Armed Assault Wiki

Scouting refers to optional side missions in ArmA 3's The East Wind campaign.

Overview[]

Arma3-campaign-theeastwind-survive-scouting-overview

Scouting in Survive (Maxwell)

Scouting missions are free-roaming sequences that take place in-between storyline missions for both the Survive and Adapt episodes of the campaign. There are no scouting missions for the third episode, Win.

To initiate scouting, simply walk away from the base camp/hub or enter one of the parked vehicles that are not locked. Scouting missions are completely optional to play and do not affect storyline progression.

Arma3-campaign-theeastwind-adapt-scouting-bomos-overview

Scouting in Adapt (Bomos)

They allow the player to obtain ammunition, wearable gear, weapons and equipment which would otherwise not be obtainable during the course of regular storyline missions. Players can opt to either go solo or for scouting missions in Adapt, bring a team of allies along with them.

Salvage gathered from scouting missions is automatically added to the armoury pool at the base camp/hub once they return. Only items stored in the player's own inventory, the vehicle(s) they returned in and whatever is being carried by the player's team mates, will be added back. You must return to the site of the completed objective to gather any pieces of equipment that you missed.

Arma3-campaign-theeastwind-adapt-scouting-gori-overview

Scouting in Adapt (Gori)

To obtain details on objectives for scouting, simply stand near soldiers or guerillas at a base camp/hub talking to each other.

After their conversation is finished, you will be updated with new objectives for the scouting mission, which will provide you details on the type of objective and where it is located. It should also be noted that it is not necessary to overhear these conversations - they can be skipped altogether if you know where the objective is located (in which case, the objective will automatically reveal itself).

Arma3-campaign-theeastwind-adapt-scouting-topolia-overview

Scouting in Adapt (Topolia)

Objectives for scouting missions by themselves are not timed and the player can take as long as they wish to complete them.

However, scouting is not always possible until certain storyline missions are completed first. If the player attempts to go scouting in this case, they will automatically be forced to return to the hub no matter how far they travelled away from the camp.

The same restriction will also apply if another scheduled storyline mission is due to take place while the player is out scouting. Upon initiating scouting, a notifications will be displayed stating how much time is left until the next scheduled briefing. Additional notifications will be periodically shown until the timer runs out. Once this timer expires, the player will be forcibly transferred back to the hub and start the next storyline mission.

Sub-mission types[]

There are four types of objectives for scouting missions. Each have varying levels of difficulty and rewards depending on the targets involved:

  • Abandoned Battlefield: Return to the site of a skirmish between friendly forces and enemy troops.
    • Usually does not involve combat, though some of these objectives will be guarded by scattered patrols or isolated one/two-man units. They have variable rewards and are of mixed difficulty.
  • Immobilized Armor: Involves an enemy vehicle immobilised by friendly forces, but continues to remain standing and is being guarded by enemy troops.
    • These objectives have minimal rewards and are usually quite heavily guarded, making them not only difficult to complete but also a waste of time (other than for bragging rights).
  • Weapons Cache: Stashes of weapons contraband and/or hidden gear, usually left unguarded (though not always) or are instead booby trapped.
    • These objectives generally have the best rewards for the least amount of risk, though it is highly recommended that the player bring a vehicle with plentiful storage capacity to haul away the salvage.
  • Search and Destroy: Eliminate specific enemy units at a location, usually a fortified checkpoint or squad of troops waiting to ambush the player.
    • These objectives have mixed rewards and are also of variable difficulty.

Caveats[]

Keep in mind that it is not possible to retrieve items from certain objectives even after you return to their location (Abandoned Battlefield-style objectives are a prime example of this). You will miss out on their rewards if this happens, so ensure that you gather everything that is available before returning to the base camp/hub.

Also be aware that although scouting phases allow you to freely roam large sections of the map (both Altis and Stratis), you are still limited to specific regions marked on your map.

Attempting to leave this region will result in the player being warned; should they continue to ignore the "warning" they will soon die to either to landmines or anti-vehicle missiles. They cannot be bypassed even if the player is somehow immune to such weapons, as a script will eventually apply fatal damage to the player no matter their status.

Survive[]

Maxwell[]

Main article: Scouting (The East Wind)/Survive: Maxwell

Survive only has one phase's worth of scouting missions at Maxwell (dubbed as "Patrol" missions). They are automatically unlocked once you finish Blackfoot Down but will not actually become playable until Death Valley is completed.

Adapt[]

Bomos[]

Main article: Scouting (The East Wind)/Adapt: Bomos

Adapt's first phase of scouting missions are made available once Kerry arrives at the Bomos camp after Common Enemy is completed.


Gori[]

Main article: Scouting (The East Wind)/Adapt: Gori

The second set of scouting missions will be unlocked once Kerry arrives at the Gori encampment, following the conclusion of Supply Network.


Topolia[]

Main article: Scouting (The East Wind)/Adapt: Topolia

The final batch of scouting missions at Topolia will be unlocked upon the completion of Attention Deficit.

Trivia[]

  • Certain scouting missions throughout both episodes are the only ways to obtain portable static weapon turrets.
  • A few of the music tracks played during scouting phases are from ArmA 2's official (but non-canon) Eagle Wing addon campaign.
  • Scouting missions were initially not added for Survive upon The East Wind's release and were only available for the Adapt episode.
  • Some optional POIs such as the four CSAT recon operatives at the abandoned home for Gori's sub-missions, are randomised and may not consistently spawn on every playthrough.

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.