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            P L A Y G R O U N D      O F      D E S T R U C T I O N

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                          MERCENARIES FAQ/WALKTHROUGH

                                  VERSION 2.6

                          FOR PLAYSTATION 2 AND X-BOX

                        BY:  Evan Rowlands (EpsilonGSG)

                              CREATED: 01-19-2005

                            LAST UPDATE: 03-02-2005

                       E-MAIL:  MercenariesFAQ@gmail.com



                   NUMEROUS CONTRIBUTIONS FROM ENIGMA NOSTRA



               [ CHECK GAMEFAQS.COM FOR THE MOST RECENT UPDATE ]

           

---------------------------.-----------------------.---------------------------

===========================| 01. TABLE OF CONTENTS |===========================

---------------------------'-----------------------'---------------------------



To quickly arrive at your desired section, enter the search code found after

the section you desire into your browser's find feature (probably Ctrl + F).





01.    Table of Contents

02.    Introduction

03.    About Mercenaries ..................................... MERCS03

04.    Controls .............................................. MERCS04

05.    General Tips .......................................... MERCS05

06.    Walkthrough  

       A. Part 01 - The Clubs ................................ MERCS06A

       B. Part 02 - The Diamonds ............................. MERCS06B

       C. Part 03 - The Hearts ............................... MERCS06C

       D. Part 04 - The Spades ............................... MERCS06D

07.    Challenges                                             

       A. Southern Province .................................. MERCS07A

       B. Northern Province .................................. MERCS07B

08.    The Characters ........................................ MERCS08

09.    The Factions .......................................... MERCS09

10.    Deck of 52                               

       A. Clubs .............................................. MERCS10A

       B. Diamonds ........................................... MERCS10B

       C. Hearts ............................................. MERCS10C

       D. Spades ............................................. MERCS10D

11.    Vehicle List                                       

       A. Wheeled Vehicles ................................... MERCS11A

       B. Tanks .............................................. MERCS11B

       C. Helicopters ........................................ MERCS11C

12.    Weapons List .......................................... MERCS12

13.    Airstrikes List ....................................... MERCS13

14.    Merchant of Menace Shop List                   

       A. Vehicles ........................................... MERCS14A

       B. Supplies ........................................... MERCS14B

       C. Airstrikes ......................................... MERCS14C

15.    Bounty Items

       A. WMD Blueprints ..................................... MERCS15A

       B. National Treasures ................................. MERCS15B

       C. Monuments .......................................... MERCS15C

       D. SK Listening Posts ................................. MERCS15D

16.    Codes and Secrets                               

       A. Cheats ............................................. MERCS16A

       B. Unlockables ........................................ MERCS16B

       C. Etcetera ........................................... MERCS16C

17.    Fun Stuff ............................................. MERCS17

18.    PDA E-Mails                              

       A. Unsorted ........................................... MERCS18A

       B. Deck of 52 ......................................... MERCS18B

       C. Help - General ..................................... MERCS18C

       D. Help - Weapon Data ................................. MERCS18D

19.    Frequently Asked Questions                   

       A. Before You Buy ..................................... MERCS19A

       B. Getting Started .................................... MERCS19B

       C. General Gameplay ................................... MERCS19C

       D. Contracts .......................................... MERCS19D

       E. Deck of 52 ......................................... MERCS19E

       F. Cheat Codes ........................................ MERCS19F

20.    Miscellaneous Help .................................... MERCS20

21.    Contribution Requests ................................. MERCS21

22.    Update History ........................................ MERCS22

23.    Credits ............................................... MERCS23

24.    Legal Information ..................................... MERCS24









---------------------------.-----------------------.---------------------------

===========================|   02. INTRODUCTION    |===========================

---------------------------'-----------------------'---------------------------



Note: This guide works for both the PlayStation 2 and the X-Box, but all button

references are for the PlayStation 2.



------------------

 REASON FOR BEING

------------------



The reason for my writing of this guide is to first and foremost help anyone

who is having trouble with any aspect of Mercenaries. I picked up Mercenaries

the day that it was released and was so thoroughly impressed with it beyond all

of my expectations that I could not resist writing a guide for it, so here it 

is.





---------------------

 VERSION INFORMATION

---------------------



This guide is now at Version 2.6, meaning that it is generally complete. There

will only be updates at this point for a couple of reasons. One reason is for

additions of missing information in any section, alternate strategies, new 

codes and secrets, or something else along those lines. The second reason is 

for corrections of erroneous information, misspellings, and other mistakes that

I, or someone else, may come across. Of course there are other possible reasons

for future updates, and in the case of one of those things, I will update.





---------------------

 CONTACT INFORMATION

---------------------



For this guide I have set up a special e-mail account that I will continue to

check so long as you all keep sending it!



Therefore, if you have a question, contribution, correction, or even a helpful

suggestion, you can send it via e-mail to:



MercenariesFAQ@gmail.com





------------------

 GUIDE STATISTICS

------------------



SIZE: 403 KB (412,346 Bytes)

LINES: 11,243





----------

 ETCETERA

----------



I would simply like to thank all of you who use this guide. I truly hope that

it has helped or will help all of you with one thing or another.









---------------------------.-----------------------.---------------------------

===========================| 03. ABOUT MERCENARIES |===========================

---------------------------'-----------------------'---------------------------

                                    MERCS03



You are a mercenary who is going to Korea. North and South Korea are warring 

and you have been sent in to hunt down a "Deck of 52" wanted North Korean bad 

guys. For eachof those "cards" you capture or kill, you get paid a bounty (full

bounty if captured, half bounty if killed). 



Along the way you will accept contracts from four factions, the Allied Nations,

the Chinese, the Russian Mafia, and the South Korean Union. Each faction has

their own goals in the region, but you don't care, you just want your money.



Your ultimate goal is to capture General Choi Song, the North Korean leader who

is the Ace of Spades in the Deck of 52, and get paid the bounty of 

$100,000,000.



To achieve that goal, you can use whatever you can find. As the back of the 

game box states: "If it drives or flies, you can hijack it. If it shoots or

explodes, you can use it as a weapon. You are free to go anywhere, destroy

anything and blow the crap out of everything." I couldn't have said it better.



The Mercenaries game manual that comes in the case along with the game gives

a general background story to help set the plot for you. It reads as such:



  "You are a professional warrior, about to drop into a landscape rife with 

   chaos. You know this because they only call people like you when things

   get really hairy. This might be the job that does you in...or the job that

   sets you up for life.



   The conflict began not too long ago... the leader of North Korea, the 

   aging President Choi Kim, had extended an olive branch to South Korea,

   embracing their "Sunshine Policy" and reviving hopes of peaceful 

   reunification. In return, South Korea agreed to pump money into North 

   Korea on the condition that they dismantle their military. President Choi

   Kim became a populist figure among the youth of South Korea, and brough a 

   new sense of hope and pride to the people.

  

   No one was aware of the hidden darkness waiting to shatter the peace. Kim

   Song's son, General Choi Song, wasn't satisfied with negotiations and peace

   treaties. He believed his father had lost sight of North Korea's destiny.

   In the midst of a signing ceremony celebrating a road map to the

   reunification of Korea, General Song staged a coup. Backed by an army of

   insurgents, he stormed the ceremony and wiped out the North and South 

   political leaders in a shower of gunfire. Without hesitation, he even 

   snuffed the life of his own father.



   The new ruler expelled all foreign embassy personnel and aid workers. The

   country "went dark" as the emerging dictator Choi Song cut off all

   communications with the outside world. Diplomatic overtures failed. Song

   barred entry to foreign press and weapons inspectors. Eventually the

   world's headlines turned to other crises. But rumors ran through the

   network of mercs, and each one hinted the worst. Then the worst came.



   When the Royal Australian Navy showed up to rescue the crew of a North

   Korean freighter floundering in a storm, they discovered the sailors

   making a hasty effort to scuttle the ship. Their suspicions aroused, the

   Aussie sailors searched the boat and found nuclear weapons in the cargo

   bay, bound for an Indonesian company known as a front for terrorists. The

   undeniable link between General Song, nuclear weapons, and terrorists sent

   shock waves through the Allied Nations. Within hours of the discovery,

   Chinese intelligence released a report revealing that North Korea's missle

   capability was much more advanced than suspected---the North Koreans now

   had intercontinental missles powerful enough to hit targets on all seven

   continents.



   An Allied Nations-initiated Task Force was hastily formed, consisting of

   troops from around the globe. They invaded North Korea, smashed through a

   division of North Korean regulars and captured the launch sites in

   Yongbyon. But theit victory was short-lived. A.N. weapons inspectors 

   found documents at the sites revealing that North Korea was building 30

   nuclear warheads at another---still unknown---launch site. Even worse, the

   evidence made it clear that the missiles would be ready to launch in just

   three weeks. The distant threat of an enemy that could end my days from 

   across the world was much worse.



   The A.N. forces now had a new, urgent agenda: find and capture Song

   before those missiles were launch-ready and the General was at the helm 

   of a new nuclear superpower. After a week or two of fruitless searching, 

   the A.N. press conferences took on an air of desperation. They distributed

   a "most wanted" list in the form of a "Deck of 52" playing cards. Song, of

   course, was the Ace of Spades. His top military and scientific advisors

   filled out the rest of the deck, along with a smattering of criminals that

   he'd hired to help out. An A.N. spokesman appeared on Global Satellite

   Reporting Network (GSRN) and announced an "open bounty" on General Song.

   The price? One hundred million dollars.



   Fiona Taylor, the Executive Operations technical office, called and gave

   the situation report. That was just hours ago. And now you are on a cargo

   plane headed for the Demilitarized Zone, about to catch your last bit of

   shuteye before making a drop into the most dangerous place on Earth..."



Good luck Mercenary.









---------------------------.-----------------------.---------------------------

===========================|     04. CONTROLS      |===========================

---------------------------'-----------------------'---------------------------

                                    MERCS04



The controls for Mercenaries are not too difficult. It took me a little while 

to adjust to controlling the tanks, but once I got it down, it was almost

second nature to me. The controls are separated into four categories, (1) On

Foot, (2) Wheeled Vehicles, (3) Tanks, and (4) Helicopters.          



---------

 ON FOOT 

---------



Left Analog Stick ............. Moves your merc

Right Analog Stick ............ Moves the camera

X ............................. Reload                                   

Square ........................ Bash (To open a crate or stun someone)   

Triangle ...................... Action (Use when in a colored circle)    

Circle ........................ Jump                                     

L1 ............................ Throw Grenade                            

L2 ............................ Switch Grenade types (Frag / Flash)      

R1 ............................ Trigger / Select item from Support Menu  

R2 ............................ Switch between weapons                   

Select ........................ Bring up PDA                             

Start ......................... Pause                                    

L3 ............................ Change Stance                            

R3 ............................ Use Binoculars / Weapon Scope            

Up and Down on D-Pad .......... Scroll through Support Menu items        

Left on D-Pad ................. Toggle Faction Flags above soldiers      

Right on D-Pad ................ Display Merchant of Menace screen        





------------------

 WHEELED VEHICLES 

------------------



Left Analog Stick ............. Steer Vehicle                            

Right Analog Stick ............ Moves the camera                         

X ............................. Accelerate                               

Square ........................ Brake / Reverse                          

Triangle ...................... Exit vehicle, passengers exit also       

Circle ........................ Horn (nearby allies get in vehicle)      

L1 ............................ Exit vehicle, passengers remain inside   

L2 ............................ Command passengers to leave vehicle      

R1 ............................ Handbrake                                

R2 ............................ NOT USED                                 

Select ........................ Bring up PDA                             

Start ......................... Pause                                    

L3 ............................ NOT USED                                 

R3 ............................ NOT USED                                 

Up and Down on D-Pad .......... NOT USED                                 

Left on D-Pad ................. Toggle Faction Flags above soldiers      

Right on D-Pad ................ NOT USED                                 





------- 

 TANKS 

-------



Left Analog Stick ............. Steer Vehicle (Left/Right)               

                                Accelerate/Brake and Reverse (Up/Down)   

Right Analog Stick ............ Rotate Turret                            

X ............................. NOT USED                                 

Square ........................ NOT USED                                 

Triangle ...................... Exit vehicle, passengers exit also       

Circle ........................ Horn (nearby allies get in vehicle)      

L1 ............................ Exit vehicle, passengers remain inside   

L2 ............................ Command passengers to leave vehicle      

R1 ............................ Fire Weapon                              

R2 ............................ Switch Weapons (Some vehicles only)     

Select ........................ Bring up PDA                             

Start ......................... Pause                                    

L3 ............................ NOT USED                                 

R3 ............................ NOT USED                                 

Up and Down on D-Pad .......... NOT USED                                 

Left on D-Pad ................. Toggle Faction Flags above soldiers      

Right on D-Pad ................ NOT USED                                





-------------

 HELICOPTERS 

-------------



Left Analog Stick ............. Strafe left and right (Left/Right)       

                                Accelerate/Brake and Reverse (Up/Down)   

Right Analog Stick ............ Rotate left and right (Left/Right)       

                                Aim up and down (Up/Down)                

X ............................. Ascend                                   

Square ........................ Descend                                  

Triangle ...................... Exit vehicle, passengers exit also       

Circle ........................ Horn (nearby allies get in vehicle)      

L1 ............................ Exit vehicle, passengers remain inside   

L2 ............................ Command passengers to leave vehicle      

R1 ............................ Fire Weapon                              

R2 ............................ Switch Weapons (Some vehicles only)      

Select ........................ Bring up PDA                             

Start ......................... Pause                                    

L3 ............................ NOT USED                                 

R3 ............................ NOT USED                                 

Up and Down on D-Pad .......... Raise Winch / Lower Winch                

Left on D-Pad ................. Toggle Faction Flags above soldiers      

Right on D-Pad ................ NOT USED                                 









---------------------------.-----------------------.---------------------------

===========================|   05. GENERAL TIPS    |===========================

---------------------------'-----------------------'---------------------------

                                    MERCS05



There are a lot of things in Mercenaries that rarely are discussed in detail

unless a specific question is asked on those subjects. Hopefully this section

can take some of those subjects and answer any questions you might have about

them.



----------

 DISGUISE 

----------



Disguise is a simple idea turned slightly confusing. Essentially, whenever you

are in a faction's vehicle and either no one saw you get in or you have driven

away from those who did see you get in, you are disguised as a member of that

faction. This works for any vehicle, even completely open-top ones. Whenever an

officer of any faction spots you however, you lose that disguise. How anyone

can see through a completely closed vehicle such as a tank, I will never

understand... But that's how it goes.





--------------------

 FRIENDLY FIRE A.I. 

--------------------



The A.I. is very well done in Mercs, but beware, one thing they simply cannot

seem to grasp is the concept of Friendly Fire. Yes, that stray bullet might not

have been intended for that South Korean (or Allied, Chinese, Russian) soldier

over there, but those who saw your bullet hit that soldier don't care. They

will begin firing on you. Be careful.





------------------------

 "DESTROY ANY BUILDING" 

------------------------



Every building can be destroyed one way or another, BUT it seems that trees

are indestructable. That's right! Drive that tank over a few cars, take out a

few fences, or another tank perhaps. But when you drive that tank at a tree, it

will not budge. Maybe Pandemic or LucasArts has nature activists working for

them?





---------

 STEALTH 

---------



Stealth is your friend. This is true regardless of your character choice. The

mercenary you choose to play as simply changes HOW MUCH stealth you can use.

Stay out of sight and high in mountains or hills as much as possible, using the

Sniper Rifle to do the dirty work.





-------------------------

 TRIGGER HAPPY GOOD GUYS 

-------------------------



If you have a gunner mounting a gun on the top of your vehicle, know that they

will fire upon any hostile, regardless of whether or not it is a Deck of 52

member. I lost many a number card my first time through by getting too close

with a gunner on top of my vehicle.





-----------------------

 USE SOLDIERS AS PAWNS 

-----------------------



Every faction's soldiers are expendable. Sure... it's not nice. It's probably

rather immoral, but hey, it's a video game. So long as it's the North Koreans

who kill them and not you, it's all good.





-------------------

 FACTION TERRITORY 

-------------------



If the map is shaded BLUE, the area is the territory of a faction. Going into

it will be treated as trespassing and you will be shot at, regardless of your

relationship with the faction.





------------------

 RESTRICTED AREAS 

------------------



If the map is shaded RED, the area is a Restricted Area... It is essentially a

way of making it seem like the map doesn't end by preventing you from getting

to the edge. Going into these areas will result in three Allied planes bombing

you. Yes, I said bombing you.





--------

 SAVING

--------



Saving your game is simply done, just press START to bring up the pause menu

and choose the option that says "SAVE GAME". Choose a save file and press the

indicated buttons.



Saving helps you to not need to do things over due to mistakes. Save before

every contract since you cannot save during contracts. 





------------

 BINOCULARS 

------------



Your mercenary has a pair of high-powered binoculars. These binoculars perform

a variety of helpful actions. They calculate the distance to the point you are

looking at, they identify people, vehicles, and certain other items, and more.



To access your binoculars, press the R3 button when you are on foot. Use the

left analog stick to control the binocular's movement and use the right analog

stick to zoom in and out.





---------------

 WEAPON SCOPES

---------------



Some weapons are equipped with telescopic scopes. Whenever the weapon that your

mercenary is holding has a scope, pressing R3 will bring that up instead of the

binoculars.



The scope cannot identify people and vehicles, but it does allow you to zoom in

up to 10x on a target and fire. This is a particularly helpful feature on the

Sniper Rifle.





------------------

 ACTION HIJACKING

------------------



You can hijack any enemy vehicle. However, before you can do so, you must kill

the gunner on the vehicle if there is one.



If there is no gunner, there will be a green circle somewhere near the vehicle

(with the exception of helicopters, the green circle appears next to the shadow

of helicopters when they are low enough). Press triangle when inside the green

circle to hijack the vehicle.





----------------------------

 ARGH! WHO SET THE ALARM!?!

----------------------------



There are large alarm towers near many bases, both friendly and hostile. 

Whenever someone there is attacked, the soldiers will try to turn on the alarm

towers to summon reenforcements. If they do so, buildings will begin to spawn

soldiers and all other soldiers will be alerted to the presence of you, causing

more trouble for you to deal with.





--------------------------------

 HELICOPTERS AS A SECOND OPTION

--------------------------------



[ Contributed by Joseph Babitsky ]



Sometimes instead of using a vehicle's disguise to infiltrate certain areas,

you can simply purchase a helicopter from the Merchant of Menace to get in and

out of the area quickly.





-------------

 MELEE KILLS

-------------



[ Contributed by Engima Nostra ]



Two quick smacks with your gun will kill anyone, this is great for when you 

have a rocket launcher out and some NK punk comes up close, can be faster than

switching. Also be careful because it can kill your H.V.T.'s.





--------------

 JUST KICK IT

--------------



[ Contributed by Enigma Nostra ]



If your Ammo/Armor/Cargo crate isn't where you want it, just kick it to where 

you do want it with the bash attack.





----------------

 STUCK VEHICLES

----------------



[ Contributed by Enigma Nostra ]



If you have your tank/chopper/vehicle that you like stuck on a small incline 

(not flipped, just up on a rock and stuck or something), get to where you're

facing it and the direction you want it to go, and start smacking. With tanks

especially - you won't do any damage, and patience can reward you. Sometimes it

will take a bit, but if it's rare or sexy, go ahead and spend the time, it's

probably easier to just go ahead and replace it.





-----------------------

 CHOPPER DESCENT SPEED

-----------------------



[ Contributed by Enigma Nostra ]



Be very careful when landing choppers, if you go in fast, it's just like any 

other vehicle hitting the ground hard - it hurts. You can destroy your ride 

very quickly with this, so go in fast, but cut the descent at the last minute 

and ease it to the ground when possible. On the other hand, sometimes the 

chopper is disposable, and if you've got AA coming in, fast is the only choice.

Just be careful.





---------------------------------------------

 USING CHOPPER WEAPONS WHILE USING THE WINCH

---------------------------------------------



[ Contributed by Enigma Nostra ]



You can't shoot chopper weapons while the winch is down and you DON'T have 

anything loaded. I'm guessing this is because you're "targeting" with it. But

after you have something, anything, stuck to the winch, you can shoot again.





------------------------------------

 COLLECTING BOUNTIES FROM A CHOPPER

------------------------------------



[ Contributed by Enigma Nostra ]



You can collect bounty items while inside the helicopters, just be careful 

because it is very sensitive. Only attempt when in clear terrain and when 

enemies aren't shooting at you, until you get used to it. DON'T just drop onto

them, as you're likely to damage the vehicle.





-----------------------

 KILL THE DELIVERY BOY

-----------------------



[ Contributed by Enigma Nostra ]



You *can* aquire a chopper by shooting down the one that brings your supply 

drop. This is rather risky, because if it explodes, you lose $25,000, and 

sometimes get marked down for shooting at them. On the upside, they don't 

usually shoot you back.

 

Sometimes they land safely, but they normally don't. Try at your own risk.





------------------------

 SOME MORE CHOPPER TIPS

------------------------



[ Contributed by Enigma Nostra ]



Aim for the pilots when trying to take out choppers. Sniper Rifle, Prototype 

Rifle, 12.7mm Anti Armor Rifle, all good choices because of their accuracy. 

You also can kill pilots with Machine Guns when in other choppers and such.

 

When fighting choppers, always try to stay ABOVE them. They can't track 

upwards, thus you can rain death down upon them. Choppers are usually slow to 

respond to aerial threats.



Sometimes to shake an Anti-Air Missile, going up works, and if you like to play

risky games, try ducking UNDER the missile when it starts to catch up. If you

practice, they will often go over, but it's a timing trick.





---------------------------

 CONTRACT COMPLETION ORDER

---------------------------



[ Contributed by Enigma Nostra ]



Work on South Korean or Chinese Missions, and then do the other set after you 

have the face card from each. This makes it a lot cheaper to bribe your way 

back into favor, as you only have to do it once. These factions are mentioned 

because they fight amongst each other the most. I usually do each faction as a

block of missions, but that's just my preference.





------------------------------------

 CHEAP HEALTH/WEAPON/VEHICLE LOADUP

------------------------------------



[ Contributed by Enigma Nostra ]



To get a very cheap loadup on a vehicle, fly/drive to the MASH. I usually park

on the helipad, and then medivac. You will respawn, full health, full ammo. Go

over to vehicle, it's fully tanked up as well, for the cost of a detour and 

$1,000. Great deal.





---------------------------------------------------------

 GETTING A CHOPPER FROM THE SHOP IF YOU CANNOT ORDER ONE

---------------------------------------------------------



[ Contributed by Michael Anderson ]



To get a chopper if you really need one, order a non-Allied supply crate and 

shoot the pilot. This is easiest to do with the Sniper Rifle, unzoomed, just 

when the chopper descends to drop the crate. You can shoot through the       

side/floor. The choppers quite often survive the fall, though you may want to 

call in a Vehicle Repair drop. This makes the Ace of Diamonds mission, where 

you normally don't have choppers, incredibly easy.









---------------------------.-----------------------.---------------------------

===========================|    06. WALKTHROUGH    |===========================

---------------------------'-----------------------'---------------------------



Welcome to Mercenaries. You're in for a good time. Before you begin, you will

be treated to a compilation of various film that basically gives you an idea of

what the setting of the game is. You will then see and hear a conference of

ExOps (Executive Operations) officials deciding how to go about an operation in

Korea. They decide to send one lone mercenary. That mercenary is you...



You are taken to a cargo plane that is approaching the Demilitarized Zone (DMZ)

in Korea. The camera makes a quick sweep of the cargo bay of the plane and then

stops on you. Time to get it started! Press Triangle to stand up.



                          .-------------------------.

                          | A. PART 01 - THE CLUBS  |

                          '-------------------------'

                                   MERCS06A 



Stand up and walk over to the yellow circle to pick up your PDA. It is your

new best friend. Head over to the next two yellow circles to pick up your

Carbine and grenades. The pilot will let you know that you are approaching

the Demilitarized Zone (DMZ). Go to the next yellow circle to open the cargo

door. Finally, get in the M1025 Scout.



Drive up the road until you come to a roadblock with a few NK soldiers, 

take them out. Bash any crates you see and take whatever weapons you please.

Keep going until you come to another roadblock. After you finish of the NKs

there, the Allies will near your vehicle. Honk the horn with circle to get

them to get in. Now just keep on going until you reach the AN Headquarters.

Talk to the guard to get inside.





----------------------

 CONTRACT - "ANTE UP" 

----------------------



>>> START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL > START OF E-MAIL > END OF E-MAIL  ROOF-MOUNTED MACHINE GUN - A Machine Gun that is located on the top of the

  vehicle. Always used by a gunner that isn't fully protected by the vehicles

  armor. Good for taking care of ground soldiers.



> AUTOCANNON - Used the same way as a Tank Cannon, but these have much shorter

  barrels and lighter shells. Still effective against anything, but heavier

  targets will require multiple shots.



> TOW MISSILE LAUNCHER - Primarily an Anti-Vehicle weapon, these medium power

  rockets will always follow your targeting recticule until it either hits 

  something or gets out of range.



> ANTI-AIR CANNON - Fires anti-air flak shells that are great against both

  helicopters and ironically, ground soldiers.



> ANTI-AIR MISSILES - These are the lock-on missiles that pose such a major 

  threat to any helicopters. They are very difficult to avoid if the full lock-

  on feature was able to engage before the missile was fired.



> HEAVY MACHINE GUN - Pretty standard small-shell, rapid-fire weapon.





---------

 BMP APC

---------



FACTION: North Korea



CAN CARRY: 1 Driver

           4 Passengers



WEAPONS: Autocannon



DESCRIPTION: This is the best of the easy-to-get APCs in the game. It can carry

   four passengers, is decently well-armored, and still manages to have an 

   Autocannon instead of a not-so-helpful roof mounted machine gun. As should

   be expected from all armored vehicles, the BMP APC can take a beating from

   standard bullet fire and will not be damaged much at all. Thanks to the 

   North Korean disguise, the BMP APC is also a spectacular vehicle for getting

   both yourself and up to four additional troops behind enemy lines. This is

   one well-balanced vehicle.



CHOPSHOP SALE PRICE: $15,000





----------

 K200 APC

----------



FACTION: South Korean Union



CAN CARRY: 1 Driver

           4 Passengers



WEAPONS: Autocannon



DESCRIPTION: This is a lot like a toned-down version of the M3 APC. It only has

   a Cannon and has lighter armor, but it can still carry four passengers and 

   can take most bullet fire. Great for whenever you need to carry a number of

   people or when your biggest nearby threat is ground troops.



CHOPSHOP SALE PRICE: $12,000





-------------------

 K200 Surveillance

-------------------



FACTION: South Korean Union



CAN CARRY: 1 Driver

           4 Passengers



WEAPONS: None



DESCRIPTION: Like the K200 APC, the K200 Surveillance can carry four passengers

   and it is about equally armored. The K200 Surveillance however, lacks the

   Autocannon and instead is equipped with a signal jamming device which jams

   your radar's signal whenever you are near it. The only time that interaction

   with this vehicle is really appropriate is during a few certain contracts

   that involve taking these out in order to unjam the radar signal. There is a

   glitch that involves the K200 Surveillance and all other signal jamming

   vehicles that you should be aware of. If you sell this or any other signal

   jamming vehicle to the Mafia chopshop, the entire map will be jammed. This

   can be remedied by saving and reloading the game.



CHOPSHOP SALE PRICE: $20,000





-----------

 M1 Abrams 

-----------



FACTION: Allied Nations



CAN CARRY: 1 Driver

           1 Gunner



WEAPONS: Tank Cannon (controlled by driver)

         Roof-Mounted Machine Gun (controlled by gunner)



DESCRIPTION: This is my favorite vehicle in the game. This thing packs a major

   punch and can take one too. The armor on the M1 is extremely strong and can

   take little to no damage from most weapons. The biggest threats to the M1 

   are really only Anti-Tank Rockets, other tank cannons, and RPGs, and even 

   then, this tanks takes less damage from those than other tanks do. The 

   cannon that you have control of when driving is extremely effective against

   armored vehicles and buildings. This is THE anti-tank tank. To my knowledge,

   this beauty of a tank is only available during contracts where it is simply

   provided to you. I suggest that if you come across it during a contract that

   you keep it intact so that you can use it afterwards.



CHOPSHOP SALE PRICE: $50,000





--------

 M3 APC

--------



FACTION: Allied Nations



CAN CARRY: 1 Driver

           4 Passengers



WEAPONS: Autocannon

         TOW Missile Launcher



DESCRIPTION: This is, in my opinion, the best APC in the game. You can carry a

   total of four passengers and you don't lose out on toughness. The M3 has 

   very heavy armor and takes virtually no damage from bullet fire and reduced

   damage from smaller explosive weapons. A tank or Anti-Tank Rocket will be

   able to take this out quick, but quick firing on your part will stop that.

   The Cannon and TOW Missile Launcher are two very powerful weapons. The 

   Cannon will take out ground soldiers and light vehicles quickly. The TOW

   Missile Launcher is great against tanks and helicopters. This is definitely

   the All-Purpose APC in Mercenaries. You pretty much only get access to the

   M3 APC during certain contracts. It is well worth it to keep the M3 APC 

   intact for use after those contracts.



CHOPSHOP SALE PRICE: $15,000





-----------

 T-54 Tank

-----------



FACTION: North Korea



CAN CARRY: 1 Driver

           1 Gunner



WEAPONS: Tank Cannon (controlled by driver)

         Roof-Mounted Machine Gun (controlled by gunner)

 

DESCRIPTION: While not as strong as the T-64 Tank, the T-54 is one of the best

   tanks available in the Southern Province. It can withstand virtually all

   bullet fire, but any exploding weapon spells trouble for this North Korean

   made vehicle. It is one of the smallest all-out tanks in Mercenaries, but it

   holds up well.



CHOPSHOP SALE PRICE: $20,000





-----------

 T-64 Tank

-----------



FACTION: North Korea



CAN CARRY: 1 Driver

           1 Gunner



WEAPONS: Tank Cannon (controlled by driver)

         Roof-Mounted Machine Gun (controlled by gunner)



DESCRIPTION: One of the tougher tanks in the game, this is the North Korean's

   best tank. It can hold up to bullet fire extremely easily, but another tank

   or some Anti-Tank rockets can cause problems real quick. Due to the heavy

   armor, it is particularly slow, but unless you have a long distance to go,

   this is not a bad choice for a vehicle.



CHOPSHOP SALE PRICE: $30,000





--------------

 Type 80 Tank

--------------



FACTION: Chinese



CAN CARRY: 1 Driver

           1 Gunner



WEAPONS: Tank Cannon (controlled by driver)

         Roof-Mounted Machine Gun (controlled by gunner)



DESCRIPTION: The Type 80 Tank is the smaller of the two Chinese tanks. It is a

   bit quicker when it comes to both moving around and moving the cannon. The

   armor is very tough, as is expected with any tank, but explosive weapons can

   cause serious problems. The cannon is rather strong, but not as accurate as

   those of some other tanks. These are pretty common around the Chinese areas

   of the map after you get a bit into the game. 



CHOPSHOP SALE PRICE: $25,000





-------------

 Type 89 APC

-------------



FACTION: Chinese



CAN CARRY: 1 Driver

           4 Passengers



WEAPONS: TOW Missle Launcher



DESCRIPTION: While it isn't one of the better APCs found in Mercenaries, the

   Type 89 APC gets the job done. The TOW Missile Launcher performs well 

   against vehicles but has a limited effectiveness against moving ground 

   soldiers and buildings. The ability to carry four passengers is always a

   plus, so if you need to transport anyone, this will do it. The armor is 

   tough enough to hold up easily against bullet fire, but any explosive 

   weapons are sure to become a problem. This is a decent vehicle, but it is

   not my first choice in APCs.



CHOPSHOP SALE PRICE: $10,000





------------------

 Type 95 Anti-Air

------------------



FACTION: Chinese



CAN CARRY: 1 Driver



WEAPONS: 2 Heavy Machine Guns

         Anti-Air Missiles



DESCRIPTION: The Type 95 is the best Anti-Air vehicle in Mercenaries. It is as

   well-armored as your average tank and has a great set of weapons to take out

   aerial threats with. The Heavy Machine Guns can take care of most light

   helicopters, but they are prone to missing since you have to do the aiming

   yourself. The Anti-Air Missiles can lock onto helicopters from a certain

   range, the downside being that these are much less in number. This is a very

   good vehicle, but it can only be found every once in a while.



 CHOPSHOP SALE PRICE: $20,000





--------------

 Type 96 Tank

--------------



FACTION: Chinese



CAN CARRY: 1 Driver

           1 Gunner 



WEAPONS: Tank Cannon (controlled by driver)

         Roof-Mounted Machine Gun (controlled by gunner)



DESCRIPTION: This is the bigger and badder version of the Type 80 Tank. The 

   Type 96 is slower when it comes to moving around and adjusting the cannon,

   but it makes up for this decrease in speed and agility in its cannon's

   accuracy and slightly heavier armor. The Type 96 Tank is rarely a bad choice

   when heading into a battle. 



CHOPSHOP SALE PRICE: $40,000





-----------------

 ZSU-57 Anti-Air

-----------------



FACTION: North Korea



CAN CARRY: 1 Driver



WEAPONS: Anti-Air Cannon



DESCRIPTION: The most common anti-air vehicle to be found in the game. Although

   it is best suited for taking out helicopters, ground soldiers are easily

   dealt with through the use of the Anti-Air Cannon. It moves like a tank and

   generally is armored like a lighter tank, but there is one major downside...

   The top of the ZSU-57 is completely open, leaving your upper body out in the

   open. If you are facing one of these, abuse that weakness and aim for the

   driver instead of trying to take out the entire vehicle, as bullet fire does

   not easily effect the ZSU-57.



CHOPSHOP SALE PRICE: $13,000







                              .----------------.

                              | C. HELICOPTERS |

                              '----------------'

                                   MERCS11C 



--------------------

 HELICOPTER WEAPONS

--------------------



[ Some info contributed by Enigma Nostra ]



> DUMBFIRE MISSILES - These are basic missiles that have no tracking or lock-on 

  system. They go straight in the direction you fire them

 

> ANTI-VEHICLE MISSILES - These lock onto any ground vehicle. Although they are

  technically called Anti-Tank Missiles, Anti-Vehicle or Anti-Ground can be 

  substituted to incicate that the missiles don't only target tanks. Also 

  rather useful against small bunkers and buildings, if you have the spare 

  ammo.

 

> ANTI-AIR MISSILES - These lock onto aerial targets. Not all that common, but

  effective against all other choppers.



> IN-CHOPPER MACHINE GUNS - Standard mounted Heavy Machine Guns like the ones

  that are found on the ground. These are always controlled by gunners, not the

  pilot.



> LIGHT MACHINE GUNS - These are pretty much the same as the ones you can grab

  for yourself, except with a lot more ammo, and the MD-530 carries 2, thus, 

  twice the power.

 

> HEAVY MACHINE GUNS - Mounted forward facing, these are relatively solid  

  weapons with plenty of ammo. They make a satisfying "wirring" sound as they

  rip through anything in their path.

 

> AUTOCANNONS - These are fully automatic explosive shell lobbers. They aren't 

  quite Grenade Launchers, and aren't quite Machine Guns, but they are a nice 

  mix. Usually light on ammo. Be careful near HVT's as these do have splash

  damage. These do affect light buildings whereas Machine Guns will not. Also 

  effective versus Monuments.





---------------------------

 Ch-47 Cargo (Unpilotable)

---------------------------



FACTION: Allied Nations



CAN CARRY: Unknown



WEAPONS: None



DESCRIPTION: Once of the unpilotable vehicles that brings in supply drops. You 

   will only see this during Allied Nations contracts when you call in a large 

   supply drop from the provided items in the Support Menu. Like the Mi-26 

   Cargo, you can identify the helicopter through the use of binoculars and you

   can safely shoot it down by sniping out the pilot. However, even if the 

   vehicle manages to make it safely down to the ground, there is no way to 

   enter the vehicle.





----------------

 K-60 Transport

----------------



FACTION: South Korean Union



CAN CARRY: 1 Pilot

           4 Passengers

           2 Gunners



WEAPONS: 2 In-Chopper Machine Guns x 3000 (controlled by gunners)



DESCRIPTION: Like many other the South Korean vehicles found in Mercenaries, 

   the K-60 Transport is an almost exact replica of an Allied vehicle. In this

   case, the K-60 Transport is the South Korean version of the Allied UH-60

   Transport. The passenger capacity is the reason to use this or the UH-60, as

   few other easy-to-get choppers can carry that many passengers. The two 

   Machine Guns are mounted inside the passenger area and cannot be used in the

   air unless manned by soldiers.





------------------

 Ka-50 Anti-Armor

------------------



FACTION: Russian Mafia



CAN CARRY: 1 Pilot



WEAPONS: Autocannon

         Dumbfire Missiles

         Anti-Vehicle Missiles



DESCRIPTION: One of the hardest-to-find helicopters in the game. It is a total

   powerhouse when fighting any ground threats. The Autocannon and Dumbfire

   Missiles are perfect weapons for any circumstances and the auto-targeting

   Anti-Vehicle Missiles wipe out any vehicle threats swiftly and easily. It is

   unfortunate that this is so hard to get, as it is one of the better choppers

   in the game... Unless of course you are going to get into a fight with some

   other helicopters. You can only pick up this chopper during the Mafia

   contract entitled "Housekeeping."





------------------

 LHX Light Attack

------------------



FACTION: South Korean Union



CAN CARRY: 1 Pilot



WEAPONS: Light Machine Gun

         Anti-Vehicle Missiles

         Anti-Air Missiles



DESCRIPTION: The LHX Light Attack is the toughest small helicopter in the game.

   There is no other chopper which has a good variety of weapons and can still

   move very quickly. The Anti-Vehicle Missiles and the Anti-Air Missiles are 

   very good for any contract in which you will have to deal with a variety of 

   enemy vehicles. The Light Machine Gun is great for dealing with very light

   vehicles and some ground soldiers.







--------------

 MD-500 Scout

--------------



FACTION: North Korea



CAN CARRY: 1 Pilot

           1 Passenger



WEAPONS: Light Machine Gun x 3000

         Anti-Vehicle Missiles x 2



DESCRIPTION: This is the most common helicopter in use by the North Koreans. 

   The best feature is definitely the anti-tank missiles which can lock on to

   any vehicle. With the exception of the weapons, the MD-500 and the MD-530 

   are nearly the same. They are both lightly armored and can't take many hits

   from anti-air missiles, but they are very quick and agile.

   

   [ Enigma Nostra's Description ]

 

   This is your new best friend. The most plentiful chopper in the game, it's 

   also North Korean, which means its disguise is invaluable. It's easy to take

   out the pilot, using the Sniper Rifle is the easiest way early on, and will 

   land in a useable condition around 50% of the time. Like most choppers, its 

   armor is light, but it and the MD-530 are the fastest choppers in the game,

   and that makes them the fastest way to get around. The disguise works well 

   for taking on missions that involve heavy amounts of enemy anti-air. Simply 

   go up in altitude, wait until disguise kicks in, slowly lower to where you 

   can lock on with the Anti-Ground missiles and fire, rising at the same time.

   Sometimes your cover is blown, sometimes it isn't, but it's ONLY blown after

   the missile hits, not after you lock-on or fire. One shot from the Anti-

   Ground Missiles should take them out. One of these will last you a long time

   if you take care of it. You can complete the first 2 suits of missions in a

   day or so with the speed and mobility these give you. Later on it's time to

   upgrade to other choppers, though this remains a useful ride if you can't 

   find anything else. A major down side is that it has very few Anti-Ground 

   Missiles, thus prompting often rearming.



   RATING: * * * * *





--------------

 MD-530 Scout

--------------



FACTION: Russian Mafia



CAN CARRY: 1 Pilot

           1 Passenger



WEAPONS: 2 Light Machine Guns x 1000

         Dumbfire Missiles x 14



DESCRIPTION: The MD-530 Scout is a light, quick helicopter that is great for

   getting around the map quickly. It can't take too many hits from an anti-

   air weapon, however, due to it's small and light build. The minigun works

   well as a general purpose weapon. The Dumbfire Missiles aren't extremely

   powerful and can't lock on, but they work equally as well against ground

   vehicles and helicopters.



   [ Enigma Nostra's Description ]



   This is a reasonable chopper, useful for indescriminate violence. It is also 

   one of the faster two choppers in the game. A bit light on the armor, but 

   it's not meant for getting into tussles with tanks. Light vehicles and 

   infantry are what this chopper is meant to deal with. This is the chopper 

   that the Mafia uses to deliver light items such as supply drops.



   RATING: * * *





---------------------------

 Mi-17 Transport (Chinese)

---------------------------



FACTION: Chinese



CAN CARRY: 1 Pilot

           ? Passengers



WEAPONS: None



DESCRIPTION: Not a combat vehicle at all. The Mi-17 is made to carry heavier

   loads with the winch. Unless you are doing a challenge where you have to use

   the winch, this chopper is rarely useful. If you need an airborne Chinese

   vehicle for the disguise though, this could come in handy.



--------------------------------

 Mi-17 Transport (North Korean)

--------------------------------



FACTION: North Korea



CAN CARRY: 1 Pilot

           ? Passengers



WEAPONS: None



DESCRIPTION: A North Korean version of the common cargo helicopter. Not made to

   be in any combat scenario, the Mi-17 is for when you need to lift some of 

   the heavier vehicles with the chopper's winch. Unless you are doing a 

   challenge which specifically requires the use of a helicopter's winch, this

   is rarely a helpful vehicle.





-------------------

 Mi-2 Light Attack

-------------------



FACTION: North Korea



CAN CARRY: 1 Pilot

           3 Passengers



WEAPONS: Dumbfire Missiles x 14



DESCRIPTION: I had never piloted one of these until my third time through the

   game. For the rarity of this helicopter, you'd think it would be a pretty

   darn good one. It isn't. It's slower and bulkier than the other light North

   Korean chopper, the MD-500. It also has only Dumbfire Missiles, which are of

   no particular use unless you are planning on an attack that you could easily

   do on foot. It's not a bad chopper, just disproportionately crappy compared

   to its rarity.



   [ Enigma Nostra's Description ]



   Not as fast as the MD-500, and not as well armed, the only advantage to this

   is that it carries two extra people. Its also rather rare, I have only found

   two instances of this chopper so far while looking. Not my first choice, but

   will do in a tight situation. Ammo runs out REALLY fast. Also have had a 

   hard time loading the allies, they keep running around *looking* for a place

   to load. Took about five minutes one time just to get three people loaded.

   

   RATING: *





---------------------------

 Mi-26 Cargo (Unpilotable)

---------------------------



FACTION: Russian Mafia



CAN CARRY: Unknown



WEAPONS: None



DESCRIPTION: This is one of the vehicles that are in the game but cannot be

   used by a human player. Whenever you call in a heavy item drop from the

   Merchant of Menace, this is the helicopter that makes the delivery. You can

   identify this helicopter through use of the binoculars. You can also shoot

   down this helicopter safely by sniping out the Mafia Thug who is piloting 

   it. Even if the helicopter makes it safely to the ground after killing the

   pilot, there is no way for you to enter the vehicle. 





---------------

 Mi-35 Gunship

---------------



FACTION: North Korea



CAN CARRY: 1 Pilot

            5 Passengers



WEAPONS: Heavy Machine Gun

         Dumbfire Missiles

         Anti-Vehicle Missiles



DESCRIPTION: The Mi-35 is one of the best helicopters in Mercenaries. It is

   heavily armored, preventing bullet fire from having much of an effect. It 

   can carry five passengers, making it great for troop transport. It has a 

   decent set of weapons that can be used against just about anything. With the

   North Korean disguise you can also get behind enemy lines to do some serious

   damage. Although the Mi-35 is never found in the Southern Province, you can

   hijack one during the Ace of Clubs mission if it is not destroyed by the Air

   Superiority strike that is automatically called in after you destroy Song

   Tower. These become rather common when looking for number cards in the Suit

   of Hearts.





----------------

 S-70 Transport

----------------



FACTION: Chinese



CAN CARRY: 1 Pilot

           2 Gunners

           4 Passengers



WEAPONS: 2 In-Chopper Machine Guns x 3000 (controlled by gunners)



DESCRIPTION: This is another one of those transport helicopters that can defend

   itself. The two machine guns mounted inside of the cargo/passenger area are

   used by gunners. They are particularly effective against ground soldiers 

   that are attacking you as you try to land. It isn't slow, but it is nowhere

   near as fast as the lighter choppers (MD-500, MD-530, both Light Attacks).

   Great for when you need to carry quite a few people into an area, but be

   sure to always have someone mounting the two machine guns.

 

   [ Enigma Nostra's Description ]



   This is pretty much like the UH-60 or South Korean version of the transport

   chopper. Side mount Machine Guns, handles like a drunk horse, but works for

   getting where ya gotta go. Can also take more hits then a combat chopper. 

  

   RATING: * * *





-----------------

 UH-60 Transport

-----------------



FACTION: Allied Nations



CAN CARRY: 1 Pilot

           4 Passengers

           2 Gunners



WEAPONS: 2 In-Chopper Machine Guns x 3000 (controlled by gunners)



DESCRIPTION: This is the primary helicopter for the Allied Nations. While you 

   can't actually fire any weapons while flying it, you can have two soldiers

   man the two machine guns, which are fairly strong and can take out ground

   troops with ease.



   [ Enigma Nostra's Description ]

  

   The most common transport chopper, it's good in a pinch, but unless you need

   to cart people around, I suggest the MD-500. Later on, the Mi-35 is much 

   more effective as a troop/VIP transport. Side mount Machine Guns, blah blah.

 

   RATING: * * *





-------------------

 WZ-9 Light Attack

-------------------



FACTION: Chinese



CAN CARRY: 1 Pilot

           1 Passenger



WEAPONS: Dumbfire Missiles x 38



DESCRIPTION: The WZ-9 Light Attack is a lot light the South Korean's LHX Light

   Attack chopper, but it lacks the firepower of the LHX. It is very quick and

   fairly agile, making quick maneuvers easy. The lack of any sort of weaponry

   aside from the Dumbfire Missiles really takes away from the WZ-9, as the

   Dumbfire Missiles aren't incredibly efficient. This is not a bad choice for

   a helicopter, but for how hard it is to find, it is not too rewarding.





----------------

 YAH-56 Gunship

----------------



FACTION: Allied Nations



CAN CARRY: 1 Pilot



WEAPONS: Autocannon x 1200

         Dumbfire Missiles x 38

         Anti-Vehicle Missiles x 8

         Anti-Air Missiles x 4



DESCRIPTION: Probably the best helicopter in Mercenaries. It is pretty heavily

   armored, can lift a lot with the winch, and the weapons are brutally strong.

   Very little can stand up to this chopper. It's downside is that its size and

   massive payload with all the weapons makes it a lot slower and less agile

   than most of the smaller choppers, so it is a bit tougher to escape from an

   Anti-Air missile that is on your tail. Regardless of that, it is still one

   insanely spectacular helicopter and I get one almost every time I load up 

   the game.

 

   [ Enigma Nostra's Description ]



   Oh, now we get to the fun stuff. First find this baby, to my knowledge, when

   you hit the second MASH in North Korea. They fly around the MASH and to the 

   Allied Headquarters. Never in many numbers, but they do respawn after a 

   while. There's no way to buy one, you gotta kill it yourself. This means you

   lose $25,000 for killing the Allied soldier inside. Worth every penny. While

   slower then the light choppers, it can take a bit more damage, and has so 

   much more offensive power. Just be careful about witnesses when you shoot, 

   but often this isn't MUCH of a problem, just drive away in a car until out

   of sight, then circle back and pick up the chopper. The only bad thing about

   this helicoptor, is that it's not of NK Disguise, which means it's less 

   effective at the "Snipe and run with Anti-Ground Missiles" Described for the

   North Korean MD-500 Scout. However, grabbing one of these, and a MD-500 or 

   Mi-35, and swiching off, using the NK one to take out AA and then mopping up

   with the YAH, can be quite effective.




   RATING: * * * * *









---------------------------.-----------------------.---------------------------

===========================|   12. WEAPONS LIST    |===========================

---------------------------'-----------------------'---------------------------

                                    MERCS12



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

          |                                                         |

          | Enigma Nostra went through the Weapons List as it was   |

          | posted in Version 1.0 and filled in the many, many      |

          | blanks! Most of the info here was contributed by Enigma |

          | which was a gigantic help to me and to all you who are  |

          | reading this guide!                                     |

          |                                                         |

          | Information for a few select weapons in this list was   |

          | also provided by stevie.                                |

          |                                                         |

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



As is standard in any game dealing with military conflict, Mercenaries has a 

wide variety of weapons that you can utilize throughout the course of the game.



The weapons are listed with how much ammo is contained in the weapons magazine

(the cartridge which is filled with ammo for quick reloading), how much spare

ammo you can carry for it, the barrel size of the weapon, and a brief 

description.



---------

 Carbine

---------



MAGAZINE: 30



SPARE AMMO: 180



BARREL SIZE: 5.56mm



DESCRIPTION: This is your all-purpose weapon provided to you at the beginning

   of the game. Nearly all Allied soldiers carry one of these.





------------------

 Anti-Armor Rifle

------------------



MAGAZINE: 5



SPARE AMMO: 15



BARREL SIZE: 12.7mm



DESCRIPTION: The Anti-Armor Rifle is great for hitting targets who are sitting

   in an armored vehicle. With this, you can aim for the driver of a tank or

   the pilot of an armored helicopter.



 

------------------------------

 Light Machine Gun (Light MG)

------------------------------



MAGAZINE: 100



SPARE AMMO: 200



BARREL SIZE: 7.62mm



DESCRIPTION: This gun is used by most of your early cards, starting with the

   two of clubs. Has a large magazine, and a good rate of fire. Works well for 

   going through a lot of soldiers without worrying about ammo. Reasonable 

   accuracy, kills if it hits the head, or a couple shots to the body. Also

   works well against light vehicles (jeeps).





--------------------------------

 Rocket-Propelled Grenade (RPG)

--------------------------------



MAGAZINE: 1



SPARE AMMO: 3



BARREL SIZE: N/A



DESCRIPTION: The RPG is your standard rocket launcher. It is a great option for

   when you don't know if you are going to be facing tanks or helicopters, but

   you want to be prepared.





----------------------

 Submachine Gun (SMG)

----------------------



MAGAZINE: 45



SPARE AMMO: 180



BARREL SIZE: 5.8mm



DESCRIPTION: Semi-accurate, high rate of fire, medium damage.





------------------------------------

 Covert Submachine Gun (Covert SMG)

------------------------------------



MAGAZINE: 30 



SPARE AMMO: 180



BARREL SIZE: 9mm



DESCRIPTION: While it is touted as being silent, there is very little audible

   differnce to the regular MG, or any other weapon. Often, if you want     

   stealth, just go with the sniper rifle, and keep your other slot for a more 

   effective sprayer. To its credit though, it is very accurate.





--------------

 Sniper Rifle

--------------



MAGAZINE: 10



SPARE AMMO: 30



BARREL SIZE: 7.62mm



DESCRIPTION: The Sniper Rifle is a great option for when you want to stay out

   of sight. It takes one shot to take a soldier down and with the 10x scope,

   you can do a lot of damage without being seen.





---------------

 Assault Rifle

---------------



MAGAZINE: 30



SPARE AMMO: 120



BARREL SIZE: 7.62mm



DESCRIPTION: Like the carbine, a common weapon with common damage. A little 

   more damaging then the carbine, but not quite as accurate.





-----------------

 Prototype Rifle

-----------------



MAGAZINE: 100



SPARE AMMO: 200



BARREL SIZE: 5.56mm



DESCRIPTION: The Prototype Rifle is almost exactly like the Carbine, except it

   has a much larger magazine capacity, you can carry more ammo, and it has a

   10x scope on top. Unfortunately, the scope is next to worthless, due to the 

   recoil you experience when you are scoped in. Accuracy when hipshot is close

   to the best in the game.





---------

 Shotgun

---------



MAGAZINE: 7



SPARE AMMO: 35



BARREL SIZE: 12 gauge



DESCRIPTION: Pump action shotgun, deadly at close range but inneffective at 

   medium/long ranges. Good only if you like to see your enemy's eyes before 

   you kill them, and if that is the case, then you might as well just go ahead

   and hit them.





-----------------

 Anti-Air Rocket

-----------------



MAGAZINE: 1



SPARE AMMO: 2



BARREL SIZE: N/A



DESCRIPTION: The Anti-Air Rocket is great for when helicopters are a clear

   threat. It can lock on to a helicopter and take it down with a minimal

   number of shots.





------------------

 Anti-Tank Rocket

------------------



MAGAZINE: 1



SPARE AMMO: 2



BARREL SIZE: N/A



DESCRIPTION: The Anti-Tank Rocket is perfect for situations in which there are

   going to be a large number of tanks. Despite the name, it works on any

   vehicle, and with the lock-on feature, this is a very convenient weapon.





-----------

 C4 Charge

-----------



MAGAZINE: N/A



TOTAL CARRIABLE: 4



BARREL SIZE: N/A



DESCRIPTION: The C4 Charge is your standard explosive. Plant it. Walk away.

   Pull the trigger on the detonator. Boom.





--------------

 Frag Grenade

--------------



MAGAZINE: N/A



TOTAL CARRIABLE: 6



BARREL SIZE: N/A



DESCRIPTION: Standard fragmentation grenades. Throw and enjoy.





---------------

 Flash Grenade

---------------



MAGAZINE: N/A



TOTAL CARRIABLE: 6



BARREL SIZE: N/A



DESCRIPTION: Works the same as frag grenades, except instead of exploding, the

   flash grenades create a sudden flash of light that temporarily stuns those

   nearby.





----------------

 Street Sweeper

----------------



MAGAZINE: 3000



SPARE AMMO: 3000



BARREL SIZE: 7.62mm



DESCRIPTION: The Street Sweeper can only be obtained from the Cheat Crate. It

   is like a handheld version of the North Korean MD-500 Scout's minigun. The

   name, Street Sweeper, is highly appropriate, as you can easily sweep the

   streets of Korea clean of any other people quickly with this weapon. This is

   most definitely the best of the three Cheat Crate weapons.





--------------------

 Portable Airstrike

--------------------



MAGAZINE: 999



SPARE AMMO: 999



BARREL SIZE: Big Damned Missile



DESCRIPTION: The Portable Airstrike can only be obtained from the Cheat Crate.

   It works like the Anti-Tank Rocket or Anti-Air Rocket, but when it hits its

   target, it works as if an airstrike had been called in on that location. Do 

   not fire at close or medium range. Do not fire around any civilians or 

   anything else you don't want to kill. Do not shoot at ground. Do not shoot 

   at faction HQ's (well... unless you want them to be REALLY pissed at you). 

   Can destroy bunkers, but cannot destroy Hardened Structures (Song Tower, 

   major North Korean facilities that you find occasionally such as the Black 

   Gate).





------------------

 Pocket Artillery

------------------



MAGAZINE: 99



SPARE AMMO: 99



BARREL SIZE: 40mm high explosive grenades



DESCRIPTION: The Pocket Artillery can only be obtained from the Cheat Crate. It

   is basically a portable version of the automatic grenade launcher mounted on

   the back of the Russian Mafia's Technical (GL). Safer to use than the 

   Portable Airstrike, but not nearly as fun.





-----------------------------------

 MOUNTED WEAPON: Heavy Machine Gun

-----------------------------------



TOTAL AMMO: 500



DESCRIPTION: The Heavy Machine Gun isn't much different from standard portable

   machine guns, but due to its mounted state, more power can be put out 

   without putting any resistance on you.





----------------------------------

 MOUNTED WEAPON: Recoilless Rifle

----------------------------------



MAGAZINE: 1



SPARE AMMO: 40



DESCRIPTION: The Recoilless Rifle is absolutely a blast to use. It can swiftly

   take out any vehicles coming at you. Its tough ammunition explodes on 

   impact, so almost nothing can stand up to one of these. The long barrel

   allows for extremely good accuracy, but you will often find yourself aiming

   just a bit above your target due to the massive size of the shells fired in

   comparison to the weapon itself.





----------------------------

 MOUNTED WEAPON: Grenade MG

----------------------------



DESCRIPTION: The Grenade MG is basically a machine gun which fires grenades.

   This is very effective against just about any threat, but be careful where

   you point that thing! I know for a fact that these are located right in 

   front of the Allied Nations Headquarters in the Northern Province.

                                                                              

                                                                              

                                                                              

                                                                              

---------------------------.-----------------------.---------------------------

===========================|  13. AIRSTRIKES LIST  |===========================

---------------------------'-----------------------'---------------------------

                                    MERCS13

                                                                              

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

          |                                                         |

          | Donny Chan provided a list of what real-life aircrafts  |

          | are used for some of the airstrikes. That info does not |

          | do much to help with actually playing Mercenaries, but  |

          | it is still cool to see how well Pandemic researched    |

          | stuff for the game.                                     |

          |                                                         |

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

                                                                              

                                                                              

There are a number of airstrikes at your disposal in Mercenaries. Each strike

has it's positives and negatives and this section helps you to understand the

situations in which each airstrike should be used.

                                                                              

The airstrikes are listed in the order in which they can be found in the

Merchant of Menace. Each airstrike is listed along with the designation type,

price, a description of the airstrike, and for some, what real-life aircraft is

used to actually perform the airstrike.

                                                                              

-----------------

 Surgical Strike 

-----------------

                                                                              

DESIGNATION TYPE: Laser

                                                                              

PRICE: $40,000

                                                                              

DESCRIPTION: The Surgical Strike is your most basic of airstrikes. It is very

   cost-effective. You simply get in position a good distance away from your

   target and aim the laser, then hold R1. A bomb is dropped from a fighter

   plane. The bomb is effective against most vehicles and a large number of

   buildings. It easily takes out any ground soldiers near the strike zone.

                                                                              

PLANE USED TO PERFORM: F-15E Strike Eagle

                                                                              

                                                                              

------------------

 Artillery Strike 

------------------

                                                                              

DESIGNATION TYPE: Beacon

                                                                        

PRICE: $40,000

                                                                               

DESCRIPTION: If it weren't for the fact that the Artillery Strike has to be

   called in using a beacon, it would be a far more effective strike. Chinese

   artillery pieces attack as close to the beacon's location as they can. There

   is where the first problem with the Artillery Strike lies... The firing is

   extremely erratic, random in fact. You may think you are safe, but if you

   are anywhere in the general area of the beacon, you are liable to be hit by

   artillery fire. The second problem is that it rarely can be used against any

   faction that is supposed to be friendly with you. Odds are that some soldier

   from that faction will see you throw the beacon and you will lose faction

   mood every time a soldier from that faction is killed by the artillery. I'm

   not saying to not use this strike... Just be careful.

                                                                              

                                                                              

--------------

 Cluster Bomb 

--------------

                                                                              

DESIGNATION TYPE: Satellite

                                                                              

PRICE: $52,000

                                                                              

DESCRIPTION: The Cluster Bomb airstrike is one of those single-purpose strikes.

   The bomb that is dropped breaks up into a bunch of smaller ones before it

   reaches the ground. This is a spectacular method of taking out a huge group

   of enemy soldiers, but it will barely damage anything armored. 

                                                                              

PLANE USED TO PERFORM: A-10 Thunderbolt II

                                                                              

                                                                              

-----------------

 Air Superiority 

-----------------

                                                                              

DESIGNATION TYPE: Satellite

                                                                              

PRICE: $160,000

                                                                              

DESCRIPTION: Air Superiority does what it says... it gives you superiority over

   enemies in the air. Calling in the Air Superiority airstrike causes a plane

   to go to the marked location and take out any helicopters in the area. This

   swiftly eliminates any threat from the air. There are only a couple times in

   which this strike is truely necessary, but when the need arises, it will be

   there, and it will work well.

                                                                              

PLANE USED TO PERFORM: F/A-22 Raptor

                                                                              

                                                                              

-------------

 Tank Buster 

-------------

                                                                              

DESIGNATION TYPE: Satellite

                                                                              

PRICE: $200,000

                                                                              

DESCRIPTION: Another appropriately named airstrike, the Tank Buster does what

   it says. Calling in this strike causes a plane to sweep the designated area

   and take out any tanks it sees. This is very useful at times, though early

   on, it is highly expensive and you're probably better off taking out the

   tanks yourself.

                                                                              

PLANE USED TO PERFORM: A-10 Thunderbolt II

                                                                              

                                                                              

-----------------------

 Cruise Missile Strike 

-----------------------

                                                                              

DESIGNATION TYPE: Satellite

                                                                              

PRICE: $240,000

                                                                              

DESCRIPTION: The Cruise Missile Strike is without a doubt one of the best 

   airstrikes in the game. It is extremely powerful and will take out nearly

   anything in the designated area, with the exception of buildings that can 

   only be destroyed with Bunker Busters. The combination of pure power and

   satellite designation makes this one extremely effective airstrike.

                                                                              

                                                                              

------------------------

 Stealth Fighter Attack 

------------------------

                                                                              

DESIGNATION TYPE: Satellite

                                                                              

PRICE: $36,000

                                                                              

DESCRIPTION: This is a pretty basic airstrike, but it is particularly helpful

   when you want to remain unseen. Since you can call this in via satellite

   designation, you can take out smaller buildings, most vehicles, and ground

   soldiers without anyone knowing who did it. Need to take out a problematic

   target of a faction that you are supposed to be friendly with? This is your

   new best friend.

                                                                              

PLANE USED TO PERFORM: F-117 Nighthawk

                                                                              

                                                                              

-----------------

 Gunship Support 

-----------------

                                                                              

DESIGNATION TYPE: Laser

                                                                              

PRICE: $60,000

                                                                              

DESCRIPTION: I enjoy using this airstrike for fun, but I have yet to use it in

   any contracts. Using a laser, you basically aim the gun of a gunship that

   will circle around the location until its ammo is depleted. Since the gun

   only fires standard bullets, only ground soldiers will be majorly affected

   by this.

                                                                              

PLANE USED TO PERFORM: AC-130 Specter





--------------------

 Gunship Support II 

--------------------



DESIGNATION TYPE: Laser



PRICE: $120,000



DESCRIPTION: This is the exact same as the first Gunship Support airstrike. You

   aim the constantly firing gun of a gunship that will circle the location 

   with a laser until the gun is dry. The difference between this and the first

   Gunship Support airstrike is that the gunship carries a bit more ammo in

   this one.



PLANE USED TO PERFORM: AC-130 Specter





---------------------

 Gunship Support III 

---------------------



DESIGNATION TYPE: Laser



PRICE: $180,000



DESCRIPTION: Like the first two Gunship Support airstrikes, you use a laser to

   aim a the gun of a gunship that will circle the location until the gunship's

   gun runs out of ammo. The amount of ammo for Gunship Support III is much

   larger than the first two. Due to that, smaller light armor vehicles can be

   taken out along with ground soldiers.



PLANE USED TO PERFORM: AC-130 Specter





--------------------------

 Strategic Missile Strike 

--------------------------



DESIGNATION TYPE: Satellite



PRICE: $60,000



DESCRIPTION: The Strategic Missile Strike is a beauty. Compared to a lot of 

   other airstrikes, this is relatively cheap. The missile that is fired causes

   a rather large explosion upon impact. You can also stay out of sight very

   easily thanks to the miracle of satellite designation. It is both cost-

   effective and stealthy, two things that are some of the most important 

   characteristics of airstrikes.





--------------------

 Bunker Buster Bomb 

--------------------



DESIGNATION TYPE: Laser



PRICE: $280,000



DESCRIPTION: You have probably heard of the Bunker Buster before, thanks to the

   conflict in Iraq. It serves the same purpose in the game as it does in real

   life. It gets below the surface, underneath bunkers or extremely strong 

   buildings, and creates a massive explosion capable of bringing those tough

   structures to the ground. In addition to taking out otherwise invincible

   buildings, the Bunker Buster is very effective against enemy vehicles and

   ground forces near the designation area.



PLANE USED TO PERFORM: F-15E Strike Eagle





-------------------

 Artillery Barrage 

-------------------



DESIGNATION TYPE: Beacon



PRICE: $80,000



DESCRIPTION: This is a longer-lasting version of the Artillery Strike. Calling

   for this results in erratic artillery fire in an expansive area around the

   location of the beacon. Dangerous and very unstealthy, a situation that is

   suited for use of this is rarely found.





-----------------------

 Artillery Bombardment 

-----------------------



DESIGNATION TYPE: Beacon



PRICE: $160,000



DESCRIPTION: The Artillery Bombardment strike is longer lasting than both the

   Artillery Strike and Artillery Barrage, and is just as erratic. Artillery

   fire will ensue in a large area around the beacon. If you want to use it, go

   ahead, but I have yet to find a good reason to use this, as it is both very

   dangerous and highly unstealthy.





-------------

 Carpet Bomb 

-------------



DESIGNATION TYPE: Satellite



PRICE: $400,000



DESCRIPTION: Whenever you are overlooking a massive group of enemy forces, with

   a mix of vehicles and ground soldiers, this is what you want. It will take

   out almost everything in a massive area around the designation point and the

   satellite designation allows you to stay out of harms way. This is one tough

   bomb, so it doesn't come cheap.



PLANE USED TO PERFORM: B-52 Stratofortress





---------------

 Fuel-Air Bomb 

---------------



DESIGNATION TYPE: Satellite



PRICE: $360,000



DESCRIPTION: The Merchant of Menace website calls this "the economical 

   alternative to a nuke." I would not go so far as to say the same thing, but

   this is still one tough airstrike. Basically, the Fuel-Air Bomb releases a

   massive amount of volatile gas in the area around the designation area and

   the ignites it. Boom. I wish it looked better, because the effects in the

   area around the designation point are powerful.



PLANE USED TO PERFORM: Su-25 Frogfoot









---------------------.----------------------------------.----------------------

=====================| 14. MERCHANT OF MENACE SHOP LIST |======================

---------------------'----------------------------------'----------------------



In Mercenaries, the Russian Mafia operates a black market website called the

Merchant of Menace. You can buy a number of various items that will help you

along your way. You gain access to the Merchant of Menace website once you have

completed the very first contract for the Russian Mafia.



Items are unlocked in various ways. Some items are automatically unlocked after

you complete a contract in which those items were used. Others are unlocked

when you complete a bonus objective during a contract. Furthermore, many items

are unlocked by collecting bounty items, such as WMD Blueprints and National

Treasures.



I have listed all of the items along with their descriptions from the game and

the price. Since the price varies based upon your relationship with the Russian

Mafia, I have listed the prices at the minimum prices for the items. You may

pay a few thousand dollars more for items if you have a poor relationship with

the Mafia.



The items are separated into three sections both here and in the game. Those

sections are Vehicles, Supplies, and Airstrikes.



To order the items, you select the item from the shop. If it is a vehicle or a

supply drop, you will be given a "beacon" which is essentially a smoke grenade.

Find a flat and clear area and toss the beacon to that area by pressing R1. If

you want an airstrike, you will be given a beacon, a laser, or a satellite

device to pinpoint the location where you want the airstrike to hit. You know

how to use beacons, but for lasers, you have to aim at the spot you want the

airstrike to hit and hold R1. For airstrikes with satellite devices, you have

to press R1. That will bring up a birds-eye view of the area. You can move the

satellite picture around within a certain range, and then you hold R1 to call

in the airstrike.



                                .-------------.

                                | A. VEHICLES |

                                '-------------'

                                    MERCS14A





--------------------------------

 S. Korean K1025 Scout Delivery

--------------------------------



As used by the border patrol!



DESCRIPTION: Nearly identical to the Allied M1025 Scout, but sporting a 

   blue/white camouflage scheme.



PRICE: $20,000 minimum



HOW TO UNLOCK: Complete contract - "Foothold"





-------------------------------

 Mafia Technical (MG) Delivery

-------------------------------



Machine-gun Armed Pickup



DESCRIPTION: An economical choice for your fast-attack needs. Easy to maintain

   and easy to use, we use locally produced vehicles and weapons. Standard

   installation includes a 12.7mm PKM machine gun.



PRICE: $16,000 minimum



HOW TO UNLOCK: Complete contract bonus - "Foothold"





-----------------------

 Civilian Car Delivery

-----------------------



Pre-owned local vehicle



DESCRIPTION: Blend in with one of our carefully chosen cars, direct from the

   street. Mileage may vary.



PRICE: $4,000 minimum



HOW TO UNLOCK: Complete contract - "Foothold"





---------------------------------

 N. Korean Sungri Scout Delivery

---------------------------------



Authentic military 'surplus'



DESCRIPTION: Enjoy the Korean countryside in this open-top military vehicle

   obtained direct from the N. Korean army. 7.62mm PK machine gun included.



PRICE: $9,600 minimum



HOW TO UNLOCK: Complete contract - "Gimme My Money"





-------------------------------

 Chinese BJ2020 Scout Delivery

-------------------------------



Command and control scout car



DESCRIPTION: Made in China, this half-ton 4-wheel drive vehicle is perfect for

   light tactical transportation. Includes swivel-mounted 7.62mm PKM machine

   gun.



PRICE: $12,000 minimum



HOW TO UNLOCK: Collect 1 National Treasure





------------------------------

 N. Korean Transport Delivery

------------------------------



Military transport



DESCRIPTION: If you need to operate in a contested area, you'll blend in with

   this official North Korean military transport truck.



PRICE: $8,000 minimum



HOW TO UNLOCK: Complete contract - "Bait and Switch"





--------------------

 Mafia SUV Delivery

--------------------



Armed and armored SUV



DESCRIPTION: Customized in our own factory, these SUVs feature reinforced armor 

   plates, a roof-mounted 7.62mm machine gun, and lots of attitude. Supplies

   are limited!



PRICE: $28,000 minimum



HOW TO UNLOCK: Complete contract - "In the Neighborhood"





-------------

 H3 Delivery

-------------



Hot off the assembly line!



DESCRIPTION: Menace.ru is proud to be the exclusive North Korean distributor of

   the awesome H3! It's the ultimate combination of beauty and brawn.



PRICE: $24,000 minimum



HOW TO UNLOCK: Collect 5 National Treasures





-------------------------------

 N. Korean BRDM Scout Delivery

-------------------------------



Armored recon vehicle



DESCRIPTION: Fast and rugged, this North Korean BRDM-2 has been modified with

   an open turret for maximum visibility. The 14.5mm machine gun packs a 

   serious punch, and the BRDM is capable of taking significant small-arms 

   fire. 



PRICE: $32,000 minimum



HOW TO UNLOCK: Complete contract - "Playing the Odds"





----------------------------

 N. Korean BMP APC Delivery

----------------------------



The go-anywhere APC



DESCRIPTION: In service since 1967, the BMP-1 sports a 73mm cannon and can

   traverse nearly any terrain. Carries up to four additional passengers.



PRICE: $60,000 minimum



HOW TO UNLOCK: Complete contract - "Persuasion"





----------------------------

 N. Korean BTR APC Delivery

----------------------------



Light wheeled APC



DESCRIPTION: Designed for rapid troop transport, the BTR-60 only mounts a

   12.7mm machine gun, but it can carry up to six troops.



PRICE: $20,000 minimum



HOW TO UNLOCK: Complete contract - "Omerta"





-----------------------

 Allied UH-60 Delivery

-----------------------



Includes full crew!



DESCRIPTION: The workhouse of the Allied military, the UH-60 can carry a squad 

   of troops and lift light vehicles. Door-mounted miniguns provide excellent

   defense against enemy troops.



PRICE: $52,000 minimum



HOW TO UNLOCK: Complete contract - "Embedded"





-----------------------

 Mafia MD-530 Delivery 

-----------------------



Fly free. . . For a price!



DESCRIPTION: Our sporty scout copter is armed with twin .50cal machine guns and

   70mm rocketpods to deal with any situation. The integrated winch allows you 

   to quickly move light cargo where you need it.



PRICE: $76,000 minimum



HOW TO UNLOCK: Destroy 30 Listening Posts





-------------------------------

 S. Korean K966 Scout Delivery 

-------------------------------



Anti-tank recon vehicle



DESCRIPTION: A licensed copy of the Allied M1025, the S. Korean version is

   armed with a TOW missled launcher in place of a machine gun.



PRICE: $28,000 minimum



HOW TO UNLOCK: Complete contract - "First Principles"





-----------------------------

 S. Korean K200 APC Delivery 

-----------------------------



Protect your precious cargo



DESCRIPTION: One of a number of Korean armored fighting vehicles, the K200

   mounts a 30mm auto cannon for defense and carries up to four passengers.



PRICE: $48,000 minimum



HOW TO UNLOCK: Complete contract - "Clear Channel"





---------------------------

 Allied M1126 APC Delivery

---------------------------



Ultimate off-road capability



DESCRIPTION: The bigger, badder brother of the Allied M1025 Scout, the M1126

   APC also has a .50cal machine gun and eight big tires for serious off-road 

   fun.



PRICE: $32,000 minimum



HOW TO UNLOCK: Complete contract - "Inspect and Verify"





----------------------

 Baggage Car Delivery

----------------------



A great gag gift!



DESCRIPTION: Zip along in this airport favorite.



PRICE: $8,000 minimum



HOW TO UNLOCK: Destroy 20 Listening Posts





------------------------------

 Chinese Type 89 APC Delivery

------------------------------



The APC with attitude



DESCRIPTION: If you do a lot of traveling in the Northwest, you'll want to do 

   so in safety and obscurity. The Chinese will think you're one of their own, 

   and the North Koreans will run in fear from your mighty missile launcher!



PRICE: $40,000 minimum



HOW TO UNLOCK: Complete contract - "Escort Service"





-----------------------------

 Allied M1025 Scout Delivery

-----------------------------



Travel in safety and style



DESCRIPTION: Breeze past Allied roadblocks! Pose for the media! This sturdy 

   off-road vehicle includes a .50cal machine gun and room for five.



PRICE: $20,000 minimum



HOW TO UNLOCK: Complete contract - "Downed Bird in Enemy Nest"





-------------------------------

 Mafia Technical (AT) Delivery 

-------------------------------



TOW-armed Pickup



DESCRIPTION: Our newest model pickup truck mounts a TOW-missile launcher for

   anti-armor duties.



PRICE: $24,000 minimum



HOW TO UNLOCK: Complete contract bonus - "...It's Who You Know"





-------------------------------

 Mafia Technical (GL) Delivery

-------------------------------



Say hello to our little friend!



DESCRIPTION: We've just made a good thing even better with our newest addition

   to the technical family--the 40mm machine gun. Did we say 40mm? That's 

   right, it's a fully automatic grenade launcher! Take one home today!



PRICE: $28,000 minimum



HOW TO UNLOCK: Complete contract - "Raw Materials"





------------------------------------

 N. Korean ZSU-57 Anti-Air Delivery 

------------------------------------



Twice the fun of an ordinary AA!



DESCRIPTION: Sure, it's a holdover from WW2, but the ZSU-57 is a proven design

   that gets the job done. Twin 57mm cannons serve double-duty as an anti-air 

   and anti-infantry.



PRICE: $52,000 minimum



HOW TO UNLOCK: Destroy 10 Monuments





----------------------

 Press Truck Delivery 

----------------------



Hold your own press conference!



DESCRIPTION: Why hide from the press when you can be the press? We're proud to 

   offer this official GSRN vehicle for a low, low price.



PRICE: $16,000 minimum



HOW TO UNLOCK: Complete contract - "...It's Who You Know"





--------------------------------

 Allied M1027 Anti-Air Delivery 

--------------------------------



Get anti-air where you need it



DESCRIPTION: The M1027 is a highly mobile anti-air vehicle based on the M1025

   chassis. Great for guarding convoys, out of the way deals, and general 

   copter hunting.



PRICE: $28,000 minimum



HOW TO UNLOCK: Complete contract - "106 Miles to Sinuiju"





--------------------------------

 Civilian Street Racer Delivery 

--------------------------------



High-performance and high-style



DESCRIPTION: Who says you can't have fun in a war zone? Enemy combatants will 

   be a blur in the rear-view mirror when you cruise by in this custom-tuned 

   racer.



PRICE: $20,000 minimum



HOW TO UNLOCK: Complete contract bonus - "106 Miles to Sinuiju"





-----------------------------------

 Chinese Type 95 Anti-Air Delivery 

-----------------------------------



Not just anti-air, it's anti-everything!



DESCRIPTION: Designed in the Soviet Union, built in China, the Type 95 puts the

   "defense" in "air defense." Its rapid-fire 30mm cannons will make short work

   of both 'copters and pesky infantry.



PRICE: $80,000 minimum



HOW TO UNLOCK: Complete contract - "Exit Strategy"





---------------------------

 N. Korean MD-500 Delivery 

---------------------------



Perfect for lightning-fast attacks



DESCRIPTION: Originally imported from the U.S., the MD-500 has been upgraded

   with a powerful 7.62mm minigun and twin anti-tank missiles. Warning: we 

   cannot be responsible for friendly-fire incidents caused by the use of North

   Korean vehicles.



PRICE: $92,000 minimum



HOW TO UNLOCK: Complete contract bonus - "Raw Materials"





------------------------

 Mafia VIP Car Delivery 

------------------------



True European style



DESCRIPTION: When you need to make an impression, don't settle for anything 

   less than this finely tuned luxury automobile. Includes hardened steel 

   plating and bullet-resistant glass. Just in case.



PRICE: $28,000 minimum



HOW TO UNLOCK: Complete contract bonus - "Loose Ends"





-----------------------------

 Chinese Fuel Truck Delivery 

-----------------------------



Full tank of military-grade fuel included



DESCRIPTION: Don't be caught short on fuel when you're planning your next 

   assault. We'll airlift a fuel truck straight from the Chinese motor pool to 

   your location. They make great car bombs, too!



PRICE: $16,000



HOW TO UNLOCK: Collect 10 National Treasures







                                .-------------.

                                | B. SUPPLIES |

                                '-------------'

                                    MERCS14B



-------------------------

 Demolitions Supply Drop 

-------------------------



Explosive Resupply



DESCRIPTION: Contains a full load of C4 and grenades. Boom!



PRICE: $6,400 minimum



HOW TO UNLOCK: Collect 1 WMD Blueprint





--------------------

 Allies Supply Drop 

--------------------



Weapons, ammo, and health in one package!



DESCRIPTION: Made in the USA! Includes 5.56mm carbine, frag grenades, medical

   kit, C4, and plenty of ammo.



PRICE: $5,200 minimum



HOW TO UNLOCK: Complete contract - "Foothold"





---------------------

 Russian Supply Drop 

---------------------



Close-quarters combat weapons



DESCRIPTION: Some of our personal favorites: 12g shotgun, 5.7mm SMG, 

   ammunition, and medical supplies.



PRICE: $3,200 minimum



HOW TO UNLOCK: Complete contract - "Foothold"





---------------------

 Chinese Supply Drop 

---------------------



Chinese weapons and supplies



DESCRIPTION: Contains one 7.62mm Type 56 rifle, one Type 69 RPG launcher, ammo,

   and medical supplies.



PRICE: $4,800 minimum



HOW TO UNLOCK: Complete contract - "Gimme My Money"





-------------------

 Vehicle Ammo Drop 

-------------------



Express delivery guaranteed!



DESCRIPTION: From TOW missiles to "twenty-five mike-mike" we'll bring you what 

   you need to keep your favorite vehicle up and running.



PRICE: $6,400 minimum



HOW TO UNLOCK: Complete contract - "No One Will Ever Know"





--------------------

 Covert Supply Drop 

--------------------



Suppressed weaponry



DESCRIPTION: Keeping a low profile? This kit includes a suppressed 9mm SMG, 

   ammo, grenades, C4, and a med kit.



PRICE: $6,400 minimum



HOW TO UNLOCK: Complete contract - "A Proper Function of Government"





----------------------

 Special Weapons Drop 

----------------------



Sergei's Special Selection!



DESCRIPTION: Only real soldiers need apply! Knock out everything in your path 

   with a light machine gun and the awesome 12.7mm anti-armor rifle.



PRICE: $9,600 minimum



HOW TO UNLOCK: Complete contract - "In the Neighborhood"





---------------------

 Medical Supply Drop 

---------------------



Who says we aren't humanitarian?



DESCRIPTION: Gauze, antibiotics, bandages, sutures, you name it, we pack it! 

   This crate packs enough medical supplies to take care of a small village.



PRICE: $2,000 minimum



HOW TO UNLOCK: Destroy 10 Listening Posts





--------------------------

 North Korean Supply Drop 

--------------------------



Locally procured weapons/ammo



DESCRIPTION: Includes: 7.62mm assault rifle, RPG launcher, ammo, and medical

   supplies. Country of origin may vary.



PRICE: $6,000 minimum



HOW TO UNLOCK: No one knows! Currently, no one has managed to attain this

   supply drop without using the cheat code to unlock every item in the 

   Merchant of Menace.





--------------------

 Heavy Weapons Drop 

--------------------



Anti-armor/anti-air weaponry



DESCRIPTION: Serious firepower! Tanks or aircraft bringing you down? Bring them

   down with a mix of anti-tank/anti-air weaponry.



PRICE: $12,000 minimum



HOW TO UNLOCK: Complete contract bonus - "Housekeeping"





--------------------

 Sniper Supply Drop 

--------------------



A world-class rifle for a world-class marksman



DESCRIPTION: Built to exacting Soviet standards, this rifle is perfect for 

   long-range engagements. Includes a full supply of match-grade 7.62x54mm 

   ammunition.



PRICE: $9,600 minimum



HOW TO UNLOCK: Complete contract bonus - "Omerta"





---------------------

 Vehicle Repair Drop 

---------------------



For the do-it-yourself mechanic



DESCRIPTION: Flat tire? Broken tread link? Gaping holes from unfriendly fire? 

   Patch up your ride in a jiffy with this repair kit!



PRICE: $10,400 minimum



HOW TO UNLOCK: Complete contract - "Under New Management"





----------------------

 Vehicle Support Drop 

----------------------



Contains ammo and armor



DESCRIPTION: Keep your ride in tip-top shape with this combination supply drop. 

   Includes both vehicle ammunition and an armor repair kit.



PRICE: $24,000 minimum



HOW TO UNLOCK: Complete contract - "Manipulate the Data"





-------------------

 Sniper Rifle Drop 

-------------------



Includes weapon only



DESCRIPTION: Whether you're hunting deer or more dangerous game, this rifle is

   sure to do the job.



PRICE: $12,000 minimum



HOW TO UNLOCK: Collect 5 WMD Blueprints 





----------------------

 Anti-Air Rocket Drop 

----------------------



Includes weapon only



DESCRIPTION: These heat-seeking missiles are extremely effective against all 

   helicopters, but are not designed to penetrate heavy tank armor.



PRICE: $14,400 minimum



HOW TO UNLOCK: Collect 10 WMD Blueprints





-----------------------

 Anti-Tank Rocket Drop 

-----------------------



Includes weapon only



DESCRIPTION: Effective against all armored ground vehicles! Integrated active 

   tracking system provides high accuracy against moving targets.



PRICE: $14,400 minimum



HOW TO UNLOCK: Collect 15 WMD Blueprints





-----------------------

 Advanced Weapons Drop 

-----------------------



The cutting edge of personal arms



DESCRIPTION: The newest addition to our line of personal supply crates includes

   the new 5.56mm prototype rifle with a large capacity drum magazine.



PRICE: $16,000



HOW TO UNLOCK: Collect 40 WMD Blueprints





--------------------

 Cheat Weapons Drop 

--------------------



Open a whole crate of whoop-ass!



DESCRIPTION: The North Koreans have worked on some crazy weapons programs and 

   we're proud to announce that we've produced some of their more inventive

   designs! Test one today!



PRICE: $800,000 minimum



HOW TO UNLOCK: Verify all of the 52 of the Deck of 52 members







                              .---------------.

                              | C. AIRSTRIKES |

                              '---------------'

                                   MERCS14C



-----------------

 Surgical Strike 

-----------------



2,000lbs of laser-guided love!



DESCRIPTION: Enjoy the benefits of a cutting edge air force for a fraction of

   the price! Our contacts will direct a bombing run on the target of your 

   choosing. With all the sorties over North Korea, a single bomb won't be

   missed! 



PRICE: $40,000 minimum



HOW TO UNLOCK: Complete Contract - "Foothold"





------------------

 Artillery Strike 

------------------



A gift from our friends across the border!



DESCRIPTION: For a small handling fee, we'll arrange for a battery of Chinese 

   artillery to perform a live-fire test on the area of your choosing.



PRICE: $40,000 minimum



HOW TO UNLOCK: Complete Contract - "Pest Control"





--------------

 Cluster Bomb 

--------------



A horde of soldiers facing you down?



DESCRIPTION: Excellent for use against enemy personnel and light vehicles. Very

   cost-effective.



PRICE: $52,000 minimum



HOW TO UNLOCK: Complete Contract - "Out of the Woodwork"





-----------------

 Air Superiority 

-----------------



Our forecast: clear skies ahead!



DESCRIPTION: Harassed by helicopters? Unable to call in a needed air drop? 

   We'll make sure an Allied fighter sweeps through the skies over your target 

   and clears the area of unfriendlies.



PRICE: $160,000 minimum



HOW TO UNLOCK: Complete Contract - "The Guns of Kirin-Do"





-------------

 Tank Buster 

-------------



Clear out a whole roadway!



DESCRIPTION: Don't let a little thing like an armored tank column stand in your

   way. Rat out those North Koreans to Allied Air Command, and they'll take

   care of everything for you, while leaving buildings and infantry alone.



PRICE: $200,000 minimum



HOW TO UNLOCK: Complete Contract - "Reactor Retrieval"





-----------------------

 Cruise Missile Strike 

-----------------------



The high-tech solution to any problem



DESCRIPTION: Show your enemies that you mean business by sending a sub-launched

   cruise missile that way.



PRICE: $240,000



HOW TO UNLOCK: Complete Contract - "Repo Man"





------------------------

 Stealth Fighter Attack 

------------------------



They'll never ses it coming



DESCRIPTION: Settle your disputes quickly and quietly with a well-placed smart 

   bomb courtesy of the Allied Air Force. Place an order and paint your target 

   and we'll take care on the rest.



PRICE: $36,000



HOW TO UNLOCK: Complete Contract - "A Hot Time in Nampo"





-----------------

 Gunship Support 

-----------------



Laser targeting required



DESCRIPTION: Point and shoot devastation! Count on the Americans to deliver a 

   hail of bullets with pinpoint precision. Note: we are not responsible for

   loss of gunship to anti-air/SAM attacks.



PRICE: $60,000 minimum



HOW TO UNLOCK: Complete Contract - "A Farewell to Kings"





--------------------

 Gunship Support II 

--------------------



Laser targeting required



DESCRIPTION: Point and shoot devastation! Count on the Americans to deliver a 

   hail of bullets with pinpoint precision. Note: we are not responsible for 

   loss of gunship to anti-air/SAM attacks.



PRICE: $120,000 minimum



HOW TO UNLOCK: Complete Contract - "The Master of None"





---------------------

 Gunship Support III 

---------------------



Laser targeting required



DESCRIPTION: Point and shoot devastation! Count on the Americans to deliver a 

   hail of bullets with pinpoint precision. Note: we are not responsible for

   loss of gunship to anti-air/SAM attacks.



PRICE: $180,000 minimum



HOW TO UNLOCK: Complete Contract - "The Acid Queen"





--------------------------

 Strategic Missile Strike 

--------------------------



A blast from the past!



DESCRIPTION: Developed during the Cold Wat, the FROG missile is capable of 

   delivering devastation over a wide area. Sorry, nuclear warheads are not

   available at this time.



PRICE: $60,000 minimum



HOW TO UNLOCK: Complete Contract Bonus - "Bait and Switch"





--------------------

 Bunker Buster Bomb 

--------------------



Laser-guided megabomb!



DESCRIPTION: This 4,000lb penetrator was used in Iraq to destroy heavily 

   fortified bunkers. Don't let the initial blast fool you, this baby packs a 

   wallop!



PRICE: $280,000 minimum



HOW TO UNLOCK: Complete Contract - "Bringing Down the House"





-------------------

 Artillery Barrage 

-------------------



A gift from our friends across the border!



DESCRIPTION: For a small handling fee, we'll arrange for a battery of Chinese 

   artillery to perform a live-fire test on the area of your choosing.



PRICE: $80,000 minimum



HOW TO UNLOCK: Complete Contract - "Playing the Odds"





-----------------------

 Artillery Bombardment 

-----------------------



A gift from our friends across the border!



DESCRIPTION: For a small handling fee, we'll arrange for a battery of Chinese 

   artillery to perform a live-fire test on the area of your choosing.



PRICE: $160,000 minimum



HOW TO UNLOCK: Complete Contract - "Knock Knock"





-------------

 Carpet Bomb 

-------------



Satellite coordinates required



DESCRIPTION: Facing an army? Our dedicated technicians can reroute an Allied

   bomber to your target location and deliver up to 12 tons of high explosives.



PRICE: $400,000



HOW TO UNLOCK: Complete Contract - "Gambit"





---------------

 Fuel-Air Bomb 

---------------



The economical alternative to a nuke



DESCRIPTION: The fuel-air canister disperses a fine cloud of volatile fuel over

   a wide area that, when ignited, produces a massive shockwave.



PRICE: $360,000



HOW TO UNLOCK: Complete Contract - "Chain Reaction"









---------------------------.-----------------------.---------------------------

===========================|   15. BOUNTY ITEMS    |===========================

---------------------------'-----------------------'---------------------------



There are a lot of items lying around the Korean countryside that various

factions want to get. They want you to get those items for them and they will

reward you well for them. 



This section outlines what each item looks like and what the rewards are. Some

items may have some locations listed where you can find the items.



                             .-------------------.

                             | A. WMD BLUEPRINTS |

                             '-------------------'

                                    MERCS15A



FROM MANUAL: "Song's regime was running multiple WMD programs. Blueprints for 

all sorts of nasty stuff are all over the place. The South Koreans are always 

interested in new ideas, so collect these on their behalf and they'll make it 

worth your while."



WMD (Weapons of Mass Destruction) Blueprints are instructions on how to create

various types of weapons of mass destruction. These were left behind by the

North Koreans in their haste to get away from the Allied Nations' invasion of

the area.



The Blueprints are small, rectangular white boxes with the radioactive symbol

on the sides.



Although the Bounties screen in the PDA states that there are 100 WMD 

Blueprints, there are in fact a total of 110 Blueprints, which is listed in the

PDA Bounties screen as 110/100.



The South Koreans would like to get their hands on those WMD Blueprints. If you

collect the Blueprints for them, you will recieve a payment of $5,000 for each

one. You also recieve a bonus for your first collected Blueprint and for each

Blueprint that raises the total number collected to certain numbers.



The collection rewards are as follows:



1 ...... Explosive Resupply Drop

5 ...... Sniper Rifle Supply Drop

10 ..... Anti-Air Supply Drop

15 ..... Anti-Tank Supply Drop

20 ..... Cheat to play as Mafia Heavy Soldier

30 ..... Cheat to play as NK Elite Soldier

40 ..... Prototype Supply Drop

50 ..... Cheat to play as NK Spades Number Card

60 ..... $100,000

70 ..... $100,000

80 ..... $250,000

90 ..... $250,000

100 .... $500,000

110 .... Cheat to play as Han Solo







                           .-----------------------.

                           | B. NATIONAL TREASURES |

                           '-----------------------'

                                    MERCS15B



FROM MANUAL: "Widespread looting has spread North Korea's rich cultural 

heritage all over the country. The Chinese are keen to add these valuable

treasures to the glory of the People's Republic. Collect enough, and they'll

grant access to some special support items."



National Treasures are important Korean artifacts that were spread across the

land after the looting that occured during Song's coup.



The National Treasures are large, blue cubic crates that have a black dollar

sign on the sides.



Although the Bounties screen on the PDA state that there are 100 National 

Treasures, there is in fact 110 in the game. It will be listed as 110/100 when

all of them are collected.



The Chinese really want to have as many of those National Treasures as they 

possibly can. If you can collect these Treasures for the Chinese, they will

reward you will $3,000 for each one. You also recieve a bonus for each one you

collect and an additional bonus for each Treasure collected that brings your

total amount collected to certain numbers.



The collection rewards are as follows:



1 ...... Chinese BJ2020 Scout Delivery

5 ...... H3 Delivery

10 ..... Chinese Fuel Truck Delivery

15 ..... $50,000

20 ..... Cheat to play as Indiana Jones

30 ..... Cheat to play as Civilian Doctor

40 ..... Cheat to play as Civilian Prisoner

50 ..... Cheat to play as Ace of Diamonds

60 ..... $100,000

70 ..... $100,000

80 ..... $250,000

90 ..... $250,000

100 .... $500,000

110 .... Cheat to play as SKU Elite Soldier







                               .--------------.

                               | C. MONUMENTS |

                               '--------------'

                                   MERCS15C



FROM MANUAL: "Like many dictators, Song had a thing for giant monuments to his

own greatness. The South Koreans really hate that sort of thing, so getting rid

of these monstrosities will make them very pleased with you."



After Song took over Korea, he had numerous Monuments constructed throughout

the country in honor of himself.



The Monuments come in three forms. The first are easy-to-see, large bronze

statues that look like General Song himself. The second type are small, white

stone statues that are hard to describe; they are normally found in pairs, with

one not far from the other. The third type are medium-sized and look like small

versions of the Washington Monument. They have red Korean text running down one

side.



Although the PDA Bounties screen lists they Monuments as ##/20, there are 

actually 21 Monuments, so when all of them are finally destroyed, the listing

will be 21/20.



The South Koreans detest those vain monuments and they are bad for the morale

of their troops. They would appreciate it if you destroyed all of them. For

each Monument that you destroy you will be paid a bounty of $10,000. You also

get an extra reward each one that brings your total number of Monuments 

destroyed to a multiple of ten.



The destruction rewards are as follows:



10 ..... N. Korean ZSU-57 Anti-Air Delivery

20 ..... $250,000





SOUTHERN PROVINCE MONUMENT LOCATIONS:



> Pyongyang Airport, near the center of the airport itself

> South of Pyongyang where the road ends in a loop

> Center of North Pyongyang

> In the NK Fortress

> In the middle of Ichon

> Westmost part of Sariwon

> Northeastern part of Kaesong

> Southwestern part of Kaesong

> Southern center of Haeju

> Southern part of Propaganda Village





NORTHERN PROVINCE MONUMENT LOCATIONS:



> Southern center of Yongbyon

> Northeastern part of Kusong

> Southern part of Kusong

> Western part of Chongju

> Northern part of Chongju Airport

> Southern part of Sinuiju Downtown

> Northen center of Sinuiju Downtown

> Chongsong Train Station (one of a pair)

> Chongsong Train Station (one of a pair)

> Near the gate of the Chemical Complex (one of a pair)

> Near the gate of the Chemical Complex (one of a pair)







                           .-----------------------.

                           | D. SK LISTENING POSTS |

                           '-----------------------'

                                    MERCS15D



FROM MANUAL: "The South Koreans have placed these not-too-covert surveillance

devices wherever they think they'll overhear an interesting conversation. The

Chinese will reward you handsomely for destroying them. Destroy enough of them,

and there might be a reward."



The South Koreans wanted to listen in on conversations that they weren't meant

to hear, so they placed Listening Posts in various places across Korea.



The Listening Posts have the hardest appearance to describe. They are around

the height of your Merc and are basically a tripod with two radar dishes at the

top with a red flashing light on both sides. Basically, if you see a flashing 

red light, go investigate.



The Chinese know about the Listening Posts and want them destroyed. They will

reward you monetarily for each one you destroy. You also will recieve a bonus

reward for each one that you destroy which brings your total number of 

Listening Posts to certain amounts.



The destruction rewards are as follows:



10 - Medical Supply Drop

20 - Baggage Car Delivery

30 - Mafia MD-530 Scout Delivery

40 - Cheat to play as NK Hearts Numeric Card

50 - Cheat to play as Pilot

55 - $250,000









---------------------------.-----------------------.---------------------------

===========================| 16. CODES AND SECRETS |===========================

---------------------------'-----------------------'---------------------------



There are a number of extras in Mercenaries. This section outlines all of them.

There are separated into (A) Cheats, (B) Unlockables, (C) Bounty Items, and (D)

Etcetera.



                                .-----------.

                                | A. CHEATS |

                                '-----------'

                                   MERCS16A



In Mercenaries, cheats are entered by bringing up the PDA and then scrolling to

the "FACTIONS" screem by pressing R1 until you get to the end. Then just 

perform the button sequence for the code(s) you want to use.



Some cheats work at any point in the game. Others only work after you have

actually unlocked them in the game. The latter type is generally only with 

changing your Merc to look like someone else. The unlockable only codes will

work if you enter the "All Alternate Skins Unlocked" code even if you did not

collect the proper number of items.



-------------------------

 CAN BE USED AT ANY TIME

-------------------------



Invincibility ............. Up, Down, Up, Down, Left, Right, Left, Right



Unlimited Ammo ............ Right, Left, Right, Right, Left, Right, Left, Left



Get $1,000,000 ............ Right, Down, Left, Up, Up, Left, Down, Right



All Shop Items ............ Down, Down, Down, Down, Up, Left, Right, Right



All Alt. Skins Unlocked ... Right, Right, Left, Left, Up, Up, Down, Down, Up,

 (SEE SECTION BELOW)        Right, Left, Down, Down, Left, Right, Up, Down, 

                            Down, Up, Up, Left, Left, Right, Right



Reset All Faction Moods ... Up, Up, Up, Up, Down, Down, Right, Left





------------------------

 MUST BE UNLOCKED FIRST

------------------------



Play as Mafia Heavy ....... Left, Left, Right, Right, Down, Up, Down, Up



Play as Doctor ............ Left, Left, Right, Right, Down, Up, Down, Down

 

Play as NK Elite .......... Left, Left, Right, Right, Down, Down, Down, Up



Play as Prisoner .......... Left, Left, Right, Right, Down, Down, Down, Down



Play as Josef ............. Left, Left, Right, Right, Down, Up, Up, Up



Play as Peng .............. Left, Left, Right, Right, Up, Down, Down, Left



Play as Hearts card ....... Left, Left, Right, Right, Up, Down, Down, Up



Play as Deck of 52 member . Left, Left, Right, Right, Down, Up, Up, Down



Play as Buford ............ Left, Left, Right, Right, Up, Down, Down, Down



Play as Ace of Diamonds ... Left, Left, Right, Right, Down, Down, Up, Up



Play as Allied Pilot ...... Left, Left, Right, Right, Up, Down, Up, Down



Play as SK Elite .......... Left, Left, Right, Right, Down, Down, Up, Down



Play as Han Solo .......... Left, Left, Right, Right, Up, Down, Up, Up







                             .----------------.

                             | B. UNLOCKABLES |

                             '----------------'

                                  MERCS16B



-------------

 CHEAT CRATE

-------------



Finish the game with all members of the Deck of 52 verified (killed or 

captured) and you will have the Cheat Crate available for delivery in your 

continued game (from the same save file).





-------------------

 ALTERNATE OUTFITS

-------------------



Once you get to the Northern Province, you unlock an alternate outfit for your

merc to wear. Go to the tent in MASH marked by a shirt on the PDA map to change

outfits.





----------------------

 FACTION LEADER SKINS

----------------------



You can unlock cheat codes to change your character's appearance to that of

some faction leaders by completing the second Spades contract for that leader's

faction. You can unlock Josef of the Mafia, Peng of the Chinese, and Buford of

the South Korean Union.







                               .-------------.

                               | C. ETCETERA |

                               '-------------'

                                   MERCS16C



There are a few interesting things that you may or may not notice during the

game. This section lists those.



-----------------------------------------

 SPECIAL ACTIONS IN FACTION HEADQUARTERS

-----------------------------------------



*** Thanks to Headhuntress for providing most of this list! ***



In each faction's headquarters there are special actions that you can perform.

These actions serve no purpose but for a little extra entertainment from both

the action and the dialogue that comes from the faction's leader after you do

it. Here are some of those things:



> Try to use vending machine - Allied HQ, before "Out of the Woodwork"



> Tap on missiles - South Korean HQ, before "A Farewell to Kings"



> Practice fighting moves on dummy - Chinese HQ, before "Under New Management"



> Pester Mafia Thug on couch - Mafia HQ, before "Bait and Switch"



> Use Coffee Maker - Allied HQ, before "Bringing Down the House"



> Use Coffee Maker - Allied HQ, before "Downed Bird in Enemy Nest"



> Examine the Hanging - Chinese HQ, before "Persuasion"



> Get shocked by the radar dish - South Korean HQ



> Look behind the dartboard for a safe - Mafia HQ



> Bother the fish in the fishtank



> Rifle through files - In 2 HQs



> Look under ping-pong table - Allied HQ



> Examine the projector - Chinese HQ



> Examine the monitor



> Straighten the picture



> Pick up the vase



> Get a drink from the bar - Mafia HQ



> Get on the exercise bike - Allied HQ

                                                                              



-----------------------

 FACTION MOOD INCREASE

-----------------------



Whenever a faction is in a firefight with another faction (usually the North

Koreans), you can increase your faction mood with the faction by killing the

opposing soldiers it is in combat with.

                                                                              



-------------------

 GSRN NEWS REPORTS

-------------------



Whenever you near a GSRN Truck, you can hear a news report over the radio. It

usually tells of the last Ace you captured or killed, but states that the AN

was repsonsible for doing so.

                                                                              



-------------------------------------------------

 KILLING CIVILIANS OR FRIENDLIES WITHOUT PENALTY

-------------------------------------------------



When in a tank, you can run over the vehicles of civilians or friendly factions

without having to pay any money or losing faction mood.

                                                                              



----------------

 THE TERMINATOR

----------------



When playing as Chris Jacobs, a few events can cause Chris to say "Look at me,

I am the Governor!" like the Governator himself would. Wanna hear Chris mock

Ahhhhnold? Listen closely when causing havoc with a helicopter or sniping out

NKs!

                                                                              



---------------

 SUICIDAL MERC

---------------



At the beginning of the game while you are in the plane getting your stuff

together, you have to open the cargo door. Before you get into the M1025 Scout,

you can walk out the cargo door and off the plane! Don't worry, you'll be put

right back in the plane.

                                                                              



----------

 CHOPSHOP

----------



The Mafia runs chopshops. There is a chopshop in both maps, both times near the

Mafia HQ. By bringing a non-Mafia vehicle to the chopshop, you will get money

and an increase in Mafia mood. By bringing a Mafia vehicle to the chopshop, you

will get an increase in Mafia mood. You cannot sell helicopters at the chopshop

though.

                                                                              



------------------

 FREE AMMO REFILL

------------------



If you man a mounted weapon while carrying certain weapons, the weapon you are

carrying is refilled. I do not currently know what weapons that works with at

the moment.

                                                                              



--------------------

 FREE HEALTH REFILL

--------------------



If you are low on health, you can go into a faction's HQ and accept a contract.

When you appear outside, you will have full health. You can then just cancel 

the contract.

                                                                              



------------------------

 COMPLIMENTS FROM FIONA

------------------------



When sniping, after taking out a few targets, Fiona will occasionally 

compliment your sniping skills with a comment along the line of "Wow, you're

good."





---------------------------------

 UNDERSTANDING FOREIGN LANGUAGES 

---------------------------------



If you press pause, go to the options screen, then choose "GAME", you have the

option to enable subtitles. Doing so allows you to see spoken dialogue in the

subtitles which will appear at the bottom of the screen. Based upon which merc

you chose, you will be able to understand dialogue spoken in one of the three

foreign languages sometimes used in Mercenaries because the English translation

of that dialogue will appear in the subtitles.

                                                                              



--------------------------------------

 GETTING ITEMS FROM THE SHOP FOR FREE

--------------------------------------



After selecting what you want to buy, find a clear area. You have to toss out

the beacon and get back into the shop before the beacon hits the ground. After

doing that, select any item from the shop. The item you first selected will be

en route for free. Press R2 to put the second beacon away.

                                                                              



--------------------------------

 FREE VEHICLE ARMOR/AMMO REFILL

--------------------------------



[ Contributed by Enigma Nostra ]



If you go into a faction HQ, and then go back out, without accepting the 

mission, your vehicle will be fully loaded, but usually where you left it. 

Cheap way to tank up.









---------------------------.-----------------------.---------------------------

===========================|     17. FUN STUFF     |===========================

---------------------------'-----------------------'---------------------------

                                    MERCS17



One of the best things about Mercenaries is that there is ALWAYS something to

do even if you do not want to do any contracts, challenges, or search for any

bounty items.



This section is entirely devoted to the things that you can do while you are 

just roaming around the map.



So, all you people who get on the message boards and post things like: "I am 

getting bored quick," this section is mainly for you!



Since there are always new and interesting things that can be done outside of

the primary gameplay of Mercenaries, this is a never-ending section. If you 

have something fun that isn't listed here, please send it to me via e-mail at

MercenariesFAQ@gmail.com.



----------

 CAR TOSS

----------



Using any helicopter in Mercenaries, you can pick up small cars with the winch.

To use the winch, press down on the directional pad to lower it and then get

the winch a little bit above the car you want to pick up.



Once you have a car, ascend for a bit. Start going forward at full speed, still

pressing the button to ascend often to counteract the weight of the car. 



Since the winch and car have momentum from being pulled by the helicopter, when

you stop the helicopter, the car will move forward until stopped by the hold of

the winch. We want to abuse that. While you are still going full speed, pull

down on the stick and down on the directional pad at the same time. This will

cause the winch to flail forward and release the car with extra speed. 



If the car hits land, enjoy the fireball.





------------------

 SNIPE LIKE CRAZY

------------------



If you are a fan of using the Sniper Rifle (or another weapon that functions as

a sniper, such as the Anti-Armor Rifle), you may be disappointed by the lack of

contracts that specifically require the use of a sniper.



There are some spots in Mercenaries where North Korean soldiers will continue

to appear, giving you lots of targets to snipe out. 



Many of these spots are tunnels, for example, in the Southern Province (the 

first map), there is a tunnel near the bridge that leads up to Pyongyang 

Airport (where the Chinese HQ is). You can climb up into the mountanous area

next to it and snipe out the forces that continually flow out of there.



Other spots are near North Korean bases or compounds where the soldiers will

often appear in Sungri Scouts, providing good moving targets. A spot like this

is in the Northern Province, near the Chemical Plant. Get into the mountainous

area outside the gate to the Chemical Plant and Sungri Scouts loaded with a 

pair of North Korean soldiers will appear rather often.



Find a spot, crouch down, and let the bullets fly!





-----------------------------

 C4... BOREDOM'S WORST ENEMY

-----------------------------



C4. One of the best things usable in Mercenaries. You can abuse C4 so much. 

When you get down to it, the uses are nearly endless. Here are just some of the

many things you can do with C4.



> SABOTAGE THE DELIVER CHOPPER - There are a number of ways to do this. The one

  I use is to order a vehicle from the Merchant of Menace and wait until the

  big ol' deliver chopper is about to the beacon's location. When the chopper

  starts to lower the vehicle, run under it, where the shadow is, and plant a

  block of C4. Once the vehicle hits the ground, detonate the C4. The vehicle

  will explode and fly up into the delivery helicopter, causing it to either

  explode or spin out of control, hit something, and then explode.



> SABOTAGE VEHICLES - This is priceless. Find an often-travelled road somewhere

  and plant a brick of C4 on the road. Wait for a vehicle to get near the C4 

  and detonate. It may get you into trouble, but boy is is fun.



> BLOW THE BRIDGE - Pick a bridge, any bridge. Plant a couple bricks of C4 on 

  it somewhere (I typically do the center). When a vehicle gets about one-third

  or one-fourth of the way across the bridge, detonate. The vehicle will most

  likely drive into the water where the bridge once stood.



> PLANT, DRIVE, DITCH - Get a wheeled vehicle (most work, but flatter vehicles

  work best). Plant some C4 on the hood. Pick a spot of soldiers or something

  that you want to attack. Drive the car as fast as possible towards them and

  then before you get too close, ditch the car and detonate the C4 when the car

  gets to the spot. Boom.





-------------------------

 DRIVE IT LIKE IT'S HOT!

-------------------------



By using a cheat code, you can drive a burning vehicle. Here's how. Go to the

PDA Factions screen and enter the invincibility cheat code (Up, Down, Up, Down,

Left, Right, Left, Right). Find any vehicle of your choice. Whip out a gun and

fire at it until it catches fire (make sure you are close to it). At that point

you want to get in the vehicle before it explodes. If you got into the vehicle

in time, the vehicle will stop losing health due to the invincibilty code and

the fire will not stop, allowing you to drive a burning vehicle.





-------------

 TAKE A SWIM

-------------



Using the invincibility cheat code (Up, Down, Up, Down, Left, Right, Left,

Right), you can get into a large body of water and not get killed. What instead

happens is the animation of your mercenary struggling to stay afloat while they

do actually stay afloat.





-------------------------------

 FIND THE TRUE EDGE OF THE MAP

-------------------------------



As you probably know, the maps are surrounded by shaded red areas that are

called "Restricted Zones" and if you enter them, Allied planes will close in on

your location and bomb you, which is unsurvivable. Well. Not quite.



If you go to the PDA Factions screen an enter the invincibility cheat code (Up,

Down, Up, Down, Left, Right, Left, Right), those bombs will not hurt you. Since

there is no way for the planes' attacks to do anything but slow your progress,

you can make it to the real edge of the map. What is it? What you would expect,

an invisible wall.





-----------------------------------------

 SPECIAL ACTIONS IN FACTION HEADQUARTERS

-----------------------------------------



[ Note: This is also in the Codes and Secrets section ]



*** Thanks to Headhuntress for providing most of this list! ***



In each faction's headquarters there are special actions that you can perform.

These actions serve no purpose but for a little extra entertainment from both

the action and the dialogue that comes from the faction's leader after you do

it. Here are some of those things:



> Try to use vending machine - Allied HQ, before "Out of the Woodwork"



> Tap on missiles - South Korean HQ, before "A Farewell to Kings"



> Practice fighting moves on dummy - Chinese HQ, before "Under New Management"



> Pester Mafia Thug on couch - Mafia HQ, before "Bait and Switch"



> Use Coffee Maker - Allied HQ, before "Bringing Down the House"



> Use Coffee Maker - Allied HQ, before "Downed Bird in Enemy Nest"



> Examine the Hanging - Chinese HQ, before "Persuasion"



> Get shocked by the radar dish - South Korean HQ



> Look behind the dartboard for a safe - Mafia HQ



> Bother the fish in the fishtank



> Rifle through files - In 2 HQs



> Look under ping-pong table - Allied HQ



> Examine the projector - Chinese HQ



> Examine the monitor - Allied HQ?



> Straighten the picture



> Pick up the vase



> Get a drink from the bar - Mafia HQ



> Get on the exercise bike - Allied HQ





--------------------------

 BIGGEST. OVERKILL. EVER.

--------------------------



What fun is it without getting into a little trouble? Pick out any civilian and

subdue him or her. Now, back up... Way up, but do not lose sight of the sundued

civilian as they tend to disappear if you look away.



Get an airstrike of your choice (I like the Bunker Buster) and use it on the

subdued civilian. Yeah, it's not nice, but it is fun. :P





----------------------

 CARRY RANDOM OBJECTS

----------------------



The winch on helicopters can carry a large number of different things. It can

carry crates, vehicles, and more. What may be slightly surprising is that some

objects that you wouldn't think that you could carry are carriable.



For example, streetlights, traffic lights, some fences, and even barrels can be

carried with the winch. You can definitely have fun swinging those things all

around.

 





 

---------------------------.-----------------------.---------------------------

===========================|    18. PDA E-MAILS    |===========================

---------------------------'-----------------------'---------------------------



During the course of Mercenaries, you will have been sent a significant amount

of e-mail on your PDA. A lot of the e-mails are unreadable after certain events

have taken place. This section sorts the e-mails like the PDA does, into four

sections: (A) Unsorted [these are the e-mails that are not put into any folder

inside the PDA], (B) Deck of 52, (C) Help - General, (D) Help - Weapon Data.



Have any non-contract e-mails that are not here? Please send those e-mails in

the format that the e-mails in this section are already in to me via e-mail at

MercenariesFAQ@gmail.com.



                               .-------------.

                               | A. UNSORTED |

                               '-------------'

                                   MERCS18A



The "Unsorted" e-mails are the e-mails you recieve and are not put into any

particular folder in your inbox.



-------------------------------------

 RENDEZVOUS WITH GARRETT @ ALLIED HQ

-------------------------------------



You need to talk to Colonel Garrett at the Allied HQ in the DMZ. It's due

North of the insertion point. I've been monitoring the military channels, and

it sounds like there's some action up ahead. Be careful.





-----------------

 LAY OF THE LAND

-----------------



OK let's get going. If we're going to find the Deck of 52, we're going to have

to get in good with the local power brokers. Buford seems like a good lead. 

Let's pay him a visit.

                                                                              



--------

 BUFORD

--------



Agent Mitchell Buford helps the South Koreans run their side of this conflict.

He'll have lots of work for you, and will probably trade information on the

locations of the Deck of 52. Don't be surprised if everyone else acts like his

assistant. Major Park is running the show over there. Buford's involvement

isn't publicly known.

                                                                              



--------------------------

 OPPORTUNITY IN PYONGYANG

--------------------------



You've made a name for yourself pretty quickly, my young friend. We have room

for someone like you in our organization. Come by our nightclub in Pyongyang

and I'll introduce you to my boss. Keep your mouth shut about this.

                                                                              



--------------------

 MERCHANT OF MENACE

--------------------



Login: merc

Password: vlad1m1r



Happy shopping!



Sergei.





-------------------

 COLONEL ZHOU PENG

-------------------



After you finished that contract for Buford, I did some research on where his

troops are positioned. Seems like his main rival is the man commanding Chinese

forces in the area, Colonel Zhou Peng. Probably some opportunities there.





-----------------

 MISSION LOADOUT

-----------------



[NOTE: This e-mail comes during the Chinese contract, "Pest Control"]



The Type 89 APC tank parked outside of the HQ is available for your use in this

contract. Additionally, given your promixity to the mission area, the Chinese

can provide you 152mm air burst shell support should you need it.





--------------------------------

 DUNG HWANGBO, THE ACE OF CLUBS

--------------------------------



Good news. The AN is now accepting bids on the contract for Dung Hwangbo.

That's based largely on the intelligence you gathered in the field. They've

declassified enough of the intel so we can begin the hunt. Hwangbo's little

more than a ruthless businessman. He shouldn't be too tough. Not compared to

Song.



Garrett will be waiting for you outside Allied HQ. Remember, if you accept this

mission, the AN considers the contracts on the other Clubs closed. If you want

to work on the rest of Hwangbo's lackeys first, you can accept those contracts

from Major Howard inside the HQ.





------------------

 (BONUS) CLEAR LZ

------------------



[NOTE: This e-mail comes during the Ace Contract, "Bringing Down The House"]

   

The Allies are willing to provide you with men and firepower if you can clear

an LZ for them. There's a spot they've designated at the South end of the

island you'll need to clear. This should be easy, but remember this is just a

side job. Our primary concern is the Ace!

---

Contract Terms & Conditions



BONUS: Destroy NK forces at South end of island



Bonus Value: Extra troops and firepower





----------------------------------------

 GENERAL CHUL KANG, THE ACE OF DIAMONDS

----------------------------------------



The contract for General Chang is now available. This isn't going to be an easy

mission. Chang's a sinister madman, responsible for testing chemical weapons on

his own people. Chang's also in control of Song's Supergun. Chemical weapons

and the ability to deliver them anywhere in a thousand mile radius is bad news.



ExOps protocol requires me to inform you any time you accept a mission that

involves a high probability of exposure to chemical, biological, or nuclear

weapons. The good news is: I'm pretty sure Chang isn't going to nuke you or

give you a virus.





----------------------------------

 PROTOTYPE WEAPON OPERATION CODES

----------------------------------

   

The Type07 Prototype Weapon is the only thing on this island strong enough to

destroy the Supergun and bypass the jamming system. You need to keep the

Prototype Weapon intact until the Supergun is destroyed.



Below are the operation codes for the Type 07 Prototype Weapon as well as the

target coordinates. You'll now be able to activate the Prototype Gun and take

out the Supergun.



Q84D0DF - NE98359 - 38DKEOW - EIDNEIG - EI594FG - NDNAL23 -



DIENA3O - EN33M46 - 50948ND - 984NS3J - 3NMDMEE - 4NG9E3M -



NONEIAL - 3N39DMD - 4894N4M - 1M2M064 - MMEN93N - PEIZBX0





----------------

 NORTH PROVINCE

----------------



Song's been corralled in the North, so that's where the action is. All of our

contacts have a presence there, you should expect some familiar faces. Let's

get to it - but be careful. The stakes are getting ever higher.





--------------------------------------

 GENERAL CHUL KANG, THE ACE OF HEARTS

--------------------------------------

 

Based on the intel you gathered, the Allies have tracked Kang down to a remote

island off the coast. They're accepting bids for Kang's contract. Everyone here

knows you're going to go after it. I should warn you. Kang is one of Song's

most capable military men. Bordering on genius. You're going to want every

resource possible before you tackle him.





--------------------------------------

 GENERAL CHOI SONG, THE ACE OF SPADES

--------------------------------------



Congratulations! I just got a call from Colonel Garrett. He wanted to

personally extend the offer for Song's contract to us before he put it up for

bid. He knows he owes you a lot, and he presumes you're going to take it.



I know you've been champing at the bit to get to Song. I'm not going to warn

you about him, you've read the files. The longer you wait, the closer the world

comes to nuclear Armageddon.

                                                                              

                                                                              

                                                                              

                               .---------------.

                               | B. DECK OF 52 | 

                               '---------------'

                                    MERCS18B



--------------------------

 3 OF CLUBS, SU-YEONG KIM

--------------------------



I just received some files forwarded to my ExOps account from a Chinese

intelligence officer. Probably Colonel Peng's idea. According to these 

documents, Chinese Intelligence believes Su-Yeong Kim, the 3 of Clubs, is

currently South of Pyongyang, across the river. Kim's supposed to be a grunt, a

strong-arm man Hwangbo uses to threaten people. Expect him to run once he sees

you.





-----------------------

 4 OF CLUBS, YEOM PARK

-----------------------



I just received an intel report from Josef. His men are reporting that the 4 of

Clubs, Yeom Park, is operating somewhere North of Haeju. I'm not sure how 

reliable the intel is. I'm surprised it's coming from Josef and not Sergei. 

It's really well put-together too. Very professional-looking. Park specialized

in blackmail and graft. Very savvy guy. Probably nothing to worry about in a 

fight, though.





----------------------------

 TAL-HUN AN, THE 5 OF CLUBS

----------------------------



Agent Buford just sent me a report on Tal-hun An, the 5 of Clubs. Apparently,

he's overseeing construction of a military installation North of Pyongyang. His

involvement is purely financial, so don't expect too much action if you go 

after him. The report says it's from Major Park, but since it comes from the 

CIA's central computer at Langley, I presumed it was really from Buford.





-------------------------------

 CHONG-CHUN YI, THE 6 OF CLUBS

-------------------------------



Another CIA-routed intelligence email from "Major Park." I get the feeling Park

is a total cipher over there at South Korean HQ. Their satellite reconnaissance

indicates that Chong-chun Yi, the 6 of Clubs, is operating just South of the

Russian Mob's HQ in Pyongyang. This "Yi" is another businessman responsible for

funding the Ace of Club's operation. No military training.





--------------------------

 KANG-KEUN HA, 7 OF CLUBS

--------------------------



I've received another email from Josef. His contacts recently dealt with the

former President's former Minister of Domestic Affairs; Kang-keun Ha, a.k.a. 

the 7 of Clubs. He's been seen SouthEast of Kaesong. He's reported to be one of

the richest men in Song's organization. Nothing to fear from him, unless he

starts throwing money at you. This is another very professional intelligence 

report from Josef. I'm beginning to suspect he's more than he seems.





----------------------------

 8 OF CLUBS, YEONG-SUK PARK

----------------------------



Colonel Peng sent us some more information. His intelligence men think the 8 of

Clubs, Yeong-suk Park, is in Pyongyang. Park was Dung Hwangbo's director of 

transportation. Once you bag him, Hwangbo's men should have a hard time

getting around without being detected.





---------------------------

 9 OF CLUBS, CHEOL-HAN CHO

---------------------------



Peng thinks his men have uncovered the location of Cheol-han Cho, the 9 of 

Clubs. Cho is the security chief for Dung Hwangbo, but his files don't make any

reference to military training. Don't expect much of a fight. You'll find him 

North of the DMZ.





----------------------------

 10 OF CLUBS, YEONG-KIL KIM

----------------------------



Allied intelligence discovered a possible location for the 10 of Clubs,

Yeong-kil Kim. Kim runs Dung Hwangbo's drug operations in North Korea. He's 

used to dealing with armed thugs. You should be more than a match for him. He's

somewhere Southwest of the DMZ. I can see some kind of activity there

surrounding what appears to be a blown-out bridge. Looks like a train wreck of

some sort.





----------------------------------------------

 LIEUTENANT CHAN-SEOK PARK, THE 2 OF DIAMONDS

----------------------------------------------



According to a Chinese intelligence report I just received, Lieutenant

Chan-seok Park -- a.k.a. the 2 of Diamonds -- is rallying a unit of troops

South of the DMZ, near where you were originally dropped off. Lieutenant Park

was a recruiter for Song's army, so he's seen some action.





-------------------------------------------

 LIEUTENANT TU-CHIN CHO, THE 3 OF DIAMONDS

-------------------------------------------



Looks like Josef is helping us out again. I just received a report in Russian

from some Mafia operatives. I had the boys here translate it, and it discusses

a deal the Russian Mob made with Lieutenant Tu-chin Cho, the 3 of Diamonds, 

Southeast of Kaesong. Apparently he's often at that site. Maybe you should 

check it out. This is the guy responsible for light weapons training in 

General Chang's outfit. Time to show him what someone trained in air strikes 

and mass destruction can do.





----------------------------------------------

 LIEUTENANT YEONG-SEON SEO, THE 4 OF DIAMONDS

----------------------------------------------



The fax machine just spit out a whole stack of CIA documents. Most of the text

has been blacked out, but from what's left it's obvious what the documents

pertain to; they're the last known whereabouts of Lieutenant Yeong-seon Seo, 

the 4 of Diamonds. Seo was responsible for deploying RPGs, SAMs, and TOWs to 

General Chang's men. The CIA have him listed as operating just West of Ichon.

Go get him.





----------------------------------------

 CAPTAIN PUNG-CHO YU, THE 5 OF DIAMONDS

----------------------------------------



I just got a phone call from Alder Stone, the CIA station chief in Hong Kong.

Apparently he was instructed to reveal to me the CIA's suspicions regarding the

current whereabouts of Captain Pung-cho Yu, the 5 of Diamonds. They've got him 

North of the "Black Gate," Heuk Dae Moon. Yu is head of General Chang's 

military intelligence division. Be ready for anything.





-------------------------------------------

 CAPTAIN YEONG-IL CHEON, THE 6 OF DIAMONDS

-------------------------------------------



Josef's come through for us again. He's given us the location of Captain

Yeong-il Cheon, the 6 of Diamonds. This is the guy who trained Chang's men in

tank operations. It'll be quite a coup to bring him in. Might not be too easy,

though. He's stationed just South of Heuk Dae Moon...the Black Gate, possibly 

the most fortified position in North Korea. Might not be a bad idea to get a 

look at the place while you're up there. Do some intel gathering of your own.





----------------------------------------

 MAJOR SEON-KEUN YUN, THE 7 OF DIAMONDS

----------------------------------------



Peng arranged for another Chinese intelligence report to be delivered to me. It

goes into some detail about Major Seon-keun Yun's operations. He's the 7 of 

Diamonds, and the former deputy minister for General Chang's Air Cavalry 

divisions. Don't be surprised if some of his helicopters are standing by. The 

report mentions a temporary base set up East of Ichon.





------------------------------------------

 CAPTAIN KYUBYUNG PARK, THE 8 OF DIAMONDS

------------------------------------------

                                                                              

Allied intelligence hints that Captain Park, the 8 of Diamonds, is operating

West of Nampo. Park was responsible for operating General Chang's anti-air

defenses for the past several years. I wouldn't recommend assaulting his 

location from the air.





-------------------------------------

 MAJOR CHU-HO KIM, THE 9 OF DIAMONDS

-------------------------------------



I've received another dispatch from Allied intelligence. They're monitoring a 

lot of NK chatter that indicates Major Kim is active North of Haeju. This guy

served for 20 years in the DPRK's army before becoming General Chang's Chief of

Staff. Watch out for the guy.





------------------------------------------

 MAJOR MYEONG-HAN KIM, THE 10 OF DIAMONDS

------------------------------------------



Buford just forwarded me a report from British intel. They think Major Kim is

operating somewhere North of Haeju. This intel's only a few hours old, so 

there's a good chance he's still there. Major Kim is one of the most 

experienced military men in North Korea. He ran the troops in the DMZ for 10

years, so he's seen lots of action. Stay frosty.





-------------------------------

 CHI-SEONG AN, THE 2 OF HEARTS

-------------------------------



I can see why Sergei keeps Josef around. It seems like he's got a file on

anyone in North Korea who may have any involvement in this fiasco, including

Chi-seong An, the 2 of Hearts. Josef's contacts report that An is currently

just South of Farm Valley. He's obviously a low-level operative, but there's a

heavy bounty on his head we can't pass up.





----------------------------------

 HYEON-SAN CHANG, THE 3 OF HEARTS

----------------------------------



I've received another decoded CIA communique, presumably thanks to Agent 

Buford. They've been looking for Hyeon-san Chang, the 3 of Hearts, for some 

time and now they've got his location narrowed down to the area SouthEast of

the Sinuiju farms. No one knows much about Chang, but if he's part of Kang's

nuclear program, he's probably a scientist.





----------------------------

 CHU-HO KO, THE 4 OF HEARTS

----------------------------



I have here another intelligence report from Beijing. Seems Colonel Peng is

eager to help us find Chu-ho Ko, the 4 of Hearts. Chinese intel has him

operating outside Taechon. Not much is left of that place now, but there is a

nuclear reactor nearby. Ko's file lists him as having little more than 

bureaucratic involvement in the Ace of Hearts' nuclear program, but the Allies

are offering a tidy sum for him nonetheless.





--------------------------------

 CHO-YEONG CHA, THE 5 OF HEARTS

--------------------------------



Peng's contacts in Chinese intelligence have paid off again. They've handed us

Cho-yeong Cha, the 5 of Hearts, on a platter. Satellite photography shows him

holed up North of Kusong. He's a notorious coward; I don't imagine he'll put up

much of a fight.





-------------------------------

 HYE-MIN PARK, THE 6 OF HEARTS

-------------------------------



I'm holding a memo in my hand from Agent Buford to CIA headquarters in Langley.

Seems he doesn't care now if we know our intel is coming directly from him. His

men identified the probable location of 6 of Hearts, Hye-min Park. This is the

guy in charge of converting North Korea's reactor grade uranium into weapons-

grade material. Buford's convinced he's operating from a temporary base North 

of Chongju. If he's convinced, that's good enough for me.





-------------------------------

 MUN-CHEOL YI, THE 7 OF HEARTS

-------------------------------



Josef's boys have tracked down another card for us. According to the Russian

Mob, 7 of Hearts Mun-cheol Yi is hanging out just North of the train station in

Yongbyon. Probably hoping to get out of the country. That's our luck; the 

trains haven't been running for a month here. Yi is just a metallurgist. Though

he might have some of Song's men protecting him. Be careful.





----------------------------

 MIN-SU AN, THE 8 OF HEARTS

----------------------------



Colonel Garrett forwarded me some Allied intel on the current whereabouts of

Min-su An, the 8 of Hearts. An Allied plane has spotted some suspicious 

activity Southeast of Chongju and wants you to check it out. If they're right,

this will be a great first step in shutting down Colonel Han's nuclear program.

                                                                              



-----------------------------------

 DR. NAM-CHEOL KIM THE 9 OF HEARTS

-----------------------------------

                                                                              

Peng's aide de camp Captain Leu just called me to let me know they've got a

handle on the current whereabouts of Dr. Nam-cheol Kim, the 9 of Hearts. He's

hiding out somewhere South of the tenement ruins. Thanks to this guy, Song's

nukes have intercontinental delivery systems. Lots of governments in the West

would like to get ahold of this guy.





--------------------------------

 DR. HUN HONG, THE 10 OF HEARTS

--------------------------------



Garrett sent me a classified document detailing all the Allied intel on Dr. Hun

Hong, the 10 of Hearts. From this, it looks like he's often been spotted at one

of the nuclear plants between Kusong and Yongbyon. He was the director of the

fissile materials division in General Kang's nuclear program. 





--------------------------

 DAE KIM, THE 2 OF SPADES

--------------------------



Buford just gave us another card. Dae Kim, the 2 of Spades, is the lowest

ranking member of Song's all-female special forces squad. Lowest-ranking, but

still very well trained and probably one of the most lethal operatives you've

yet to encounter. Buford says she's been spotted just South of Farm Valley, but

he won't give me specific coordinates.





-------------------------------

 JIN-WEON SEO, THE 3 OF SPADES

-------------------------------



Chinese intelligence has another report for us. This time it's Jin-weon Seo, 

the 3 of Spades. Goes quite a ways back; they've been watching her for some 

time. She used to be in the North Korean Olympic program. Chinese operatives

spotted her just South of the Chemical Plant. Lots of mountainous terrain

there for someone with special forces training to hide in.





-----------------------------

 JOO-EUN AN, THE 4 OF SPADES

-----------------------------



I just received an interesting phone call. Someone speaking with a very heavy

Russian accent said, "Joo-eun An, Northwest of Yongbyon." A not-too-subtle hint

from our friend Josef? Or at least, one of his agents. Joo-eun An is the 4 of 

Spades, another highly trained operative in Song's special forces squad. These

are lethally trained operatives. Try not to get shot up.





----------------------------

 KEON PARK, THE 5 OF SPADES

----------------------------



North Korea's most infamous sniper was just handed to us, free of charge. From

what I gather, Sergei used her once or twice before to take care of some rivals

in the business. Now Josef's selling her out. He claims she's currently 

stationed just Southwest of Sinuiju, and I have no reason to doubt him. I guess

Josef has no use for Sergei's old contacts in North Korea. Smart man.





-------------------------------

 MIN-SEON YUN, THE 6 OF SPADES

-------------------------------



Another report from Chinese intelligence, thanks to Colonel Peng. He seems

pretty plugged in there. This report is on Min-seon Yun, the 6 of Spades.

Beijing tracked her down to the chemical plant in the North before they lost 

her in North Korea's tunnel network. Probably if you nose around there long

enough, she and possibly some of her colleagues may show their faces.

                                                                              

                                                                              

---------------------------------

 MOON-HAN CHEON, THE 7 OF SPADES

---------------------------------



There's a package here from Agent Buford containing everything they've got on

Song's special forces squad. Dossiers on all their operatives. Not much in the

way of hard intel we can use to capture them, mostly background stuff. But it

does say that Moon-han Cheon, the 7 of Spades, was last seen Southeast of the

Chemical Plant. Worth checking out.





--------------------------------

 SHIN-SEOK KIM, THE 8 OF SPADES

--------------------------------



I don't know why, but I'm especially fascinated by the idea of an all-female

elite forces squad. Shin-seok Kim, the 8 of Spades was a prostitute before she

was recruited to join Song's special forces division. According to Allied 

intelligence, she's hiding out in China, just East of Dandong. If you take her

alive, let me know what she's like!





--------------------------------

 SOO-HEON PARK, THE 9 OF SPADES

--------------------------------



I spent the last half and hour reading up on Dr. Soo-heon Park, the 9 of 

Spades. She worked in General Yun's nuclear program and was only 25 when she

was diagnosed with fatal cancer. Then she signed up for duty in Song's

special forces squad. Must be quite a woman. Colonel Garrett says his men

crossed her path just Southeast of Chongju. Might be worth checking out.

                                                                              

                                                                              

--------------------------------

 YUN-YEON CHO, THE 10 OF SPADES

--------------------------------



These women in Song's special forces unit are fascinating. Yun-yeon Cho, the 10

of Spades, was a diplomat's aide before she left to join Park's elite squad. No

one knows why. She was 33 when she joined, the oldest in the unit by several

years. Still managed to get high marks, apparently. Hard to trust any intel

coming out of North Korea, though. The Allies believe she's stationed a few

miles South of Kusong.







                             .-------------------.

                             | C. HELP - GENERAL |

                             '-------------------'

                                    MERCS18C 



-------------

 SNS "RADAR"

-------------



The Satellite Navigation System (a.k.a. "Radar") is a real time satellite

feed that appears on your heads-up-display. Fiona will mark important 

locations on the Radar.





------------------

 RESTRICTED AREAS 

------------------



The Allies fly combat sorties throughout North Korea. They treat any

incursion into a Restricted Zone as a hostile act, and respond

immediately. It's best to stay out.



Restricted Zones are shown as red shaded areas on your Radar.



                                                                              

------------

 DECK OF 52

------------



The Allies issued a bounty on 52 key members of General Song's regime.

Each member is associated with a playing card, and is commonly referred

to by this designation. All Deck of 52 members are High Value Targets

(HVTs) with open bounties on their heads. That's why ExOps has a

presence in North Korea.



You can use your field scope (R3 button) to definitively ID a Deck of 52

HVT. Positive IDs will be confirmed on your PDA map.





--------------

 VERIFICATION

--------------



"Verify" means "provide proof of capture or death to the Allies". To prove

you captured a card, and recieve full payment:



1. Stun the target using a melee bash or a stun grenade.

2. Subdue the target with a takedown.

3. Call in an Allied Extraction Helicopter. Use the support menu.

3a. Note: try to pick a nice, flat area for the helicopter.

4. Pick up the subdued target and load him/her into the helicopter.

4a. If the current location isn't suitable for extraction, you can load the

target into most cars/trucks.

                                                                              

To prove you killed the card, and recieve half payment:



1. Apply lethal force to the target.

2. Approach target and take a digital photo.





---------

 SUPPORT

---------



Support items appear in the support menu, accessed by pressing the up 

directional button. Along with the name of the item, you'll see:



1. The cost (if the item is available).

2. The status (if the item is unavailable for any reason).

3. The number of "freebies" (support offered at no-cost) available, if any.



To use any support item, first press the R1 button to equip it, then press

the R1 button to fire/use it.





-------------------

 LASER DESIGNATION

-------------------



Laser-designated air strikes are a type of support. Press and hold the R1

button to guide the strike. Releasing the R1 button early reduces 

accuracy.





-------------------

 COLLATERAL DAMAGE

-------------------



Killing civilians is against Executive Operations' policy. It's ethically

wrong, and costs the company a great deal of money to counteract the

negative PR generated. ExOps deducts these costs from your account in 

real time. Causing harm to civilians, press, Allies, or their property costs

us money, and we pass the cost on to you. You have been warned.





------------

 CHALLENGES

------------



Be on the lookout for objects marked with a "$". These are challenges,

odd-jobs you can do to pick up some extra cash.





----------------

 MEDIVAC RESCUE

----------------



If you get yourself into a really tight spot out there, you can use the

Medivac option (in the Pause Menu) to save yourself. You'll be flown back

to the Allied MASH.





--------

 SAVING

--------



To save your progress, choose the Save Game option from the Pause 

Menu. You may save anywhere, provided you are not in a contract. You 

will restart at the nearest safe location.

                                                                              

                                                                              

-----------------

 FACTION DISPLAY

-----------------

                                                                              

Press the left directional button to toggle the Faction Display icons, which

clearly show which faction any unit belongs to. On by default.

                                                                              

                                                                              

-------

 INTEL

-------



Each Deck of 52 member you verify gives you intel that helps determine

the location of the Ace. Collect enough intel and Garret will authorize you

to take out the Ace.



You can check how much intel you've accumulated in the Deck of 52 mode 

of the PDA.

                                                                              



--------

 CRATES

--------



Be on the lookout for supply crates. They contain all sorts of useful toys,

and can be broken open with a melee bash.



                                                                              

----

 C4

----



C4 is a remote-detonated placed charge.



1. Select C4 from the Support Menu.

2. Place C4 by pressing the R1 button.

3. Press the R1 button second time to detonate C4.

4. You can place multiple charges before detonation by repeating step (1)

before proceeding to step (3).



                                                                              

------

 SHOP

------



The Russian Mafia run the black market in North Korea. If you do them

some favors, you can get a login to their web site, "Merchant of Menace".

Here's how to use the shop:



1. Open up the PDA and go to SHOP mode.

2. Browse to the item that you want.

3. Place your order.

4. Throw a smoke grenade (R1 button) to designate the delivery point. You

won't be charged until the delivery heli is en-route.

                                                                              

                                                                              

----------

 CHOPSHOP

----------

                                                                              

We run a chopshop in Pyongyang East, just down the street from the

nightclub. We're always on the lookout for vehicles. Bring them to us, and

we'll pay you. Plus you'll be doing us a good turn.

                                                                              

                                                                              

----------------

 FACTION STATUS

----------------



Each faction maintains an attitude towards you. It will shift based on your

actions - they'll be friendly if you help them, unfriendly or even hostile if

you hurt them.



There are many ways to affect faction mood - pay attention to the faction

gauges that appear on screen to see what effect your actions are having.

You can also check faction status in the PDA.



If you annoy someone, there are many ways to get back in their good 

graces. Remember, "the enemy of my enemy is my friend".





------------------------------

 SOUTH KOREAN LISTENING POSTS

------------------------------



The South Koreans think we do not notice their surveillance hardware. Of

course they are mistaken. If you should come across one of these crude 

devices, please disable it. We will be most grateful.





---------

 JAMMERS

---------



Jammers block access to all support items. To use support, leave the area

or locate and destroy the jammer.





-------------

 TRESPASSING

-------------



Factions don't like people encroaching on their turf. Sensitive areas are

marked as shaded regions on your radar. Be careful, because you'll be

attacked on sight, regardless of your current standing with that faction

(unless you're disguised as that faction).

                                                                              

                                                                              

---------------------------------

 MONUMENTS TO THE "GREAT LEADER"

---------------------------------

                                                                              

You might have seen a bunch of statues of General Song on your travels.

Wel, monuments to the great leader are kind of bad for South Korean

morale. If you could arrange for those statues to go away somehow, some

South Korean folks are going to be real happy.

                                                                              

                                                                              

------------------

 ACTION HIJACKING

------------------



You can hijack hostile vehicles mid-attack and tuen the tables on your

enemies. RememberL



1. Ground vehicles with turrets cannot be hijacked until the gunner is

killed.

2. Helicopters can only be hijacked when they are low enough to the

ground. You'll know the helicopter is low enough when you see the dust it

kicks up.





------------------

 VEHICLE DISGUISE

------------------



You are what you drive. If no-one sees you get in, and you don't do 

anything crazy, people notice only your vehicle's faction, and treat you

accordingly. That can be good or bad. Watch out for officers! They have

an eye for detail, and see straight through disguise, alerting others.





----------

 OFFICERS

----------



Officers are high ranking soldiers. They are marked with a special symbol.

Killing an officer will cause a faction hit for that faction, but will please

opposing factions. Keep that in mind.





------------

 PASSENGERS

------------



Honk your hor to attract friendly humands into your vehicle. Friendly 

soldiers will man turrets (if present).



1. Press the Exit button to eject all vehicle occupants.

2. Press the L1 button to get out and leave passengers inside. This can be

used to protect fragile passengers in dangerous areas.

3. Press the L2 button to eject passengers only.





--------------------

 NATIONAL TREASURES

--------------------



The looting was pretty bad after we broke Song's regime and he went into

hiding. North Korea's rich culture heritage has been spread all over the

place, and we're trying to piece it back together. If you come across any

cultural artifacts, pick them up for us. We'll make sure you're looked after

for your trouble.





----- 

 WMD

-----



Turns out General Song's regime was running multiple weapons of mass 

destruction-related program activities. We've been finding blueprints for

all sorts of nasty stuff. If you find any, be sure and pick them up for use.

GSRN eats that stuff up with a fork and spoon. We'll make sure you're 

looked after for your trouble.





-----------

 RADIATION

-----------

                                                                              

Irradiated areas have an unearthly glow. Only an armored vehicle (e.g. a

tank) can protect you from the harmful effects of the radiation.

                                                                              



-----------------------------

 TRAVELING BETWEEN PROVINCES

-----------------------------



From this point forward, you can travel freely between the North and South

provinces. Perhaps you have unfinished business in the South province?



Talk to the Allied pilot in the Allied MASH, and he'll give you a ride.





-------

 TAXIS

-------



A taxi is an opportunity to quickly earn a little pocket change. We

will update your PDA with data from local taxi services or current 

customer locations and destinations. Drive up to a customer and honk the

horn to get them in. Stop at their destination, and you'll get extra time to

pickup additional customers.



Bonus time: You can earn bonus time for driving at high speeds.





------------------------------

 CHEAT: PLAY AS INDIANA JONES

------------------------------



Enter this code in PDA FACTIONS mode:



Press left, left, right, right, up, up, down, down on the directional buttons.



                                                                              

----------------------------

 CHEAT: PLAY AS MAFIA HEAVY

----------------------------

                                                                              

Enter this code in PDA FACTIONS mode:



Press left, left, right, right, down, up, down, up on the directional buttons





-----------------------

 CHEAT: PLAY AS DOCTOR

-----------------------



Enter this code in PDA FACTIONS mode:



Press left, left, right, right, down, up, down, down on the directional buttons





-------------------------

 CHEAT: PLAY AS NK ELITE

-------------------------



Enter this code in PDA FACTIONS mode:



Press 

left, left, right, right, down, down, down, up on the directional buttons





-------------------------

 CHEAT: PLAY AS PRISONER

-------------------------



Enter this code in PDA FACTIONS mode:



Press 

left, left, right, right, down, down, down, down on the directional buttons





----------------------

 CHEAT: PLAY AS JOSEF

----------------------



Enter this code in PDA FACTIONS mode:



Press left, left, right, right, down, up, up, up on the directional buttons





---------------------

 CHEAT: PLAY AS PENG

---------------------



Enter this code in PDA FACTIONS mode:



Press left, left, right, right, up, down, down, left on the directional buttons





----------------------------

 CHEAT: PLAY AS HEARTS CARD

----------------------------



Enter this code in PDA FACTIONS mode:



Press left, left, right, right, up, down, down, up on the directional buttons





----------------------------------

 CHEAT: PLAY AS DECK OF 52 MEMBER

----------------------------------



Enter this code in PDA FACTIONS mode:



Press left, left, right, right, down, up, up, down on the directional buttons

                                                                              

                                                                              

-----------------------

 CHEAT: PLAY AS BUFORD

-----------------------



Enter this code in PDA FACTIONS mode:



Press left, left, right, right, up, down, down, down on the directional buttons





--------------------------------

 CHEAT: PLAY AS ACE OF DIAMONDS

--------------------------------



Enter this code in PDA FACTIONS mode:



Press left, left, right, right, down, down, up, up on the directional buttons





-----------------------------

 CHEAT: PLAY AS ALLIED PILOT

-----------------------------



Enter this code in PDA FACTIONS mode:



Press left, left, right, right, up, down, up, down on the directional buttons





-------------------------

 CHEAT: PLAY AS SK ELITE

-------------------------



Enter this code in PDA FACTIONS mode:



Press left, left, right, right, down, down, up, down on the directional buttons





-------------------------

 CHEAT: PLAY AS HAN SOLO

-------------------------



Enter this code in PDA FACTIONS mode:



Press left, left, right, right, up, down, up, up on the directional buttons







                           .------------------------.

                           | D. HELP - WEAPONS DATA |

                           '------------------------'     

                                    MERCS18D



---------------------

 PORTABLE AIR STRIKE

---------------------



Portable air strike.



* Effective against all targets

* Will track and seek targets

* You're a cheater!





-----------------

 ANTI-AIR ROCKET

-----------------



Portable surface-to-air missile launch system.

                                                                              

* Locks onto and tracks air targets

* Not effective against armored vehicles





------------------

 ANTI-TANK ROCKET

------------------



Shoulder-launched, reusable rocket launcher.



* Locks onto and tracks ground vehicles

* Effective against heavy armored vehicles

* Limited secondary (explosive) damage





------------------

 ANTI-ARMOR RIFLE

------------------



Bolt-action 12.7mm rifle for counter-sniper and anti-material operations



* Telescopic sight

* Sabot ammunition effective against armored vehicles

* Very inaccurate when fired on the move

* Very loud





---------

 SHOTGUN

---------



Close quarters combat weapons.



* Fires a spread of buckshot

* Limited effectiveness at range

* Limited ammunition capacity





----------

 LIGHT MG

----------



Belt-fed 7.62mm machine gun designed for squad-level fire support.



* Large capacity drum magazine

* Good stopping power





----

 C4


----



Composition C4 block demolition charge



* Remotely detonated with radio transmitter

* Effective against buildings and armored vehicles

* Larger buildings may require multiple charges





-----

 SMG

-----



5.8mm submachine gun for close combat



* Very high rate of fire

* Reduced accuracy at range

* Increased magazine capacity



                                                                              

-----

 RPG

-----



Multi purpose anti-personnel and light anti-tank rocket launcher



* Warhead can penetrate light armor

* Large explosive effect

* Reduced effectiveness against modern armor





---------

 CARBINE

---------



Modern short-barrel 5.56mm US military rifle



* Moderate stopping power

* Very accurate





---------------

 ASSAULT RIFLE

---------------



Countless versions of the 7.62mm assault rifle have been produced

worldwide.



* Good stopping power

* Moderate accuracy

* Very loud









----------------------.--------------------------------.-----------------------

======================| 19. FREQUENTLY ASKED QUESTIONS |=======================

----------------------'--------------------------------'-----------------------



Due to the large amount of questions, I have created a method for more quickly

finding the question that you have and want answered. Each section has a mini

list of all the questions along with a code.



Enter the question's code into your browser's find/search feature (probabaly

Ctrl + F) to go straight to the question.





                            .-------------------.

                            | A. BEFORE YOU BUY |

                            '-------------------'

                                   MERCS19A



  CODE    QUESTION



> BYB01 - Should I get this game?

> BYB02 - I heard this game is a Grand Theft Auto ripoff, is that true?

> BYB03 - When did Mercenaries come out?

> BYB04 - Is this game challenging enough so I won't get bored

> BYB05 - Is this game better for the PlayStation 2 or the XBox?

> BYB06 - Can you blow up buildings in this game?

> BYB07 - Is there a multiplayer mode in Mercenaries? Is it online?

> BYB08 - But... It's $50! Is it really that good?





-------

 BYB01

-------



Q: Should I get this game?



A: That is without a doubt, THE most asked question thusfar. In my 

   opinion, Mercenaries is a must buy. But I don't know your specific

   tastes in games, so here are a few things that if they apply to you,

   you should get this game:

   1) If you enjoy a free-roaming experience with the ability to do just

      about whatever you want to whoever or whatever you want however you

      want.

   2) If you want a game which has so much to do, you won't ever get bored.

   3) If you like any sort of military combat game.

   4) If you like GOOD GAMES! :P



   AND, here are some review scores:



   My GameFAQs Review:         9/10

   Official PlayStation Mag:  4.5/5

   Gamespy:                   4.5/5

   GameSpot:                 8.8/10

   GamePro:                     4/5

   Yahoo! Games:               9/10





-------

 BYB02

-------



Q: I heard this game is a Grand Theft Auto ripoff, is that true?



A: No, Mercenaries is not a "ripoff" of GTA. There are similarities 

   between the two games, however. You can hijack vehicles in Mercenaries

   much like you do in GTA. You also can roam the area you are in freely,

   like you can roam the cities in the GTA games freely. That however, is

   pretty much where the similarites end. The only other comparable aspect

   is that there are missions you can take on in Mercenaries, but those

   usually differ dramatically from the missions in the Grand Theft Auto 

   games.



                                                                              

-------

 BYB03

-------

                                                                              

Q: When did Mercenaries come out?

                                                                              

A: On January 11, 2005.

                                                                              



-------

 BYB04

-------



Q: Is this game challenging enough so I won't get bored?



A: While many claim Mercenaries is a breeze, many others claim that it is

   extremely challenging. I believe that it is a bit of both. Each mission

   is its own challenge, and each mission's difficulty will vary. The 

   beauty of Mercenaries is everything is only as hard or as easy as you

   make it. Guess what? You'll get to use your brain a bit for some of 

   these missions!





-------

 BYB05

-------



Q: Is this game better for the PlayStation 2 or the XBox?



A: The XBox. I own the PlayStation 2 version, but I have played them both

   and the XBox version is cleaner looking and the load times are 

   considerably shorter.





-------

 BYB06

-------



Q: Can you blow up buildings in this game?



A: Yes, you can blow up every building in this game by one method or 

   another.

                                                                              

Q: Really?

                                                                              

A: Yes.   

                                                                              



-------

 BYB07   

-------  



Q: Is there a multiplayer mode in Mercenaries? Is it online?



A: There is NO multiplayer in Mercenaries and it is NOT online. The lack

   of a multiplayer mode isn't a huge dissappointment, as it is likely that

   it would not be very good. The fact that there is no online mode is a 

   bit of a letdown, but I haven't been bored with the single-player mode

   yet.





-------

 BYB08

-------



Q: But... It's $50! Is it really that good?



A: Yes it is. Also, Mercenaries was the top-selling game of January 2005, 

   beating out even Resident Evil 4 and a number of other early 2005 titles.







                            .--------------------.

                            | B. GETTING STARTED |

                            '--------------------'

                                   MERCS19B



  CODE   QUESTION



> GS01 - What's the difference between the characters?

> GS02 - Can I switch between them once I start?

> GS03 - Why is it telling me to sit down after I stand?

> GS04 - I don't get it... What was the beginning about?





------

 GS01

------



Q: What's the difference between the characters?



A: The three characters in Mercenaries, Chris Jacobs, Jennifer Mui, and

   Mattias Nilsson, are suited for different styles of play. If you prefer

   as tougher character who can survive more gunshots and larger blasts, 

   then you should use Chris Jacobs. If you prefer sneaking up on your

   enemies and taking them out before they can react, you should choose

   Jennifer Mui. If being able to charge at your enemies quickly with guns

   blazing and moving as fast as you can to avoid gunfire, Mattias Nilsson

   is your guy.





------

 GS02

------



Q: Can I switch between them once I start?



A: Nope, you are either Chris Jacobs, Mattias Nilsson, or Jennifer Mui all 

   the way through.





------

 GS03

------



Q: Why is it telling me to sit down after I stand?



A: It's not. When a message appears at the bottom of the screen with the

   triangle option next to it, it is simply giving you the option to do that

   action. Now, go to the yellow circles, you haven't really started playing 

   yet!





------

 GS04

------



Q: I don't get it... What was the beginning about?



A: Basically the beginning was a collection of footage that sets the general

   tone of the game and a conference between Executive Operations (ExOps)

   officials taking about their military operations in Korea. You are the lone

   mercenary they send in.







                            .---------------------.

                            | C. GENERAL GAMEPLAY |

                            '---------------------'

                                   MERCS19C



  CODE   QUESTION



> GG01 - What is MASH?

> GG02 - How can I stop the North Koreans from coming out of the hole?

> GG03 - What do the Listening Posts look like?

> GG04 - What do Blueprints look like?

> GG05 - What do National Treasures look like?

> GG06 - What do Monuments look like?

> GG07 - Why can't I use the Merchant of Menace?

> GG08 - Why isn't there a place to hijack that car?

> GG09 - Why are the [insert faction] guys shooting at me?

> GG10 - How can I keep [insert faction] happy when contracts make me kill 

         them?

> GG11 - Why can't I hear my shotgun?

> GG12 - How come I can't blow up a building in [insert city]?

> GG13 - How do you spot an officer?

> GG14 - Does Mattias Nillson's name have anything to do with the people in 

         that VH1 show?





------

 GG01

------



Q: What is MASH?



A: MASH stands for "Mobile Army Surgical Hospital." It is the Allied 

   Nations' medical center. Whenever you are killed or choose to be 

   medivaced, you will be taken to the MASH and healed... For a small fee.





------

 GG02

------



Q: How can I stop the North Koreans from coming out of the hole?



A: Nice word choice, I guess it's technically correct. What that "hole"

   actually is is the entrance/exit of an underground tunnel, one of many in

   Korea.



   Anyways, see the tower-like thing with the red light on top? That's an

   alarm. When you got into the conflict with the North Koreans, one of 

   them activated it and it summons reinforcements. You have two choices.

   1) Knock it down, or 2) Turn it off by going under it and pushing the

   action button.





------

 GG03

------



Q: What do the Listening Posts look like?



A: They are poles that are around the height of your character, maybe a 

   little taller, that at the top have a radar-looking device to pick up

   conversations. The device has a flashing red light on both sides.





------

 GG04

------



Q: What do Blueprints look like?



A: Weapons of Mass Destruction (WMD) Blueprints are small, rectangular, white

   boxes with that radioactive symbol on it.





------

 GG05

------



Q: What do National Treasures look like?



A: National Treasures are large, cubic, blue boxes with a small black symbol on

   a few of the sides.





------

 GG06

------



Q: What do Monuments look like?



A: Monuments come in a few different forms. So far I have found monuments as:



   > Large bronze statues of General Choi Song

   > Smaller white statues of [I believe] soldiers

   > White, medium-sized tower things that look like the Washington Monument

     with red Korean text going down one of the four sides.





------

 GG07

------



Q: Why can't I use the Merchant of Menace?



A: You have to help out the Russian Mafia first. Go to the Mafia HQ and

   complete a contract for them.





------

 GG08

------



Q: Why isn't there a place to hijack that car?



A: Any enemy vehice (this includes typically friendly factions you may 

   have upset) with a gunner aboard cannot be hijacked. Kill the gunner

   and then the green action circle should appear for you to hijack the

   vehicle.





------

 GG09

------



Q: Why are the [insert faction] guys shooting at me?



A: If the faction is hostile towards you (check the Factions screen in 

   your PDA) then the members of that faction will always attack you upon

   seeing you until you improve the mood of that faction towards you up

   to at least the "unfriendly" level. If the faction is not hostile 

   towards you, you may have hit one of them with a stray bullet during

   a firefight with North Koreans, or when the North Koreans were 

   attacking you, they may have accidentally hit the friendly faction

   causing the friendly faction to attack you. It's bizarre sometimes, I

   know. It's one of this game's few problems.





------

 GG10

------



Q: How can I keep [insert faction] happy when contracts make me kill them?



A: Generally I try to avoid doing the killing in sight of other faction

   members, but that's not always possible. When you can't find an

   alternative, such as hiding and using a sniper rifle, go ahead and kill

   whoever you need to. Afterwards you can just make your way to that

   faction's HQ and bribe the guard with $100,000 in the first area or

   $250,000 in the second area.





------

 GG11

------



Q: Why can't I hear my shotgun?



A: In the PlayStation 2 version of Mercenaries, there is a glitch where the

   shotgun does not make a sound upon being fired. Not a big deal though, 

   it may be one of the least helpful weapons in the game.





------

 GG12

------



Q: How come I can't blow up a building in [insert city]?



A: Every building in Mercenaries can be destroyed. Not all of them can be

   destroyed by the standard means of firing at them with a tank, firing

   missiles from a helicopter, firing at them with an RPG, or using C4.

   Some buildings require an airstrike of some sort, and a Bunker Buster is

   ALWAYS the best bet to blow up a building, as it is so powerful.





------

 GG13

------



Q: How do you spot an officer?



A: When the faction icons over all the other people on the map are disabled

   (press left on the d-pad to toggle them on and off), the officers will

   still have their faction icon floating above their heads.





------

 GG14

------



Q: Does Mattias Nillson's name have anything to do with the people in that VH1

   show?



A: No. It's almost shameful that I know this, but anyways, the VH1 show called

   "Strange Love" is focusing on Flavor Flav's desire to be with Brigitte 

   *Nielson* (as in not Nillson) who is engaged to a man named *Mattia* (as in 

   not Mattias). Just a coincidence of similar pronounciations.







                               .--------------.

                               | D. CONTRACTS |

                               '--------------'

                                   MERCS19D



  CODE    QUESTION



> CON01 - Where do I get contracts?

> CON02 - Where did the guard go??? I want another contract!

> CON03 - Do I have to do every contract?

> CON04 - Is there a way to skip a contract and go to the next one?

> CON05 - If I exit the headquarters, do I lose the contract?





-------

 CON01

-------



Q: Where do I get contracts?



A: Each friendly faction has a headquarters for you to visit. These are

   marked by the factions' flags on the PDA map. After speaking to the guard

   outside of a headquarters, the faction leader will explain the details of

   the contract. When you are ready to accept the contract, you talk to the

   faction member standing next to or near the faction leader. The game 

   guides you to and through the first contract, which is with the Allied

   Nations.





-------

 CON02

-------



Q: Where did the guard go??? I want another contract!



A: Once you reach the final contract with a faction for the suit of cards you

   are on, the guard will disappear and the faction flag will no longer be

   visible on the PDA map. Once you advance to the next card suit, more 

   contracts will be available.





-------

 CON03

-------



Q: Do I have to do every contract?



A: No, but you will do most of them and you SHOULD do all of them. By not 

   doing all of them, you may miss out on a face card or some intel telling

   you where a number card is.





-------

 CON04

-------



Q: Is there a way to skip a contract and go to the next one?



A: Nope. You have to do the contracts in order.





-------

 CON05

-------



Q: If I exit the headquarters, do I lose the contract?



A: No. If you leave the headquarters of any given faction before accepting the

   contract, you will be able to get back into the headquarters again by simply

   talking to the guard outside the headquarters and then you will reenter and

   nothing will have changed.







                               .---------------.

                               | E. DECK OF 52 |

                               '---------------'

                                    MERCS19E



  CODE     QUESTION



> DECK01 - Where is the [card number] of [card suit]?

> DECK02 - Can you help me with the Ace of [card suit]?

> DECK03 - I saw on a load screen that you can load cards into a vehicle... 

How?

> DECK04 - Once you read the Ace e-mail, do the other cards from that suit go 

           away?

> DECK05 - Why is the Ace of Diamonds called both General Kang and General 

           Chang?





--------

 DECK01

--------



Q: Where is the [card number] of [card suit]?



A: As of right now, I don't have a list of locations. Hopefully someone will 

   create one, but if not, I will keep track of the number cards' locations

   next time I start over. What I recommend is that you keep completing the

   contracts. Doing so gets you intel which tells you where the harder to

   find number cards are.





--------

 DECK02

--------



Q: Can you help me with the Ace of [card suit]?



A: Check my walkthrough for more details, but here are some tips to get you

   started:



   > Use everything you find to your advantage. Don't blow up every vehicle 

     you see, hijack it. This is crucial with tanks and helicopters.

   > If you can get help, take it. See an Allied soldier nearby? Honk that

     horn!

   > Do the secondary objectives! I cannot stress this enough. They help you

     out with completing the tougher primary ones.

   > Move slow and think before you act. These are the worst missions to run

     in with guns blazing. Why? There are unexpected surprises everywhere

     that you can't avoid if you don't take precautions.

   > Watch out for vehicles trying to run you over. I have been run over far

     too many times towards the very end of a mission.

   > DON'T SETTLE FOR THE KILL WITH THE ACE! It is too much money to pass up

     half of, even though it's harder, it's worth it.





--------

 DECK03

--------



Q: I saw on a load screen that you can load cards into a vehicle... How?



A: You simply goto an empty vehicle and press triangle when the "Enter Vehicle"

   option is displayed. Note that this can only be done with wheeled vehicles

   that have a passenger seat next to the driver's seat.





--------

 DECK04

--------



Q: Once you read the Ace e-mail, do the other cards from that suit go away?



A: No. Until you go to the Allied Nations headquarters and accept the Ace

   Contract, you are free to do as you wish. That includes accepting contracts

   to eventually obtain the face cards and searching for the number cards.





--------

 DECK05

--------



Q: Why is the Ace of Diamonds called both General Kang and General Chang?



A: It appears to be an error on the part of one of the programmers. It could be

   for a variety of reasons. I'm not sure which spelling is actually _supposed_

   to be right, but I believe Chang is the intended spelling, as it can be

   found far many more times throughout the game.







                              .----------------.

                              | F. CHEAT CODES |

                              '----------------'

                                   MERCS19F



  CODE   QUESTION



> CC01 - How do I enter cheat codes?

> CC02 - Why don't all the cheat codes work?

> CC03 - Which codes work without having to be unlocked?

> CC04 - Does using cheat codes mess up the game?

> CC05 - Do the cheat codes work on the demo?





------

 CC01

------



Q: How do I enter cheat codes?



A: To enter cheat codes, press SELECT to bring up the PDA. Press R1 to scroll

   through the various screens until you reach the Factions screen (which has

   all the factions listed alongside their moods toward you). There, simply

   press the button sequence for the cheat codes.





------

 CC02

------



Q: Why don't all the cheat codes work?



A: Some cheat codes, such as codes to change the appearance of your character,

   do not work until you have actually unlocked those codes in the game. Once

   you unlock them, you get an e-mail telling you the code. To see what you

   need to do to unlock those codes, check the "Cheat Codes and Secrets" page

   on the Mercenaries section of GameFAQs.





------

 CC03

------



Q: Which codes work without having to be unlocked?



A: The codes that will work without you having to do anything special are:



   Down(4), Up, Left, Right(2) - All items in Merchant of Menace shop

   Right, Down, Left, Up(2), Left, Down, Right - Recieve $1,000,000

   Right, Left, Right(2), Left, Right, Left(2) - Unlimited Ammo

   Up, Down, Up, Down, Left, Right, Left, Right - Invincibility





------

 CC04

------



Q: Does using cheat codes mess up the game?



A: Not at all. It's your game, so do with it what you wish, it won't hurt the

   game a bit.





------

 CC05

------



Q: Do the cheat codes work on the demo?



A: Nope, I tested this out for myself and not a single code works on the demo

   of Mercenaries.









--------------------------.-------------------------.--------------------------

==========================| 20. MISCELLANEOUS HELP  |==========================

--------------------------'-------------------------'--------------------------

                                    MERCS20



This section is a compilation of things that do not fit anywhere else but are

not large enough for a whole section.



---------

 THE PDA  

---------



[ From the Mercenaries Game Manual... For those of you who rented the game :P ]



The PDA (Personal Digital Assistant) is your most important tool while you are

in Korea. You will find yourself using the PDA all the time. You use it to view

the map, check your e-mail, purchase items from the Merchant of Menace, view

various statistics from the game, and to view each faction's mood towards you.



Press SELECT to bring up the PDA and press L1 and R1 to scroll through all of 

the different screens.



MAP: Provides a map of the area. The flashing green arrow shows your current

location and heading. Primary and secondary objectives, faction HQ flags, and 

Deck of 52 members are all shown on the PDA map. Use the directional buttons to

scroll the map view. Press the X button to zoom in and switch current focus. 

Press the Triangle button to zoom out, or close the PDA.



EMAIL: Displays any emails recieved. Check here for messages describing 

requirements and rewards for contracts accepted. Sometimes additional emails

are sent during a contract. Always check the DECK OF 52 folder after completing

a contract -- a lead on a Deck of 52 member is often part of the contract

payment. Finally, check the HELP folder if you forget anything.



SHOP: Visit the Merchant of Menace website. Once you've proved your worth to 

the Russian Mafia, this is where you can buy weapons, airstrikes, supplies, and

vehicles. If you get in good with a faction, you may recieve a discount on

supplies they offer. If you get into bad standing with the Russians and they

stop selling you goodies, you may be able to persuade them with a "donation."

Hint: press right on the directional button to quickly access the shop.



STATUS: Here you can check the Deck of 52, Bounties, Challenges, and 

Statistics.



FACTIONS: Displays your current standing with each faction.





-----------

 MAIN MENU

-----------



CONTINUE: Loads the most recently saved file. If you are the only person who

plays the game, you will most often simply push this to get to your file. You

won't have this option on the screen if there are no Mercenaries files on your

memory card(s).



NEW GAME: This does what you would expect it to, it starts up a new file. You

go to a screen to choose which mercenary you want to be as soon as you select

this option.



LOAD GAME: Brings up the list of save files on your memory card so that you can

load one of those saved games.



OPTIONS: Brings up a submenu allowing you to choose from "Game" and "Audio".



OPTIONS > GAME: Allows you to invert the Y-axis for aiming, adjust the aim

speed, turn the vibration of the controller on or off, and turn the subtitles

on and off.



OPTIONS > AUDIO: Here you can change audio modes and adjust the volumes of

various sounds.



CREDITS: What do you think? It rolls the game credits!





-------------------------------

 PAUSE MENU (DURING CONTRACTS)

-------------------------------



CONTINUE: Takes you back to the game



CONTROLS: Brings up a diagram of the controls for whatever you are currently

controlling.



CANCEL CONTRACT: Ends the current contract and then gives you the option of

retrying the contract.



OPTIONS: Brings up a submenu allowing you to choose from "Game" and "Audio".



OPTIONS > GAME: Allows you to invert the Y-axis for aiming, adjust the aim

speed, turn the vibration of the controller on or off, and turn the subtitles

on and off.



OPTIONS > AUDIO: Here you can change audio modes and adjust the volumes of

various sounds.



QUIT: Takes you out of the current game, back to the main menu.





-----------------------------------

 PAUSE MENU (OUTSIDE OF CONTRACTS)

-----------------------------------



CONTINUE: Takes you back to the game



CONTROLS: Brings up a diagram of the controls for whatever you are currently

controlling.



SAVE GAME: Brings up the current list of saved files and empty files so that

you can save your progress.



LOAD GAME: Brings up the list of save files on your memory card so that you can

load one of those saved games.



MEDIVAC: Sends you to the Allied MASH, restoring your health. You will be 

charged $1,000 for this option.



OPTIONS: Brings up a submenu allowing you to choose from "Game" and "Audio".



OPTIONS > GAME: Allows you to invert the Y-axis for aiming, adjust the aim

speed, turn the vibration of the controller on or off, and turn the subtitles

on and off.



OPTIONS > AUDIO: Here you can change audio modes and adjust the volumes of

various sounds.



QUIT: Takes you out of the current game, back to the main menu.









-------------------------.---------------------------.-------------------------

=========================| 21. CONTRIBUTION REQUESTS |=========================

-------------------------'---------------------------'-------------------------

                                    MERCS21



While this guide covers just about everything Mercenaries, there are always

small things that get missed. Below is a list of things that if you have some

spare time on your hands, I could use help with. REMEMBER: I will give you full

credit for anything you contribute or correct. Thanks.



* Any missing weapons from the weapons list



* Weapon details in the format seen in the weapons list



* Any missing vehicles from the vehicles list



* Vehicle details in the format seen in the vehicles list



* Frequently asked questions that are not answered in the Frequently Asked

  Questions section



* Spelling corrections



* Incorrect information corrections



* Side Challenge information



This is not an all-inclusive list. Other submissions may be accepted based upon

their helpfulness.









---------------------------.-----------------------.---------------------------

===========================|  22. UPDATE HISTORY   |===========================

---------------------------'-----------------------'---------------------------

                                    MERCS22



January 19, 2005 ......... Began FAQ. Wrote Introduction. Added Questions.

  Version N/A



January 20, 2005 ......... Continued answering questions. 

  Version N/A    



January 21, 2005 ......... Added more questions. Submitted FAQ-only version to 

  Version N/A              GameFAQs.



January 24, 2005 ......... Awaiting submission approval to GameFAQs. Began 

  Version 0.1              changing format of FAQ to comprehensive guide.





January 25, 2005 ......... Submission to GameFAQs for intial FAQ-only version

  Version 0.2              denied for lack of content. I guess Frequently Asked

                           Questions aren't what FAQs are for... Wait, what? :P

                           Oh well, good thing I've been changing this around.

                           The entire old FAQ is in this one, so you aren't

                           missing any content, just time. Up to now I've

                           gotten the first 5 sections done and everything but

                           the contracts and side missions is either partially

                           complete, or I have it set up to complete soon.



January 26, 2005 ......... More weapons added, more vehicles added, Merchant of

  Version 0.3              Menace Shop List complete, everything but the 

                           locations of the Deck of 52 is done. Walkthrough 

                           started.



January 27, 2005 ......... Made formatting the same throughout FAQ. Codes and 

  Version 0.5              Secrets section added. With the exception of the 

                           Walkthrough and Side Missions, nearly everything is

                           complete. Submitted Version 0.5 to GameFAQs.



January 28, 2005 ......... Version 0.5 accepted and posted on GameFAQs. Worked

  Version 0.6              on Walkthrough, finishing up the Clubs.



January 31, 2005 ......... Took the weekend off of FAQ writing due to having a

  Version 0.65             lot of things to go to and simply being tired. Did

                           more of the Walkthrough, nearly completing the 

                           Diamonds. Added www.neoseeker.com to list of sites

                           with permission to post this guide.



February 1, 2005 ......... Finished the Diamonds section of the Walkthrough,

  Version 0.7              submitted Version 0.7 to GameFAQs.



February 2, 2005 ......... Worked on Hearts section of the Walkthrough. Version

  Version 0.7              0.7 was posted on GameFAQs. Finally got around to

                           compliling the e-mails I wrote down from the game

                           and added them to the FAQ.



February 3, 2005 ......... Due to an exceptionally busy day, minimal work was

  Version 0.75             done on the Hearts section of Walkthrough. Made the

                           layout a bit easier to read.



February 7, 2005 ......... Finished Hearts Walkthrough up to Ace Contract.

  Version 0.8              Reorganized a few sections. Altered ASCII art.



February 8, 2005 ......... Completed Hearts Walkthrough. Finished touching up

  Version 0.9              the layout.



February 9, 2005 ......... Submitted Version 0.9 to GameFAQs.

  Version 0.9



February 10, 2005 ........ Version 0.9 accepted to and posted on GameFAQs.

  Version 0.9



February 13, 2005 ........ I've been very sick this weekend, so things are a

  Version 0.95             bit behind. I did a major overhaul of the order of

                           all the sections. I've gotten the Spades Walkthough

                           a little more than halfway complete. Added some 

                           information from various e-mails I have recieved

                           from helpful FAQ readers.



February 14, 2005 ........ BIG update day. The entire Walkthrough is complete!

  Version 1.0              Began Side Challenges section. Revamped Weapons List

                           section to a setup allowing for more info in future

                           updates. Added some weapon info. Added some vehicle

                           info. Started up the Side Challenges section. Got

                           the Spades e-mail section done. Posted all locations

                           for the Deck of 52. Submitted Version 1.0 for update

                           to GameFAQs.



February 16, 2005 ........ Version 1.0 was accepted and posted on GameFAQs

  Version 1.2              within hours of my submission. You've gotta love how

                           quickly CJayC can get the updates up. After taking

                           yesterday off of FAQ writing, I've finished up the

                           Side Challenges section and the Weapons List. Began

                           adding info the the Vehicles List. Implemented a 

                           "search code" system to help readers find sections

                           quicker.



February 17, 2005 ........ Worked on the Vehicles List and added all of the

  Version 1.3              PDA E-Mails for the Deck of 52 intel. Added

                           www.cheathappens.com to the list of allowed host 

                           sites.



February 18, 2005 ........ Added the Faction HQ Special Events to the Etcetera

  Version 1.4              section of "Codes and Secrets." Modified the 

                           organization of the PDA E-Mails. Worked on the

                           Vehicle List. Added all help e-mails in PDA E-Mails.



February 19, 2005 ........ A little bit of vehicle info added. Submitted 

  Version 1.4              Version 1.4 to GameFAQs. Version 1.4 accepted and

                           posted.



February 20, 2005 ........ Added alternate strategy for contract - "Embedded".

  Version 1.5              Worked on Vehicle List. Added a little info to the

                           Weapons List. Corrected a few problems with the

                           layout. Made the Frequently Asked Questions easier

                           to read. Fixed an error where the some things are

                           in the wrong location.



February 21, 2005 ........ Natuarally I found a few errors on my part in the

  Version 1.7              last version but those are fixed now. Added info to

                           Vehicle List and Codes and Secrets. Created a whole

                           new section, the Airstrikes List, and completed it.



February 22, 2005 ........ Added more Frequently Asked Questions. Implemented a

  Version 1.8              search code feature for the Frequently Asked 

                           Questions to make navigating to the questions needed

                           easier. Rewrote the introduction.



February 23, 2005 ........ Got around to adding the numerous contributions I

  Version 2.0              have recieved recently, including numerous ones from

                           Enigma Nostra. Added a couple more e-mails, a couple

                           new cheats, and numerous other small things. At this

                           point, the guide is nearly complete. Submitted 

                           Version 2.0 to GameFAQs.



February 24, 2005 ........ Not much today. Gave the Bounty Items their own

  Version 2.1              section and added Southern Province Monument 

                           locations.



February 26, 2005 ........ Got some contributions added in. Worked on adding 

  Version 2.2              information to the Vehicle List. Made a few other

                           small additions.



February 27, 2005 ........ Added in some more contributions and worked some 

  Version 2.3              more on the vehicle list. I am going through the 

                           game and taking note of when certain "Special 

                           Actions" can be performed in each faction's HQ.

                           Added the "Miscellaneous Help" section.



February 28, 2005 ........ Worked on some vehicle info. Added in some small

  Version 2.4              things. Went through the FAQ and checked for any

                           major errors.



March 1, 2005 ............ Worked on various sections adding bits and pieces of

  Version 2.5              additional information. Added in some contributed  

                           information. Added the "Fun Stuff" section for all

                           those people who get on the message boards and start

                           complaining that they are bored.



March 2, 2005 ............ Did a lot of work on mainly finishing the Vehicles

  Version 2.6              List. Worked on various other things and then got

                           around to submitting Version 2.6.









---------------------------.-----------------------.---------------------------

===========================|      23. CREDITS      |===========================

---------------------------'-----------------------'---------------------------

                                    MERCS23



I will always give credit where credit is due, so here it goes:



TO:  CJayC

FOR: GameFAQs. It takes a lot to keep something so great working so well.



TO:  LucasArts and Pandemic 

FOR: Creating the first great game of 2005. Hopefully LucasArts keeps working

     on non Star Wars projects every once in a while and hopefully Pandemic's

     next game (Destroy All Humans, go take a look at it) will be as good as

     Mercenaries is.



TO:  The users of GameFAQs

FOR: Using FAQs! What reason would there be for writing FAQs without you all!?!



TO:  Enigma Nostra

FOR: More contributions have come from Enigma than anyone else. Engima has

     contributed the following to this guide:

     > A LOT of the info in the Weapon List

     > Helicopter info in the Vehicles List

     > Numerous General Tips

     > Additional info for the Walkthrough



TO:  X_Riku_X (GameFAQs user)

FOR: Contributing 2 Frequently Asked Questions.



TO:  Master Roshi (GameFAQs user)

FOR: Contributing 2 Frequently Asked Questions.



TO:  Mr Snugglybuns (GameFAQs user)

FOR: Contributing 1 Frequently Asked Question.



TO:  Vivian Lam (FAQ writer)

FOR: Inspiring the section label design as seen in Vivian's Tony Hawk Pro

     Skater 3 GBA FAQ (which I used long, long ago).



TO:  Donny "Gamera" Chan (DChan on GameFAQs)

FOR: Sending me various pieces of miscellanious information to add and for

     correcting my misreading and misprinting of MI6 as M16 in the official bio

     for Jennifer Mui.



TO:  stevie

FOR: Vehicle and weapon info. Correction of Carbine ammo capacity.



TO:  bigdux7890 (GameSpot user)

FOR: Informing me of the reward for collecting 10 WMD Blueprints. 



TO:  Headhuntress (GameFAQs user)

FOR: Providing the list of Faction HQ Special Actions.



TO:  Radioactive Monkey

FOR: Alternate strategy for contract - "Embedded".



TO:  Joseph Babitsky

FOR: Providing General Tip, "Helicopters as a Second Option".



TO:  Jacob Litman

FOR: Providing Alternate Strategies for two contracts, "Pest Control" and 

     "Gimme My Money".



TO:  Nico

FOR: Providing an Alternate Strategy for the contract, "Omerta".



TO:  Michael Anderson

FOR: Providing the General Tip, "Getting a Chopper from the Shop if You Cannot

     Order One".



TO:  Sir Loin of Beef (GameFAQs user)

FOR: Alternate strategy for contract - "Bringing Down the House".





Portions of this guide are excerpts from the Mercenaries game manual. 









---------------------------.-----------------------.---------------------------

===========================| 24. LEGAL INFORMATION |===========================

---------------------------'-----------------------'---------------------------

                                    MERCS24



This guide is for personal use only. You may not use it for profit in any way. 

That includes, but is not limited to, use in magazines, game guides, commercial

websites, or any sort of book. You cannot take any portion of this guide 

without my specific permission. Doing so is plagerism and it is ILLEGAL. 



You may not use this guide to create another guide. This includes going through 

this guide and rephrasing what I have said and passing it off as your own.



You may use this guide on a non-commercial or non-profit website under the 

specific conditions that not one single character of this guide has been 

tampered with or changed in any way AND if I have given you permission. The 

websites that have my permission to use this guide are listed at the end of the 

legal info. You also may print out all or any portion of this guide if it is 

for personal use only and not for profit.



Again, there is no need to steal or copy this guide. If you have a website that

is not for profit, simply e-mail me asking for permission. Once I recieve that

e-mail, I will examine your website. If the content of the site is acceptable,

the site is non-profit, and if I do not have any other problem with your site,

I will send you notification of my permission. Some websites may be rejected

based on various reasons. Regardless, don't steal, just ask. It's easier that

way.



SITES WITH PERMISSION TO POST THIS GUIDE:

www.gamefaqs.com

www.gamespot.com

www.neoseeker.com

www.cheathappens.com

www.complete-tech.com



Should you find this guide anywhere other than those 4 sites, please notify me

at: MercenariesFAQ@gmail.com



Specifically, www.cheatcc.com is NOT ALLOWED to post any part of this guide

anywhere on their site or use any part of this guide for any purpose.



Thank you.





===============================================================================



LucasArts is a registered trademark of LucasFilm Ltd.

Pandemic is a registered trademark of Pandemic Studios LLC.

PlayStation is a registered trademark of Sony Computer Entertainment Inc.

All other trademarks and copyrights contained in this document are owned by 

 their respective trademark and copyright holders.



===============================================================================



Mercenaries FAQ/Walkthrough

Copyright (c) 2005, Evan Rowlands