User manual GAMES PC TONY CLANCY S-GHOST RECON-SPECIAL OPERATIONS MANUAL

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Manual abstract: user guide GAMES PC TONY CLANCY S-GHOST RECON-SPECIAL OPERATIONS MANUAL

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[. . . ] TM SPECIAL OPERATIONS MANUAL © 2001 Red Storm Entertainment, Inc. Red Storm and Red Storm Entertainment are trademarks of Red Storm Entertainment, Inc. Tom Clancy's Ghost Recon is a trademark of Rubicon, Inc. under license to Ubi Soft Entertainment. CONTENTS Introduction. [. . . ] In other words, you see what he sees, whether it be trees, buildings, tanks, enemy soldiers or driving rain. Terrain Terrain is the basic landscape of the game, including trees, bunkers, buildings and so forth. Most terrain can be moved across by walking. Steep terrain may not be accessible at all. While there will be cliffs and other terrain hazards in Ghost Recon, you will not be able to walk over a cliff or otherwise injure a soldier by means of the terrain. Visibility of terrain varies according to ambient light and weather conditions. Binoculars Binoculars are best described as working like "a sniper rifle that doesn't fire. " They provide a much better long-distance view than most weapons, but have no impact on the enemy. Binoculars are used by making them the active weapon, then pressing the Use Item key. Your view will then change to reflect the use of the binoculars. In-Game Screen Elements The bulk of what you'll see in the game can best be described as the game itself. This includes: Friendly Troops There are two varieties of friendly troops: those attached to your platoon and those who are working in concert with you. Members of your various fireteams will be easy to pick out, as their names will appear as the reticle sweeps over them. Other friendly troops will not generate this effect, but will be identifiable by their uniforms and by the fact that they will move in concert with your troops without opening fire. Refugees Refugees may be dressed like hostile soldiers, however, they are unarmed. Shooting refugees is considered counter-productive, and may cause you to fail certain missions. Demolitions Charges Certain missions require that you plant demolitions charges to complete objectives. To use a demolitions charge, select it as the active weapon and move to the spot where you want to drop the charge. Pressing the Use Item key drops the charge. It will then detonate at the end of the mission on its own accord. Rescuing Hostages Certain missions require you to rescue hostages or to take enemies prisoner in order to complete objectives. Hostages will remain in place even if you eliminate their captors, so in order to get a hostage to follow you, you'll need to have a soldier run into them. Once the hostage has been bumped, he or she will follow the soldier who bumped them. You can switch the soldier the hostage follows by having a different soldier bump them. Enemies eligible to be taken prisoner can be captured in the same manner, i. e. Bear in mind that most enemies are not eligible to be taken prisoner, and will fire if you attempt to bump them. Claymores Claymores are dropped on the field like demolitions charges. At this point, the weapons indicator changes the claymore icon to that of a detonator. Pressing the Use Item key again sets the claymore off. Be aware that there is also a small area of lethality directly behind the claymore as it is detonating. Hostiles Hostile soldiers are those enemies who are trying to eliminate you and your platoon. [. . . ] It sacrifices power for the silence, but the quietness of the weapon makes it an ideal backup weapon in those situations where the noise of an assault rifle is not acceptable. Anti-Tank M136 The M136 is a disposable recoilless weapons system that fires an 84 mm HEAT (High Explosive Anti-Tank) rocket capable of destroying light armored vehicles. The HEAT round is capable of penetrating 420 mm of armor. In addition to the HEAT round, the M136 is capable of firing an HP (High Penetration) round that is capable of penetrating up to 600 mm of armor, which is sufficient to penetrate the armor of most main battle tanks. MG3 The MG3 fires a 7. 62 x 51 mm round. When originally made, the MG3 only supported belt-fed ammunition and did not have a box for feeding ammunition into the weapon. [. . . ]

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