ZERO HOUR: Call Of Duty Strike Team Walkthrough Part 5

in #gaming6 years ago (edited)

SITREP: Readings suggest enemy launch capability is green. Escort the Spetsnaz to the control room. It is imperative this base is taken down before it is too late.

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If there's one thing I fear the most, it is the job of an inside man going all stealth and causing ripples within. Such is the job Marshall is tasked with. Apparently the Spetsnaz team that had dispatched with reed are already waiting on another side just right in the enemy camp for Marshall to let them in. Well, his Objective was quite simple, he's to hide on the top of the vehicle (which had a pass in to the camp) that was seen in the last episode and open the door for 'em. His knife proved quite useful in killing an hostile who was tasked with receiving the vehicle. He couldn't risk compromising his mission, if he had fired, it could have been an unwanted dirt in the plan. Marshall lets the team in, we are in fact, 4. Lots of hands needed for the job.

No sooner had we arrived than the enemies try to lock us out. Reed quickly overrides the shutter door controls which pave our way into hell. A missile silo was mentioned in the last episode, and from what could be observed, that's only what the Spetsnaz team are concerned about (They probably are not that trained for fighting). I had thought we would storm the loading bay in a fatal-4-way commando style but it technically is a two-man job now. They are withdrawn to the back as Reed and Marshall lead the way. The primary objective is to exit the loading bay. What greets us is an armored enemy, this is the kind of enemy that takes forever to eliminate. Direct shots appear to be useless against them and the limited grenades can't afford to be wasted against a single enemy. Their shield is made in Russia. It only takes skill to eliminate them without breaking a sweat. Marshall lures the enemy back to where the team is and Reed who had been ducking behind the door autonomously shoots, while he is distracted by the shots, Marshall sneaks up to his back and aims for the kill. Their shield can only protect as much as their front.

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The Spetsnaz team are quite funny though, they keep jumping around just after the Onslaught team clears the way as if they know what to do. They are each armed with a pistol and the way it is handled makes you wonder if they are only prepared for panic-shooting. The enemy quickly calls for reinforcements and Marshall eliminates them. His gun can aim for long distance headshots even though it is not a sniper rifle. That makes it pretty creepy hiding behind barricades and dropping enemies. And speaking of barricades, there's a huge one in front of the team that seem to block every possible path. Luckily though, a barrel with a highly explosive content sits just right beside it, you could just aim for it with the gun or throw a grenade that will definitely increase the blast range. Marshall opts for the latter and it goes all "boom". So much for the "limited grenades.."

GETTING IN

New objective is to locate the entrance of the Silo Chamber. The Spetsnaz team that should really keep up with us now are far back squirming or peeing in their trousers.. Are they allergic to gunshot sounds? Probably so. If only I understood Russian Language, I would have been able decipher one or two of what these hostile shout whenever they come under fire, it would definitely give me insights. Reed is now itching to lead the way now. His last adventure must have tickled him alot.

And they break the Jinx...

The fact that we are getting closer to the Silo Chamber must have motivated the Spetsnaz team to get out of their pants and step forward. They are right ahead of onslaught now, making a few shots. The road is narrow though, doesn't leave much space to hide when under fire, you only have to respond as quickly as you hear the shot.
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They come in droves but we send them flying like doves

Heart in throat moment! Marshall almost gets himself killed. Close shave I must say, his shot surprisingly misses all target, leaving him at the mercy of the enemies' reload. He quickly regains his composure and deals with the threat. Well, we are now in the Silo and the door is breached by Marshall. What I like about door breaching is; right after the explosion that sends the door flying around like a mere debris, a slow motion occurs that gives you a one-kill-shot on your enemies. I can't say, however, the duration of this slow-timer. I will take notice during my next breach. We take care of a considerably large number of hostiles before we hit a road path block. A room though, to circumvent the path block is sadly enemy infected. Marshall has to move and face the problem head-on. Looks like a well thought out plan from them. Is it safe to say Reed hasn't made any kill whatsoever? Maybe I can just complete my wish of a one-man job here.
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After some stair climbing jobs, we reach the missile control area. Reed and Marshall initiate two simultaneous hacks in order to gain access to the compactment- which is of course, hostile-ridden. As we move forward, we spot the missile, this thing is prepared for launch. Now we encounter our last door resistance. It is breached and as promised, I calculated the Slow-time duration, five seconds. It took all of five seconds for Marshall to eliminate the five Hostiles already waiting for our arrival. We proceed into the building. The Spetsnaz team immediately get to work and Onslaught is tasked with protecting them long enough to do their job. Looks like Marshall could really use a second hand though.

This is the most challenging aspect of this level. The hostiles that come in show little interest in the Onslaught team, they just camp near the Spetsnaz and fire sporadically at them. We almost failed though. But for a stroke of luck, we really could have. The area is cleared just after Spetsnaz redirected the missile coordinates and we make our way out. One of the onslaught team which I can't identify makes his way down the building with a zip line and just as he calls for the others to join him as the missile will be coming down on this place, it launches.

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What does he mean by "this place?" We probably are not destroying the area are we? Quite ambiguous. Find out more in the next episode.

STATS

Marshall- 48 Kills
Reed- 0 Kill (surprising)
Headshots- 23
Time- 17:46

Link to Previous Episodes: 1, 2, 3, 4

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Not a big fan of COD, but I've had some good times playing them.

Yeah.. The mobile version though is commendable

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