Spec Ops: Covert Assault FAQ/Walkthrough v1.1 - gunbladelad
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Spec Ops: Covert Assault FAQ/Walkthrough

by gunbladelad   Updated to v1.1 on
                           SPEC OPS : COVERT ASSAULT

                  FAQ/Walkthrough(V1.1) by Gunbladelad (c) 2002
This FAQ/Walkthrough is for display on the GameFAQs Website.  If anyone else
would like to display this guide on a web page or magazine, please get
permission by emailing to "bfshuggie@hotmail.co.uk" using the subject "Spec
ops Walkthrough".

The main changes in this update were some spelling corrections and a few
minor changes.  I've also added a "Nitpicking" section, to confront a few of
the game's flaws.

Finally, thanks for the positive feedback I've been getting for the Spec Ops
guides (no thanks to the plagarisers).  Some have gone to my private Email.  
Please use the Hotmail address for this (and use use the subject line!), as I 
probably won't reply otherwise.  


This is due to the fact that they stole the older version WITHOUT permission
then tried to claim they had taken the "Wrong" walkthrough.  Sorry CheatCC, but
looks like you got the wrong game too, as my guide still appears to be the only
one available on GameFAQs.  While you're at it CheatCC, delete your plagarised
copy off your site.  You're NOT even welcome to even LOOK at my guides.

= Contents                    =
= Section 1  Introduction     =
= Section 2  Weapon guide     =
= section 3  Soldier guide    =
= Section 4  Walkthrough      =
= Section 5  Cheats and hints =
= Section 6  Nitpicking bit   =
= Section 7  Hall of shame    =
                              = Introduction =
I will take you through the full missions as I have completed them, as it is
possible in some levels to finish in a different order.  The selection of
troops I picked for almost every level was the Sniper and the Machine Gunner.
I rarely mention enemy troops unless they are mentioned in the objectives, or
can be fairly troublesome.  So do take care as you move.
I will also occasionally make references to "clock directions".  This, if you
are not familiar with it, is a technique the UK military (and probably most
others) use to point out "targets".  The technique is basically this. Imagine
you are standing in the centre of an analogue clock face, 12 o'clock is
directly in front of you, 3 o'clock's at your right hand side, 10 o'clock is
in front to the left, etc.  It's one of the most reliable ways of pointing
out the correct directions that I have found.
Finally, if any extra help is needed, post to the message board, and I will
give extra help there.  If people require more help on specific problems,
then I may post an update, giving a little more clarification on those
topics.  Do have patience as I'm not online much.  If you don't get a reply
in 2 weeks from either me or someone else on the boards, email me with the
heading, "Spec Ops Help".  Please note, I WILL check the boards first, and 
prefer to answer there.  This way more people can get help if they're stuck
on the same part.

                              = WEAPON  GUIDE =
This is just a run-down on each gun, magazine capacity, maximum magazines
available on loadout screen (complete with total max bullets), and what sort
of range it's best in.  I haven't worked out the damage ratings yet, so that
will be in a future update if requested.  For now I'll say if it's an instant
kill but leave the space blank if it's not.  Information on grenades, ememy
pickups, and other items is below the table.

Key to table
= Code  = Meaning                                          =
= (s)   = Scope available for weapon (4X or 6X)            =
= (gl)  = Grenade Launcher attached to weapon              =
= (sd)  = Silencer attached to weapon                      =
= M/B/T = Magazines / Bullets per Magazine / Total Bullets =

Weapon List
= Name         =  Type            = M/B/T       = Range            = Damage =
= ITHACA37     = Shotgun          = 12/008/0096 = Close            = Kill   =
= M249         = Machine Gun      = 05/200/1000 = Middle           =        =
= M203         = Assault (gl)     = 08/030/0240 = Middle           =        =
= SSG          = Sniper rifle (s) = 10/005/0050 = Long             = Kill   =
= M60          = Machine Gun      = 08/090/0720 = Middle           =        =
= M16          = Assault (s)      = 12/030/0360 = Middle-Long      =        =
= AK74         = Assault          = 10/030/0300 = Middle           =        =
= RPK          = Machine Gun      = 10/045/0450 = Close-Middle     =        =
= M4           = Assault          = 10/030/0300 = Middle           =        =
= BARRETM82A1  = Sniper Rifle (s) = 08/010/0080 = Long             = Kill   =
= H&K MP5(sd)  = Assault          = 12/030/0360 = Middle           =        =
= H&K G11      = Assault (s)      = 10/045/0450 = Middle-Long      =        =
= M203 GRENADE = rifle grenade    = Max=20      = Close, 1m blast  = Kill   =

Grenades & other Items
Frag Grenade   - Standard grenades.  3 metre kill radius on personnel
HE Grenade     - Powerful grenades, use these instead as they have a 7 metre
                 kill radius on all enemies
Smoke Grenades - Obscures enemy's view of your location.  Rarely useful in
                 the game itself, as it also blocks your view of the enemy.
WP Grenade     - White Phosphorous grenade.  Not quite as powerful as the HE
                 grenades (in my experience), but occasionally looked nice in
                 Stealth Patrol when thrown at night.  The manual suggests
                 that these are the most powerful grenades, so do try to keep
                 your distance.
Satchel Charge - Explosive pack - Set timer using L1/R1 & run.
Claymore Mine  - Remote Controlled Mine.  Set, move away and use Clacker to
                 detonate.  These have a large blast radius against enemy
                 soldiers, but I have yet to find a good use for them.
                 (Note: Clacker has a limited range)
Med Kit        - Health Boost.  Can only be used once.  Use only if you are
                 about to die, as many have been needlessly wasted for minor
                 wounds.  Enemies sometimes drop them.
Flak Vest      - Only dropped by enemies.  Acts like an instant med kit.  The
                 character will not pick it up if his health is full.
Ammo Box       - Only dropped by enemies.  Increases the Ammo that you're
                 carrying.  Sometimes includes extra explosives like
Mines          - Small circular booby traps.  Usually hard to see.
                 Grenades can destroy them safely from a distance.
                              = SOLDIER GUIDE =
Although the game manual suggests that each Ranger has different skills, the
differences seem to be very minor, mainly in gun accuracy, & carrying
ability.  It's all down to personal preference which rangers you choose.
Here's the in-game info on each ranger, followed by my own observations from
just playing the game.

Machine Gunner
Expert in use of machine guns (M249 and M6063).
This just means that he's used to firing LOADS of bullets from one of a
couple of fast & powerful guns, which, unfortunately have no scopes.  His
accuracy is not too good from scopes.  He really comes into his own as a
CPU buddy because he'll normally kill any enemies who get close enough to
shoot at him (or you), when given the "Fire 'em up" command.

Close Quarter
Expert with the shotgun (Ithaca 37) in Close Quarter Battle (CQB) situations.
This guy, I never use, because there's not really in CQB areas, except the
Kraplakistan areas,  and the sniper's a better choice in those!  He's
apparantly best up close, so he's probably inaccurate using scopes.

Expert with rifles (SSG & M82A1), and silenced weapons (H&K MP5, and H&K G11)
A really good all-rounder.  High carrying capability, highly accurate with
not only rifles, but also grenades (I find he's actually better at throwing
them than the grenadier).  Definately the man of choice for missions with
lots of space to wander, but good for just about any mission.

Expert with the M203 Grenade launcher and is deadly accurate when throwing
grenades by hand.
I find he's nothing special with grenades and his M203 grenades are a joke.
You're best using him in missions with lots of explosive work, by using an
M16 & equipping satchel charges to take up the space previously wasted by
M203 grenades.  As I already mentioned, the sniper is actually more accurate
for grenade throwing.

Expert in use of assault rifles (M16A2, M4, & H&K G11)
Another good all-rounder.  His carrying ability is less than the sniper's,
and he's also slightly less accurate over long distance, as he needs to be
10-20 steps closer than the sniper for a definite hit with the same weapon as
the sniper (H&K G11 tested).  Good with most weapons, and doesn't seem to
suffer too much with short range guns (i.e. no scopes)

                               = WALKTHROUGH =
Mission 1.1 - The Crash Site
Objective 1.  Locate & search Crash Site
Objective 2.  Locate any injured personnel
Objective 3.  Proceed to waypoint 3

At the start, turn right and head up the hill, keeping as low as possible.
Once you get to the top, you'll see the helicopter nearby  Approach it to
complete objective 1.  Now, from in front of the cockpit, turn to 10 o'clock
(from the direction the helicopter is facing), and head down the hill to 
complete objective two (look for the body nearby if you have trouble).  Lastly, 
go back to the start, and follow the road, going over the bridge.  Make your 
way through the village, wiping out all the troops you find.  I find it best to
use the CPU buddy to scout ahead and kill enemy troops here.  The phase ends 
when you reach the opposite end of the village.  Look for the Jeep there. 
Going past this ends the level once you have killed all the village guards.

Mission 1.2 - The Chateau
Objective 1.  Proceed to Chateau on hill
Objective 2.  Recon and clear surrounding area
Objective 3.  Search and Secure Chateau
Objective 4.  Intercept Capo
Objective 5.  Ambush Mafiosi without harming General
Objective 6.  Proceed to Exctraction point

Only the second phase & it's a tough one.  Get past this without cheating
and the rest of the game will seem easy.  Go through the valley at 2 o'clock
from the start, and make your way up the hill on the other side.  Kill the
guards as you go, making sure your buddy helps out.  Beware as you come up
the hill, because two snipers will try to shoot you from on top pf the
chateau itself.  Kill them before they get a chance (if you can).  Chuck a 
HE grenade at the front gate to blast it open.  Go through the gate (by far 
the most deadly part of the level!), and kill the enemy soldiers here.  You 
can also follow the wall right to find a small blue gate that can be blasted 
open by a grenade.  There seems to be a 3/4 chance of failing the mission if 
you go this way even though it's a lot safer.  You may notice guards running 
up the next hill if you go this way, ignore them for now, because you'll kill 
them shortly.  Go in and kill any guards left in the grounds.  Leave by the 
front gate and go down the valley to 2 o'clock and follow the road until you 
reach the bridge.  This is the extraction point, remember it.  Advance towards 
the ruins up the hill, in the direction that some guards were shooting at you 
from.  (virtually above the bridge). You'll see a blue helicopter here, with 
only a couple of guards, if you're lucky.  If a man in green is here, you may 
as well restart, because you'll have virtually no chance to kill all the 
guards you need to.  Now go down the hill a little (10 o'clock from the 
Helicopter's nose), and you'll see a bunch of guards running up.  kill all of 
them EXCEPT the man in green.  He's the man you've to rescue.  Once he starts 
to follow you, head over the bridge to finish the mission.

Mission 2.1 - Roadblock & Hospital HQ
Objective 1.  Demolish Roadblock
Objective 2.  Infiltrate Area - Eliminate snipers
Objective 3.  Destroy Field gun and Armour
Objective 4.  Clear stronghold in hospital

Use your scope to snipe at the guards past the wrecked bus, including a
sniper up to the left which you'll only see when you're close to the bus.
Plant a Satchel charge (or a claymore) at the bus to blow it up.  Now make
your way forward slowly taking out all the guards you can see.  You should
be able to get most of them through the fence around the hospital.  There's
a sniper behind you to the right as you approach pass the wreckage of the 
bus (luckily, he seems to be blind).  Having cleared the fenced compound, 
drop some explosives at the field gun, and run into the compound.  Be ready 
for any guards you may have missed.  Phase 1 completed.

Mission 2.2 - The Embassy
Objective 1.  Proceed to U.S. Embassy
Objective 2.  Eliminate Hostiles & destroy any Armour
Objective 3.  Free Embassy Personnel & escort to evacuation point

Go along the street around the corner from the back of the attilery gun, and
clear the area around the last right turn of guards.  Destroy the armoured
car in front of you before entering the compound.  Kill the 3 guards in here,
and walk within a few inches of each of the 4 hostages.  They'll stand up when 
you're close enough.  Go back to the Armoured car, and follow the road to the 
left of it.  Turn right at the end, and kill the guard in the corner.  Run to 
the corner to finish Phase 2.

Mission 2.3 - Bridge & Government Zone
Objective 1.  Destroy the T-72
Objective 2.  Disarm Explosives on the bridge
Objective 3.  Infiltrate government Zone, Raid Guerrilla Positions
Objective 4.  Eliminate BMP-2 and Gun emplacement

Go back past the embassy, going straight on, and take out any guards close 
enough.  Don't worry about the explosions.  The tank on the bridge is just 
firing at thin air. Disarm the bombs by walking over them, then place a 
satchel charge beside the tank.  (this part made no sense to me, disarm the 
bombs, then use one on the tank parked ON the bridge?  Sounds a bit stupid 
to me!).  You'll see an armoured car along the river to the left, blow this 
up too, as well as the Attillery Gun inside the compound beside the bridge, 
to finish phase 3.

Mission 2.4 - Broadcast Centre
Objective 1.  Eliminate hostiles without damaging broadcxast facility
Objective 2.  Eliminate Snipers
Objective 3.  Destroy BMP-2
Objective 4.  Release Hostages - Await Extraction

Leave the compound, going left.  Soon you'll reach a road to the left.
Destroy the armoured car here, then go through the hole in the fence here,
keeping left.  Rescue the hostages, and then just go back the way you came,
back to the bridge.  The mission is now complete.  Simple, eh?

Mission 3.1 - Perimeter & Barracks
Objective 1.  Avoid patrols.  Locate breach in perimeter
Objective 2.  Avoid mines & proceed to barracks undetected
Objective 3.  Destroy Barracks & APC
Objective 4.  Proceed to munitions dump
Objective 5.  Neutralise guards.  Destroy munitions dump

Go through the hole in the fence straight ahead, and destroy the APC which is 
just to the right of you (around 1-2 o'clock)as you go through the hole.  Watch 
out for mines as you go.  A grenade can destroy them, just beware of the 
explosion if you use one, as it's massive.  Now go to the fenced-off area nearby 
(about 10 o'clock from the hole in the fence) with 2 buildings inside.  This is 
the barracks.  Plant a satchel charge between the buildings, and get out.  Now, 
facing out the barracks gate, the munitions dump is at approximately 5 o'clock.  
You'll recognize it by the road going below it.  Go here, and place a satchel 
charge in the underground storage area.  You may have to mop up 1 or 2 survivors 
if you did not kill all the enemies in the basement.  Phase 1 is over.

Mission 3.2 - Munitions dump and M9s
The map's the best help here.  Press "Select" to view it.  This will show
the locations of the M-9 launchers you need to destroy.  They're all in
alcoves similar to the one the APC from the last phase was in.  The eastern
dot on the map actually represents 2 launchers.  Look behind the third
launcher you see to spot it.  Simply use satchel charges on all of them (2 a
character if you want to share the load).  Here's a brief list of where they are;
1. Behind you at the start
2. In front of you at the start
3. Approximately 8-9 o'clock from No.2 (facing same direction as M-9)
4. In an alcove approximately 5 o'clock form No.3.

Now just head around behind the fourth, and final launcher to finish phase 2.

Mission 3.3 - F-11s and SAMs
Objective 1.  Neutralise guards.  Destroy F-11s
Objective 2.  Destroy any remaining Anti-Aircraft assets
Objective 3.  Evacuate to extraction point

You'll need a lot of satchel charges for this mission.  The sniper is highly
recommended here because of his high carrying capacity.  Remove ALL
unneccesary equipment, keeping your first aid & full rifle ammo.  Use a buddy
like the machine gunner to cover your back.  Start at the first alcove beside 
you, and destroy the F-11 in each alcove.  There's five or six in total.  Go 
past the building (destroying the vehicle on the way past), and destroy the 
rest of the F-11s nearby.  Destroy the final AA vehicle, and head for the 
runway just past it to finish the mission.  

Mission 4.1 - The bridge & stronghold
Objective 1.  Clear south bank, Secure bridge
Objective 2.  Clear fortified position

Move along the track slowly, clearing guards until you can see the bridge.
Just before the bridge, there's a small hill.  Shoot from here to clear most
of the fortified position, and finish off any guards you couldn't see after
crossing the bridge.  The only tricky bit is just after the bridge when a few
guards try to storm you at once.

Mission 4.2 - Ammo Dump & Barracks
Objective 1.  Locate Ammo dump (waypoint 1)
Objective 2.  Clear area, destroy ammo dump
Objective 3.  Locate barracks (waypoint 2)
Objective 4.  Clear area, destroy barracks

Advance through the base slowly, guards are in high positions as well as
hiding behind buildings.  Cross the stream at the back of the base, and turn
left.  The Ammo dump is the area covered with camoflage nets.  A satchel
charge between the two nets should do the job, but use two if you want.  Now 
go back to the place where you crossed the stream.  Go past here, and kill the 
guards who rush out the last hut.  This is the barracks.  Blow it up to finish 
phase 2.

Mission 4.3 - Command tunnels
Objective 1.  Locate command centre (waypoint 3)
Objective 2.  Infiltrate complex & eliminate hostiles
Objective 3.  Locate & destroy Drug stores

Go past the main camp, and keep to the left as you go along, watching out for
guards in the towers, as well as in the base.  Follow the path to the left,
past the small group of huts - a seemingly infinite supply of guards come out 
of them in groups of about 5 or 6 when you're a set distance away - and keep 
going left.  You'll now find about 4 entrances to the woods.  Take the path on 
the far left (you may not see it at first, because the entrance doesn't face 
you.), and go on through.  It is very easy to get lost in this section, so keep
going left at every junction, and you'll eventually reach the drug stores. It's 
basically 2 walls, with a net covering the ground between them.  Place a satchel 
charge in the middle to finish the mission, and the game. 

Prepare to watch an end sequence identical to Ranger Elite's in it shortness
and disappointment.  Hopefully Talonsoft will put in a decent ending for the
next release, if there is going to be one.


Invincibility & Level Select
Enter "BANGBANG" as a name to get access to any level.  Press left or right
on the mission/phase screens.  Invincibility can be switched on/off in the
pause menu.  This also seems to give infinite time, although the clock will 
still count down.  I didn't actually notice this until after my original 
guide had been posted, which is why I've made note of it here.

Restore Stamina
As I mentioned at the start, I used the Sniper & Machine Gunner in most of
the levels.  To avoid the problem of the stamina running low after any phase,
start the level you want with 2 soldiers you DON'T want to use, and then
abort the mission from the pause screen.  Now the pair you want should have
recharged their stamina back to maximum during their brief rest.
NOTE: This works on ALL the PSX Spec Ops Games.  It has not been tested on
other formats, but should hopefully work on them.

                             = NITPICKING BITS =
Why on earth is the sniper better at chucking grenades than the grenadier?
He's supposed to stay hidden, not chuck miniture bombs all over the place!
Also, why are the M203 Grenades so utterly, weak! They should be more
powerful.  It's nearly impossible to destroy ANYTHING with them as they are.
Look at Delta Force on the PC to see how they should be!  Nice & satifyingly
powerful there.

Lethal Weapon
Why can many of the enemy soldiers fire THROUGH cliffs and the side of
concrete buildings.  Are they all equipped with Armour peircing Ammo.  I
suppose it could be even banana shaped rifles, like the sort designed in the
last world war for trench warfare.  In those, the barrel was, as unlikely as
it sounds, bent at an angle of about 20-30 degrees, and were successfully
tested.  The sights were similar to Periscopes.  I don't think they ever got
used in actual combat though.  Mind you, even those rifles can't explain the
strange combat abilities of the enemy soldiers in this game.

                           = HALL OF FAME & SHAME =

I've added this section after it came to light that my guides are currently 
doing the rounds on some websites without my permission.  Basically, all it 
is, is a list compiled of the websites I've found to be displaying my guides.  
The hall of fame lists permitted sites, and the hall of shame shows plagarists.  
Get permission to display my guide before I find you if you want to stay out 
the hall of shame in my next update.

Hall Of Fame

1.  GameFAQs (www.GameFAQs.com) - You all know this one, It's where you got 
    this from!
2.  [Come on, Spec Ops fans, any of you want to display this?  Email me then!]

Hall Of Shame

1.  Cheat Code Central (www.CheatCC.com) - Infamous among GameFAQs contributers, 
    they claim to have the "Worlds biggest collection of cheats".  The cheats 
    they refer to is actually the people who pilfer other people's work from 
    other websites.
2.  [I'm going to find another one, I just know it!]

                               = FINAL  NOTE =
Well, I've finished the guides on Covert Assault and Ranger Elite.  The
Stealth Patrol guide's been shelved for the meantime I'm afraid.  On the 
plus side, there are HTML versions available, which are only needing screenshots 
(I don't have a Video Capture card, but will be trying a few other tricks soon...)  
I'm also planning doing a guide for for the Playstaion version of Delta Force 
when it comes out.  The predicted release date is May 2002.  Expect the Delta 
Force guide shortly after the UK release.  I'll update this guide every so often
to explain common sticking points and update the hall of shame.