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« Following a botched invasion on Altis, Kerry is taken back to NATO's re-established base on Stratis.
Mission Description
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New Dawn is the eighteenth mission of ArmA 3's The East Wind campaign.

Overview[]

The player controls U.S. Army infantryman Corporal Ben Kerry. Following their arrival, Kerry has been brought back to the 111th Infantry Division's main base on Stratis at the now-reclaimed Stratis Air Base.

However, with no witnesses to support his statements, rumours and suspicion surround the Corporal. Many suspect that he may have had a hand in the loss of Task Force Aegis. After waking up, Kerry leaves his temporary holding cell to report in to Colonel Armstrong.

Kerry's role/class:

  • Infantry / Grenadier

Default loadout:

  • Primary weapon: None
  • Secondary weapon: None
  • Equipment: None
  • Backpack: None

The briefing loadout menu is not available for this mission.

Objectives[]

Primary[]

  • (1) Report in
  • (2) Rearm
  • (3) Assemble

Optional[]

N/A

Mandatory[]

  • Do not leave the restricted area
  • Do not harm any of the base personnel

Walkthrough[]

Primary 1: Report in[]

Head for the second floor of the command centre. It's the green portable structure right in front of the brig (where you started).

Primary 2: Rearm[]

After Colonel Armstrong dismisses Kerry, you'll be given the opportunity to gear up for the next mission. Head back downstairs and go to the armoury; it's situated on the ground floor.

There, you'll find tables with numerous weapons placed atop them along with three crates containing a mixture of firearms and equipment:

The tables on both sides have several weapons with pre-attached accessories ranging from laser pointers to collimators:

There's also five smoke grenades, though they're not that useful for the upcoming mission.

The ammo crate on the left solely consists of ammunition for both primary and secondary weapons along with some throwable ordnance:

  • Sixteen 9 mm magazines for the P07 pistol
  • Twelve .45 ACP magazines for the 4-five handgun
  • Forty 6.5 mm magazines for the MX series of weapons alongside ten containing red tracer rounds
  • Sixteen 100-round 6.5 mm belt magazines specifically for the MX SW with an additional four tracer magazines
  • Twenty magazines for 7.62 mm NATO-chambered marksman/battle rifles
  • Five white smoke grenades, twelve RGOs and ten RGNs
  • Five IR Grenades
  • Twenty Chemlights in blue and green variety with a 10/10 split between the two colours
  • Fifteen 40 mm HE rounds for the MX 3GL along with ten (harmless) white smoke shells
  • Five missiles for the PCML
  • Five Claymore Charges
  • Five M6 SLAMs
  • Twelve APERS Bounding Mines
It should be noted that all magazines for the MX are of the Sand variety which uses a digital camouflage scheme.

The weapons crate in the centre contains a few extra weapons (not including the ones on the tables):

  • Three P07 pistols
  • One 4-five pistol
  • One MX assault rifle
  • Two MX SW light support weapons (with pre-attached bipods)
  • One PCML anti-tank missile launcher

The item crate on the right contains weapons accessories and electronic devices:

The crate with the green canvas cover contains uniforms and facewear/apparel:

You'll automatically be given a rifle, some items, a pair of NVGs, a ballistic-resistant helmet, plate carrier vest and a backpack once you approach the armoury. However, you still have the option of customising your loadout in lieu of the intended one.

Because the following mission will involve plenty of combat against both infantry and vehicles (especially Main Battle Tanks and Infantry Fighting Vehicles), it's highly recommended that you bring a primary weapon with decent range that imposes minimal stamina cost.

This will help conserve room for anti-tank launchers like the PCML and its missiles while still allowing you to sprint for a short duration. Accordingly, you'll need to carry a bigger backpack like the Kitbag which further eats up stamina, so take that into account when adjusting your loadout.

You can disregard frag/smoke grenades and any other throwable items as they're a waste of stamina. Likewise, do not bother taking a pistol as you won't be finding yourself in a situation that requires one in any of the future missions.

Regardless of your choices, this objective will be completed once you've opted to keep the suggested loadout or opted to exchange it for a custom one.

Primary 3: Assemble[]

Head for the assembly zone once you're suited up and good to go (or wait for the timer to expire). This will complete the mission.

Tips[]

  • It isn't actually necessary to head straight for the command centre where COL Armstrong is waiting for you. If the timer runs out before the briefing starts, the sequence will automatically trigger as if Kerry had arrived on time.

Trivia[]

  • Several of the soldiers will amusingly complain about the prevalence of snakes on Stratis.
  • Listening in on the conversations between members of the 111th ID will reveal tidbits surrounding the unusual nature of their deployment:
    • Several battalions were prepared for deployment in less than 24 hours after the Stratis Incident. Yet they were deliberately delayed for unknown reasons by NATO high command, with some claiming that it was due to "budgeting issues".
    • Technicians from the 111th closely examined what remained of Air Station Mike-26 in an attempt to repair it for the invasion of the mainland. However, they determined that the facility was damaged beyond repair.
    • The strike force initially sent to seize the main airport had not been informed about the presence of CSAT defenders.
  • In-game, the events of New Dawn take place on August 8th. However, the official Armaverse Timeline retcons the date to one day later on August 9th instead.[1]

References[]

  1. 1.0 1.1 Mořický, K et al. 2011, Armaverse Timeline, Bohemia Interactive Community Wiki, viewed 23 December 2024, <https://community.bistudio.com/wiki/Armaverse_Timeline>.

See also[]

Playable missions in ArmA 3

Beyond Hope

No ReprieveAvenging Furies

Prologue

Reality CheckCommon DenominatorDiplomatic RelationsRising TensionsDamage Control
The East Wind Survive Drawdown 2035Situation NormalBlackfoot DownPatrolDeath ValleyRadio SilenceWet WorkCrossing PathsTipping Point
Adapt Signal LostCommon EnemyScouting [Bomos]Supply NetworkScouting [Gori]Breaking EvenBingo FuelExit StrategyWithin ReachAttention DeficitScouting [Topolia]Beyond Recognition
Win New DawnResurgent WestAir SuperiorityMoral FiberPreventive DiplomacyParadise FoundStatus Quo (Game Over)
Hubs MaxwellBomosGoriTopolia
Optional Scouting

Stepping Stone

Fait AccompliDisintegration Point

Steel Pegasus

LZ NowhereBreaking ThroughFinal Strike

Altis Requiem

Lost HorizonsSalient ForceTerminal Defiance

Apex Protocol

KeystoneWarm WelcomeFirestarterHeart of DarknessExtractionApex ProtocolEnd Game
Remnants of War Memories The PeacekeeperThe GuerrillaThe RedactedThe SurvivorThe MajorThe Brother
Hubs Oreokastro Memory

Old Man

Old Man

First Contact

False NegativeGoing DarkClose EncountersAnomalous PhenomenaCarpe NoctemElimination CodaAnother Earth
Missions are listed in order of left-to-right based on chronological order.
(Parenthesis) indicate alternate and/or non-canon missions.