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Contents

  • Battlefields
    • Conquest
      • Alborz Mountains
      • Armored Shield
      • Azadi Palace
      • Bandar Desert
      • Caspian Border
      • Damavand Park
      • Death Valley
      • Epicenter
      • Grand Bazaar
      • Gulf of Oman
      • Kharg Island
      • Kiasar Railroad
      • Markaz Monolith
      • Nebandan Flats
      • Noshahr Canals
      • Operation Firestorm
      • Operation Métro
      • Operation Riverside
      • Sabalan Pipeline
      • Seine Crossing
      • Sharqi Peninsula
      • Strike at Karkand
      • Talah Market
      • Tehran Highway
      • Wake Island
    • Conquest 64
      • Alborz Mountains
      • Armored Shield
      • Azadi Palace
      • Bandar Desert
      • Caspian Border
      • Damavand Park
      • Death Valley
      • Epicenter
      • Grand Bazaar
      • Gulf of Oman
      • Kharg Island
      • Kiasar Railroad
      • Markaz Monolith
      • Nebandan Flats
      • Noshahr Canals
      • Operation Firestorm
      • Operation Métro
      • Operation Riverside
      • Sabalan Pipeline
      • Seine Crossing
      • Sharqi Peninsula
      • Strike at Karkand
      • Tehran Highway
      • Wake Island
    • Rush
      • Alborz Mountains
      • Armored Shield
      • Azadi Palace
      • Bandar Desert
      • Caspian Border
      • Damavand Park
      • Death Valley
      • Epicenter
      • Grand Bazaar
      • Gulf of Oman
      • Kharg Island
      • Kiasar Railroad
      • Markaz Monolith
      • Nebandan Flats
      • Noshahr Canals
      • Operation Firestorm
      • Operation Métro
      • Operation Riverside
      • Sabalan Pipeline
      • Seine Crossing
      • Sharqi Peninsula
      • Strike at Karkand
      • Talah Market
      • Tehran Highway
      • Wake Island
    • Squad Rush
      • Alborz Mountains
      • Armored Shield
      • Azadi Palace
      • Bandar Desert
      • Caspian Border
      • Damavand Park
      • Death Valley
      • Epicenter
      • Grand Bazaar
      • Gulf of Oman
      • Kharg Island
      • Kiasar Railroad
      • Markaz Monolith
      • Nebandan Flats
      • Noshahr Canals
      • Operation Firestorm
      • Operation Métro
      • Operation Riverside
      • Sabalan Pipeline
      • Seine Crossing
      • Sharqi Peninsula
      • Strike at Karkand
      • Talah Market
      • Tehran Highway
      • Wake Island
    • Squad Deathmatch
      • Alborz Mountains
      • Armored Shield
      • Azadi Palace
      • Bandar Desert
      • Caspian Border
      • Damavand Park
      • Death Valley
      • Epicenter
      • Grand Bazaar
      • Gulf of Oman
      • Kharg Island
      • Kiasar Railroad
      • Markaz Monolith
      • Nebandan Flats
      • Noshahr Canals
      • Operation Firestorm
      • Operation Métro
      • Operation Riverside
      • Sabalan Pipeline
      • Seine Crossing
      • Sharqi Peninsula
      • Strike at Karkand
      • Talah Market
      • Tehran Highway
      • Wake Island
    • Team Deathmatch
      • Alborz Mountains
      • Armored Shield
      • Azadi Palace
      • Bandar Desert
      • Caspian Border
      • Damavand Park
      • Death Valley
      • Epicenter
      • Grand Bazaar
      • Gulf of Oman
      • Kharg Island
      • Kiasar Railroad
      • Markaz Monolith
      • Nebandan Flats
      • Noshahr Canals
      • Operation Firestorm
      • Operation Métro
      • Operation Riverside
      • Sabalan Pipeline
      • Seine Crossing
      • Sharqi Peninsula
      • Strike at Karkand
      • Talah Market
      • Tehran Highway
      • Wake Island
    • Scavenger
      • Aftermath - Azadi Palace
      • Aftermath - Epicenter
      • Aftermath - Markaz Monolith
      • Aftermath - Talah Market
    • Close Quarters/Gun Master
      • Close Quarters - Donya Fortress
      • Close Quarters - Operation 925
      • Close Quarters - Scrapmetal
      • Close Quarters - Ziba Tower
      • Aftermath - Azadi Palace
      • Aftermath - Epicenter
      • Aftermath - Markaz Monolith
      • Aftermath - Talah Market
    • Capture the Flag
      • Operation Riverside
      • Nebandan Flats
      • Kiasar Railroad
      • Sabalan Pipeline
    • Tank Superiority
      • Alborz Mountains
      • Armored Shield
      • Bandar Desert
      • Death Valley
    • Air Superiority
      • Operation Riverside
      • Nebandan Flats
      • Kiasar Railroad
      • Sabalan Pipeline
  • Essentials
    • Primer
      • What's New in Battlefield 3?
      • What's New in Close Quarters?
      • What's New in Armored Kill?
      • What's New in Aftermath?
      • What's New in End Game?
    • Basics
      • Introduction and Interface
      • Spawn Screen
      • Movement and Fundementals
      • Combat
      • Game Modes
      • Squad Play
      • Multiplayer Tactics
      • Persistance System
      • Battlelog
      • Specilizations
      • Camo Patterns
    • Classes
      • Introduction
      • Assault
      • Engineer
      • Support
      • Recon
    • Weapons
      • Introduction & Accessory Index
      • Assault Rifles
      • Carbines
      • Light Machine Guns
      • Sniper Rifles
      • Personal Defense Weapons (PDWs)
      • Shotguns
      • Pistols
      • Crossbow
    • Vehicles
      • Vehicle Customization
      • Light Vehicles
      • Infantry Fighting Vehicles (IFVs)
      • Mobile AA
      • Main Battle Tanks (MBT)
      • Attack Helicopters
      • Scout Helicopters
      • Transport Helicopters
      • Jets
      • Stationery Anti-Vehicle Weapons
  • Campaign
    • Mission 1: Semper Fidelis
      • Semper Fidelis
    • Mission 2: Operation Swordbreaker
      • Operation Swordbreaker
    • Mission 3: Uprising
      • Uprising
    • Mission 4: Going Hunting
      • Going Hunting
    • Mission 5: Operation Guillotine
      • Operation Guillotine
    • Mission 6: Comrades
      • Comrades
    • Mission 7: Thunder Run
      • Thunder Run
    • Mission 8: Fear No Evil
      • Fear No Evil
    • Mission 9: Night Shift
      • Night Shift
    • Mission 10: Rock and a Hard Place
      • Rock and a Hard Place
    • Mission 11: Kaffarov
      • Kaffarov
    • Mission 12: The Great Destroyer
      • The Great Destroyer
  • Multiplayer
    • Crash Course in Co-operative Play
      • Crash Course in Co-operative Play
    • Co-Op Mission 1: Operation Exodus
      • Operation Exodus
    • Co-Op Mission 2: Fire from the Sky
      • Fire from the Sky
    • Co-Op Mission 3: Exfiltration
      • Exfiltration
    • Co-Op Mission 4: Hit and Run
      • Hit and Run
    • Co-Op Mission 5: Drop 'em Like Liquid
      • Drop 'em Like Liquid
    • Co-Op Mission 6: The Eleventh Hour
      • The Eleventh Hour
  • Compendium
    • Multiplayer Scoring
      • Multiplayer Scoring
    • Assignments
      • Assignments
    • Achievements and Trophies
      • Achievements and Trophies
    • Dog Tags
      • Dog Tags
    • Ranks
      • Ranks
    • Camo Patterns
      • Camo Patterns
    • Ribbons
      • Ribbons
    • Medals
      • Medals

Battlefield 3 Premium Guide › Campaign › Mission 3: Uprising

Uprising

Unit 1st Recon Marines
Callsign Sgt. Henry “Black” Blackburn
Location Al Sulaymaniyah, Iraq
Date March 15th
Time 2036hrs Zulu Time

After an Impromptu CHANGES nap, Blackburn wakes to find Al Sulaymaniyah in ruins. The quake has absolutely ravaged not just Iraq, but neighboring Iran as well.

The whole border area is left in shambles while a madman and the PLR occupy the former Iraqi town en masse.

If Black is to have any chance of surviving, he must make his way under the cover of night to first find a weapon, then reach the extraction zone without becoming another POW—or worse.

RETRACE STEPS TO BAZAAR

Despite the raw troop numbers and generally unfavorable lighting conditions, there’s still plenty of shadow here to hide within. Stay out of sight of the PLR as they scour the area.

Move slowly along the channel created by the quake, sticking to the right wall where the lip above keeps Black out of the light.

Crouch under the downed heli’s skids and continue to stay to the right within the shadowy passage created by the overhang.

A lone guard with a flashlight complicates things a little as you inch farther ahead. Fortunately, the sweep of his light follows a pretty simple path.

Wait for it to sweep toward Black, then to the left to inch underneath the guard, hugging the wall to the right.

Another sweep back to the left allows further movement toward a pipe in the distance reveals some startling news: a dead Marine tumbling out of the wreckage of a Humvee has a radio quietly broadcasting that the allied forces here are leaving—and soon. Time to get to that RZ.

Upon nearing the pipe, a prompt to go prone appears, allowing access away from the PLR patrols. Head through the pipes, dealing with a surprisingly tenacious rodent, then head toward the open door in the distance by using the familiar Action Button prompt.

Caution

Rats!
For a particularly entertaining death, simply spare the rat from the busi-ness end of your blade. It means having to repeat this short little sequence again but trust us, it’s absolutely worth it for Black’s last few moments before shuffling off this mortal coil.

SECURE A WEAPON

An oblivious PLR combatant is too busy studying something on top of all those rugs to notice Black’s presence until his blade opens up the opportunity to pilfer his weapon.

Quickly draw a bead on the alerted soldiers and take them out if possible, but taking cover is the absolute priority here. At such close range, these enemies can easily end your game even on lower difficulty levels, and on the harder ones? Forget it.

Pop up quickly to spot a target, line up a shot, then drop to recover any health if needed. Squeeze off quick double-taps to the targets’ centers of mass or quick headshots to end this bit of resistance. Once they’re eliminated, gear up for their backup to arrive.

RETRACE STEPS TO PARKING LOT

A few latecomers will round the corner to the right. Deal with them similarly, using low cover to sneak out and add a few more headshots to Black’s total.

As soon as they’re dealt with, proceed down the darkened hallway toward a blaze at the far end toward another short encounter with a few more PLRs before rounding the corner to the left.

An ominous chopper patrol and a few far-off troops are still scouring the area. Deal with them from the relative safety of the nearby crates, then move forward toward even more quake-riddled streets and a handy Ammo Crate.

CLEAR THE AREA OF ENEMIES

This parking lot is far more rife with threats than it first appears. A pair of PLR patrols are busy snaking their way through the few cars that haven’t been completely destroyed by the quake down below.

Unseen, more wait to the right, obscured by a small outcropping of concrete and burned-out car frames. Obviously, dropping down into this lower area would be a bad idea. For one, the upper area provides a terrain advantage.

But more importantly, there’s only one place that the enemy can actually flank you: on the far right past the cars, there’s a small ramp allowing enemies up.

Keep this in mind while going for a fairly easy Achievement/Trophy—easy as long as none of the PLR actually catch sight of Blackburn.

ACHIEVEMENT | TROPHY

Heads Up

Head right while staying crouched to avoid the patrols below. Scoot around the fire toward a precariously positioned taxi. Look down to the left, waiting for the two-man patrol to slowly make their way toward the cab.

They’ll never walk directly underneath it, but that’s fine; they aren’t the ones that are going to made into Liberation pancakes.

When they’ve swept back out into the parking lot, mash the Action Button to kick the cab down onto the poor sap below to snag the Achievement/Trophy, then quickly shift left to grab a bit of cover, as the cab has now left this landing exposed.

Caution

Check Your Six
As mentioned before, this little area is great for firing down on enemies, but it can be easy to get tunnel vision while gunning down the troops below.

Keep your head on a swivel here; as the first few enemies are taken out, more will come pouring in from the garage, and they’re well aware of your position.

Move back toward the white car next to the fire and use it for cover before enemies can get the drop on you.

Alternately, cut off their only means of getting up to your perch by using the rubble as cover while slowly moving forward to deal with the enemies in the garage.

Whatever your strategy, make sure all the enemies are cleared out of this area before following the waypoint marker back into the garage.

A small aftershock rocks the building, killing the lights and offering a few audio cues that things are about to get dicey again.

Hit up the Ammo Crate to the right of the rolling doors, but quickly beat a path back into the small side room in the northwest corner of the building.

Keep your eyes on the leftmost door for a few more PLR interlopers. After the investigative unit is taken out, proceed from cover slowly, gunning down any other PLRs in the open—there’s one near the white car, and another next to the planters in the street.

The surprisingly intact bus ahead is blocking the main path. There’s no way to get to the upper landing where its back end sits, so it’s time to hop on the bus and investigate.

As Black nears the edge of the vehicle, an RPG strike tears open the roof and creates a second point of entry. Stay crouched to avoid incoming fire, popping out to zero in on the flashlights the PLR are carrying.

Take them down one at a time, ducking back into cover as needed. Once all the lights have been permanently extinguished, make note of the next waypoint objective and keep your sights trained on the distance.

After another, more powerful aftershock hits, there’s precious little time to gun down the two targets in the distance.

After making your way back through a familiar gate, an insurgent will kick open the very same door Black’s squad moved through what seems like ages ago.

Gun him down quickly, then retrace your steps back through the choked (and now half-destroyed) rooms on the way to the original rallying point before everything went to hell.

ACHIEVEMENT | TROPHY

Involuntary Euthanasia

Speed is absolutely critical here; the falling building ahead offers just a scant few seconds to acquire the twin targets before the building pancakes the pair as only tons of falling debris can.

The first begins sprinting away to the left more or less out in the open, while the second is frozen in his tracks next to the wreckage of a car.

Go for the target on the left first and then move on to the right before debris can claim them.Montes makes for an unlikely reunion Black spills out into a hallway, delivering a grim bit of news: the dust-off of the extraction vehicle is quickly approaching.

Time to race back to the extraction point—and fast.

FOLLOW MONTES

Jargon

MILNET
MILNET is the first spin-off from ARPANET, one of the packet-switching pillars of the original Internet. The Military Network allows unclassified information to flow between various global military operations overseen by the Department of Defense, using much of the same underlying technology as the Internet.

However, MILNET is understandably walled off from civilian Internet applicationsthat otherwise piggyback off the ARPANET foundation.

The initial sprint back toward the Ospreys should feel eerily similar. In the darkness, the small alleywayscrowded with covered shops just a few hours ago looks quite a bit different now.

Duck into the hookah bar and wait for Montes to raise the door just enough to duck under, then keep on his tail as he sprints back toward freedom.

Hardly a few seconds go by before yet another firefight breaks out, this time between departing Marines and more PLR insurgents.

Sprint down toward the flares and take cover behind the left Humvee to assist Montes and the others with the extraction.

REACH EXTRACTION POINT

ENTER HUMVEE TURRET
HOLD OUT FOR OSPREY

There’s really nothing the Marines can do but lay down enough suppressing fire to hold back the swarms of PLR that threaten to compromise the extraction landing zone.

Hop in the nearby Humvee’s turret and swivel the mounted .50 cal turret around easily to acquire targets. Thankfully, there are really only a few places the PLR seem to be coming from.

The first is dead ahead; a set of cars, one with its lights still on, offer a steady trickle of PLR targets to mow down. The second is a small covered camp-out spot near the central lighting towers on the street.

The third is a wall near a white car offering cover to the PLR streaming out of the alleyway behind it. Avoid taking out the car if possible; while it makes for a satisfying explosion, the flames and smoke it spews out help to obscure the PLR coming out of the alleyway.

Quickly find and take out the various targets as they continue to leak into this area while waiting for the arrival of the Ospreys.

Caution

Fire, Don’t Forget
The .50 caliber turret’s ammo iseffectively unlimited, but the gun heats up rapidly during bouts of sustained gunfire. It doesn’t take much; if you start to hear the rate of fire slowing accompa-nied by a heavier chugging sound, ease off the trigger and allow the gun to cool.

It takes several seconds for it to cool off, which is why it’s extremely important to avoid letting it happen in the middle of a firefight.

It only takes a single round to take down a ground troop with a weapon this mighty, so fire in single or few-round bursts rather than simply opening up with everything the turret has. Nobody likes taking a bullet to the dome because they were stuck waiting for their own weapon to cool down.

Jargon

Osprey

The MV-22 Osprey, a variant of the Bell-Boeing V-22 is a staggeringly agile, resilient Vertical Takeoff and Landing (VTOL) and Short Takeoff and Landing (STOL) tiltrotor aircraft.

It’s capable of setting down almost anywhere and taking off just as easily thanks to its ability to swivel the rotors from a normal helicopter-like position parallel to the main fuselage to one perpendicular, allowing full forward thrust.

This allows the aircraft to descend more or less straight down like a helicopter, yet also achieve far faster forward speeds than a conventional heli.

This versatility is thanks to its turboprop engine that combines normal rotor blades and a jet-like turbine engine.

This combination of helicopter and airplane technologies gives the MV-22 a clear advantage at both high-altitude deployment and low-clearance loading, making it a perfect extraction vehicle for the Marines currently under fire.

The Osprey takes a little small arms fire while beginning its descent into the LZ, but shrugs it off. It’s not until an incoming RPG from the nearby rooftops smacks into it that the pilot must find a more secure LZ to pull everyone out.

While it relocates, concentrate fire to the front of the Humvee, down a darkened alleyway where plenty of PLR targets offer a chance to really unload with the .50 cal.

After a gunning down a wave of enemies, a well-placed RPG will streak straight towards Black and the Humvee, knocking him clear.

Caution

Make Like Usian
The final part of this mission is a simple and clear-cut one: get your ass into that Osprey, Marine. Of course, the hail of gunfire coming from the left isn’t going to make it a leisurely stroll—espe-cially on the hardest difficulty level.

Don’t even think about return-ing fire here; there’s far too much incoming fire, and the Osprey is already beginning its dust-off. Instead, employ a combination of sprints and dives to maintain forward momentum at all times.

It’s going to be a seriously difficult push to make it through the open, but the small channel through the crumbling street offers just a bit more protection from flanking fire.

After that, a straight sprint should be more than enough to grab Montes’ outstretched hand and kiss Al Sulaymaniyah goodbye.

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