|Chapter 15 - Welcome|
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Welcome (Chapter 15) (Finial Chapter):
The Chapter starts with Walker limping up a flight of stairs, surrounded by fish swimming behind glass. At the top of the stairs the remains of The Damned 33rd surrender and tell you that Dubai is yours (there is only 9 left). They tell Walker that Konrad is upstairs where he has always been, waiting for you. Walker walks into the elevator and rides up. On the way up Konrad starts speaking to him, telling him that he was able to do what the sandstorms were unable to do, kill all of the 33rd. "Do you feel like a hero yet?" Walker is invited inside.
As Walker is walking toward a staircase on the other side of the room, Konrad asks him if he thinks that in the beginning, Walker thought Konrad was a madman. Walker responded by telling Konrad yes, and Konrad responds that he is just as sane as Walker is.
Intel can be found in the back of the room upstairs, with the first staircase the player sees on the opposite side of the room as Konrad.
Walker goes upstairs and sees Konrad finishing a painting of the White Phosphorus incident earlier on (rather dark and disturbing image). Cutscene occurs. Konrad said he hopes Walker likes it and says Walker's eyes are open for the first time "it hurts doesn't it?" He asks Walker what he thinks. Walker tells Konrad that he did it, and Konrad responds by saying Walker did it, saying he killed 47 people. He asks then Walker who should pay for his crimes. He walks behind and the cutscene ends.
Walker walks behind the painting to the edge of the room that is overlooking Dubai. The player approaches Konrad, who is sitting in a chair facing the city. Walker says he is done playing games, and John Konrad assures him that it is no game. Walker spins the chair around and sees Konrad in military uniform dead, implying it was suicide with a pistol in his hand. Konrad has been dead a long time. Walker picks up the gun, unable to understand what he is seeing.
"It seems that reports of my survival have been greatly exaggerated" responds the Konrad, now realizing it is a fantasy. The background is black, and Konrad explains to Walker why this is happening. Walker was never meant to come to Dubai. Multiple flashbacks during the events of the game are replayed as memories. Walker says things were out of his control, which Konrad said that none of this would have happened if he had just stopped. Walker is not a savior, his talents lie elsewhere (scenes of Walker's destruction and killing are shown). Walker continues to deny that it was his fault. Konrad says it takes a strong man to deny what's right in front of him, and if the truth is undeniable you create your own. (During this entire line, Walker is alone without the Konrad illusion. Walker's lips move to form the words that Konrad are saying). A scene with the two people tied under the bridge (water thief and military man) are shown to have been rotting corpses, and Walker imagined the entire decision he had to make. "The truth is Walker you wanted to feel like something you are not, a hero." As more scenes are shown about Walker's illusions, Konrad explains that he is there because Walker couldn't accept what he had done, that it had broken him. He put the blame on Konrad, a dead man.
The background changes to what looks like a mirror, where you can see Walker and his reflection and Konrad in the mirror. Konrad says it is time to accept the truth, that they can't live the lie forever. Konrad points the gun at the real Walker (not the reflection) and says he will count to 5, then he will pull the trigger.
"You're not real, this is all in my head"
"Are you sure? Maybe it's in mine. One"
"No, everything, all of this, it was your fault"
"If that's what you believe, then shoot me. Two."
"I-I didn't mean to hurt anybody."
"No one ever does, Walker. Three."
Walker raises his gun.
"Is this really what you want, Walker?...so be it. Five"
Konrad shoots you, but you can really see that Walker commits suicide, both in the reflection and reality.
A cutscene showing both Konrad's and Walker's bodies appear. Over the radio a message is transmitted: Colonel John Konrad, United States Arny, the attempted evacuation of Dubi is a complete failure. The death toll is too many. Credits roll, the game is over. The trophy "A Farewell to Arms: You are relieved" is achieved.
Walker commits suicide, both in the reflection and reality.
The same cutscene showing both Konrad's and Walker's bodies appear. Over the radio a message is transmitted: Colonel John Konrad, United States Arny, the attempted evacuation of Dubi is a complete failure. The death toll is too many. Credits roll, the game is over. The trophy "A Farewell to Arms: You are relieved" is achieved.
"It takes a strong to deny what's in front of him."
Walker drops his gun, which shatters like glass. As Konrad slowly shatters like a mirror, he says no matter what happens next don't be too hard on yourself. "Even now, after all you've done, you can still go home. Lucky you."
Walker tells the commander of The Damned 33rd that is behind him that they will still complete the mission. He asks what mission, and as Walker tells him to get a radio the man disappears. Walker reports over the radio the immediate evacuation of Dubai. The survivors, one too many..." The Epilogue is then available after the credits. The trophy "Too Late The Hero: Carry on, soldier" is achieved.
Only available if the player chooses to shoot Konrad, believing the reality that Walker is still believing the illusion that it wasn't his fault.
A cutscene shows military American Humvees roll up to a Walker, wearing Konrad's uniform, sitting on the steps of the tower, holding an AA12 and a Desert Eagle in his holster. Falcon-1 personal hop out and approach him, saying the found Captain Walker. Walker approaches, gun in hand, his head burned and bandaged. The men are alarmed that he is armed, saying something is not right in his eyes. They say they want to help, but Walker needs to put down the gun, claiming that he is shellshocked.
"The trophy "The Road Back: Live and let live" is achieved."
Walker drops his weapon, and they drive off the Humvee. The driver asks Walker what was it like, and how he survived all this. Walker responds "Who said I did?" Credits roll.
"The trophy "The Road To Glory: Live and let die" is achieved."
A firefight ensues, and not an easy one since more Humvees show up.
If a fight ensues, there two more options.
"Cutscene is shown where Walker is choking on his own blood, having been shot multiple times."
A voice is heard. "Remeber back in Kabul, John? Before things got bad? We were talking. About nothin', really. I said somethin' about goin' home, and you...you said- 'Home? We can't go home. There's a line men like us have to cross. If we're lucky, we do what's necessary and then we die. No, all I really want, Captain, is peace.'" Credits then roll.
"The trophy "The Road To Glory: Live and let die" is achieved."
After a fight, Walker approaches a soldier who is bleeding internally from being shot by Walker. Walker picks up the now dead man's radio, which is asking if Falcon-1 copies, that they heard shots is wondering what is going on. Walker replies "Gentlemen, welcome to Dubai." The screen pulls up to look at the burning city as Captain Walker slowly walks off." Credits then roll.
This is a brief section to help make sense of the ending, and show the signs of Walker's insanity during gameplay.
Reloading (early game): "Reloading"
Reloading (late game): "This is slowing me down!"
Team orders (early game): "Snipe that hostile"
Team orders (late game): "Put down that fucking sniper!"
Kill conformation (early game): "Target down"
Kill conformation (late game): "Kill is fucking confirmed!"
Early game: Punch the down enemy in the face.
Late game: Snap necks, brief struggle and shoot them, stick a shotgun or pistol in their mouth and make their head explode etc.
How many Americans have you killed today?
It's time for you to wake up.
Do you feel like a hero yet?
To kill for yourself is murder. To kill for your government is heroic. To kill for entertainment is harmless.
Cognitive dissonance is an uncomfortable feeling caused by holding two conflicting ideas simultaneously.
The US military does not condone the killing of unarmed combatants. But this isn't real, so why should you care?
Walker's obsession with Konrad has brought nothing but destruction - to Dubai and his squad.
I exist and I find it nauseating.
And many, many others...
The main menu shows the life of Joe the sniper. The main menu screen, depending on where the player is during the campaign. Joe is sitting on a ledge on the left side of the screen going about his business. At some point during the end of the story, Joe dies a bloody death (likely at the hands of Walker) and his corpse is being eaten by crows. At the very end, his body is covered by the American flag, along with a pile of rubble.
The pointlessness of Walker's decisions:
Every decision Walker makes during the campaign is pointless...
The choice to shoot McPherson or let him go
To save Gould or the civilians (either way he dies, and the civilians will likely die at the gate).
The overpass test (they aren't actually alive).
How to react to Lugo's hanging. If you let them go they are likely to die of thirst in 4 days...
All choices are superficial and pointless. The game wants you to realize that you cannot control the world around you, because you cannot even control yourself. There is far more analysis that can be done with this game, but hopefully, this makes you think.