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Sniper: Ghost Warrior Game Guide & Walkthrough by gamepressure.com

Sniper: Ghost Warrior Game Guide & Walkthrough

Table of Contents

Chapter 13 - A Marksman At His Best - p. 1 Sniper Guide

Last update: 11 May 2016

First you have to get to the observation point 52. Pass the building you have ahead of you and move along the fence. Walk through the hole in this fence (#1) and use the ladder to climb up to the roof of the building.

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Turn left and use the next ladders to climb higher. Watch out, to the right, on the roof of the last building there's a guy (#2) - treat him with a bullet before you'll climb up.

When you're on the roof, move towards the white dot indicating your observation point (#3).

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When you're there it's best to go prone and turn to the right - from there you have quite a nice view on the town (#4). Now you should use your binoculars in order to mark the targets for your sniper, Tyler.

Look through the binoculars (you can zoom in and out) at the direction of some water tower or something similar, which one built on one of the roofs (#5). You'll see two bad guys - one of them is located under the water tower, to the right from it, and the second stands a little higher. Point them out to your sniper by looking at them through your binoculars and pressing the left mouse button. Do it quickly, because they may spot you at last!

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After taking out the marked targets Tyler moves towards his new sniping position and you can see him running on the roofs from right to left (#6).

You also have to change your observation point. Turn left towards the wall on which you can see a cupboard with medkits and use the ladder to climb to the roof of some small quarter-deck (#7). You'll see a white dot in the distance, which marks the place you should get to, and a moron standing on the roof between you and this place. Shoot him dead and proceed towards the white dot.

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When you get there you'll find there a steely rope, which you can use to slide down, and get to the next roof located under this metallic, white-red radio tower (#8).

After the landing on this roof turn right and move towards your next observation position, which is located near some pipe or exhaust gas stack sticking out of the roof (#9).

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Draw out your binoculars again and look through them at the asphalted road running below (#10).

At the end of this road (#11) you'll see an enemy checkpoint. There's a guard standing on the roof of this post - point him out to your sniper as first. Under the post, near the toll-bar stands a next soldier - he's second in a line, though mark him as a target for your sniper only then, when the third guy, who is patrolling the street, goes in your direction. The moron who patrols the street is the last to be eliminated by Tyler.

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It's time to get again to the observation point 52 - number is the same as before, but this point is now located in a new position. Turn left and return under the metallic white-red radio tower. Afterward jump down to the roof below, and then to the linen canopy hanging over the entrance, and to the ground finally. Then move uphill along the path (#12).

You'll get to the wharf (#13). There's a boat with a supply of equipment for the local military junta mooring at this wharf. You have to steal some stuff from this boat, to be more specific - the satchel charges. Use your silenced pistol to kill a moron standing on a pier to the left (he's guarding the boat), and then a second guy walking on the jetty on the right. You can eliminate this second dude by shooting at one of the barrels located on this jetty and causing an explosion in this way. Afterward, walk downstairs in order to get to the wharf.

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Move towards the white dot on your screen, thus in the direction of the boat mooring at the wharf (#14). Jump on its board and grab what you can - first of all, the Claymore mines. On the wooden wall of the shack built in the centre of this wharf you'll find also a cupboard with medkits, if you need them.

You should go now to your appointed observation position - exit the wharf and proceed uphill along the path, move towards the white dot on your screen (#15).

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When you're on this path, the HQ will contact you via the radio - they've got an idea of mining the path, in order to invite worthily a later pursuit. As I think, you should do it after turning around, when faced towards the wharf (#16). Draw a Claymore mine out of your pocket ;-) and put it on the ground.

Afterward, turn around again and move several meters higher along the path. Use your rope ended with an anchor to climb up to the bough hanging over your head (#17).

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Walk along this bough to your new observation position and draw out the binoculars (#18). You have to again use your binoculars to mark the targets for Tyler.

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