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This is your first chapter in which you’ll need to make the opposite decision to that you made during your first playthrough. Once you make it past the initial annoying part of the chopper pursuit, you should be safe enough to make it to the end in one piece. There are certain points of this mad dash that you will notice your health instantly regenerate before quickly going red again. The only thing I did differently in the successful attempt was hold off from sprinting for a second before dashing all the way to the end. I do cover this section in the Walkthrough video in which I managed to successfully escape from the helicopter. Despite the fact that most people will naturally begin to sprint straight away, it would seem that this doesn’t guarantee your escape either. You can’t backtrack, take cover or stand still once you regain control of Walker. Once you reach the near-end of this chapter, you must escape the madman in the chopper again. Make sure you use the Crouch (LS) feature when using a turret and be sure to order Lugo to fire at enemies too if necessary with his Sniper. Being on a turret is a great feeling, but you’re still prone to dying just a quick as you can be when not using cover. Moving forward you get to use a turret whilst Adams works on opening a locked door. Grab it quickly before the enemies spot you and open fire. As soon as the chapter starts there will be ammo you can pick up to the right of the car you’re behind.
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Once you’ve fallen from the building, Walker must defend himself alone until his squad regroups with him. Should your squad go down, they have plenty of time to be saved before they bleed out, so always take your time and assess each situation before being a hero. Once you hop over the ledge and straight into the battle, things will get pretty hectic. I’ve done my best to give good guidance in the video, but of course, the battle is going to be unique for everyone. The difficulty really steps up here once you rappel down onto the lower levels. Make sure you are aware of where your cover is and what the safest option will be should you need to make a quick move. The grenades start to become a major pain from now on during your FUBAR playthrough. It’s rare for the enemy to come right up to your squad but when they do, your squad is highly likely to take out the threat. Once you get to the end where you’re pinned, just keep it low key and stay in cover. “Don’t be shy with your grenades” as there are plenty of frag boxes you can find in the chapter.
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Your squad might be able to take them out, but if not, try to take pot shots at the soldier, but keep going up and down the ramp so it makes taking your head off tougher for the enemy.
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Make sure you are aware of which cumulative achievements you need to unlock regarding your weapons (if you need any) and let’s get this FUBAR show on the road!īe careful once you board the plane via the ramp as there’ll be no cover to use until you take out the enemy behind the chairs. I’ll drop more tips & tricks for gamers to use in the walkthrough alongside the videos. The video’s come with the necessary narration in each of them and I speak about the key things you will need to know about each chapter.
#Spec ops the line ps3 series
I’ve got a series of videos I made myself guiding those who watch through each chapter on FUBAR difficulty. Solution for Airspace Control In Spec Ops: The Line If you’re struggling with these type of kills, there is a perfect solution to use which consist of quickly reloading a checkpoint during chapter 11:
#Spec ops the line ps3 zip
As for the zip line kills, I managed to pop the achievement during the wait for the sandstorm to kick in in chapter two where the soldiers are rappelling down the building. I boxed those achievements off after completing the game on FUBAR using the first three chapters of the campaign. Personally, I should’ve nailed them during my first playthrough, but failed as it took a bit longer than expected to get to grips with the game. It’s up to you when you want to nail the first two mentioned achievements.
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