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NOTE: This article is about gameplay information and tips for the Old Man playable scenario. For a synopsis and story-related trivia, see Old Man (campaign).


« La mission est sacrée, tu l'exécutes jusqu'au bout et si besoin, en opérations, au péril de ta vie.
The Legionnaire's Code of Honor, Art. 6
»


Old Man is the titular playable scenario of ArmA 3's Old Man mini-campaign.

Overview[]

Premium content logo
This is a premium mission that requires ownership of the Apex expansion pack.

At the behest of his CTRG contact, "Santiago" has vowed to uncover the truth behind the outbreak of a malaria super-strain in his country. Along the way, he will have to make hard decisions with far-reaching consequences that go beyond his homeland's troubles.

Santiago's role/class:

  • Infantry / Civilian

Default loadout:

The briefing loadout menu is not available for this mission.

Objectives[]

Primary[]

  • Help Arthur
    • Meet Arthur
    • Drive to Village
    • Take Explosive Charge
  • Check Emails
  • Get Some Sleep
  • Help Civilians
    • Meet Contact
    • Get Doctor Medicine
    • Deliver Transport
    • Get Doctor Medicine
  • Rescue Lucas
    • Find Lucas
    • Help Lucas
  • Meet Keystone
  • Support L'Ensemble
    • Destroy House
    • Rescue Captive (Optional)
    • Cocoa Plantation
    • Get NVGs
    • Deliver ID Card
    • Go to Cerbu
    • Transport Plane
    • Get Airport Access Card
    • Destroy Police Station
    • Collect Car
    • Collect Cargo
    • Land at Bala Airstrip
    • Go to Koumac
    • Transport Team
    • Destroy Silos
  • Steal Gendarmerie's Money
  • Investigate Camp
    • Locate CSAT Unit
  • Prevent Malaria Crisis
    • Destroy Weapons Lab
    • Give Doctor the Counteragent
    • Get the Counteragent
    • Deliver the Counteragent
  • Mysterious Body
  • Reconnaissance Photos
    • Recover Intel
    • Get Rebreather
  • Disable autonomous turrets
    • Network Structure Plans
    • Install Flash Drive
    • Reset the UPS
    • Defend the PC
  • Destroy Radars
    • Destroy Radar
    • Destroy Mobile Radar
  • Meet Keystone

Mandatory[]

  • Santiago must survive

Walkthrough[]

Bug

NOTE: The Old Man scenario can become increasingly unstable every time the game is saved and reloaded. It may be advisable to finish the scenario in a single playthrough or to play with minimal saves/loads to avoid being softlocked towards the end of the mini-campaign.

Primary 1: Help Arthur[]

NOTE:

  • If you choose to not complete this objective, Arthur's son will be caught by the Gendarmerie and be handed over to CSAT for interrogation (see Optional objectives below).
  • This will automatically exclude him from the list of Dr. Drábek's patients that must be saved.

When you start, Santiago will get a call from Arthur telling him to pick him up.

Get into your vehicle and drive over to Arthur's location at the shanty town north of Ouméré. When you pass the harbour, drive onto the dirt road until you reach the last house on the left where Arthur is. Once you arrive, get out of your car and have Arthur follow you before getting back in (use the spacebar action prompt).

Drive onto the main road to Arthur's house. On the way there, you'll come across a CSAT checkpoint. You simply have to follow CSAT orders before continuing on to your objective (slow down and do not move until the soldier tells you to). As soon as you reach the village at Luganville, get out of your vehicle and look in the shed for the explosive charge. Keep it in your bag for now; it'll come in handy for a later objective.

When you're finished, Arthur will send some money to your account before dismissing you. Shortly afterwards, Santiago will get a call from Keystone telling him to go home and check his laptop.

Primary 2: Check Emails[]

As soon as the call is finished, get back in your vehicle and drive back home. Once you've reached the house, head inside and log into the laptop. Almost immediately, you'll receive another call from Keystone.

Primary 3: Get Some Sleep[]

Once the call is finished, go to the couch and sleep until 0630 hours.

When enough time has passed, Santiago will receive another batch of phone calls. One is from Doctor Drábek telling him that the malaria crisis is getting worse and he needs some medicine, and another from Keystone telling him to meet at his location at 1029 hours.

Primary 4: Help Civilians[]

Since there's four hours before it's time to meet Keystone, drive over to a warehouse where Drábek's contact should be.

Once you arrive, head inside the warehouse and Santiago will get a call from someone, telling him to destroy evidence - a house seized by the authorities, at the town of Vagalala and rescue an associate of the L'Ensemble (see Optional objectives below).


Deliver Transport[]

As soon as you find some pills, deliver them to Drábek and he'll then tell you to find a truck or van for him and his patients. The best place to find one would be in the village near Santiago's house.

Getting the vehicle back to Drábek can be difficult due to the terrain around Drábek's camp. The best way to do so would be to drive it through the village east of Drábek's location before parking it nearby. Drábek will then call Santiago and tell him that he and his patients will relocate tomorrow.


Get Doctor Medicine[]

After relocating away from Luganville's outskirts to their new camp in central Tanoa, Dr. Drábek will provide Santiago with continuous updates on the status of each of his patients:

(*) Lucas will not appear as a patient if he was captured by the Gendarmerie due to his stash of explosives being discovered.

Arma3-company-medex-00

A box of Primaquine pills.

From this point onward, the five/four survivors will slowly wither away from the disease until you complete the main storyline quest (see relevant Primary objective below). To prevent them from dying, you must provide Drábek with regular shipments of antimalarial medicine.

If all of his patients die you will not be able to unlock Drábek's ending/achievement, so be sure to provide enough medicine on a regular basis to keep at least one of the patients alive at the bare minimum.

How long each patient has to live will depend on how many boxes of medication you give:

  • Drábek will always start with 15 pills worth of medicine.
  • A single box of medication contains 20 pills.
  • Each patient has a dosage requirement of 1 pill per hour.

Once the number of pills that Drábek has in stock drops below 7, you will be warned by the doctor via phone call or a text message. After his first warning, he will relay a second call for help once there are 3 or less pills remaining.

Upon depletion, the patients will start withering away from the malaria's effects. The rate at which they perish is based on age - as such, Lucas tends to always be the last one to die due to being the youngest member of the group. He will have 24 hours to live whereas the others only have lifespans of 10 hours without medication. Drábek will always alert you to their ailing status if a patient has 6 or less hours left to live.

Medicine can be obtained from multiple locations throughout Tanoa. Many civilian homes, IDAP camps/distribution centres and L'Ensemble safehouses will often have one or more boxes lying around on tables or stashed in crates. In addition, a few storyline quests will offer medication as a reward, or can alternately be found in within the inventory of some CSAT soldiers and Gendarmerie officers that you kill.

You can also purchase them directly from black marketeers, though they are quite pricey at $1,000 per box without any discounts applied. Stocks are also limited per salesman and take several hours to replenish, so buying them "legitimately" will require paying a visit to multiple stalls throughout each island.

Primary 5: Meet Keystone[]

When it's past 10:29 AM, head on over to Keystone's location in the jungle.

He will then debrief Santiago about an abandoned CSAT camp in Ouméré. Don't forget to download the Geolocator phone app so that you can now find hidden weapons caches throughout the province.

Primary 6: Investigate Camp[]

Once you reach Ouméré, simply walk around the camp until you find clues. The first one is on a sheet of paper on the ground. The next one is in a tent near the first clue with a whiteboard.

When you have finished finding all the clues, head on over to Harcourt to get more information. You can do this by driving across the bridge or fast-travelling via the L'Ensemble's camp in the jungle.

Arma3-mission-oldman-51

Wait for the patrols to move away before sneaking past the scientists.

You now need to get inside the harbour's high-security base. If you were able to obtain a disguise with an appropriate set of headgear, vest and a full-face concealing mask, you can sneak around the back of the warehouse (via the beach) without getting detected.

You should see a half-torn down orange fence which you can use to bypass the front entrance entirely. Wait until one of the scientists next to the warehouse goes on patrol before entering the building.

Download the intel from the laptop and collect the documents from the table. If CSAT troops detect you while sneaking into the warehouse, the bridge to Tanoa will be blocked off so try to avoid getting spotted if possible.

Primary 7: Prevent Malaria Crisis[]

NOTE:

  • You do not need to complete any of the secondary objectives assigned to you by either Miller or Drábek to "finish" this objective. It is entirely possible to skip the majority of the mini-campaign by simply going straight to Tuvanaka at the very beginning of the mission.
  • Villages throughout the province will be randomly turned into quarantine zones over time once Luganville's outbreak begins. This will continue to occur for the remainder of the mini-campaign until you destroy the biolab or there are no more villages left to be infected.
  • Be aware that some villages (i.e. Savaka) have supply stashes hidden by either the former Syndikat or CTRG. If the village in question becomes quarantined, you will no longer be able to retrieve that stash or have access to black marketeers and hotels/safehouses at that settlement.

When you feel like you're ready, take a boat and sail towards the Tuvanaka Airbase on Tuvanaka Island to demolish the geodesic dome where the biolab is hidden. Be sure to bring a satchel charge or explosive charge with you (there is a fuel truck in the dome which can be moved to supply the rest of the explosive power) and try to obtain a disguise that conceals your face. If you've completed some of optional objectives to disable CSAT's static defences then it should also make infiltrating the island a bit easier.

Be careful not to get spotted by any of the naval patrols on the way and try to avoid going through Belfort, the town of Tuvanaka or the firing range on the northern side of the island as they are heavily patrolled by Viper operatives (the village of Nani is fine to enter through, however).

Flying a plane there is possible but you will need a parachute to skydive with as landing normally is practically impossible due to the SAM sites protecting the skies at Comms Whiskey and the GSM station. If you absolutely insist on flying in, prioritise disabling the air radars at Comms Alpha/Comms Bravo first (see corresponding Optional objectives below).

Arma3-mission-oldman-58

Use this warehouse to bypass the scientists at the entrance.

When you get far enough into the island and are in position to infiltrate the biolab, avoid the front entrance where the APC is parked and go through the white warehouse on the southern side (wedged between the H-barriers). This will allow you to avoid the armed scientists and auto turrets.

Don't forget to check your corners before leaving that warehouse; some stray Viper operatives will occasionally patrol in the biodome's direction and can easily blow your disguise if they get too close. Leave the area when the explosives are in place and detonate them once you're at a safe distance.


Alternate method[]

If you had killed Keystone early in the mini-campaign, Santiago will instead be forced to retrieve the counteragent sample from the biolab by himself. Enter the ground level of the largest portable inside the biolab's dome and you will be able to obtain the counteragent off from the desk.

Be advised that going down this route will automatically lock you into Ending #2 (Man of the People) or Ending #3 (Devil's Due) depending on the doctor's current status and that of his remaining (if any) patients.

Ending 1: Status Quo[]

NOTE:

  • Status Quo will always be the default ending unless you kill Miller.
  • Be sure to make a save before meeting with him at Sainte Marie if you wish to obtain the alternate endings that require Miller's death.
Arma3-character-scottmiller-04

After the facility has been destroyed, head on over to the Sainte Marie island to personally meet with Keystone. Once there, he will explain that he has a cure for Atrox but that there isn't enough for everyone.

After he's finished speaking, follow him and his subordinates to their submersible. You'll be transported to their base of operations, after which the epilogue will play and the mini-campaign will be finished.

Be aware that if you want to obtain the alternate endings, you MUST shoot Keystone in the back along with his team members to retrieve the Atrox counteragent before they get into the water. This then leads into either of the two following routes (see Ending 2: Man of the People and Ending 3: Devil's Due).

Ending 2: Man Of The People[]

NOTE:

  • This ending will not be possible if Drábek himself is dead or all of his patients die from Atrox.
  • It is still possible to attain this route even if you only have one survivor left.
  • If the final patient dies while this route is in progress, it will automatically cancel itself and you will be forced to stick with the third alternate ending (Devil's Due).
  • Note that going for this route will automatically drop your relations with L'Ensemble into negative. Your relations will change even if you don't kill any of the insurgents at the encampment (insurgents need only fire their weapon at you to trigger the relationship change).
    • Be sure to make the most of your discounts at the black market before going after this ending. Any bonuses provided by the L'Ensemble will be removed once your relationship with them goes negative.
Arma3-mission-oldman-59

If you've killed Keystone and retrieved the counteragent sample, head over to Drábek's location and kill the five L'Ensemble fighters holding him and his patients hostage.

Be aware that from this point onward CSAT will be on high alert and attack you on sight. The safest way to return to the doctor is by using a boat to reach the safehouse on Ile Douen, south-west of Tuvanaka, and fast travel directly to your house.

Afterwards, search the insurgent with the black beret and grab his keys to unlock the hut before walking over to doctor and handing him the counteragent sample. Once you do this, relations with L'Ensemble will be permanently severed so do not attempt to go near their outposts/camps.

The doctor will then tell you about a submersible in Tavu that CSAT is keeping around as a means to escape, though it is unfortunately guarded by soldiers. You can silently eliminate the patrolling guards or if you still have the diving gear from Keystone's team members, you can sneak in from the water and hijack it before the guards can respond. Beware of the naval mine placed in front of the exit; be sure to disable it using a toolkit before you hop into the submersible.

Dive immediately to avoid taking fire and proceed to the map's edge. The mini-campaign will end once you reach the border.

Note that you don't have to actually steal the submersible to attain this ending. It is possible to use any boat or aircraft to reach the map's edge and the complete the objective regardless. The only difference is that the ending's epilogue text will change accordingly to reflect what method you used to escape.

Ending 3: Devil's Due[]

NOTE:

  • You can go for this ending even if Drábek is dead and/or his patients have not perished to Atrox. Likewise, Keystone's death is not required for this ending as you only have to steal the counteragent from his allies' corpse down at the beach.
    • If you intend on keeping Keystone alive, be sure to kill the operatives at the beach first, take the counteragent from their corpse, and then flee from the area in order to prevent the meeting with Keystone from activating.
  • It is not required to maintain positive nor neutral relations with the L'Ensemble. It can still be attempted even if your relations with the insurgents are completely negative.
  • You must not return to Drábek's hideout to save him or his patients (if any are still alive).
  • Bug
    A bug can potentially stop this route from progressing even after you drop off the counteragent successfully. If this occurs, you may not be able to complete the mini-campaign without resorting to scripting commands.
    • Be sure to save before dropping off the counteragent sample. If the scenario does not progress further, reload and attempt to complete Drábek's route instead (if he still has at least one patient alive). Otherwise, you will need to revert from an even earlier save from before you killed Miller.
Arma3-mission-oldman-60

Once Keystone has bitten the dust and you've retrieved the counteragent sample from his allies, head on over to Georgetown and drop the sample in the crate in a blue van for the L'Ensemble to collect. The instant you leave the city, Samjo will call Santiago again to congratulate or warn him against backstabbing depending on your relations.

Afterwards, use any boat or aircraft of your choosing to reach the edge of the map. The submersible docked at the harbour in Tavu is one such option, as is a plane from any of the airports, though you may need to bribe the officers at the entrance if you don't have an access pass.

Once you reach the map's border, this will lead to the third ending (and conclusion) of the mini-campaign.

Optional 1: Support L'Ensemble[]

Destroy House[]

NOTE:

  • You can pre-place explosives inside the house the day before the outbreak in Luganville without having to risk getting spotted for being in a restricted area.
  • The explosives will still be detonatable provided that you are within range of the house to trigger them.
Arma3-location-vagalala-01

After arranging the meeting with the L'Ensemble's contact at the warehouse, you'll be given the task of demolishing the house of a collaborator who's currently in police custody. Find/buy some explosives or bring along Lucas' demo charge.

His house is smack dab right in the middle of Vagalala - close to the police station and the colonial manor housing a CSAT garrison. You cannot enter the house itself for obvious reasons without raising an alert.

Thankfully, you can still plant explosives outside the house to destroy it. Only a single police officer patrols in a square-shaped route around the house. Wait for him to pass and place the charge before sprinting for cover. Find a safe location nearby and make sure you're hidden from the prying eyes of any nearby soldiers or police officers. Once you're ready, detonate the explosives and make your getaway before any QRF units arrive.

You can now freely access the L'Ensemble camp nearby. Head for the tent in the middle where your rewards are lying around. They're rather lacklustre but it's enough antimalaria pills to hand over to Dr. Drábek, allowing you to continue with his storyline quest.


Get NVGs[]

Collect five NVGs of any model (Compact, regular, ENVGs, etc.) and drop them at a L'Ensemble stash.

If you're feeling lazy and have plenty of cash to spare, you can simply buy five pairs from the black markets and drop them off that way. Any method will suffice for the completion of this objective.

Keep in mind that this objective is time-gated. If the deadline for the Cerebu assault passes and you haven't delivered the five NVGs, you will no longer be able to complete this objective.


Destroy Police Station[]

NOTE:

  • This objective can be completed either by collecting the IED-rigged vehicle provided by Samjo or choose to destroy the station yourself with explosives instead.
  • You do not have to meet with Samjo first in order to destroy the station, nor bother gaining enough reputation to unlock this mission. Only the dialogue will be inconsistent as he will consider you an "ally" even though neither party knows the other as of yet.
  • Completion of this objective will unlock the ability to retrofit any vehicle into a VBIED at the L'Ensemble mechanic's garage.

Before heading over to the Gendarmerie police station in Katkoula, find or buy some explosives and a (preferably concealable) suppressed firearm of your choosing. For instance, if you still have the charge from the first objective now would be a good time to use it.

Arma3-location-katkoula-10

Grab the car from the L'Ensemble camp west of Lailai. The mechanic will give you the phone number needed to remotely activate the car's IED.

Now drive straight to the police station (don't be too reckless on the way there!) and once you're within range, park the car right in front of the entrance. Ignore the policeman's complaints about the car and find a good position nearby with cover, then dial the number on your phone's contact list. Alternately, you can also park on the side of the building (close to the alley located behind the police station) and detonate it there.

However, do note that it is still possible that the IED may not result in the station's destruction. If this happens, it'll be time for the explosives which you brought along earlier to shine. Head to the alleyway behind the station where the two civilians (if they're still alive) were talking. Crouch to avoid being seen by the officer in the evidence room and place several explosives along the back wall and on the roof.

If the officer on the roof wasn't killed by the car's explosion, you'll need to be careful when making your way up the roof. Once you're clear of the blast radius, trigger your explosives while remaining hidden. The secondary wave of explosions should be more than enough to destroy the station completely. Leave the area before QRF units arrive and Samjo will transfer $8,000 as a reward.

Optional 2: Research Papers[]

NOTE:

  • This objective will not be given if Howard is deceased, either because you killed him or he has died from Atrox.
  • Bug
    It is possible for this objective to not be marked as complete if the research papers are dropped off at one of L'Ensemble's stashes instead of being sold directly to a black market vendor.
    • To prevent this from happening, be sure to sell the papers to a black marketeer rather than accidentally "donating" it.
Arma3-mission-oldman-53

The APERS Mine. Don't forget to grab the Syndikat cache on the left (the papers are in the black crate).

When you arrive at Drábek's hideout, approach Howard. He will inform you about the research papers and their location. It's on top of a mountain inside of a broken down plane fuselage at grid 118-118. You can fast travel to any nearby safehouse and head up the hill to the documents.

Do be aware that there is an APERS Mine planted inside the wreck. Be sure to take cover or shoot the mine from a distance to blow it up safely.

Once you have the documents head back down the mountain and find a black marketeer of your choosing to sell the papers (the one due north of the stash between the villages of Nasua and Ovau is close by). Once the papers are successfully sold, you will be given $7,000 and the task will be marked as complete.

Optional 3: Steal Gendarmerie's Money[]

NOTE:

  • In order to obtain this side mission, you must go to the Vagalala police station and gather intel from one of the terminals on the office's second floor.
  • Alternately, you can skip the intel gathering entirely and go straight for the officer's home in Georgetown, though its location will not be revealed on the map until you open the crate and steal the cash.
Arma3-mission-oldman-52

Once you retrieve intel about the corrupt officer's laundered cash, you can head to his private home in Georgetown where he's kept his stash of dirty money (grid 057-059). Be sure to bring a suppressed weapon - preferably one that can be concealed inside your clothing or backpack, as you'll need it to break through one of the house's windows.

When you arrive at its location in the office complex area, you need to use your weapon to break a window on the second floor in order to get in as all ground floor doors are locked. Do be careful as a patrol of Gendarmerie officers will be around the area. Unless you're wearing a disguise, they will instantly become suspicious and potentially raise the alarm.

As soon as you get inside, look for a green wooden crate. The crate will have the officer's money stash and several weapons and gear inside. Once the cash has been stolen, the task will be marked complete.

Optional 4: Reconnaissance Photos[]

NOTE:

  • Bug
    Two bugs can potentially occur with this objective and soft lock the player from being able to complete the objective:
    • 1. The photos cannot be retrieved from the pilot's corpse as the action prompt will not appear even if they swim right next to it.
    • 2. Miller will not call Santiago after he resurfaces and gets back onto dry land, which is required to trigger a successful completion of this objective.
  • In both cases, reloading from a previous save may be required. If the bugs continue to persist even after reloading, skipping the objective altogether may be necessary.
Arma3-campaign-oldman-07

Sometime after meeting Keystone, he will contact you about a recon flight that managed to take aerial photographs of Tuvanaka island. Unfortunately, the pilot entered into CSAT's no fly zone and his plane was shot down, with its wreckage sunk into the depths below. Keystone needs you to retrieve the photographs from the wreckage.

You will have an optional objective to get Rebreather from either of the two locations, you can purchase one from the store on the small island or steal one from a Gendarmerie outpost at the village of Lösi. One of the Gendarmerie officers will also have a diving suit which you can steal as well.

Next, you need a boat to reach the crash site. There are CSAT gunboats on patrol around the strait but they will generally ignore civilian vessels unless you draw their attention. Once you arrive, you must dive below and get the photos from the wreckage. Once you retrieve the photographs and get back on the surface, Santiago will send a text message to Keystone before the latter contacts you again.

Optional 5: Mysterious Body[]

Arma3-mission-oldman-55

When you reach the small island south of Tanoa, walk over to the dead IDAP worker on the beach and take his journal.

Afterwards, head back onto the main Tanoa island and look into the house with a pier at grid 093-062. You'll find three men hacked to death with an axe and a couple of supply crates containing more antimalaria pills and NGO outfits/vests.

Arma3-mission-oldman-56

You can also head to the marked locations on the map (pinned to the wall). The corpses of two policemen are wrapped in bodybags on the island at grid 085-061. The crate next to their bodies has a LIM-85 and some protective vests.

Three (live) officers are surrounding a house with two looters inside at grid 063-041. The third marked spot has a bunch of underwater wrecks but nothing worth taking unless you need the boat parked above them. You can grab some revolvers and an RCO-fitted SPAR-16 rifle off one of the policemen too (the commander carries a stack of cash).

Optional 6: Disable Autonomous Turrets[]

NOTE:

  • You do not have to wait for this objective to initiate in order to collect the Network Structure Plans.
    • They can be collected at any major CSAT base or high-security facility even before you meet with Keystone in person for the first time at the very beginning of the mini-campaign.
  • Bug
    Be aware that after obtaining the NSP from any of the bases, a potential bug can prevent you from being able to hand over the documents to Keystone.
    • You may need to reload from a save prior to starting the objective in order for the handover trigger to activate. If the issue still occurs after reloading, you may just have skip this objective altogether as it will no longer be possible to proceed with the objective.

After you successfully returning the recon photos to Keystone, sometime later he will contact you about Tuvanaka's defences. He will request that you retrieve Network Structure Plans from a CSAT facility (NOT the outposts/checkpoints). You can get these documents from any large base, usually on the tables next to computers within the base. Once you retrieve the plans, hand them over to Keystone.

The tech experts will need some time to study the data. Once they are finished, Keystone will contact you again and ask to meet. He will explain the mission and you need to take the USB flash drive on the log next to him.

You will now need to find a CSAT base with a computer terminal (not laptop) and install the virus onto the computer's tower. With a CSAT disguise, you can easily infiltrate any base but be sure to keep your distance from patrols as they can still blow your cover. The closest one from Keystone's location is the Sawmill to the south and is the easiest to infiltrate since it has little-to-no perimeter patrols.

The base will go on high alert if you restart the computer. To prevent this, you need to eliminate a CSAT officer in the base and retrieve his ID card. With this equipped, you just need to install and reboot the computer and wait until the reboot process is complete. The automated defences will be automatically neutralised shortly afterwards.

If you didn't bring an ID card with you, all patrols inside and around the base will attempt to assault your position. Be prepared to fight them off; this can be quite a gauntlet if you aren't prepared to handle that many threats at once, so try to avoid starting this objective unless you have an ID card on hand.


Alternate method[]

If you failed to defend the PC, you can still manually deactivate the turrets by infiltrating the security centre at Tuvanaka's airbase.

Before you proceed, ensure that you have a complete CSAT disguise that fully conceals Santiago's identity as you'll be getting quite close to a lot of heavily armed patrols (buy a balaclava if you cannot find a gasmask).

Arma3-mission-oldman-57

At the two barracks buildings next to the biolab/parked APC, you'll see that the northern side barracks is unusually protected by a group of Viper operatives standing guard (not the ones on patrols). Go into the building and head for the staircase with a generator below.

Go up to the first floor and look for a cable extending through the hallway. It'll lead to a room with an officer inside who stands next to a bunch of terminals. Get rid of him and switch off the turrets with the spacebar prompt.

Optional 7: Destroy Radars[]

Destroy Radar[]

Arma3-location-commsalpha-00

After discovering the position of the Comms Alpha radar site on Mont Tanoa - either through intel gathered from a deceased CSAT officer's body or by arriving to the volcano, Keystone will task you with destroying the radome.

Keystone will also tell you about the existence of a second auxiliary mobile radar, though its whereabouts will not be displayed until you download intel on its location.

Arguably, the easiest way to destroy the Mont Tanoa radome is via stealthily infiltrating the facility from the south, and stealing one of the MRAPs armed with a GMG. You'll get spotted but it doesn't matter: the MRAP will make mincemeat of the guards and can be used to destroy the radome. Alternatively, the radome can be destroyed by using rocket launchers or satchel charges which can be found at the Red Spring surface mine to the south.

Regardless of the method you opted for, leave the area as soon as possible once the radar has been blown up. Try to avoid the front entrance as QRF will almost always arrive from that direction.


Destroy Mobile Radar[]

Arma3-location-commsbravo-00

The mobile radar's location can be found by stealing documents located in a metal storage shed on Mont Tanoa. Its location is in the Comms Bravo site which is just a short distance away from Mont Tanoa.

Its destruction can be achieved by using the same methods with which you used to destroy the radome, though watch out for the patrolling APC.

With regards to the mobile radar itself, be sure to bring an AT launcher of your choice as getting up close to the radar is not advisable while there are guards nearby. This is because the "AI" inside the mobile radar is considered to be a "soldier" who can expose Santiago's identity and blow your cover even if you're wearing a full disguise. Therefore, blowing it up with a launcher from afar (while remaining hidden) is the ideal option if you do not want to clear out the entire base or lack the means to do so.

After destroying either radar site, Keystone will call Santiago congratulating him on the accomplishment of his task. When both radars are disabled, Keystone will be pleased with Santiago but will notify him that, due to the nature of the operation, he cannot call in airstrikes but that "options are always welcome".

Optional 8: Rescue Lucas[]

NOTE:

  • This objective can only be triggered once the outbreak in Luganville takes place. It requires you to ignore Arthur's initial request (see first Primary objective).
    • Be aware that Lucas will no longer be included as one of Drábek's patients if this route is taken.
  • You will not be able to undertake this objective if Arthur is dead from Atrox or if you killed him at any stage prior to speaking with him.
  • Bug
    Lucas' AI can potentially bug out and cause him to not enter any of the vehicles that Santiago commandeers as a passenger. If this happens, try reloading from a previous save. If this still does not resolve the issue, then it will no longer be possible to complete the objective even if you reach the island.

If you did not hide Lucas' contraband as his father requested, Arthur will ask Santiago to find his son and bring him to a safe location. Simply approach him at Drábek's hideout to trigger a conversation and to initiate the sidequest.

Lucas will always be held prisoner at the old ferry station north of Leqa (grid coordinates 022-086) on Balavu island. Before you begin, be sure to obtain a full disguise that conceals your face as you will be getting quite close to CSAT soldiers at the base.

Also, ensure that you bring a boat with you as you'll need to escort him to the marked island in order to complete the objective. Stop at any of the beaches close to the station and try to obtain a ground vehicle of your choice (preferably a pickup truck). Drive towards the station and stop on the outskirts of the jungle where the construction site is.

Arma3-mission-oldman-50

Go towards the base on foot. As you get closer, watch out for the guard standing on the top of one of the storage tanks. There should be a bunch of H-barriers on the south-west corner of the base. Wait for the two soldiers to go on patrol or alternately, eliminate them with a suppressed weapon from afar. Then sneak in via the gaps and enter the small metal shed.

Lucas is tied up inside and needs to be freed. Order him to follow you and get back into your car. Drive straight to where you left the boat and then sail towards the designated island at the Yani Inlets south of the main airport (at grid 065-063). Once Lucas has gotten off onto the island, the objective will be completed.

Optional 9: Rescue Captive[]

NOTE:

  • The police will eventually execute him if you do not complete this objective in time.
  • It is not necessary to wait for the meeting with Samjo; you can save the collaborator from the police even before the meeting actually takes place.
  • You cannot free the collaborator until all the agents guarding him are dead, even if you manage to sneak into the building undetected.
    • Note that this does not include any random patrols that may or may not stray into the area.
  • Bug
    Two bugs can potentially occur on this specific quest depending on the player's actions:
    • 1. Leaving the wallet at the designated L'Ensemble cache. This specific cache has a random chance to not register a successful completion of the objective on some playthroughs.
    • 2. The action prompt to hand over the wallet to the mechanic, Solé, will not appear even when Santiago is standing right next to him after he has spawned. The only alternative is to drop off the wallet at a L'Ensemble cache if Solé's handover trigger fails to activate.

At grid 101-092 south of Vagalala, three Gendarmerie special agents are holding one of L'Ensemble's collaborators captive. Samjo has requested that you free him before they can dispose of the collaborator, a man named Oringo Madaki.

Two of the agents stand idle near the front entrance where the gate's bar and sandbags are. Only one of them will be on patrol, though he follows a short route around the fence and the building. Using a suppressed medium-ranged rifle like the AK-12 or even just a Mk14 Classic works well since their outfits visibly stick out. Alternately, go for headshots using an SMG of your choice while sticking to the compound's walls to prevent them from seeing you.

However, while these three are technically your "only" threat for this mission, there's actually a four-man fireteam of CSAT soldiers who may patrol the jungle around the safehouse. Their patrol route and timing of their appearance is completely random, so keep an eye on your surroundings to avoid getting spotted by the soldiers (otherwise you'll have to deal with QRF backup).

Arma3-character-oringomadaki-00

Once the agents are dealt with, move into the safehouse and free Oringo. When his dialogue is over, collect his wallet on the table and leave the area quickly. QRF units may have been sent to the area regardless so do not go back via the road to the west.

You are now free to do whatever you want if it's still too early (or late) for you to meet with Oringo's friend, Solé. Solé will always be working at his garage (grid 103-185) and spawn after 12:00 PM at midday. Simply approach the man and use the spacebar action prompt that appears to hand over the wallet.

You'll know that the mission has been successfully completed if your reputation level with the L'Ensemble increases (as it isn't likely to be very high this early on in the mini-campaign). Samjo will also call Santiago sometime later to briefly chat about Oringo's supposed "death".

Disguises[]

Old Man features the ability to disguise Santiago by donning CSAT or Gendarmerie uniforms. Wearing an enemy uniform has multiple gameplay benefits:

  • You can walk in full view of soldiers and law enforcement whilst openly wielding firearms.
  • It is possible to access (some) areas that are off-limits to civilians.
  • You can salvage gear from supply crates or vehicles in places that are normally inaccessible to Santiago as a civilian (and do so in full view of law enforcement/military personnel).
  • Wear (most) forms of body armour vests and chest rigs that are normally regarded as illegal items.
Arma3-mission-oldman-48

Example of an incomplete disguise. Note the red exclamation marks.

To adopt a disguise, you need to wear not just the uniform but a matching helmet/hat used by the faction.

For instance, disguising Santiago as a basic CSAT rifleman requires both a set of Fatigues and a Protector Helmet (an LBV Harness is optional). Upon wearing both simultaneously, a yellow "!" exclamation mark will appear over the icon for both items.

Compatible gear[]

The following uniforms and hats/helmets are supported:

Caveats[]

Be aware that disguises are not infallible. Should you get too close to guards they will get suspicious and eventually discover your real identity. The distances at which you will get detected vary based on how "perfect" your disguise is:

  • Arma3-mission-oldman-46

    Examples of being partially disguised:
    Top: SPS + SPH
    Bottom: SPS + SPH + LBV

    Wearing a uniform and helmet but not wearing any apparel over Santiago's face: 18 metres.
  • Arma3-mission-oldman-47

    Fully disguised:
    SPS + SPH + LBV + Balaclava

    Wearing a uniform and/or helmet plus facewear which partially or fully conceals Santiago's face: 6 metres. A prime example of this would be wearing a CBRN Suit along with an air purifying respirator to disguise Santiago as a CSAT doctor (the latter being facewear rather than a helmet).
    • The red/yellow exclamation marks will now become green "?" question marks to denote this status.
  • It is also possible to disguise Santiago as a worker by wearing Construction Coveralls and a Hard Hat. This will allow him to access some areas like the Blue Pearl Industrial Port or the Red Spring Mine, but not to Gendarmerie/CSAT facilities. Likewise it can be improved by wearing a face-concealing facewear, though you will not be able to mix any military-style vests with this disguise.
  • Lastly, it is possible to disguise Santiago as an aid worker by wearing any of the IDAP uniforms (an Identification Vest is optional).
    • Doing so automatically achieves the same level of disguise as if he were a CSAT doctor without the need for facewear.
    • This specific disguise will allow you to retrieve supplies from IDAP camps without triggering a response from the Gendarmerie. However, you will not be able to wear a military-style vest/helmet with this disguise, and just like the Worker's outfit, it does not provide access to restricted facilities.

It should be noted that performing any suspicious actions such as attacking anyone or planting explosives will obviously blow your cover, instantly raising the alarm and alerting Quick Reaction Force teams to deploy. Driving military/police vehicles or those stolen from their owners with alarms will similarly blow your cover if you are spotted (even when you are wearing a disguise).

Lastly, a disguise does not stop patrolling soldiers/law enforcement from attacking you if Santiago has already been detected and they are actively searching for him. Even if you wear a disguise and was out of sight while doing so, they will still recognise Santiago and open fire. You will need to wait until alert levels have been reset and that the all-clear signal has been issued to guards/QRF teams.

Key items[]

Throughout the course of Old Man, Santiago will be able to collect (or steal) key items which can be obtained by completing certain missions, speaking to specific individuals, stealing them from CSAT/Gendarmerie facilities, or simply buying them at the black market:

Access Card[]

Arma3-icon-oldmanidcard

The Access Card comes in five varieties (i.e. v1, v2, etc.). They can only be obtained from the corpses of high-ranking CSAT officers at large bases (i.e. the Sawmill on the main Tanoa island). Access Cards can be sold at black markets but are not worth much cash.

The primary purpose of holding onto an Access Card is to allow you to complete the hacking/rebooting process safely (see Optional objectives) when attempting to disable the autonomous defences on Tuvanaka island. If you have a card in your inventory, the alarm at any of the bases will not trigger. Although Keystone will still warn you about them coming to attack the PC, nothing will actually happen.

If you failed to protect the PC, Access Cards can still be used to manually disable the defences on Tuvanaka by infiltrating the island's security centre.

Drone Detector[]

Arma3-icon-minedetector
Main article: Mine detector

The Drone Detector allows you to spot the location of CSAT Sentry Drones that patrol the perimeter of some bases (i.e. the camp at Luganville) or those that are sent alongside QRF units. It can be purchased from most black marketeer salesmen for a price of $100 (cheaper if you have discounts from the L'Ensemble).

Compared to regular Mine Detectors, it has a much larger sensor radius of 200 metres rather than 15 metres. In other all aspects, it functions like regular handheld Mine Detectors and will alert you to the presence of regular landmines and explosives.

Research Notes[]

Arma3-icon-oldmanresearchnotes

Research Notes written by one of Santiago's neighbours, Howard, this brown folder contains handwritten notes about an ancient Tanoan civilisation.

It can be obtained from a hidden stash at the Rusty WW2 Bomber wreckage. The notes are worth quite a lot of money ($5,000) but must be sold at black marketeers in order to complete the objective. There are no other uses for the notes other than for finishing the side mission.

Network Structure Plans[]

Arma3-icon-oldmannetworkstructureplans

A folder containing paper documents, the Network Structure Plans can be obtained from most major CSAT bases (i.e. the auxiliary radar base at the top of Comms Bravo). You will usually find them on the desk of the command tents or any of the structures where PC desktops are set up.

Upon collecting the NSP, Santiago will automatically send a text message to Keystone informing him of his discovery. The latter will then tell him to rendezvous with him to hand over the documents.

It is vital to note that you do not have to meet up or wait for Keystone to tell Santiago about the NSP's existence. It is entirely possible to collect the NSP at the very beginning of the mini-campaign.

File (Top Secret)[]

Arma3-icon-oldmanfiletopsecret

Loose documents placed together, the File (Top Secret) is a mission critical item necessary for the completion of a primary mission objective. It can only be obtained from the fortified harbour at Harcourt.

These files must be handed over to Keystone after collecting them from the facility.

Flash Drive[]

Arma3-icon-oldmanflashdrive

The Flash Drive is a mission critical item that is necessary to complete the main storyline. It needs to be connected to a PC tower at any major CSAT base to begin the hacking/rebooting process.

Keystone will provide you with a Flash Drive once you've obtained the Network Structure Plans, and enough time has passed for the story objective to activate.

Keys[]

Arma3-icon-oldmankeys

A generic key needed to unlock specific locked doors. It is a mission critical item needed to complete Dr. Drábek's route towards the end of the mini-campaign.

When the doctor and his patients are held hostage by the L'Ensemble, you must kill the guerilla standing next to the hut where they've been locked in. He will always be wearing a black-coloured beret.

Atrox Counteragent[]

Arma3-icon-oldmanatroxcounteragent

A sample of the Atrox Counteragent used in CSAT's "vaccines". It is a mission critical item that will affect which of the two alternate routes you pick at the climax of the mini-campaign.

You can obtain it by retrieving it from the corpse of one of Keystone's team members, though you have to be quick or else the mini-campaign will end with Keystone's route if they manage to get underwater before you can kill them. Alternately, if you had killed Keystone at some point early in the mini-campaign, you can obtain the counteragent sample from the biolab at Tuvanaka instead.

Dropping it off at Samjo's designated stash vehicle will unlock the L'Ensemble ending (Devil's Due) whilst handing it over to Dr. Drábek unlocks his ending (Man of the People).

Side relations[]

Juggling relations with the various factions and groups will determine how they react to Santiago's presence throughout the scenario.

CSAT[]

Arma3-faction-csat-pacificsoldieroverview

By default, CSAT forces remain neutral to his presence and will not attack Santiago unless:

  • You threaten them by walking too close for more than several seconds (i.e. following directly behind a soldier or standing in front of them for more than just a moment). You will be warned twice; failing to heed their orders to back off will cause them to open fire without hesitation.
  • Openly carrying a weapon or holding one over your shoulder within line-of-sight of a soldier without a disguise (stowing them inside your backpack is perfectly fine).
  • Wearing illegal items (marked with a red "!" exclamation mark) while staying in line-of-sight.
  • Planting explosives or mines while within line-of-sight.
  • Attacking or killing soldiers. Running over or even "accidentally" bumping into them will count.
  • Accessing the inventory of a CSAT vehicle (i.e. a parked MRAP) and stealing weapons, ammunition or equipment out of them.
  • Stealing a parked CSAT vehicle (i.e. logistical trucks).
  • Walking into a restricted area without clearance or a disguise. Note that soldiers in these areas can still attack you even with a disguise if you walk too closely to them.
  • Ignoring orders at a checkpoint or failing to slow down/stop at the roadblock.
  • You attempt to bypass a checkpoint on foot or vehicle and are spotted by the checkpoint's guards.
  • Contraband is detected by the sentry drone at a checkpoint.

Should you provoke CSAT forces and become wanted, simply hide yourself for several minutes without engaging them any further. The alert levels will go down after some time and relations with CSAT will be restored.

Also keep in mind that "revealing" them as a "target" by using the REVEAL TARGET action key similarly counts as a hostile act. You will be warned the first time you do this, regardless of whether it was performed accidentally or deliberately. Take special care to not do this at checkpoints however, as the soldiers there won't warn you and will immediately open fire.

Gendarmerie[]

Arma3-faction-gendarmerie2-soldieroverview

Relations with the Gendarmerie follow the same rules as with CSAT forces. Aside from police officers that man quarantine checkpoints and specific V.I.P. bodyguards, they generally aren't as lethal as their military counterparts since they (usually) do not pack heavy weapons but will still respond all the same to any breaches of the law.

Be aware that the Gendarmerie will respond negatively if you attempt to steal supplies from IDAP stashes. You will be warned once if you get within range of a crate, but they won't fire. Attempt to take anything out of it however, and they'll become hostile instantly.

As with CSAT forces, try to avoid using the REVEAL TARGET action by accident if you're passing through one of their checkpoints. The Gendarmerie will immediately open fire without warning if you do this at a checkpoint.

L'Ensemble[]

Arma3-faction-lensemble-soldieroverview

The L'Ensemble are indifferent to Santiago initially and won't attack for any reason unless your reputation levels with them are negative. You can freely walk into their camps/outposts unless of course, your reputation is neutral or negative.

There are seven "levels" of reputation with the guerillas, starting at the default of zero (neutral). Positive reputation levels begin at 1 up to 3:

  • At +1, the L'Ensemble will give Santiago a 10% discount for all purchases made at black markets, and allow him to request for backup over the phone. You may now access their outposts and stashes, but you cannot get near smuggler hideouts or perform smuggling runs for them (as of yet).
  • At +2, the L'Ensemble offer a 20% discount at black marketeer stalls. L'Ensemble safehouses also cost less to stay at depending on the location's base prices. Furthermore, you can now access hideouts for smuggling goods and perform runs without being warned/getting fired upon.
  • At +3 (maximum), the L'Ensemble are receptive of Santiago's presence with full access to all territories controlled by them. They will provide a 35% discount to him at all black marketeer salesmen. Safehouses continue to offer a low price for staying overnight.

Negative reputation levels start at 1 down to 3. These are triggered by shooting or killing a guerilla fighter:

  • At -1, you are not permitted to enter any of the hideouts/main camps used by the L'Ensemble. Attempting to do so will cause them to open fire on Santiago instantly. Black marketeers will charge you 10% extra and you cannot perform any smuggling runs for them. Calling for backup over the phone is also disabled and will no longer be possible.
  • At -2, black marketeers will now charge 20% extra as a fee for every individual item. L'Ensemble fighters will not attack you if you are not inside one of their camps or smuggler stashes, but they will immediately turn hostile if you are in a restricted area.
  • At -3 (lowest), there is a 100% cost increase for all items from the black market and every fighter will engage you on sight even if you are not inside one of their camps.

Should your reputation levels drop to negative, don't forget that you can restore it to neutral and get back to positive by dropping off contraband at their stashes. Most stashes are not guarded by the L'Ensemble, so you can safely approach them without risk of being fired upon.

Quick Reaction Forces (QRF)[]

Whenever you launch an assault on a checkpoint or CSAT/Gendarmerie facility, be wary of the reinforcements that will arrive once you are detected:

  • At least three waves of Quick Reaction Force units will attack, with their compositions and sizes varying depending on whether you're assaulting a major facility or small checkpoint.
  • The first of the QRF units will always be a motorised infantry squad; usually deploying from a utility truck, offroad or van.
  • The second wave will upgrade to an armed MRAP or tactical transport truck. In larger settlements, this may be an IFV or APC.
  • The third (and final) wave will consist of air support in the form of an attack helicopter or VTOL gunship. In the case of VTOLs, the pilot may decide to paradrop a fireteam's worth of Viper operatives.
    • Be especially careful of the final wave, as the gunners on these aircraft are very precise if you happen to be on open ground. Either take cover inside a covered structure, or lose them by heading straight for the treeline with a thick canopy to conceal you.

Listen closely to the radio chatter of the CSAT/Gendarmerie dispatchers. Their transmissions will indicate whether they have lost sight of you and are now actively searching for Santiago, or have given up and are pulling out of the AO.

At the highest alert levels, CAS jets will begin patrolling the skies to shoot you down if you happen to be flying in a plane. Don't even try to tackle them; just wait for the alert levels to go down and for the all-clear signal to be issued to the QRF jets.

Arma3-render-dartergreyhex

CSAT Sentry Drone

Depending on the location, you may even be targeted by Sentry Drones. These UAVs look like regular unarmed Tayran AR-2s but don't be fooled by their innocuous appearance; these specific drones carry explosive charges and will attempt to crash into you to blow themselves up.

They can be easily spotted with the help of a Drone Detector or by listening into the radio communications. You will always hear CSAT/Gendarmerie forces say "Requesting drone support!". If their request is accepted by the dispatcher, then be wary for any signs of Sentry Drones spawning nearby. The drones themselves are quite fragile and can be destroyed with a single bullet, but be sure to keep your distance from them to not get caught in the blast.

Keep in mind that QRF units will also be dispatched against the L'Ensemble. Whether it's random skirmishes out in the jungle against CSAT counterinsurgency patrols or targeted attacks requested by you, QRF will be sent if they manage to kill enough CSAT/Gendarmerie units.

Do not forget that unlike regular QRF units sent against Santiago, these troops will not attack Santiago unless he visibly commits a crime within their line-of-sight. You can safely wait for them to leave (or be killed by the L'Ensemble) and then proceed to loot the corpses of any nearby foes/allies.

L'Ensemble insurgent teams[]

Arma3-faction-syndikat-00

Upon reaching a reputation level of at least +1 with the L'Ensemble, Samjo will allow you to order attacks upon valid targets anywhere in the province other than the military bases on Tuvanaka. You can request for these attacks at the whiteboards placed near the centre of any of their larger camps (i.e. on the main Tanoa island) or call for one using your mobile phone.

You can arrange for them to strike at a specific time for a price that varies depending on how many fighters you request. Once a scheduled attack is due to commence within five minutes of the arranged time, Samjo will immediately call Santiago to remind him about the impending assault.

The requested teams will always spawn at one of three set (but randomly chosen) locations around each of the targets. When all enemy troops in the area are eliminated (CSAT/Gendarmerie QRF units do not count), the teams will begin pulling out of the AO.

Tiers[]

The teams spawn with randomised loadouts that are based on "tiers". This starts at Level 0 which then increases to Level 1 and then lastly, Level 2:

At Level 0 the teams have randomised skill levels ranging from the lowest at 0.1, an average of 0.3, and a maximum of 0.5. They spawn with only basic weaponry, are very rarely outfitted with body armour vests, and do not wear any ballistic-resistant helmets at all:


Vests

Vest name Ballistic-resistant? (Yes/No) Chance of spawning with equipment (%)
Slash Bandolier No 50%-80%
Leg Strap Bag No 80%
Tactical Chest Rig No 50%-95%
Raven Vest Yes 20%
Tactical Vest Yes 20%
Chest Rig No 20%
Rangemaster Belt No 10%


Headwear

Headwear name Ballistic-resistant? (Yes/No) Chance of spawning with equipment (%)
Bandana No 10%-90%
Shemag No 20%
Beanie No 60%
Booniehat No 40%-50%
Cap No 40%-50%
Headset (Ear Protectors) No 20%
Beret No 30%
Safari Hat No 10%


Backpacks
Fighters do not spawn with backpacks at this tier.

NVGs
Fighters do not spawn with night vision goggles at this tier.

Primary weapons

Weapon name Calibre (mm) Chance of spawning with weapon (%)
AKS-74U 5.45 mm 100%
Protector 9 mm 70%
ADR-97C TR 5.7 mm 50%
AKM 7.62 mm 70%
Kozlice 12G 20% (sawed-off), 100% (full length)
Mk14 Classic 7.62 mm 60%
SPAR-16 5.56 mm 20%
AK-12 7.62 mm 20%
Sting 9 mm 20%
Vermin .45 20%
CMR-76 6.5 mm 40%
Rahim 7.62 mm 30%
LIM-85 5.56 mm 30%


Optics
Fighters have a 20% chance of spawning with non-magnified ACO sights fitted onto their primary weapon.

Secondary/auxiliary weapons

Weapon name Calibre/diameter (mm) Chance of spawning with weapon (%)
RPG-7 40 mm 10%

To reach Level 1, the teams must win six battles or you must donate enough contraband worth up to a total of $50,000.

Individual team members now randomly spawn with higher skill levels starting at a 0.5 to an average of 0.6 and capping out at 0.8. At this level, they are better equipped with a wider selection of firearms. Body armour vests are a more common sight and they may spawn with ballistic-resistant helmets too:


Vests

Vest name Ballistic-resistant? (Yes/No) Chance of spawning with equipment (%)
Slash Bandolier No 50%-80%
Leg Strap Bag No 80%
Tactical Chest Rig No 50%-80%
Tactical Vest Yes 20%-100%
Raven Vest Yes 20%
Chest Rig No 20%
Rangemaster Belt No 10%
Gendarmerie Vest Yes 20%
GA Carrier GL Rig Yes 15%


Headwear

Headwear name Ballistic-resistant? (Yes/No) Chance of spawning with equipment (%)
Skate Helmet Yes 10%
Bandana No 10%-100%
Basic Helmet Yes 10%
Shemag No 40%-60%
Beanie No 30%
Booniehat No 50%-60%
Cap No 10%-40%
Headset (Ear Protectors) No 30%


Backpacks

Backpack name Chance of spawning with backpack (%)
Assault Pack 35%-65%
Carryall Backpack 10%
Kitbag 10%
Tactical Backpack 10%-20%


NVGs
Fighters have a 20% chance of spawning with a pair of night vision goggles.

Primary weapons

Weapon name Calibre (mm) Chance of spawning with weapon (%)
AKM 7.62 mm 100%
AKS-74U 5.45 mm 100%
CAR-95 5.8 mm 50%
Kozlice 12G 10% (sawed-off), 50% (full length)
CMR-76 6.5 mm 50%
SPAR-16 5.56 mm 30%
LIM-85 5.56 mm 40%
ADR-97 TR 5.7 mm 20%
AK-12 7.62 mm 30%
AK-12 GL 7.62 mm 30%
CAR-95-1 5.8 mm 30%
CAR-95 GL 5.8 mm / 40 mm 20%
Katiba 6.5 mm 20%
Mk14 7.62 mm 20%
RPK-12 7.62 mm 10%
Zafir 7.62 mm 10%
Mk18 ABR 7.62 mm 20%


Optics
Fighters have a 90% chance of spawning with either non-magnified ACO sights or a 30% chance of magnified ERCO scopes fitted onto their primary weapon instead.

Secondary/auxiliary weapons

Weapon name Calibre/diameter (mm) Chance of spawning with weapon (%)
RPG-7 40 mm 20%

To reach Level 2, the teams must win twenty battles or you must donate contraband worth up to a total of $125,000. Note that previous donations do not count towards this new amount.

This is the maximum tier that you can attain after fulfilling either of the conditions. At this tier, their skill levels are at their highest - starting at a minimum of 0.8 to 0.9 and a maximum of 1.0.

Additionally, all fighters are now equipped with the "best" weapon loadouts and will almost always wear plate carriers. Some fighters may still wear chest rigs/ballistic-resistant helmets rather than body armour and combat helmets, though the probability of this happening is much lower than compared to at Level 1:


Vests

Vest name Ballistic-resistant? (Yes/No) Chance of spawning with equipment (%)
Tactical Vest Yes 100%
Police Vest Yes 60%
GA Carrier GL Rig Yes 20%-80%
Carrier Lite Yes 30%
Carrier Rig Yes 30%
EOD Vest Yes 20%
Kipchak No 20%
LBV Harness No 20%
LBV Grenadier Harness No 20%
Modular Carrier GL Rig Yes 10%
Modular Carrier Lite Yes 10%
Modular Carrier Vest Yes 30%
Raven Vest Yes 10%


Headwear

Headwear name Ballistic-resistant? (Yes/No) Chance of spawning with equipment (%)
Bandana No 100%
Basic Helmet Yes 30%-50%
Skate Helmet Yes 20%
Protector Helmet Yes 30%
Shemag No 60%
Rangemaster Cap No 60%
Military Cap No 90%
Headset No 30%
Bandage No 20%-30%
Booniehat No 60%
Beanie No 30%
Headset (Ear Protectors) No 30%


Backpacks

Backpack name Chance of spawning with backpack (%)
Assault Pack 30%-80%
Carryall Backpack 10%-50%
Kitbag 30%-40%
Tactical Backpack 10%-20%


NVGs
Fighters have a 50% chance of spawning with a pair of night vision goggles.

Primary weapons

Weapon name Calibre (mm) Chance of spawning with weapon (%)
AKM 7.62 mm 70%
AKS-74U 5.45 mm 30%
CAR-95 5.8 mm 60%
Kozlice 12G 10%
CMR-76 6.5 mm 20%-60%
SPAR-16 5.56 mm 60%
LIM-85 5.56 mm 40%
ADR-97 TR 5.7 mm 20%
AK-12 7.62 mm 10%-100%
AK-12 GL 7.62 mm 20%
CAR-95-1 5.8 mm 20%-50%
CAR-95 GL 5.8 mm / 40 mm 20%-40%
Katiba 6.5 mm 30%
Mk14 7.62 mm 20%-30%
RPK-12 7.62 mm 30%-40%
Zafir 7.62 mm 30%
Mk18 ABR 7.62 mm 30%
AKU-12 7.62 mm 50%
Cyrus 9.3 mm 30%
GM6 Lynx 12.7 mm 20%
MAR-10 .338 10%
Mk-I EMR 7.62 mm 20%
Mk200 6.5 mm 20%
SPAR-16 GL 5.56 mm 20%
SPAR-16S 5.56 mm 30%
SPAR-17 7.62 mm 30%
Promet MR 6.5 mm 20%
Promet GL 6.5 mm / 40 mm 20%
Navid 9.3 mm 20%
Type 115 6.5 mm / .50 30%


Optics
Fighters have a 100% chance of spawning with non-magnified ACO sights on their primary weapon. Alternately, they have an 80% chance of equipping magnified ERCO scopes or a 60% chance of an ARCO scope instead.

Secondary/auxiliary weapons

Weapon name Calibre/diameter (mm) Chance of spawning with weapon (%)
RPG-7 40 mm 20%
RPG-42 Alamut 105 mm / 72 mm 20%

Ideally, you should always attempt to increase the tiers of the insurgent teams whenever it's feasible to do so. Keep in mind that it isn't necessary to order them to attack and win fights; simply salvaging weapons and equipment and then donating them at designated L'Ensemble stashes will suffice (check your map for their locations).

The monetary value of weapons and gear determines how much reputation they award. Expensive weapons (i.e. 9M135 Vorona ATGM launchers) will provide a significant boost even after donating just one. Ammunition and common firearms like the Protector SMG on the other hand, will only increase it by a tiny margin.

Caveats[]

Don't rely on the L'Ensemble to take on checkpoints or enemy bases for you. Whilst they will eliminate a small chunk of enemies and draw attention away, they won't last long in extended firefights and (more often than not) get wiped out until they upgrade to better loadout tiers.

The number of fighters you can request is also not infinite. If you lose the entire "stock" of fighters, it will take time for them to be replaced and may require up to 24 hours of in-game time to pass. Until that happens, you will not be able to request for any more attacks.

Points of interest[]

Aside from Santiago's home, there are numerous hidden weapons caches, supply depots and ammunition dumps that contain valuable stockpiles of hardware to salvage.

Most locations will be revealed by completing optional objectives, gathering intel from laptops and computer terminals, or assisting the L'Ensemble on certain missions. However, a few can only be discovered by searching for them with the Geolocator phone app, which is provided by Keystone early in the scenario.


Distribution centres[]

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Distribution centre in Katkoula.

The IDAP has several distribution centres scattered across every island (aside from Tuvanaka). These centres always have supply crates that contain a mixture of hats, ballistic-resistant helmets, vests and backpacks.

However, what's important about these centres is that they often contain plentiful amounts of anti-malaria medicine. If you're aiming to get the ending with Dr. Drábek and are desperate to get some, this is one guaranteed method of making sure he's well-stocked (besides looting them elsewhere or buying them at black markets).

Be aware that IDAP stashes are usually protected by the Gendarmerie. Taking them out first will be necessary in order to raid the crates for medicine. Alternately, you can block their line of sight by parking large vehicles like trucks in front of their view. So as long as none of the officers see you accessing the crate itself, you shouldn't have to waste time getting rid of them.

Just be careful as the latter approach doesn't always consistently work as the officers can and will order you to back off from the crate (or just outright open fire) - even with their vision obstructed.


Hidden stashes/caches[]

Not to be confused with the L'Ensemble stashes where you can deposit items for cash/reputation, these stashes and caches contain items that are normally unobtainable from the black markets. They can comprise of a mixture of common and rare weapons/ammunition. There is always at least one sleeping bag/camping bed provided so you can save at these stashes if needed and collect a random amount of money stacks.

You should bring along a large vehicle and a backpack with plenty of space to help haul the loot if the terrain around the stash is favourable. Unless of course, you enjoy monotonously sprinting back-and-forth...

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Overview of all stashes.

CTRG[]

CTRG stashes are never guarded but are usually well-hidden and require you to download the Geolocator phone app from Keystone first. Listen closely to the beeps; the greater the frequency, the closer you are to the cache.

Do be advised that the Geolocator does not take into account height differences, so sometimes you may discover that the cache is actually stowed inside something else beneath or above your current position (i.e. below a rock formation inside a cave).

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You can obtain a 4-five pistol, a Cyrus, a MAAWS Mk4 Mod 0 and a riflescope from this cache, though there isn't much ammunition to salvage. It doesn't contain satchels but you can obtain some smaller explosive charges.

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Has an SPMG, MAR-10 marksman rifle, night optics, landmines, rangefinder, backpack, NVGs and a Titan SAM launcher.

A highly valuable cache that you'll want to retrieve as quickly as possible, though it'll take some time to reach it since it's placed all the way at the peak of the mountain. Unfortunately, you can forget about driving a truck to salvage the loot since a thick jungle surrounds it completely.

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Contains a 4-five pistol, NVGs, explosive charges, SPMG and multiple 7.62 mm NATO magazines.

This one's a pretty good cache to go after so you'll want to grab it as soon as possible. As it's close to the Sawmill, you can easily head straight for it after grabbing that cache. Do be careful of the nearby CSAT base however, as there are multiple sentries that patrol through the forest.

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Buried deep inside a mound of rocks, this stash contains a UGL-fitted AK-12, AKS-74U carbine, Mk14 battle rifle, P07 pistol, Claymores, sniper scope, explosive charges and an AKM assault rifle.

By far one of the most ridiculous (and redundant) stashes to go for. The foxhole takes forever to reach and get inside since you'll need to crawl back and forth (there is no way to fit vehicles). The loot itself is also mediocre and isn't all that useful aside from the LRPS and perhaps the Mk14/AKM 7.62 mm magazines.

Everything else can be bought at black markets so don't even waste any effort on this rubbish.

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Has a MAR-10 marksman rifle, a SPAR-16S, backpack, NVGs, rangefinder, explosive charges, a riflescope and a sniper scope.

This stash is quite valuable but can be difficult to access since it's wedged right above the track pass.

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Contains a PCML, GM6 Lynx sniper rifle, backpack, rangefinder, an ADR-97C TR SMG along with a set of NVGs.

While the others are of questionable worth (aside from the PCML), the GM6 is definintely worth going for. It has an LRPS fitted by default so you won't need to bring your own.

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It's buried deep inside two caves which will be randomised depending on your playthrough; one to the south-west and another to the east, so don't get confused if the Geolocator pings but you can't seem to find either of them at first. As for loot, both crates only have 4-five pistols and Protector SMGs along with some other miscellaneous items/gear.

Since it's one of the early caches you'll be going after as a tutorial for the Geolocator, they don't contain any valuable loot and are only needed to complete the objective. You'll want to go straight for the nearby cache across the valley at the Fortress as that one is far more useful. Just be careful of the roaming CSAT patrols that defend the base itself though.

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A pretty decent cache that contains a PCML, SPAR-16 rifle and a SPAR-17 DMR along with explosive charges and a backpack. The suppressors, sniper scope and rangefinder are quite handy so it's worth going for this cache.

Syndikat[]

Stashes accumulated by the former Syndikat are also unguarded. However, they sometimes have traps set in place to deter unscrupulous thieves like Santiago, so you might want to carry a Mine Detector and bring along a Toolkit to disarm the devices. Or just shoot them from afar to remove the risk altogether; whichever method you feel is best.

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This cache contains a decent amount of ammunition for CSAT weapons like the CAR-95. Notably, you can obtain a CMR-76 and a Zafir, along with some NVGs, enhanced weapon optics and a substantial amount of explosives (both satchels and regular charges).

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Contains a UGL-fitted AK-12, RPG-7 and a riflescope. Nothing too important but you may find it useful if you're in a pinch.

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Has a camouflaged AK-12 equipped with a grenade launcher along with an RPG-7. It's a decent stash but isn't much worth scrambling for unless you really need them.

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Contains a CAR-95-1 and LIM-85 along with some landmines and 5.56 mm/5.8 mm ammunition, but it's another cache that's a waste of time.

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This cache contains the ASP-1 Kir along with a riflescope and an RPG-7. There's not much else inside so unless you REALLY want to use the ASP-1, you can disregard going for this cache altogether.

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Contains a camouflaged AKU-12 and a Katiba bullpup carbine, RPG-7 launcher and backpack.

This stash is easy enough to find but is extremely annoying to reach since you can't fit any vehicles through the surrounding trees. You'll most likely need to make several trips on foot or rely on a lousy Quadbike to ferry them bit-by-bit.

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Contains a Type 115 SPW, some holographic sights, a riflescope, backpack and a SPAR-16 rifle (plus 150-round 5.56 mm drums).

Given the Type 115's utility you'll want to grab this cache straight away. Don't bother trying to get vehicles up here though - the jungles that surround La Rochelle are simply too thick to drive past unless you're using a Quadbike.

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The crate itself is hidden behind the house and not inside it. It contains a UGL-fitted MX rifle along with 3-round grenade stack magazines. A LIM-85 LMG and tripwire mines are also available here, as well as a backpack and suppressed 9 mm Rook-40 pistol.

Though the rest of the stash is average, the MX 3GL is quite helpful since those 3-round stacks (five in total) are deadly against CSAT/Gendarmerie patrols.

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The crate for this stash is located upstairs on the second floor of the bunker. It contains a set of ENVG-II NVGs, a Mk18 ABR battle rifle, explosives, RPG-42 rocket launcher and a Promet bullpup.

You'll definitely want this cache as soon as possible. The Promet isn't all too valuable but the RPG-42 and Mk18 are absolutely worth going for. The ENVG-II is especially helpful since you'll now have dual night/thermal vision at all times.

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Not to be confused with the crates at the mine itself, this cache contains three explosive satchels and a large backpack.

It's pretty redundant so don't waste time on this cache unless you really need those satchels.

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Contains a large backpack, a UGL-equipped Katiba bullpup and Zubr revolver. Most importantly however, it has a 9M135 Vorona launcher. You will absolutely want to go after this cache as even if you don't use the launcher itself, it is worth a lot of cash and reputation at the L'Ensemble stashes.

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Contains a riflescope, Mk200 LMG, Mk14 battle rifle, backpack and a ballistic-resistant uniform.

This cache is actually part of an optional objective. After Dr. Drábek relocates his patients, you'll have the opportunity to talk to Howard who tells you about the archaeological documents stowed away inside the plane's husk. As for the stash itself, it's located outside of the plane; look under the left side of the fuselage/wing.

You will want to bring a Mine Detector and/or Toolkit to disarm the landmine placed right in front of the plane. If you forgot to do so, you can just shoot the mine itself but make sure you keep your distance to avoid damage.

The contents of the stash are mediocre so if you don't have any space for the weapons, at least grab the uniform.

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Contains landmines and explosives like SLAMs and Claymores, etc., along with a backpack to haul them. There's always a Quadbike parked nearby so you can use that if needed.

This cache is utterly worthless so do yourself a favour and don't even bother going for it...unless you have a penchant for fireworks (or you're that desperate for cash).

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The crate itself is actually located inside the wrecked blue minivan. It contains a Navid GPMG fitted with an ARCO, Promet MR rifle and a backpack.

One of the better crates, the Navid alone makes the lengthy trip to this part of the island worth it. Since there's actually a dirt road leading to the scrapyard itself, you can easily bring a truck along to loot all the salvage in one go.


Blue Pearl Industrial Port[]

Main article: Blue Pearl Industrial Port
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Overhead view of the Freight Forwarding section. The smuggled shipment container is located at the circled spot.

Early on in the mini-campaign, Keystone will alert you via a text message that there is a large weapons shipment being "delivered" to the L'Ensemble. The shipment is in the freight forwarding section of the port, hidden inside a container below another one painted in white with IDAP markings.

The port itself is heavily guarded by the Gendarmerie. The easiest way to obtain the shipment is to get a disguise and bring any civilian truck into the port right next to the container.

Try to avoid going through the main entrances as security checkpoints protect them. Rather, enter via the broken wall sections from the mining/transit highway. As long as you're disguised as a worker, a CSAT soldier or a police officer, the guards will leave you alone. As always, keep your distance and don't draw their attention by doing anything suspicious.

Inside the container, there is a supply crate (covered by cardboard boxes) with numerous weapons and ammunition stored inside, ranging from Promet rifles, SPAR-16s, MXs and AK-12s along with sniper rifles. There are also a few heavy plate carriers, a ballistic-resistant tracksuit and some anti-vehicle launchers.


Aéroport de Tanoa[]

Main article: Aéroport de Tanoa

The international airport on the main Tanoa island has several civilian planes which can either be hijacked or "borrowed". If you choose to perform smuggling runs for the L'Ensemble, then you are required to obtain a plane from this airport specifically.

You can either infiltrate the airport by sneaking through the gaps in fences (and remaining out of sight of any nearby policemen) or bribing the officer at the security post for $3,000 to get through. The airport also has two VTOL gunships stored in the large hangar, though it's defended by CSAT forces and is off-limits to civilians even if you bribed the officer.

Alternatively, you can obtain an ID card from the nightclub owner in Lifou which grants you access to the airport in the same way as if you had paid a bribe. Bear in mind that this requires a detour and risks causing an alert if the police officers "protecting" the nightclub owner are alerted to Santiago's actions.

NOTE: Be sure to take off your disguise or else you will not be allowed to pass through even if you have the nightclub owner's security pass or bribed the officer.

Tips[]

  • Remember: you are a guerilla fighter, not a soldier with the backing of an army. If you must engage CSAT/Gendarmerie, eliminate them as quickly as possible, salvage their equipment, and flee. Staying to fight QRF units is generally a bad idea and is guaranteed to result in you reloading your last save (unless you're well-prepared for their arrival).
  • There is an easy way to obtain a CSAT disguise early in the scenario without having to risk getting into a firefight with CSAT soldiers:
    • After dropping off (or ignoring) Arthur and returning to Santiago's home to obtain intel from Capt. Miller, a battle between a scouting party of L'Ensemble insurgents and a CSAT counterinsurgency patrol will ensue around the hills just north of his house.
    • Hang around and wait for the battle to finish. Regardless of whoever won the battle, you will be able move in to salvage their weapons and gear. Most importantly, at least one member of the CSAT COIN patrol will have perished in the fight and provide a "free" CSAT outfit to collect.
    • Be careful not to get seen taking the items or unholstering a weapon in front of the COIN operatives, however. You may want to wait for them to depart.
      • This also applies to the QRF squad that may or may not have responded to the scene. Depending on how many of the L'Ensemble insurgents were able to survive in the initial encounter, you may need to wait a little while longer for the remaining fighters to die (and therefore cause the QRF to leave the area).
    • Be aware that this event only occurs once and will not repeat itself if you leave the area before the battle ends.
  • Samjo will always contact you depending on your current level of reputation. You'll know you've gone up (or down) a level if he contacts you straight away following an action outside of missions - whether that be stashing weapons away, or accidentally opening fire and killing a fighter, etc.
  • Some vests like the Identification Vest, EOD Vest, Modular Carrier Vest, Multi-Pocket Vest, and the Press Vest are considered civilian items and wearing them will not turn CSAT/Gendarmerie units hostile even while in full view of them.
  • Don't forget to search laptops and the corpses of officers (identified by their red/dark blue berets). They always contain useful intel that can help mark checkpoints and anti-air positions throughout each island.
  • If you intend on going through areas on foot that are patrolled by the Gendarmerie/CSAT, make sure you stash illegal contraband and items into your backpack (this includes gear such as vests or rangefinders). So as long as you don't take them out while in sight of any hostiles, you will not be identified as an insurgent.
  • It is technically possible to kill CSAT soldiers and Gendarmerie officers using a motor vehicle to run over them without getting an alert.
    • To do this, simply drive any large civilian vehicle that isn't a Quadbike in their direction, and slow down just enough so that you can eject without taking damage (~ 30 km/h or less). Eject from the vehicle just before your vehicle collides into them.
    • If timed properly, your vehicle will continue to roll forward for a few more metres before it grinds to a halt automatically. The vehicle will still proceed to run over the target and inflict lethal damage to them, but will not cause Santiago to be branded as a criminal (as he isn't the "owner" of the unoccupied vehicle).
  • You can safely discard your Wireless Headpiece in favour of replacing it with actual headgear (protective or otherwise).
    • You will still receive phone calls regardless of whether you have Santiago wearing it or not...unless you happen to be submerged underwater or are in the middle of being pursued by police officers/CSAT soldiers.
    • In both situations, you will not get any further calls until you return to the water's surface or in the case of the latter, wait for the alert level to fully subside.

Trivia[]

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    Santiago's default car at his home (not the starting one at Ouméré) always has a unique number plate with the words "NOT OLD YET".
    • The colour scheme will always be randomised on every playthrough of Old Man, however. This similarly applies to his ATV, though it doesn't have a custom plate of its own.
  • Any weapons that you salvage can be mounted onto a display grille in your toolshed at Santiago's home. This has no gameplay effect or benefits, however.
  • In earlier renditions of the scenario, it was possible to obtain M900 helicopters at any of the civilian airports. They were later removed following the full release of Old Man.
  • During beta testing, the furniture and numerous other props around Santiago's house were essentially instant death traps as simply touching them could severely wound or kill him.
    • It was also possible for the table's radio to duplicate an infinite number of times upon the player's return and subsequent departure. Repeating this process would inevitably lead to hilarious situations where Santiago's house would be blasting different music tracks simultanously from Radio Horizons' playlist.
    • As the number of radios continued to multiply, the house's simulation scripts would eventually bug out completely, resulting in its music being audible from as far away as Ouméré's urban area.
  • It is technically possible to obtain a combination of two or all three endings. This can be achieved by completing one or more of the ending requirements: allowing Miller's team to leave (but Santiago keeps the counteragent), Drábek gets rescued from the L'Ensemble, and the counteragent sample is dropped off at Samjo's stash.
    • However, this can result in a very confusing epilogue where the text and images depict multiple contradictory events happening post-Old Man. For instance, Miller will succeed in exposing CSAT's bioweapons programme (Status Quo) but in the following slides, CSAT manages to continue with their covert operation on Tanoa (Devil's Due).
    • In another example, Drábek will appear in the slide where NATO-backed scientists attempt to procure a vaccine for Atrox. In spite of his survival, his research does not actually speed up the development process (Status Quo); completely ignoring Drábek's contributions in his route (Man of the People).

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.
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