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« Backed into a corner, AAF remnants consolidate for a last-ditch counterattack.
Mission Description
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Paradise Found is the twenty-third mission of ArmA 3's The East Wind campaign.

Overview[]

The player controls U.S. Army infantryman Sergeant Ben Kerry. Akhanteros' remaining forces have been cornered at the village of Ioannina in the island's north-east.

Allied troops are already in position for the final push but just as Kerry prepares to move out, he receives a call from CTRG operative Lieutenant James, who is urging Kerry to find him at an unmarked location.

Kerry is now left with a dilemma: does he honour James' request and disobey direct orders from Colonel Armstrong, or ignore him and betray the man who had kept him alive up until this point?

Kerry's role/class:

  • Infantry / Grenadier

Default loadout:*

The briefing loadout menu is not available for this mission.

(*) This is the default loadout assuming that the player has not customised or collected different items from the previous mission.

Follow orders (Join NATO)[]

Objectives[]

Primary[]

  • (1) Regroup with NATO
  • (2) Meet with Crossroads
  • (3) Destroy Retreating Forces

Optional[]

N/A

Mandatory[]

  • Kerry must survive
  • Avoid collateral damage/friendly fire
  • Do not leave the combat zone

Walkthrough[]

Primary 1: Regroup with NATO[]

You have chosen to follow your orders and ignore Lt. James. Mount up aboard one of the nearby MRAPs and proceed straight to the forward outpost north of Paros (follow the highway).

Primary 2: Meet with Crossroads[]

Armstrong will call you to meet up with him personally. After he's done talking, you'll be assigned command over your own three-man fireteam.

Primary 3: Destroy Retreating Forces[]

You've been instructed to get into a position overlooking the enemy defensive line at Ioannina (grid coordinates 224-194). Get back into your MRAP and drive to its location.

Arma3-mission-paradisefound-00

LEGEND
Blue: Overwatch position (goal)
Red: Patrol routes
Orange: Scouting teams with AT weapons
Violet: Scouting teams without AT weapons

Along the way, there are some AAF scouts patrolling the base of the hill and two of the teams (as shown on the map) carry anti-tank weapons. Fortunately, not all of them are out and about and are just hiding in the ruins of the destroyed buildings. Your MRAP is also much faster and can easily avoid getting locked onto. Give them a taste of your MRAP's tyres by simply running them over; no need to waste time dismounting and engaging them manually.

Once you're up at the top of the hill, you should have a good view of the entire village and the defensive line, which consists of four tanks, three IFVs, two MRAPs, three rifle squads and support trucks. As a forward observer, you've been granted access to fire support assets in the form of CAS jets (Golf-4-1), heavy artillery (Delta-3) and friendly tanks (Echo-2) to deal with them.

Since the IFVs are a danger to Golf-4-1 and the tanks are a threat to Echo-2, prioritise taking them out in order with Delta-3's batteries. Switch to your binoculars and point the crosshairs directly at either of the IFVs. Then, open the Supports menu and call in a fire mission (with eight high-explosive shells) on the vehicle. Do the same for the other two IFVs and wait for the battery commander to notify Kerry that the shells are about to impact ("splash!"). As soon as the shells knock out their targets, give the green light for Golf-4-1 to fly in.

Golf-4-1 should easily finish off two tanks in one flyby and take out the remaining two with a second pass. If they fail to destroy them for whatever reason, knock out the remaining tanks yourself by calling in more artillery. The tanks at this point may have begun moving in response to the artillery shells impacting nearby, so you may need to aim ahead or wait for the tanks to halt.

Either way, once the amount of threats have been reduced to a reasonable level (or Delta-3 runs out of shells), issue the green light for Echo-2's tanks to move in. The mission will be over shortly after they begin pummelling the survivors and the AAF issues its surrender.

Disobey orders (Find CTRG)[]

Objectives[]

Primary[]

  • (1) Find James
  • (2) Steal the Truck
  • (3) Find Miller

Optional[]

N/A

Mandatory[]

  • Kerry must survive
  • Do not attack Miller or his men
  • The truck carrying the device must not be destroyed
  • Do not leave the combat zone

Walkthrough[]

Primary 1: Find James[]

Arma3-mission-paradisefound-01

The unmarked research facility.

You have chosen to link up with Lt. James. As suggested, he's at grid coordinates 210-189. Look for a research facility on your map - you'll be able to tell by the fact that it has no identifiable markings nor a title assigned. Hop into one of the nearby MRAPs, preferably with armament, and drive straight to its location.

You'll hear one last angry transmission from COL Armstrong before Kerry silences his radio. From this point on, make sure you stay well away from NATO forces as Kerry is considered to be a renegade and will attacked upon sight (note the different colour of his map marker).

Primary 2: Steal the Truck[]

James' dying request is that you retrieve the truck stowed away inside the facility before CSAT forces can flee with it.

Arma3-mission-paradisefound-02

You will have to fight your way through the facility's remaining guards. CTRG managed to take out most of them but five are still alive and are on alert for additional thieves like Kerry. As you move towards the front entrance, you should see the first guard standing in front of James' men. Get ready because once you kill him, the others will begin converging onto your position too.

Thankfully, this is where your armed MRAP shines as you can simply gun them down from the safety of the vehicle's interior. Just be careful of the fifth guard who's hiding behind the shipping container as he wields an RPG that can blow up your MRAP in one hit. Be sure to use thermals to spot him as quickly as possible.

Once all five have been eliminated, move into the dome and get into the truck with the strange device attached onto its flatbed.

Primary 3: Find Miller[]

You must now rendezvous with Captain Miller at grid coordinates 200-200 (the Amphitheatre ruins). A cutscene will play and the mission will be over shortly afterwards.

Trivia[]

  • Choosing to follow orders and disregarding James' request is the canonical route.[1] This is because the alternate option contradicts the events of Altis Requiem, Apex Protocol, Remnants of War, and Old Man - all of which are canonical campaigns in accordance to the official Armaverse Timeline.[2]
    • The alternate ending would contradict the four campaigns as it results in an all-out war between NATO and CSAT. Some of the missions in those campaigns, such as in Remnants of War, take place mere days after the events of Paradise Found in peacetime, not conflict.
  • Curiously, Paradise Found is not listed on the Armaverse Timeline despite the mission's events taking place concurrently with Terminal Defiance.[2]
  • How James was able to survive his wounds is never elaborated on in subsequent campaigns, not even in Apex Protocol.
    • He is clearly shown suffering from mortal injuries which do kill him if the player opts to choose CTRG's route. Amusingly, it is even possible for Kerry to go to the facility while the final attack takes place in the NATO route to find James' "corpse" slumped against the wall.
    • The "official" explanation behind his survival has since been handwaved by the developers. On a Twitch livestream event held on March 8th, 2023[3], Bohemia Interactive developer Scott Alsworth responded to a question asking about James' survival and answered that it was "classified"[4], though he also claimed that James' survival was not an oversight.[5]
  • If you choose to find James, it is not actually required to speak with him before obtaining the truck. You can simply bypass his position and get into the truck, at which point James will speak to him over the radio and tell him to deliver it to Miller before he dies.[6]
  • The CSAT Guards infantry at the base are strangely equipped with non-CSAT gear that ranges from NATO Heli Crew Helmets to black Carrier Lites. To date, it has never been explained as to why these specific units utilise NATO equipment.
  • Prior to Game Update 1.26, an audio bug could cause Miller to be almost silent in the final cutscene and not utter his dialogue lines at a proper volume (even though his mouth was clearly animated).[7]
  • James' dying animation could potentially glitch out, causing his corpse to violently shake in different directions after he dies. This was fixed after the release of Game Update 1.56.[8]
  • Paradise Found originally took place under much foggier weather conditions, though this was reduced after Game Update 1.84.[9]

References[]

  1. Mořický, K 2018, The ending where you help Miller is not canon, as explained in the Apex Protocol campaign., 24 April, viewed 2 July 2023, <https://twitter.com/KarelMoricky/status/988523083043672066>.
  2. 2.0 2.1 Mořický, K et al. 2011, Armaverse Timeline, Bohemia Interactive Community Wiki, viewed 2 July 2023, <https://community.bistudio.com/wiki/Armaverse_Timeline>.
  3. Bohemia Interactive a.s., 2023, Background, History, and Setting | Discussions with Ivan Buchta and Scott Alsworth, Twitch [Online Video], viewed 2 July 2023, <https://www.twitch.tv/videos/1759425550>.
  4. Twitch 2023 [Online Video], Alsworth, S, Background, History, and Setting | Discussions with Ivan Buchta and Scott Alsworth, 02:03:05, "Scott Alsworth: Well... well that's classified, that is."
  5. Twitch 2023 [Online Video], Alsworth, S, Background, History, and Setting | Discussions with Ivan Buchta and Scott Alsworth, 02:03:24, "Scott Alsworth: So, whatever happened with Lieutenant James? I guess somehow, he miraculously survived the events of East Wind. I prob- it wasn't an oversight. We can't say that. We can't say that. [...] You can't keep a good British man down."
  6. ARMA 3 2014 [Video Game], Bohemia Interactive a.s., The East Wind, Paradise Found, "JAMES: Kerry... Is that you? ... KERRY: Lieutenant! Yeah, it's me. I'm in this... Actually, I don't know what the hell it is. A truck carrying something. JAMES: Do you think you... Made enough noise, Kerry? ... Take it to Miller... Ruins... Two-Zero-Zero... Two-Zero-Zero... KERRY: No, not before I come pick you up. JAMES: Forget about that... Kerry... I'm done for... KERRY: Lieutenant? ... Goddammit."
  7. van 't Land, J.J. 2014, SPOTREP #00030, Arma 3, viewed 13 September 2023, <https://dev.arma3.com/post/spotrep-00030>.
  8. van 't Land, J.J. 2016, SPOTREP #00052, Arma 3, viewed 13 September 2023, <https://dev.arma3.com/post/spotrep-00052>.
  9. Kovařič, V 2018, SPOTREP #00081, Arma 3, viewed 13 September 2023, <https://dev.arma3.com/post/spotrep-00081>.

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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