Armed Assault Wiki
Advertisement

Adapt's third and final set of scouting missions will be unlocked upon the completion of Attention Deficit.

Topolia's sub-missions (arguably) provide the best stashes of weapons and gear that can be obtained in the campaign. However, because it takes place right before the episode's conclusion, any salvaged gear that isn't used will be lost upon the completion of Adapt. Therefore, you should only focus on obtaining essential items which you need for the following mission (Beyond Recognition).

Do not waste time obtaining supplies which have little-to-no benefit for the episode's final mission.

Sub-missions[]

NOTE:

  • Like Gori, a team of three guerilla fighters can accompany you for the remainder of scouting missions in Topolia.
  • As before, if you lose too many fighters on a raid you will not be provided with replacements on future runs.
Arma3-mission-scouting-43

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


Air Dominance[]

« A sympathetic contact has uncovered information that pilots from the AAF's 2nd Helicopter Squadron have established new HQ in a resort south of Kavala. It's a dangerous move but, if you manage to neutralize them, it will be a painful blow to their air dominance.
Description
»
Arma3-mission-scouting-32
Sub-mission type Difficulty Grid coordinates
Search and Destroy Medium 036-115

Three AAF pilots have congregated at a small hotel south of Kavala. They are well-protected and several fireteams are guarding them (both on patrol and standing idle throughout the area).

The pilots do not have carry any valuable items on them aside from PDW2000 SMGs (which are easy to obtain in the first place). Their guards similarly do not carry any weapons that are worth taking; unless you have a penchant for flashlights. However, the car parked nearby does contain a 4-five pistol with six magazines stashed inside it which...potentially might be useful.

Given the difficulty of this mission (owing to the close quarters setting), the poor rewards and the fact that the guards themselves are not spread out and isolated, it's really not worth the effort to go through the trouble. Only go after this objective if you absolutely feel the need to do so.


Mysterious Cache[]

« Some disaffected AAF recruits that sought to join our cause established a well hidden weapons cache with very valuable equipment. Although we believe they have been betrayed and detained, we think the cache remains undiscovered on a small island south-east of Polliako, deep in enemy territory. If you think you can manage it, find the cache.
Description
»
Arma3-mission-scouting-33
Sub-mission type Difficulty Grid coordinates
Weapons Cache Easy / Hard 135-121

Due south-east of Poliakko on the remote island of Makrynisi just a short distance off the coast, three weapons crates are tucked away on the second floor of a dilapidated house (on the northern half of the island; look for a barrel outside of it).

The crates contain a surface-to-air missile launcher, a Nightstalker scope, numerous suppressors, rangefinders/mine detectors, backpacks, some rebreathers, and more NVGs.

However upon arrival at the island, be careful as the house's entrances are mined with boobytraps. Do not waste your time disarming them - just shoot them from afar to destroy them (remain 300 or more metres away to avoid taking any damage).

It is highly recommended that you attempt this mission first, as the supplies are extremely valuable for the upcoming mission (the Titan SAM in particular). The two Nightstalkers are also useful to grab as well since you'll be fighting exclusively at nighttime. Similarly, a few extra pair of NVGs for your fellow guerillas to equip helps out too.

This mission's difficulty should be considered "easy" but can become "hard" depending on what route you decide to take to reach the island. The small naval base south of Poliakko for instance, contains a rubber boat and submersible (plus diving gear) that you can steal to reach the island easily. However, it is guarded by CSAT soldiers and AAF troopers which can complicate things as they can wipe out both you and your team with little difficulty.

On the other hand you can also reach the island by swimming there, though this will take quite some time and limits the amount of gear you can bring back per trip (be sure to use time acceleration with the +/- numpad keys). Alternatively, there's an empty and unlocked police boat docked near the beaches at grid 120-121 which can also be stolen without having to deal with guards.

The option is entirely up to you.


Weapon Dealers[]

« We have detained a known weapon dealer near the south coast. He's still refusing to reveal group's hideout. Try to search the southern coast. Locate the hideout and retrieve any valuable equipment.
Description
»
Arma3-mission-scouting-34
Sub-mission type Difficulty Grid coordinates
Weapons Cache Medium 060-107

This walled house (protected by a group of eight smugglers) contains four stashes worth of weapon crates containing a myriad of weapons:

The smugglers themselves carry an assortment of weapons ranging from Mk20 assault rifles to Sting SMGs and Mk18 ABR marksman rifles. For attachments, they mostly utilise flashlights and simple ACO sights for optics, though the sharpshooter with the Mk18 uses a DMS instead. One of the smugglers is wearing a heavy plate carrier that might be worth salvaging.

Just like the Mysterious Cache sub-mission, you should focus on getting this mission done as soon as possible. The rewards are plentiful, and the two sniper rifles (plus optical scopes) are invaluable for the upcoming mission. In particular, the NVS, TWS and suppressor accessories are extremely useful for not only Adapt's final mission, but for either of the other two scouting missions if you haven't attempted them yet.

Do be careful when assaulting the smuggler's safehouse though, as there aren't many positions around to take cover behind. The sharpshooter can also make short work of you and your allies if he's left unchecked. Aside from him and the patrolling duo however, the rest of the smugglers inside the compound can be dealt with easily with whatever other weapons; preferably a few RGOs tossed in their direction.

Be sure to bring a large vehicle like a truck if you have one, as there's quite a lot of gear to salvage and you will not be able to take everything with just a pickup or an ATV.

Restricted zones[]

Arma3-mission-scouting-76

LEGEND
Red: Restricted zones

The city of Kavala is off-limits, as is the town of Lakka, the area beyond the village of Drimea (in the south), Negades, Syrta, Stavros and Orino. A few hundred metres south-east/north-east of the islands of Makrynisi and Sagonisi (respectively) also represent the maximum boundary of the scoutable AO.

It is still possible to enter Neochori and Neri (along with the AAC airfield), but there's no reason to go beyond these settlements as all areas beyond them are considered a restricted zone.

Points of interest[]

Arma3-mission-scouting-36
A team of AAF divers are guarding the wreckage of a V/STOL transport and fishing boat.

They only pose a threat to you if you're swimming towards Makrynisi for the Mysterious Cache sub-mission, so you can safely ignore them for anything other situation. Their boat can be stolen if you feel the need to "borrow" an extra transport (it isn't locked).

Arma3-mission-scouting-35
Three AAF troopers and three CSAT divers are stationed at this naval outpost.

There's a crate with an SDAR and diving gear stocked here alongside a rubber boat and submersible though unfortunately, the MRAP is locked so it can't be stolen.

You can use the vessels here to reach Makrynisi island as part of the Mysterious Cache sub-mission, though it may be risky to steal their vehicles given the heavy security.

Arma3-mission-scouting-37
South of Zaros, this forward observation post is guarded by a squad of AAF troopers and CSAT soldiers.

A marksman on the uppermost level of the guard tower carries a Rahim, but the other guards (and the two officers) wield weapons that are of questionable value.

Seeing as how there are no vehicles that can be taken (the MRAP and truck are locked) and that the FOP is defended by a 12.7 mm heavy machine gun turret, it's not worth the effort or risk to travel all the way out here.

Arma3-mission-scouting-38

North of Athanos, this small harbour has two motor-powered boats and car that are unlocked.

Arma3-mission-scouting-39

The docks south of Panochori have an unlocked police boat and car that are unguarded.

Arma3-mission-scouting-40
The naval station south of Sagonisi island (and west of Pyrgos/the Gulf of Pyrgos) is protected by a squad of AAF/CSAT forces.

It has two armed Speedboats that are unlocked and a logistics truck parked inside, though the MRAP is sadly locked and cannot be stolen. There's also an ammunition crate inside the command centre where the officer and another trooper are standing by.

Because of how heavily guarded this naval station is (not to mention that you have to bypass the security checkpoint at grid 140-129) and coupled with the rather lacklustre loot available, it's not worth assaulting this location unless you really need those two patrol boats.

Arma3-mission-scouting-41

East of Topolia, four dead fugitives and an ATV can be found at this empty home. No firearms or gear are available to loot though.

Arma3-mission-scouting-42

South-west of Topolia, the corpse of an FIA guerilla and a CSAT recon operative can be found. His 6.5 mm carbine may prove useful as will his helmet.

Since it's close by to the hub, you may as well grab this early on. The abandoned pickup truck can also be taken too if you need a transport.

Arma3-mission-scouting-51
In front of the church at Therisa, a parked SUV with a decent amount of equipment stashed inside can be found. Most notably, it contains some 6.5 mm-chambered MX assault rifles.

South of Agios Dionysios is a pickup truck and dead FIA guerillas. The pickup contains an RPG, ammunition, mines, and a Mk200 LMG. The engine is damaged to half integrity but can remains operable.

One of the guerillas has a balaclava and the other has a Zafir with an MRCO and a field pack with mines and ammo for the Zafir.

If you need extra space, a box truck is just to the northwest in a junkyard at grid 089-155 and a flatbed van is just north in Agios Dionysios at grid 091-157.

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.
Advertisement