don’t let them fire back!
Once the sentries are neutralized, call Hotel Six and
report. Six reiterates again that you must not be
detected when entering the village. Crocker and Nhut
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8-8. Follow Bronson, Hornster, and Defort back
around to their position between the jungle and the
village.

take up their prearranged position above the village.

Follow Hornster, Defort, and Bronson back down the
hill and around to a position on the small village’s outskirts (D on the map). Hornster and Defort settle
between the jungle and the village; Bronson creeps forward to set the charge.
Crawl around the left side of the village to the opening
in the fence, then creep up to the hut next to the woven
basket. Stay out of sight.
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8-9. Crawl around the left side of the village to the
opening between huts, and then peek around the corner at the POW’s cage.

92

M ISSION 8: N IG HT R ESCU E

93

B R USH AN D SWE E P

N

Reach the defended zone.

N

Defend the zone.

N

Search and destroy.

Le Kuy Nhut
(Pointman)

Defort
(Radioman)

Crocker
(Medic)

Hornster
Bronson
(Machine-gun
r)
ee
ner)
in
(Eng

September 29, 1967. In a driving rainstorm, a Special Forces
slick drops your team, codename Snake Two, into the heart of

YO U R S Q UA D

the swamp territory near the Khe Bana River. Army units have
surrounded the area and trapped VC forces there. Your team’s
job is to “brush and sweep” the area—that is, mop up any
remaining enemy units. Some may even surrender, but don’t
count on it.

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9-1. Your task is to “brush and sweep” the foggy, VCinfested swamp around the Khe Baha river.

Here’s your field map showing the LZ, the blocking forces of Snake One and Three, and your “brush and sweep” route
through the swamp.

A Start
Snake One

B (VC Attack)
C VC Units
D Radio Warning
E VC Units
G Finish

94

M ISSION 9: B R USH AN D SWE E P

95

M I S S I O N WA L K T H R O U G H

MARCH PRISONERS BACK TO THE LZ

This mission underscores Le Duy Nhut’s value to your team. The

Surrendering VC soldiers follow you, so head back to the area (see A on the map) where you first landed. Use

swamp is vast with few recognizable signposts, plus the driving

your map to guide you to the LZ. Remember: the small red arrow on the map marks your current position.

rains obscure visibility. So your best bet for success is to send

You meet Cpt. Rosenfield at the LZ. He gives you new orders to sweep up the rest of the opposition in the area.

out Nhut on point after each skirmish. His familiarity with the

Ultimately, you must rendezvous with Snake Three on the eastern edge of the swamp.

area helps you find all the VC stragglers and complete the sweep
operation.

Your new objective appears in the objectives list: Search and destroy.

LOCK DOWN THE ZONE

SEARCH AND DESTROY
Nhut automatically heads northeast across the swamp.
Follow him! (If Nhut doesn’t go, talk to him: “Advance

Press your Use key to exit the chopper. A U.S. soldier approaches and welcomes you to “the party” and says Snake One is just

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across the swamp, fire at will.”) After a hundred yards

ahead. Follow him through the swamp to the raging firefight at

9-2. Follow this U.S. soldier to “the party.”

or so, Nhut veers east as he works his way through

Nhut stops occasionally to let the rest of the team catch
up. Just wait patiently with him.
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the swamp.

Snake One’s blocking position.

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The U.S. soldier who greets you takes off quickly. If he loses you, just continue east along the edge of the water, following the shore (and the sound of gunfire) to Snake One’s position.

Watch your pointman carefully. Sometimes he halts to let the
team catch up. Other times he stops and crouches because VC
lurk near. Be ready for ambush situations. Keep your guard up,
and stay alert.

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See figure 9-6 to see the complete route Nhut takes. The line
When you reach the hot zone, drop behind cover and start fight-

marks the route, and the circles indicate VC troop positions.

ing. After a couple of minutes, Cpt. Rosenfield announces that

Keep following Nhut across the swamp, wiping out the small

the area is surrounded, and captives will be taken to Pleiku. Now

pockets of VC resistance as you go. Watch for the flashing radio

watch for the flashing radio icon. When it appears, press [4] to

icon; from time to time, you call in reports and hear what’s going

talk to Hotel Six. Rosenfield tells you to hold your fire while a
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PSYOPS chopper picks up prisoners.

9-4. Isn’t it nice to have a Nhut on your team?

Stop shooting immediately! If any VC troops walk forward with

on elsewhere. After you engage one of the groups, you learn that
a large VC contingent is just to the north, so be wary as Nhut
leads you that way.

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ing enemy soldier, you fail the mission.)
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9-3. The fire zone is hot at first, but VC troops give up
soon. Don’t shoot them after they surrender!

96

Remember to order Nhut back on point after each engagement in the swamp. He
won’t automatically continue after a battle; you have to talk to Nhut to
“restart” him.
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M ISSION 9: B R USH AN D SWE E P

97

Eventually, you reach
this strong force of about
a dozen VC. Cover is abundant in the area. Use it!

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9-5. VC cells like this are scattered throughout the
swamp.

Send Nhut out ahead one
more time. He leads you
north and east to the
“Finish” position (F on
the field map) near the
blocking position set up
by Snake Three. Mission
accomplished!
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9-6. Here’s a complete look at the route you take as
you make your sweep through the swamp. The large
circles indicate engagements with VC forces.

98

T H E M O U N TA I N O U T P O S T
This mission opens with a true driving challenge. You must race against the clock around twisting mountain
roads to reach a besieged LLDB outpost before it falls.
Then, upon arrival, you and your team must help defend the outpost—first, by eliminating VC mortar teams, then
by repelling a full frontal assault.

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Time is precious in this mission! You have limited time to drive up the mountain, and then another timer limit for decimating the VC mortar teams and
reaching the outpost before it falls.
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10-1. Vertiginous mountain roads wind along the Song Nong River and then up to the LLDB outpost, code
named Mountain Eagle.

M I S S I O N 1 0 : T H E M O U N TA I N O U T P O S T

99

Here’s your field map showing the twisting jeep route up to the LLDB outpost. For a closer look at the outpost area, see the next map.

N

Drive to the Montagnard village.

N

Drive to the LLDB outpost.

N

Eliminate three mortar teams.

N

Move up to the LLDB outpost.

N

Defend LLDB outpost.

Le Duy Nhut
(Pointman)

Defort
(Radioman)

Crocker
(Medic)

YO U R S Q UA D

PA R T 1 : T W I S T Y T R AC K D R I V E
Your trip starts as a normal jeep trek up to a Montagnard village
in the high country. It’s another good will trip: Crocker plans to
check on a Shifung who is ill. Other passengers include Nhut and
Defort.
As you begin the drive, you ask Hotel Six for an updated status

A Roadblock (Jeep)

report on Spike Two. Unfortunately, there’s no word yet.
Just drive. At the first intersection, turn right. (The left way

B Ambush
C

leads to a fallen bridge over the Song Nong, as seen in 10-2.)
Keep driving. Soon you reach the village, Long Vinh.

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10-2. Take a scenic drive through the high country
with three of your best buddies—Defort, Crocker, and
Nhut.

First VC Mortar

D Second VC Mortar

But just as you arrive, Hotel Six calls in with bad news. Spike

E Third VC Mortar

Two was ambushed and the LLDB mountain outpost faces a mas-

F Stairs Past Hut

to give them support.

sive assault by VC forces. And you’re the only team close enough

G Observation Tower
H VC Attack from East

100

So much for good will.
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10-3. Just as you reach the farm huts, you get an
alarming call from Hotel Six. Spike Two needs your
help!

M I S S I O N 1 0 : T H E M O U N TA I N O U T P O S T

101

Ready? A mission timer starts ticking down the moment you get the distress report.

Careful here: Numerous VC soldiers roam the meadow that drops southward toward the river. Call your full team
into action. As you engage these foes, your radio icon flashes. Press [4] to take the call.

Speed past the Montagnard huts and drive as fast as you can up the mountain roads. You round several curves.
Drive some more. It’s a rough ride. Negotiate more curves, fast. Keep driving. Drive! Don’t ever stop driving. Get

VC mortar teams are hammering the outpost, and Mountain Eagle asks you to knock them out. Roger, wilco.

the picture?
As you drive, you get periodic reports from the outpost, where things don’t sound good. The attack has started,
and it is indeed vicious. But stay entirely focused on your driving. These roads are treacherous. Watch out for

ELIMINATE THE VC MORTAR TEAMS
The three VC mortar teams are deployed along the river below the pass. Each team has a three-man crew, but
keep in mind that other VC troops prowl the area, too. From the pass, turn right and head downhill to the south.

several narrow bridges on the route up.

At one point, Defort switches channels to pick up the reports

The first mortar team is just around the corner of rocks to your

from the outpost, Mountain Eagle. It sounds desperate, doesn’t

right (C on the map), past the hut. Gun them down quickly, plus

it? Mortars lobbing shells, VC breaking through the wire, trying

any support troops in the area. Then turn east and follow the

to penetrate the camp. Hurry! Where are you? We need help!

headlands (high ground) along the riverbank to the second mor-

You must keep the VC from overrunning Mountain Eagle and

tar. Wipe out that crew and continue east to the third mortar.

acquiring all the ammo and supplies stashed there.

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Eventually, you reach the big suspension bridge (see 10-4)
Each time you completely eliminate a VC mortar team, your objectives automatically update to reflect this.

guarded by LLDB soldiers. Speed past them and over the bridge.
The final stretch of road is a steep, dangerous switchback with
tight turns, so be wary.
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10-4. When you reach this bridge, you’re almost there.
Hurry!

When you finally reach the top, you stop at a roadblock in a

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10-6. VC mortars sit at three positions on the headlands along the riverbank. Eliminate each three-man
mortar crew to relieve the outpost.

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small pass. Time to proceed on foot.
Once you eliminate the third VC mortar crew, the outpost bombardment ends. Call Defort over to you (or press
[4] on the number pad) to take the radio call from Mountain Eagle. Then hustle straight up the hill to the outpost,

PA R T 2 : M O U N TA I N O U T P O S T

climbing the two sets of stairs around the hut (F on the map) in the foreground.

Time for some action! VC mortar teams are pounding the outpost, and the LLDB need relief. This part of the mission opens

Be sure your team follows you up by giving the “Follow me” command from the Command menu.

with a radio report from embattled Mountain Eagle. Let’s go!

THE PASS AMBUSH

DEFEND THE OUTPOST

After you take the radio report, hop over the log and move cau-

Now you must defend the outpost from attacking commie waves

tiously up the pass. A VC ambush team lies in wait just up the

until Hotel Six arrives with reinforcements. As you reach the

road (B on the map). Plus these fellows have backup units post-

gate, the VC assault the western edge of the outpost, along the

ed further up the pass. Gun them all down, and move out onto
the wide slope beyond, to the right.

fence to the left. Fire on them, but be careful! Don’t hit your

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10-5. Fight through the VC ambush in the pass and
beyond.

Vietnamese LLDB allies (the guys wearing fatigues—see 10-8)
or else your mission fails.
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10-7. Hurry up the hill to the outpost after you wipe
out the VC mortar crews.

102

M I S S I O N 1 0 : T H E M O U N TA I N O U T P O S T

103

One approach: Run into the compound and slide along the west
fence, picking off VC through the barbed wire. Some VC units
linger down the rocky slope to the west. You may need to exit
the compound, head downhill, and hunt them down.
But don’t stray too far. More VC waves try to enter the base
from the north and east (H on the map). In particular, plug the
gap in the perimeter fence on the eastern side of the outpost.
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10-8. Don’t shoot these LLDB troops in combat
fatigues! Your VC targets are either shirtless or wearing peasant garb.

Another approach: When you reach the outpost, you can head
straight for the tall, log-built observation tower (G on the map—
also see 10-9) in the center of the compound. Climb the ladder
to the top. From here, you can see (and shoot) everything in the
outpost and the surrounding area.
Once you’ve cleared the area, your radio icon flashes. Find Defort
and make the call to Hotel Six, who announced three gunships
are on their way to assist. The base is safe. Good job, Hawkins!
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10-9. One tactic: Head straight for this observation
tower for an overview (and firing angle) on the entire
outpost and its surrounding area.

104

R A D I O R E L AY
Back at Nui Pek, you’ve just returned from a well-deserved leave
in Saigon. But forget transition time—Rosenfield tosses you right
back into the fire, big time. A small radio relay station on Dong
Tham Hanh hill near the Cambodian border provides a crucial
comlink to several recon teams inserted in the Khe Areh valley.
The area is getting hot, but the relay must stay operational until
the reconnaissance work is done.
Your job: Guard duty. Fly in and protect the radio station from
increasingly intense VC incursions.

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11-1. This radio relay station faces wave after wave of
VC attackers. Defend it from the air and the ground.
Here’s your field map showing the radio relay area, plus a closeup of the hilltop LZ.

M I S S I O N 1 1 : R A D I O R E L AY

105

HELICOPTER GUNNERY
Sharpen your eyes for this first task. You have unlimited ammo,

A VC Mortar

but try to be precise. Your helicopter makes several passes over
the landscape, starting with tight circles around the mortar posi-

B

1st VC Assault

C

2nd & 3rd VC
Assaults

D

Southern Slope
(Don’t Ignore!)

tion (A on the map) at the edge of the woods (see 11-2), then full
sweeps around the entire hill.
Be sure to nail that mortar team! Your task is to decimate the
first two waves of the vicious enemy assault. Shoot at any movement or muzzle flash as the VC platoon moves out of the trees
and up the slope. It’s truly a “target-rich” environment, so lay
down a steady stream of M-60 fury.

E LZ

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11-2. Don’t miss this mortar team (circled) positioned
on the rocks at the edge of the woods.

F Radio Relay

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Fire the chopper’s machine gun in quick bursts for better accuracy. If you
just hold down the trigger, the big gun’s constant recoil makes it hard to target moving enemies.

G Station Huts

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Once you’ve sufficiently destroyed
the attacking wave on the northern
slope, the helicopter lands on the
pad in the relay station.
Then all hell breaks loose.

OPTIONAL: USE HEAVIER ORDNANCE
Another VC platoon opens fire from the rocky ravines of the northeast slope. Some rush the hill; others lay down
cover fire. This is the first of several enemy waves you must repulse. Hop off the chopper and hustle into the
N

Eliminate the enemy attacking the relay outpost.

N

Eliminate enemy mortar
teams.

N

Do not let the enemy destroy
the relay station.

bunker directly ahead (east) of you.

Le Duy Nhut
(Pointman)

Hornster
Defort (Machine
Gunner)
(Radioman)

Bronson
(Engineer)

Crocker
(Medic)

YO U R S Q UA D

M I S S I O N WA L K T H R O U G H
October 11, 1967. Your chopper approaches the U. S. radio relay station on hill Dong Tham Hong. This mission
features two seamless parts. First, use the chopper’s heavy machine gun to decimate enemy mortar teams and a
platoon of VC attackers below on the hill surrounding the station. Then, after the helicopter lands, fight on foot,
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repelling wave after wave of frenzied assault.

106

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11-3. Hop off the chopper and run into the east bunker. Inside, grab the M-79 off the crate and go lob a
few grenades.

M I S S I O N 1 1 : R A D I O R E L AY

107

Inside, toss down your M16 and pick up the M-79 Grenade launcher. This baby can nail targets beyond your
throwing range with grenades. Quickly lob ammo downhill to thin out the assault before it reaches your wire.
(There’s also an M-60 machinegun in the hut you can use. But its accuracy can be a liability as the VC scurry

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You face literally dozens of VC attackers in this mission. Try to make every
bullet count. Regular “kill shots” can break a VC attack quickly and reduce
your need for ammo reloads from Bronson.

about on the rocky slope.)
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The Captain says the weather’s too bad for air support. You’ll have to hang tough until he can ferry in some reinforcements. Drop the radio as soon as you can and open fire on the next VC wave.

FIGHT OFF WAVE ONE
Switch back to your M-16, make sure it’s in Single Shot mode,
and get yourself on the line facing north. Start scanning the

REPEL THE FOLLOWUP VC WAVES

slope for movement or muzzle flashes. If you see something, any-

Once each wave subsides, another one builds quickly after. (As

thing, open fire!

Hawkins writes later in his diary, “It’s like they were reproducing by fission or something.”) Remember to keep moving side to
side between bursts of fire. Make yourself a moving target. Many
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11-4. The most frenzied VC assaults come up the
north slope, right at your fortifications.

guns are out there, trying to draw a bead on you.
Don’t rush down to counterattack unless your radar tells you
only a few Charlie remain. It’s best to stay behind cover on the

Important: Keep an eye on your radar in the upper right corner
of the screen to locate enemy troop concentrations (the red

hilltop, although an occasional, quick downhill foray to root out a
lone VC sniper can be effective.

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11-6. Make your radio reports to Hotel Six in a safe
place, such as a bunker.

dots). Some VC rush the east and west slopes of the hill, and a
few creep up the south slope, as well. Also monitor where your

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11-5. Monitor your radar to detect VC forays from all
directions…and keep track of friendly positions, too.

squad mates are (the green dots). Occasionally, one makes a

MAKE YOUR SITREPS!

rush down the hill. Know where he is so you don’t nail him with

Keep watching for the flashing radio icon. Whenever it appears, get to a safe place and make the radio call. You

friendly fire.

engage in a total of four radio conversations during this mission:

It’s also a good idea to make an occasional quick patrol around

The second call is just as unsatisfying as the first. Cpt. Rosenfield still cannot get support to you because of the

the inside of the perimeter fence, checking the south slope for

foul weather. Back to combat!

any stray VC. Do this quickly, though, because the main assaults
up the northern slope come with a fury and vengeance.

The third call is somewhat more encouraging. The weather is breaking a bit, and Hotel Six says the Spike teams
have been picked up. He’ll get the “birds” to you soon. Just hang on a few more minutes.
The fourth call comes from a helicopter, Red Bird, thank goodness. The bird is to the north, and wants you to pop
smoke to guide him in. Escape from this hellish fight is now only moments away. But as you advise the pilot, this
is one hot LZ. He replies, “The skids will hardly touch the Lima Zulu.” In other words, this will be a quick pickup.

108

M I S S I O N 1 1 : R A D I O R E L AY

109

RED BIRD PICKUP
Keep fighting as the chopper approaches, clearing the area of Charlie for a safe landing. Order a “Retreat” or give
a “Follow Me” command if any of your team is down the hill. When Red Bird finally sets down, a brief lull in the
fighting lets your squad approach the craft.

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11-7. After the fourth radio call, Red Bird finally drops in for a quick pickup. Keep fighting off VC until your full
team is aboard, and then hop aboard yourself.

Wait until all five of your men are on board Red Bird, keeping an eye on the northern slope.
Then climb aboard yourself for a welcome lift. Whew!

110

J U NG LE CRASH
The next five missions are linked, but they’re different enough from one another to be considered separate missions. Central command has decided (finally) to take the fight beyond the Vietcong guerrilla forces right to the
North Vietnamese regular army (NVA) near the Cambodian border.
As Cpt. Rosenfield explains in his pre-mission briefing, recon teams have pinpointed a local NVA headquarters in
some old ruins on Po Tlang Karai, a heavily fortified hill in the Khe Areh Valley. The Army plans a coordinated
attack with assault teams from four different basecamps. Your team’s code name is Fist Alpha.
Taking the initiative is exciting, but dangerous. You face the prospect of a perilous helicopter flight over hostile
territory into the teeth of enemy anti-aircraft guns. You also face the enemy on his own turf—intel estimates place
an entire NVA division on the hill. You must penetrate the fortifications and root out well-entrenched defenders.
This first mission in the Po Tlang Karai series illustrates that very peril.

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12-1. Your ultimate target: NVA headquarters in the
old ruins atop Po Tlang Karai hill.

M ISSION 12: J U NG LE CRASH

111

Here’s your field map of the entire area surrounding Po Tlang Karai (including Dong Tam Hahn hill to the south, where you defended the
radio relay in the last mission). This covers the next five missions.
N Get to the originally

intended LZ.

Le Duy Nhut
(Pointman)

Hornster
Defort (Machine
Gunner)
(Radioman)

Bronson
(Engineer)

Crocker
(Medic)

YO U R S Q UA D

M I S S I O N WA L K T H R O U G H
Sunrise…a soaring flight of helicopters…and a sleek wing of jet fighters roaring ahead to soften up your target.
But then your transport takes AA fire and goes down hard in the jungle near the target. Your immediate team
survives, but now you face a tough trek to the mission rendezvous point.

A Helicopter
Crash Site
Route to Trail
B Uphill
(Follow Nhut)

C Jungle Trail

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12-2. Helicopter transports skim the treetops as Air Force fighters slam ordnance into the target hill ahead. It’s
beautiful, man!

D Enemy Bunkers
E Enemy Bunker
(VC
F Ruins
Ambush!)

G Base of Hill
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12-3. Well, at least you survived. But the jungle
around here is teeming with NVA.

112

M ISSION 12: J U NG LE CRASH

113

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Jungle combat is wild and hairy, with friendly fire casualties possible, so be particularly careful about where
you shoot.
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FIND THE TRAIL
Approach Defort and use the radio
to report your unfortunate circum-

BUNKER 3

stances to Hotel Six—chopper down,

Once the area is clear, put Nhut on point again. He leads you up the trail to the east. Dead ahead is another NVA

all four crew KIA, and you’re half a

bunker, straight across the trail where it curves left (north). Clear that bunker, then send Nhut up the trail

click south of the rendezvous point.

again.

Unfortunately, the radio transmission is poor, and you can’t hear Six
very well.

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12-4. Pointman Nhut leads you to this trail, which
leads to the rendezvous point at the base of the hill.
Numerous camouflaged NVA bunkers (like the one circled at left) line the trail.

TRAIL PUNJI PIT AND BUNKER 4
Nhut stops again after a few steps. Look carefully down at the trail just ahead. See the discolored section of
ground? Approach and pull the cover off a punji pit trap.

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Stay away from the burning helicopter! The flames can damage you. Also: follow Nhut to avoid the punji pit traps.

Suddenly another bunker full of NVA opens fire from ahead on
the trail, just around the bend. It sits on the trail’s left (west)

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side, past the log lying across the path. Fight! Again, a pair of soldiers mans the bunker, but several others roam the wild jungle

Tell Nhut to take point. He leads you through the dense jungle toward the hill. After a few steps, he halts and

surrounding it. Watch your radar for red dots to help pinpoint

warns you of a punji pit trap. Follow behind him as he proceeds northwest through the growth, emerging onto a

targets.

well-worn trail through the jungle.

After the engagement, note your flashing radio icon. Use Defort

As he turns right onto the trail, Nhut stops and says, “Me see NVA bunker.”

to make a radio call. Sounds like Fist Bravo is under heavy
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TRAILSIDE BUNKERS 1 AND 2
Sure enough, just up the trail, a NVA ambush team opens fire

enemy fire up ahead at the rendezvous point.

12-6. Watch out for this punji pit trap (outlined here)
in the middle of the trail[el]and another NVA bunker
just beyond.

from not one, but two camouflaged bunkers. Advance carefully
on the well-hidden positions. The bunkers are side by side on the
left (north) side of the trail, directly behind the big fallen log.

AMBUSH AT THE RUINS!

More NVA guerrillas roam the bush on both sides of the road.

Let Nhut continue at point, following the trail as it now heads
north. Ahead on the left you see some ancient stone ruins. When

This is a very tough fight. Good luck.

you reach them, you trigger another wild ambush, with NVA firing from the ruins on the left and the deep jungle to the right.

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12-5. Here’s a closer look into a NVA bunker.
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12-7. These ancient ruins harbor a NVA squad. More
NVA lurk in the jungle across the road, too.

114

M ISSION 12: J U NG LE CRASH

115

Clear the area, slowly and carefully. The jungle foliage hides enemy assassins particularly well.

RADIO CONTACT
After the fight, the radio icon flashes. Use Defort to try calling Fist Bravo again. The radio signal is still breaking
up, but you can hear sounds suggesting that Bravo is now in serious distress. Better hump it up there to support.
Continue down the trail. (You can ask Nhut to lead, but it isn’t necessary now.) Up ahead, you can hear the
sounds of a fierce battle, getting closer.
When you reach the pile of boulders and logs on the trail, Nhut comments that you’re at the base of the hill. Use
Defort to make a radio report…and the hair-raising jungle adventure ends.

116

PO TL ANG K ARAI: TAKE THE HILL!
The sounds of gunfire signal a pretty significant fight just up
ahead. A brief radio chat with Hotel Six suggests that teams
Bravo and Delta are likely pinned down by NVA forces and taking heavy fire. Better hop into the fray, fast.
This mission throws you up against a heavily fortified hilltop
position that includes trenches and a couple of bunkers built
right into the ridge. But if you can intelligently direct a friendly
mortar barrage, your assault is made much, much easier.

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13-1. Your ascent up Po Tlang Karai can become brutal trench warfare…unless your mortar teams soften
up the hillside defenses first.
Here’s your field map showing the intended LZ (which your crashed chopper didn’t reach) and the hilltop rendezvous at Point Makrel.

A Start

in Mortar
F Call
Fire Here

B Base of 1st Bridge

Burning
G 2nd
Chopper

C Fist Delta

in Mortar
H Call
Fire Here

Bravo (1st
D Fist
Burning Chopper)
in Mortar
E Call
Fire Here

I

NVA Hill
Bunkers

J Tunnel Entrance

M ISSION 13: PO TL ANG K ARAI: TAKE THE HILL!

117

FIND FIST BRAVO
Tell Nhut to find a way up that hill. Follow him northeast up the
N

Locate Fist Delta.

N

Locate Fist Bravo.

N

Seize the hill.

N

Examine the bunker.

hillside. (Two Delta team members automatically join your squad
as you move out.) As you proceed, you pass big craters from the

Le Duy Nhut
(Pointman)

Hornster
Defort (Machine
Gunner)
(Radioman)

Air Force bombardment, plus dead soldiers of both sides.

Bronson
(Engineer)

Crocker
(Medic)

Soon you reach the Fist Bravo survivors (D on the map) in a
trench near their burning chopper (and its unfortunate crew).

YO U R S Q UA D

A Bravo soldier reports half his unit lost, plus a dwindling supply
of ammo. Then he says, ominously: “They were ready for us.”
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FIGHT OFF THE NVA RUSH

M I S S I O N WA L K T H R O U G H
You face three stout challenges in this mission. First, fend off a frenzied NVA rush down the hillside. Next, try to
overrun the well-entrenched enemy in your own counterattack up the deadly slope. Finally, neutralize a pair of
hillside bunkers by penetrating the tunnel system that connects them.

13-3. The burning hulk of the Fist Bravo slick is not a
pretty sight.

Moments after this exchange, a heavy NVA assault rolls over the
hill from the north and east. As soon as you fight off the attack wave and secure the immediate area, give the
“Follow me” command to gather your troops together. Then give the “Hold” command.
Important: Try keeping your men from attacking up the hill to the north and northwest, past the burning Fist

FIND DELTA

Bravo chopper! You’re about to pound that area with mortar fire.

The first two mission objectives listed are easily met. After the mission-opening radio chat, order Nhut to lead
you, or just head due north straight up the slope. You reach the base of a steep ridge at the top of the first rise (B

CALL IN MORTAR FIRE

on the map); turn right (east) and move along the wall until you reach the soldiers of Fist Delta (C on the map).

Use Defort to report in with Hotel Six. (You cannot get mortar support until you make this call!) Rosenfield notes
that he can’t order in medivacs or other reinforcements until you take the hill and neutralize the enemy bunkers

A CIDG soldier reports that his unit lost men and its radio when

and AA batteries. But he does offer mortar support if you provide firing coordinates.

a chopper crashed; he thinks it was Fist Bravo’s slick. So you
Take advantage of this offer! Storming the top of the hill is a near-suicide mission unless you soften up the enemy

weren’t the only unlucky team.

first. Again, be sure you command your team to “Hold” its position (so nobody runs forward into the mortar fire
Use Defort to make a radio call to Hotel Six. You convey the situ-

zone) and then use your map (press [M]) to call in strikes.

ation, including the possibility that Fist Bravo went down with
its helicopter. Hotel Six reports the loss of several slicks in the

Pound the areas

target area, confirming the presence of NVA anti-aircraft guns

indicated by cir-

on the hill. Rosenfield orders you to add the Fist Delta survivors

cles in figure 13-

to your team and take the hill.

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Fist Delta is in bad shape, but the survivors join your
team as you advance on the hill.

118

sion map as E, F,
and H.)

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13-4. Check in with Hotel Six via radio regularly to
receive the offer of mortar fire support.

13-5. Call in mortar strikes on the positions circled
here.

M ISSION 13: PO TL ANG K ARAI: TAKE THE HILL!

119

FIGHT UP TO TIER ONE

This next section of slope is strung with yards of barbed wire fence, but you can proceed fairly easily by weaving

Now lead an assault up the slope to the northwest, rolling through the NVA-occupied trenches (E on the map)

through gaps in the wire (see 13-6). As you approach the top of this tier, you see another steep ridge to the north.

above the burning Bravo chopper. If you accurately directed the mortar barrage in the previous step, your com-

PENETRATE THE HILLSIDE BUNKER SYSTEM

bined squads should be able to sweep uphill fairly easily.
When you reach the steep ridge at the top of the slope, turn right (northeast) and fight your way to the NVA
trench extending from the ridge. The trench is hidden behind a big uprooted tree, so approach carefully.
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If resistance is fierce at any point in your uphill
assault, just “Hold” your team and then bring up your
map to direct more mortar fire onto NVA positions.

from which NVA machine-gunners lay waste to anything on the
plateau. These bunkers are connected by a tunnel system exca-

More NVA lurk in a water-filled trench just in front of

vated deep under the ridge. Your next goal: Get inside that tun-

another downed chopper directly ahead—marked at G

nel system!

on the map. Call in some extra mortar fire on that spot
to root out those enemy troops.

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Keeping your distance from the bunkers, move north through
the logs until you find the trench (J on the map) leading to a tunnel entrance (see 13-7). Use Defort to make another radio report
to Hotel Six. Your commander orders you into the tunnels.

FIGHT UP TO TIER TWO
The next slope is a cruel stretch of barbed wire and
NVA-filled trenches. Saturate this area (H on the map)
with mortar fire before make your approach. You can
call in an unlimited number of strikes, so be patient
and pummel the hillside.

This next ridge contains two hillside bunkers (I on the map)

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Several NVA are posted in a trench that extends south
from “K” in the word “Makrel” scribbled on the map. In
fact, you can see the vague white line of the trench in
the aerial photo. Hammer that trench with mortar fire!

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Thank you, sir!
Crouch and enter the tunnels. Press [L] to turn on your flash-

13-7. Find this trench leading to the tunnel entrance
(circled) in the side of the ridge.

light, then proceed.

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KILL THE BUNKERS!
The quickest route: Follow the tunnel to the 3-way intersection; the first bunker is to the right. Eliminate the NVA
machine-gunner, and then enter the right-most of the other next two tunnel openings.
After the bombardment, step forward (northeast) from the
trench by the uprooted tree and turn left (northwest) to move
uphill. If you meet stiff resistance, just duck back down to the

Careful! An NVA soldier waits in the next corridor. Hit him quick-

trench, call a “Retreat” and “Hold,” and then call in more mortar

ly and continue. The second bunker is just ahead, around a bend in

strikes up the hill, peppering the area in an arc west to north-

the tunnel. Once you’ve eliminated that machine-gunner, move

west of your current position on the map.

into the tunnel opening on the far side of the bunker.
This ends the hill assault phase.

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13-6. The final slope looks formidable, but gaps like
this in the fences let you negotiate the barbed wire.
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13-8. After you nail the machine gunner in the first
bunker (right), continue down the tunnel closest to the
bunker.

120

M ISSION 13: PO TL ANG K ARAI: TAKE THE HILL!

121

A Start
B 1st AA Gun
Entrance Nook

C (Defort)

H I L LTO P R U I N S

D Tunnel Entry

In this continuation of the previous mission, you start at the top
of the ladder from the tunnels below. This is the crest of Po Tlang

E Tunnel Entry

Karai, finally, and the NVA HQ resides in the towering old ruins.
Unfortunately, that big ape Hornster breaks the ladder as he

Execution Chamber

F (Underground)

ascends, splitting your team into two groups—Hornster, Nhut,
and Bronson below, and you, Defort, and Crocker above.

G Tunnel to Courtyard

This mission features some intense, urban-like combat. One
objective is to plant C-4 explosive on the base’s anti-aircraft
guns. The other is to clear the ruins of its NVA defenders. Good
luck.

Here’s your aerial photo-map of the NVA base at the top of Po Tlang Karai hill.

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14-1. The NVA boys may be beaten, but they haven’t
given up yet. Scour the ruins and disable the two AA
batteries.

H Courtyard (Map)
I Corridor
J Main Plaza
K 2nd AA Gun
L NVA Escape Hatch

N

Find a good position at the entrance to the ruins.

N

Destroy two enemy anti-aircraft guns.

N

Find enemy maps.

N

Look out for any signs of American POWs.

N

Locate escape route from the ruins.

N

Clear the area, wait for reinforcements.

Defort
(Radioman)

Crocker
(Medic)

YO U R S Q UA D

122

M I S S I O N 1 4 : H I L LTO P R U I N S

123

He asks you to move through the complex, find the NVA commanding officer, and obtain any intel maps or documents you can find. You should also look for and liberate US POWs, and search for any NVA escape route.
When the conversation is over, Defort says he’ll stay in the nook and keep an eye on the slope.

M I S S I O N WA L K T H R O U G H
Hotel Six orders you to leave someone by the collapsed ladder

UNLUCKY PRISONER

and proceed, knocking out any AA guns you find. You leave

Go south and hop off the front end of the raised platform. Turn left, walk around the platform, and then head for

Crocker, and Defort comes with you. Your overall goal: Search

the big tunnel entrance (D on the map). Approach the excavated hole carefully; one NVA soldier waits in the open-

the ruins, destroy two AA guns, and eliminate any surviving

ing directly ahead, and another lurks behind some barrels down the tunnel and just around the corner to the left.

NVA opposition.

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14-2. Leave Crocker to wait for the others while you
and Defort press on.

THE FIRST AA GUN
First, however, you must get up to the entrance to the ruins and
radio Hotel Six again. Down the trench sits a four-barrel anti-aircraft battery. Approach the big gun and press your Use key to
place a C-4 explosive charge. Boy, that was easy. Continue on
down the trench.

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14-4. Make this NVA pay for the brutal execution of an American POW.

At the end of the trench, hop out and veer left (north), heading
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up the hill toward the ruins.

14-3. The first AA gun is just down the trench[el]and
blessedly undefended. Lay some C-4 and move on.

Take the left turn in the tunnel and follow it to the next left, just past more barrels (F on the map). Hear that
burst of gunfire? An NVA goon has just executed a US soldier. Enter and nail him.
Exit and go left up the sloping passage (G on the map). At the top, inch forward slowly. Four enemy soldiers are

BASE ENTRANCE (NEW ORDERS)

posted in the courtyard beyond the exit.

Hop up onto the platform of the rightmost structure
and take out the Charlie sentry hidden in the small

FIND THE NVA GENERAL

nook (C on the map). Approach the nook. The radio

One objective of this mission is to gun down the leader of the NVA forces in this area and pluck intel from his car-

icon flashes, so use Defort to make your report to Hotel

cass. The enemy general could be anywhere in the ruins complex. His mark of distinction—he carries an M-16

Six. The Captain reports that friendly forces have final-

rifle. Be sure to search every enemy you eliminate, seeking the valuable packet of maps (see 14-5) and other doc-

ly broken through NVA defenses, and reinforcements

uments carried by the general.

are on the way.

When you finally find the NVA leader and grab the intel he carries, your radio icon flashes. You can go back
immediately to Defort and make a radio report, but you might as well wait until you finish the job in the ruins.

124

M I S S I O N 1 4 : H I L LTO P R U I N S

125

CALL HOTEL SIX
Go back to Defort in the nook and report your findings to Hotel Six. He congratulates you and says he’ll be arriving any minute. This triggers a scene of the Captain’s helicopter, which cuts to Rosenfield talking to you in the
main plaza. When the conversation ends, the next mission begins. (If it doesn’t, then you haven’t placed the C-4
and stepped onto the NVA escape hatch.)

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14-5. Fight through the courtyard, then exit via the upper corridor (circled), seeking the NVA general who carries
and M-16 and this packet of maps.

COURTYARD KILLING GROUND
Play hide and seek, gunning down the NVA one at a time, then enter the courtyard. Search all of your victims.
Climb the staircase on the north side of the courtyard and jump across the gap onto the fallen ramp. Climb up the
ramp and turn right down the first corridor, which twists and turns and then empties into a large plaza.

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14-7. Plant C-4 on the AA gun, note the nearby hatch to an underground passage, then return to Defort to call
Hotel Six.

MAIN PLAZA:
SECOND AA GUN AND ESCAPE ROUTE
About 8 or 9 more NVA soldiers prowl the area to the right
(south) of the passage exit. This is the First Cousin of All Battles.
Methodically pick off enemies, using fallen columns and other
debris as cover.
The second AA gun is to your left, at the far north end of the
ruins. After the battle of the plaza, proceed to the patio-like area
where the gun sits. Step onto the hatch next to the gun to discovIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII

er the NVA escape route. Then place C-4 on the gun.

14-6. The second AA gun (circled) is at the northern
end of the courtyard. A hatch next to the gun leads
down to the NVA escape route.

Now you can make your radio situation report to Hotel Six.

126

M I S S I O N 1 4 : H I L LTO P R U I N S

127

Pass another bunkroom (empty—see 15-2) on your right and go straight down the stairs at the end of the passage. Follow the stairway down until the ceiling caves in behind you. Trapped!

THE MIDDLE CHAMBERS
And that’s not all. Four NVA soldiers open fire on you from a room at the far end of the corridor. Hustle forward

N VA U N D E R G R O U N D C O M P L E X
Welcome to hell’s bowels. To complete this mission you must crawl

and duck left or right into one of the side rooms halfway down the hall. Now you can lean around the doorway
and shoot down the hall.
Pick off as many of the foursome as you can using this technique, then rush the far room to eliminate any sur-

through 394 miles of twisting NVA tunnels. Well, maybe they’re

vivors. Press [4] to make a radio call to report your situation. You surmise that some of the enemy escaped via

not quite that lengthy, but at times it seems so—unless of course

an alternate exit.

you take the most direct route by following these directions.
The upper levels of the underground complex are actually quite
livable, which means you face a few pockets of NVA resistance in
the early stages of the mission. But after you descend (and fall)
into the deeper passages, your task is simply to navigate the
maze and get out.
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15-1. Get ready for some more tunnel crawling.

M I S S I O N WA L K T H R O U G H
You are alone in this mission. As mentioned above, the
N

Search the underground.

N

Find an alternate exit from the underground.

N

Get out of the tunnel labyrinth.

first part pits you against a few NVA waiting in the

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15-3. After you clear out the room and search the downed NVA for intel items (like the medal), climb down the
well (circled).

underground chambers of the upper levels. The second
part involves some maze-running through the labyrinth
of the lower tunnels.

Sure enough, the well in the room (see 15-3) has a ladder that leads down to more chambers. Before you climb
down, search the downed soldiers for ammo and intel items. Then move over the well and descend the ladder,
stopping before you reach the bottom.

THE UPPER CHAMBER

THE SECRET CHAMBERS

Press [L] to turn on your flashlight, then proceed down the corri-

You must stop because an NVA waits in ambush in the chamber beyond the well’s bottom. Drop to the bottom,

dor. Just around the first turn, an NVA soldier lurks in the

then crouch, creep forward, and fire quickly to hit the guy lurking just around the corner to the right. Once you

bunkroom on the right. Gun him down, grab his AK-47 as a back-

dispose of him, crouch and proceed down the tunnel.

up weapon, and search him for intel items. Exit and turn right.
Another enemy camps on the long, twisting passage, which drops down a number of carved steps and eventually
leads to a large, three-level chamber. Careful! Four NVA occupants really resent your intrusion. We recommend
using the AK-47 over the silence pistol for this tight-quarters battle against superior numbers.
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15-2. The first few underground chambers are actually
pretty nice bunkrooms. Search any NVA for intel items
such as envelopes, journals, etc.
128

M I S S I O N 1 5 : N VA U N D E R G R O U N D C O M P L E X

129

Continue past the matchbox down the tunnel to the next fork, and then veer right. Proceed down that passage
past a discarded bottle and a small puddle of water (see 15-5). Veer left at the next fork, and then veer right at
the following fork.
This passage takes you past a pot and cup (see 15-6). Veer left at the next fork (the right fork leads to a dead end).
At the following fork, you can see a split root on the tunnel floor to the left. Instead, go to the right. Follow the
tunnel as it bends left several times until you reach the axe on the ground (see 15-06) at the next fork.

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15-4. The passage from the well’s bottom leads to a big chamber with four enemies carrying more good intel
items.

After you clear the big room and search the bodies, exit via the tunnel from the top tier of the chamber.

THE TUNNEL LABYRINTH
Follow the tunnel to the intersection where the cane lies on the floor. Take the left fork and follow that passage
until the floor collapses and you fall to the lower maze.

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15-6. The next route markers are the pot and cup, and then the axe.

Press [4] to try a radio call. No luck—you’re too deep now and contact is lost. Wade forward through the water to
the first fork in the tunnel. Either way, left or right, can lead to your escape. The following is designed to guide

Take a left at the axe. Follow the passage. Soon you hit

you along the route with more markers along the way, which makes it easier to follow:

another patch of water. Go ahead, dive in. You submerge completely; keep moving forward. Pass through

Veer right at the first fork. Wade through water to the next fork and veer left. After a few steps, you emerge onto
dry ground again. (“At last!”) A matchbox marks this spot (see 15-5).

an underwater chamber, veering left to keep following
the passage. Soon you emerge for a breath.
Wade forward to the next fork, then veer right. Stay
calm, you’re almost out. You submerge again briefly,
but emerge quickly. Continue wading to the next fork
and veer left. You reach dry ground again! Now just follow the tunnel to the drop at the end, and hop down.
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Mission completed…well, sort of.

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15-7. Don’t be afraid to dive into underwater passages.
It’s the only way out.

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15-5. The matchbox is your first route marker on the “right-fork” path. The bottle/puddle are the second.

130

M I S S I O N 1 5 : N VA U N D E R G R O U N D C O M P L E X

131

from
A Emerge
Tunnel
Around
B Sneak
Outside of Camp

E S C A P E & E VA D E

Exit
C Camp
(Sitting Guard)

Thought you were finished with tunnels, didn’t you? Don’t

Through
D Route
Jungle

worry, you’re almost out. But your exit hole leads right into a VC
camp. Your challenge is to escape in one piece, then work your

Through
E Route
Jungle

way through the dark, VC-infested jungle to an extraction point.

F

Walkbridge

G Island (VC Hut
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16-1. These fellows don’t want to hear your campfire
tales. Sneak around them and vamoose!

Here’s your field map of the area from the VC camp to the lake and ruins.

132

H Climb to Ruins
I

Pickup Point

N

Find an exit from the tunnels.

N

Sneak through the village.

N

Escape from the VC.

You can try to make a call, but no radio signal will

N

Cross the island.

penetrate the deep tunnels yet. To reestablish con-

N

Defend the extraction point until the
chopper arrives.

M I S S I O N WA L K T H R O U G H
As the mission opens, your radio icon is flashing.

tact with Hotel Six, you must escape this hellhole.

M I S S I O N 1 6 : E S C A P E & E VA D E

133

BORROW A WEAPON

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Be sure your flashlight is on. Go forward from your starting posi-

You can try the brute force approach and fight your way out of the camp. The best way to do this is to hop out when the
coast is clear and toss your grenades over the woodpile into the center of the camp to eliminate as many VC as possible
and start the huts on fire. Then run through the camp with gun blazing…and try not to catch fire yourself.

tion and take a right at the first fork. Proceed to the puddle and
look up. The sky! You must be getting close to the surface, finally.

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Continue to the next fork. Here, you could go left to reach the
tunnel exits. But if you want a better weapon than your silencer

Stand up to peek out…but don’t hop out yet. One VC guard makes a

pistol, veer right instead.

regular route from the interior of the camp to a nearby well (see
16-4), where he squats with his back to you. If he arrives while

Creep quietly into the bunk chamber ahead and shoot the sleep-

you’re hopping out of the tunnel, or if he turns around while your

ing soldier. (Don’t let him awaken and shoot, which alerts the
camp above your head.) Search him to grab his rifle and ammo.

head pokes out of the hole, he’ll see you and shout the alarm.
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16-2. Sneak in and “borrow” this poor fellow’s weapon
before you exit the tunnels.

ESCAPE THE TUNNELS
Switch back to your silencer pistol. (You armed yourself with the semiautomatic weapon when you picked it up.)
Exit the chamber and take the first right turn.

If that guard isn’t at the well basin, crawl quickly out of the hole,
crouch behind the woodpile, and wait. When the guard reappears
and goes to the well, sneak up behind him and pop him with your
silencer pistol.
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Veer left at the next fork to reach an escape hole above your head. (If you veer right instead, you reach another

16-4. Sneak up and silence this guard when he comes
to the well.

escape hole—but it leads right into an occupied VC hut.) Turn off your flashlight!

Stay crouched and sneak around the building. At its end, drop to
a crawl. Crawl slowly across the gap between the buildings.
When you reach the boxes, veer to the right (north) up the slope

SNEAK THROUGH THE CAMP (OR NOT)

and crawl around the trees, then veer back down the slope to the

The hole emerges behind a woodpile and some huts in a VC

hut. Crawl to the corner of the hut and stop.

camp. Your next task: Sneak through the camp without being
detected. Of course, you could just shoot your way out—see 16-3
and the note on this page. But your chances of escape are much,
much greater using a stealth approach, especially if you’re playing at the Hard or Vietnam levels.
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16-3. One approach: Toss grenades, set buildings afire,
shoot everything. Chances of success are very limited,
however.

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16-5. Crawl around the northern edge of the camp,
stopping at every gap between buildings to watch
(and/or silence) patrolling VC guards.

AROUND THE BUNK HUTS
Another VC guard patrols from the camp’s center into the bunk hut just ahead (to the west) and back. Wait until
he turns and comes back into the camp’s center, then hustle in a crouch around the outside of the bunk hut, pushing through the foliage to get around the structure.
Around the corner of the bunk hut you run into some rocks. The only way to get past them is to stand and hop
over them, but before you do so, watch for another patrolling guard below. After he passes, heading to your left,
hop over the rocks, crouch, and continue around the right side of the next hut.

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M I S S I O N 1 6 : E S C A P E & E VA D E

135

THE TRAIL GUARD
Stay to the right and crawl south past another woodpile and an
unoccupied hut. A big boulder sits at the far corner of the hut;

Now the trail curves to the west again! Don’t panic, though. It

stop behind it. You’re almost out! But one more guard (see 16-6)

eventually swings south, then east again. Keep going. The lake is

sits dozing at the trail leading away from the camp.

not far ahead.

Crawl to the outer edge of the boulder and look east. See the

The trail runs right onto a wooden walking bridge over the lake.

guard sitting against the log? (See 16-6.) Crawl around the out-

Hop on and cross the misty water to the small island in the mid-

side of the next boulder, then nail him with head shot from your

dle of the lake.

silencer pistol.
Crouch and move downhill to the south, following the brownish
trail away from the camp.

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16-6. This last camp guard sits at the head of the exit
trail. You’ll have to shoot this guy, but use your
silencer pistol.

16-8. The trail leads eventually to this walking bridge
over the lake.

CONTACT HOTEL SIX
After you descend the slope a hundred feet or so, stand and switch from your silencer pistol to your semiautomat-

CROSS THE ISLAND

ic weapon. Now you can walk along the well-worn trail.

Light glows in a small hut to the left as you reach the island.

Now you’re free to walk for awhile. Continue along the trail until your radio icon flashes. Press [4] to make a call to
Hotel Six. You report your situation and request extraction. Hotel Six tells you to head toward the east where you
should find and cross a lake. Beyond it is a clearing with some old ruins. When you get there, a slick will pick you up.

Approach in a crouch. Two VC guards chatter inside; burst in
and surprise them with a few good rounds.
From the hut, head southwest past the woodpile to the log catwalk over the water on the other side of the island. Hop onto

FOLLOW THE LAKE TRAIL

it and cross the lake.
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Although Hotel Six tells you to go “east,” the route there is not

16-9. Two VC swap campfire stories in that island hut.
Add a surprise ending to their tale.

exactly direct. Best bet: Follow the trail, even though it actually
heads west at first. Stay with the path as it slowly curves south.

FIND THE RUINS

When it does this, start crouching as you move.

On the far side of the lake, the catwalk leads right onto the trail again. Take a few steps down the trail, then look
up the hill to the south. You should see the vague silhouette of the old ruins against the night sky (see 16-10) to

When the trail swerves due east, get ready—several VC approach

the right of the trail.

up ahead. Use standard tactics: cover, lean, strafe, dodge, and
move forward slowly. Keep following the trail east, moving rock
to rock and tree to tree. More VC are posted along the way up
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ahead; they attack where the trail swings south again.

16-7. Beware the VC trailwatchers.

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16-10. Cross the catwalk to the far shore, then find the hilltop ruins just up the trail.
136

M I S S I O N 1 6 : E S C A P E & E VA D E

137

Leave the trail and climb the hill to the ruins. When you reach the stairs, your radio icon
flashes. Call Hotel Six and report your arrival at the pickup point. (You can hear the chopper
in the distance.) Six tells you to shoot a flare to mark your location.

DEFEND THE EXTRACTION POINT!
But you’re not home free yet. Your presence draws the attention of about 10 or so VC in the area. Now you must
fight off a frenzied assault until the chopper arrives.
The enemy tries to claw their way up the hill in front of the ruins. Pick off hill attackers from the window of the
protected corridor just to the left (as you face downhill) of the front entrance to the ruins. These attackers are
very aggressive, so be prepared for a bold rush right into your face.
But watch your back, too! Some VC may slip around the outside of the ruin complex, sneaking into the courtyard
behind you. At the front window, be sure to swing to the right every few seconds, checking the corridor entry for
VC who either make it through the front doorway or sneak around through the courtyard.

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16-11. Fight off VC attackers, defending the ruins until the chopper finally lands.
When the firefight finally wanes, the chopper lands. Don’t be lulled into complacency, though! One or two more
VC may make a run at you as you try to board. Crouch and advance out of the complex onto the hill and see if you
draw fire. If all is quiet, you can go back into the courtyard and hop onto Red Bird for extraction.
Finally! Your Po Tlang Karai assault and follow-up activity is completed.

138

T R E K A LO N G T H E S T R E A M
Remember how much fun you had back in Mission 4, fighting off
a VC ambush in the Bahnar village? Well, that was a Shriner’s
picnic compared to your return in this mission. Cpt. Rosenfield’s
briefing back at Nui Pek calls for recon work, but this time, NVA
regulars—not ragtag VC guerrillas—harass the friendly
Montagnards in the Bahnar area.
Red Bird deposits you a few miles upstream from the village, so
this trek moves in the opposite direction as your Three
Canyons/Bahnar Tribe excursions, where you started out downstream. Your orders are to follow the Song Nong streambed to
the target area, hunting NVA all the way. Root out the enemy’s
temporary camps near the village, and remember that the NVA

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17-1. Sure, it’s a gorgeous high-country stream—but
it will run red before this mission is finished.

buildup includes booby-trapping and mortar teams.
Your whole squad joins you for this little trek along the Song Nong. Get ready for some good old-fashioned jungle
warfare—just you and your boys exchanging extreme pleasantries with dozens of NVA troops in rugged terrain.
Good luck.
Here’s the field map of your intended route down the Song Nong River to the Bahnar village.

M I S S I O N 17 : T R E K A LO N G T H E S T R E A M

139

PA R T 1 : F O L LOW T H E B L U E L I N E

Here’s a map of the area traversed in Part 1 of the mission.

Red Bird lands and your team hits the ground. Use Defort for a

A Start: Part 1
C River Booby Trap
C NVA Squads
D Nhut’s Shortcut
E NVA Squad

radio sendoff to the chopper crew. Then tell Nhut to take point—
”we’re heading west, better stick to the streambed.” Time to follow the “blue line.”

BEER TRAP
Follow your trusty pointman southeast a few steps; he suddenly
stops and calls out a trap. Crouch and inch forward until you see
the trip wire along the ground. Follow it to the grenade tucked
neatly in a famous American beer can. Those VC have a sense of

F

Fallen Tree
(2 Booby Traps)

humor, apparently. Disarm the trap.
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Approach Defort and make a radio report that the landing zone

G River Booby Trap

was booby-trapped. As Defort points out afterward, looks like

17-2. The first tripwire leads to this well-hidden
grenade trap on the left side of the trail.

you were expected here. Get Nhut leading the team again. Stay

H River Blocked
I Path Around Blockage
J Radio Call (End Part 1)

behind him! More traps await you.

RIVER TRAPPERS
Follow Nhut as he wades downstream to the west. After he steps down a few low falls, he calls out another trap
ahead. Crouch and creep forward to find another tripwire, this time stretched across the stream itself. The
grenade trap is tucked behind a corner of rock. Disarm the grenade trap.

N

Head along the streambed
toward the village.

N

Find another way to
the village.

N

Reconnoiter the village
surroundings.

N

Search the village.

N

Eliminate VC/NVA in the area.

N

Move to the pickup zone.

k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k
It’s difficult to approach the first river booby-trap from upstream without setting it off. Climb onto the bank (you
must disarm a trap on the bank on the way around to second tripwire), move downstream past the trap, hop back in the
water, and then move upstream to disarm the grenade.
k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k k

Le Duy Nhut
(Pointman)

Hornster
Defort (Machine
Gunner)
(Radioman)

Bronson
(Engineer)

Crocker
(Medic)

YO U R S Q UA D

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17-3. The first river trap (circled) is hidden behind a corner of rock. Go past onshore and approach it from downstream (as seen here) to avoid detonating it.

140

M I S S I O N 17 : T R E K A LO N G T H E S T R E A M

141

Nhut continues a few more yards downstream. Follow him until he holds up again…this time indicating enemy
ahead. Just around the river bend to the right, an NVA soldier is setting another booby trap on the streambed.
Gun him down and prepare for a vicious counterattack by his squad.

After you defeat the NVA, go downstream under the trunk, then

After the fight, use Defort to make a radio situation report. Then

turn left and climb the bank to disarm the two traps. (More NVA

send Nhut back on point. Not far down the river he stops again

may be lurking in the area, so stay wary.) Again, both wires are

and announces “beaucoup VC here.” Sure enough, another very

strung from the big tree’s roots. Stay crouched and search very

stout squad of at least eight NVA regulars lies in ambush, hiding

carefully!

amongst boulders in the stream. Watch for other shooters high

Now send Nhut to point. Follow as he continues downstream.

on either bank of the stream.
Make another radio report. Hotel Six is getting nervous. The
NVA presence is even greater than expected.
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17-4. An NVA booby-trapping team is rigging traps
across the stream itself. End this endeavor forcefully.

Stay in close contact your squad during this mission; there are too
many NVA enemies to freelance much here.
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Stay focused. More NVA sentries may be posted on the right
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bank. Beyond them a few more yards, the stream is blocked.

17-6. While you fight, stay away from the area near
the roots (left) of this big fallen tree. Two grenade
traps are strung from the roots.

FIND AN ALTERNATE WAY TO THE VILLAGE
Good old Nhut knows everything about this area. Send him off to

NHUT’S SHORTCUT

find another way to the Bahnar village. Follow Nhut as he

Send Nhut on point again. He leads you out of the stream, heading southwest, then veering northwest through a

plunges through the forest to the northeast. He finds a wide trail

jungle corridor (see D on the map). This leads to a spot overlooking another stretch of the Song Nong, which

and swings left, heading due north.

bends around and back. Here you surprise another NVA squad of booby trappers.

Soon you radio icon flashes. Use Defort to make another situation report. This ends the first part of the mission.
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BEWARE THE TRUNK TRAPS!

17-7. Nhut stops at these crisscrossing logs because
the stream is blocked further downstream.

This fight is complicated by two tripwire traps stretched across the
ground from the roots of the massive tree (see 17-6) fallen across
the stream to the left (west). Both traps are on the high ground
overlooking the river, so it might be smart to hop down and cross
the stream, fighting from the rocks on the opposite bank.

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17-5. Nhut bushwhacks away from the stream and
through the jungle to this overlook, where more NVA
booby-trappers work below.

142

k k k k k k k k k k k k k k k k k k k k k k k
Two booby trap tripwires run from the tangled roots of the huge
tree fallen across the stream. If you fight the NVA squad from the
high bank, don’t drift toward the trunk!
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PA R T 2 : U P T H E N O R T H W E S T T R A I L
Your situation report informs Hotel Six that you’ve left the “blue line” (the stream) and are heading through the
jungle. You plan to approach the Bahnar village from the southeast. Hotel Six warns you to watch out for traps.
Hey, good advice!

M I S S I O N 17 : T R E K A LO N G T H E S T R E A M

143

Here’s a map of the area traversed in Part 2 of the mission. The dots indicates Nhut’s alternate route from the river to the Bahnar village.

WILD FIREFIGHT ON THE TRAIL
Send Nhut out front again. Follow him up the trail to the north until he stops for another

A Start: Part 2

VC sighting. Get behind cover! This is a wild and wooly battle against a huge squad of NVA
swarming the rough, rocky terrain. Fight smart, use cover, and be patient.

B Booby Traps
C Big NVA Squad
D NVA Camp
E Dead End
F Dead Villagers
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17-9. Engage and destroy the strong NVA unit that attacks through the cluster of rocks. Then find their camp to
the east of the trail.

Some enemies run down at you from their

TWO TRAPS AND A SENTRY

camp up the slope to the right (east) of the

Send Nhut on point again. Boy it’s nice to have that guy, isn’t it? Follow him up the trail to the northwest. Soon

trail. Fight your way up to the camp (D on

he calls out a trap. Crouch, inch forward, and disarm it. And you’re off again, Nhut in the lead.

the map)to find a mortar and boxes of shells.
You don’t suppose they were shelling the

After a few more yards, Nhut senses a VC sentry just ahead. If

Bahnar village, do you?

you creep forward, he opens fire right through a bush at you.
Shoot him right through the foliage, but don’t chase him—anothIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIII

er tripwire stretches across the trail ahead.

17-10. Three Montagnard villagers—apparent victims
of an NVA ambush.

After you gun down the sentry, you shout, “Hold your fire!” and
your radio icon flashes. First, creep forward and disarm the trap.

A GRISLY DISCOVERY

Then use Defort to make another radio call.

When the titanic battle’s over, send Nhut off to the village again. This time he stumbles onto a sad discovery—the
massacre of three Montagnard villagers. Use your radio to end this part of the mission.

You report you’re just one click from Point Makrel. Hotel Six
reports a heavy concentration of VC troops around the village,
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17-8. Be sure to stay behind Nhut and halt when he
signals a trap ahead, like this.

144

and suggests you hurry. “It doesn’t look good,” he adds
ominously.

M I S S I O N 17 : T R E K A LO N G T H E S T R E A M

145

PA R T 3 : T H E V I L L AG E A N D B E YO N D
You report the unsettling new development to Hotel Six as thunder rumbles in the distance and rain starts

You report that the whole village is hot—a somewhat ironic turn of phrase, but nonetheless true. You ask for air
support, but the steady rain and mist makes that unfeasible. Hotel Six says you’ll have to tough it out on your
own for awhile.

falling. Now you’re almost to the village. Let’s get down in that valley and see what’s up.
Here’s a map of the area around the Bahnar village in Part 3 of the mission.

No problem. Your new objective: Eliminate enemy in the area.

FLANK THE MORTARS

A Start: Part 3

Unfortunately, your team sits within the firing arc of two NVA mortar positions. Time to change that. If you can

B

Bahnar Village
(Mortar Barrage)

flank the two mortars, they can’t hit you anymore. Here’s the best tactic: Command your team to “Follow me” and
sprint straight southwest toward the river. Then turn right and run downstream past the walkbridge. (See C on
the map.)

C Flanking Maneuver

Just before your reach the waterfall, turn right and move up the rocky ravine (D on the map). This back route

D Rocky Ravine

cuts off mortar fire and leads you up behind the mortar positions (F on the map).
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The NVA mortar positions are north and northwest of the
Bahnar village. Once you get close, the mortars can’t hit
you anymore.

E NVA Trenches
F Enemy Mortar Positions

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G Extraction Point
Man, this is one hairy firefight. At least two dozen NVA infantry

INTO THE VILLAGE

swarm the area. The landscape is a veritable Devil’s Den of boul-

Send Nhut ahead to find the village. Follow him as he descends the slope to the south and west into the river val-

ders and jagged rocks, fallen trees, bushes, ravines and gulches,

ley. Soon you see flames rising into the mist up ahead. That’s right—the Bahnar village is toast. Proceed with cau-

and other wilderness. Plus, the NVA have dug out a pair of defen-

tion; as Nhut suggests, the enemy is near.

sive trenches (E on the map).
Search the village. It’s a tragic sight. The VC reprisal was total.
Just remember, though—all this provides plenty of cover for you,

Everything is burning, and it appears all the villagers were

too. Move methodically through the area, expecting ambush at

slaughtered.

any moment from any rock formation or any fallen tree.
Use Defort to make your report. Hotel Six orders you to find the
VC responsible and engage any targets. Roger that.

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17-12. You thought the last firefight was bad? Try the
Devil’s Den.

STRIKE AND COUNTERSTRIKE
Suddenly, the NVA unleash a mortar barrage that makes your
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17-11. Looks like the NVA reprisal on the Bahnar village was merciless.
146

west. Fierce! Use Defort again to make an emergency call to
Hotel Six.

M I S S I O N 17 : T R E K A LO N G T H E S T R E A M

147

FIND THE PICKUP ZONE
When the area is finally clear, take a radio call
from your pickup chopper, Red Bird. They’re
near the pickup LZ, so start heading that way.
Tell Nhut to lead the way. Off you go! Follow
him downhill to the stream, across the wooden
bridge, and up the trail on the opposite bank.

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17-13. Cross the wooden bridge to the side opposite
the village and climb the hill to the pickup point.
When you reach the clearing at the top of the
hill, Red Bird checks in. He tells you to pop
smoke to mark the extraction site, which
Bronson does automatically. Take one last
radio call from Red Bird after that to bring
him in. When the chopper lands, hop aboard
and wave bye-bye to hell.

148

THE BRIDGE
After the long trek to the Bahnar village—engaging dozens of
NVA units in firefights along the way—you deserve a short, simple, yet challenging mission like this one. Mountain Eagle, the
outpost you successfully defended in Mission 10, has finally fallen. Now a strong NVA force is sweeping down the canyon road
from the high pass where the outpost sits. They must be stopped,
or the entire region is in jeopardy.
Cpt. Rosenfield has enlisted the aid of the Air Force, which will
send in a small tactical wing of fighter-bombers (code named
Firestorm) to knock out the canyon bridge and cut off the NVA
force, slowing their advance. Before they arrive, however, you

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can clear the canyon road of NVA advance units from your heli-

18-1. The Air Force wants to KO this bridge. If the flyboys fail, you and your C-4 are Plan B.

copter, Hawk One.

Here’s the map issued to you. You start at the heliport. Main points of interest are marked for this first “mission.”

A Landing Zone
B Guard Huts
C NVA Units
D NVA Units
E New NVA
F Bridge Posts

M ISSION 18: TH E B R I DG E

149

M I S S I O N WA L K T H R O U G H
N

Place C-4 on each pillar of the bridge.

N

PMove back to the helicopter.

As you continue up the canyon, note the bridge up ahead and ask for Hotel Six to advise. You learn that

You man the heavy machinegun on Hawk One, a

Firestorm only has enough ordnance for one pass. Keep shooting at any moving targets, men or vehicles, as you

chopper weaving up the canyon toward the bridge.

swing past the bridge.

As the mission opens, the Air Force squadron,
Firestorm, is still a few minutes away from the target. Your primary job is to designate the target for

Pour heavy fire into the guard huts! Remember: Everything you

the jets so they can destroy it with their missiles. On

kill now is one less enemy you have to face later on foot.

the way, however, you see numerous NVA troops

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Be sure to direct heavy M60 fire at the guard huts on either side
of the span. The more NVA you eliminate from the chopper, the easier your job later at the bridge.

and vehicles on the winding canyon road.

Important: Destroy as many of the NVA forces near the bridge as

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you can from the air with the machinegun. Later in the mission,
you’ll make a run up the road to the bridge on foot. The more
enemy you eliminate now, the fewer you face later on the
ground, where you’re more vulnerable.

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18-4. Focus on the three guard huts (circled) as you
fly over the bridge area. Each one is packed with NVA.

Soon Firestorm zooms in and takes its best (and only) shot.

18-2. The first part of the mission is a gunnery exercise from the air.

Watch as the graceful blue jets bank up the canyon, set their
sites on the bridge, release their deadly missiles, and…gosh darn

PREP FOR FIRESTORM

it, they miss.

As you listen to the radio conversations, gun down anything

Now what?

moving on the canyon road. At one point, your chopper pilot
calls out, “Convoy!” Sure enough, an NVA convoy of three vehi-

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cles and a few troops sits on the road below. Nail them! (Enemy

18-5. Nice try, Firestorm.

vehicles explode if you hit them with a sustained burst of fire.)

REACH THE BRIDGE
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Here’s what: as always, it’s up to you, Steve Hawkins, to make

18-3. Strafe that convoy! Target both man and
machine.

things right. Hotel Six wants you to plant a C-4 block on each of
the four bridge pillars, then “bug the hell out of there.” Your
chopper drops you on a small plateau about half a mile down
the road from the bridge.

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18-6. See how your aerial gunnery pays off?

150

M ISSION 18: TH E B R I DG E

151

Head up the road. Here’s where your earlier machinegun accuracy pays off. Every NVA you missed from the air waits on the
route to the bridge. If you wiped out everyone, you enjoy a relatively free sprint to the target. If your aim from above was poor,
you have a tough struggle just to reach the bridge.
Not only that, but as you approach the bridge, a new squad of
NVA approaches from the far side. Four occupy the guard post,
and a couple more attack across the bridge. You have a guard
post on your own side of the bridge to work from, but eventually,
a run across the span to root out the last NVA may be necessary.
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18-7. Watch out for the newly arrived NVA squad in
the guard hut on the far side of the bridge.

BLOW THE BRIDGE

Once you clear the area of NVA, it’s time to plant your explosives. Go around the side of the bridge and descend
carefully to the base of one bridge pillar. Place C-4 on the pillar, then move across and do the same to the other
pillar.

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18-8. Plant C-4 on the base (i.e., under the bridge) of each one of the bridge’s four support posts.

Now cross the span and repeat the process, planting C-4 on the
other two support posts under the bridge. Then head down the
road toward the LZ where you initially landed. On the way, press
[4] to make a radio call to Hawk One, calling for pickup.
When the chopper lands, proceed to the far side of the craft and
press your Use key to board. Watch the gratifying scene that follows—one bridge, goodbye.
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18-9. Radio Hawk One to bring him down for pickup.
Hop aboard and watch the show!
152

U N DE R SI EG E!
Yes, they’re coming to your backyard. Dozens upon dozens of
them—an entire NVA regiment, it seems. The final assault on Nui
Pek is frenzied and unstoppable. All you can do is hold them off
long enough to escape. But escape is made nearly impossible by a
new development—the introduction of Russian-made tanks
rolling up to the camp’s doorstep.

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19-1. The NVA offensive through the region is now at
your doorstep.

A West Bunker 1
B West Bunker 2
C West Bunker 3
D West Bunker 4
Trench (to
E Main
Inner Perimeter)
Activator for Main

F Trench “Foogahs”
G Ammunition Store
H NVA Tank (Main Gate)
I Deadly Corner
M ISSION 19: U N DE R SI EG E

153

PA R T 1 : T H E Y ’ R E C O M I N G !
The NVA infantry has decided to punch through your west sector fortifications. You have a stout force of soldiers

KNOCK OUT “BRIDGE-CARRIERS”

on the camp’s western line, including four defensive bunkers with heavy machineguns. But the enemy has you

Eventually the enemy may blow a hole in the barbed wire fence

vastly outnumbered in this battle.

in one or more of the areas between bunkers. But that’s not
enough to reach your position. To penetrate your inner trenches,
NVA attackers must also place a “bridge” (basically, a wooden
plank) over the spiked outer trench (called a “moat”) that runs

N

Defend the west sector from enemy attack.

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DEFEND THE WEST SECTOR
Go forward and turn right. Patrol this west-facing trench, looking for sections under assault. When an NVA rush
comes, help defend against it.
Many of the NVA attackers get mowed down by your

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bunker machine-gunners and your CIDG trench mates,

If one of your bunker machine-gunners goes down, consider replacing him. Just step up to the mounted gun and
press your Use key to man it.

so don’t waste ammo shooting at everything that moves
out there. Focus your fire on targets that get close to
the perimeter fence.

19-3. Don’t let these “bridge-carriers” place their
plank. If they lay it across the moat, NVA hordes will
pour over the makeshift bridge.

carrying NVA who manages to stagger across no-man’s-land. Don’t
let bridge-carriers drop their planks in place!

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If the NVA manages to lay a bridge across your outer trench, you get a message
to that effect in your Objectives list. Hit [Tab] from time to time to see where
you’re most needed.

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DESTROY MOAT BRIDGES
If the enemy manages to bridge the moat, however, you should try to blow up the wooden plank as quickly as possible to prevent penetration of your inner trench. Throw a grenade (just a gentle toss) into the moat beneath the
You receive notification from the Captain via loudspeaker (and

plank to destroy it.

also in your Objectives list) when the assault intensifies at any
place along the line—for example, “Enemy is attacking between

BLOW THE RINGS!

west sector bunkers 2 and 3.” Move quickly to that sector and

If a “bridge-carrier” manages to lay his plank over the moat, his

help defend it.

NVA buddies will flock to that breach, rushing to cross the
bridge and overrun your inner trench. This is a dire situation,
but it can also be a golden opportunity.

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19-2. Your bunker machineguns decimate the early
waves of the NVA assault.

Lines of explosives have been set along the perimeter fences.
Activators (see 19-4) that detonate these explosives have been
installed all along the west trench. Each defensive bunker has an

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NVA soldiers who reach the barbed wire fence toss grenades that can blow holes in the wire or wreak havoc in your
trenches. Don’t let them get close!
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activator labeled “Inner Ring” that blows the explosives beyond
the moat section in front of that bunker. More activators
installed between bunkers also blow the corresponding sections
beyond the moat.

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19-4. These activators detonate explosives set along
the perimeter fences.

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To “blow a fooga,” just move the cursor over the activator and press your Use key. The corresponding line of
explosives blows within a couple of seconds.

PA R T 3 : T H E L A S T S TA N D
Well, you survived the night, at least. By morning light, the Captain reports the situation to Mountain Lair—part

Once the attack is repelled, things calm down quickly as the NVA withdraw. The Captain commends your work.

of the base is under enemy control, but you are holding your position so far. HQ says it has “fast movers” (jets)

This ends Part One of the mission.

with the call-sign Morning Blaze on the way to help pacify targets.
But just as this offer is extended, a trio of NVA Russian-made tanks rolls over the horizon. One parks on the

PA R T 2 : TO O M A N Y TA R G E T S

main gate ramp, the other two fan out around the camp perimeter in opposite directions. You are now under

The NVA withdrawal turns out to be the calm before the storm. It merely signifies the enemy’s decision to soften

armored attack!

you up with a mortar barrage before trying a brutal night assault. As Part 2 begins, the barrage is over. Get ready
for a dark NVA storm like you’ve never seen.

DEFEND THE WEST SECTOR
As the NVA attack begins, repeat your tactics of picking off
N

Defend the west sector.

N

Retreat to the inner perimeter.

bridge-carriers and nailing enemies that get near the fence. But
this time, stay near Bunker 2 and the main trench (E on the
map) leading back to the inner perimeter. Sadly, you’ll need to
retreat down this route, eventually.

PULL BACK!

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Soon, enemy troops manage to penetrate your trench system, despite your most valiant defensive efforts.
Listen for the call to prepare for retreat. When you hear the Captain order all sectors to pull back, run immediately up the main trench toward the inner perimeter.

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19-6. Three NVA tanks crash the party…and one blocks your escape route.
Mountain Lair says it can send slicks for your evacuation, but you’ll need to hold out while they make their way
to Nui Pek. How can a few guys with carbines hold out against tanks?

BLOW THE MAIN TRENCH

THE PLAN

As you reach the end of the trench, the Captain orders you to

As the action begins, your team is holed up in the ammuni-

“blow the foogahs” in the main trench. The activator for the

N Destroy the tank parked at the main gate.

tion storage building. As mentioned, one NVA tank sits on

main trench explosives (labeled “Inner Ring 1”—see F on the

the main gate ramp (H on the map), cutting off your escape

map) is located on the northeast corner of the intersection at the

route. And as Cpt. Rosenfield points out to Mountain Lair,

very end of the main trench. Use it to turn the main trench into

you have no anti-armor ordnance.

a corridor of flames. This forces the NVA units to advance over

But you do have C-4 explosive at your disposal. In order to escape this trap, you must work your way down the

open ground, enhancing your defense.

trenches from the ammunition store building (G on the map) to the trench directly underneath the main gate
ramp, and then plant C-4 on the ramp’s underside.

Move laterally along the inner perimeter trenches and fight off
attackers until the mission ends.
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19-5. The “Inner Ring 1” activator is just around the
corner at the main trench’s eastern end.

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If you can destroy the tank, you can bug out of the base while NVA troops are busy crawling over the west sector,
looking for you. Then slicks can pick up your squad, Morning Blaze can incinerate the camp with napalm…and
you can bid a fond farewell to Nui Pek, the hottest little spot south of the border.

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THE NVA SQUAD

Once you reach the next intersection, you’re almost

Exit the ammunition store, crouch, and head east down the trench. Stay low or the tank will nail you! Several NVA

home. You can rise to a crouch again, turn left and

soldiers open fire from the far end of the trench. Pop them quickly and approach the corner (see I on the map).

creep along the trench’s rightmost wall to the next
right turn. Stop! The tank is just down the trench to

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Don’t rush around the first turn in the trench. The NVA tank will eviscerate you!

the right.

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Take a deep breath, QuickSave your game, and make a
crouching run around the corner and under the ramp
where the tank sits. (This may require reloading the
QuickSave a couple of times!) If you make it, all that’s
left to do is to look up at the ramp and press your Use
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A large NVA squad prowls just around this first corner and down
the trench. They approach single file, so you can patiently lean

key to plant the C-4.
Done! Now watch the bittersweet ending of Vietcong.

19-9. After you plant the C-4, your work is done.
Watch yourself dive out from under the ramp.

and shoot, picking them off one by one. (Don’t try to rush them.
If they don’t get you, the tank will.) Or you can sling a couple of
grenades low and around the corner, taking out a bunch at once.
Keep leaning and shooting until no more soldiers approach.
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19-7. After you eliminate the NVA troopers at the first
corner of the trench, run across to the far wall and
then crawl to avoid the tank’s fire.

THE TANK
If you turn the corner, the NVA tank has a clear shot at you, and

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its mounted machinegun opens fire with deadly accuracy. Best

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19-10. In comes the napalm…and Sgt. Hawkins watches Nui Pek burn.

maneuver: still crouching, hustle from the corner straight across
until you’re hugging the far (east) wall of the trench. This cuts
off the tank’s firing angle. You may take a hit in this dash, so
heal up with your medikit.
Now drop to a prone position and, yes, crawl southeast down the
trench toward the tank’s position. As you crawl, you are exposed
to the tank’s line of fire for only a second. You may take another
hit, but you should survive.

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19-8. The last stretch offers no place to hide from the
tank’s gunner. Stay crouched and hustle to get under
the ramp.

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