Armed Assault Wiki

Adapt's second batch of scouting missions will be unlocked once Kerry arrives at the Gori encampment (following the conclusion of Supply Network).

They can be attempted for the majority of the campaign until you initiate Within Reach. Once the latter begins, you will no longer be able to complete any remaining scouting sub-missions at Gori.

Sub-missions[]

NOTE:

  • You may now choose to initiate scouting missions at Gori with a team of guerillas to assist you. To take them with you, board the parked Offroad instead of walking out alone or driving a Quadbike.
  • Any equipment carried by the guerillas will automatically be added to the Armoury's stockpile upon their return.
  • Be aware that there is a limited number of fighters available; you will no longer be provided access to any further units if you lose too many.
Arma3-mission-scouting-82

LEGEND
Blue: Gori (hub)
Red: Sub-mission locations


Abandoned Battlefield[]

« One of ours long-range scouting teams destroyed a CSAT mechanized patrol; however, due to their own casualties, they were only able to return with a limited amount of useful equipment. Get there, search for anything you find valuable and return it to our camp.
Description
»
Arma3-mission-scouting-47
Sub-mission type Difficulty Grid coordinates
Abandoned Battlefield Medium 037-176

Two fireteams' worth of CSAT reinforcements will be patrolling around the immobilised APC. One will be moving in a circular-shaped route close to the vehicle while the other will be circling in a wider route around the homes.

A 6.5 mm rifle or 7.62 mm-chambered marksman rifle with decent optics (i.e. DMS or an MRCO at the bare minimum) is a must for this objective. Their uniforms can comfortably absorb upwards of 2-3 5.56 mm rounds from the Mk20/TRG-21 so it's not particularly viable to use any non-6.5 mm/7.62 mm weapons against them unless you're THAT confident that you can score four headshots in less than five seconds.

Alternatively, bring along a relatively large stockpile of explosive UGL rounds (any UGL-fitted weapon will do). If you have decent aiming skills, you can safely bombard the fireteams from just over 400 metres away without having to risk going in. You can lob grenades from a safe distance at the peak of hill 42 (grid 034-177), though be sure to compensate for distance and the time it takes for your rounds to actually land.

Last but not least, an RPG-42 loaded with TBG-42V HE grenade rounds also works quite well. A single grenade in the middle of either fireteam will consistently wipe them out.

As for salvage, there are a total of sixteen bodies to loot from. Thirteen are CSAT soldiers and the APC's crewmen; their valuables range from Katiba rifles, helmets, more ballistic vests, a couple of backpacks, ARCO scopes, and RPG-42 launchers. More importantly, there's a Zafir machine gun that can be taken from the autorifleman and a Rahim marksman rifle from the sharpshooter on the balcony of the stone house. Don't forget that more Zafirs can be taken from the patrolling fireteams that you eliminated earlier too.

If you didn't bring a large vehicle or it was damaged somehow during the initial firefight, you can steal the AAF truck parked at the roadblock next to the bridge (north of the APC) or the van next to the construction site. Both have plenty of fuel and room to store most of the salvage.


Crashed Gunship[]

« One of our comrades-in-arms hit a lucky shot through engine block of a CSAT gunship. It was last seen going down in forested area west of Abdera. Find and verify the wreckage.
Description
»
Arma3-mission-scouting-48
Sub-mission type Difficulty Grid coordinates
Weapons Cache Easy 080-200

The corpses of eight CSAT soldiers are littered around the crashed helicopter. Their loot ranges from Zafir machine guns to Rahim marksman rifles along with staples like Katiba rifles and ARCO scopes. The pilots have Sting SMGs but they're not worth the effort and are a waste of space.

Because of the difficult terrain, you most likely will not be able to get any vehicles through the forest. As such, only grab what you need and leave the rest as you won't have enough space to haul everything at once (or do at least two runs).

Fortunately, the wreckage isn't heavily guarded. Only two four-man fireteams patrol in a wide circular route around the area - one around the crash site itself and another to its south. At nighttime, you can avoid them entirely by looking for their flashlight beams. During the day however, you'll need to be more observant to spot them from afar first.


Elite Warriors[]

« CSAT has dispatched an elite COIN force to seek and destroy our positions. At the moment, we believe they are located in the Syrta area, where they recently decimated two of our scout teams.
Description
»
Arma3-mission-scouting-55
Sub-mission type Difficulty Grid coordinates
Search and Destroy Medium / Hard 086-182

Six CSAT counterinsurgency recon operatives have taken up positions inside the town of Syrta. They are hiding within the buildings throughout Syrta as well as on the outskirts of the town at the military outpost. In addition, they have laid a few minefields around the area.

Arma3-mission-scouting-56

Examples of traps laid by the COIN operatives.

To tackle this sub-mission, ensure that you bring along several RGOs as they will come in handy for the CQB you'll be engaging in.

Furthermore, you may find a mine detector to be useful as the scattered APERS/Tripwire mines could be a problem if you aren't aware and accidentally stumble onto them. However, you can grab one from inside the town so take one along only if you need it.

Don't forget to equip a fully automatic medium calibre weapon too; the Mk200 is a decent substitute if you do not have access to Zafirs or an MX SW. On the other hand, if you have a penchant for explosions you can bring an assault rifle with an underbarrel grenade launcher instead. Be sure to take a stack of 40 mm rounds with you though.

As for the operatives themselves, they can be found at the following locations:

  • Arma3-mission-scouting-52
    Grid 085-182, inside the damaged double-storey house facing towards the T-intersection with the disabled pickup truck.
    • The operatives will be on the ground floor of the the building. Watch out for the boarded up windows; they will be aiming towards the intersection.
    • To get rid of these operatives, you will need to flank around to the back of the house since the front entrance is blocked. Look for the wire gate to enter the backyard.
    • The first operative can be killed by just peeking around the door and firing a quick burst of rounds at him.
    • The second operative (inside the living room) will be a bit more tricky as he'll be alerted to your presence at this point:
      • Try to toss some frag grenades in his direction. Be careful not to bounce them off the door's jambs back towards you though.
      • Alternatively, circle around to the front entrance and try to shoot his head from the window. Make your shot count though; he'll swivel back towards Kerry if you don't take him out fast enough.
  • Arma3-mission-scouting-53
    Grid 086-182, inside another worn-out double-storey house.
    • The front entrance is obstructed by a shelf but you can enter the house through the back hallway.
    • Be aware that one of the operatives will already be facing towards the door. Try to hug the northern stone wall to avoid getting within his line-of-sight. Use either frag grenades or lob some 40 mm UGL rounds his way to get rid of him.
    • The second operative is quite dangerous to tackle as he wields a Rahim DMR. Unless you're wearing one of the tougher plate carriers, he can instantly kill Kerry with a single shot.
      • Avoid fighting him head-on unless you're confident that you can peek around the corner to take him out first. Otherwise, grenades are strongly advised. Just be careful to not bounce them back towards you instead.
  • Arma3-mission-scouting-54
    Grid 083-182, at the military outpost with the guard tower.
    • The two operatives will be hiding around the corner of the shipping containers arranged in an L-shaped layout.
    • Both are quite easy to kill since they have no cover to hide behind. Aside from the disabled truck being in the way, you can simply throw some more grenades or give them a taste of 40 mm explosive rounds.
    • Or simply pepper them with 5.56 mm/6.5 mm/7.62 mm bullets; anything at your disposal should suffice for dealing with these two.
    • Only go through the front with the lowered bar gate. Do not attempt to flank them by going through the gap in the wall at the back. Tripwire mines will kill you unless you prematurely trigger them.

As for loot, the FIA pickup contains 5.56 mm magazines but also has 6.5 mm belt pouches for the Mk200 along with magnetic anti-tank mines.

The dead autorifleman has an ARCO scope fitted onto his LMG, while the rifleman's backpack has a mine detector (take this if you didn't bring one), a GPS terminal, along with several other goodies such as 7.62 mm magazines for the Mk18 ABR/Mk14. Lastly, the disabled truck has the gear of an AAF team leader but the contents are quite common, therefore it's not worth salvaging.

Most importantly, you should focus on taking as much of the recon team's gear as possible. Their suppressed Katiba rifles and the Rahim are especially valuable and will come in handy on future storyline missions.

However, if you're low on storage or didn't bring a sufficiently large enough vehicle, you can make use of the flatbed van parked on the southern side of Syrta next to the white warehouse. It should have enough space and fuel to get you back to the hub with the loot intact.


Enemy Checkpoint (1)[]

« Our scouts have discovered a new AAF checkpoint near the coast. Destroy it to enable our forces to travel along the coast with more freedom.
Description
»
Arma3-mission-scouting-78
Sub-mission type Difficulty Grid coordinates
Search and Destroy Medium 043-165

The AAF have established an improvised checkpoint at the T-intersection along the coast to the north-west of Negades.

Your opposition consists of eight troopers in total. One is manning the automatic grenade launcher turret set up at the sandbags facing north alongside two other troopers. Two troopers walk along a square-shaped patrol route around the entire checkpoint. Two more are standing next to the table between the two homes. The last trooper is a marksman on the first floor of the ruined house; he will always be facing south unless he gets alerted.

For loot, you can steal the contents of the ammo crate placed next to the table in-between the two houses. It has a stack of 5.56 mm magazines, 6.5 mm belt pouches for the Mk200, frag grenades, APERS Mines, chemlights, and smoke grenades. Once you've killed the gunner, you can also disassemble the static AGL turret and take it back to the hub for use in future storyline missions.

If you need a vehicle to haul away the goodies, you can steal the truck parked between the two houses (it's always unlocked). However, do be careful of the two minefields scattered just to the north of the checkpoint. They're easy to miss on the way in (or out) of the area and can easily immobilise your vehicle if you're not careful.

Arma3-mission-scouting-79

Watch out for the marksman. Kill him first before attempting to steal the crate's contents.

The mission itself is not particularly difficult. The only three main risks are the autorifleman (who is the second man of the patrolling team), the marksman on the first floor of the ruined house, and the gunner manning the static AGL.

Once you've killed off those specific three, the rest of the troopers should be relatively easy for you to dispatch. Just find a decent vantage point to set up on and you'll be good to go. For instance, hill 124 at grid 045-169 is a fairly good position since it provides a clear view of the entire checkpoint.

That being said, you won't be able to kill the marksman and the two men standing next to the table from this spot, so you'll still have to go down and breach the houses yourself (or with the help of your guerilla buddies).


Enemy Checkpoint (2)[]

« CSAT has established a new checkpoint along one of the main roads. Although well guarded, it's located between two forests, which gives us the a chance to approach quietly and destroy its' garrison.
Description
»
Arma3-mission-scouting-63
Sub-mission type Difficulty Grid coordinates
Search and Destroy Medium 073-178

CSAT forces have set up a checkpoint along the road west of Agios Minas.

Two of its guards will be manning a static Mk32 automatic grenade launcher (facing north) and a Mk30 heavy machine gun (facing south). The two guard towers each have a single autorifleman manning them. Lastly, three of the soldiers will be patrolling the perimeter along a square-shaped route around the H-barriers.

There are no good vantage points to safely attack the checkpoint from. The forests on both sides of the road will completely obstruct your view, meaning that any attempt at sniping the defenders from the hilltop at Agios Minas is more or less impossible (not to mention that a minefield is at the peak too). Likewise, the western hill isn't high enough either and is similarly blocked by too many trees.

Arma3-mission-scouting-65

LEGEND
Orange: Static turrets
Red: Enemy positions
Pink: Patrol route (perimeter guard team)

You'll have to assault it the hard way by attacking from the forests on either side. Alternately, you can bombard the checkpoint from afar with the RPG-42's HE rounds or pepper the defenders with a light machine gun of your choosing. Bringing along guerillas to take care of some of the soldiers will also help, though you will need to get rid of the two soldiers manning the static turrets first or else they will massacre your men within seconds.

Be sure to bring a large vehicle as there's a lot of CSAT goodies that you will want to stock up on, ranging from an ARCO scope and NVGs on the Squad Leader, to magazines for "regular" CSAT weapons like the Katiba and Zafir. In particular, both of the static HMG/AGL turrets can be disassembled and brought back to the hub for use on future storyline missions, though don't forget to grab the tripods.

This checkpoint also has a supply crate that respawns even after the location has been cleared of threats and Kerry returns to the area again. The crate (when returning) contains a Toolkit, a Medikit, several First Aid Kits, two Katibas, grenades (of smoke and frag variety), and two backpacks. There's plenty of 6.5 mm magazines, 40 mm UGL rounds, and 7.62 mm belt pouches for the Zafir as well.


Hellcat Down[]

« One of our sympathizers has managed to sabotage an AAF helicopter. The control tower lost the contact with it in a remote area, some five kilometers west of the airfield. Try to find the wreck and verify this intel.
Description
»
Arma3-mission-scouting-57
Sub-mission type Difficulty Grid coordinates
Weapons Cache Easy/Medium 104-172

An AAF Hellcat helicopter has crash landed into the backyard of a home in the village of Orino. You need to investigate the crash site to see if there's any useful supplies to salvage from the wreck.

With regards to salvage, there isn't much worth taking from the wreck. You can grab the plate carriers, a body armour vest, a Mk200 from the autorifleman's corpse, or an PDW2000 SMG off the pilot's body, but the majority of the available loot is rubbish at best. As with most helicopters, a bunch of parachutes can be retrieved from the cargo hold but don't even bother - those parachutes will not see any use at all for the entire campaign.

Essentially, this mission is an utter waste of time and shouldn't be attempted under any circumstances given how far you have to travel to get to Orino for such an underwhelming reward...

...but if you insist on completing this mission, it fortunately won't take you that long to do since the only threats you face for this objective are a roaming four-man AAF fireteam. They constantly run in a wide, circular-shaped patrol route around Orino.

At night, the only trouble you'll be facing from this fireteam is the team leader, as he has a pair of NVGs equipped while his subordinates do not possess any. Thankfully, their flashlights will easily give away their position, so you shouldn't have much difficulty spotting them from afar.

However, this is a bit more harder during the day since you won't have the cover of darkness to help you. In this case, it may be preferable to snipe the AAF fireteam from the hilltop at grid 108-175 with a marksman rifle. Alternately, if you brought some guerillas along, you can order them to move into the town while you observe from above.

Note that you can ignore combat entirely by simply entering the village from the south and sneaking in (solo) through the alleyway on the eastern side of the village (look for the small white chapel). Get into the backyard where the smoke plume is emanating from the wreckage and take a peek into the helicopter to finish the mission. This method works regardless of whether it's day or night, though it is much easier to do at nighttime since the AI's vision will be sharply reduced even with their team leader's NVG.

To extract, just sneak back the way you came or wait for the AAF patrol to pass by and eliminate them. Either way, the choice is yours.


Illegal Weapons[]

« We have intel about weapons smugglers active in the area west of Syrta before the conflict escalated. If their cache is still in that area, it will be worth visiting.
Description
»
Arma3-mission-scouting-64
Sub-mission type Difficulty Grid coordinates
Weapons Cache Easy 075-183

A band of arms smugglers, comprised of seven in total, have set up shop at an abandoned compound to the west of Syrta. The smugglers are armed with an assortment of light weapons ranging from a Katiba, 9 mm/.45 SMGs, and pistols. Of the seven, only two of the smugglers remain on patrol and always walk in a rectangular-shaped route around the compound. The rest stay in static positions around the campfire or inside/at the entrances/on the balcony of the house.

This mission shouldn't be too difficult to handle and can be reasonably soloed by Kerry. You can bring guerillas to assist you but it's not necessary given that the smugglers don't pack any serious firepower to begin with. The only necessity is that you take a sufficiently large enough vehicle as there is a lot of loot to salvage (having one of the guerillas tag along with a second vehicle is recommended).

The majority of the smugglers' stash is located inside the ground floor of the house on the eastern side of the compound. It is separated into three crates:

If you're short on space, take the Mk18 only and disregard the rest. You're better off saving space for the RCOs, backpacks and ammunition, particularly the 20-rounder magazines for the Mk18 and 6.5 mm belt pouches for the Mk200 LMG. Only take the remaining loot if you have room to spare or have a penchant for SMGs and pistols for some reason.


Immobilized Armor (1)[]

« An AAF IFV was heavily damaged by our mine. The crew managed to survived though and remain exposed, awaiting CSAR. Neutralizing them will prevent them returning to fight another day.
Description
»
Arma3-mission-scouting-61
Sub-mission type Difficulty Grid coordinates
Immobilized Armor Hard 073-171

The opposition consists of nine AAF troopers and crewmen who are either standing or sitting around the wrecked Gorgon IFV. Only two of the troopers will be patrolling along a square-shaped path around the IFV. Additionally, they are supported by a static (but armed) MRAP. You must kill the crews and their escorts plus the MRAP to complete this objective.

This is a very risky mission owing to the MRAP's 12.7 mm heavy machine gun. A single hit from its HMG is enough to instantly kill Kerry, so don't even try to tackle them head on until you've neutralised the MRAP first. Therefore, bringing an anti-vehicle weapon like the PCML or an RPG loaded with AT rounds will be mandatory.

As for your primary, a marksman or sniper rifle - whilst not strictly needed, will make this mission a lot less difficult once you've taken out the MRAP. If that's not to your playstyle, then an assault rifle with a magnified optic will be sufficient.

Arma3-mission-scouting-62

If you use the PCML, don't forget to switch to Overfly Top-Attack (OTA) mode for more reliable results.

Owing to the fact that there aren't many elevated positions for you to attack the AAF troopers from - not to mention a head on assault being suicidal due to the MRAP, you'll have to improvise and either attack them from the north (use the rocks for cover) or set up a sniping position at the peak of hill 248 at grid 076-166.

Be sure to spot where all the enemies are first before switching to your anti-vehicle launcher and blowing up the MRAP. Otherwise, you'll have a hard time locating where they are once they're alerted by the MRAP's destruction.

Loot for this mission is...mediocre at best. There's several Mk20 bullpups, Sting SMGs, and a few backpacks carried by the AAF repairmen that you can salvage. The grenadier's explosive-resistant plate carrier vest is somewhat worth taking if you lack a better alternative.

The only real "prize" of this mission is the Zamak Repair truck which can be hijacked and taken back to the hub. Since it has nothing stored inside, you can use it to haul away excess equipment if you lack space in your backpack. Otherwise, you should not even bother attempting this mission as its rewards are not worth the effort.


Immobilized Armor (2)[]

« We received a report of an immobilized CSAT APC. Ambush the crew before they are able to fix it.
Description
»
Arma3-mission-scouting-80
Sub-mission type Difficulty Grid coordinates
Immobilized Armor Hard 108-189

A CSAT APC has been immobilised at the crossroads due east of Galati. Including the crew and surrounding guards, there are ten soldiers in total. Three of them will always be on patrol and walk along a pentagon-shaped route around the vehicles. One of them will be manning the gunner's seat of the grenade launcher-armed MRAP.

Their loot is quite valuable considering the majority of soldiers wield 6.5 mm-chambered Katibas. The crewmen's Sting SMGs can be disregarded completely in favour of hauling as many Katibas as you can feasibly carry. Don't forget that if you need to, the Zamak Repair truck can be hijacked and brought back to the hub as well.

If you intend on tackling this mission, be sure to bring an anti-vehicle launcher of your choice, whether that be an unguided RPG-42 or a guided PCML. Neutralising the MRAP should be your first and foremost priority; the rest of the soldiers can be killed one by one later once the MRAP's been dealt with.

A marksman rifle or long-ranged light machine gun (preferably with magnified optics and a suppressor/bipod) should be used to deal with the infantry targets. Having some of your guerilla buddies tag along to provide extra firepower also helps as the CSAT soldiers can easily turn the tide against you if you aren't careful.

Arma3-mission-scouting-81

If you've scrounged up a sniper rifle at some point during your scouting, you can also set up a position on top of hill 176 at grid 108-198.

It has an excellent view of the MRAP and you can also slowly pick off the guards without risk of taking return fire from any of them. The hill is quite flat too, meaning you can deploy your bipod without needing to overly adjust your position. However, keep in mind that if you opt to do this, you still need to move in to mop up the two vehicle crews sitting behind the demolished house.

Additionally, be aware that there is a separate AAF fireteam that patrols along a fixed route inside Galati. Most of the time, they can be ignored as they're too far away from the APC's area. However, they can still be potentially alerted to your presence sometimes and will attempt to zero in on your location. Be sure to not get flanked by them whilst you're busy dealing with CSAT.


One Shot One Kill[]

« We've lost some good men to a sniper hidden in an abandoned factory to the west of Kore. It would greatly improve our morale if this threat is neutralized.
Description
»
Arma3-mission-scouting-66
Sub-mission type Difficulty Grid coordinates
Search and Destroy Easy / Medium 061-162
Arma3-mission-scouting-70

Examples of traps laid by the sniper team.

You need to eliminate a two-man CSAT sniper team hiding somewhere inside the factory complex at Kore. The factory has numerous tripwire and pressure-based boobytraps littered all across the complex.

Bringing along a mine detector is an absolute must, though you don't need to bother with a Toolkit as Kerry isn't able to disarm explosives by himself. Keep an eye on the entrances to buildings and ladders as the mines are always placed around these locations.

The sniper team's location will be randomised depending on your current playthrough. They can be hiding at any of the following locations:

  • Arma3-mission-scouting-67
    On the first floor of the white barracks-type building at the centre of the complex (grid 062-162).
    • The sniper inside the room closest to the staircase and will be facing south towards the main road. His spotter will be outside crouched in the corner and faces towards the top of the stairs.
    • A tripwire mine will be placed in the gap between the garage and the building itself. A second will be placed in front of the ground floor entrance on the southern side, whilst the third is on the top of the staircase on the eastern side.
    • The only safe entrance that isn't boobytrapped is the ground floor, eastern side door. The two on the northern sides are obstructed by props and cannot be used.
    • Throw a frag grenade before going up the stairs to deal with the spotter. The sniper can also be dealt with in the same way by opening the room's door (don't go in yet) and chucking another frag. Be careful not to toss the grenade in such a way that it bounces back towards you though.
  • Arma3-mission-scouting-69
    Inside the concrete pipe on the north-eastern side of the factory complex (grid 063-162)
    • The sniper always faces west and overlooks the centre of the compound. His spotter guards his back and watches the fences to the east.
    • Except for the preplaced mines scattered throughout the compound, the pipe itself is not protected by any mines and can be safely vaulted into.
  • Arma3-mission-scouting-68
    On the first floor of the white barracks-type building on the western side of the complex (grid 060-162).
    • The sniper will facing east and overlooks the central section of the complex from the room in the middle of the building's first floor.
    • His spotter will be protecting the entrance to his room. He is crouching in the middle of the hallway and faces towards the staircase leading to the first floor.
    • An APERS Mine is placed on the top of the staircase on the southern entrance. A second APERS Mine is also placed directly below it on the southern ground floor entrance. Only the north-eastern door can be used to safely enter the building, as the south-eastern and western side entrances are inaccessible.
    • The easiest way to take out both is by approaching the complex from the west as it is a blindspot for the sniper team. From the parking lot, you can already take out the spotter by tossing a frag or even lobbing an RPG round through the windows in the centre of the building. For the sniper, just toss a frag into the sniper's room or spray him with a burst of gunfire (by peeking into the room).
  • Arma3-mission-scouting-71
    On the rooftop of the main factory building (grid 062-162)
    • The sniper faces south and watches the entire central section of the complex. His spotter is located right behind him in the corner and will be guarding the ladder leading up to their position.
    • The only mine you need to be careful of is the tripwire placed at the base of the ladder.
    • This is a somewhat risky but not entirely unassailable position for the sniper to be at. Since you cannot throw RGO grenades up that high (RGNs are okay though), an alternative is to simply lob a barrage of UGL rounds or fire a single high-explosive TBG-42V grenade.
    • You may need to reposition yourself to get a better angle on both. Be sure to approach the complex from the north-west or north-east rather than from the south as the sniper will quickly spot you from that side.
Arma3-mission-scouting-72

Rolls of duct tape placed out in the open, signifying that the sniper team is nearby.

One method of discerning whether you are potentially near the sniper's nest is to look out for a roll of grey duct tape. A roll (or two) will always be placed out in the open on the floor of a structure or on the dirt.

Keep in mind that these rolls do not always guarantee that you are next to the sniper team. It merely signifies that you are close to one of their potential locations. As such, be wary of them as it means that the sniper (and spotter) could possibly be observing their position.

With regards to loot, the sniper has a GM6 Lynx sniper rifle with an LRPS and five magazines for it, as well as a Zubr revolver. The spotter is equipped with a Katiba GL and carries a Carryall backpack with five more magazines for the sniper's GM6 (plus some tripwire mines).

Aside from the sniper's revolver and the majority of useless garbage from the corpses of the three FIA guerillas, the rest of the team's equipment is worth taking along with you. Therefore, consider bringing a van or truck before you commence the assault.

Also, be aware that the Kore factory lies within the patrol route of an AAF Gorgon IFV that may or may not be driving along the main road. Take care to not get spotted while you're attempting to infiltrate the complex as it will make short work of Kerry and his men if it happens to catch you unprepared.


Vet Clinic[]

« Our forces have suffered unnecessary casualties because of our lack of medical supplies. Search the clinic in Fotia and try to retrieve any medical supplies. One or two medikits should suffice, as they contain the most needed materials.
Description
»
Arma3-mission-scouting-46
Sub-mission type Difficulty Grid coordinates
Weapons Cache Easy 029-185

You need to retrieve a medikit from the veterinary clinic at the coastal village of Fotia.

The clinic is being protected by a two-man team of AAF troopers who stand guard outside of the building. Any medium range weapon - preferably a marksman rifle like the Mk18 ABR or even the Mk14 will suffice for taking them out, though you can also do it the traditional way by simply going in guns blazing with an assault rifle.

Once you've eliminated both of them, you can proceed inside the clinic and head upstairs to retrieve the medical kit from the bandit's backpack. The police officer has a Sting SMG and a ballistic vest, while the bandit's pack has some landmines and a few weapon magazines.

Although the only threat you should be facing are the two troopers at the clinic, there is actually a four-man fireteam slowly patrolling in a circular-shaped route east of Fotia (they move along the road and through the eastern hills).

If you're going scouting at nighttime, it is easy to spot them by simply looking for the beams being projected by their flashlights. If you're out scouting during the day, then you may have to move onto the clinic from the south instead to avoid them (do not approach via the north as a separate six-man squad occasionally patrols along the road).


Reconnaissance[]

« We picked up a strange signal in the southern forests a few hours ago; it's quite possible that CSAT has deployed UAVs to locate our camps. Search the area and find out if it's really an enemy drone or a false alarm.
Description
»
Arma3-mission-scouting-58
Sub-mission type Difficulty Grid coordinates
Search and Destroy Easy/Medium 057-167

Your mission is to eliminate a CSAT recon team. They have set up a small camp in the south-east corner of grid 057-167 and the tents are visible through the trees.

To complete the task, you need to assassinate all four of its members: two of them are Recon Scouts (both armed with Katibas), a Squad Leader (wielding a UGL-fitted Katiba), and a UAV Operator (carrying a Sting SMG). The Squad leader and UAV Operator always sit next to the campfire while the two Recon Scouts patrol around the perimeter of the camp along a pentagon-shaped route.

They shouldn't be too difficult to spot at nighttime as the patrolling Recon Scouts will always have their flashlights toggled on. The UAV Operator/Squad Leader will also be seated right next to a red chemlight, so you should be able to spot them from far away. But if you're attempting to complete this objective during the daytime, you'll need to be more careful as their uniforms blend in quite well with the forest clutter. Try to spot the team members from the hills on the west or north side of the encampment before attempting to snipe them with a marksman rifle or LMG.

If that proves to be difficult due to the trees obstructing your view, you can instead try sneaking up close to the camp by using the nearby trees for cover/concealment or the rocks scattered around the hillsides. Alternately, you can sacrifice one of your guerilla buddies (if you brought them along) to act as bait and draw out the operatives. Either way, the choice is yours. Just be aware that since they are specops-type units, they can and will pinpoint your location quickly the instant they detect your presence.

Their salvage is fairly decent, ranging from twenty 6.5 mm magazines for the Katiba along with a few 9 mm Sting magazines and .45 cylinders for the Zubr revolver. Each member is also equipped with with a pair of NVGs and have a GPS too. Lastly, their Assassin helmets are much better than the AAF's Modular helmets, so don't forget to grab those as well if you lack head protection.

If you didn't bring a large vehicle and lack storage space, prioritise looting the Squad Leader's ARCO scope and his rangefinder. However, do not bother taking the UAV Operator's UAV Terminal; Kerry is unable to connect to enemy drones and as such, the device is essentially nothing more than a glorified GPS.

Restricted zones[]

Arma3-mission-scouting-75

LEGEND
Red: Restricted zone

The bottom of the scoutable boundary for Gori stretches around a zone that starts from the mountain of Magos in the south-west (south of Negades) to Topolia and Agios Dionysios to the south-east, then to the village of Ifestiona in the far east (the village itself is not accessible).

In the north, it begins from the wilderness north of Fotia to the mountain village of Oreokastro (the interior sections of Oreokastro are not accessible), the peak of Synneforos ridge and finally, the airstrip north of Abdera.

Points of interest[]

Arma3-mission-scouting-44
059-183
Two dead fugitives and a partially damaged car can always be found along the road just a short distance away from Gori.

The duo have basic firearms on their bodies (PDW2000/Vermin SMGs) and backpacks with some gear ranging from anti-personnel mines, spare magazines for their SMGs, a few chemlights and grenade rounds.

Not really worth salvaging, but it's a decent "starter kit" if you forgot to bring something with you and don't want to head back to Gori for whatever reason.

Arma3-mission-scouting-45
046-181
The corpses of two CSAT recon operatives can be found on this hilltop.

They carry 6.5 mm carbines and backpacks with some Claymores inside. Their ATV is not locked and can also be taken if you need a transport.

If you're passing by the area, it may be worth heading this way as there's no patrols nearby and you can safely retrieve their helmets/NVGs.

Arma3-mission-scouting-49
071-194
Four CSAT soldiers are guarding this abandoned house.

Since they remain in static positions unless they detect Kerry or his subordinates, sniping them from afar with a marksman rifle shouldn't prove too difficult. Alternatively, flank them from the north and go in guns blazing with an assault rifle of your choice (be sure to approach the house slowly or they'll hear your footsteps).

The autorifleman's Zafir machine gun and the team leader's ARCO scope (plus the Katibas on every other member) are particularly noteworthy items to loot if you lack a better alternative.

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089-185
This fuel truck can be used to refuel your own vehicles (or used as a salvage vehicle). It is not locked and can be driven back to base if needed.

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072-175
Two dead FIA guerillas can be found in a minefield with some trees off to the left of the road - their bodies are marked with a blue chemlight.

One of them has several 20-round 7.62 mm magazines and a Claymore, while the other has an RPG and a backpack with spare RPG rounds and an anti-tank mine inside it.

The area is boobytrapped with APERS Mines so bring a mine detector with you, or toss some frag grenades near the corpses to trigger the mines prematurely from a safe distance.

Arma3-mission-scouting-59
041-169
A dead fugitive and a police officer with a quadbike can be found at the seaside church just to the south of Agios Konstantinos.

An M320 sniper rifle, a suppressed Sting SMG, and a wearable NATO ghillie suit can be looted from the corpses.

Arma3-mission-scouting-77
083-167
A sniper and a spotter are overlooking Syrta on the top of the hill/mountain between the rocks (it's located near the right low corner of those grid coordinate lines on the map). Engage them from behind with a frag grenade or UGL round as the spotter can shoot you with his Mk20.

The sniper has a GM6 sniper rifle, a ghillie suit, and a suppressor fitted to his pistol. The spotter also has a ghillie suit and possesses an extremely rare laser designator (plus a .45 suppressor), though unfortunately you can't wear the AAF Ghillie suit.

Should you require additional transportation, there is a box truck down the hill at grid 087-164.

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.