

| SOCOM: U.S. Navy SEALs Released: August 27, 2002 Developed By: Zipper Interactive Platform: PlayStation 2 | |
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Game Notes:
Suppression: Eliminate all of the enemy forces in a non-respawn 11 round battle, failure to eliminate the enemies results in a tied round. Demolition: Teams vie to retrieve an explosives satchel from a neutral map location and plant it at the enemy base. Extraction: SEALs have to extract 3 hostages being held by the Terrorists behind enemy lines. |

| SOCOM II: U.S. Navy SEALs Released: November 4, 2003 Developed By: Zipper Interactive Platform:PlayStation 2 Click here for Map Flythroughs for SOCOM II: U.S. Navy SEALs |
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Game Notes:
Suppression: Eliminate all of the enemy forces in a non-respawn 11 round battle, failure to eliminate the enemies results in a tied round. Demolition: Teams vie to retrieve an explosives satchel from a neutral map location and plant it at the enemy base. Escort: SEALs have 3 VIPs to extract at an extraction point(s) behind enemy lines, while Terrorists attempt to kill the VIPs. Extraction: SEALs have to extract 3 hostages being held by the Terrorists behind enemy lines. Breach: SEALs have to plant explosive C4 charges on multiple entries to the Terrorist base to gain entry. Once inside the SEALs must plant an explosives satchel inside the Terrorist base. |

| SOCOM 3: U.S. Navy SEALs Released: October 11, 2005 Developed By: Zipper Interactive Platform: PlayStation 2 | |
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Game Notes:
Suppression: Eliminate all of the enemy forces in a non-respawn 11 round battle, failure to eliminate the enemies results in the team with the most remaining players winning. Demolition: Teams vie to retrieve an explosives satchel from a neutral map location and plant it at the enemy base. Escort: SEALs have 3 VIPs to extract at an extraction point(s) behind enemy lines, while Mercenaries attempt to kill the VIPs. Extraction: SEALs have to extract 3 hostages being held by the Mercenaries behind enemy lines. Breach: SEALs have to plant explosive C4 charges on multiple entries to the Mercenary base to gain entry. Once inside the SEALs must plant an explosives satchel inside the Mercenary base. Convoy: Mercenaries control a convoy of vehicles through multiple breach points to gain possession of cargo, which then needs to be returned to a specified drop point. SEALs can win by destroying both convoys, preventing the Mercenaries from carrying any cargo to the drop point in the round or eliminating the entire Mercenary team. Mercenaries can win the round by returning at least one cargo shipment to the drop zone before time expires or by eliminating the entire SEAL forces. Control: SEALs and Mercenaries vie to hold all five control points (Charlie, Delta, Echo, Foxtrot, and Juliet), hold the most points by the end of the round or eliminate the opposing forces. |

| SOCOM: U.S. Navy SEALs: Combined Assault Released: November 7, 2006 Developed By: Zipper Interactive Platform: PlayStation 2 | |
Maps: SOCOM 3 Maps
Combined Assault Maps
DLC:
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Game Notes:
Suppression: Eliminate all of the enemy forces in a non-respawn 11 round battle, failure to eliminate the enemies results in the team with the most remaining players winning. Demolition: Teams vie to retrieve an explosives satchel from a neutral map location and plant it at the enemy base. Escort: SEALs have 3 VIPs to extract at an extraction point(s) behind enemy lines, while Mercenaries attempt to kill the VIPs. Extraction: SEALs have to extract 3 hostages being held by the Mercenaries behind enemy lines. Breach: SEALs have to plant explosive C4 charges on multiple entries to the Mercenary base to gain entry. Once inside the SEALs must plant an explosives satchel inside the Mercenary base. Convoy: Mercenaries control a convoy of vehicles through multiple breach points to gain possession of cargo, which then needs to be returned to a specified drop point. SEALs can win by destroying both convoys, preventing the Mercenaries from carrying any cargo to the drop point in the round or eliminating the entire Mercenary team. Mercenaries can win the round by returning at least one cargo shipment to the drop zone before time expires or by eliminating the entire SEAL forces. Control: SEALs and Mercenaries vie to hold all five control points (Charlie, Delta, Echo, Foxtrot, and Juliet), hold the most points by the end of the round or eliminate the opposing forces. |

| SOCOM: U.S. Navy SEALs: Confrontation Released: October 14, 2008 Developed By: Slant Six Games Platform: PlayStation 3 | |
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Game Notes:
Suppression: Eliminate all of the enemy forces in a non-respawn 11 round battle, failure to eliminate the enemies results in the team with the most kills winning. Demolition: Teams vie to retrieve an explosives satchel from a neutral map location and plant it at the enemy base. Escort: SEALs have 3 VIPs to extract at an extraction point(s) behind enemy lines, while Mercenaries attempt to kill the VIPs. Extraction: SEALs have to extract 3 hostages being held by the Mercenaries behind enemy lines. Breach: SEALs have to plant explosive C4 charges on multiple entries to the Mercenary base to gain entry. Once inside the SEALs must plant an explosives satchel inside the Mercenary base. Control: SEALs and Mercenaries vie to hold all five control points (Charlie, Delta, Echo, Foxtrot, and Juliet), hold the most points by the end of the round or eliminate the opposing forces. Elimination: Eliminate all of the enemy forces in a non-respawn 11 round battle, failure to eliminate the enemies results in a tied round. Arms Run: Mercenaries have to active and defend 3 randomly placed missile launch sites. SEALs need to destroy all three missile launchers, prevent the Mercenaries from activating all the launchers or eliminate all enemy forces. |

| SOCOM 4: U.S. Navy SEALs Released: April 19, 2011 Developed By: Zipper Interactive Platform: PlayStation 3 | |
Maps:
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Game Notes:
Suppression: Eliminate all of the enemy forces in a non-respawn 11 round battle, failure to eliminate the enemies results in the team with the most kills winning. (Standard variation: the team with the most kills after time expires wins) Bomb Squad: The attacking team has a randomly assigned Bomb Technician who has special heavy armor and Automatic Shotgun/Grenade Launcher load out. The attacking team needs to protect their Bomb Tech and the Tech must defuse all of the 3 bomb sites on the map or eliminate all the enemy forces. The defending team has to prevent the enemy from defusing all the bombs before time runs out or they need to kill the Bomb Technician. (Standard variation: when the Tech is killed a new one is spawned and defusals take more time to complete) Uplink: The attacking team needs to secure 2 data points and upload it into their data center before time expires. The defending team has to prevent all the data from being stolen or eliminate all the enemy forces. (Standard variation: uploads/downloads take more time to complete) Last Defense: Teams vie to simultaneously hold all three neutral capture points. When all points are captured the satellites triangulate on the enemy base and the capturing team must plant an air strike beacon in one of the two assigned areas. (Standard variation: planting beacons and capturing points requires more time) Demolition: Teams vie to retrieve an explosives satchel from a neutral map location and plant it at the enemy base. (Standard variation: three rounds of ten minutes using Standard mode rule sets) |
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