Vertana

Vertana is the location of the 2nd Campaign in Heatseeker. Ruled by President Esteban Granuja, Vertana sees IC Task-force Nemesis dispatched to investigate the likelihood of the Vertanian government assisting terrorist cells in the Caribbean.

Vertana consists of two main geographical areas, and uses 4 different levels. There are the smaller islands of San Siarro, the larger islands of St.Martique, and the sea in between the two. Missions 2.1 "Smuggler's Run", and 2.2 "Smuggler's Demise" take place at San Siarro, which is a chapter of small, scattered out islands which seem to welcome tourists and have several civilian airstrips, a pirate's facade for Vertanian weaponry. Meanwhile Mission 2.3 "Reprisals" takes place while en-route to St.Martique. Mission 2.4 "The Payback" is set in the waters just before St.Martique. Finally, Mission 2.5 "Decapitation Strike" brings the player to St.Martique, a pair of heavily fortified island strongholds. San Siarro is measured to be 4km wide and 11.9km long, meanwhile St.Martique measures in at 7.3km wide and 7km long.

2.1 "Smuggler's Run"

 * Downtown is tasked with scanning and identifying several suspicious Freighters (2) and Light Aircraft (2 grounded, 2 airborne) in the southern half of the level. After successfully scanning a target, Intel will clear them as Neutral. Scanning all targets, Rumbler will inform the player to wait as Intel double checks. Seconds later, Divot will spot a Light Aircraft taking off. The Nemesis intercepts a transmission from the pilot, who's annoyed and demands to have fighters be dispatched to eliminate Downtown and Divot.
 * The player is then tasked with destroying the fighters and the Light Aircraft. After neutralizing the first wave of enemies, more seemingly appear out of nowhere. Taking down this second wave will complete the objective.
 * Rumbler informs the duo that a Speedboat similar to the ones from Missions 1.2 & 1.3 has been detected from the northernmost island and requests a scan of it, suspicious from the initial attack. Upon completing the scan, the boat is labelled as hostile, and immediately fires upon the player.
 * As Rumbler notes that the two sets of smugglers encountered have been around the Northern airbase, Divot interrupts, caught off guard by more hostile jets. He realizes that Hangars have been built into the mountains of the larger North island. Destroying the Hangars and fighters progresses the mission. No more aircraft will spawn for the duration of the mission afterwards.
 * Divot informs Rumbler that everything is destroyed, and comes to the conclusion they've discovered a smuggler's base. Rumbler then orders DT and Divot to render the base inoperable. AA weapons and non-combative structures will be highlighted as targets, and will be needed to be destroyed.
 * Rumbler congratulates the pilots, but then informs them that a Freighter is being escorted by Nanuchka class missile boats. He commands the boat to be scanned, but before they can, the warships engage the player's wing. A boarding team is sent to investigate once the boats are destroyed, and the mission ends.
 * Bonus Objectives
 * As a Rookie, shoot down at least 20 aircraft. This will grant access to the "Long Ranger" Weapon Pack for the F-15 Eagle V2. (It is recommended to wait on destroying the mountain hangars, and farm the enemy jets as they leave. It will take approximately 3 waves of fighters to emerge to complete the Bonus Objective.)
 * As a Pilot, destroy the Nanuchkas within the time limit (Approx.1 minute, 45 seconds.) This will grant access to the F-16 Falcon V2.
 * As an Ace, find and destroy hidden cargo planes (3 C-130 Hercules) scattered throughout the islands. This will grant access to the MiG-31 Foxhound V2. (The player will only receive the Bonus Objective notification once they have destroyed one cargo plane. Checking the radar for green blips and cycling through targets will make this objective fairly easy.)

2.2 "Smuggler's Demise"

 * Rumbler explains that they need evidence on possible weapons transports' point of origin before taking any kind action. Two possible transports are initially discovered, but the HUD only highlights one. Downtown's first objective is to scan and identify the plane highlighted. Intel has given a list of possible ID's to check and see if they can get a match. The highlighted transport has a fighter escort, but all are labelled as neutral. Scanning the transport will reveal it has a matching ID, thus making it hostile. However, the player cannot fire upon it, as they have not been given the all clear to do so. Command wants the plane searched, so it will need to be coerced into landing.
 * Divot will then attempt to communicate with the transport, ordering it to land. This causes the fighter escort to begin an engagement; deal with the fighter escort quickly. (Note: destroying the transport at this point will fail the mission.)
 * Rumbler suggests trying to order the plane to land again, but after 3 failed attempts, DT is given the freedom to fire warning shots . Firing a series of warning shots causes the transport's crew to panic, but not give in to the landing order. A second series finally makes the crew "comply." Unknown transmissions are received from the transport, making the IC Task force wary of enemy reinforcements. Rumbler relays that bogies have been spotted outside the mission area. The transport plane feigns a landing, rather, speeds over an airstrip. The bogies enter the mission area, are now identified as bandits, and reveal that the transport was in fact requesting help.
 * Top priority is to relieve the transport of its backup, doing so spawns in another wave of enemy fighters. While dealing with the second wave, the transport takes the opportunity to escape. An exasperated Rumbler allows Downtown and Divot to go weapons free and destroy the transport.
 * After destroying the transport, Intel releases the location of two more transports being escorted by more fighters. Everything is to be eliminated. Recovery teams are sent in to investigate once done.
 * Rumbler compliments the duo's flying, but reports unknown contacts in the water, close to the Northern island. He urges the pilots to quickly check it out. Highlighting the unknown contacts reveals them to be Mini-subs, getting in proximity of them causes them to submerge. A navigator believes they'll need to resurface to avoid a sandbar.
 * Now close to the Northern island, Divot becomes alarmed that they're both getting targeted from the island. Rumbler further clears up that there are new heat signatures from the destroyed smuggler's base situated there. Newly arrived SAM sites will begin firing upon the player. Dispose of them to keep the mission going.
 * The Mini-subs resurface, attempting to get into deeper waters. Rumbler orders them sunk before they can reach their goal. (This is non-essential to the mission, as the naval group poses a larger threat.) Intel reports a small naval group consisting of 3 Sovremenny class Destroyers and 3 sets of fighter jets. These take top priority and must be dealt with to finish the mission. As the player whittles down the naval group, Divot makes the discovery that all the smugglers' equipment has Vertanian markings.
 * Bonus Objectives
 * As a Rookie, destroy the Mini-subs. This will grant access to the "Ship Attack" Weapon Pack for the SU-34 Fullback V1.
 * As a Pilot, destroy the lighthouse; it's a smuggler's base. This will grant access to the "Precision Attack" Weapon Pack for the F/A 18 Super Hornet V2. (The player will not receive the notification immediately, they need to fly within a close proximity of the target to trigger the notification and receive a lock. This target's radar blip is very inconspicuous, it is situated close to the southernmost island.)
 * As an Ace, destroy the SAM site located on the smaller Northern island. This will grant access to the "Circuit Breaker" Weapon Pack for the F-117 Nighthawk V2. (The player will not receive the notification immediately, they need to fly within a close proximity of the target to trigger the notification and receive a lock. Unlike the lighthouse, its blip on radar is much more discernible.)

2.3 "Reprisals"

 * The Nemesis is sent on high alert due to incoming enemy fighters. All airmen are on Alert 5 status, meaning Downtown and Divot are immediately sent up to engage. Unbeknownst to them, the reason behind this is Eyeball, a Spearhead operative, who has valuable information and is needed to be saved from an overwhelming force of Vertanian interceptors. Relieving Eyeball of his attackers, Rumbler warns DT that a batch of fighters are vectored in on him. The mission will not progress until the fighters are dealt with.
 * Once Eyeball is on the Nemesis, Rumbler requests that the pilots return for debriefing, until picking up on water bound targets moving to fight the fleet. Radar picks up on lower flying bombers as well. An entire dozen of small PT Boats and 2 waves of bombers will need to be neutralized.
 * As things settle, Rumbler will explain why Eyeball had taken such an incautious move. A defector, call-sign Angel, held important information concerning Vertana and Granuja. She was to extract with Eyeball secretly, but unfortunately became compromised. Communications turned spotty during the ordeal, and Angel's last known status was that she was under heavy fire from air and sea. The player will need to rendezvous with her and destroy the fighters. (It is recommended to stay relatively close to Angel, as more jets will spawn in to kill her.) While escorting the defector, a Typhoon class sub will emerge. (The sub is non-essential to completing the mission, but is a bonus objective.)
 * Once Angel reaches safety, A distress call from a Freighter called the Lucille draws in Downtown and Divot to help. Another distress call from a different Freighter is received, but it is unknown where that ship is. Saving the Lucille completes the objective.
 * The next Freighter is identified as Axelrod, and is in dire need of help. 3 PT Boats have been attacking the ship, with jets inbound. Rescuing the Axelrod completes the objective.
 * Once both Freighters are safe, Rumbler orders the player to return, clarifying that the attacks were cover so that two Typhoon class subs can ambush the fleet. DT will have to intercept any cruise missiles sent out, and destroy both subs. The mission concludes once both subs are sunk.
 * Bonus Objectives
 * As a Rookie, destroy the enemy spy aircraft. This will grant access to the "Cluster Bomber" Weapon Pack for the MiG-29 Fulcrum V3.(The A-50 Mainstay will spawn in during the first IC fleet defense objective. A white radar blip will appear behind the player when the cutscene is over.)
 * As a Pilot, destroy the submarine before it submerges. This will grant access to the F-15 Eagle V2.
 * As an Ace, destroy the enemy cruiser. This will grant access to the "Multirole" Weapon Pack for the SU-27 Flanker V2 (The player will not receive the notification immediately, they need to fly within a close proximity of the target to trigger the notification and receive a lock. The enemy cruiser in question is a Sovremenny class Destroyer; one of the three warships initially attacking Angel.)

2.4 "The Payback"

 * Taskforce Nemesis is to assist Taskforce Guardian in their assault of St.Martique. Angel, the defector, relays information about the islands, such as the old ex-Federation equipment in use, and in-house mountain air bases. Guardian's Strike Team Alpha is already on the move to St.Martique, so Rumbler urges DT to get airborne. Seconds after launching, Divot spots enemy PT Boats quickly making their way to the Nemesis. While destroying these boats, a second wave will soon follow.
 * After a short conversation, radar picks up strike aircraft approaching the Nemesis. After downing several jets, Guardian radios in, warning Nemesis more seaborne targets advancing towards them.
 * Once all aircraft are destroyed, Divot detects the aforementioned seaborne targets, noticing that they're now bigger. Angel informs the fleet that these are Nanuchka class missile boats, and that these are Granuja's frontline defense. While sinking these boats, Guardian reports that they have boats inbound to them. More enemy aircraft are spotted attempting to reach both fleets.
 * Rumbler orders the duo to save the Guardian, as they have a wave of fighters and more missile boats attacking. Following the destruction of several enemies, Rumbler reports that a few small boats are spotted returning to their base. (These boats are non-essential to the mission, as they are bonus objectives.)
 * More fighters are attacking the Nemesis, the player is called back to help defend it. After destroying most of the enemy force, they are called back, being left with an ominous message of paying with blood, and "it is time". Guardian suggests that they're going to move to the defensive, encouraging Strike Team Alpha to speed up. The Marine commander picks up on suspicious activity. Rumbler doesn't believe any of it, and attempts to send DT to help them, but is cut off by the Guardian, who are picking up missile activity. (Destroying the returning aircraft is non-essential to the mission, as this is a bonus objective).
 * Divot is confused by the panicked allies, until seeing missiles being launched from the islands themselves. Rumbler cancels his previous order, and instead tells Downtown to destroy the Cruise Missiles vectored to the Nemesis. After doing so, Rumbler is about to allow DT help the Guardian but cancels the order when more missiles are launched.
 * Guardian calls in, reporting they are detecting radiation from one of the missile launchers. A missile has been launched, directed towards Strike Force Alpha. Guardian panics, declaring the missile has a nuclear warhead. Rumbler calls all pilots to retreat. Alpha's team tries to shoot down the nuke, but it's in vain. The mission area flashes to white, before fading to a rich yellow orange tint. Alpha is annihilated by the missile, a shock wave and mushroom cloud grows from their position. The high octane soundtrack falls silent, the HUD flickers on and off erratically, the radar no longer works. Taskforce Guardian retreats, and Downtown is called back. The mission is completed, but not even the voice of the player aircraft's warning system signs off.
 * Bonus Objectives
 * As a Rookie, sink the fleeing boats. This will grant access to the "Naval Fighter" Weapon Pack for the MiG-29 Fulcrum V3.
 * As a Pilot, destroy all planes before they get away. This will grant access to the "Heavy Multirole" Weapon Pack for the SU-37 Super Flanker V2.
 * As an Ace, sink all boats - stay below the radar grid. This will grant access to the "Circuit Breaker" Weapon Pack for the F-22 Raptor V2. (The player will have 10 seconds initially to fly below the radar grid, flying above it once below will fail the objective. It is recommended to not fire on any airborne targets at this time, else it may trigger the Impact Cam, and cause the autopilot to raise the player's plane above the grid.)

2.5 "Decapitation Strike"

 * After the events of Mission 2.4, "The Payback", Taskforce Guardian has created a smaller secondary assault force to try again. Because of the losses from the mission prior, the defector, Angel, has been cleared to join the player's wing. Downtown, Divot, and now Angel are to support Strike Team Bravo. The first objective is to down the island's patrols. As the player is doing so, SAM sites will begin counterattacking. The patrols and AA sites will need to be destroyed.
 * As the last enemy falls, an enemy ace formation and a larger, regular flight is dispatched to deal with the player. Arend Krygsman and his wingmen will halt progression of the mission until dealt with. The ace will berate and insult the protagonists, annoying Divot. Arend can handle more damage than his standard counterparts, and deploy flares more often.
 * After shutting down the enemy fighters, Strike Team Bravo informs DT that two sets of unmarked ships have been spotted. They appear to be heading to the docks, and the smaller boats may be carrying missile warheads. Rumbler assumes Granuja is trying to have more nukes shipped in, and orders the ships destroyed. Vertanian airborne reinforcements move in to stop DT. (The Udaloy class destroyers are non-essential to the mission, as they are bonus objectives.)
 * Once the boats and fighters are destroyed, Strike Team Bravo will announce that they've made it to land. They will need cover from T-90 Battle Tanks. Waves of tanks will appear from mountain side tunnels, and must be destroyed. Bravo will have to cross a bridge connecting the smaller island they've landed on to the mainland, and will meet more waves of enemy tanks, as well as a fortification built onto the bridge itself.
 * Successfully defending Bravo, the assault team will move into the tunnels, leaving Downtown to deal with incoming fighter jets.
 * Rumbler explains that the assault team will no longer need the pilots' protection, but will have to wreak havoc on Granuja's personal fortress. AA emplacements and non combative buildings are highlighted as targets. While damaging the fortress, missile launchers will be driven out from tunnels near the main airport to launch cruise missiles. These are suspected to be more nukes, and take top priority. (If a missile leaves the mission area, a similar fate to Strike Force Alpha awaits the Nemesis, and the mission will end accordingly.) Once the missiles and launchers are destroyed, the player can finish besieging the fortress. Once all targets are destroyed, Bravo will move in and apprehend Granuja. Rumbler commands DT's wing to return, as a different group of fighters will escort the assault team home. This concludes the Vertana Campaign.
 * Bonus Objectives
 * As a Rookie, sink the destroyers. This will grant access to the "Armor Killer" Weapon Pack for the F-35 Lightning II V2.
 * As a Pilot, destroy all the T-90 tanks at the airport. This will grant access to the "Tank Killer" Weapon Pack for the MiG 1.44 MFI V2.(The player will only receive the Bonus Objective notification once they have destroyed one tank. Checking the radar for green blips and cycling through targets will make this objective fairly easy.)
 * As an Ace, make sure all the assault vehicles survive. This will grant access to the MiG-29 Fulcrum V1. (It is recommended to farm out the tanks as they exit the tunnels, and destroy the bridge fortification beforehand.)

Epilogue

 * After the Kamcha Campaign, DT's handler from Mission 1.1 "Welcome to Paradise" will brief him on the latest global report. Vertana has a positive outlook as tourists are returning and residents are becoming outgoing.

Hostiles
During the Vertana Campaign, the player will encounter a variety of different land, air, and sea targets.

Land Based Targets

 * Anti-Aircraft Gun (2.1, 2.2, 2.5)
 * Grumble Heavy SAM (2.2)
 * Mob Heavy SAM (2.1)
 * Structures
 * Hangar (Civilian model) (2.1)
 * Hangar (Mountain model) (2.1)
 * Lighthouse (2.2)
 * Mansion (2.1)
 * Target (Unnamed Structure) (2.5)
 * Villa (2.1)


 * T-90 Battle Tank (2.5)
 * UAZ-469 Jeep (2.1)

Air Based Targets

 * A-50 Mainstay (2.3)
 * C-130 Hercules (2.1, 2.2)
 * Cruise Missile (2.4, 2.5)
 * Light Aircraft (2.1)
 * MiG-27 Flogger (2.1, 2.2)
 * MiG-29 Fulcrum (2.3, 2.4, 2.5)
 * Yak-141 Freestyle (2.1, 2.2)

Sea Based Targets

 * Mini Sub (2.2)
 * Nanuchka class Missile Boat (2.1, 2.4)
 * PT Boat (2.3, 2.4, 2.5)
 * Speedboat (2.1)
 * Sovremenny class Destroyer (2.2, 2.3, 2.5)
 * Udaloy class Destroyer (2.3, 2.5)
 * Typhoon class Submarine (2.3)

Trivia
The Vertana Campaign will take place over the course of five days. Mission 2.1 takes place on Day 1, at 1645 hours. Mission 2.2 skips on to Day 3, at 1723 hours. Mission 2.3 takes place the following day, at 1850 hours. Finally, Day 5 take place at 1120 and 1248 hours.

Vertana seems to be based on Cuba, as the west typically views Cuba as a reclusive rogue state harbouring criminals, not to mention that both countries seems to be Spanish-speaking, operate Soviet-origin weaponry, is situated near the Caribbean, and is a destination for tourists. Oddly enough, Cuba also exists in this universe.

Despite having a nationality, Vertanian cannon fodder adversaries encountered during this Campaign are only referred to as "Enemy Pilot". All other enemies with nationalities are referred to as accordingly- i.e. "Federation Pilot", "Kamcha Pilot". This could be a limitation in game, as this Campaign also contains smuggler opponents, who wouldn't be tied to a single nationality.