Warface: a complete passage of the special operation "White Shark.

Here the player is given a lot of opportunities.

Leveling up a character is quite exciting, thanks to a well-established system of daily mission exits, as well as many PVP modes.

One of the coolest adventures, incredibly spectacular, is the Black Shark special operation.

Let's find out all the features of the "Black Shark" in the game Warface.

New addition

The adventure is reminiscent of Liquidation, the first serious co-op gaming adventure. But then the players fought their way through the floors of the White Shark, which were perfectly guarded by the local evil corporation Blackwood.

Now the corporation has decided to move its headquarters, and another skyscraper has been named the Black Shark. Its goal is to restore its order on the planet.

Peculiarities

  1. The structure of the add-on is similar to "Liquidation". Again, a squad of five players will have to move on the elevator. The difference is that you do not need to protect the floors separately - the elevator jumps over several floors here.
  2. There are ten levels in the special operation. At the same time, it seems that the detachment is moving to the roof of a huge skyscraper. This is explained by the fact that all levels are different.
  3. On some levels you will fight close and hide among boxes scattered all over the place, on others you will have to fight at a long distance. There are levels separated by partitions, while they begin to fall as they progress, thereby opening up new opponents and new zones.

Opponents

Perhaps, here you will meet all types of opponents that are available in the Warface game - from turrets to zombies.

Moreover, this is the first special operation where different types opponents attack at the same time. While the snipers in the far positions are trying to take out the grenade launchers, the rest of the players fight off the zombies to prevent them from getting close.

Opponents are endowed with new tricks. For example, commandos can now descend on ropes absolutely silently, and zombies can climb columns and walls.

Thanks to these features, the battles in the Black Shark are unlike any others you have seen before.

Walkthrough Tips

The Black Shark adventure has 3 difficulty levels. Each is designed for a player with different skill levels.

In a special operation, it is important not to gape, no matter what level you have. On the high levels in general, it’s worth “keep your eyes open” - otherwise even minimum error can become fatal.

The composition of the team for the passage of the special operation must be selected correctly. This also applies to combat tactics and the choice of weapons.

Change tactics almost constantly. The design is incredibly diverse and this adds to the problems. Indeed, on different floors, the game situations are different, so be prudent.

"Black Shark" is excellently designed, in addition to this adventure there are downright cinematic moments.

For example, fighters who jump into the windows and start the attack even before the broken glass begins to pour. If you follow the plot in Warface, then this is where you can find out how the previous PvE adventure ended.

Emotions from the special operation are really running high. She has absorbed all the best that we have seen in previous gaming adventures.

If you are into PvE combat, start preparing. The adventure in Warface is promising, dynamic, exciting, albeit challenging. Wish you luck!

Target: set the charges on the supports, climb to the roof and leave the building.

Set the charges and then this damn shark will collapse like a house of cards. We still don't know why Oberon decided to build a skyscraper in this wilderness. Any information will come in handy - including from laptops and terminals. Something strange is happening on the upper floors, some sounds are coming from there.

Connect to the terminal, there must be something of value there. Looks like Oberon has no idea how to control these creatures. Remember the last operation? Blackwood scientists messed up with the signal, as a result, the so-called "super soldiers" turned into monsters and destroyed the base, and then the surrounding villages. Nothing has changed since then.

On one of the floors there are cells for prisoners, and recently someone was brought there. Will have to linger. It can not be! It's the Ice Peak Team! They went missing about a year ago. We need to get them out of here. They must have something to tell us. There is no way to open the door from here. Somewhere there must be a generator supplying them with energy. We'll have to clear the floor and turn it off. These guys are the only ones who managed to get into the Siberian bunker. We lost contact with them immediately after that. Turn it off so we can get our guys out.

The new Siege update season has been inaugurated with the addition of the Black Shark PvE mode to the game. We have already played it and now we want to tell you about it!

send

Fans of the shareware shooter probably remember the end of 2015 - the beginning of 2016 with warmth: it was during this period that the developers opened the “Hunting Season” and made many different changes to the game - unique achievements, new guns, and new modes, about which, by the way, saying we to you. Well, the trend is repeating. It is now the end of 2016 and a new season of updates is being launched, which is formally called "The Siege". The first major update, which yesterday on the game server, brought a lot of small things to the project, but the most pleasant innovation was the Black Shark PvE mode, which some players could already try out on the PTS before the update.


Kiev branch Crytek decided not to reinvent the wheel, but to follow its former course, using the rule "everything new is well forgotten old." The legs of the Black Shark grow from the same place as the legs of the February PvE mode "Volcano" - from the "Liquidation". The formula is painfully familiar: five Warface fighters need to break into the Blackwood headquarters under construction, which is such a rather big skyscraper, smash everything that moves and everything that does not move into dust - move and smash it. Along the way, you need to plant bombs on each floor, in some places - try to save the hostages, and all this extravaganza will end, as you might guess, with excellent fireworks and accompanying large-scale destruction. Instead of new concepts, developers develop what the public is guaranteed to like. And they do it well.



"Volcano" was good because it was a mode for everyone: on the first difficulty it was passed by five beginners with their eyes closed, on the second - by a team of professionals with excellent combat skills, and on "Pro" only a very well-coordinated group with a thoughtful Dozens of passages of special operations tactics. The same rule works in Black Shark, but the differentiation of complexity is carried out here to an even greater extent. Players are used to the fact that the difficulty in Assassination bastards increases in direct proportion to the floors occupied by the group, but in Black Shark they will already have to face difficulties just to get inside the building at all - the beginning of the special operation is very, very hot!



And if it’s so hot from the very beginning, then, of course, it certainly won’t be easier further. It seems that Crytek Kyiv used in the "Black Shark" in general all the PvE opponents that are only in: snipers, zombies, turrets, kamikaze - there are so many of this here that sometimes you want to scream loudly and call your mother. For greater efficiency and more epotage, the developers have added new animations to some familiar enemies. You can be quite surprised when for the first time you see that zombies not only run at you from all sides, but also climb walls, and under all this fun, special forces also cheerfully flies through the windows. And of course, new turrets, where are we without them, darlings? However, for some especially unlucky players, the elevator on the ground floor, often leaving without its "riders", has become a much bigger test. The poor fellows, about an hour and a half after the launch of the update, fell through the texture and lost the opportunity to go further. Although this is a serious, but the only and quickly fixed bug that we were able to detect as a result of testing.


For the passage of the "Black Shark" you can get a lot of all kinds of rewards - and it is logical that the most valuable prizes await those who manage to overcome the difficulty of the "Pro" which is insane challenging task. In one of the interviews, the developers admitted that they themselves did not succeed. You might think that these statements were made for a red word, but judging by the six-hour unsuccessful “trays” of the “Pro” difficulty from well-known YouTube let players specializing in, this may well turn out to be the purest truth. Be that as it may, badges, tokens, achievements - all these insignia can be obtained for completing the Shark. And four multi-colored shark patches will go to the most “skilled” players - such a beautiful thing in the profile will definitely be a good reason to be proud.

The strategy for passing all stages of the special operation "Black Shark". Detailed Tips, tactics, secrets and even an easter egg. Learn how to destroy all zombies

Oberon invests huge sums in a mysterious facility in the Balkans. Go there and find out what's what.

Preparing for a Mission

As usual, the team consists of five people. It is clear that it is best to collect a group of your friends, trusted people. If at an easy level of complexity a random approach could “ride”, then here it was not there.

It is desirable that the team had a medic. One medic and four stormtroopers? Why not! But you will need a sniper too. Below we will look at tips and tactics for completing each floor of the Black Shark special operation in Warface on the Pro difficulty level.

First floor

Once on the floor, stop in front of the elevator. In most cases, the first wave of bots will appear on the left side, but it's still better to wait and see. When you see exactly where the bots appeared, then run in the opposite direction and find a mountain of bags here. Hiding behind these bags, start shooting at opponents. Please note that there will be grenade launchers on the balcony in the far left corner or the far right corner (depending on your position). Kill them immediately!

As soon as you kill all the bots, then quickly run across to the opposite side. Start doing the same thing, hiding behind the bags. There should be additional bags on the side. Kill snipers and grenade launchers on the balcony and the red metal structure.

A little later, enemies will appear both in front and behind you. Assign roles. It is desirable that two people turn around and shoot the enemies that appear behind, and the remaining three allies continue to kill those Blackwood soldiers that are running from the opposite end.

Second floor

Zombie enemies will appear on this tier. There are two options. You can try to shoot all the zombies for three waves, standing next to the elevator - part of the group to the left, and part of the group to the right of it (back to the elevator).

But this tactic is dangerous in that the enemies may eventually just fall on your heads. In this case, do not expect anything good!

The best option is to first eliminate the enemies, standing in front of the elevator, criss-cross with your team. After the first wave, run to the left and turn around - the zombies will trample on you from the opposite edge. When the second wave is over, wait: the zombies will either continue to run from the same right edge, or start falling from top to bottom behind your back. In the second case, you will need to run across to the opposite side.

Third floor

Sitting in this corner

After going to the floor, it is best to stand in the far right corner, pressing your back. And the whole team. Start shooting everything that moves. As usual, three attack waves are waiting for you: first, zombies appear on the left, then on the right, and then from all sides. It can be said that this floor is one of the easiest during the special operation.

Third floor

All difficulties begin after you get to this tier. The main reason for failure may be that your allies, like you, do not know how to properly position themselves. If your squad consists of three attack aircraft, a sniper and a medic, then do this:

  • Let two attack aircraft sit behind the boxes on the right, further from the elevator, and let the sniper sit down behind the boxes on the left and next to him lie the attack aircraft.
  • The Medic can position himself between the crates on the right and left.

One of the boxes in the center

The task of the sniper is very clear, although it is not so easy to complete: a fighter of this class must shoot grenade launchers and other shooters in time, which will appear in the buildings on the sides, from red metal partitions.

Fifth floor

This floor is a spacious hall with balconies on the sides. Grenade launchers appear on these balconies. You can either split up so that one part of the team shoots grenade launchers on the balconies to the right, and the other part - on the balconies to the left, or just run around the center together and shoot at the enemies that appear.

We kill grenade launchers on balconies

But do not forget that from time to time kamikaze will fall towards you - zombies with barrels. You must make the sound louder so that you can hear if they suddenly appear behind you. Just run back and shoot a few times in the head.

Sixth floor

Once on the floor, stand in the center and wait. You must see which side the opponents will appear from, and then run behind the obstacles in the center so as to hide from them. The whole team is killing zombies, while the sniper is best to destroy the turrets. Next, you will need to run across to the other side, as the enemies will start to appear behind you. Finally, zombies will arrive chaotically and here you will have to try hard.

seventh floor

Once on the floor, immediately run to the other side of the elevator. Kill opponents that will appear on the left and right - that is, you need to split up.

When the first wave is over, then get ready for the appearance of zombies that will run right from the side of the elevator.

On the third wave, zombies will start to appear from all sides. Also get ready to shoot Tsushnikov and grenade launchers on neighboring buildings. This should be done by the sniper.

But this is not the end - there will be a fourth wave. You will need to run across to the opposite side and do the same as when passing the third.

eighth floor

This floor will be four stages. Each of them will give you unforgettable encounters with Blackwood soldiers and turrets at the same time. Even grenade launchers will appear on the upper balconies! Just try not to rush and hide behind numerous shelters.

Opponents will appear behind these blue curtains

Ninth floor

Once on the floor, immediately position yourself behind the nearest columns and shelters. Behind the left column, only one fighter can fit, behind the column to the right - three, and even more to the right, a fifth partner can stand under the stairs.

Slowly, shoot all the enemies that will not run at you.

Roof

This is the last episode of the game. The most important thing here is to take a position with the whole team on one side. Best of all - on the left, if you look at the skyscraper. Start shooting all the zombies that run towards you. In no case do not scatter to the sides, because in this case your opponents will also scatter. Getting into them will be much more difficult!

In this guide, we will tell you about the complete passage of the special operation "White Shark" (alternatively called "Liquidation"). In order to try their hand at this mission, a fighter must reach rank 10, and also have at least one access token in stock. The team is sent to the Blackwood headquarters to clear twenty floors of the building and eliminate the main antagonist. warfare- Oberon White.

Training

Class selection

This mission is not particularly difficult; in the end, the outcome of the special operation is decided by the tactics of the group that goes through it. For the successful passage of the "White Shark" there are several compositions:

  • Three attack aircraft, a medic, a sniper.
  • A couple of stormtroopers, two medics and a sniper.
  • Two snipers, two medics and an attack aircraft.
  • Two attack aircraft, a sniper, a medic, an engineer.

If you have not gone through the operation before, then it is best to take at least two snipers to the group. Therefore, we recommend a composition of two snipers, two medics and one attack aircraft.

Equipment selection

  • Stormtrooper it is better to take an automatic rifle with you (at the choice of a gamer), we do not recommend taking a machine gun. Grab a semi-automatic pistol with a good supply of rounds in a magazine (for example, "FN Five-SeveN").
  • Medic can be equipped with a pump-action or semi-automatic shotgun (we recommend taking a shotgun with the ability to reload at a time), a semi-automatic pistol with a large clip and, if possible, the best class equipment (first aid kit, defibrillator) that can be purchased in the game store.
  • Engineer– there is no engineer equipment special advice, so the choice of equipment for this class is entirely up to the gamer.
  • Sniper- a semi-automatic rapid-fire rifle is perfect for this operation (for example, ACR SPR, AS50, MK 14 EBR or Crazy Horse).
  • For a successful passage, it is worth equipping yourself with combat or elite equipment that restores health points and armor. Don't forget to wear limb protection gear.
  • Each team member should bring a flash and smoke grenade with them, they will come in handy at the end of the mission.
  • With the correct passage, signs of return may not be needed at all, but if you are going through a mission for the first time, pre-purchase about ten signs of return. A maximum of two signs can be used in one room.

Start

The fighters appear on the ground floor of the building. Wait for the elevator and head upstairs.

  • 00:20 (mm/ss)

First floor

The elevator stops due to a Blackwood security lock. It will take time for Warface technicians to crack the code for each floor. Only a small group of heavy infantry awaits you on this floor.

  • Tactics: arbitrary.
  • Total time to lift departure: 00:40 (mm/ss)

Second floor

On this floor, guards and stormtroopers are added to the heavy infantry.

  • Tactics: arbitrary.
  • Total time to lift departure: 00:50 (mm/ss)

Third floor

Your opponents will be heavy foot soldiers and shield bearers.

Tactics:

  • After exiting the elevator, head to the right. Take up the defense first of all by shooting shield bearers.
  • Total time to lift departure: 01:00 (mm/ss)

Third floor

Throughout the time, only security guards of easy and medium difficulty will become your opponents.

  • Tactics: arbitrary.
  • Total time to lift departure: 01:10 (mm/ss)

Fifth floor

This floor will be dominated by security personnel, heavy infantry and grenade launchers.

Tactics:

  • The sniper occupies a point in front of the entrance to the elevator and shoots the grenade launchers in a timely manner.
  • One medic looks at the two portals at the table, while the rest of the group deals with the arriving opponents.

  • Total time to lift departure: 01:30 (mm/ss)

Sixth floor

Where Grenade Launchers spawned on the previous floor (at the edges of the bridge), Stormtroopers will spawn on this level. Shieldbearers will become opponents at the lower level.

Tactics:

  • Immediately after exiting the elevator, gather as a team in the right corner. The sniper takes out the stormtroopers that appear, while the rest of the group takes out the shield bearers before they get too close.
  • Total time to lift departure: 01:15 (mm/ss)

seventh floor

On this floor, not only shield-bearers-shooters, but also security officers will come out of the portals. No opponents are expected on the balcony.

Tactics:

  • The same as on the sixth floor.
  • Total time to lift departure: 01:30 (mm/ss)

eighth floor

The first, truly difficult level of the special operation. Grenade launchers will only appear on balconies in a few places, there will be no enemies on the lower level.

Tactics:

  • The group should be distributed behind shelters: two snipers for the first racks on the right and left to shoot the arriving grenade launchers on the top.
  • Medics sit down with snipers to restore health points.
  • Total time to lift departure: 01:40 (mm/ss)

Ninth floor

The ninth level is very similar to the seventh, only security guards and shield-bearers-shooters will come out of the portals, and attack aircraft and grenade launchers can appear anywhere on the balcony.

Tactics:

  • Immediately after leaving the elevator, the group gathers in the right or left corner (it doesn't matter at this stage). The sniper shoots the emerging attack aircraft on the top, and the rest of the fighters destroy the guards.
  • Total time to lift departure: 01:50 (mm/ss)

tenth floor

On this floor, you will meet almost all types of opponents: special forces soldiers, attack aircraft and a sniper on the balcony; shield bearers and heavy portal infantry.

Tactics:

  • At this level, it is better to separate: the medic and the sniper, after leaving the elevator, take a position on the left, and the rest on the opposite side. Thus, snipers will timely destroy enemies on the balcony, and doctors will cover the exits from the portals.
  • Total time to lift departure: 02:10 (mm/ss)

Eleventh floor

A great opportunity to fill a couple of dozen frags on security officers. Just don't let them get too close, the difficulty of these bots is high and they will score to death in three hits.

  • Tactics: arbitrary.
  • Total time to lift departure: 02:20 (mm/ss)

twelfth floor

Special Forces soldiers will appear on the balcony, and on the first level, security officers, shield bearers and the level boss are waiting for you - Juggernaut.

Tactics:

  • After exiting the elevator, the group should be distributed: a medic and a sniper / attack aircraft and a medic in one direction, and the rest in the other.
  • Look for cover behind flower beds and pillars. The snipers are shot at by the fighters with the laser pointer, the rest cover the exits from the portals.
  • In order to pass the level, it is absolutely not necessary to kill the Juggernaut. If you don't want to bother, just wait until the elevator turns on.
  • You can destroy the Juggernaut after the elevator turns on. The appearance of bots will stop, and he will be left completely alone.
  • Total time to lift departure: 02:10 (mm/ss)

thirteenth floor

The eighth floor was a warm-up. You are waiting for constantly appearing grenade launchers on the top of both sides. No enemies are expected at the lower level.

Tactics:

  • Just like on the eighth level, two snipers take up positions behind the racks on the right and left. The level is passed very easily if you quickly destroy the arriving enemy forces.
  • Medics take cover behind the central table, periodically after volleys of grenade launchers they run up to snipers and restore health points.
  • Total time to lift departure: 02:10 (mm/ss)

14, 15, 16

At these levels, all the opponents that you met earlier in this mission (except for the Juggernaut) are waiting for you. Of course, every group is different. We only present the simplest passage tactic, which is the same for all three levels:

  • Two snipers get into the elevator, each of them takes his side of defense (right or left) and start shooting enemies.
  • One medic heals himself and the snipers.
  • The remaining fighters stand at the entrance, destroying the approaching guards, shield bearers and heavy infantry.
  • Total time to lift departure: 02:30 (mm/ss)

seventeenth floor

It is considered the most difficult level of the entire mission. If you have passed this level, you can consider that the special operation has been completed. The most important thing at this level is right action each member of the group, because of the ridiculous mistake of one, the whole team may suffer. LCC fighters, grenade launchers and heavy infantrymen will prevail here. Rarely, a shield-bearer-shooter can appear.

Tactics:

  • We need to get into position before General Lee Wharton finishes his monologue. Immediately after that, there will be a checkpoint and the appearance of opponents.
  • Choose which side to take in advance: gamers usually take the left side after exiting the elevator. We advise you to occupy the right, as there is still a little more space for shelter.
  • Covers on this level: flower beds and two sofas. Not much.

  • Absolutely all the fighters of the group must lie down so that the fighters with LCC do not shine their "searchlights" on them. Do not try to get up during the battle, two accurate hits from such an enemy will finish you.
  • The first medic takes up position at the end portal and promptly eliminates the enemies that appear in it.
  • If there is an engineer class fighter in the group, the next point is just for him. He lays down facing the first medic and monitors the appearance of enemies on the bridge. An infantryman who is not killed in time will reach the machine gun and kill the entire group. This place can be taken by a fighter of any other class.
  • The attack aircraft must take a position opposite the penultimate portal behind the flower bed. His vision will immediately include two enemy exit points, which he controls until the end of the firefight.
  • The second medic lies down behind the stormtrooper to restore his health points.
  • The last point is fundamental at this level. Usually it is occupied by a fighter of the Sniper class, but experienced squads can also cope with an attack aircraft. The task of the fighter in this position is to shoot all opponents in the line of sight. Many gamers make a mistake when they start destroying top tower bots on the opposite side. You should not do this: when you destroy all the "bugged" bots on the balcony, they will start to appear on the top from your team. If this happens, the group will be broken up.
  • Total time to lift departure: 02:50 (mm/ss)

eighteenth floor

This level is a little easier than the previous one, but there is no need to relax. For three minutes, you need to repel the attacks of numerous bots such as a shield-bearer shooter, a security officer and a special forces soldier.

Tactics:

  • Follow the principle of the previous level: the whole group goes to the right, taking key positions.
  • A distinctive feature is the column, behind which a sniper or attack aircraft can stand, destroying enemy fighters on the opposite side.

Roof

After opening the elevator, you need to act very quickly, since you will only have about 30 seconds to destroy the aircraft. All fighters who have smoke grenades throw them on the platform, and two pre-trained fighters descend to the RPG spawn sites and shoot down the helicopter. The sniper or stormtrooper should stay on the stairs to take out incoming enemies from the portals on the top.

At this time, security guards will appear in large numbers from the lower portals. It was for them that we previously threw smoke and flash grenades.

In order to bring down the turntable, three hits from the RPG are enough. Be careful if you miss more than five times - the helicopter will leave and the mission will fail.

After you destroy aircraft go back to the elevator. Mission completed. What a pity that the mission target remained in the building on the thirteenth floor.