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The road to Lolosalam is heavily mined. In order to restore access for our forces and build rapport with the local populace we have initiated a clearing operation. As an EOD specialist you will be attached to the lead element. Your job is to clear mines when requested to do so in order to facilitate mission fulfillment. Following this mission you will spend the night in the hills surrounding Lolosalam. In the morning you will RTB. Your callsign will be 'Keymaster'. You will be attached to a small fireteam codenamed 'Seeker'. Following you will be two rifle squads codenamed 'Reaper' and 'Slayer' respectively. Headquarters callsign is 'Crossroads'. This is a very basic mission with very little scripting, but it feels really good and almost like you're really on a deployment. You (and up to 3 of your friends) are EOD specialists in the United States Army and are attached to a fireteam which will lead and assist you. You need to move in a convoy of 3 MRAPs to the city of Lolosalam, securing the path along the way for more troops to follow in your wake. You ride in the front MRAP while the two MRAPs following behind you contain regular U.S. Army rifle squads to support the ultimate Lolosalam objective. You start at the base by an arsenal box. Get whatever gear you need out of there and then go to the front of the base and get in the lead MRAP. Don't worry about the fireteam leader bitching at you over the radio, they will never leave without you because they need you. All you have to do is concentrate on your job. The AI will (should) do their job without you having to babysit them. They will order you from time to time to defuse or destroy an IED blocking the path of the vehicles. After you're satisfied that the area is safe get back in the MRAP and the convoy will start moving again. If you ever come under fire or are attacked simply retreat to the MRAP and re-assess the situation. If you have to clear a path of IEDs while under fire it is easiest to simply detonate them with an explosive charge. The front MRAP has a decent supply of these explosive charges for dealing with the IEDs. Be careful because some IEDs are dual-charges and are designed to kill EOD. This usually takes the form of an anti-personnel landmine placed on top of or near the main IED. Use your eyeballs and be cautious. This mission starts out very slow and boring because not much happens at first. There are long periods of driving through the mountains looking at the sights and listening to music, but the Taliban are always watching you. If you look closely in the hills you may see them planning your future demise. As you get closer to Lolosalam, that dreaded city, more and more activity will start popping up. Your troops should deal with the enemy most of the time (as long as they can find/see them) and will even call in air support to help level the playing field. This all plays out over sidechat radio. To actually win the mission and end the game you just have to clear the way and let the two rifle squads do their patrol around Lolosalam. They will inform you of further developments. No Taliban can be in or near Lolosalam. You can make the Taliban retreat without having to hunt down and kill every last one. If they feel like they're getting fucked up they'll run into the hills to regroup, just like real life. This mission can be completed without taking a single U.S. casualty, but one wrong move can also instantly take the lives of about 40 people. Possible glitches/bugs you may encounter: - Vehicles falling off mountains - A-10's crashing during CAS runs - No lag during most of the mission but a lot of lag inside of Lolosalam Top two are caused because of the nature of the map Clafghan and its extremely steep slopes. I did everything I could to kind of code around it though, so it should be okay most of the time. The last one is simply in regards to your CPU and possibly RAM. I've had two people play this same exact mission and one had 120 FPS the whole game, the other had 120 FPS and then about 15 FPS once they entered Lolosalam. A dedicated server and headless clients will mitigate this issue. Let me know if you run into any problems. Note: Default view distance is 4500 for gameplay purposes. This seems to be okay for most people. If you need to turn it down the host or any logged in admin should be able to access the debug menu in-game in multiplayer. Simply type "setviewdistance NUMBER;setobjectviewdistance NUMBER" and hit global exec or something and it should change it for everyone. I'll add in an option later that lets you select the view distance at the beginning of the mission. Download: http://steamcommunity.com/sharedfiles/filedetails/?id=1265397099