« | Experience the End Game mode in a singleplayer environment. Secure and upload valuable schematics on Tanoa before the enemy is able to stop you. Mission Description
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End Game is a playable showcase mission in ArmA 3. It was added with the release of the Apex DLC.
Overview[]
The player controls an unnamed CTRG operator, callsign Raider 1.
Intel has discovered that a defector is attempting to sell the schematics of a CSAT WMD on the black market, but was captured by Syndikat insurgents before he could manage to do so. Raider 1, in conjunction with Raiders 2 and 3, must swiftly extract the data before CSAT forces are able to reclaim it.
Role/class:
- Specops / Team Leader
Default loadout:
- Primary weapon: SPAR-16 GL (8× magazines)
- Secondary weapon: P07 (3× magazines)
- No attachments fitted
- Equipment: Smoke Grenade (Blue) (2×), RGO (2×), 40 mm 1Rnd HE Grenade (5×)
- Backpack: None
There are no alternate pieces of equipment to choose from.
Objectives[]
Primary[]
- (1) Secure the FOB
- (2) Wait for Reinforcements
- (3) Intel - Warehouse
- (4) Intel - Compound
- (5) Secure the Schematics
- (6) Upload the Schematics
- (7) Destroy the Gunship
Optional[]
N/A
Mandatory[]
- Your operator must survive
- Do not take more than 10 minutes to capture the FOB
- You must not leave the FOB until Angel 3-1 arrives
- Do not take more than 20 minutes to secure the intel from the warehouse
- Do not take more than 20 minutes to secure the intel from the second compound
- Do not take more than 20 minutes to secure the schematics
- Do not take more than 20 minutes to return to the FOB and begin uploading the schematics
- Do not leave the FOB once the upload begins
- Avoid collateral damage/friendly fire
- Do not leave the AO
Walkthrough[]
Primary 1: Secure the FOB[]
Move up through the crop fields alongside Raider 3 until you're about ~ 150 or so metres away from the target FOB. Find a good spot to take cover behind and start eliminating all six of the insurgents protecting the house.
Be aware that while Raider 3's operatives are not invincible, it may be wise to let them draw the enemy's fire while you pick off the dangerous targets like the insurgent posted atop the water tower. You won't fail the mission if they're all killed, so don't worry about them getting wiped out.
Primary 2: Wait for Reinforcements[]
NOTE:
- Do not take the Titan SAM nor anything else that's unnecessary like a backpack as they won't be needed yet.
- Having more stamina is important for the time being as you'll be doing plenty of running and sprinting for the second phase of the showcase.
Wait at the FOB until Angel 3-1 and Raider 2 arrive to back you up.
You can resupply/rearm from the ammo crates if you want and modify your loadout in the meantime. Additionally, before you do anything else, grab two of the APERS Tripwire mines from the Syndikat ammo crate and plant both of these mines behind the FOB along the fence, slope, and beach at grid 126-065. You'll need them later to deal with an incoming back attack.
Once you've done that, return to the FOB and modify your loadout either from the Syndikat crates or Angel 3-1's cache. The AK-12s are a decent choice as they're harder hitting than your measly 5.56 mm SPARs. That being said, you can also grab the SPAR-17 as an alternative to the AK-12 if you prefer CTRG weapons instead.
Regardless, whether you choose to rearm or not, three of Raider 2's operatives will split up and join you as subordinates once Angel 3-1 lands. Order them to ENGAGE AT WILL and stick to a LINE formation.
Primary 3: Intel - Warehouse[]
Begin moving north towards the town of Ouméré. Once you're within proximity of the town itself, order your fireteam to transition to COMBAT mode. You can also take one of the Syndikat vehicles back at the FOB if you don't want to travel there on foot.
You will now come into contact with CSAT forces (one four-man fireteam's worth of soldiers) who are similarly after the target warehouse. Fortunately, they're also hostile to the Syndikat, so you can either wait for them to thin each other's numbers and then move in to mop up the survivors, or push your way slowly into the town and kill them all yourself.
No matter your choice of tactic, clear the warehouse of all threats and head to the second floor of the office. Approach the laptop and hold the SPACEBAR key when prompted to do so to download the intel.
Primary 4: Intel - Compound[]

You'll now be tasked with taking the compound at grid 127-074 in lieu of Raider 2.
As before, another fireteam's worth of CSAT soldiers will attempt to attack the Syndikat site at the same time you do. Either wait for them to kill each other first or move in anyway and eliminate them yourself.
Once all threats in the compound are eliminated, move inside the warehouse and download the intel. Watchtower will then report that there are still enemies in your area.
Shortly after, a Syndikat offroad will be driving along the road from the north with three fighters aboard. Immediately take a position at the compound's main entrance and take them out before they can disembark. Once they're eliminated, the next objective will be given once Watchtower reports the discovery of the schematics.
Primary 5: Secure the Schematics[]
Head to the safehouse at grid 119-074.
There are three Syndikat teams split into three-man fireteams and one two-man fireteam who patrol along the outer perimeter of the safehouse. You can either approach the safehouse on foot or go by vehicle. That being said, it is faster to simply drive your way there and blaze past the patrols by driving straight to the compound and getting out once you hit its walls.
It's a bit riskier but is significantly faster as you will potentially be able to bypass the patrols entirely. Be sure to take both of the Syndikat vehicles by having one of your team members take the wheel of another (one can be collected at the compound and the other is the one that you drove into Ouméré with).

As for the safehouse itself, it is defended by six insurgents, three of whom patrol along a fixed route around the safehouse and three others standing in static positions inside the building (including the officer). Don't forget that Raider 2 are standing by to assist you (you can order them to move in via the Supports Menu).
When all threats in the area have been neutralised, move into the western building and pick up the tablet with the schematics. Raider 1 will then report that the CSAT scientist has been executed.
Primary 6: Upload the Schematics[]
NOTE:
- You may want to salvage a Special Purpose Helmet from one of the Viper operatives if you manage to kill one.
- Aside from their superior ballistic protection capabilities in stark contrast to your own, their helmets have integrated panoramic night as well as thermal vision capabilities.
Return to the main FOB where Raider 3 are waiting for you with the upload terminal (or aren't if they were killed). Switch to a WEDGE formation. What's left of Raider 2's men will also join your fireteam.
Save your game if you haven't already, as this section can be quite the gauntlet if you're caught unprepared.

On the way back, you will start running into isolated two/three/four-man Viper teams who are directly hunting after you. Three will approach from the north-west of the safehouse whilst the remaining six will attack from the south and south-east. Mortars will also begin landing around your area, though you shouldn't need to worry about being hit by any of them unless you're extremely unlucky for some reason.
Unlike the regular CSAT troops, the Viper operatives have helmets with both night and thermal vision capability. Furthermore, your SPAR-16 (if you opted to use one) will not be very effective against them due to their armoured suits.
If you still have access to the Syndikat offroads that you drove in with, you can use both vehicles to make a quick getaway by exiting via the western side (do not go north or south). If you don't you'll have to fight your way out of the area. There may also be lone Syndikat patrols who will get in your way, so be wary of them backstabbing you while you're busy fighting off the Vipers.

Either way, when you reach the outskirts of the FOB, you'll encounter a motorised fireteam of conventional CSAT soldiers again. Take them out from afar before moving in.
Once you arrive back at the FOB, do not start the upload process yet. Split up your fireteam members and have them take up positions behind cover along the west and eastern sides of the FOB. Order those on the west to watch in the direction of the west and those on the east to watch north-east.
Ditch unnecessary gear like your rangefinder and any frag/smoke grenades. Once everyone is set up and you have your loadout prepped, approach the data terminal and begin uploading the schematics.

LEGEND
Red: Enemy spawn points
Violet: Enemy attack routes
Blue: FOB (You)
Be aware that the instant you trigger the upload, CSAT soldiers will initiate their attack from the western and eastern sides of the FOB. Two soldiers will also attempt to flank you from the south along the beach where you set up the tripwire mines.
Your main priority is to protect the rear where the two soldiers will attempt to sneak through the gap in the fence. Once you've killed them both (or you hear the tripwire mines being triggered), go back to assisting your team members and Raider 3 wherever possible (keep an eye out for flashlights in the crop field).
Primary 7: Destroy the Gunship[]
NOTE: You do not have to actually destroy the gunship. The pilot will automatically attempt to flee if you fire all of the Titan missiles and none of them hit the target.
Take the Titan SAM launcher from the crate and grab two or three spare missiles. If you don't have a backpack, you can take the Assault Pack from the crate.
The enemy gunship will be flying in from the south-west and loiter directly above the FOB. Intercept it as early as possible before it can get close enough to start firing. If it does manage to reach the FOB, just use your remaining team members as bait if necessary and fire as many SAMs as you can. Keep in mind that due to its flare countermeasures, you may need to fire more than one missile to bring it down.
Once the gunship gets brought down (or the crew decide to flee), the showcase will end in victory shortly afterwards. It will also end if five minutes pass and the gunship isn't shot down.
Tips[]
- If you manage to keep Raider 3's operatives alive at the start of the mission, they will remain behind at the FOB to help you secure the area. Whilst they probably won't survive the final assault, they can still draw some fire away for you and kill a few enemies.
- It has a backpack, some pistols and grenades, and most importantly, a night fighting optic that can help out significantly for the rest of the mission.
- The supply crate also has a GM6 sniper rifle that you can use to snipe the compound's defenders with, though its usefulness for the rest of the showcase will be questionable at best due to its weight and cumbersome nature in CQB.
- The first battle against the Viper Team operatives can get messy very quickly if you're not in a good position to intercept them. Do not leave yourself out in the open, as the three operators who assault from the north-west will eventually flank your position.
- It is not possible to hide from the Viper operatives once their attack begins. The operatives will eventually chase you all the way back to the FOB if they are not dealt with (though it depends on the speed of the AI's pathfinding).
Trivia[]
- The Raider 1 team depicted in End Game is completely different to its canonical counterpart in the Apex Protocol campaign.
- The boat used by the CSAT fireteam to infiltrate Ouméré can be seen docked next to the opposite end of the harbour (northern side).
- Internal names for some of the subtitles would suggest that Raider 1's character would have been CTRG Group 15 operative Riker from Apex Protocol, as opposed to a generic operator that simply reuses the player's profile name.
See also[]
Playable showcases in ArmA 3 | ||
---|---|---|
Infantry |
Armed Assault • Combined Arms • Commanding • Cultural Property • Drones • End Game • Firing From Vehicles • Infantry • Marksmen • Night • SCUBA • Supports | |
Ground vehicles |
Tanks • Tank Destroyers • Vehicles | |
Aircraft |
Fighter Jets • Fixed-Wings • Gunships • Helicopters • Sling Loading • VTOL | |
NOTE: Showcases which do not involve combat are deliberately excluded. Helicopters DLC | Marksmen DLC | Apex DLC | Jets DLC | Tanks DLC |